From: Iowan in MD/DC
I don't quite follow...
Whenever the check for ARD is executed, it makes the ARD available to the repair check; even if the repair mode is not repair ship. Thus it is available in all modes.
This seems rather counterintuitive, at least when compared to the rest of the ship repair interface. I want to make sure I understand what you mean.
If a port has an ARD, regardless of what the settings are on the ships in the port, they will attempt to make use of it in ANY repair mode, not just Repair Ship? If this is the case... why is it like that? I think it only serves to create confusion, and possibly gum things up as in the case I cited where there are 2 ships in the port and when 1 of them is set to Repair Ship, the other may also be trying to use it...in which case the ARD will repair neither of them that turn. It would also explain why, in another port of mine in another game, I've got ships on Pier Side but at High priority (there are just a shipload of ships repairing there, and a few of them need to be done sooner than others), and another set of ships that just have major Floatation damage left to repair, and I need to set them to Critical while on Repair Ship or else the ARD won't repair them.
It's just messy, and seems unnecessarily so.
I really think it would be best if they just functioned like a Shipyard, but that may be too complicated (inserting lots of booleans in existing Shipyard code, etc.) when compared to just making the ARD easier to use in the interface.
I might have gotten lost on this one, but I thought that a long time ago the change was made so that ships did not have to be in Repair Ship mode to benefit from ARD. I guess I'm not sure what is currently intended.
I don't think you got lost either. I think you're on track. I guess I'm asking why that's the intent - because only 1 ship can use the ARD, so if you have multiple eligible ships in the port then none of them will use the ARD unless you change priority settings. This creates problems in the following situation, which I'd like to imagine isn't uncommon for a major forward base:
Ship 1 - has 12 Sys, 5 (5) Floatation damage. At a level 7+, this will repair fully at pier side... however, it's a minor ship and you don't need it so you leave the priority at Normal or even set it to Low.
Ship 2 - has 25 Sys and maybe some other minor damage that can be fixed at the pier. This is a major ship and needs to be back in action ASAP, so you set it to High or Critical priority on Pier Side.
Ship 3 - similar to ship 2, maybe 10 System and also has 2 (2) Floatation damage. You need it back in action just as much as ship 2, within days if possible, so you set to Critical.
Ship 4 - has 0 Sys, 10 (10) Floatation damage. This will require the ARD to repair. Maybe it's a CL - something really useful, and you want it repaired, but you don't need it before ships 2 and 3. However, you have to set it at a higher repair priority in order for it to get to use the ARD in front of ships 2 and 3 (if they have floatation damage). Even if you have it set to Repair Ship.
Does that make sense to anyone else? I am admittedly loathe to use Critical priority except in special cases.