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Naval Repair costs
Posted: Fri Nov 15, 2019 8:47 am
by Hoyt Burrass
Anybody have a ballpark resource cost for naval repair....I've got damaged a carrier alone in an appropriate port (level 9) in main supply, set on priority, and they are not repairing...I have my repair upgrade currently set at 50 points...So what I'm looking for is a table that indicates repair costs per point for the various units in the game.
Thanks in advance,
RE: Naval Repair costs
Posted: Fri Nov 15, 2019 11:11 am
by AlvaroSousa
whatever the cost 20% of it. Naval units repair 1 health per turn.
Look at the order of repair priority in the rule book.
RE: Naval Repair costs
Posted: Fri Nov 15, 2019 11:38 am
by Hoyt Burrass
ORIGINAL: Alvaro Sousa
whatever the cost 20% of it. Naval units repair 1 health per turn.
Thanks Alvaro,
Is partial point accumulation possible? For Example...if I commit 40 points to repair, and have only one carrier (purchase cost 800, so 20% for repair is 160) in the queue will it repair one point after 4 turns (4 turns x 40 points per turn =160)...or must the cost be paid in one turn?
RE: Naval Repair costs
Posted: Fri Nov 15, 2019 12:25 pm
by AlvaroSousa
I dont have that in the game.
What I do is just set what ships I want as priority. Give it a turn or 2 or repair. Get them fixed.
I see many players misusing priority. It is specifically to repair 1-3 units that you really want to get things before anyone else. Some put all their tanks on priority or all their ships or all their planes.
It's better to turn off some units that lets say are on garrison duty or on quiet fronts.
RE: Naval Repair costs
Posted: Fri Nov 15, 2019 1:56 pm
by Hoyt Burrass
ORIGINAL: Alvaro Sousa
I dont have that in the game.
What I do is just set what ships I want as priority. Give it a turn or 2 or repair. Get them fixed.
Hi Alvaro, I don't understand your response.
Do repair point accumulate from one turn to the next or must the repair be paid for in one turn?
Thanks
RE: Naval Repair costs
Posted: Fri Nov 15, 2019 4:47 pm
by AlvaroSousa
Whatever you set repair to is what will be spent this turn from your production stockpile.
So if you produce 500 and set repairs to 300. 300 production will be used to repair and upgrade.
So if you produce 200 and set repairs to 300. 200 production will be used to repair and upgrade. You will have none left over for production.
Setting a unit to priority just means it gets repaired and upgraded 1st above all other units. That's why you rarely turn it on. It is for specific situations.
RE: Naval Repair costs
Posted: Fri Nov 15, 2019 6:42 pm
by Hoyt Burrass
Hi Alvaro,
I'm sorry that I am not making myself clear.
I was talking about repair of an individual unit.
To go back to my original scenario, repair of 1 point of damage to an 800 point cost Aircraft Carrier should (according to your first response) cost 160 production (20% of 800). My question is: suppose you are putting 40 points into repair, and that the Carrier is the only unit in need of repair and on priority...Does that 40 points accumulate toward the total of 160 points needed to repair the carrier...in other words, after 1 turn you have accumulated 40 of the needed 160, after two turns 80 of 160, after 3 turns 120 of 160, and after 4 turns 160 of 160 points and the CV is repaired...or must all 160 points be spent in a single turn from that turn's production.
Thanks and sorry for my poor wording,
RE: Naval Repair costs
Posted: Fri Nov 15, 2019 8:56 pm
by AlvaroSousa
The repair takes from the stockpile not the production. So you have to save up to repair if it costs too much.
And I will make a correction. I think the repair setting is set to 60% for naval and 50% for all other.
So it would be 1 health of 5 (20% of total health) = 800 * 20% * 60% = 96 production.
You are repairing the ship, the pilots, and the planes.
An example is Canada. They don't have much production because they share it with the UK. So they have to save to repair.
RE: Naval Repair costs
Posted: Fri Nov 15, 2019 9:54 pm
by scout1
ORIGINAL: Alvaro Sousa
The repair takes from the stockpile not the production. So you have to save up to repair if it costs too much.
And I will make a correction. I think the repair setting is set to 60% for naval and 50% for all other.
So it would be 1 health of 5 (20% of total health) = 800 * 20% * 60% = 96 production.
You are repairing the ship, the pilots, and the planes.
An example is Canada. They don't have much production because they share it with the UK. So they have to save to repair.
Let me try …..
Al, with the above example where one needs 96pts in the stockpile to completely repair …
Does that mean if I have
- 96 or more points, repairs in 1 turn ?
- 48 points for two consecutive turns, repairs in 2 turns ?
- 24 points for four consecutive turns, repairs in 4 turns ?
ie does incremental "investments" as to repair build upon each other ?
RE: Naval Repair costs
Posted: Fri Nov 15, 2019 10:28 pm
by AlbertN
If I got it right you cannot repair 1 step over two turns - you save up in one turn, and then you spend the chunk of the cost at once.
RE: Naval Repair costs
Posted: Fri Nov 15, 2019 11:39 pm
by Hoyt Burrass
ORIGINAL: Cohen_slith
If I got it right you cannot repair 1 step over two turns - you save up in one turn, and then you spend the chunk of the cost at once.
I think this is the correct interpretation.
RE: Naval Repair costs
Posted: Sat Nov 16, 2019 12:15 am
by AlvaroSousa
This is for a CV. I think a patrol group is 180?
So it would be 36 stockpiled production.