Bullwinkle58
Posts: 11302
Joined: 2/24/2009 Status: offline
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quote:
ORIGINAL: Marty A Well that is exactly what I am trying to do figure out how they work. but it does not make any sense [to me] in a historical context and the rules conflicts on how it works. for example: 14.2.3.2. REPAIR SHIP REPAIR Several different types of Repair Ships are available to assist in repair of different types of vessels. The extent of damage that can be repaired by Repair Ships depends on the “kind” of Repair Ship; for example, an ARD may only repair floatation damage, but may repair Major floatation damage. ARs and other types may NOT repair Major damage for larger ships. They can repair major damage to small craft, like PTs and barges. Ships may use the assistance of Repair Ships in two ways; at anchor, or at dockside. In either mode, the Repair Ships available to repair different warship types are as follows: [chart] AR May assist repair of any ship type. Can repair low levels of Major damage on all ships. Also all Major Damage for small craft. ARD May assist repair of any ship type, but only floatation damage; may repair Major floatation damage. AS May assist repair of submarines only. Cannot repair Major damage AD May assist repair of DDs or any Small Escort types only. Can repair Major damage only for small craft. AGP May assist repair of PT and other Small Craft only. Can repair Major damage for small craft AG May assist repair of Small Escort and Small Craft only. Can repair Major damage only for small craft. Small Escort: DE, APD, DMS, DM, AVD, E, TB, KV, PF, PB, PC, SC, AM, ML Small Craft: PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc [end chart] 14.2.3.2.1 REPAIR SHIP CAPACITY Repair Ships make repairs based on their capability (shown above) and their available Ops points calculated turn-by-turn. An undamaged Repair Ship, that does nothing else in a complete turn, will generate 1000 Ops points in that turn. Ops points are not cumulative. You must use them, or lose them. 14.2.3.2.1.1 REPAIR POINTS Undamaged, “fresh” Repair Ships may contribute, up to a maximum of 83 Repair Points per turn. Therefore, Repair Ships may repair up to a maximum of 0.83 damage points per turn. now the way i read this and the rules leading up to this is damaged ship must be in pierside to have ar assigned to it. if ar not assigned will help with any mode repair as i show already and this does work. so if damage ship is in pierside mode to have ar assigned and ar add 83 repair points to repair ship in pierside meaning repair ship should be faster than pierside repair no? also conflict between rule and chart from what everyone say the rule is wrong but chart is right but still does not mean ar does not help pierside repair. again looks to me like game does not do what it should here. I don't know if I can help, but, as others have said, you may be making too much of all this. From what you put in bold above, I think the wording of the first two bolded sentences maybe isn't clear enough as written. I think the first line means that ARs won't repair ALL Major Floatation Damage, and the second alludes to them being able ot fix up to 5 points of it. An ARD can repair ALL of it (they're drydocks.) If not assigned, I've always pictured the ARs throwing their capacity into the port's total repair "pool" and working on pierside repairs. Which is what they do in RL, BTW. I've worked with ASes in RL, and my father was in the Repair Department in two of them as well. ARs are very similar in repair capability; what really differs with the AS and AD classes is them having having ammo magazines and handling equipment for their respective ships. These ships do not typically work on ships anchored out in the harbor, but there is usually no need for the tended ship to be alongside either, unless crane services are needed. Tender personnel walk down the pier and go abooard the tended ship (pierside repiar) to do work in place, or to pull gear to take back to the shops on the tender (calibration, small motor re-winds, small valve refurbishment, etc.) In the USN, repair servies are three tier--ship's force (Readiness and non-Repair Ship Pierside), IMA (Intermediate Maintenance Facility) (tenders and shore facilities like Subase Pearl, in the game Pierside with Repair Ship assigned), and depot level (shipyards/ARDs.) IMAs have limited diver support for underwater work. They can inspect, pull sea strainers, replace zincs, etc., do very limited welding and cofferdamming, but can't place new hull plates or do extensive hull work. For that you must have a drydock. The game is excellent at presenting this system and its trade-offs IMO. Perhaps--I don't know--some of the results you're seeing where the ARs seem to be slower than straight pierside work results from assigning too many ships at once to Repair Ship status on your control screens. If you do the game will dutifully try to carry out your orders, but Repair ships don't have infinite capacity. At some point you overload them and they queue up the backlog. FWIW, shipyards do this too when you "place them in the red" by making every repair Critical or High status. Back off on the Repair ships and see if they don't then get faster than Pierside.
< Message edited by Bullwinkle58 -- 1/21/2010 1:58:16 PM >
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