BBfanboy
Posts: 1679
Joined: 8/4/2010 From: Winnipeg, MB Status: offline
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quote:
ORIGINAL: bigred quote:
You have so many ships using "repair ship" option 4xAD 2xAR 1xARD 4xAg located in port. But I do not have a Naval HQ at this site. Alot of math to figure the repair points per turn. I will need to look up alfreds thread on ship repair. Alfred's tutorial is definitely the best source. FWIW - ARs can repair major engineering damage up to a certain amount [10, I think] and I think they can help speed the repair of system and minor floatation damage if they are not busy with Eng. damage. It isn't always best to assign a repair ship - sometimes the AR assisted repair takes longer because the AR must bring power cables and equipment over to the damaged ship, and remove some damaged parts to the AR machine shops to fix/make a new one. I always cycle each ship through the repair options available to see which gives the shortest time. Then you have to factor in that over-assigning to the AR will result in work stopping on some ships until the queue is within capacity again. The ARD [floating drydock] can fix major flotation damage, but only if the ship is within the ARD's capacity. If not, it is best to get the system damage below 25% and remove all of the minor floatation damage, then terminate the repair and send her to a dry dock with enough capacity. IIRC drydocks with more capacity than needed for the repair can assign extra resources to speed the repair, but there is a limit to how much extra. I think I also read that drydocks gain experience with each repair done, so if nothing else is using their services I put even small Sys repairs into drydock.
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I have not yet begun to fight! OTOH I have not yet begun to flee. Hmmmmm - choices, choices -always with the choices.
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