How to Fix the World of Warships

How to Fix the World of Warships

Introduction and Problems

World of Warships is a game of extremes. On a good day, it can be extremely fun and engaging. On a bad day, it can be extremely boring and frustrating. And while it is usually immediately obvious which will be which – generally, presence of carriers and/or submarines signals a boring and frustrating match – those two ship types are not the only issue with the game. Hence, I will here bring some ideas on how to fix the issues with it.

One problem with the game is that there is actually only one regular mode worth playing, which is Randoms. COOP, playing against the bots, gets boring quckly, and Operations – while much better than COOP – are also repetitive. Other modes are only available at certain times, which can be daily, weekly or monthly, and thus cannot be considered regular modes.

However, they do have problems – namely, carriers and submarines. Both of these classes are extremely repetitive and boring to play, and extremely repetitive and boring to play against. Yet WarGaming needs to meet class popularity goals, which means that both have to be overpowered.

Another problem is WarGaming’s definition of diversity. It is essentially toddler-level logic at best: more means more diverse. But past a certain point, the exact opposite is true. Different classes have different interactions, and up to a point, more different ship types and classes does mean more diverse gameplay. However, past that point, the opposite happens. Addition of new ships and new mechanics begin to have an adverse effect, making gameplay less interesting and diverse as new classes counter some of the tactical options.

This can be illustrated by a simple example. If A (battleships) counters B (cruisers), B counters C (destroyers) and C counters A (so A>B, B>C, C>A) – which is the case with battleships, cruisers, and destroyers – then the logic is fairly straightforward and game is indeed boring. But there is actually A1 (sniping battleships), A2 (brawling battleships), B1 (gun cruisers), B2 (torpedo cruisers), C1 (gun destroyers), C2 (torpedo destroyers). Here, A1 > A2, B1, B2; A2 > B1, B2; B1 > B2, C1, C2; B2 > A2, B1; C1 > C2, C2 > A2. But even this is too simple, as a lot depends on specific conditions, so e.g. in area with a lot of cover, it can be B1 > B2, B2 > A2, A2 > B1, yet by using cover a torpedo cruiser (B2) can still kill a gun cruiser (B1), and a battleship (A2) can still kill a torpedo cruiser (B2). Point here is that each class can counter another with different tactics, but there are conditions in which one class is superior to some or all of others. This makes for a diverse, fun and engaging gameplay, as conditions change constantly and often on a whim, yet player always has some – but never complete – control over said conditions.

So what does addition of carriers and submarines mean? All six above classes play according to more-or-less same rules, which means that their interactions can, in fact, be balanced. But carriers and submarines blow this out of the water. Literally. Only class which carriers help are sniping battleships, because they spot targets while said battleships are usually too far to be worth attacking. But they provide hard counter to everything else. Brawling battleships need to conserve health for the late game brawls, yet carriers prevent this by being able to strike them repeatedly whenever such a battleship tries to push. And pushing itself is prevented by the fact that any ship trying to push is spotted – often permanently – by the carrier, and subjected to constant surface and air attacks. Cruisers are fragile, and need to use either stealth or cover for protection – but carriers negate both, as they can easily spot everything and everyone, while ships using cover can be attacked with no repercussions. Destroyers are the primary fleet scouts, and rely on their stealth and speed for survival – but presence of a carrier negates their primary role and their primary defense in one blow. In general, presence of carriers removes the covert side of battles and removes a lot of skill. Carriers can also easily push destroyers out of position, as need to maneuver to evade repeated strikes can cause destroyer to drift in a completely unfavourable direction, while constantly losing health to strikes from both carrier itself as well as any surface ships in range.

Submarines have similar impact to carriers, albeit in a lesser but more annoying measure as their cloaking device is somewhat balanced by limited mobility. Unlike CVs however, they are nearly immune to damage, and difficult to hunt down even in the end game. CVs will also die if they misplay, and plane damage gives decent XP. Submarines cannot be sniped, are extremely difficult to hunt down, are dangerous at any distance, can easily escape a dangerous situation, can counter any move, force people to camp even more than carriers do due to their n00b torpedoes, and don’t provide any value to the team as a whole. Part of a problem with both is that they are selfish classes which, frankly, are only enjoyable to people with either masochistic or sadistic streak. Pinging mechanic also means that submarine attack can come from literally anywhere.

Main issue however is their impact on gameplay. Instead of adding to the game, carriers and submarines take from it. They eliminate tactical options while not providing anything of value themselves. Submarines and carriers both prevent usage of terrain for flanking and tanking, while not providing any help to defend against long-range gunfire – in fact, they make such gunfire far more effective because “just dodging” ship often has to show broadside to half the enemy team. The only solution is thus to abandon any thought of pushing and flanking. This means that both classes make game less complex, less diverse, more annoying and more boring.

But submarines and carriers are merely symptoms of a wider problem, and are hardly the only issue with the game. So the first issue to be addressed is the gameplay itself, specifically, lack of options for diverse gameplay.

Change Modes

Therefore, modes will be divided into three categories: standard modes, rotational modes, and operations. Standard modes will be available the entire time, and can be played at any time. Rotational modes will be available for a certain time in the month, so that all rotational modes rotate by the end of the month, and with new month rotation begins again. Operations will also rotate in a similar manner, but with each operation being available for a week instead of all operations having to be rotated within a month. All of these modes will also have not only different goals, but also different selections of ships, allowing players to play the truly most diverse and interesting modes for them.

It should be noted that all of the below modes will have a Random and a COOP option unless otherwise noted. Also, hybrid battleships such as Ise will be either removed from the game or counted as carriers.

Normal Battle

This will be the first standard mode. It will include most types of warships – battleships and battlecruisers (BB, CC), aircraft carriers (CV, CVL, CVE), seaplane tenders (AV), armored and heavy cruisers (CA), scout and light cruisers (CS, CL), destroyers (DD, DE), and torpedo boats (MBT).

