Mr.Frag
Posts: 13410
Joined: 12/18/2002 From: Purgatory Status: offline
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quote:
ORIGINAL: sw30 Thanks Mr. Frag, that was vert helpful 2) HOW does port size have to do with repair speed? is a port 1 10% less effective than a port 3? 200%? and what does unloading got anything to do with "effective port size?" I thought tenders only affected refuel/rearm and ARs only repair? While we're on the topic, how fast do ships unload at port 1? how fast at port 3? Size is exponential. Load/unload is covered with the exact formula in the manual. Tenders do what they are designed to do. ---- Beg to differ, the "exact formula" you mentioned is 200*port size for supplies, 1000* port size for fuel. There is no mention of loading/unloading troops, and it is definitely not exponential. You didn't use the magic *troops* word ... i was talking supply/fuel/resource/oil Exponential was aimed at your repair size part of the question 3) Again, HOW does it affect build up? It certainly doesn't affect the number of squads generated or the replacements generated. Do you have to spend manpower points to place a reinforcement? where does it say that in the manual, and how does it work? (This is for the allied side. The manual is perfectly clear about what happens to the Japanese side.) A direct question is easier to answer. please restate. -------- I was refering to the statement: Manpower points in US have to do with how fast new units build up and replacement points for your ground units. Since the allies do not have vehicle or armament factories, there is no place to spend manpower points (unless I missed something else in the manual.) They don't need the factories to produce items. It is based on fixed rates ... go look in the device tables for the scenario. 7) are fuel points generated by HI 1.33 or 1 1/3? Last I checked 1.33 = 1 1/3 ---------- but .99 is not 3/3. in fact, since WITP generally rounds down, .99 = 0, 3/3 = 1 Over the course of 3 turns which is the production cycle, you'll see that it doesn't matter which side of the .001 you are on 9) What is the normal repair rate? and how much RPs are expended at normal repair rate? the manual only mentions that repair rate is doubled when RPs > durability. What happens when RP < durability? No points are used. RP has to be >= durability for anything to happen. When it is, the points get spent to double the repair for that turn. --------- I only see that repair speed is affected by crew exp. and port size, but what is the base repair speed? (and it's affected by ship size too, but where does it say that?) So for the fastest repair, set an AR in a repair shipyard port (size 9), and you could get the double repair rate of a size 11 port? 4x AR+ Fleet HQ + Repair Yard + Size 10 port = the perfect best case. Repair Yard function is separate from the other activities. Effectively, if the point >= the durability, the points are spent and a SYS point is repaired. This is why spreading your ships out to all the yards is better. Each yard will work on 1 ship that way. Once repaired, shuffle the ships. thanks again Jeff
< Message edited by Mr.Frag -- 7/13/2004 2:21:40 PM >
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