i have put some thoughts into this and my solution would be to make the hull which can be repaired less over time/sustained damage, something along the lines of:bm01 wrote:Ideally I feel that they shouldn't even be able to repair the hull, only modules. We should also have some simple commands to make them go for repair to the nearest shipyard instead of having to manually go there. And if we want make engineer able to repair the hull, it should be slow and not free (for example it could requires a construction vessel with some resources).
All of this is quite difficult to implement I think.
-> Engineer Skill determines how much repairs can be done, like 5 Stars give a 90% cap (NOT the way currently is, see next points)
-> the last Max Hull Value is stored at the end of each repair run for comparision (or 100% for a visit at a Shipyard - they dont do half-assed jobs

-> when repairs begin the difference between the current value and the stored max hull value is repaired e.g your Ship came out of a Shipyard (100% max hull), got a 5* Engi (90% repairs) and has been damaged down to 80% - the Engineer can repair 90% ot that Damage, so he can go up to 98%, if your Ship was down to 50% before an Attack and got damaged to 10% the Engi could repair up to 46% (remaining 10% + 36% ( 90% of the 40% difference ) )
-> as bonus every Repair which goes over 97 to 99% would default to 100% to avoid unnecesary degrading by scratch damage (but once it goes below that it will always go down)