I'm in my first game since NSB was released, I wanted SOME of the dust to settle down, and saw a few videos showing new ways to 'improve' ship upgrades by changing designers, as soon as the bare hull is finished; to include more stuff (guns, deck size, etc.) than just having 1 designer complete that hull .
Please show me HOW to do this ??
This is really only (or at least, most) beneficial with the coastal designer, though it can be used for other benefits.
The most important thing to remember here is that you should make sure you click 'save as new' before you save the designs. There are some conditions that will make the game automatically generate a new design rather than overwrite an existing design, but the safest method is to just click save as new.
The trick is to start with no design company or one type of design company already hired, generate a design, hire/swap/fire your design company, and then 'tweak' the design by swapping a module, save as new, and then swapping the module back and saving again. You should end up with 2 of what is essentially the same design of ship, just having different design company modifiers. You can then freely build either of the designs and refit into the other afterwards.
Bonus points if when you are hiring/swapping designers, you have the spirit that cuts down on the PP cost.
One of the benefits to this is that we can put potentially powerful design company bonuses on anything, including the ships you start the game with and unique technologies you don't normally research, like german panzerschiffes or japanese cruiser subs.
This trick can also be combined with the resource saving refit trick when building cruisers.
I think the main benefit is to have a production variant using the -25% IC cost of coastal, and then using the refit to get the stat boosts of some other design company (or just avoid the range penalty) and still have spent less IC/yard time on that ship than if you just built the ship you wanted to end up with. The mechanic here is that coastal is -25% cost of the entire design, and refits only have a basic cost of 20% of the cost of the hull, not the entire design. So if we had an imaginary 1000 IC ship where the cost of the hull was 400, coastal would knock the production cost down to 750, which saves 250 IC, while the refit would only cost 80 IC, we saved 170 IC. Even if we refit into the Escort design company that would be +10% IC cost for a new cost of 1100, coastal still costs 750 and the refit does get bumped up to 88 IC, but we saved 262 IC.
So it seems that trade interdiction is the best doctrine for fleet on fleet. Pretty ironic lol
Depends if carriers are considered to be 'part of the fleet', which starts to drag in considerations for what the rest of the air situation looks like, as well as how large these fleets are for the 'max 4' carriers to be either a big or small part of that.
It also depends on the specific designs of the fleets. +10% attack from fleet in being could shift you from a 2-hit bracket into a 1-hit bracket, which would be a rather large swing in effectiveness. Similarly, if you aren't using any of the capitals or CL to actually benefit from the visibility, you don't get any benefit. Even if we're using CA, it is only -10% to them while BC and BB get much larger reductions.