That is a Question of what YOU like better.
Although when I started this script I intended it only for my Scimitar but now it's evolved so far. Although i'm making it and therfor decide how it works i'd like to have some community input as not everything from the scif-fi universe is clear cut.
I'm not dellusional and don't expect my work to be used by very many people (how many ships/bases really have two shields?) but the few people that choose to use it should be satisfied.
I guess I would let both repair at the same rate, but that rather slowly.
That statement is a literal contradiction.
Look, given i've got like two replies in almost three days i'm gonna have to use best judgement here.
So:
- Since BC recharges whatever shields you had active when you set power to 0% and this functionality can't be changed.
- The unused generators shields not repairing after a battle would be frustrating for the player as they'd have to swap between them manually just for them to heal.
- Given the advantage of having two generators that can be switched instantly on the press of a button, it'd be wrong to have the unused generator recharge at full rate without at least drawing some power.
I've decided that the recharging process of the generator accounts for half of the power it draws whilst the other half is generator (projecting) the shields. This means that the unused generator will, as long as all shields aren't at full strength, drain + half of its usual power.
So when an unused generator shields are repairing the drain = current active generator + 1/2 unused generator power consumption. Not the easiest thing to code but it makes the most sense.
If you want to add that to more ships, you could also alter that on a per Ship basis.
The script has been designed to work on any ship or starbase that has been configured to work with it.
>Configuration for the script requires that you add two generators to the ship, set them to non-primary and targetable.
>The original real generator doesn't need to be modified with exception of setting it to non-targetable.
>The script needs to know the names of the generators to distinguish between them. So a line is added to Scripts\Custom\Ships\shipname.py