I see. I have replied to that post but it looks like i've slightly misunderstood it.
Basically, you'd like the engineer to provide
absolute protection to the ship, am i right?
In that case i'd like to ask you: is the absolute protection really necessary to provide satisfaction?
In my system medium armor allows the hull to take 2x more damage. Heavy armor allows to take 3.5x more damage. With this numbers keeping armor repaired provides the ship with substantial boost to its survivability. I think this gives engineer's job a lot of importance.
Also, with the increased hull hp pool ships won't die in seconds after armor break. So if main engineer was distracted (needed to shoot for example) when armor was broken, he would have more time to go back and rebuild. Again, it would forgive mistakes a bit more.
Some of the resistance you are meeting comes from the tone you take in many of your posts, stemming from experiences you have had that many on here have not had, or disagree with. It is hard to calmly enter a discussion when you start off by denying that a tactic regularly used by many posters here doesn't currently exist (retreat).
That wasn't actually denial.
What is "retreat" currently: You hide behind a corner then turn around and go back to fight fully repaired. It requires very little time and full repair could even be done in battle if enemy has eased the pressure a little. That's why i don't really consider it a proper "retreat"
When you need to really break off the fight and require a lot more time to repair then it's much closer to "retreat" as i see it.
Additionally, I guarantee that a weakened ship could and would hide for as long as it took to heal up before entering another engagement. There are no time limits, no outside factor urging players to engage. A weakened ship has nothing to lose by hiding for 30 minutes (okay, even just 5).
In the CP game this is not a problem at all. In the DM... Ideally some kind of detection and intercept system need to be made to limit the mobility of fast ships but i can't think of a good one for now. Such system can benefit the game in its current state too.
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Many complains are about repairing the hull. But i don't want to drop this bit of a system.
1) Ships would become prone to wearing down.
2) You won't have any choice but to fight no matter how badly your hull damaged.
3) You won't have a reason to make a "long retreat". Only short ones behind a corner.
I hope my motives are clear. I don't want a Squid equipped with a light flak to slowly and painfully wear your ship down.
In the meantime i can suggest 2 solutions:
1) Hybrid system where you can repair only 50% of taken hull damage. I don't like it much this because the possibility of wearing down still exists and becomes even more painful.
2) Material pool system. You have a supply of "spare parts" to repair 40% of the hull. Then you need to replenish it at the specific point. (1 in the centre for DM and 2 at team spawns for CP) so your enemy would know where to catch you. That one is different from the system where you pick up the hull hp directly. (it was suggested somewhere here but i can't find it now)