General Make AFMU actually feel automated - single shot "automatic repair" button, fully automated mode

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;
  • 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 bumper shields 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.
All in all, these 3 functions would make AFMU feel like less of a desperation spare tire you HATE to have to use and more like something that makes you actually feel like you invested your credits and internal module space into making your ship effectively more reliable and with greater endurance.

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.
 
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