Optimal numbers will be 1 CV, 3 BB/CC, 3 CA, 3 CL/CS, 3 DD and 2 MBT per team, for a total of 15 ships per team.

Mode will have both Random and Coop option.

Surface Battle

This will be the second standard mode. It will include only surface warships: battleships and battlecruisers (BB, CC), armored and heavy cruisers (CA), scout and light cruisers (CS, CL), and destroyers (DD, DE).

Optimal numbers will be 3 BB/CC, 3 CA, 3 CL/CS, 3 DD, for a total of 12 ships per team.

Mode will have both Random and Coop option.

Brawl

This will be the first rotational mode of the first slot. It will include only surface warships: battleships and battlecruisers (BB, CC), armored and heavy cruisers (CA), scout and light cruisers (CS, CL), and destroyers (DD, DE).

Optimal numbers will be 2 BB/CC, 2 CA, 2 CL/CS, 2 DD, for a total of 8 ships per team.

Mode will have both Random and Coop option. It will be in rotation with Coastal Warfare.

Coastal Warfare

Coastal Warfare will be second rotational mode of the first slot. It will include only lightweight surface warships: light cruisers (CL), destroyers (DD, DE) and torpedo boats (MBT).

Optimal numbers will be 3 CL, 6 DD and 6 MBT.

Mode will have both Random and Coop option. It will be in rotation with Brawl.

Scenarios

Scenarios will be primarily COOP missions where teams will have specific objectives to be fulfilled. They will form the rotational mode of the second rotational slot.

AMPHIBIOUS ASSAULT

Both teams attack an island; they have to protect their landing craft, destroy shore defences on an island shooting landing craft, and take out as many enemy landing craft as possible. Each landing craft delivers a number of soldiers depending on its HP at the time of landing, and more soldiers on the ground means that capture of the island(s) progresses more quickly. Team which gets a certain number of capture points wins the game. Random only. All ships.

CONVOY

An AI controlled convoy has to reach a destination despite attacks by enemy submarines and surface ships. Mission can be to either escort the convoy to the destination or else prevent it from reaching safety. Attacker wins if more than 75% of ships in the convoy are destroyed. Random and COOP options. All ships.

GUARD DUTY

Enemy fleet is attacking an important shore installation and aiming to destroy it. Defenders have to stop them before the installation is destroyed. COOP only. All ships.

INFILTRATION

Submarines have to infiltrate a protected harbour while destroyers have to stop them. Random and COOP options. Destroyers and submarines only.

WOLFPACK

Same as Convoy, but limited to destroyers and submarines only. Defending destroyers have to escort the convoy through a gauntlet of enemy submarines. Random and COOP options. Destroyers and submarines only.

HISTORICAL SCENARIOS

Scenario is based on a historical battle. Team has to fulfill a scenario based on the objective which one side had to fulfill in the battle in question, be it a naval raid, destruction or protection or a convoy, etc. Maps will be actual maps of the area in question. COOP only.

Potential scenarios:

  • Battle of Cape Matapan
  • Battle of Dogger Bank
  • Battle of the Strait of Otranto
  • Battle of Tsushima
  • Bombardment of Ancona
  • Dardanelles Campaign
  • Dunkirk Evacuation
  • Invasion of Iwo Jima
  • Invasion of Okinawa
  • Marshalls-Gilberts Raids
  • Raid on Otranto Barrage
  • Pursuit of Goeben and Breslau

Redesign Maps

In order to make games fun, maps should limit or eliminate the ability to concentrate fire at long range. Reason for this is the Lancaster Square Law: if one team loses one or two ships very quickly, then a team which has more long-range combatants left is at a massive advantage. Assuming 5 battleships on each team, losing one battleship to detonation or anything means that it is 5 vs 4. This in turn means that a larger team deals 125% of damage per ship while receiving 80% of damage per ship – which is a damage differential of 156%. Thus, a 5 battleship team will lose two battleships while destroying three enemy battleships, leaving them at a 3 vs 1 situation. In the end, luckier team will have destroyed entire five-battleship enemy force for a cost of two of their own. Same mathematics apply to cruisers, carriers and even destroyers, so long as the ability to focus on enemies exists. As a result, early losses can easily snowball into a total wipeout.

Above explains why matchmaking by win rate (a.k.a. skill-based matchmaking) will not produce matches that are either “fair” or fun. Too much depends on technical skill (two players with equal win rate do not necessarily need to be equally skilled at long-ranged combat) and random chance (at long ranges, hitting is matter of equally skill and luck – variations in dispersion can result in anything from a no-hit straddle to a three-citadel wipeout for equally good aim). Therefore, the only solution to “unfair” and boring matchmaking is to redesign maps to minimize the impact of long-range combat.

There is also the fact that long-range combat is simply boring. It consists of sailing in a straight line with occasional WASD to juke enemy fire, while firing back. And this can go on for minutes, with the only threat being aircraft (which are frustrating) and enemy long-range fire (which is boring). And if maps have low-lying islands which can hide destroyers and cruisers, then pushing (and consequently brawling) is even more difficult than on open maps. As a result, high-tier matches – with their low islands, wide open spaces and very accurate shipboard artillery – are extremely boring to play for most of the match. WarGaming likes to say that World of Warships is an “action-packed game”, but between HE spam, CVs and now submarines, I often find time to make myself a sandwich or write half a paragraph for a blog article between two touches on a keyboard.

