rustysi
Posts: 7472
Joined: 2/21/2012 From: LI, NY Status: offline
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quote:
ORIGINAL: Lokasenna quote:
ORIGINAL: dr.hal Folks, while I appreciate the banter, my questions seem to be ignored! The repairs I'm talking about require a DRY DOCK (physically IN the drydock), thus not weapons or systems repairs as they don't require drydocking (that I'm aware of). Such weapons repairs may require a certain harbor or yard size but not the actual use of the drydock. I'm talking about hull or machinery damage that can not be repaired without drydocking. Why is it that in some ports a repair can be accelerated (thus reducing the number of days to repair) while the same repairs in another port, if accelerated, don't decrease the days required for the repair? Also if the acceleration of said ship puts the yard over it's limit (but in fact the tons being accommodated are NOT over the yard limit) is an additional penalty incurred (beyond the normal supply usage that acceleration requires)? Alfred's discourse doesn't address these anomalies. I think the answer is two-fold: 1) "repair density", which is not the same as repair points needed 2) math To expand on "math", I mean that it has to do with the size of the ship, the size of the shipyard, the repair density of a given repair, etc. You most often see the situations you describe with very large ships (e.g., >30K tons). These ships seem to be difficult to accelerate, even with very large shipyards (e.g., 200+), which implies to me that the relationship between tonnage and shipyard size required to accelerate the repairs (repairing multiple points of flooding on a CA, for example, rather than a BB) is non-linear. It is probably exponential in nature instead. Tip: cycle your ships between pier side and shipyard, based on how many % of repair points the ship reaches while in pier side. Also keep in mind that a ship's durability affects its repair time.
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