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Of course, the best option is to not need repairs. Early in game, only engage bats, those yellow crabs by mutton island (by keeping your distance an finishing them off before they can get close), or weak pirates (30 health ones, 70 if you can get the advantage). Avoid anything intimidating. For the early pirates with no aft guns, if you can get on their tail before they spot and stay there, you can keep taking shots at them without taking damage.
I lost several captains trying to play assertively. Early in game, play it safe, and only engage in targets of opportunity if worth the risk.
Ah, thanks for that. I'd been compleatly misreading as only being able to repair if under 50% and wondered why it didn't work.
Not having any supplies, almost no fuel and a ship filled with terror and dread probably didn't help either
Hah. Your crew be like "Repair? REPAIR?!?! HOW BOUT I REPAIR YOUR BRAIN?" *slobbers*
I also remembered if you have a Strange Catch, the Fathomking will completely repair your hull. Of course, if you have that you can likely sell it and pay for cheaper repairs, but in case of Emergency.