Therefore, there should be a variation of maps designed for long-range, medium-range, short-range and variable-range combat. Long-range maps would have no islands or low-profile islands, thus forcing long-range fire exchange as any pushing ship would be easily focus-fired. Due to lack of tactical variety and fun such maps offer, they would be by far the rarest, accounting for maybe 5% to 10% of the map queue. Medium-range maps would have more islands, and islands themselves would be larger, offering good cover for ships – as opposed to low-lying islands where ship can just sit the entire game and close off the cap that way. However, clear space between islands would still be relatively significant, and there would be a clear no-island area in the middle to keep ships at medium range. These maps would make up 10% to 30% of queue. Short-range maps would have a large number of tall islands of various surface areas, preventing long-range exchanges of fire even in the case that both teams had detected each other, and offering cover to ships from enemy fire – even if the ship is a battleship and incoming fire is long-range, high-angle fire from a cruiser or a destroyer. Lastly, hybrid maps would vary these characteristics in a gradient from left to right or reverse, or else in patches of different terrain.

New Map Designs

  • map with concentric island rings
  • map with horizontally parallel island chains
  • map with large islands in a “checkerboard” formation
  • map with a giant volcano in the middle
  • map with a dead volcano in the middle
    • volcano forms a “crater” with a central peak, like some of the caps but larger, with just enough span that two FdGs or Kurfursts can have a full secondary duel without ever getting outside each other’s secondary gun range
  • map with a large number of tall and dense sea stacks
  • real-life areas: (use Google Maps for map and scale)
    • Adriatic
      • Bay of Kotor
      • Peljesac
      • Neum
      • Brač Channel
      • Kornat Islands
      • Bay of Rijeka / Northern Adriatic
    • Jutland
    • Sjaelland
    • Tsushima
    • Philipines
      • Leyte Gulf
      • Surigao Strait
    • Singapore
    • South China Sea

Redesign Camouflages

Free (silver) camouflages would be divided into three categories, which will provide certain bonuses. These camouflages are listed below. Premium camouflages will provide the same range of bonuses as silver camouflages, but will also reduce ship’s post-battle service cost by 10% and increase XP gain by 25%.

Solid colour camouflages will be ships painted in a certain colour. Camouflage will only reduce the range at which ships can be detected. Options will be as follows:

  • Light gray / naval gray: 5% detection distance reduction against detection in open sea.
  • Venetian blue: 5% detection distance reduction against detection from the air. Increases to 10% when the ship is within 2 kilometers from land. Offers 10% reduction against all detection in nighttime conditions.
  • Mountbatten pink: 10% detection distance reduction against surface-based detection in open sea during dawn or dusk.
  • Western Approaches scheme: full white camouflage with some areas in light gray. Offers 10% distance reduction against surface-based detection in open sea in overcast conditions or island shadows.
  • Measure 11: sea blue on vertical and angled surfaces with horizontal surfaces (decks etc.) painted deck blue. Offers 7% detection distance reduction against detection from the air.
  • Measure 13: haze gray overall with horizontal surfaces deck blue. 10% detection distance reduction against surface-based detection in low-visibility conditions (rain, fog, haze, low sunlight), 5% detection distance reduction against submarines in normal conditions (increases to 15% in low-visibility conditions).
  • Measure 21: Measure 11 but with sea blue repliced by navy blue. Offers 10% detection distance reduction against detection from the air and 5% detection distance reduction against surface observers during night. Causes 5% increase in detection range against surface observers at day.

Disruptive / dazzle camouflage consists of random geometric patterns. Camouflage will reduce accuracy of incoming gunfire and aircraft munitions, but not the detection range.

  • Razzle-Dazzle: random pattern of geometric shapes / polygons of various colours (USN Measure 32), sometimes filled in with stripes instead of solid colours. Offers 5% increase in dispersion of enemy shells fired at the ship.
  • Thayer system: white with large polygonal patches of light sea blue (USN Measure 16). Offers 10% increase in dispersion of enemy shells fired at the ship but at the price of 2,5% increase in detection distance (5% increase in detection distance at night or in haze).

Graded camouflage is similar to solid colour camouflage, but with stripes of different colours. It will reduce both detection distance and accuracy of incoming enemy fire.

  • USN Measure 22. Navy blue low on hull below the first continuous deck, haze gray above that. Offers 5% reduction in detection distance against surface ships and 2,5% increase in dispersion of enemy shells fired at the ship.

False stern / prow camouflage consists of a solid colour camouflage combined with white-painted prow and stern. It will reduce both detection distance and accuracy of incoming enemy fire.

False bow wave camouflage consist of a solid colour camouflage combined with a false bow wave. It will reduce detection distance as well as accuracy of enemy main battery fire. Has no effect on secondary battery fire.

Change Mechanics

Smoke Firing

Smoke firing is a major problem when combined with powerful HE shells, as it helps keep ships at range due to HE spam. Any cruiser or destroyer with smoke generator can set down anywhere and spam HE. This in turn helps promote long-range static gameplay, as pushing becomes impossible.

One possibility is to give all ships radar, at least on higher tiers. Problem with this is that it would make destroyers too vulnerable as they rely on stealth. One possible solution would be to make radar detection as well variable. Another is to give destroyers a choice between smoke and chaff – hiding them from visual and radar detection, respectively.

Detection Mechanics

Each ship should have two values: spotting distance and concealment distance. Spotting distance is the distance at which a ship can spot another, while concealment distance is a distance at which ship can be spotted. Spotting distance would depend on height of ship’s masts, while concealment distance would depend on height of ship’s superstructure. Radar would provide some 15% increase in spotting distance and gun accuracy while active; it would also ignore smoke but be blocked by islands. Unlike ships, aircraft would be detected from anywhere on the map.

