I have not put this to my group yet, as I've not really fully formed it. But this kinda started growing from comments on other threads.
Damage Control Action can only be performed once per encounter as we all know.
One of the suggestions i've read is that only damage caused in that combat can be repaired IN THAT COMBAT.
Which kind of makes sense to me, since if replicates the idea that if you could'nt fix it before, you can' fix it now... until you have the time/parts/tools to do so. (External damage in Encounter one, suddenly becomes repaired in Encounter 2 etc).
Now this could mean you end up going into encounters with Damage already there.
My idea is that you CANNOT repair Damage after an Encounter that remains AFTER you have tried Damage Control and Manual Repairs, thus temporarily reducing your HT until you can lay up and actually do the work in a dry dock.
Meaning leaving damage for a time artificially reduces your natural buffer before Critical Hits.
Think of it as Damaged Hull Plating. Until you can land and buy new material to fix this, it means your ship is naturally more susceptible due this gap in your armour. It cannot be fixed by Damage Control in the next encounter, as you cannot go out and magically have the parts to fix this in a combat.
Obviously, hash repairs could be made without drydocks, in worlds where facilities are not available, but this would fall into the narrative of the time.
Thoughts?
(Additionally, was there a rule that said you cannot heal more damage to a person than they took in an encounter? Or am I thinking of another game system?)
Cheers!