WitP and the Art of Ship Repair... (Full Version)

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Sardaukar -> WitP and the Art of Ship Repair... (1/17/2005 6:25:33 PM)

There should be some sort of FAQ about that...even though what I've seen there is probably no-one who really understands how the system works..[:'(].

Anyhow, AR ships, ports and repair shipyards seem quite straightforward...except that repair shipyards are confusing to me...

AR ships add to port size and bigger the better for speedier repairs.
Now, I understand that repair points from shipyards are used *after* ship is repaired by port (with bonuses from AR, AD, AS) to repair additional point ?? So, if port fails to repair the ship, there is no chance for repairs from shipyards either ??

And the big question....that doesn't seem to get answers...at least definitive ones. Do multiple AD and AS ships in port help (even though they don't stack, but since each helps only 4 vessels...) ??? If I have 8 subs in port, do 2 AS help or is it that only 4 subs per port can benefit ??? It'd seem quite odd if that's the case. AS/AD is supposed to add 2 to port size for appropriate ship classes, am I right ?? So it seems understandable if they don't "stack" by adding port size, but very odd if only 4 subs can benefit from any number of AS...(same with AD).

My strategy so far is (since I assume my idea of how repair shipyards repair is right) to stack 4 ARs even to ports with shipyards. That's because I got the idea that shipyards don't help if port itself doesn't repair point of damage. So, obviously, size "14" port (with 4 ARs) seems lot better than size 10..even with huge 250 point repair yard in SF.

And then the Naval HQs too...if I have one of those too, I should be able to get max size "15" port with 4 ARs, I guess.

Any thoughts about ship repair ?? And please, someone knowledgeable, make a FAQ about that....
[:'(] [:)]

Cheers,

M.S.




dtravel -> RE: WitP and the Art of Ship Repair... (1/17/2005 11:57:45 PM)

The only people who can answer those questions are the developers. And they ain't talking.




Searchlight -> RE: WitP and the Art of Ship Repair... (1/18/2005 12:42:33 AM)

Glad to see even veterans don't get the ship repair thing.
Just to add my bit of confusion:

As far as I know, 4 seems to be the magic number, so 4 AR in a port should be best.
Then for destroyers it seems 4 AR and 4 AD should work together, same as 4 AR and 4 AS should work for subs.

Each AR/AD/AS is said to be adding 1 'virtual' port level, so that means for destroyers or subs we can have 'virtual' level 18 ports, while we can have 'virtual' level 14 ports for any other ships just by adding AR?

I know each AR/AS/AD needs to have below 50 sys-damage and no flood/fire damage to function, but does it need to be docked, does it need full fuel/supply??

Then I get lost in the function of the naval HQ. Does a naval HQ add a 'virtual' port level as well, or does it improve the dice-rolls regarding ship repairs?
(Does the HQ need to be complete, fully equipped, 20.000 supplied??? I don't know...)

And then there's repair shipyards, which are producing shipyard repair points, which in turn can 'help' repair ships faster...
IIRC there was something about the number of available repair points being larger than the ships durability, in which case another point of sys-damage could be repaired on top of the repair done by the port/AR/AD/AS.
But this will probably include some dice-rolls, possibly with the naval HQ adding to the chance of things happening.

Indeed an FAQ would be most welcome!




von Murrin -> RE: WitP and the Art of Ship Repair... (1/18/2005 1:17:32 AM)

Each AS, AGP, or AD can repair two ships of the appropriate class per turn, each AR can help repair four ships per turn. The manual states that an AR is the equivalent of a port size increase of one, so we can assume a port of size ten could conceivably repair up to forty ships per turn. Additionally, a naval HQ adds a port size bonus equal to: (# of HQ support squads/50), and shipyards generate points that may be used if the durability of the ship selected is less than the available points. Note there are no stated limits on stacking for AGP, AS, AD, or AR's, but I assume there are such limits. Also, I'm pretty sure HQ commanders (Naval at least. Others might help as well.) have an influence as well. Though I don't know which attribute affects this, I suspect Administration.

Most important, none of the above grants anything more than a chance at repair, but more chances are better, obviously.




rogueusmc -> RE: WitP and the Art of Ship Repair... (1/18/2005 4:10:50 AM)

ARs stack but I don't think ADs and ASs do.




pompack -> RE: WitP and the Art of Ship Repair... (1/18/2005 5:16:09 AM)

quote:

ORIGINAL: rogueusmc

ARs stack but I don't think ADs and ASs do.


Somewhere and sometime I saw a thread (from a beta) that said that you could stack up to four AR's but only two each of the AD's aand AS's.

I think [;)]

maybe [&:]




Andy Mac -> RE: WitP and the Art of Ship Repair... (1/18/2005 11:31:57 AM)

One thing i always do is save a fragment of Asiatic fleet to send to SE Asia as I dont have an Eastern Fleet HQ




Sardaukar -> RE: WitP and the Art of Ship Repair... (1/18/2005 5:10:02 PM)

quote:

ORIGINAL: rogueusmc

ARs stack but I don't think ADs and ASs do.


What I have deducted from discussions here, ARs stack up to 4 but others don't. AS/AD/AGP should add 2 to port size for ships they assist. But then, it may be that they stack up to 2 and help with one "step" per each...go figure...[&:][:)] And there is a limit how many vessels one of those can help to repair...
I'd really like if some Betatester or even Dev would/could clarify this...[&o][&o][:)]

Cheers,

M.S.




