Lowpe
Posts: 22133
Joined: 2/25/2013 Status: offline
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I just wanted to thank Alfred for his excellent Ship Repair 101. I have read it over the years, but now I am living it (checking it almost daily). Come to think of it, I have not seen Alfred in quite a while - I hope he is ok. Given my circumstances, I am really coming to understand the utility of AG, AR, AD, AGP ships in repairing damaged Japanese ships. Many players pooh pooh this ships, but they are exceptionally valuable. I am in the process of converting quite a few more AG style ships (don't need shipyards to convert). A good use for an otherwise useless xakl right now. A single repair ship can basically increase the repair level of a size 1 port to that of a size 8 for normal damage repair (on a ship that is eligible by the repair ship). Two repair ships double that ability so you can really create some wonderful backwater repair yards. Even during good times, with safe shipyards, AR's can add their daily repair points to the shipyard manager for speeding all normal damage while ships are in pierside mode. And unlike naval squads, there is no malus for the severity of damage of the ship being worked on. Think of the value of having 5 AR's at a size 10 Port for speeding up pierside repairs! One thing to be careful about is that ship damage to the repair ship is implied to reduce the total number of repair points it produces for that day. To be effective it needs to be undamaged, disbanded, and unused. This is an aspect of the game I have not paid enough attention too.
< Message edited by Lowpe -- 5/9/2016 3:14:05 PM >
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