My PCs ship finally took damage in a space encounter last session, and reviewing the starship repair rules I've come up with more than a few problems. Many of these have been discussed in previous threads, but one that I've been unable to find a reference to is the "Solid Repairs" talent.
On the surface, it sounds simple enough. The character repairs an additional point of Hull Trauma each time repairs are made. But when looking at the way repairs are handled in the rules, it makes a lot less sense. Hull Trauma is repaired one point at a time, at a rate of 1 per day/week/month depending on how badly damaged the ship is. How does Solid repairs fit into this?
Is it a one-time deduction- if the ship has 7 Hull Trauma, a mechanic with 2 levels of Solid Repairs repairs it as if it had 5?
Is it an every time reduction- the mechanic above repairing two extra points of Hull Trauma every time increment, for 3 points per day in the above example?
Does it have no effect unless Critical Hits are repaired, at which point Hull Trauma is reduced when the Critical Hit is?
And more importantly, does the extra Hull Trauma removed still cost money to repair, or does it only save time and not parts?
The answer to this could make a big difference to starship repairs.
Lacking any official comment (which I've been unable to find), I'm leaning toward just applying it toward a houseruled version of the repair rules (something most GMs seem to be looking for). I'll have the repairs use the same rules as medical aid for Droids, with each roll representing one time unit (day/week/month based on damage) and each success being one Hull Trauma repaired. Having a skilled mechanic do the work, as opposed to a character in another class who took a level of Mechanic, suddenly becomes much more important under these rules.