Ship Damage

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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rjopel
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RE: Ship Damage

Post by rjopel »

According to the screenshot the Damage is shown:
Flot 50 (30 major)
System 30 (15 major)
Ryan Opel
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Terminus
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RE: Ship Damage

Post by Terminus »

ORIGINAL: Dixie

Major hull damage? [:D]

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Yup, that's majorly major.
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Mike Solli
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RE: Ship Damage

Post by Mike Solli »

Lets say a ship has been reduced to only major flood damage.  Can that cause additional flood damage?  If so, would that additional flood damage be major or non-major?
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Terminus
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RE: Ship Damage

Post by Terminus »

IIRC, it works like this: if you pump a ship dry, it's down to 0 flt damage, but it could still have big holes in the hull (the remaining Major damage) now boarded over enough to make it seaworthy. Then it can go to a dry dock without getting more flt damage, but the Major damage will still be there.

I think that's how it works, but maybe I'm misremembering.
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HansBolter
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RE: Ship Damage

Post by HansBolter »

ORIGINAL: rjopel

According to the screenshot the Damage is shown:
Flot 50 (30 major)
System 30 (15 major)


Ok, I'll ask the obvious question.

Does this mean 50 total flotation damage 30 of which is major or does it mean 50 minor flotation damage PLUS 30 major flotation damage?
Hans

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Terminus
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RE: Ship Damage

Post by Terminus »

The first. Major damage is displayed as a fraction of total damage.
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Fishbed
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RE: Ship Damage

Post by Fishbed »

ORIGINAL: Terminus

The first. Major damage is displayed as a fraction of total damage.

Then, let's say a ship has 7 Major flood damage points. Once I pump it dry, it will not go under 7, as major damage may be fixed only in a yard, but this doesn't mean it will embark water anymore if it goes underway, right?
Once its flood damage gets down to the level of Major flood damage, we can consider the ship to be saved, right?
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Terminus
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RE: Ship Damage

Post by Terminus »

You can consider it to be no longer full of water, but the damage will still impact on speed and maneuverability. As I said, I might be misremembering it.
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Mike Solli
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RE: Ship Damage

Post by Mike Solli »

ORIGINAL: Terminus

IIRC, it works like this: if you pump a ship dry, it's down to 0 flt damage, but it could still have big holes in the hull (the remaining Major damage) now boarded over enough to make it seaworthy. Then it can go to a dry dock without getting more flt damage, but the Major damage will still be there.

I think that's how it works, but maybe I'm misremembering.

Ahh, that makes sense. I can see if a ship gets some serious major damage and it potentially increased flooding, if it's in the middle of nowhere, it's doomed.

Thanks, T.
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John Lansford
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RE: Ship Damage

Post by John Lansford »

So in the screenshot Mike put up for USS Nevada, she has "8 major" flooding damage and "2 major" engine damage.  Are those % of the more general damage of 15 and 6, respectively, for flooding and engine damage, or are they a separate category?  Basically, we now have five different damage categories; system, flooding, engine and then flooding major and engine major, plus weapons/device damage as well.
 
Of those six, three have to be repaired in a shipyard (the two majors plus the weapon/device damage), and the other three can at least be repaired down to 5 each by a port using normal repair procedures.  Is this accurate?
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Gem35
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RE: Ship Damage

Post by Gem35 »

weapon/device damage can be repaired in a port of at least 5, unless that too is changed in AE.
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Don Bowen
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RE: Ship Damage

Post by Don Bowen »

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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HansBolter
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RE: Ship Damage

Post by HansBolter »

ORIGINAL: Don Bowen

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?
Hans

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Terminus
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RE: Ship Damage

Post by Terminus »

You'll learn it quickly. Don't forget that the manual is LIGHT-YEARS better.
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Banquet
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RE: Ship Damage

Post by Banquet »

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
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HansBolter
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RE: Ship Damage

Post by HansBolter »

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.
Hans

Fishbed
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RE: Ship Damage

Post by Fishbed »

?
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...
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Don Bowen
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RE: Ship Damage

Post by Don Bowen »

ORIGINAL: HansBolter
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.


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HansBolter
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RE: Ship Damage

Post by HansBolter »

ORIGINAL: Don Bowen

ORIGINAL: HansBolter
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.
Hans

Fishbed
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RE: Ship Damage

Post by Fishbed »

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 [;)]
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