Feinder -> RE: WitP and the Art of Ship Repair... (1/18/2005 5:19:40 PM)

(* sounds of crickets chirping *)

-F-




Mr.Frag -> RE: WitP and the Art of Ship Repair... (1/18/2005 6:41:08 PM)

quote:

(* sounds of crickets chirping *)


chirp chirp chirp ...

(effects as if the port size was x larger then it really is when rolling for repairs)

AR = +1 to port, repair bonus against any ship

AS = +2 to port for subs only

AD = +2 to port for dd's only

Fleet HQ = +2/+3 to port (based on hq unit size)

That gives you a maximum bonus potential of 6 (since AS & AD can't help each other)

Repair Yards are separate from this *chance* of repair roll as they buy repairs at the cost of repair points vs durability.

As to stacking, thats an urban legend, no one is really sure. It was either one of two things (they stack effects or there is a limit to how many ships each can help and having more means more ships get helped).




Sardaukar -> RE: WitP and the Art of Ship Repair... (1/18/2005 6:52:46 PM)

Thanks, Mr. Frag !! [&o]

I got the impression (and it'd IMHO make sense) that more AS/AD/AGP, more ships in appropriate class are helped to repair. But then, I've known to be wrong before...[:D]

I just hope that the repair "add-ons" do help beyond size 10 port too...another possibility...

Might be too academic to worry about that, though...I think I'll just stick to rule "More is better!"

Cheers,

M.S.[:)]




Mr.Frag -> RE: WitP and the Art of Ship Repair... (1/18/2005 7:20:41 PM)

quote:

I just hope that the repair "add-ons" do help beyond size 10 port too...another possibility


Yes, the bonus applies no matter what the port size.




Sardaukar -> RE: WitP and the Art of Ship Repair... (1/18/2005 7:25:31 PM)

Great !!

I think most of my curiosity is now satisfied [:)]

[&o][&o]

Cheers,

M.S.




dtravel -> RE: WitP and the Art of Ship Repair... (1/18/2005 7:28:25 PM)

quote:

ORIGINAL: Mr.Frag
As to stacking, thats an urban legend, no one is really sure. It was either one of two things (they stack effects or there is a limit to how many ships each can help and having more means more ships get helped).


But aren't you supposed to be one of the people who knows the answer to this?




Mr.Frag -> RE: WitP and the Art of Ship Repair... (1/18/2005 7:44:53 PM)

quote:

But aren't you supposed to be one of the people who knows the answer to this?


Nope, you guys always assume we know everything about everything. [:D]

2by3 has never released formulas for things such as this. The +1/+2 effects is exactly that, an effect, it's not the actual formula used.

We test the results of things to ensure they (a) worked as documented or (b) felt right in effectiveness based on history.




dtravel -> RE: WitP and the Art of Ship Repair... (1/19/2005 2:05:13 AM)

That answer bothers me in so many ways.

How are you supposed to determine if what people are reporting is a bug or a design decision if you don't know what the design decisions are?

If 2by3 is withholding that information from the person who has just been promoted to head beta tester for the product, then that would indicate that 2by3 doesn't care if the product is performing correctly or not. It would indicate a deliberate decision to not even attempt to correct bugs and problems with the program, and to conceal such a decision from their customers.

It is an extremely bad corporate decision.




pasternakski -> RE: WitP and the Art of Ship Repair... (1/19/2005 3:17:04 AM)

quote:

ORIGINAL: dtravel

That answer bothers me in so many ways.

How are you supposed to determine if what people are reporting is a bug or a design decision if you don't know what the design decisions are?

If 2by3 is withholding that information from the person who has just been promoted to head beta tester for the product, then that would indicate that 2by3 doesn't care if the product is performing correctly or not. It would indicate a deliberate decision to not even attempt to correct bugs and problems with the program, and to conceal such a decision from their customers.

It is an extremely bad corporate decision.

Thank you. I hope y'all remember my call for 2by3 personnel responsible for generating the code in the first place to get involved with correcting the genuine problems we customers have identified (and, no, I'm not talking about "I wish it was like this" crapola. I'm talking about the stuff where you can take a screenshot of 2LT Wangasuka in command of an American CV).




Mr.Frag -> RE: WitP and the Art of Ship Repair... (1/19/2005 4:02:59 PM)

[8|]

This team for lack of a better term has found and killed upwards of 300 bugs ... as to your hypothesis that we don't get the information required to do so, it is completely bogus. Please don't go inventing witch hunts where there are no witches, it serves no purpose other to misinform people who read these posts (notice how Pasternaski has taken your post and immediately assumed it was factual and started gathering wood for the burning of the witch)




The Gnome -> RE: WitP and the Art of Ship Repair... (1/19/2005 5:42:43 PM)

quote:

ORIGINAL: Mr.Frag

quote:

(* sounds of crickets chirping *)


chirp chirp chirp ...

(effects as if the port size was x larger then it really is when rolling for repairs)

AR = +1 to port, repair bonus against any ship

AS = +2 to port for subs only

AD = +2 to port for dd's only

Fleet HQ = +2/+3 to port (based on hq unit size)

That gives you a maximum bonus potential of 6 (since AS & AD can't help each other)

Repair Yards are separate from this *chance* of repair roll as they buy repairs at the cost of repair points vs durability.

As to stacking, thats an urban legend, no one is really sure. It was either one of two things (they stack effects or there is a limit to how many ships each can help and having more means more ships get helped).


Ahh ok, so having 4 AR's in a port could be a complete waste... I thought 4 was the stack limit but I will change how I use them now.




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