ORIGINAL: Cathartes
Everyone say *Woof* and hopefully JWE will give us the skinny. He forged the Great AE Torpedo Compromise of 2009, and both JFBs and AFBs seemed agreeable.
Sorry, friends from OZ came by and we went sailing; gorgeous breeze. Got home and all I could hear was woof, woof, woof.
Torpedoes load just like any other piece of ammo. The rearm cost was reduced from the weight of the weapon (as in Witp-1) to 2 x the effect (just like other ammo). This is now the new loadcost, which is the rearm cost.
This number is a threshold. You need a port with that size rearm value, or a smaller port with lots of Naval Support squads, or an AKE, or an AE, or an AS (if you’re trying to rearm a sub) or an AD (if it’s a DD) or an AGP (if it’s a PT). AKE/AE/AD/AS/AGP ships need to have a “capacity” equal to or greater than the rearm cost.
If all that’s cool (or any one of them), you must also consume supply points for every torp you load. If a torp has a rearm cost of 2160, you can only rearm at a base (or tender) with rearm value 2160 or more, then, if you need 16 torps, you also consume 18 tons of supply. (2160 x 16)/2000 = 34560/2000 = 17.28 game don’t keep fractions, it’s next integer up or down (in this case, I think it’s up).
A level-7 port has a rearm value of 5500. A level-6 port has a rearm value of 700. But you can get to 2160 in a level-7 by having 292 Naval Support squads in the base (gee, just like a real Naval Base, wow !). Each NavSup squad contributes 5 rearm points. They speed up load/unload things too.