You should probably start running before your shields drop? Tbh, this sounds a bit like "I bought an expensive ship and it isn't indestructible, please make it indestructible".
Id depend of your speed and ship and situation. When you are under fire in 4vs1 better run, because shields will fall quickly and hull desappear in one moment.
But if tou are 2vs1 or 1vs1, but in bad situation you can run just after your shields fail and hull with fast ship wil lbe enough to run. Propably you run at 80% hull... but if you are chased by clipper or FDL - it may be worse.
This is some game experience - to know when and why run.
(there is some sentece "Good coward always know when to run")
To be clear:
- Recharging time depend only of shield capacity. It mean If your ship have a 300 capacity it doesnt matter you will have 2A shields or 5A shields. They will rechardge from fail same time.
Shields boosters extending capacity by percent. For example FDL with 300 capacity and 4A boosters will have 540 capacity. If it fall, you will wait an age to bring them back... you can turn off boosters and shields will up faster, because capacity will be lower.
- Recharging rate in capacitor is for capacitor, not for shields. This is how fast your shields belt will recharge in capacitor, not shields.
- shield strongness is NOT shield capacity. You can have a big capacity, low recharge time but weak shields. There is table on forum about shields strongness.
- cellbanks not regenerate a percent of shields but an amount of MJ. So cellbank 4A will regenerate the same amount of MJ in shields independent of your shields, you can have 5a shields r 4E shields, and regenerated vaule will be the same.
https://docs.google.com/spreadsheets/d/1Xq2fmxhjfNiwtR2fBR1MAZrwEcjFudSuSjTOLwfcqlM/pubhtml