You could make the shields cover a circle (circle being easiest to detect collisions of) of some size, that you can scale in the construction area. the shield does not belong to the shield projectors . A shield projector, when on, uses its energy to add health to the shield, It would take x power per second, and supply y health to the shield when on (increases power usage when larger). the shield health decays over time always (x% of health is lost per second), so it would have a maximum capacity. When hit by something that would damage the ship, it would lose health dependent on the damage of the attack. When the shield health gets to 0 or lower(0.5 or lower perhaps because of percent decay will not drop the shield), the shield goes offline, and will stay offline until z power is sent to the projectors, at which point, the shield will have 0 health, and be online again, so it can recharge.
This is one idea. Here is what I think about it
- would be easy to detect collision, due to circle collision
- has a shield capacity, due to the decay. capacity can be increased with more shield projectors or stronger shield projectors
- Shields would only be able to be on for short periods of time, and have to charge up before combat.
- they would have to be maintained, which would drain energy.
- you would have to trade off shield projectors and generators like everything else
One shield projector would give x health to the shield per second, say, 10 per second, and the shield would decay 10% per second. the shield health would, like with all decay equations, move closer and closer to the point
when decay(10%) is equal to input (10), but never get there. so would cap at 100 capacity. with two shield projectors, the input is 20, though would use twice as much power, and would double capacity, and increase rate. 10 projectors would be possible, being 100 input, and 1000 capacity, but it would use a lot of energy, and ship space, and be a bad idea to use.
That is my opinion on the subject. XD
Semi related:
One of the things I find interesting is exponential decay, which can be used in a lot of interesting things. In this map for instance, when you use arcade mode, which has friction, you might notice how your ship has a max speed it can obtain with all engines on, which is using the acceleration rate as the input, and the friction as the decay. The thing about these is how it causes a maximum on how high the value can go, but not hard coding it, since you could have more/less engines and more/less mass.
oh, and would you please add the level 2 ion engine, takes 1.166 power per second, for 0.6 thrust, same ratio as the level 2 rocket engine.