Hull damage and breaches

So I'm thinking about how I'm gonna run my big ship battle and I'm considering having hull damage handled ever so slightly differently. <div><br /></div><div>The rules have you take hull damage and just subtract from you hull points as a big pool</div><div><br /></div><div>I'm thinking of asking the players (likely the chief engineer) to record each hit by deducting the main hull points but also keeping a list of hits and their damagages and I'll have to give each a location somehow. I would then let each &quot;wound&quot; be able to be treated with repairs via damage control or engineering skill meaning they might get to repair multiple d10s worth of hull damage if they split up the effort. </div><div><br /></div><div>Also I was thinking I could use this to inject hull breach situations when any wound is over some number. I've not decided that number yet maybe over 10 hull points?  Also this would allow for them to use potitioning to present the undamaged side of the ship toward the attacker or maybe let the pilot roll to cause additional hits from adding to prior damaged locations. </div><div><br /></div><div>Part of this is concerned with creating action for the non-gunners/pilots. </div><div><br /></div><div>I'm also intending to work out something to let me engineer players have something to do each round instead of them saying what they are fixing and having to wait three rounds to get to roll any dice or be able to feel their impact. Still working on this... Early ideas is to let them spend the damage control points each round and their skill bonus but require three successes to fix any one thing?  I'm interested in other ideas</div><div><br /></div><div>I really want to get to a point where each player is engaged and feels they help to pull the boat toward success. Even the ship doctor somehow. </div>

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