Arnhem
Posts: 545
Joined: 11/23/2004 From: Singapore Status: offline
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This is off the WitP manual. 6.1.24 Shakedown Cruises It is now useful to run a week or two long shakedown cruise, when a ship is first comMissioned. Many ships come into the game with very small combat experience. Some of these include the sub chasers and gun boats. Sub chasers and mine sweepers have depth charges, but their skill is so low they never use them. It takes many attacks on the TFs they are escorting before they will fight back. The same is true to a lesser extent with Allied warships and night battles. To allow players to train their crews and gain experience, place them on a Shakedown Cruise. A Shakedown Cruise is not a specific order that can be chosen, but rather an automatic action undertaken by the computer on your behalf. At the end of each day that a ship in a TF is at sea and has less than 15 Day or Night Experience, the deficient value is increased by +1. After that, they have a 1 in 5 chance of increasing Day Experience by +1 or a 1 in 7 chance for Night Experience by +1. The value keeps increasing until the minimum value for the ship class is reached, as follows: 25 for civilian vessels (such as Cargo Ships) 35 for non-combat vessels (such as Seaplane Tenders) 45 for semi-combat vessels (such as Corvettes, Sub-chasers, and sloop-sized ships) 55 for combat ships (such as Destroyers and Cruisers).
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