A few notes on my experience of Modern damage control…
In reality ships work on Fight-Float-Move principles . If anything this is more akin to the current individual repair selection than the upcoming system where everything gets started regardless even if priority is variable.
In FFM you are willing to sacrifice entire compartments and equipment (and even crew) if necessary. You don’t assign anything but the minimal to contain an issue, usually those who are already on scene. You certainly don’t send deck crews out to certain death if you don’t need them, which seems to be the crux of the argument.
Fight - Weapons and sensors are #1. A Warship isn’t a Warship if it can’t… ‘War’. Fires and floods can be contained and dealt with later, you can’t ask incoming enemy fire to pause.
Float - A ship isn’t a ship if its not floating. If you aren’t at risk in any way then be an island. #1 in Peacetime.
Move - Probably the least used but if you are in restricted waters or lose fighting ability in a war zone then best to haul ass. Also applies to Search and Rescue ops where getting on scene is key, you can fix the hurricane driven sea damage later.
I would also add that depite the notion that maintainers get free reign to fix equipment as they see fit it’s simply not true. If I wanted to reload the Command System Software to wipe faulty data I had to clear it with the ORS, who in operations cleared it with the Warfare Officer, who in a war zone would clear it with the Bridge Command. You also don’t play about with a radar without permission, or IFF, or any of the other myriad things I had on my PLR (equally applied to weapons, although I spent less time on these). It’s no lie to say I had 7 minutes a day allocated to routine maintenance during Defence Watches. I spent days doing minor tweaks, completing paperwork, drinking tea, all because anything disruptive or non emergency was a headache and I often returned to normal routines with lists of faults and repairs to complete.
Imo the current system is definitely the nearest reality considering game restraints. You only have 3 things to choose so it’s hardly the complex world some try to make it. I find the idea that delaying repair is somehow an “Exploit” is insulting and shows that those who make the rules don’t play the naval game.
Will anything change due to the overwhelming Negative feedback? …probably not. I’ll likely join the ranks of speedy reload HE slingers if slow SAP/AP pounders get thrown to the wolves even more than they have already. Another nail in the coffin.