Hull buffing seems to take a very long time, no matter whether the armor in question is a Galleon's or a Squid's. The time is the same, no matter the Armor health, whereas the hull armor rebuild speed takes into account the health of the armor. Therefore, I would like to field the following question: Why does the buff hammer not take into account the amount of hull armor health when it is being buffed, so as to make it behave similarly to the Hull armor rebuild mechanic, which takes into account the hull armor health?
If it took into account the amount of hull armor health, as a hypothetical example, would take 5 hits with a buff hammer to buff due to the
≈ 250 hull armor (rounded up from 230), while the goldfish would take 8 hits or so, due to its 400 hull armor. Of course, at the highest end of the scale, the galleon would take 16 hits with the hammer, due to its 800 hull armor. (This hypothetical rule would be one hit per ≈ 50 hull armor hp) Of course, these hypothetical numbers could be changed. This would make the buffing system slightly easier to understand, and also make the whole buffing system more dynamic, and could [increase] the viability of buff engineers on some low-hull armor ships (I'm looking at you, mr. squid.) For example, in the heat of combat, it could make the squid seem less squishy, as when the hull drops, a buffgineer could more quickly buff the hull, due to the dynamic system of buffing, which would make buff hammers more welcome in certain situations, i.e. when running a squid against two or so metamidions.
I would like opinions/comment/intense discussion/harsh critiques on this proposed mechanic.