Example of detection would be as follows:

  • https://www.translatorscafe.com/unit-converter/en-US/calculator/radar-horizon/
  • http://www.ibiblio.org/hyperwar/USN/ref/ONI/ONI-201/index.html
  • King Gorge V class BB: 82 ft (25 m) height to top of stack, 118 ft (36 m) height to top of foretop
  • Illustrious class CV: 91,5 ft (28 m) height to top of stack, 100 ft (30,5 m) to top of foretop
  • KGV detects Illustrious at 40,31 km visually or 46,54 km with radar
  • Illustrious detects KGV at 37,56 km visually or 43,37 km with radar
  • Dido class CL: 61 ft (18,9 m) height to top of stack, 90 ft (27,4 m) to top of mast, 65 ft (19,8) to top of forward director
  • KGV detects Dido at 36,94 km visually, or 42,65 km with radar
  • Dido detects KGV at 36,53 km visually, or 42,18 km with radar
  • Viribus Unitis: 22 m height to top of stack, 31 m height to basket
  • KGV detects VU at 38,16 km visually or 44,06 km with radar
  • VU detects KGV at 37,72 km visually or 43,56 km with radar

If necessary for balance, either general or only visual detection values would be given concealment distance modifiers depending on class. For example, reduction in detection range could be as follows:

  • BB, CV: 0%
  • CA, CVL: -5%
  • CL: -10%
  • DD, SS: -15%
  • MTB: -20%

Submarines will have their map disabled unless they are surfaced or at least on periscope depth, as staying underwater will have prevented both seeing and communication with rest of the team.

This way, concealment and secrecy remain important as game mechanisms, leading to necessity for scouting arrangements with destroyers and torpedo boats, and other things making games more fun.

Weapons

ACCURACY

Accuracy of weapons should be somewhat reduced. Further, accuracy should be reduced against any target that is not visible to the ship which is firing – either out of line of sight, or in line of sight but outside the detection distance. For example, firing over an island or out of smoke would lead to e.g. 50% increase in CEP (diameter of shell dispersion).

HIGH EXPLOSIVE SHELL DAMAGE

One problem with weapons is that fire chance is too high, to the point that many battleships, cruisers and destroyers rather use HE shells than AP or even torpedoes. In new system, individual shell HE chance would be based on calibre:

  • 4 in = 25 lbs shell = 2,09% fire chance, 12 rpm
  • 4,7 in = 40 lbs shell = 2,67% fire chance, 6 rpm
  • 5 in = 56 lbs shell = 2,93% fire chance, 15 rpm
  • 5,5 in = 65 lbs shell = 3,38% fire chance, 12 rpm (note: 9% currently)
  • 6 in = 90 lbs shell = 3,85% fire chance, 6 rpm
  • 7,5 in = 160 lbs shell = 5,38% fire chance, 4,5 rpm
  • 8 in = 205 lbs shell = 5,93% fire chance, 4 rpm
  • 12 in = 912 lbs shell = 10,9% fire chance, 2,4 rpm
  • 14 in = 1272 lbs shell = 13,72% fire chance, 2 rpm
  • 15 in = 1550 lbs shell = 15,21% fire chance, 2 rpm (note: 34% currently)
  • 16 in = 1900 lbs shell = 16,76% fire chance, 2 rpm
    • note: Nelson class = 1638 lbs shell = 19,45% fire chance, 2 rpm
  • 18 in = 2320 lbs shell = 20% fire chance, 1,5 rpm
  • note: HE shell 90% weight of AP shell (Japanese) or 70% weight of AP shell (US); average 80%
  • note2: British HE shell weight 100% of AP shell – fire chance increased by 25% over average – 23,75% at 16 in (v2: by 16% = 18,3% at 16 in)

Rate of fire is illustrative; in game, actual historical RPM values would be used as a basis, plus the time required to change barrel elevation from firing position to loading position and back. Fire chance is based on amount of explosive and, more importantly, area affected. A 155 mm (6,1 in) projectile has area of effect of 60 x 25 m, and shrapnel can range up to 500 meters. A 203 mm (8 in) projectile has area of effect of 75 x 30 m, and shrapnel can range up to 600 meters. This meant that 203 mm projectile would spread explosives over 1,5 times as large area as 155 mm projectile, which is somewhat less than what would be suggested by the square of projectile calibre (relationship would be 203^1,5 / 155^1,5).

Active fire would deal damage equal to 0,5% of HP per fire per second and would last 60 seconds for all ships. Maximum number of fires would be 4 for battleships and carriers, 3 for cruisers, 2 for destroyers and 1 for torpedo boats.

ARMOUR PENETRATION

Armour Piercing Shells

Armour-piercing shell will penetrate armour thickness equal to calibre of the shell at half of its maximum range. For high-tier battleships, this value will change 7% up or down every 2000 yards / 15% up or down every 5000 yards unless actual values are available historically. This will translate into 7% change for every 5% or 1/23 of range, or 15% change for every 11% of range for all ships.

High Explosive Shells

When going off the explosive force alone, fragments of shell casing can penetrate only up to 60% – 70% of their own thickness. Against face-hardened steel, this could probably be even more reduced.

Going from the above, a 16 inch HE shell has maximum casing thickness of 3,26 inches. Therefore, maximum penetration by fragments should be 2,12 inches or 54 mm. In general, an HE shell should penetrate 1/7,5 or 13,25% of the shell calibre.

TORPEDOES

Surface ships and submarines will use same type of torpedoes, but characteristics will depend on nation. Therefore, there will be no guided torpedoes. Submarines will also have a much longer torpedo reload than surface ships of the same tier, but will be able to launch torpedoes one at a time, similar to British destroyers.

Protection

ARMOUR

Armour will be based on actual historical schemes, with consequent bonuses.

TORPEDO DEFENCES

Base characteristics of torpedo protection per tier wil be:

  • Tier I and II: no TDS (no damage reduction, chance of flooding 50%)
  • Tier III and IV: 10% damage reduction, chance of flooding reduced to 40%
  • Tier V and VI: 20% damage reduction, chance of flooding reduced to 30%
  • Tier VII and VIII: 30% damage reduction, chance of flooding reduced to 25%
  • Tier IX and X: 40% damage reduction, chance of flooding reduced to 20%

Consumables

Consumables will come in several categories:

  1. damage management (healing party, damage control party)
  2. sensors (passive sonar, active sonar, radar)
  3. self-defense (smoke, chaff)

DAMAGE MANAGEMENT

Damage management will come in form of damage control party and a healing party. Damage control party will have unlimited charges, but with different characteristics depending on ship type:

  1. destroyers: 10 second action time, 30 second reload
  2. light cruisers: 15 seconds action time, 45 second reload
  3. heavy cruisers: 30 second action time, 90 second reload
  4. battleships: 45 second action time, 120 second reload

Healing party will have different characteristics not only based on ship types, but also national lines and tiers.

