I'd allways wondered why forcefields don't drain power while in the "on" state. (the one where you see the damn things)
I mean, aside from the whole "newbs are fucking retards" bit.
Afterall, look at every Sci-Fi setting ever that has used forcefields, what happens the very moment the power to the forcefield system gets interrupted or weakened? The field fails. In StarMade mechanics, that would mean the things shut off and stay off once there isn't enough power to keep them running.
(for that matter, so should Gravity modules)
By comparison, the Plex and Blast doors should function exactly opposite, for them, it takes power to open the door, but the door closes when there isn't power.
(this would allso make the Torch tool more usefull, you'd be required to either provide power, or cut into the hulk.
Cutting is easier, since we can't specify what system the power goes to.)
Forcefield regeneration though, eh, ... Someone is gonna find a way to violate the spirit of the concept, while sticking verbatim to the written rules of it.
Like with Docked reactors. (that was to get around the 1~ish Million Power-gen "softcap", don't let anyone tell you otherwise)
Like with docked shield injectors. (to get around "shield regen is reduced massively when shields take damage")
Like with docked Thrusters, before it got fixed. (which was to get around the diminishing returns of the then-new "thrust update". Thank god that one got fixed.)
Possibly the better way to do it would be:
The force-field takes no direct damage, and provides 0 armor HP.
Instead, damage that would be dealt up-to it's block Hp, happens to Stored Power instead. (a bit like EMP this is, but it's a trade-off)
Damage that would go over it's value, subtracts it's value from Stored Power, and then applies the remainder to blocks in-line behind the forcefield. (which could possibly be more forcefield) (possible con, a thick-enough forcefield negates a planetkiller strike. on the other hand, that blocker probably won't be doing anything else at all)