This is true, it would be nice to have more diversity in shield choice, I think a simple solution may be just to match an approximate shield volume per minute across shield types, by adjusting the cooldowns.
TL;DR
in Red Star, shields should be balanced based on the amount of protection they provide your ship over the course of the
RS
Regen should not produce 3.5x the protection as it's closest relative
Omega
Reasoning
Sorry to get number crunchy here, but just as an example
Regen (At Level 10) shield has 5 300 in
and recovers 100% in 54s
So it generates about 5 889 shield volume per minute (sv/m).
-# Calculations: 5 300<maxVol> / 54<recovery time> = 98.148<volPerSecond> | 98.148 * 60<secondsPerMin> = 5 888.88
Compared with
Omega Shield's (At Level 10) 1 650 sv/m, it would give Omega shield an advantage at that level if it had a 70s or 75s cooldown instead of a 4 minute cooldown. At 70s instead of 5m it gives 5 657sv/m closer to Regen shield, but it still has different characteristics.
-# Calculations
-# Current sv/m (6 600 / 240 = 27.5 | 27.5 * 60 = 1 650)
-# Getting a better sv/m (6 600<maxVol> / 95<desiredSV/Second> = 69.47<shieldCooldown>)
-# New sv/m (6 600 / 70 = 94.28 | 94.28 * 60 = 5 657.14)
I'm not saying they all need to be the same, they are not equal in any way,
Impulse provides movement and damage in addition to protection, and shouldn't have the same sv/m as
Regen and
Omega, what I am saying is that the difference between
Regen and it's closest counterpart
Omega, should not be a difference of 4 269 sv/m.
In a 15 minute
RS that's the difference between
L10
Regen absorbing 41 223 over the course of 7 minutes of fighting (7 minutes of resting)
and
L10
Omega's 24,750 over the ENTIRE 15 MINUTE STAR