While I was enjoying this leisurely flight at 7K (speed), I got to thinking that the engineer should be able to repair at least some of the internals of the ship without a repair system present.
Even if the engineer can only repair subsystems partially (for example) to get the jump drive back online or have some guns to cover your retreat with, or kick the television so the radar/nav functions clear up a bit, that'd be great.
The repairs wouldn't have to be 100% it would have to be just enough to save the ship and reduce excessively long travel times to get to a safe base.
Don't get me wrong, I'm not talking about the engineer being changed into an instant savior, there should still be some time where the chance of getting vultured at your weakest has you working the controls, and hoping, and praying your ship won't be wasted. The engineer's emergency ability will simply help keep that time from potentially being a multi-sector inertial run at top speed if you end up in a similar scenario as the one I described.
I was thinking that an engineer with less than a skill rating of 60 could be able to repair subsystems (to a capped limit) at a rate comparable to 1/4 that of a C1 Repair Sys.
An engineer with a skill rating greater than 60 would be able to work at 1/2 the speed of a C1 Repair Sys.
If any type of Repair Sys. was equipped, the engineer's 'emergency ability' would not stack and repairs would happen at the current in-game rate. Any buffs to the repair system the engineer currently provides (as of version 1.0308) will still apply.
The maximum engine subsystem value the engineer would be able to repair would equal getting the afterburner and jump drive back online.
If the jump drive unit has been destroyed, then obviously only the afterburner would be brought back to functionality. At that point - if you still want (or need) to save your ship from destruction and you have far to go, then good luck to ye.
Max weapon repair would be ~60-70%. That way you'd have slightly better than 50/50 chance squeezing the trigger will actually do something.
Max nav would be ~60-70% as well - or whatever is enough to make the HUD a bit more legible.
I think this would be very good for those of us who prefer not to use the self destruct button and try to save the ship regardless of how crippled it is. It would also give people a chance to run and save their ship if they've gone a long time without saving and have just reached an important milestone in their in-game goals. After all, coming to a dead stop in hostile space in order to save will probably result in multiple AI ambushes when one's heavily damaged ship respawns at the next session. This would also be a great help to those who'd like to try their hand at a 'dead is dead' play style
Even though it could be argued that the other types of officers could provide some sort of ship-internal 'emergency buff' as well, I'm not really looking at starting a long-running idea thread here. This is only about the Engineer and a suggested change.
I just want to see how many people think this specific idea is worth enough merit to see if Vice might consider tweaking it for best effect then adding it.





