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Post by Airy W on Nov 14, 2016 9:18:42 GMT -6
After a battle I will often put my ships to cruising speed and then put the game speed to ultra in order to run out the clock. Unfortunately, this sometimes results in a bulkhead rupturing which could have been prevented if the ships had been travelling at 10 knots instead of 14. Could there be a warning implemented for these situations? If a ship is at danger of a bulkhead rupturing, the game could give a pop-up saying so if you put the game speed above "fast" if that ship's division is steaming at more then 10 knots.
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Post by Fredrik W on Nov 14, 2016 11:04:00 GMT -6
After a battle I will often put my ships to cruising speed and then put the game speed to ultra in order to run out the clock. Unfortunately, this sometimes results in a bulkhead rupturing which could have been prevented if the ships had been travelling at 10 knots instead of 14. Could there be a warning implemented for these situations? If a ship is at danger of a bulkhead rupturing, the game could give a pop-up saying so if you put the game speed above "fast" if that ship's division is steaming at more then 10 knots. This is intended to simulate an unexpected occurrence. Speed does affect the risk, but there is no set speed to keep below. Weather, damage control capability etc also plays a part. Whenever you have heavily damaged ships, lower speed will generally lower the risk of further flooding. OTOH lower speed means that you are an easier target for submarines and that it will take longer to reach port, which may lead to the ship sinking through progressive flooding anyway. So no easy answer, but I would recommend that if you have heavily damaged ships you should keep speed to 10 knots or below of you want to maximize damage control effectiveness and avoid mishaps.
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Post by Airy W on Nov 14, 2016 11:14:47 GMT -6
Huh, I've never had a bulkhead rupture below 10 that I can recall.
Reducing damaged ships to 10 knots is generally what I plan to do but I dont always notice the damage, especially in a fleet battle aftermath. I often think that it's just a jammed turret not structure or floatation damage because there is no convenient way to check all 25 ships and I am thinking the battle is over so am not eager to micromanage. So I will often just hit the cruise button, go to port and then have a nasty surprise. If there was another button for "slow" that would be helpful.
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Post by jwsmith26 on Nov 14, 2016 14:57:06 GMT -6
Usually all you have to do is lower the speed of your flagship to at or below 10 and put everyone else on AI control and they will usually conform to your speed. However, I have had some damaged ships refuse to follow the leader. These ships develop a mind of their own and insist on speeding off to port (and usually not the port I'm heading for). I play in Rear Admiral mode and even when one of these mavericks is within command range they will follow orders for 2 or 3 turns and then start increasing speed again. That makes for a pretty tedious trip home when you're 300 minutes away and have to stop every 3 minutes to regain control of the recalcitrant brat and reset its speed.
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Post by julianbarker on Nov 14, 2016 15:16:29 GMT -6
If you right click on each division you get an instant readout of flooding and % damage which is not exactly micromanaging.
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Post by galagagalaxian on Nov 14, 2016 21:48:17 GMT -6
If only we could tell them to sail backwards to ease the pressure on some of those bulkheads. [more serious suggestion] Why not add flooding to the info that pops up when you mouse over a ship?
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Post by julianbarker on Nov 15, 2016 0:38:54 GMT -6
Two very good points. Ships did sail backwards to limit flooding when the bow was shipping water. But I doubt the game models where the ship is flooding.
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Post by galagagalaxian on Nov 15, 2016 15:26:24 GMT -6
Yeah, I very much doubt it tracks flooding locations (perhaps beyond main or extended regions), that was mostly a joke suggestion.
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