Given that in combat, shield regeneration (apparently) is nerfed to 10% of what most people think they will be getting, it is almost worthless to have shield regenerators on a ship except for bringing shields back to full, 'outside' of combat. (The exception would be if you expect to spend many minutes in combat with pirates for instance, that do relatively little damage.) In the case of a slugfest duel between evenly matched ships, I have to wonder what would be best for the same mass, adding one shield capacitor or two extra basic hull?
One shield capacitor will give roughly 100 shield points. (This will be higher, up to 110 for small ships, and lower for ships with large shields, as there is a diminishing return on shields the more you add.) Two basic hull will give 100 armor hit points. A not trivial extra consideration is that the single shield module will add 100 system HP while the two basic hull will add only 10.
Assuming one has built a ship to make good use of armor, with several layers, perhaps spaced, of advanced armor to the fore of one's ship, and that one has maxed out passive pierce and punch defensive effects, what do you think increases one's defensive capacity more?
One shield capacitor will give roughly 100 shield points. (This will be higher, up to 110 for small ships, and lower for ships with large shields, as there is a diminishing return on shields the more you add.) Two basic hull will give 100 armor hit points. A not trivial extra consideration is that the single shield module will add 100 system HP while the two basic hull will add only 10.
Assuming one has built a ship to make good use of armor, with several layers, perhaps spaced, of advanced armor to the fore of one's ship, and that one has maxed out passive pierce and punch defensive effects, what do you think increases one's defensive capacity more?