Priority for ship repair? (Full Version)

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[RS]Wedge -> Priority for ship repair? (10/21/2009 6:46:06 PM)

I am in the process of starting the main campaign. I brought up PH after the main IJN attack and had to scuttle about three BB due to severe damage. Other ships in the port are able to be repaired.

What should be priority when repairing, should setting be set to Normal, High, or Critical, should you repair at the "Shipyard"? Also, is it better to send some ships back to the West Coast?
DD ?
SS ?
other?


Thanks for any help/suggestions.




ltfightr -> RE: Priority for ship repair? (10/21/2009 6:52:38 PM)

My first priority is to stabilize any ship in danger of sinking. Then I start with lighter damaged ships to get them good enough to go to the west coast. I try to empty PH of old bb's send them east for repair as soon as they can safely make the trip. This saves PH to fix a CV that you might need a quick turnaround on. I will repair minor vessels in ph you can fix a fairly beat up dd pretty quick in the shipyard. I try to use PH as my reserve shipyard for emergency repairs.




Walloc -> RE: Priority for ship repair? (10/21/2009 7:07:28 PM)

ltfoghtr gives sound advice. About what mode to use. Remember that PH have 100k repair capability. Using critical uses up 4 times normal, while repairing at 2 times normal. So in effect if u had all ur ships at critical u'd only repair 25.000 or less than 1 battleship. So i'd use normal to stabilize as many ships as possible. Pierside works fine too removing non major damage. Its slow, but steady. U can spread the BB out on teh west coast using critical then. When u get them there.

Kind regards,

Rasmus





Arnhem44 -> RE: Priority for ship repair? (10/21/2009 7:10:36 PM)

Setting the priority to high or critical for shipyard repair will cut down the repair time but at the cost of using up repair yard ops points, put it another way, you repair that particular ship faster at the expense of taking attention away from other ships in the shipyard, at least that's how I read it.

For the few AE games I've started, I just triaged and popped anything which had major flotation damage or had all 3 areas in the red into the shipyard up to it's max limit, everything else was stood down for either pier side repairs or repair ship attention depending on degree of damage. Might want to fiddle with the repair options so that you get the shortest repair time as depending on degree of damage and how much of it was considered major damage, pier side repairs can be faster than repair ship time.

Everything else being equal, I try to get any AR/AS or any other specialist auxiliaries, DDs and CAs back up ASAP, BBs get enough repairs to keep them afloat for the journey back to CONUS, in general anything over 45 days takes a slow trip back to Seattle or Frisco for major downtime unless I have spare yard capacity and I reckon I'll need the ship type sooner rather than later.




John Lansford -> RE: Priority for ship repair? (10/21/2009 8:34:09 PM)

I would never scuttle ships, no matter how badly damaged, if they are already at a port with a repair shipyard present.  Even if they were at 95+ System and Flotation damage, if you had put just those three ships in the shipyard you could have probably saved them.

Sure they would take forever to repair, but once you've got the flotation damage down to just the major damage, you could shift them to pierside or repair ship mode and they'll still get some repairs done, while you put other ships in the repair yard.  I've got two BB's and a CL in Pearl Harbor's shipyard and routinely shift them out whenever a more critical ship (i.e. a carrier) shows up needing repairs.  The other ones damaged from the PH attack are on the WC being repaired; Oklahoma is already back at Pearl fully repaired (it's 5/42).




[RS]Wedge -> RE: Priority for ship repair? (10/22/2009 2:53:15 AM)

John good call. I'm still a noob to this and will most likely start the turn over as I work through some things.




Sardaukar -> RE: Priority for ship repair? (10/22/2009 7:00:54 AM)

Note that if they still have fires, you cannot put them in shipyard. But I'd not scuttle in big ports.




Chickenboy -> RE: Priority for ship repair? (10/22/2009 12:45:02 PM)


quote:

ORIGINAL: Arnhem

Setting the priority to high or critical for shipyard repair will cut down the repair time but at the cost of using up repair yard ops points, put it another way, you repair that particular ship faster at the expense of taking attention away from other ships in the shipyard, at least that's how I read it.

