Not quite sure what they’re trying to do here, but it does seem like they’re trying to shoehorn TTK changes under the guise of a new damage control system.
The idea of priorities and modifiers is neat, and in fact, it technically speeds up damage control when you have multiple processes happening, but it could’ve been integrated into the existing system without ruining how it currently works.
It could’ve been done by applying no penalty to the first damage control process started, showing that on its respective icon, and putting penalties on damage control processes started after. Say you start firefighting and then breach repair. Firefighting gets the priority and has no penalty, breach repair gets whatever penalty they were aiming for. If you start them in the opposite order, then breach repair gets prioritized and firefighting gets the penalty.
It’s kind of baffling that they talked about the ~3 seconds needed to cancel a process being a problem, and then added a 30s cooldown for switching between the damage control modes.
Also, I’m seeing a lot of people talk about how repairing forces crew into the AA guns which will be lost to HE spam. That’s not a thing anymore, it hasn’t been for quite a while (I’m unsure when that was changed). Most large ships (BB/BC, Cruisers, many destroyers) don’t have any crew assigned to their small AA guns, so HE spamming is kinda useless except for taking out secondaries.
But yes, it’s unfortunate that they want to remove even more player agency out of the game. I was hoping we’d get more damage control options, like separating breach repair from water pumping, counterflooding, etc… not less!
There’s the suggestion of repairing individual modules that has been brought up multiple times. I do get what people want from this, because it can be frustrating being forced to repair modules you don’t need, but I think that some ships out there will become genuinely broken and stupidly hard to crew kill if that were to be implemented in the current state of the game. I’d rather save that for when we get better damage models and such.
Speaking of, the damage models are still a mess. Ships survivability in terms of crew is very arbitrary and up to Gaijin’s whims. The system is still confusing to the point that a very large part of the naval playerbase believes that “more crew = better survivability”, which is not the case. Crew count doesn’t matter, distribution does, and distribution is arbitrary and done by Gaijin.
Lots of people also believe that repairing modules pulls crew away from compartments, which is not a thing. I’m not blaming people for thinking that, these are reasonable assumptions, but that’s not how the system works, and it’s never been made clear for the players.
Naval is also the only gamemode where losing crew doesn’t affect functionality. You can be at 10% crew and operate every single system on the ship at as you would at 100% crew, but lose 2% more crew and the nothing works anymore. Of course, ship damage models is a complicated topic, one where we don’t have much to reference, and lots of abstractions have to be made, but it’s still absurd.