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Post by elwoodps on Feb 10, 2016 7:53:25 GMT -5
The Multi Repair Fighter trainings enable a carrier to repair up to 5 fighters at one time: The fighter targeted, plus up to 4 other fighters in the squares adjoining the target on the North, South, East and West sides. Here's a screenshot showing exactly that: I believe the Multi Refuel trainings are supposed to work the same way, refueling up to 5 eligible ships at a time (all friendly ships with the exception of Carriers are eligible). But for some reason, Multi Refuel limits out at 4 ships (the target plus 3 adjoining ships). Whenever I line-up 5 eligible ships in a cross formation and target the ship in the center, the ship in the square to the East of the target always gets skipped, like so: But the ship in the square East of the target will get refueled if one or more of the other adjoining squares (North, South, or West of the target) is left open, like so:
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Post by fallen on Feb 10, 2016 9:51:20 GMT -5
It looks like the max is 4 and the selector goes from W to E.
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Post by Cory Trese on Feb 10, 2016 10:04:13 GMT -5
Max targets is set by the Repair skill.
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Post by elwoodps on Feb 10, 2016 10:40:41 GMT -5
Max targets is set by the Repair skill. OK. I just confirmed that the repair skill on my Tankers is set to 3, and (as I reported above) they refuel the target plus up to 3 adjoining ships (for a total of 4). So if I raise repair skill to 4, would they then be able to refuel the target plus 4 (for a total of 5)?
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Post by Cory Trese on Feb 10, 2016 11:40:12 GMT -5
Yes, that's correct.
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Post by Cory Trese on Feb 10, 2016 11:40:44 GMT -5
Can you post that Tanker's design/status page?
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Post by elwoodps on Feb 10, 2016 12:28:41 GMT -5
Can you post that Tanker's design/status page?
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Post by fallen on Feb 10, 2016 13:55:39 GMT -5
Max targets is set by the Repair skill. Sorry, to be clear its Repair + 1.
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Post by tenbsmith on Feb 10, 2016 14:05:52 GMT -5
elwoodps, dig that crazy name man... I'm guessing those carriers usually hit with torpedoes. anywho, on to the point, why the second point in sensors? I usually go with just 1 point.
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Post by elwoodps on Feb 10, 2016 16:11:43 GMT -5
elwoodps , dig that crazy name man... I'm guessing those carriers usually hit with torpedoes. anywho, on to the point, why the second point in sensors? I usually go with just 1 point. To tell you the truth, I can't remember why I gave it that extra point in sensors. I keep a fighter screen to protect my Carriers, primarily using their Torps on World Killers and Mass Driver ships from a distance, and occasional finishing-shots on Missile Ships. These tactics make more points in Durability (Hull Points) of little use, and they almost never miss as it is, so one more point in Torpedo Bays* wouldn't buy me much either. Regarding the ship name, I try to name my ships so I can tell at a glance what it does, how advanced it is and how it is equipped. That name tells me that this ship is a Level 7 refueling carrier, equipped with Trident Torpedoes, the Naval Bridge upgrade, Critical Strike training and Multi Refuel 1 training. * In my experience Ship Material points in Torpedo Bays mainly increase the chance to hit, but do little-or-nothing to increase damage or the frequency of Critical Hits. Whereas a bunch of Captain Skill points in Torpedoes, combined with a modest amount of XP, significantly increases damage and the frequency of Critical Hits. The relationship between Ship Material points in Gun Decks and Captain Skill points in Guns mirrors this in Gunships.
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acecow
Curator
[ * ]
Posts: 65
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Post by acecow on Feb 11, 2016 11:17:34 GMT -5
elwoodps That's...actually very amazing. I thought you were just going all Star Fleet on us (granted, they probably use naming convention similarly). I think I may have found something else to play with now hehe Max targets is set by the Repair skill. Then...is Multi Repair Fighter = Repair skill + 2, or simply set at 5?
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Post by tenbsmith on Feb 11, 2016 11:52:01 GMT -5
elwoodps, would you be up for starting a new thread in the 'Tips & Techniques' subforum with a title along the lines of "Carrier Refuel & Repair Details" and providing some of the conclusions from this thread. Future people are more likely to find that thread. I'll do it if you don't want to, but seems more appropriate to come from you... might include some of the screen shots you provided above. I found this footnote very interesting: "a bunch of Captain Skill points in Torpedoes, combined with a modest amount of XP, significantly increases damage and the frequency of Critical Hits. The relationship between Ship Material points in Gun Decks and Captain Skill points in Guns mirrors this in Gunships." That could be it's own thread too, maybe positioned as a question to the TBs. I wasn't aware that Captain point contribute to damage/critical chance... I wonder if it is both or maybe just criticals and critical damage.
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Post by elwoodps on Feb 11, 2016 18:49:51 GMT -5
... Then...is Multi Repair Fighter = Repair skill + 2, or simply set at 5? I now believe, based on Cory Trese 's & fallen 's posts, that 4 or more points of Captain Skill in Repair will enable any Carrier with Multi Refuel training to the refuel the maximum possible number of ships (5) in one shot, if they're lined-up just right (in a cross formation, targeting the ship in the center). As fallen said ".... its Repair + 1"
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Post by fallen on Feb 11, 2016 20:16:54 GMT -5
Yep, just Repair + 1.
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Post by elwoodps on Feb 11, 2016 20:54:19 GMT -5
elwoodps , would you be up for starting a new thread in the 'Tips & Techniques' subforum with a title along the lines of "Carrier Refuel & Repair Details" and providing some of the conclusions from this thread. Future people are more likely to find that thread. I'll do it if you don't want to, but seems more appropriate to come from you... might include some of the screen shots you provided above..... Here you go: <4 points in Repair Skill will limit Multi Refuel capability I found this footnote very interesting: "a bunch of Captain Skill points in Torpedoes, combined with a modest amount of XP, significantly increases damage and the frequency of Critical Hits. The relationship between Ship Material points in Gun Decks and Captain Skill points in Guns mirrors this in Gunships." That could be it's own thread too, maybe positioned as a question to the TBs. I wasn't aware that Captain point contribute to damage/critical chance... I wonder if it is both or maybe just criticals and critical damage. First a disclaimer: Those statements and the ones I'm about to make are just conclusions I've arrived at, based on my experience with the ships I've designed. I'm not certain that they're completely accurate. That said...... I believe that those Captain Skills do boost damage, but not by increasing the maximum damage that a ship's weapon can mete out (the way that I believe the +10 Dmg bonus that a Gunship gets from the Pirate Crew upgrade does). Rather, it gives better rolls for damage within the range set by the combination of the ship's weapon, upgrades, and the training used. A simple example would be a fighter, equipped with a VM Whirlwind Mark II autocannon and no upgrades, using standard Gun Barrage training. The damage range of this gun is listed as 12-22 (12 to 22). I don't think putting a big bunch of Captain Skill points in Guns will boost the gun's damage above 22 (barring a Critical Hit), but I believe it will result in more of the ship's hits scoring in the high end of the range (at or near 22), resulting in increased average damage per hit. Conversely, few or no Captain Skill points in Guns will result in more of the ship's hits scoring in the low end of the range (at or near 12), resulting in reduced average damage per hit. And a ship with a massive number of Ship Material points in in Gun Decks can hit quite reliably, even with only one Captain Skill point in Guns.
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