As it stands, Ames re-sends packets to an offline peer forever, every two minutes. For a ship with, say, 2400 offline subscribers to five chat channels, this adds up to a hundred packets being sent per second to ships that aren't there. A lot of those packets will also go through a relay before being hurled into the void, forcing the relay to do essentially meaningless work.
This is a fair amount of wasted CPU, bandwidth, and disk usage (every retry is a new Arvo event on the sender, which must be written to disk). To make it worse, the retry rate trades off against reconnect latency. If my ship comes back online after a few minutes of downtime, it will take on average one minute -- half the retry interval -- before I hear retried packets from my peers. Lowering the retry interval to lessen the reconnect time would increase the bunk packet rate, which increases systemic load on the network.
A couple years ago, ~wicdev-wisryt
proposed switching Ames to use push-based recon