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RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 2:29 pm
by wworld7
ORIGINAL: Chad Harrison
How are ship repairs handled at major ports (Pearl, SF, ect) now?
For instance, in my PBEM game right now, at Pearl I have 10 BB's that have light damage (under 20) but about 30 subs with heavy damage. As far as I can tell, the subs are stealing all the repair from the BB's.
Can we give ships priority to be repaired first? Can we apply repair points directly and manually to ships?
Thanks
Edit - I just saw you post you put above while I was typing.
Send some of your ships to the huge West Coast ports for repair.
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 2:33 pm
by patrickl
Don't know whether this is appropriate in this thread but here goes : with regard to leaders, will we be able to see aggressive rating along with other attributes in a table form instead of the present situation of clicking thru the individuals?[&:]
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 2:35 pm
by Chad Harrison
ORIGINAL: flipperwasirish
Send some of your ships to the huge West Coast ports for repair.
Thats what I normally do when things get too crowded and am about to do that in my PBEM game.
My question though is
exactly how the expansion will allow you to prioritize repairs?
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 2:38 pm
by Terminus
ORIGINAL: Chad Harrison
ORIGINAL: flipperwasirish
Send some of your ships to the huge West Coast ports for repair.
Thats what I normally do when things get too crowded and am about to do that in my PBEM game.
My question though is
exactly how the expansion will allow you to prioritize repairs?
Pretty simple, actually. Let's say you have five damaged ships at Pearl Harbor. You put them into the repair queue, and then you'll have them set up one beneath the other, like in a normal ship list. Then you just click on the one you want to move to the top, and hey presto! You can arrange them just as you want, and choose any of the four different repair types, provided the port in question supports them all.
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 2:39 pm
by Terminus
ORIGINAL: patrickl
Don't know whether this is appropriate in this thread but here goes : with regard to leaders, will we be able to see aggressive rating along with other attributes in a table form instead of the present situation of clicking thru the individuals?[&:]
That's still being worked on.
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 2:42 pm
by Chad Harrison
ORIGINAL: Terminus
Pretty simple, actually. Let's say you have five damaged ships at Pearl Harbor. You put them into the repair queue, and then you'll have them set up one beneath the other, like in a normal ship list. Then you just click on the one you want to move to the top, and hey presto! You can arrange them just as you want, and choose any of the four different repair types, provided the port in question supports them all.
Sweet. Thanks Term.
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 2:53 pm
by Panther Bait
I noticed in one of the screenshots that there was a link something like "Show all ships of the US Pacific Fleet". Will ships/TFs be assigned to commands (SWPAC, SOPAC, etc.) now like LCU/Bases/Etc.? Or was this more of a nationality thing (US Fleet, RN, IJN)?
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 2:53 pm
by Terminus
ORIGINAL: Panther Bait
I noticed in one of the screenshots that there was a link something like "Show all ships of the US Pacific Fleet". Will ships/TFs be assigned to commands (SWPAC, SOPAC, etc.) now like LCU/Bases/Etc.? Or was this more of a nationality thing (US Fleet, RN, IJN)?
Yep, all ships are assigned to HQ's now.
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 2:54 pm
by EnricoR
ORIGINAL: Terminus
ORIGINAL: Chad Harrison
ORIGINAL: flipperwasirish
Send some of your ships to the huge West Coast ports for repair.
Thats what I normally do when things get too crowded and am about to do that in my PBEM game.
My question though is
exactly how the expansion will allow you to prioritize repairs?
Pretty simple, actually. Let's say you have five damaged ships at Pearl Harbor. You put them into the repair queue, and then you'll have them set up one beneath the other, like in a normal ship list. Then you just click on the one you want to move to the top, and hey presto! You can arrange them just as you want, and choose any of
the four different repair types, provided the port in question supports them all.
What are those different repair types?
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 2:55 pm
by Hortlund
Naval bombardment? We all know, and hate, the fact that you can run BBs back and forth between bases and targets and generally blast an enemy base into oblivion with your BBs.
1) Will there be some sort of limit on where a BB (or indeed any capital ship) can resupply ammunition? It is rather ludicrous to think that a tiny island in the middle of the pacific should happen to have thousands of 16 inch shells just laying there waiting for a BB to come by and reload. Can we make "capital ship ammo" something scarce, like torpedos now perhaps...that can only be reloaded in the presence of an AE, or at a level 6 port?
2) Will shore bombardment be changed?
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 2:55 pm
by Terminus
ORIGINAL: EnricoR
ORIGINAL: Terminus
ORIGINAL: Chad Harrison
Thats what I normally do when things get too crowded and am about to do that in my PBEM game.
My question though is exactly how the expansion will allow you to prioritize repairs?
Pretty simple, actually. Let's say you have five damaged ships at Pearl Harbor. You put them into the repair queue, and then you'll have them set up one beneath the other, like in a normal ship list. Then you just click on the one you want to move to the top, and hey presto! You can arrange them just as you want, and choose any of
the four different repair types, provided the port in question supports them all.
What are those different repair types?
