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Vince278
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quote: Originally posted by skywalker
With what? |
The same way you build airbases, of course.
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:32
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hi ,
, great idea , but it would need some changes , ships should only get a couple hitpoint more from it as for some works it would have to return to a drydock , .....
at the same time a drydock wonder should be build , a wonder that heals ships in one turn ( small wonder ) and gives some extra cash to the city its build in , ....
and while we are at sea , canals 
and the idea about refueling would indeed be nice also , .....
but for all of that , its either the next XP or civ IV , ......
have a nice day 
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Dis
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Las Vegas, Nevada
Feb 2000 time: 21:32
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I should mention there are ships that are called Tenders. They are essentually repair ships. But the US navy really only used them for submarines. I guess it wasn't practical to have tenders for larger ships.
Tenders were used much more in the old days. WW2 and such.
I guess they were too expensive to maintain. I never see them anymore. Why didn't they use one for the USS Cole?
I'm checking this website
http://www.nvr.navy.mil/nvrships/details/AD44.htm
And it lists all the ships- including Tenders. But they all seem to be scrapped. I never seen one in the time I was in the navy.
I guess they were too expensive to maintain.
Last edited by Dis on 17-11-2003 at 02:04
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Snotty
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quote: well I was in the navy. There is a limit to how much repair we can do at sea.
Look at recent history of badly damaged navy ships. They HAD to go to shipyards. |
I suppose it depends how many ships you consider represented by the unit on your screen. I see each ship unit representing more than one ship, and the towed ships would simply be its lost hit points.
I dont agree with the repair ship idea. Its too different from anything current and its not especially realistic. Most importantly the micromanagment would be a pain in the arse and would detract from the fun.
As for friendly ports, how about friendly AI ports only being able to heal if they have a harbour facility? This reduces the abuse potential, but I imagine it would make it even harder for the AI to understand.
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:32
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The question is not reality, but on whether such a change would be good for THE GAME.
Allow me to just think aloud a little here:
I too have been frequently annoyed at having ships damaged at sea and having to return vast distances to be repaired. Some of this will have been alleviated by the extra movement rate of ships. If we increased this movement rate further, then that helps even more, but could lead more to ships sailing in, bombarding and sailing well out of range of any land artillery. I would fix this by ensuring that at least some ships lose their movement when bombarding, to give the defenders the chance to retaliate with Artillery.
As to ships repairing at sea, that is not realistic, true, but it can't be that easy for Swordsmen or Modern Tanks to recruit new men/ patch up their specialised equipment with things they find in enemy territory, can it? I think adding the ability for ships to self-heal (at least after a particular advance perhaps) is a fair idea for the game. The only question is whether this would be unbalancing or not. You could have a large fleet head in, bombard the hell out of an enemy and retreat just out of their range to heal before returning. With the changes to ships in C3C, they seem to be geared towards making it more important to counter with a navy of your own, so I don't see this scenario as being inconsistent with the direction Conquests takes the game in. Perhaps the ability for ships to heal at sea could be another Small Wonder, or only ships built at Port Facilities would have the Engineers onboard qualified to make repairs.
In other words I think ships healing at sea is not unbalancing, and would generally be a good thing for the game.
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:32
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quote: Originally posted by dexters
The problem with healing ships is that you get these super units who will be hard to knock down. Lathal sea means lethal sea. And if a ship has 1 hp, you better have it return to port or risk having it bombed into oblivion or hit by another fleet.
Most maps are small enogh that ports are 2 to 3 turns sail away. And for those longer sail times, it's a logisitical challenge, and not a gameplay problem if you have a damaged ship that can't be replaced being forced to retire. Too bad. Build more ships.
I'm not toally opposed to healing ships, its just that I'm not convinced it will be that helpful. Since naval combat in Civ3 is a different beast than the land component, we need to keep the distinction, and the challenge now, with the rise of airpower in C3C is really guarding those fleets.
I've seen the AI manage quite well. Albiet in a tiny 60x60 debug continents game. I'm sure things will be more challenging in larger maps. But the point stands. |
hi ,
well the repair ship would only give one HP , and to make things better , the ships should move according to the number of HP's they have left after a battle , ......
on 250 or more maps naval warfare changes all the way , ...... 
have a nice day 
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jackl
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With regards to forward Naval bases etc....you could "rent" a single coastal square from an ally and use a worker to build the port. The deal could last for the usual twenty turns and be renegotiated in the usual way. Naval ports and air bases could then work in the same way. You "hire" them for however long you need them.
At the same time you could rent out your own to allies earning cash etc for their use. Breach of the deal would be a major "rep" hit and could lead to instant war. This was the way in which britain did and the US still does maintain influence around the world. Just think of the Hong Kong handover in 1997...Britain handed it back (along with all the naval facilities) when their lease expired.
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