Non-linear repair costs for more malfunction fun

Instead of having a linear cost per unit of module/hull health repaired, I propose an s-curve. This would make repairing a destroyed-to-0% module to say 20% expensive, repairing between 20% and 80% hull relatively less expensive per %, and getting a module back up to 100% extremely expensive - perhaps exceeding the cost of a new module of the same type.

In gameplay terms this would result in more 'Millennium Falcon' ships flying with less than perfect module health, with the result that pilots would have to consider the likelihood of a malfunction when planning a course of action.
 
I like any idea that encourages management of systems,
and where you end up playing with less than 100% health,
for that "seat of the pantaloons" sensation.

+1
 
I would enjoy this idea, and I'd like to see it applied to NPC's as well. The fact that every NPC flies about with 100% hull all the time irks me.
 
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