I understand the marines fighting to the death against xenos dont really care the ship is exploding…but on the rare occasion they start winning it would be cool to have an option to stabilize the Almayer
First part
By repairing… something… (astronav+engineering?, upper and lower engineering?, 5 apcs?)
All those pipes stop exploding with an announcement that “Almayer orbit stabilizing”. Marines get a callout at the end credits “Almayer was saved”.
Later you could add more… or whatever.
But to start I think it would be cool if marines can fight for the ship too… and it adds a little RP “get repairs underway”.
This is a small change that could be expanded on or not.
I feel like it would need to be a bit more difficult than just repairing a few things, but having this as an end of hijack option would be nice. Especially for those cases where the marines manage to make a major comeback.
I think pipe explosions should be prevented if the area power controller for that area is working.
Pipe explosions are cool, but dealing with them is way too tedious and can’t really be influenced by either side much. At least if it’s tied to APC’s, MT’s can fix areas up to be functional, and aliens can destroy APC’s to do the opposite. Just sounds like a much better process with more interesting mechanics than wrenching 300 pipes to me.
Kinda torn on pipe explosions. Since in your case, there would be no pipe explosions near marines (they will have their APC fixed at their holdout), meanwhile, everywhere the xenoes go there is now pipe explosions. It now turns from a neutral “I blow up”, to a thing that attritions xenoes on hijack.
I know, CE working in concert with CIC to try and make it work would be fantastic. Engineering Department goes out in a blaze of glory to fix the ship or die trying.