I'm taking the risk of getting flamed for this:
Currently decay hits add a fixed amount of damage to a structure and lead to repair requesting a fixed item type.
My idea is that decay is distributed over all intrinsic materials in a structure (the ones needed to build it in the first place, damaging by fractions of full units) and for repair the needed items would be a list of the materials completely destroyed through this.
Examples:
Timber house (Blocks x200, Boards x100, Bough x100)
Now the house only eats boards, with my idea a decay hit to a timber house would be split over the built-in blocks, boards and boughs.
Stone Mansion (Straw x600, Stone x300, Block of Wood x50, Board x25, Bar of hard metal x5)
Now a mansion would eat only stones for repair, with the proposed system a decay hit would mainly destroy straw and (to a lesser extend) stones, while the blocks and boards will decay more seldom - and metal is rarely requested for repairs (but after a while it will need a bar).
The distribution of decay to the intrinsic materials of a structure could be weighted to balance the game (like soak against decay is doing it now for complete structures). Structures will become unuseable in case level of a single material falls below a set watermark for that structure type, or the (maybe weighted) sum of all missing material reaches a threshold set for the structure.
This approach will have (among others) the following up- and downsides:
+ More realistic feel to maintenance, thus better suspension of disbelief
- Amount of data the server needs to remember will go up (since instead of a single damaged value the amount of the intrinsic materials will have to be tracked)
Along the lines of current threads about maintenance grind this would make sense to be implemented the same time some form of mass-repair function, or something like the proposed decay shield mechanic, is introduced.
Please discuss this idea in a constructive manner.