well hull is health, armor is health that protects main health, and for the vast majority of ships flux is health, so whats one more?
in all seriousness you could just do it the same way those are handled from a visual standpoint
id rather see better ramming physics that does something like calculate armor value and density and really make the impacts feel heavy
all that aside, it makes the most realistic sense (and this game absolutely does border more on realism than spaz) that in combat casualties could knock out entire ship systems
sure, that reaper didnt completely blow the ship up, but now youre not even operating with a skeleton crew, so why shouldnt that ship either bleed cr or maybe permanently lose functionality in an area if the hit was bad enough? perhaps enough in some cases to effectively disable the ship to the point that you COULD in combat send crews in to take it over
in some of the end game big fights, or even in early ones under the right circumstances, this could be a valuable tactic
not to mention it would make new weapons a real thing (fire damage killing crew? ice freezing them to death? who knows?)
or, if youve got the SO scenario, systems exploding while under duress could kill crew and cause issues that way
im not saying any of this has to happen im just spitballing
also, really, an SO ship and that style of live hard and fast really screams "lets ram them to death and send boarding parties" to me.
im imagining a venture turned heavy armor SO with shield breaking weapons and close range high explosive plasma launched haphazardly from the missile slots (only once per go, and it damages the venture) so that they can send the fighters which are actually hollowed out mining drowns with great big drills to take functionality of that poor whatever-it-is-at-the-time
.....or something like that
imagine how fun it would be to fight a fleet of those
wheres the person who made kingdom of terra? help me out here? lol im kidding