dtravel
Posts: 4533
Joined: 7/7/2004 Status: offline
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quote:
ORIGINAL: Arkady quote:
ORIGINAL: The Duke What effect does a Fleet HQ have on repair? So, the contributing variables to ship repair I see are: 1) port size 2) ARs 3) repair shipyard/available repair points 4) fleet HQ (would multiple fleet HQ improve repair more?) 5) supply??? yep but order of importance should be as follows 1) port size 2) fleet hq (number of support squads/50 increase port size by one level for repair check) 3) AR (increase port size for repair chech by one level, each AR can support four ships, max four ARs counted) 4) Tender ship (Tender ship for DD, PT or Subs can increase port size for repair check by 2 levels !, each tender ship can support two ships, max four tenders of each type counted) 5) acumulated repair points (they are used ONLY if ship passed previous reapir check and one point of damage is repaired, then if repair points are equal or greater then ships's durability additional sys damage point is removed and repair points equal to ship's durability are expended) I have no proof about supplies at the base affect ship's repairs, maybe except effectivness of fleet HQ... #5 is wrong. Testing has shown that the use of accumulated repair points is completely independent of "inherent" repair. Also, if the ship does make this second roll it will use up points equal to Durability+20.
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This game does not have a learning curve. It has a learning cliff. "Bomb early, bomb often, bomb everything." - Niceguy Any bugs I report are always straight stock games.
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