Been working on sprucing up ship combat with a load of house rules, including plenty of stuff from these forums (thanks to all, BTW).
One of the things I want to do is to bring the party mechanic into space combat a bit more. I'm thinking of Han Solo running around the Millennium Falcon trying to fix the hyperdrive while dodging TIE fighter blasts, or Kaylee setting Serenity up for a crazy ivan - trying to capture that slightly mad feeling of being down in engineering, rewiring things and putting out fires and staggering around in a Star Trek way when the ship gets hit.
I was playing Captain Sonar recently, and one thing I quite liked was the way different components went offline and had to be repaired in order to be used (albeit in a somewhat abstract way). I was thinking that instead of each ship having System Strain, each system (e.g. shields, hyperdrive, sublight engines, etc.) would have System Strain. Over the course of a combat, the ship's mechanic would have to work to keep different systems operational, either by repairing the System Strain or simply redistributing it, deciding which system was most important. If a system exceeded its threshold, it would go offline; maybe if it exceeded its threshold, it would suffer a Component Critical hit. This would give the mechanic some actual decisions to make, rather than simply "make a generic Mechanics check".
Anyone have any thoughts on how that might work/not work?