I can't be the only one here thinking repair kits and survival mode is a little bit 'arcadey' when a very simple, more realistic model could easily be implemented instead. You have a given number of crew, a number you chose to leave port with. Obviously this is limited by availability, amount of supplies, the size of your ship and how much you can afford to pay, game balance. Your ship has an ideal number of crew needed to operate (speed which you alter sails and reload guns) at 100%. Let's say this number is 100 crewmen, if you hire 100 men you operate at 100%. 75 men and you operate at 75%. 150 men and you operate at 100%. When in battle the crew are set to their stations (guns/sails). When an 'event' (fire, broken mast, leaks, broken rudder, ran aground etc) occurs you can allocate a number of crew to be taken away from their stations to rectify the 'event' and improve your situation. The number you remove from their stations has an adverse effect on the role you remove them from. Say you take 50% of the crew from the guns to dowse a fire, the guns now operate at 50% of their fully crewed speed. If you take 50% crew from sails, alterations to sailing like turning masts or increasing sails now happen at 50% of the normal, fully attended rate. The number of men you allocate to a problem determine how quickly the problem is resolved, This is where those extra 50 crewmen can come in handy. Sufficiently realistic and simple to implement and understand. No need for silly 'repair-kits'. The crew availability and ships stores should be the limit to repairing a ship. If you have enough sail cloth and available crew you could repair sails all day. However, anything jury-rigged (mast, rudder) should operate at a reduced efficiency. Surely this is preferable to 'repair-kits' and 'modes'..?