Crew -> Ship's own crew does everything
Tender-assisted -> AR's and such
Pierside -> Ship's tied up to the pier, and dockworkers can come aboard
Shipyard -> Ship's in dock
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 2:58 pm
by drw61
ORIGINAL: Terminus
ORIGINAL: Chad Harrison
ORIGINAL: flipperwasirish
Send some of your ships to the huge West Coast ports for repair.
Thats what I normally do when things get too crowded and am about to do that in my PBEM game.
My question though is
exactly how the expansion will allow you to prioritize repairs?
Pretty simple, actually. Let's say you have five damaged ships at Pearl Harbor. You put them into the repair queue, and then you'll have them set up one beneath the other, like in a normal ship list. Then you just click on the one you want to move to the top, and hey presto! You can arrange them just as you want, and choose any of the four different repair types, provided the port in question supports them all.
Perfect!
Terminus, you are going to be very busy the next couple of days just answering questions from all of us giddy WitP AE fans, have fun.[:D]
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 2:58 pm
by Terminus
ORIGINAL: Panzerjaeger Hortlund
Naval bombardment? We all know, and hate, the fact that you can run BBs back and forth between bases and targets and generally blast an enemy base into oblivion with your BBs.
1) Will there be some sort of limit on where a BB (or indeed any capital ship) can resupply ammunition? It is rather ludicrous to think that a tiny island in the middle of the pacific should happen to have thousands of 16 inch shells just laying there waiting for a BB to come by and reload. Can we make "capital ship ammo" something scarce, like torpedos now perhaps...that can only be reloaded in the presence of an AE, or at a level 6 port?
2) Will shore bombardment be changed?
1) Ship resupply is being refurbished for increased realism.
2) Yes, shore bombardment has been (and is being) reworked, to hopefully make it a bit more realistic. The day of the nuclear shore bombardment is over and done with.
Plus, armed landing craft now work, and we're using the shore bombardment screen.[:D]
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 3:00 pm
by Dixie
1) Does shifting ships between HQs cost PPs?
2) How does the game determine which command 'area' a ship is operating in?
3) Are there any effexts for ships operating outside of their assigned fleets?
4) Will HMS Belfast make it into the game this time? [:'(] This also applies to any other ships with a class in the db but no ships appearing...
5) Possibly an aircraft type question, but will maintainence carriers (i.e. HMS Unicorn) be featured?
6) Has the respawn been removed/changed? At least for the RAN?
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 3:01 pm
by Speedysteve
Cool. So the LCI(G) will now have uses!
How about Sub combat (you know how much I love them[;)]) will they only fire a fish ort2 at some ships rather than a full 4/6 tubes worth?
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 3:02 pm
by Hortlund
What about Japanese (and allied?) ship construction? I know this might be an industry-question, but since there is no such thread... What will player control of ship production look like? Can we decide to build more (and perhaps ahistorical) DDs as Japan, at the expense of the Shinano perhaps?
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 3:03 pm
by Terminus
ORIGINAL: Dixie
1) Does shifting ships between HQs cost PPs?
2) How does the game determine which command 'area' a ship is operating in?
3) Are there any effexts for ships operating outside of their assigned fleets?
4) Will HMS Belfast make it into the game this time? [:'(] This also applies to any other ships with a class in the db but no ships appearing...
5) Possibly an aircraft type question, but will maintainence carriers (i.e. HMS Unicorn) be featured?
6) Has the respawn been removed/changed? At least for the RAN?
1): Yes.
2): Same as with LCU's and aircraft these days, I believe.
3): That's being worked on.
4+5): I'm not actually sure if the Belfast will show up, but I wouldn't be surprised if she did, given the major work that's been done on the OOB. As for the Unicorn, that's up in the air at the moment.
6): Respawn is now a switch that can be set by the scenario designer. Yup, it can be turned off at the source. For the moment, the Grand Campaign is working with respawn on, I believe (but they don't tell me anything).
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 3:05 pm
by Terminus
ORIGINAL: Speedy
Cool. So the LCI(G) will now have uses!
How about Sub combat (you know how much I love them[;)]) will they only fire a fish ort2 at some ships rather than a full 4/6 tubes worth?
Not sure, actually. I'll have to check...
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 3:07 pm
by Terminus
ORIGINAL: Panzerjaeger Hortlund
What about Japanese (and allied?) ship construction? I know this might be an industry-question, but since there is no such thread... What will player control of ship production look like? Can we decide to build more (and perhaps ahistorical) DDs as Japan, at the expense of the Shinano perhaps?
Ship construction is basically unchanged for now, but there'll be plenty more to choose from, and the new Convert-To routine adds a whole new dimension to this stuff.
No more hard-coded routines for the Ise/Hyuga and Chitose/Chiyoda, for instance, and you can convert (as another example) US 4-stacker DD's to their specialty types at will. So, in that sense, you're getting a little bit of what you're asking about...
RE: Admirals Edition Naval Thread
Posted: Fri Dec 07, 2007 3:14 pm
by Dixie
7) How about the British withdrawl? Is it still in? Any chance the PP penalty could be toned down a bit for destroyers if it's still in there?