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RE: Ship Damage - 5/22/2008 10:31:00 PM   
Gem35


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weapon/device damage can be repaired in a port of at least 5, unless that too is changed in AE.

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RE: Ship Damage - 5/22/2008 11:18:37 PM   
Don Bowen


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quote:

ORIGINAL: Gem35

weapon/device damage can be repaired in a port of at least 5, unless that too is changed in AE.


Massively changed.

Weapons have a repair cost based on their effect.

Ports, shipyards, ARs and Tenders have weapon repair capacity based on their size.

If the repairing facilitity is big enough, the weapon get's repairs. If not, it don't.

The affect of this is to allow small weapon repairs and small places but require big guns be fixed and major installations. Yamato's 18+ inch guys can only be fixed at a couple of ports, which a 25mm mount can be fixed just about anywhere.

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Post #: 32
RE: Ship Damage - 5/22/2008 11:36:21 PM   
HansBolter


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quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: Gem35

weapon/device damage can be repaired in a port of at least 5, unless that too is changed in AE.


Massively changed.

Weapons have a repair cost based on their effect.

Ports, shipyards, ARs and Tenders have weapon repair capacity based on their size.

If the repairing facilitity is big enough, the weapon get's repairs. If not, it don't.

The affect of this is to allow small weapon repairs and small places but require big guns be fixed and major installations. Yamato's 18+ inch guys can only be fixed at a couple of ports, which a 25mm mount can be fixed just about anywhere.




Is all of this something the player is going to be expected to memorize or will there be an assessment of what damage can and cannot be repaired on a given ship when it arrives at any given repair facility? Or better yet will a repair facility provide a listing of what weapon types can and cannot be repaired there so player can quickly assess if a given port is the desirable one to send his damaged ship to, or will we have to dig out the manual and waste time looking up what can and cannot be repaired at a given size facility since most of us old geezers will never retain it in memory?

< Message edited by HansBolter -- 5/22/2008 11:39:12 PM >

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RE: Ship Damage - 5/23/2008 12:38:25 AM   
Terminus


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You'll learn it quickly. Don't forget that the manual is LIGHT-YEARS better.

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Post #: 34
RE: Ship Damage - 5/23/2008 12:43:12 AM   
Banquet

 

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quote:

ORIGINAL: Terminus

You'll learn it quickly. Don't forget that the manual is LIGHT-YEARS better.



I was very pleased to hear we'll get an updated manual, printed in the boxed version I understand. I'd buy it for that alone! :)

Edit, the ship damage sounds great, btw

< Message edited by Banquet -- 5/23/2008 12:44:55 AM >


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RE: Ship Damage - 5/23/2008 4:50:46 PM   
HansBolter


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quote:

ORIGINAL: Terminus

You'll learn it quickly. Don't forget that the manual is LIGHT-YEARS better.



I'll take that as a "no there isn't going to be any user friendly information provided ingame to facilitate all this and the player will be required to memorize it all to be proficient, or keep his handy new and improved manual nearby for ready consultation".

Thanks for the answer.

I humbly request that the design team consider addding provisions for the facilitation of such information ingame to the list of adjustments to be made in the first patch.

< Message edited by HansBolter -- 5/23/2008 4:51:39 PM >

(in reply to Terminus)
Post #: 36
RE: Ship Damage - 5/23/2008 5:45:58 PM   
Fishbed

 

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?
Man I don't fly my Sturmovik, my F-16 or my Flanker with the manual anymore. Every game has a learning curve. So far in my game collection, WitP, despite its complexity and its limited current manual, has probably the softest one.

User friendly ingame information will be great. But I can live without it. I dare to say WitP IS an easy game to handle once you get into it...


< Message edited by Fishbed -- 5/23/2008 5:47:05 PM >

(in reply to HansBolter)
Post #: 37
RE: Ship Damage - 5/23/2008 6:08:53 PM   
Don Bowen


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quote:

ORIGINAL: HansBolter

quote:

ORIGINAL: Terminus

You'll learn it quickly. Don't forget that the manual is LIGHT-YEARS better.



I'll take that as a "no there isn't going to be any user friendly information provided ingame to facilitate all this and the player will be required to memorize it all to be proficient, or keep his handy new and improved manual nearby for ready consultation".

Thanks for the answer.

I humbly request that the design team consider addding provisions for the facilitation of such information ingame to the list of adjustments to be made in the first patch.


You know, we have. It is bit onf a problem: 1000 devices, 5000 classes (combinations of devices), 1700 odd bases, and several modifiers (damage, repair ships, naval support). And, indeed, nothing is going to be done until patch time.

We do want to see how this (and other things) work out under extensive playtime. Many of the things that seem daunting at first become simple after a few turns (or a few dozen turns). Others stay daunting.



