Currently, a shield will try to regenerate at its highest possible regen rate, even if that would massively overheal a shield. e.g. a shield with 6000 regen will consume 100 energy a tick at 60 physics FPS, even when being shot with a 50 DPS laser.
Ideally, a shield would consume only the energy it needs to heal itself back to full when it's only missing a small amount of health.
I am making a mod faction that uses energy primarily for shields, and this design doesn't work as well as it could because energy does not map 1:1 with regened shield health due to this bug.
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