Currently, repair kits will repair a constant amount of damage - even on the supposedly "impossible to repair" neutronium plate at tech level 21, a heavy repair kit will heal 200 damage as always.

I can see this being more of an issue with part 2 than it is now, but kits should repair less damage as repair tech increases - armour repair devices already do this.

arkheias 9 Feb 2016:

From what I can tell, every single armor patch/repair item uses the following event and does not check for the repair limits of the armor in question.

<Events>
<CanRepairItem>True</CanRepairItem>
</Events>

&dsUseArmorPatch; only calls the above event and does not include any other checks for armor repair limits.

xephyr 9 Feb 2016:

This is a feature suggestion, not neccesarily a bug. Sorry if I didn't make that very clear.

johnbwatson 10 Feb 2016:

Makes sense, I support it. Though this would leave the Patcher Arm as the odd one out here, the usefulness falloff for that once armor HP gets very high makes that less of an issue.