TheLoneGunman_MatrixForum
Posts: 312
Joined: 1/12/2010 Status: offline
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quote:
ORIGINAL: Chickenboy Not so sure about that TLG. I think 'naval' skills are pretty important for captaining aircraft carriers. Help 'em avoid torpedo tracks, squalls, pesky SCTFs and the lot. I don't believe that the captain rankings for these ships affects the skill of pilots, as that responsibility falls to the squadron / sentai leader. The captain is all about moving the ship around in the water. For an ideal KB captain, I'd like a (primary) high naval rating, (secondary) leadership and inspiration and (tertiary) modest, non-rabid aggressiveness. Interesting, is there any documentation regarding what each skill does? The reason I ask is because those officers with high "air" skill are reported on the bottom as being best suited for commanding carriers, while those with high "naval" are said to be best suited for surface warships. Edit - This is what I've found digging around WITP, since I couldn't find anything too specific for AE. I'm sure there are still similarities: quote:
Leader's Ratings: (Skill = Leadership, Morale = Inspiration) - SKILL - Roll by Unit Leader effects Unit's experience gain. - MORALE - Effects number of strike & patrol aircraft that fly, - Effects LCU Fatigue reduction, - Effects LCU Morale reduction due to Fatigue, - Effects LCU element disabled due to Fatigue, - Effects disabled LCU element destroyed due to Fatigue, - Effects Air Unit Morale recovery, - Roll by HQ Leader effects attacking & defending LCU assault value, - Roll by LCU Leader effects attacking & defending LCU assault value, - SURFACE - Roll by ASW ship Commander effects sub search (ASW TFs only), - Roll by Sub Captain effects Sub contact chance & Sub's chance to survive ASW attack, - Roll by TF Commander effects chance of "crossing the T" & attaining surprise in surface combat, - Roll by ship Captain effects ship's chance of locating a target during surface combat. - AIR - Roll by Group Leader effects number of strike aircraft that fly, - Roll by Air HQ Leader effects number of strike & patrol aircraft that fly, - LAND - Roll by HQ Leader effects attacking & defending LCU assault value, - Roll by LCU Leader effects attacking & defending LCU assault value, firing accuracy and expirience gain, - Rating of Amphibious HQ Leader effects chance of amphibious unload success. - ADMINISTRATION - Roll by HQ Leader effects ability to use support to reduce Disruption and Fatigue, - Roll by Unit Leader effects ability to use Supply to reduce Disruption and Fatigue. - AGGRESSION - Roll by TF Commander effects chance of Bombard TF to change mission to Surface Combat, - Roll by TF Commander effects chance TFs will converge more rapidly in Surface Combat, - Aggression rating of Sub Captain effects chance of contacting enemy TFs. To me, this makes the "Air" skill extremely important, especially if you're trying to maximize the amount of strike aircraft you can get into the air. Thanks for the response though Chickenboy! Edit Again! - Wait a sec, re-reading it and reading what you've said, it appears that the "Air" skill is useful only for the actual squadron leaders and not the TF captains. Unless there are more bonuses or penalties applied before or after.
< Message edited by TheLoneGunman -- 5/24/2010 9:31:29 PM >
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