Alfred -> RE: More Ammo for SC with Mousetrap Mk 20 (11/7/2020 5:02:38 AM)
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For scenario #4, to rearm the Mousetrap device (device #1736 or #1737), you need the following undamaged port levels. Level 10 Level 9 with 700 Naval Support squads present Level 8 with 800 Naval Support squads present Level 7 with 900 Naval Support squads present Smaller ports will need as a minimum 1860+ Naval Support squads present which is completely impracticable. Of course the rearming rules is only part of the equation. You also need sufficient supply present to pay the rearming cost. AE changed significantly the naval rearming rules which applied in classical WITP. The basic philosophical approach in AE is the rearm cost is 2x effect of the weapon, not the load cost which was the metric employed in classical WITP. However, in AE the rearming algorithms were left largely untouched. Hence the actual rearming metrics employed are: Torpedoes, depth charges, and mines, the rearm cost = weapon load cost Guns (which is everything else), the rearm cost = 2 x weapon effect To properly implement the new AE rearming philosophy without altering significantly the existing algorithms, required the load cost of torpedoes, depth charges and mines to be recalculated (after taking into account other relevant code considerations) to approximately 2 x the weapon effect. Hence scenario #1 has a load cost of 65 for the Mousetrap. Note the subsequent DeBabes scenarios have increased the load cost up to 140. Scenario #4 was basically ported over from classical WITP. It has a few elements which were never properly recalibrated to the newer AE standards. It is one of the main reasons why I never, ever recommend new players start off their AE gaming experience with scenario #4. Alfred
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