SENSORS

Sensors will have three types: passive sonar (hydro), active sonar, and active radar. Passive sonar will detect ships and torpedoes, but will have relatively short range. Active sonar will have medium range, while radar will have the longest range but will not detect torpedoes. All sensors will be blocked by islands, which is to say, they will only detect ships within line of sight of the ship using them.

SELF-DEFENSE

As noted before, homing torpedoes should not be in the game. IF homing torpedoes are implemented, then ships should be given decoys that are dropped behind the ship into water and cause torpedoes to home into it instead of on the ship. Decoy however would have limited action time, and would only baffle torpedoes if it is dropped closer to the torpedo than the ship is.

Ramming

Ramming mechanics will be changed so as to account to area where damage is received. Damage dealt to the enemy ship will depend on two things: a) ship’s own tonnage and b) area where damage is dealt. Before modifiers are applied, ship will deal damage to enemy ship that is equal to ship’s own tonnage – that is, a 700 ton destroyer will deal 700 HP damage to a 3000 ton cruiser, but will receive 3000 damage in turn.

However, depending on where damage is dealt and received, this value will be significantly reduced. At most basic, it will look like this:

Therefore, a 700 ton destroyer ramming a 3 000 ton cruiser amidships will deal 350 damage and receive 300 damage. If the ram is head-on, destroyer will receive 300 damage and cruiser 70 damage. If vector of movement is at an angle compared to hull plate that is 15 degrees or less, ships will simply brush off each other with no damage dealt. Damage to bow would also have a saturation mechanic that would prevent a ramming ship from receiving damage that is more than 50% of its HP.

Chance of causing or suffering flooding will be equal to damage dealth as percentage of tonnage. Therefore, a 700 ton destroyer ramming a 3 000 ton cruiser amidships will have 50% chance of causing flooding and 10% chance of suffering a flood.

Submarines will be vulnerable to ramming if they are on surface or at periscope depth.

Submarines

As it is right now, submarines are low-effort, low-interest, low-skill and absolutely no-fun submersible destroyers with underwater Sidewinders. They have almost none of the defining characteristics of World War 2 submarines.

Instead, submarines should have historical speeds, which is to say, around 20 knots on surface and 10 knots underwater for most submarines. They should not have homing torpedoes, and their primary roles should be as scouts and ambushers. In general, gameplay should be much closer to historical submarines than it is right now.

Submarine should have ability to detect ships from their full spotting distance if it is on surface, but in that case submarine itself will have its own full detection distance. If submerged at periscope depth, submarine’s spotting range should drop to half of the surfaced range, but its own concealment distance should drop to 10% of the surfaced distance.

Bring Back RTS CV

Carrier gameplay should resemble a real-time strategy game, with carrier commander managing multiple squadrons and giving orders which then AI executes. Increased striking capacity of the RTS CV would be countered by increased AA potential of surface ships.

CV mechanics

CVs should have a limited number of squadrons. Aircraft lost from a squadron should be replaceable with a consumable that has limited number of charges, similar to the healing for ships. A squadron would launch, take damage and come back. Upon activating the consumable, all aircraft in the squadrons present in the CV should have their health restored, and missing aircraft be replaced. However, if entire squadron has been destroyed, it should be a permanent loss – again, much like citadel damage in a battleship or damage in a low-tier destroyer.

Earnings

Earning in term of credits as well as XP will be based on:

  • potential damage received minus actual damage received
  • number of enemy ships spotted
  • total time enemy ships are kept within spotting distance
    • e.g. two ships spotted for a minute give as much as credits and XP as one ship spotted for two minutes
  • damage dealt
  • total time friendly ships are hidden by the smoke deployed by the ship
  • ribbons
  • achievements
    • some achievements will give increased rewards:
      • Dreadnought
      • High Caliber
      • Confederate
      • Close Quarters Expert
      • Kraken Unleashed

Specifics of National Lines

United States

United States will have baseline characteristics in virtually everything, with no bonuses or penalties.

United Kingdom

British HE shell should have increased armour penetration and fire chance. British main gun HE shells should penetrate 1/5 of their calibre, while fire chance should be according to what has been noted in the table. British Armour Piercing shells will have increased minimum armour penetration value (increased possibility of overpenetration), increased minimum angle value (increased possibility of ricochet) and increased possibility of a shatter. Battleships up to Tier V should also have something of a “shotgun” dispersion, even compared to other battleships of the tier, and their AP shells should be ineffective (guaranteed ricochet) at ranges above 10 000 yards.

British armor at Tier VII and above should have 20% effective thickness bonus compared to its physical thickness, making British 15 inch plate equal to US 18 inches. British destroyers should have improved damage control and healing parties. British warships will also have ASDIC, capable of detecting ships and submarines but not torpedoes.

France

French secondary gun HE shells will have fire chance that is increased by 25% compared to the baseline. Main guns will have either normal HE shells or have no HE shells at all.

French usage of water-exclusion materials in torpedo defence system should give them 25% bonus to torpedo protection at Tier VIII and above. Therefore, French TDS should have 45% damage reduction and 20% chance of flooding at Tier VIII, and 50% damage reduction and 15% chance of flooding at Tier IX and X. Tier VI Dunkerque should also have this bonus compared to Tier VI tech tree ship.

Netherlands

Dutch ships will have 20% penalty to torpedo protection, access to ASDIC / hydrophone, 10% bonus to concealment at full speed and 20% bonus to concealment from air.

