I don't think the current shield cell implementation is a particularly good one, as even with balancing it's basically still a health pill. But I don't mind the idea of a defensive module so I don't think we should scrap the idea completely, just redesign it. Here's what I suggest.
Shield cells basically act like a second emergency shield, and absorb damage that would otherwise go to the "real" shield or the hull. They can be activated whether the real shield is up or down.
But there's a few catches:
1) Shield cells take many minutes to recharge (say 30 minutes), to the extent they're basically a one use item in a single combat.
2) Whilst normal shields only lose charge when they're damaged, shield cells lose charge when they're:
a) Damaged
b) Turned on
c) Every second they're left on (the opposite of shields which recharge when they're on).
So a shield cell has a capacitor which slowly fills as the module is on over say 30 minutes. Turn the module off, and the capacitor drains and you need to start charging again. Once the shield cell is turned on the capacitor starts losing power. Also a shield cell activation is obvious, so an opponent knows if it has occurred.
Because of the fact that shield cells actually drain whilst they're active, they're a limited time proposition. The trick is to activate them at a time when they're going to absorb the most damage. Getting thrashed by dumbfire missiles is probably a good time.
Combat will suddenly change when someone activates a shield cell. The commander who hasn't activated may suddenly become evasive, hoping to avoid close combat until the cell runs down, whereas the activating commander is more likely to become reckless, wanting to inflict as much damage whilst they have a shield boost. However they can't be too reckless, as a shield cell will be brought down by damage, but they should have rather large charges which are generally instead depleted by time.
Alternatively, the opposing commander could activate their shield cell in response. The first commander might then choose to deactivate, going evasive and saving the remaining charge for later in the fight.
Note that the act of even activating the shield cell uses charge, so commanders can't just be switching it on and off again or they'll run it down.
I think this approach is more interesting than the current "health pill" mechanism and leads to some interesting tactical choices.
Shield cells basically act like a second emergency shield, and absorb damage that would otherwise go to the "real" shield or the hull. They can be activated whether the real shield is up or down.
But there's a few catches:
1) Shield cells take many minutes to recharge (say 30 minutes), to the extent they're basically a one use item in a single combat.
2) Whilst normal shields only lose charge when they're damaged, shield cells lose charge when they're:
a) Damaged
b) Turned on
c) Every second they're left on (the opposite of shields which recharge when they're on).
So a shield cell has a capacitor which slowly fills as the module is on over say 30 minutes. Turn the module off, and the capacitor drains and you need to start charging again. Once the shield cell is turned on the capacitor starts losing power. Also a shield cell activation is obvious, so an opponent knows if it has occurred.
Because of the fact that shield cells actually drain whilst they're active, they're a limited time proposition. The trick is to activate them at a time when they're going to absorb the most damage. Getting thrashed by dumbfire missiles is probably a good time.
Combat will suddenly change when someone activates a shield cell. The commander who hasn't activated may suddenly become evasive, hoping to avoid close combat until the cell runs down, whereas the activating commander is more likely to become reckless, wanting to inflict as much damage whilst they have a shield boost. However they can't be too reckless, as a shield cell will be brought down by damage, but they should have rather large charges which are generally instead depleted by time.
Alternatively, the opposing commander could activate their shield cell in response. The first commander might then choose to deactivate, going evasive and saving the remaining charge for later in the fight.
Note that the act of even activating the shield cell uses charge, so commanders can't just be switching it on and off again or they'll run it down.
I think this approach is more interesting than the current "health pill" mechanism and leads to some interesting tactical choices.