|
Post by 11226p on Jun 30, 2024 13:43:24 GMT -6
I know that the models used in RtW3 heavily take real world data into account, but I think an option like this could spice up the gameplay a bit.
After a battle, ships basically have different durations they need to stay in dock and repair based on their damage level. These are often between 1-4 months depending on the damage though if I recall correctly you can get up to 6 months. My issue with this is that the current implementation doesn't really encourage me to make interesting decisions, and I think giving the player an option to choose increased repair times would change this.
For instance, I stop repairing a ship because of funds and the short time a ship spends in dock is usually not worth the hassle changing my strategy. One of my large battleships got torpedoed by submarine and has to spend 5 months in dock? Okay, that's annoying but the impact is relatively small and manageable. Also scrapping a heavily damaged ship basically never crosses my mind with the current repair times.
But if say the repair times would be scaled up to between 1-12 months, with some skewing towards the lower end of it so ships don't just stack up in the repair docks, things would look different. Now if a couple of my capital ships would have to spend more than 6 months in dry dock after a large battle, I might be more inclined to plan my strategy around it and maybe decline some engagements.
|
|
|
Post by wknehring on Jul 2, 2024 5:01:59 GMT -6
I know that the models used in RtW3 heavily take real world data into account, but I think an option like this could spice up the gameplay a bit.
After a battle, ships basically have different durations they need to stay in dock and repair based on their damage level. These are often between 1-4 months depending on the damage though if I recall correctly you can get up to 6 months. My issue with this is that the current implementation doesn't really encourage me to make interesting decisions, and I think giving the player an option to choose increased repair times would change this.
For instance, I stop repairing a ship because of funds and the short time a ship spends in dock is usually not worth the hassle changing my strategy. One of my large battleships got torpedoed by submarine and has to spend 5 months in dock? Okay, that's annoying but the impact is relatively small and manageable. Also scrapping a heavily damaged ship basically never crosses my mind with the current repair times.
But if say the repair times would be scaled up to between 1-12 months, with some skewing towards the lower end of it so ships don't just stack up in the repair docks, things would look different. Now if a couple of my capital ships would have to spend more than 6 months in dry dock after a large battle, I might be more inclined to plan my strategy around it and maybe decline some engagements.
Interesting.
But in this case we should get some further options and events like:
"The received torpedo damage requires a new stern. This adds X additional months of repair time and increases the cost by X. The ship gains 1-2 knots additional speed" or "The long time in the dock yard could be used to upgrade the ships engine from coal firing turbines to oil firing turbines. We haven an offer for price X" or (after receiving 50%+ fire damage) "After the damage inspection the dock yard suggests... to use the hull for a carrier conversion. They offer us a discount of X% of the normal conversion costs." or "... to upgrade the superstructure and increase the number of AA and AA directors with a discount of X%"
stuff like that
|
|
|
Post by golingarf on Jul 2, 2024 8:12:37 GMT -6
Another thing is that, if you are blockaded, you probably shouldn't be able to repair a ship that's outside of a home area.
|
|
|
Post by blarglol on Jul 3, 2024 14:58:10 GMT -6
Another thing is that, if you are blockaded, you probably shouldn't be able to repair a ship that's outside of a home area. Good idea in theory - but I can imagine the bugs this would spawn in practice. Plus - then they'll have to make some threshold of base development for non-home area ports to be developed enough for repairs. Pearl Harbor or Singapore could repair ships certainly, Iceland or Madagascar perhaps not...
|
|
|
Post by abclark on Jul 25, 2024 13:38:14 GMT -6
Another thing is that, if you are blockaded, you probably shouldn't be able to repair a ship that's outside of a home area. Good idea in theory - but I can imagine the bugs this would spawn in practice. Plus - then they'll have to make some threshold of base development for non-home area ports to be developed enough for repairs. Pearl Harbor or Singapore could repair ships certainly, Iceland or Madagascar perhaps not... Making a threshold for major repairs would be easy enough. Base capacity of > x allows a possession to make major repairs. Then it's just a question of working out the bugs.
|
|
|
Post by wlbjork on Jul 25, 2024 21:29:55 GMT -6
Good idea in theory - but I can imagine the bugs this would spawn in practice. Plus - then they'll have to make some threshold of base development for non-home area ports to be developed enough for repairs. Pearl Harbor or Singapore could repair ships certainly, Iceland or Madagascar perhaps not... Making a threshold for major repairs would be easy enough. Base capacity of > x allows a possession to make major repairs. Then it's just a question of working out the bugs. You start repairing a ship in the middle of a war, then lose a possession and drop under the threshold. Now what?
|
|
|
Post by golingarf on Jul 26, 2024 7:12:16 GMT -6
Making a threshold for major repairs would be easy enough. Base capacity of > x allows a possession to make major repairs. Then it's just a question of working out the bugs. You start repairing a ship in the middle of a war, then lose a possession and drop under the threshold. Now what? Ideally the ship should be scuttled or captured. I doubt they are going to implement that, but it would be a nice touch.
|
|
|
Post by williammiller on Jul 26, 2024 12:05:18 GMT -6
Thanks for the suggestions!
|
|
|
Post by abclark on Aug 13, 2024 12:27:58 GMT -6
Making a threshold for major repairs would be easy enough. Base capacity of > x allows a possession to make major repairs. Then it's just a question of working out the bugs. You start repairing a ship in the middle of a war, then lose a possession and drop under the threshold. Now what? I like golingarf's suggestion, but a possible addition would be for ships either only lightly damaged or almost repaired to have a chance (modified by enemy submarines and surface raiders) to move to a neighboring sea zone which has enough repair capacity. The USN in particular sent some rather damaged ships on long journeys across the Pacific in WWII, so moving multiple sea zones could be considered, although it's becoming a lot of complication for little gain.
|
|