For the few AE games I've started, I just triaged and popped anything which had major flotation damage or had all 3 areas in the red into the shipyard up to it's max limit, everything else was stood down for either pier side repairs or repair ship attention depending on degree of damage. Might want to fiddle with the repair options so that you get the shortest repair time as depending on degree of damage and how much of it was considered major damage, pier side repairs can be faster than repair ship time.

Everything else being equal, I try to get any AR/AS or any other specialist auxiliaries, DDs and CAs back up ASAP, BBs get enough repairs to keep them afloat for the journey back to CONUS, in general anything over 45 days takes a slow trip back to Seattle or Frisco for major downtime unless I have spare yard capacity and I reckon I'll need the ship type sooner rather than later.


I agree with John's comments. Also, don't be afraid to compare the effect of the CONUS ports on repair. Seattle has a larger repair yard than SF (unlike WiTP). Alameda (!) is larger than SF in AE too, so compare and contrast where you have availability in your largest repair yards for your largest ships.

My read on ARs is that they are most efficiently used by being disbanded in ports evenly distributing their repair operation points across ships in port. If you have ARDs, they seem to be best for repairing floatation damage primarily.

In addition, I will offer my preference in how I look at damaged ships. Rather than toggle back and forth on one's port ships by moving between the 'active duty' and 'inactive duty' ships as menu choices, I recommend using the small 'manage damaged ships in port' button at the bottom of the port screen that is only visible when damaged ships are in port.

This screen provides more information, including the maximum tonnage that the repair yards may be applied to, number of ships receiving what sort of repair, priority status, time to repair, etc. You can visually move your ships up and down the repair cue by assigning them priority to match the port and repair yard availability. It's easier to maximize the efficiency of your repair yards from this screen, IMO.




m10bob -> RE: Priority for ship repair? (10/22/2009 12:52:23 PM)


quote:

ORIGINAL: John Lansford

I would never scuttle ships, no matter how badly damaged, if they are already at a port with a repair shipyard present.  Even if they were at 95+ System and Flotation damage, if you had put just those three ships in the shipyard you could have probably saved them.

Sure they would take forever to repair, but once you've got the flotation damage down to just the major damage, you could shift them to pierside or repair ship mode and they'll still get some repairs done, while you put other ships in the repair yard.  I've got two BB's and a CL in Pearl Harbor's shipyard and routinely shift them out whenever a more critical ship (i.e. a carrier) shows up needing repairs.  The other ones damaged from the PH attack are on the WC being repaired; Oklahoma is already back at Pearl fully repaired (it's 5/42).



Good call........




xj900uk -> RE: Priority for ship repair? (10/22/2009 1:30:50 PM)

I had to scuttle the Arizona after the initial PH attack, it was burning far too fiercly to go into the shipyard.  Had 95 flotation damage + 46 fires burning




Don Bowen -> RE: Priority for ship repair? (10/22/2009 3:17:09 PM)


quote:

ORIGINAL: xj900uk

I had to scuttle the Arizona after the initial PH attack, it was burning far too fiercly to go into the shipyard.  Had 95 flotation damage + 46 fires burning


Good call.

There is a trip point of floatation damage where firefighting degrades. Once water gets so high the firefighting crews drop the hoses and head for the lifeboats. Where this point is depends on where the ship is: at sea alone, in a TF, in a small or big port, etc. And remember, in AE systems damage includes damage to firefighting gear. High systems damage limits firefighting ability.

Scuttling a ship when it gets hopeless is a good idea. Saves some victory points. We actually tried to make that point a reasonable emulation of reality.