(in reply to HansBolter)
Post #: 38
RE: Ship Damage - 5/23/2008 6:20:53 PM   
HansBolter


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quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: HansBolter

quote:

ORIGINAL: Terminus

You'll learn it quickly. Don't forget that the manual is LIGHT-YEARS better.



I'll take that as a "no there isn't going to be any user friendly information provided ingame to facilitate all this and the player will be required to memorize it all to be proficient, or keep his handy new and improved manual nearby for ready consultation".

Thanks for the answer.

I humbly request that the design team consider addding provisions for the facilitation of such information ingame to the list of adjustments to be made in the first patch.


You know, we have. It is bit onf a problem: 1000 devices, 5000 classes (combinations of devices), 1700 odd bases, and several modifiers (damage, repair ships, naval support). And, indeed, nothing is going to be done until patch time.

We do want to see how this (and other things) work out under extensive playtime. Many of the things that seem daunting at first become simple after a few turns (or a few dozen turns). Others stay daunting.






Thanks very much for at least considering the possibility that playtesting may reveal the need to make something that appears daunting at first impression may require some adjustment to make it less so.

While I can appreciate Fishbed's point (please don't take this as an insult in any way and consider it in the manner of jest in which I present it) some of us do have lives and play other games (I know blasphemy).

Some one whose total gaming focus is on one particular game will certainly attain a level of mastery of it over time (my local boardgame buddies and I played Third Reich so exclusively for over a decade that most of us could quote the rules and we eventually became playtesters for Advanced Third Reich), but there are many of us whose wargame interests have become sufficiently diverse (3 and about to become 4 current UV PBEM games, an occasional CAW solitaire game, a committment to Beta testing Battles from the Bulge for Panther games, the occasional DB series solitaire game, an occasional Tiller Campaign dynamic campaign game, and a weekly team boardgame session of MM Publishing's Case Blue) that rote memory retention of the rules of all the games we play quickly becomes daunting and we look for and desire in game facilitation of the info we need.

(in reply to Don Bowen)
Post #: 39
RE: Ship Damage - 5/23/2008 8:18:46 PM   
Fishbed

 

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quote:

While I can appreciate Fishbed's point (please don't take this as an insult in any way and consider it in the manner of jest in which I present it) some of us do have lives and play other games (I know blasphemy).


Well actually with five minutes a turn in PBEM, WitP is not my main activity of the day, nor my main game either

I'll admit eventually that most of the thing I know about WitP aren't coming from the use manual - it's coming from the countless AAR Ive seen here over the two last years. Talk about a real initiation, that's it... PzB, Pauk, Andy are worth a dozen manuals in the end

< Message edited by Fishbed -- 5/23/2008 8:28:10 PM >

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Post #: 40
RE: Ship Damage - 5/26/2008 10:29:33 PM   
esteban


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What happens if you have a 50,000 ton ship with major damage in a 50 point repair yard that has taken 10-20 points of damage in an air raid? Can the 50,000 ton ship still repair that major damage?


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Post #: 41
RE: Ship Damage - 5/27/2008 3:15:53 AM   
Don Bowen


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quote:

ORIGINAL: esteban

What happens if you have a 50,000 ton ship with major damage in a 50 point repair yard that has taken 10-20 points of damage in an air raid? Can the 50,000 ton ship still repair that major damage?




Only undamaged repair shipyard points can repair.

(in reply to esteban)
Post #: 42
RE: Ship Damage - 5/27/2008 3:27:15 PM   
esteban


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quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: esteban

What happens if you have a 50,000 ton ship with major damage in a 50 point repair yard that has taken 10-20 points of damage in an air raid? Can the 50,000 ton ship still repair that major damage?




Only undamaged repair shipyard points can repair.



That seems unecessarily harsh. So a 100 point shipyard can't even contribute to the repair of a cruiser or DD if the yard has been damaged by an air raid?

Two suggestions:

One, to repair a X ton sized ship, the yard needs to have X number of undamaged repair points.

Or two, greatly reduce the cost of repairing a factory/resource point from what it is in WitP.

Otherwise repair yards are useless once they are in LBA range, expecially late in the game.





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Post #: 43
RE: Ship Damage - 5/27/2008 3:36:45 PM   
Menser

 

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Esteban ... Key word here is undamaged .... if a 50 point repair yard took 15 points damage in a raid ...35 points would still be available to repair ships. Perfectly in-line with your first suggestion.

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Post #: 44
RE: Ship Damage - 5/27/2008 3:40:48 PM   
Menser

 

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Don .. does weapon/device repair require an object from the device pool? I.e if a dutch 533 torpedoe tube is damaged on a sub do we have to wait for a device from the pool to become available before repairs commence?

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Post #: 45
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