As somewhat of an extension on https://forums.frontier.co.uk/threa...-automated-auto-toggle-module-back-on.577265/ , AFMU should be improved to feel actually automated.
In separation from the previous suggestion, I suggest 3 additional functions;
I'd go as far as propose that the current, 100% manual, not at all automatic repair behavior should almost be, with some counter-balance (like expending sizeable amounts of fuel instead of AFMU "ammo", or maybe sacrificing combination of fuel + hull armor for material) available to all ships at all times, even without an AFMU.
In separation from the previous suggestion, I suggest 3 additional functions;
- Repair Latest Malfunction (Button):
- Add a button binding that will automatically apply AFMU on the module that's been the last to have a malfunction
- This would actually give the AFMU a feasible combat purpose, specifically because you could feasibly decide "okay, I want that damaged and malfunctioning railgun back in full condition, I can slug it out for the moment without it" and smack the button, accepting the module will be taken offline for the while but returned to operation in 100% condition again
- Repair All (Button):
- Add a button binding separate from Repair Latest Malfunction that will gradually take modules offline and repair them to 100% condition as long as long as there's damaged modules and AFMU ammo available. Pressing the button again should interrupt the repair.
- Modules should be repaired in the order of first the ones that aren't in active use in the moment (1. deactivated modules (be it manually or by being out-of-energy-budget), 2. retracted hardpoints, 3. everything else) and then by order of priority (high priority before low priority).
- This would still have some limited degree of functionality in-combat, for instance in Conflict Zones, assuming you can limp to the outskirts of the battle and work on your ship for a bit. Obviously, it'd be a very bad idea when under attack.
- Fully Automatic Repair (Menu toggle, Maybe also button toggle):
- Add a menu toggle with the AFMU that'd allow the module to gradually repair modules that aren't in active use at the moment. This would be mostly convenient for completely out-of-combat use and exclusively apply to modules that aren't actively being used; gradually polishing off that ~3-5% of damage that diffused across your modules because you went skinny dipping into a star by accident on your jump 69 of 420. It's a question of how "smart" would it ideally be, for instance; would it dare take your
docking bumpershields offline to work on them, or should it are the FSD offline simply because it's off-cooldown and not charging currently (potentially preventing a jump), but imho even if it was very bullish and ready to debilitate your ship, it's a valid option you can always just toggle off if you don't like it.
- Add a menu toggle with the AFMU that'd allow the module to gradually repair modules that aren't in active use at the moment. This would be mostly convenient for completely out-of-combat use and exclusively apply to modules that aren't actively being used; gradually polishing off that ~3-5% of damage that diffused across your modules because you went skinny dipping into a star by accident on your jump 69 of 420. It's a question of how "smart" would it ideally be, for instance; would it dare take your
I'd go as far as propose that the current, 100% manual, not at all automatic repair behavior should almost be, with some counter-balance (like expending sizeable amounts of fuel instead of AFMU "ammo", or maybe sacrificing combination of fuel + hull armor for material) available to all ships at all times, even without an AFMU.