[PROBLEM]
Repairs can take a long time and be quite slow, furthermore there’s basically no way to repair faster. This is especially annoying when you can even get out of the drillship and you have one SMG turret getting mogged by 3 cog spiders when you just surface on hard mode.
It would be great if there was a way to deal with this sort of situation, with a better, more specific repair kit.
[BALANCE]
This is super easy to balance with material cost, and more importantly, how much health you can practically apply from them. For example: the kit for the above hypothetical situation would be an instant repair but at the cost of some expensive components (looking at you, cog resources), also being used up all at once, and precious inventory space.
[EXTRA EXAMPLES]
Furthermore, this idea could be expanded to make a range of repair kits for different situations:
If you’re out on the field and want to maybe repair a turret or support drone out of combat, or do some extra repairs while outside, you’d want high repair density.
If you’re in and around your drillship trying to make sure the whole thing doesn’t explode, you’d want repair speed.
If you’re in the early game or simply doing a little maintenance, fixing up a few mini tesla turrets at 97% health, you’d want low cost.
[SUMMARY]
Overall, this would mean new repair kits balanced based on a loose repair kit triangle. You might want it to be cheap, dense (useable hp per stack), or fast. There would be no one best repair kit, you’d need to choose the best for the situation.
(Overrepair)
Also an overrepair mechanic would be super cool and useful, where it decays over time and costs a lot, but would require less maintenance when taking damage.
Overrepair would also make the balance triangle a balance tetrahedron.