Italy

All Italian ships of Tier VII and above will have access to crawling smoke generator. They will not however have radar.

Italian high-tier battleships will use Pugliese defense system, which makes that they have lower damage reduction and higher chance of flooding, for a 25% penalty to torpedo protection.

Germany

German HE shells will have increased armour penetration but reduced fire chance. They will have ability to penetrate armour that is 1/5 or 20% of the shell caliber, but fire chance will be reduced to 80% of the values noted in the HE shell performance section. Secondary battery guns will have 10% reduction in secondary shell dispersion.

German armour at all tiers should have 25% effective thickness bonus compared to its physical thickness. German warships will have 10% penalty to torpedo protection but access to hydroacoustic search to detect torpedoes and submarines.

Austria-Hungary

Austro-Hungarian warships will have 25% penalty to torpedo protection, 50% penalty to turn radius at speeds above 15 knots, 10% bonus to concealment at full speed, 20% bonus to concealment from air, high-tier cruisers and battleships have no radar, may not have full tech tree.

Russia / USSR

Russian warships will have no access to radar at any tier, very slow speeds, and 10% penatly to armour and torpedo defence system effectiveness. This will be compensated for by very good bow armour and main artillery.

Japan

Japanese torpedoes should have very high speed, long range and low detection distance. At high tiers, Japan will use the Type 93 Long Lance torpedo. Torpedo will have two range settings: 22 000 meters at 50 knots, or 40 000 meters at 35 knots. Warhead weight of 490 kg will suffice to defeat torpedo protection – that is, cause flooding, as damage reduction will still apply – of battleships of Tier VIII and below, as well as any ship below battleship tonnage.

Japanese battleships especially should have inferior torpedo protection system, especially with regards to potential for flooding.

Japanese warships would also have 10% bonus to AP shell penetration and damage, 10% penalty to armour effectiveness, and 20% penalty to torpedo protection (40% damage reduction, 24% chance of flooding at Tier IX and X). High tier battleships and cruisers will also have no radar.

Captain Skills

Battleship Skills

ATTACK SKILLS

CANNON FODDER. Increases weapons rate of fire by 0,2% for each 1% of HP lost.

GUN FEEDER. Reduces the time to switch main battery shells when all guns are loaded by 50%.

LIGHT GUN MASTERY. 10% reduction in reload time of guns with calibre of 155 mm or below. 10% increase to AA efficiency. Increases fire chance of light gun shells by 1%. Increases range of secondary battery by 10%. Increases range of AA guns by 10%.

LIGHT GUN EXPERTISE. 20% reduction in reload time of guns with calibre of 155 mm or below. 20% increase to AA efficiency. Increases fire chance of light gun shells by 2%. Increases range of secondary battery by 20%. Increases range of AA guns by 20%.

EXPERT MARKSMAN. Reduces dispersion of main battery shells by 5%. Reduces dispersion of main battery shells by 10% if enemy is in secondary battery range. Reduces dispersion of secondary battery shells by 5%. Increases range of secondary battery by 5%. Increases range of AA guns by 5%.

HIGH EXPLOSIVE ARMOUR PIERCING. Increases armour penetration of HE shells by 25%. Reduces fire chance by 10%.

MANUAL SECONDARY BATTERY. Reduces dispersion of secondary battery shells by 40% against selected target. Increases rate of fire of secondary battery by 10% against selected target. Reduces rate of fire of the opposite side secondary battery by 50%.

MOAR DAKKA. Reduces the reload time of secondary guns by 25%. Increases the AA damage by 30%. Must be manually activated. Limited number of charges.

PYROMANIAC. Gives 5% increase in HE shell fire chance.

SECONDARY EXPERT. Increases armour penetration of secondary battery shells by 5%. Increases range of secondary battery by 10%. Reduces dispersion of secondary battery shells by 5%. Increases fire chance of secondary battery shells by 5%.

SPEED FREAK. Increases ship’s speed by 10% when there are enemies within ship’s detection range.

TURRET TRAVERSE EXPERT. Provides increase in turret traverse of 2,5 degrees per second for guns up to 139 mm, 1,3 degrees per second for guns from 140 mm to 203 mm, and 0,7 degrees per second for guns with calibre above 203 mm.

DEFENSE SKILLS

MANUAL FIRE CONTROL. Doubles damage of heavy anti-aircraft guns (70 mm and above) against manually selected target.

PANTS ON FIRE. Increases ship’s speed by 10% when there is at least one active fire on board.

TWIN GUARD. Deploys an additional catapult plane upon activation.

SURVIVABILITY SKILLS

DAMAGE CONTROL EXPERT. Reduces the amount of time ship spends burning, flooding or recovering from module damage by 15%.

DAMAGE PREVENTER. Reduces the risk of flooding and magazine explosion by 10%. Reduces the risk of incapacitation of modules by 40%.

FIRE PREVENTION. Reduces the risk of fire by 5%. 2 points to acquire.

EXPERT FIRE PREVENTION. Reduces the risk of fire by 10%.

REPAIR SPECIALIST. Reduces reload time of the healing party and damage control party by 15%.

SUPERINTENDANT. Gives 1 additional charge to all consumables mounted on a ship.

SURVIVABILITY EXPERT. Gives 400 additional HP for each tier of the ship. Reduces the chance of module or secondary battery gun incapacitation by 10%. Reduces the chance of module or secondary battery gun destruction by 25%.

JACK OF ALL TRADES. Reduces the reload time of all consumables by 15%.

OBSERVATION SKILLS

SITUATION AWARENESS. Warns if ship is being detected by enemy ships or aircraft. If enemy is using radar for such purpose, it also displays direction from which radar signal is coming.

ARTILLERY WARNING. Provides warning of incoming fire from distance above 5 kilometers.

CONCEALMENT EXPERT. Reduces the detection distance of ship by 10%.

OBSERVATION EXPERT. Increases acquisition range of torpedoes by 25%. Increases acquisition range of aircraft by 10%. Increases acquisition range of ships in smoke by 10%.

