Unload Rate: Per ship or port? (Full Version)

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SeaJunk -> Unload Rate: Per ship or port? (7/26/2004 11:24:52 PM)

Im a little confused about the unload rate for a port.
The manual states:
The speed of unloading is dependant upon the size of the port; the unload rate of supplies from a ship is equal to 100 times the port level (modified by damage) + 400 per turn. So an undamaged size 5 port would unload 900 units per turn.

So if I have a TF with multiple ships unloading, is it 900 units per ship or 900 for the whole TF per turn?




DrewMatrix -> RE: Unload Rate: Per ship or port? (7/26/2004 11:27:50 PM)

As a followup to Sea Junk: if you have a TF with, say 10,000 supplies and see it can unload 3,000 per turn, if I split that TF into two TFs will each unload 1,500 per turn? And if I split it in two and set one of the TF Unload and the other Do Not Unload will the one unloading move 3,000/turn?

Might be a way to get at least some of those ships back in action sooner. Let half unload, send them back to SF, then let the other half unload rather than have everyone wait until all have unloaded.




Mr.Frag -> RE: Unload Rate: Per ship or port? (7/26/2004 11:35:12 PM)

The rate is per ship. Splitting the TF into multiple parts will not change the speed at all.




DrewMatrix -> RE: Unload Rate: Per ship or port? (7/26/2004 11:46:11 PM)

quote:

The rate is per ship. Splitting the TF into multiple parts will not change the speed at all.


Let me make sure I understand:

Port Size = 3, Damage = 0

It takes some ship with, say, 7000 supplies exactly 2 days to unload completely.

Does it then take 4 ships, each with 7000 supplies exactly 2 days to unload

Take 4 TFs, each with 25 ships 2 days to unload.

Doesn't the port get saturated?

If it does, then splitting the TF in 2 3 smaller TFs and letting each unload in turn and go on about its business would free up some ships sooner.

If the port does _not_ get saturated when a couple of hundred ships try to unload, I would suggest that it should.




Toro -> RE: Unload Rate: Per ship or port? (7/26/2004 11:51:14 PM)

The rate is per ship, so whether you have 1 ship or 10, each ship is being unloaded at the same rate. Note, different types of cargo take up more "space" so it can take longer to unload something from one ship than another (see the infantry unit example in the manual).




Mr.Frag -> RE: Unload Rate: Per ship or port? (7/26/2004 11:57:29 PM)

quote:

If the port does _not_ get saturated when a couple of hundred ships try to unload, I would suggest that it should.


It is on the list as a feature. Your math is a bit off though.

A 7000 AK: At a size 3 port, thats 3 x 100 + 400 or 700 per turn. Thats 10 turns to unload.




DrewMatrix -> RE: Unload Rate: Per ship or port? (7/26/2004 11:59:18 PM)

quote:

The rate is per ship, so whether you have 1 ship or 10,


Boy, given lots of spare AKs (the US for example) that means I can stuff zillions of tons of supplies onto an atoll in one turn, "merely" by having 200 AKs each unloading a small portion of their cargo. (And I am only tying up the ships until I get them back to doing something else more practical).

Hmm. that also would mean I went about sucking Oil out of DEI incorrectly. I sent small TFs all over to grab stuff here and there. One _huge_ TF could have emptied Soerabaja in one turn?




Mr.Frag -> RE: Unload Rate: Per ship or port? (7/27/2004 12:00:40 AM)

quote:

Boy, given lots of spare AKs (the US for example) that means I can stuff zillions of tons of supplies onto an atoll in one turn, "merely" by having 200 AKs each unloading a small portion of their cargo. (And I am only tying up the ships until I get them back to doing something else more practical).


Yes, and it will equally vanish as quick as you unload it due to the spoilage rule [;)]




DrewMatrix -> RE: Unload Rate: Per ship or port? (7/27/2004 12:01:26 AM)

quote:

It is on the list as a feature


Glad to hear it. The actual math of the rate of unloading wasn't what concerned me. It was the potential of unloading more beans and bullets at Wake Island in one turn (by using 200 AKs 3 deep all around the atoll) than one would normally load from Long Beach in 5 turns <G>




FirstPappy -> RE: Unload Rate: Per ship or port? (7/27/2004 12:13:25 AM)

quote:

ORIGINAL: Mr.Frag

quote:

Boy, given lots of spare AKs (the US for example) that means I can stuff zillions of tons of supplies onto an atoll in one turn, "merely" by having 200 AKs each unloading a small portion of their cargo. (And I am only tying up the ships until I get them back to doing something else more practical).


Yes, and it will equally vanish as quick as you unload it due to the spoilage rule [;)]


True for supplies but no spoilage effect for Resources and Oil




Mr.Frag -> RE: Unload Rate: Per ship or port? (7/27/2004 12:29:48 AM)

quote:

True for supplies but no spoilage effect for Resources and Oil


I think you are missing the boat on that one ... what exactly would be the point of unloading Resources and Oil in the middle of nowhere where they can not be used? Talk about a waste of shipping. [:D]




DrewMatrix -> RE: Unload Rate: Per ship or port? (7/27/2004 12:37:42 AM)

quote:

point of unloading Resources and Oil in the middle of nowhere


?Keep the advancing Japanese from getting it?

If it would evaporate when unloaded on an atoll in the DEI area I would do that. If it would form an unusable oilslick if unloaded in mid ocean I would do that (saves time running back to Darwin).

I have tried to get the Balikapan Oil Workers to smoke on the job and drop their ashes any old place, but thus far without the desired result . . .




byron13 -> RE: Unload Rate: Per ship or port? (7/27/2004 4:51:05 AM)

And I'll bet that if you dumped a bazillion oil and resource points on an atoll, the Japanese would never pick it up and use it. I'm just betting the AI does not recognize it as being something usable that should be shipped. Just a guess . . .




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