Destroyed destroyer's active modules

After having the luck of incompetent behavior of myself, I found out, that the destruction of the active modules is a bit annoying. Not the CD/repair time of them - that’s fully okay - but that you DON’T know WHEN the are back in work is. Are only 10s left of the repair time? Or is it 30s?

There need to be an indicator for this.

I like it

Agree this thing can be annoying sometimes. I’ll add to to-do list.

But… You can see the icons light up again… The little red pattern goes away…

You just have to pay a little attention…

But… You can see the icons light up again… The little red pattern goes away…

You just have to pay a little attention…

???

Do you mean that you can ‘see’ HOW many time is left for the selfrepair or do you mean IF the module is repaired? If it’s the first, then I didn’t notice it. If it’s the latter, then you didn’t understand that this isn’t helpful in calculation how many time was left at specific(look at modules when CD go away/what module is active) looks in the module layout.

Or to say it easy:

Module is destroyed at: 5:13

I look at the module at 5:02 I don’t see an indication, that it have 49s left to repair. This need to be implement. If numbers are misleading, you can make it on the ‘scratches’ of the modules. 12 Scratches left = full 60s left to repair. 3 Scratches left = 13-18s left to repair.

Agreed. A cooldown timer would be nice.

And I was just saying that you can visually see when you are able to use them or not. Just not the time remaining.

Surround the icon with 2 effects

 

  1. Flashing red stripes indicates that the module is currently offline and under repair.

  2. Boundary of icon will rise or lower to indicate current health, or progress to being repaired.