Well, I'm the one to Benefit from Bases blocking Docking rights with shield up, but...
Base should be able to do "Forced shield deactivation" it's shields for like 5 seconds for friendly ships to dock. Makes sence, ye? To prevent spied/accidental destruction during furball - forced shield deactivation should be only possible if base hull is at 85%+ or something like that.
And about tickling station: ye, it's nonsense, that a single shot at allied base and it gets red&shielded. Basicaly - you're making defenses shoot you cause you accidentaly hit one debilator or flashpoint shot into it while defending it from real treath. Same for CDs.
And... best compromise between safety and usability as depot: Shields automaticaly deactivating after base hull reaches 95%, but not faster then 1 or x (admin specified) minutes after shield was activated. If repairs are off - then shields should be active for base administrator's specified amount of time or untill hostile player moves 10 or 15k away. Then shields don't get activated by any tickle it gets, even if it's Nova & makes it imposible to destroy a well suplied base without a proper blockade to dry it out.
About shield activation when repairs are Off: those should activate from any tickling and stay up for longer as it would normaly do if controlled using sense of logic.
And... Friendly fire should be tolerable. For shields - it should activate them no matter rep, but for hostality - uhm - it should ignore allied shots.
Infact, base should get "ignore" taglist or ID list, to make it possible to call indies/other factions to defend base without them being attacked by it for accidental hit.
About scripting:
if ((Baseunderattack) & (hullstatus<95))
{
activateshields(specifiedtime);
}
if ((shooter!=[allied or ignored]) & ([shooter isn't hostile]))
{
makebasehostile(shooter);
}
if ((hullstatus>95) & (shieldon) & (shieldontime > specifiedRepOn))
{
shieldon=false;
}
if ((shieldon) & (shieldontime > specifiedRepOff)
{
shieldon=false;
}
Simple, isn't it? Covers most of situations, makes base usable both as Laboratory and Cover.
And as for weapon platforms - those, that are made like right next to base should be invulnerable, as they can be reached by shield.
Maybe 400m? Why 400?
Seems shield has ~500m radius.
Now questions: does base get destroyed if it expands and there's it's own weapon platform on it's expansion way? Can weapon platforms be redeployed into a new position with timelimit? Similar to renameme - can't be abused, enables fixing of type error. Script part: roll back defense module to what it was before deploying weaponplatform
EDIT: sorry about going out with that. Seems repairs eat resourses 10 times faster, i mean 1 each second. So a attacked lvl1 base will need 36'000 robos/hull pabels/basics to survive. lvl 2 - twice as much. Only way to survive keeping shield suplied as crew and upgrading base then would be to get all storage modules on all slots and fill up with repairs, no shieldon was a BAD idea.... Guess i didn't figure how bases work yet... I would vote for possibility to ignore allied ship in hostality terms (base stays red even after relog if you hit it once by accident) and for ability to turn shields on and keep them on forever as long as there's fuel. And ye - docking with shields would be needed then as well. As Dock message during fight = death anyways.