Damage Control Party Data
The basic consumable found on all ships, it instantly repairs all module incapacitations, fires, and floods. Unlike most consumables which have limited uses, Damage Control Party typically has infinite uses and can be used as many times as the player wishes (provided they have something to repair). In addition, the ship is immune to incapacitations, fires, and floods that occur during the duration of the consumable. The cooldown varies per type of ship, and can be further reduced based on the skills her commander has and the signals that have been mounted. The duration also varies per ship: typically 5 seconds for destroyers and cruisers, while most battleships' last for 15 seconds.
It may be tempting to instantly fix any damage on a ship, but if under fire, waiting may be the wiser decision. In destroyers where modules get incapacitated very easily, waiting until something major (e.g. engine, rudder) breaks is a lot smarter than wasting Damage Control Party on a simple armament incapacitation. In battleships where the ship is easy to spot and hit and the Damage Control Party cooldown is long, repairing something minor like a single fire leaves the ship vulnerable for the next minute, during which time flooding caused by a torpedo hit or more fires caused by enemy shelling would be very deadly.
As of 0.8.0, aircraft carriers' Damage Control Party now activates automatically when deemed necessary by the game.
| DAMAGE CONTROL
| DAMAGE CONTROL|
|Cost: Free||Cost: 22,500|
|Ship||Tier||Nation(s)||Duration (seconds)||Cooldown (seconds)||Charges||Cooldown (seconds)||Charges|
|All Aircraft Carriers||IV, VI, VIII, X||60||90||Infinite||N/A||N/A|
|All Battleships||II - X||10||120||Infinite||80||Infinite|
|All Battleships||III - X||20||120||Infinite||80||Infinite|
|All Battleships||III - X||15||120||Infinite||80||Infinite|
|All Battleships||III - X||10||60||3||40||4|
|All Cruisers||II - X||5||90||Infinite||60||Infinite|
|All Destroyers||II - X||5||60||Infinite||40||Infinite|