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Post by spudnik on Apr 4, 2021 21:56:48 GMT -6
Sorry if someone else has already solved this and I did not notice, but through experimenting, I think I found a way to know how much dock space a ship will use (at least in 1900 with max technology). TLDR: every 2,000 tons, a ship uses an extra dock space (2,000; 4,000; 6,000; etc). Basic breakdown is as follows: DDs <2,000 tons = 2 docks, 2,000 tons = 3 docks CLs 2,500 tons = 4 docks; 4,000 tons = 5 docks; 6,000 tons = 6 docks; 8,000 tons = 7 docks CAs & Bs 4,000 tons = 6 docks; 6,000 tons = 7 docks; 8,000 tons = 8 docks; 10,000 tons = 9 docks, etc BBs (Lighter tonnage) 8,000 tons = 12 docks; 10,000 tons = 13 docks; 12,000 tons = 14 docks; 14,000 tons = 15 docks; etc BBs (Heavier tonnage) 20,000 tons = 18 docks; 30,000 tons = 23 docks; 40,000 tons = 28 docks; 50,000 tons = 33 docks; 60,000 tons = 38 docks; 70,000 tons = 43 docks If you want to take a look at the raw spreadsheet for some extra info, you can find it below: docs.google.com/spreadsheets/d/1cYXEwXzQPm3xRXXMA5ry1SZ3eD764obthXOd6mtzrpo/edit?usp=sharingIf anyone is finding different answers than I came up with, please reach out so we can compare data. p.s. William, please add in the info directly into the game to save my sanity.
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Post by williammiller on Apr 6, 2021 9:29:56 GMT -6
Sorry if someone else has already solved this and I did not notice, but through experimenting, I think I found a way to know how much dock space a ship will use (at least in 1900 with max technology). TLDR: every 2,000 tons, a ship uses an extra dock space (2,000; 4,000; 6,000; etc). Basic breakdown is as follows: DDs <2,000 tons = 2 docks, 2,000 tons = 3 docks CLs 2,500 tons = 4 docks; 4,000 tons = 5 docks; 6,000 tons = 6 docks; 8,000 tons = 7 docks CAs & Bs 4,000 tons = 6 docks; 6,000 tons = 7 docks; 8,000 tons = 8 docks; 10,000 tons = 9 docks, etc BBs (Lighter tonnage) 8,000 tons = 12 docks; 10,000 tons = 13 docks; 12,000 tons = 14 docks; 14,000 tons = 15 docks; etc BBs (Heavier tonnage) 20,000 tons = 18 docks; 30,000 tons = 23 docks; 40,000 tons = 28 docks; 50,000 tons = 33 docks; 60,000 tons = 38 docks; 70,000 tons = 43 docks If you want to take a look at the raw spreadsheet for some extra info, you can find it below: docs.google.com/spreadsheets/d/1cYXEwXzQPm3xRXXMA5ry1SZ3eD764obthXOd6mtzrpo/edit?usp=sharingIf anyone is finding different answers than I came up with, please reach out so we can compare data. p.s. William, please add in the info directly into the game to save my sanity. Its a good suggestion, thanks.
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Post by williammiller on Apr 6, 2021 12:33:14 GMT -6
Actually, I was just reminded by one of Beta Testers ( whose memory is obviously better than my own...lol) that in the latest Beta (B33) something like this has already been introduced....here is a screenshot showing part of what it does:
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Post by spudnik on Apr 6, 2021 14:53:01 GMT -6
Actually, I was just reminded by one of Beta Testers ( whose memory is obviously better than my own...lol) that in the latest Beta (B33) something like this has already been introduced....here is a screenshot showing part of what it does:
Thanks William! I know that the screenshot does not show the full picture, but would it also show you how many dock slots an individual ship would use? Barring that, is the Tonnage column actually showing how much tonnage can be supported, or does it show how much is required/in place? The chief issue that I was trying to solve was not knowing how many dock slots a ship would use before moving it to a new area. If we could know how many dock slots are needed prior to moving ships, we would be a lot less likely to send some of our biggest ships halfway around the world, only to realize that there is nowhere for them to park.
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Post by fredsanford on Apr 6, 2021 19:32:46 GMT -6
Actually, I was just reminded by one of Beta Testers ( whose memory is obviously better than my own...lol) that in the latest Beta (B33) something like this has already been introduced....here is a screenshot showing part of what it does:
This doesn't provide the information requested. How many basing points will it require at the destination for a given ship or group of ships if I decide I want to move them? What is the impact for the area that I intend to move these ships into? This information is not provided in the interface, and it should be. Not to mention- what is each ship's relative FS value?
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Post by JagdFlanker on Apr 7, 2021 5:53:52 GMT -6
possible way to display the info is when you select ships in the 'ships in service' tab it shows their combined basing points and their combined FS value right beside where it shows how many ships you selected at the top of the screen
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Post by nimrod on Apr 8, 2021 8:22:43 GMT -6
I know this thread is on basing capacity, but there is a lot to like in that screenshot!
Thank you williammiller for the sneak peak at some of the possibilities being tested! The TPs for fleet train / invasion capacity is particularly exciting to me.
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Post by aeson on Apr 8, 2021 9:01:40 GMT -6
The TPs for fleet train / invasion capacity is particularly exciting to me. What are you interpreting as invasion capacity?
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Post by janxol on Apr 8, 2021 9:10:22 GMT -6
Actually looking at the screenshot I can see an interesting thing in the form of TP requirements appearing to be split between regions.
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Post by nimrod on Apr 8, 2021 9:43:05 GMT -6
Aeson,
What I'm seeing is TP ships and also Req TP which I'm reading as required TP ships per region. I'm interpreting this as a fleet train / fleet supply, but I could be wrong and it is sub tenders and regular TP or some other game-play elements that aren't obvious to me. What I'm interpreting as invasion capacity is an imagined interaction between the assumed required TP & in-theater TP and invasions. I don't think the coding would be very tough to implement go / no-go (pass / fail) checks for invasions if you already have the fleet train (in-theater TP and required TP) coding. In a sentence, required TP goes up when the player has an invasion target and it won't launch until the required TPs are in-theater. For example - assuming that screen shot is of GB in peacetime. In the event of war in the Med, I would imagine that the TP requirement (assuming it is for a fleet train) would go up significantly to lets say 6 ships with the increased war-footed active fleet presence in the Med. A few turns later GB specifies Libya as an invasion target; the TP requirement for the Med would then jump to 16-21 and the invasion wouldn't be attempted until the required TPs were in the region. Post successful invasion their could be an elevated TP requirement to supply the troops fighting in Libya; so the TP requirement might stabilizes at 10-14 until the invasion is concluded. Dropping below the required TP while land combat is being waged would hinder the active fleet in the region or the land combat or even cause failure of the invasion if the needed TPs weren't in theater for a few turns.
Again this is an imagined interaction, and I'm in no way trying to set expectations among other players. I'm thinking that once you have a fleet train code, a couple of pass / fail codes could result in revised invasion sequence of events and fleet train / TP requirements. These codes could potentially be done by modders if it isn't hard-coded.
Pass fail codes could look like and I'm not using coding language; using 0 for fail (off) and 1 for pass (on). If invasion target is set, relevant region TP requirement jumps by 150%. Invasion event chain starts once required TPs are in region. If in-theater TPs drop below required TP than invasion invasion fails in 3 turns.
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