Page 2 of 2
RE: AR`s
Posted: Thu Apr 27, 2006 9:00 am
by Arkady
ORIGINAL: BigJ62
ORIGINAL: Don Bowen
In order to be helped by the presence of an AR, the damaged ship must be disbanded into a port. The AR itself need not be disbanded into the port but may be in a task force at the port.
Does this also apply to AS, AD and AGP ships as well. Also the manual doesn't specify what ships they
can repair and service, I assume AS repairs only subs, AD repairs only DDs and so-on. BTW great job
on the patch.
Thanks...
check page 186 in the manual, chapter 14.2.1
there is a list of support ships/tenders and description what type of ships they support
RE: AR`s
Posted: Thu Apr 27, 2006 9:02 am
by dtravel
ORIGINAL: Arkady
ORIGINAL: The Duke
What effect does a Fleet HQ have on repair?
So, the contributing variables to ship repair I see are:
1) port size
2) ARs
3) repair shipyard/available repair points
4) fleet HQ (would multiple fleet HQ improve repair more?)
5) supply???
yep but order of importance should be as follows
1) port size
2) fleet hq (number of support squads/50 increase port size by one level for repair check)
3) AR (increase port size for repair chech by one level, each AR can support four ships, max four ARs counted)
4) Tender ship (Tender ship for DD, PT or Subs can increase port size for repair check by 2 levels !, each tender ship can support two ships, max four tenders of each type counted)
5) acumulated repair points (they are used ONLY if ship passed previous reapir check and one point of damage is repaired, then if repair points are equal or greater then ships's durability additional sys damage point is removed and repair points equal to ship's durability are expended)
I have no proof about supplies at the base affect ship's repairs, maybe except effectivness of fleet HQ...
#5 is wrong. Testing has shown that the use of accumulated repair points is completely independent of "inherent" repair. Also, if the ship does make this second roll it will use up points equal to Durability+20.
RE: AR`s
Posted: Thu Apr 27, 2006 9:40 am
by Arkady
can me point to thread where are methods and results of this testing described, please
RE: AR`s
Posted: Thu Apr 27, 2006 1:46 pm
by Don Bowen
Does this also apply to AS, AD and AGP ships as well
Yes
RE: AR`s
Posted: Thu Apr 27, 2006 2:26 pm
by niceguy2005
ORIGINAL: dtravel
ORIGINAL: niceguy2005
ORIGINAL: dtravel
We have conflicting claims on when ARs will work then. Some people say as long as they are in the same hex, regardless of whether there is even a base or not. Others in any base, regardless of size or disband status. And some say only when disbanded.
This is the kind of information that is supposed to included in the manual!
d, this is confusing, but last I heard ARs had to be disbanded at the port to help.
Heard from who? There is a lot of guessing going on among players and there was some incorrect information distributed on other subjects by Matrix/2by3 reps. This is why I'm doing my statistical study on ship repair, because there is so much conflicting information floating around. As it is, measuring the effect of ARs is already so hard to do that we may never be able to determine what the correct answer is by observation.
This is part of why I am so angered by the WiTP manual. In this case, we're not asking for formulas or optimal tactics. We're just trying to figure out the program mechanics to use something for its intended purpose!
d, I suppose Don answered this question for us.
However, my statement above was based on previous Threads I had read on this topic as it seems to come up every other month or so.
Obviously the key is having a size 3 port as a player is likely to disband both the ship and the AR into the port.
I want to give the designers credit for this rule. To me it makes perfect sense that
1. You need a minimal size port to effectively repair a ship.
2. You need to disband (or dock the ship) at the port
3. You need the AR present, but it really doesn't need to be disbanded (though I don't know why you wouldn't).
RE: AR`s
Posted: Thu Apr 27, 2006 5:11 pm
by dtravel
ORIGINAL: Arkady
can me point to thread where are methods and results of this testing described, please
Testing is still underway, but data collected to date is in the attached spreadsheet (in zip file).
Ship Repair.zip
A quick check of Los Angeles, San Diego & Seattle are the easiest places to see, but once you know what to look for it can be observed in any of the ports with repair shipyards.
EDIT: Here is the link to my first posting of these number back in December
fb.asp?m=1009720&key=hard%2Cnumbers
RE: AR`s
Posted: Thu Apr 27, 2006 5:13 pm
by dtravel
ORIGINAL: niceguy2005
d, I suppose Don answered this question for us.
However, my statement above was based on previous Threads I had read on this topic as it seems to come up every other month or so.
Obviously the key is having a size 3 port as a player is likely to disband both the ship and the AR into the port.
I want to give the designers credit for this rule. To me it makes perfect sense that
1. You need a minimal size port to effectively repair a ship.
2. You need to disband (or dock the ship) at the port
3. You need the AR present, but it really doesn't need to be disbanded (though I don't know why you wouldn't).
I'm not arguing over the logic of it (how could I? No one knew what the rule was!), just with the fact that we were not told what it is until now.
RE: AR`s
Posted: Fri Apr 28, 2006 11:30 am
by Arkady
ORIGINAL: dtravel
ORIGINAL: Arkady
can me point to thread where are methods and results of this testing described, please
Testing is still underway, but data collected to date is in the attached spreadsheet (in zip file).
Ship Repair.zip
A quick check of Los Angeles, San Diego & Seattle are the easiest places to see, but once you know what to look for it can be observed in any of the ports with repair shipyards.
EDIT: Here is the link to my first posting of these number back in December
fb.asp?m=1009720&key=hard%2Cnumbers
thanks
I already setup my own test (with Tutorial scenario) and you are right
Additional it seems that repairs with Repair Points are checked twice a day so you can reapir three points per day
RE: AR`s
Posted: Fri Apr 28, 2006 7:03 pm
by dtravel
ORIGINAL: Arkady
ORIGINAL: dtravel
ORIGINAL: Arkady
can me point to thread where are methods and results of this testing described, please
Testing is still underway, but data collected to date is in the attached spreadsheet (in zip file).
Ship Repair.zip
A quick check of Los Angeles, San Diego & Seattle are the easiest places to see, but once you know what to look for it can be observed in any of the ports with repair shipyards.
EDIT: Here is the link to my first posting of these number back in December
fb.asp?m=1009720&key=hard%2Cnumbers
thanks
I already setup my own test (with Tutorial scenario) and you are right
Additional it seems that repairs with Repair Points are checked twice a day so you can reapir three points per day
In theory, a ship could repair four points in one day. In my data so far there is one example of a ship repairing via Shipyard Repair Points two points (The CA while it was in San Diego) and multiple examples of ships repairing two points via inherent repair. But I wouldn't count on it happening. So far one person has reported a single instance of three points being repaired in one day but that's it.
RE: AR`s
Posted: Fri Apr 28, 2006 9:03 pm
by myros
Always wondered about ARs in size 10 ports ... if the relative effect is to increase the port size does that mean for repairs the port size will be higher than 10? Or is it pointless to have ARs at size 10 ports if 10 is the max any calculation will take into account?
Myros