arsan wrote:Hi
Pocus stated somewhere than ship repairs cost some money and wars supplies. Maybe you have no $ or WS?
In any case, for ship repairs is the port level (the higher the faster) and the presence of naval engineers what counts.
Don’t think the depot helps.
Regards
Gray_Lensman wrote:Depends on the amount of damage done to the ship... It's not a fixed amount. It's proportional to the total damage that ship has sustained. Basically, if the ship has 10 hit points and 9 of them are gone (in the red), it will cost 90% of the full (original) build cost in $ and WS to bring the ship back up to full strength.
Pocus wrote:yes, the cost will be spread over the turns the ship is repaired. no discount here, in contrary of land units (where a replacement cost half what a brand new element would cost when recruited).
Gray_Lensman wrote:What are you getting at? If you don't repair the ships they will become very brittle if drawn into a combat situation. (Meaning easily destroyed).
Pocus: To verify: Is the "spread out" cost reflected in the "Planned Balance" numbers?
Captain wrote:What I am advocating (unless there is some logical or technical reason) is that naval units be brought in line with the rest of the replacement system. Eg a pigeon hole for, say transports, ironclads, ships.
Anyway you get the idea.
I don't think players need the bean counting mechanics but they 'DO' want to be able to order repairs to a particular ship or theatre or whatever.
Comment?
Pocus wrote:Ships are not using replacement chits because it was deemed non realistic, to prepay for some kind of ersatz ship filling a hole into a ship squadron.
The repair costs of ships are not factored in the balance account though... This is a lack I admit.
Captain wrote:Put like that I can see the logic
The account balance re ships is an issue however.
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