Just a random thought....
I'm not that fussed about space legs, but I do want to get up and walk about my ship, just because
So, this is an excuse for limited space legs.
Let's say, all ships get a new module, the diagnostic module.
Ships deteriorate. This might be due to age, distance travelled, total damage received.
This deterioration leads to random malfunction. Could be you can only put 3 pips to a system, lower top speed, decreased jump range, weapons lock or misfire issues.
AFMU will stop further damage, but not repair a "system malfunction". It will repair integrity.
You use the diagnostic module to repair these issues.
Ok, the cool bit, you have to walk to the relevant part of the ship to activate the diagnostic module on that area. Repairs may require materials, completely replace parts (that you can find, buy or scavenge), only hi tech systems will allow total repair without these manual repairs, but effectiveness continually decreases.
On the upside, as you carry out repairs you get an increased "mechanic" skill, this means you might get a short term boost to a module, pick up mission's where you have to go to a base and repair something, allow you to carry out repairs on other people's ships in multi crew. So there is a reward structure for actually manually repairing something as opposed to just getting it done when you dock or buying a new module to replace it.
It gives a reason to have limited space legs (though it could be done without that bit I guess), adds a new skill type, makes long distance exploring a bit more interesting by adding risk, gives a reason to replace older ships in your fleet (and therefore a credit sink), or to keep engineering new modules, adds a bit of a risk/reward to combat (from the possible repair bonus). But really it means you have an excuse to walk around inside your ship
Won't lie, this is off the top of my head stuff so probably has major flaws, but, meh.
I'm not that fussed about space legs, but I do want to get up and walk about my ship, just because
So, this is an excuse for limited space legs.
Let's say, all ships get a new module, the diagnostic module.
Ships deteriorate. This might be due to age, distance travelled, total damage received.
This deterioration leads to random malfunction. Could be you can only put 3 pips to a system, lower top speed, decreased jump range, weapons lock or misfire issues.
AFMU will stop further damage, but not repair a "system malfunction". It will repair integrity.
You use the diagnostic module to repair these issues.
Ok, the cool bit, you have to walk to the relevant part of the ship to activate the diagnostic module on that area. Repairs may require materials, completely replace parts (that you can find, buy or scavenge), only hi tech systems will allow total repair without these manual repairs, but effectiveness continually decreases.
On the upside, as you carry out repairs you get an increased "mechanic" skill, this means you might get a short term boost to a module, pick up mission's where you have to go to a base and repair something, allow you to carry out repairs on other people's ships in multi crew. So there is a reward structure for actually manually repairing something as opposed to just getting it done when you dock or buying a new module to replace it.
It gives a reason to have limited space legs (though it could be done without that bit I guess), adds a new skill type, makes long distance exploring a bit more interesting by adding risk, gives a reason to replace older ships in your fleet (and therefore a credit sink), or to keep engineering new modules, adds a bit of a risk/reward to combat (from the possible repair bonus). But really it means you have an excuse to walk around inside your ship
Won't lie, this is off the top of my head stuff so probably has major flaws, but, meh.