John Lansford -> RE: Priority for ship repair? (10/22/2009 3:30:09 PM)

I am still not sure just how to use the AR's.  I never see any benefit to keeping them in a port with shipyard repair facilities, but the presence of more shipyards means my strategy of moving the AR's to largish ports like Sydney is no longer necessary.  In AE I have been moving the AR's to rear area bases such as Noumea and Darwin, where they can perform emergency repairs on ships too damaged to safely get to a shipyard.  They help accelerate the usual port repair process, and can reduce the minor flooding damage fairly quickly on smaller ships. 

I've also noticed that they can sometimes repair major damage if there's not too much of it if you assign a damaged ship directly to "repair ship" on the repair menu.  An AR at Darwin helps immensely in repairing minor damage to DD's and the smaller CL's in the region.




rockmedic109 -> RE: Priority for ship repair? (10/22/2009 4:05:16 PM)

Scuttling a ship is also a good {if drastic} way of putting out the fires............




Don Bowen -> RE: Priority for ship repair? (10/22/2009 4:18:29 PM)


quote:

ORIGINAL: John Lansford

I am still not sure just how to use the AR's.  I never see any benefit to keeping them in a port with shipyard repair facilities, but the presence of more shipyards means my strategy of moving the AR's to largish ports like Sydney is no longer necessary.  In AE I have been moving the AR's to rear area bases such as Noumea and Darwin, where they can perform emergency repairs on ships too damaged to safely get to a shipyard.  They help accelerate the usual port repair process, and can reduce the minor flooding damage fairly quickly on smaller ships. 

I've also noticed that they can sometimes repair major damage if there's not too much of it if you assign a damaged ship directly to "repair ship" on the repair menu.  An AR at Darwin helps immensely in repairing minor damage to DD's and the smaller CL's in the region.


There are two significant advantages to ARs: You can create repair facilities where there ain't any; and you can assign specific ships to AR Repair as a form of repair prioritization and control. Plus the ARDs give you the equivalent of a shipyard where you ain’t got none of those. Sorry y’all, been talking with my neighbors in Texas and the speech pattern seems to have slipped into my keyboard.

Both ARs and ARDs will help with repair of ships under repair in a port (readiness and pierside modes). You don’t have to assign ships to AR Repair. If the repairs ships are not being used, they will help. Repair ships use ops points, so they can’t be overloaded.

ARs and all tenders can repair major damage under certain circumstances. Specifically, they can repair the FIRST five points of major damage. That is, if the Major damage is 5 points or less, they will work on it. If it is 6 or more they will not. This is intended to emulate “slight” major damage as opposed to something really beat to hell. An AR might be able to repair some damage to an engine mounting, for instance, but not be able to haul the burnt remains of the engine out of the bilges and fix/reinstall it.




anarchyintheuk -> RE: Priority for ship repair? (10/22/2009 4:40:24 PM)


quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: xj900uk

I had to scuttle the Arizona after the initial PH attack, it was burning far too fiercly to go into the shipyard.  Had 95 flotation damage + 46 fires burning


Good call.

There is a trip point of floatation damage where firefighting degrades. Once water gets so high the firefighting crews drop the hoses and head for the lifeboats. Where this point is depends on where the ship is: at sea alone, in a TF, in a small or big port, etc. And remember, in AE systems damage includes damage to firefighting gear. High systems damage limits firefighting ability.

Scuttling a ship when it gets hopeless is a good idea. Saves some victory points. We actually tried to make that point a reasonable emulation of reality.



Makes sense at sea but I can't think of a reason why anyone irl would ever scuttle a warship in their own harbor unless its to prevent capture.

Good enough compromise, must be a pain in the arse to try to program for every contingency.




John Lansford -> RE: Priority for ship repair? (10/22/2009 6:10:00 PM)

Don,

That's basically how I've been using the AR's; as 'help' for non-shipyard ports like Darwin, Pago Pago and Noumea, so I don't have to send every ship back to a shipyard just because it has 10 Sys damage.  The AS and AD's also help repair ships, but only the particular ones they can service.  I guess the AG's do as well for patrol craft and PT boats.




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