RADAR WARNING. Provides warning and direction indication of any enemy active radar(s) within range. Detects radar at four times the radar’s own range.

Carrier Skills

ATTACK SKILLS

MAD BOMBER. Increases armour-piercing capability of HE bombs.

SATAN SUMMONER. Increases fire chance of HE bombs.

TORPEDO ACCELERATION. Adds 5 knots to torpedo speed while reducing torpedo range by 20%.

TORPEDO EXPERT. Reduces the turnaround time of torpedo squadrons by 10%.

DEFENSE SKILLS

DOGFIGHT EXPERT. Provides 15% bonus to combat performance of fighters for each tier of disadvantage against enemy fighters. Increases number of fighters in a squadron by 2.

TAIL GUNNER. Increases slef-defense firepower of carrier attack aircraft by 10%.

SURVIVABILITY SKILLS

AIRCRAFT MAINTENANCE. Provides 5% bonus to survivability and 10% decrease to service time of aircraft.

EVASION EXPERT. Increases HP of aircraft by 15%. Reduces detection distance of aircraft by 10%.

AIR SUPREMACY. Increases number of aircraft in a squadron by 1.

OBSERVATION SKILLS

MIDNIGHT BOMBER. Causes 5% increase in acquisition range from the air during low visibility conditions.

Cruiser Skills

ATTACK SKILLS

CANNON FODDER. Increases weapons rate of fire by 0,2% for each 1% of HP lost.

FIRING TRAINING. Reduces reload time of guns of 155 mm caliber and below by 10%. Increases AA efficiency by 10%.

LIGHT GUN MASTERY. 10% reduction in reload time of guns with calibre of 155 mm or below. 10% increase to AA efficiency. Increases fire chance of light gun shells by 1%. Increases range of secondary battery by 10%. Increases range of AA guns by 10%.

LIGHT GUN EXPERTISE. 20% reduction in reload time of guns with calibre of 155 mm or below. 20% increase to AA efficiency. Increases fire chance of light gun shells by 2%. Increases range of secondary battery by 20%. Increases range of AA guns by 20%.

EXPERT MARKSMAN. Reduces dispersion of main battery shells by 5%. Reduces dispersion of main battery shells by 10% if enemy is in secondary battery range. Reduces dispersion of secondary battery shells by 5%. Increases range of secondary battery by 5%. Increases range of AA guns by 5%.

MANUAL SECONDARY BATTERY. Reduces dispersion of secondary battery shells by 40% against selected target. Increases rate of fire of secondary battery by 10% against selected target. Reduces rate of fire of the opposite side secondary battery by 50%.

MOAR DAKKA. Reduces the reload time of secondary guns by 25%. Increases the AA damage by 30%. Must be manually activated. Limited number of charges.

PYROMANIAC. Gives 5% increase in HE shell fire chance.

SECONDARY EXPERT. Increases armour penetration of secondary battery shells by 5%. Increases range of secondary battery by 10%. Reduces dispersion of secondary battery shells by 5%. Increases fire chance of secondary battery shells by 5%.

HIGH EXPLOSIVE ARMOUR PIERCING. Increases armour penetration of HE shells by 25%. Reduces fire chance by 10%.

SHOOT AND SCOOT. Increases engine power (acceleration and speed) by 10% when ship is not firing. Decreases gun reload time by 10% when ship is not moving.

TORPEDO EXPERT. Reduces the reload time of torpedo tubes by 10%.

DEFENSE SKILLS

MANUAL FIRE CONTROL. Doubles damage of heavy anti-aircraft guns (70 mm and above) against manually selected target.

PANTS ON FIRE. Increases ship’s speed by 10% when there is at least one active fire on board.

TWIN GUARD. Deploys an additional catapult plane upon activation.

SURVIVABILITY SKILLS

DAMAGE CONTROL EXPERT. Reduces the amount of time ship spends burning, flooding or recovering from module damage by 15%.

DAMAGE PREVENTER. Reduces the risk of flooding and magazine explosion by 10%. Reduces the risk of incapacitation of modules by 40%.

FIRE PREVENTION. Reduces the risk of fire by 5%.

EXPERT FIRE PREVENTION. Reduces the risk of fire by 10%.

REPAIR SPECIALIST. Reduces reload time of the healing party and damage control party by 15%.

SUPERINTENDANT. Gives 1 additional charge to all consumables mounted on a ship.

SURVIVABILITY EXPERT. Gives 400 additional HP for each tier of the ship. Reduces the chance of module or secondary battery gun incapacitation by 10%. Reduces the chance of module or secondary battery gun destruction by 25%.

JACK OF ALL TRADES. Reduces the reload time of all consumables by 15%.

OBSERVATION SKILLS

SITUATION AWARENESS. Warns if ship is being detected by enemy ships or aircraft. If enemy is using radar for such purpose, it also displays direction from which radar signal is coming.

ARTILLERY WARNING. Provides warning of incoming fire from distance above 5 kilometers.

CONCEALMENT EXPERT. Reduces the detection distance of ship by 10%.

OBSERVATION EXPERT. Increases acquisition range of torpedoes by 25%. Increases acquisition range of aircraft by 10%. Increases acquisition range of ships in smoke by 10%.

RADAR WARNING. Provides warning and direction indication of any enemy active radar(s) within range. Detects radar at four times the radar’s own range.

Destroyer Skills

ATTACK SKILLS

LIGHT GUN MASTERY. 10% reduction in reload time of guns with calibre of 155 mm or below. 10% increase to AA efficiency. Increases fire chance of light gun shells by 1%. Increases range of secondary battery by 10%. Increases range of AA guns by 10%.

LIGHT GUN EXPERTISE. 20% reduction in reload time of guns with calibre of 155 mm or below. 20% increase to AA efficiency. Increases fire chance of light gun shells by 2%. Increases range of secondary battery by 20%. Increases range of AA guns by 20%.

