My own feelings about repair costs are a little conflicted.
I'm not saying anyone else is wrong - this is just how I feel about it, and might make clear to others why this isn't a cut and dried thing to all pilots.
I really like the idea of a risk-reward mechanic, and systems in game that incentivise us to play in a way that makes us feel more like we're freelance pilots flying around in the galaxy. This isn't the same as realism! Talking about realism in a sci-fi game is a short road to nowhere. This is about the general atmosphere, the feel and the sense of threat and danger you get from doing certain things.
Take exploration. The mechanism is as follows. You set off from a starport. As you start scanning things, the exploration data is stored on your ship. The more you scan, the more valuable it gets. But until you safely dock and sell the data, you will not get the value of it. So there's the hard choice for you. The further you go out, the longer you spend out in the black, the more you have to lose. You can keep pushing outwards, risking more and more, always knowing that one accident, one bad binary, one complacent moment coming into a system with a white dwarf, could make you lose it all. It's up to you when you decide enough is enough, and turn back for home. And that final dock when you come back to a station is nerve-wracking as hell - especally if it's been weeks since you last docked. The sense of relief when you hear 'Docking successful' is almost a physical thing.
I love this, because it incentivises the kind of behaviour you would actually have for 'real' exploration, without actually threatening any of us with real-life permanent death. There is a real cost and risk with pushing further and further out into unexplored space. So many people explore by not going 'too far from shore', going out a short distance from inhabited space, then coming back to sell before they incur too much risk. And those of us who go out for weeks, to the galaxy's centre or the fringes of the spiral arms - we know the risks and it's there, looking over your shoulder the whole time.
It's a push-your-luck mechanic, and it's similar with hunting bounties. How long will you stay before cashing in your bounty vouchers? How much will you risk? All it takes is one misjudged boost in a planet's rings, one complacent moment where you think 'A wing of three, no problem, I've done hundreds before'. I start getting very nervous when my bounty claims climb above two million, and start thinking about coming home.
But at all times, this leaves the choice up to you, the pilot. You decide when to turn and come for home. You decide how much risk to incur and manage. The same is true of managing your finances on a subtler level (the most simple and basic choice in that area is whether to fly without insurance). Managing risk is part of the game. I love the way this adds atmosphere and threat.
How does this relate to repair costs?
Okay, let me lay out my ideal. I want Firefly and her broken compressor. I want the Millenium Falcon, bucket of bolts, hyperdrive malfunctioning. I want it to be a challenge to keep my ship flying. I don't want it to be a trivial thing.
I wish there was wear-and-tear to modules, so the more they are used (or even just left without maintenance), the more their health drops. I like the idea of malfunctions because I failed to maintain them.
For ship integrity, I like the idea that it shouldn't be normal to keep it at 100%. This isn't about realism, but we're all familiar with this in real life - even the military don't keep their airframes and vehicles at 100%, because that would be hugely cost-prohibitive. The only people who do this are billionaires with some beloved restored vehicle that they barely drive. Everyone else just lives with a certain amount of wear in their vehicles because it would be ridiculously expensive to send it in every day to rebuild it to 100%. Remember the effect of lost ship integrity is only a reduction in hull hit points. Even at 0% integrity, you've only lost 30%. So yes, your ship's structure is a little rickety. So was Firefly's. So was the Millenium Falcon's.
And most of all, I want to have to make hard choices. This isn't taking away options for me. I see it as giving me a whole other area of gameplay. I want ship repairs and maintenance to be expensive. I want to be looking at several modules and think to myself, "I can only afford to repair two of these really. Which two?" I want to look at a frightening level of lost ship integrity and think, "Damn it. Oh well, it'll hold together a little longer." Not about realism, as I said, but in terms of feel, we're all aware that repairing a vehicle is expensive, often more expensive than buying a new one. Maintaining one isn't cheap either. It feels right that these should be expensive - and I love the idea of it being another push-your-luck mechanic - do you repair that shield generator? It goes on the fritz sometimes, it's so bad. Or the frame shift drive? Don't want that crapping out on you when you're trying desperately to get away. And you only really have the money to do one or the other. To me, that sounds awesome.
Now I know that if there was a change like this, it has huge implications and is a sea-change in how people would be able to play. And it risks losing loads of players who don't find the idea of this attractive at all. I totally understand someone who thinks that that just sounds like it couldn't be made to work in a way that was fun. Perhaps they're right. Perhaps it would just become irritating beyond belief, and wouldn't add anything. I'm not saying it's even a good idea necessarily.
But I'm just putting it out, because some people might not realise that the question of repair costs isn't a simple one-sided one. What if everyone got used to the idea of not being at 100% integrity all the time, and to have their modules at various levels of repair... only repairing ones that look like they're going to completely break. There are some who like the idea of repair costs being high. I'm certainly a little disappointed right now with how trivial they are - it's almost as if they're not a factor in gameplay at all. And I totally understand the counter-argument that it's all very well saying that, but in reality if it was implemented, it might not create that feeling at all and just become a waste of time. I'm not a game developer - there may be lots of knock-on effects of this that would ruin other elements of the game, and I can't see the big picture.
But there is always a little part of me that wishes I could have an experience like Mal Reynolds when he's been too poor to keep Firefly in good repair and her compressor blows out. I would love that.
Like Araviel, I'm from an Eve background, so maybe it's partly an attitude thing - the thought of risk adding to gameplay enjoyment is accepted and ship losses were permanent and you had to understand that without blinking. It's a very different attitude to gameplay and Elite is actually very forgiving by comparison. But of course, it's not for everyone, which is absolutely fair enough.
I just thought it was worth trying to make the case for those who actually like them being high.