LIQUIDATOR. Increases the chance to cause flooding by 10%.

EXPERT MARKSMAN. Reduces dispersion of main battery shells by 5%. Reduces dispersion of main battery shells by 10% if enemy is in secondary battery range. Reduces dispersion of secondary battery shells by 5%. Increases range of secondary battery by 5%. Increases range of AA guns by 5%.

HIGH EXPLOSIVE ARMOUR PIERCING. Increases armour penetration of HE shells by 25%. Reduces fire chance by 10%.

MANUAL SECONDARY BATTERY. Reduces dispersion of secondary battery shells by 40% against selected target. Increases rate of fire of secondary battery by 10% against selected target. Reduces rate of fire of the opposite side secondary battery by 50%.

MOAR DAKKA. Reduces the reload time of secondary guns by 25%. Increases the AA damage by 30%. Must be manually activated. Limited number of charges.

PYROMANIAC. Gives 5% increase in HE shell fire chance.

SPEED FREAK. Increases ship’s speed by 10% when there are enemies within ship’s detection range.

TORPEDO ACCELERATION. Increases torpedo speed by 5 knots. Reduces torpedo range by 20%.

TORPEDO EXPERT. Reduces the reload time of torpedo tubes by 10%.

TURRET TRAVERSE EXPERT. Provides increase in turret traverse of 2,5 degrees per second for guns up to 139 mm, 1,3 degrees per second for guns from 140 mm to 203 mm, and 0,7 degrees per second for guns with calibre above 203 mm.

DEFENSE SKILLS

HIDE AND SEEK. Increases action time of smoke or chaff consumable by 10%. Increases radius of smoke or chaff deployment by 20%.

PANTS ON FIRE. Increases ship’s speed by 10% when there is at least one active fire on board.

TWIN GUARD. Deploys an additional catapult plane upon activation.

SURVIVABILITY SKILLS

DAMAGE CONTROL EXPERT. Reduces the amount of time ship spends burning, flooding or recovering from module damage by 15%.

DAMAGE PREVENTER. Reduces the risk of flooding and magazine explosion by 10%. Reduces the risk of incapacitation of modules by 40%.

FIRE PREVENTION. Reduces the risk of fire by 5%.

EXPERT FIRE PREVENTION. Reduces the risk of fire by 10%.

LAST STAND. Allows the ship to maintain 1/4 of maximum speed and 1/2 of rudder shift when the engine is incapacitated.

PROPULSION EXPERT. Adds an engine boost consumable. If it is already present, it increases engine boost consumable’s action time by 25%. Reduces the risk of engine incapacitation by 10%.

REPAIR SPECIALIST. Reduces reload time of the healing party and damage control party by 15%.

SUPERINTENDANT. Gives 1 additional charge to all consumables mounted on a ship.

SURVIVABILITY EXPERT. Gives 400 additional HP for each tier of the ship. Reduces the chance of module or secondary battery gun incapacitation by 10%. Reduces the chance of module or secondary battery gun destruction by 25%.

JACK OF ALL TRADES. Reduces the reload time of all consumables by 15%.

OBSERVATION SKILLS

SITUATION AWARENESS. Warns if ship is being detected by enemy ships or aircraft. If enemy is using radar for such purpose, it also displays direction from which radar signal is coming.

ARTILLERY WARNING. Provides warning of incoming fire from distance above 5 kilometers.

CONCEALMENT EXPERT. Reduces the detection distance of ship by 10%.

OBSERVATION EXPERT. Increases acquisition range of torpedoes by 25%. Increases acquisition range of aircraft by 10%. Increases acquisition range of ships in smoke by 10%.

RADAR WARNING. Provides warning and direction indication of any enemy active radar(s) within range. Detects radar at four times the radar’s own range.

Torpedo Boat Skills

ATTACK SKILLS

LIGHT GUN MASTERY. 10% reduction in reload time of guns with calibre of 155 mm or below. 10% increase to AA efficiency. Increases fire chance of light gun shells by 1%. Increases range of secondary battery by 10%. Increases range of AA guns by 10%.

LIGHT GUN EXPERTISE. 20% reduction in reload time of guns with calibre of 155 mm or below. 20% increase to AA efficiency. Increases fire chance of light gun shells by 2%. Increases range of secondary battery by 20%. Increases range of AA guns by 20%.

LIQUIDATOR. Increases the chance to cause flooding by 10%.

EXPERT MARKSMAN. Reduces dispersion of main battery shells by 5%. Reduces dispersion of main battery shells by 10% if enemy is in secondary battery range. Reduces dispersion of secondary battery shells by 5%. Increases range of secondary battery by 5%. Increases range of AA guns by 5%.

HIGH EXPLOSIVE ARMOUR PIERCING. Increases armour penetration of HE shells by 25%. Reduces fire chance by 10%.

MOAR DAKKA. Reduces the reload time of secondary guns by 25%. Increases the AA damage by 30%. Must be manually activated. Limited number of charges.

PYROMANIAC. Gives 5% increase in HE shell fire chance.

SPEED FREAK. Increases ship’s speed by 10% when there are enemies within ship’s detection range.

TORPEDO ACCELERATION. Increases torpedo speed by 5 knots. Reduces torpedo range by 20%.

TORPEDO EXPERT. Reduces the reload time of torpedo tubes by 10%.

TURRET TRAVERSE EXPERT. Provides increase in turret traverse of 2,5 degrees per second for guns up to 139 mm, 1,3 degrees per second for guns from 140 mm to 203 mm, and 0,7 degrees per second for guns with calibre above 203 mm.

DEFENSE SKILLS

PANTS ON FIRE. Increases ship’s speed by 10% when there is at least one active fire on board.

TWIN GUARD. Deploys an additional catapult plane upon activation.

SURVIVABILITY SKILLS

DAMAGE CONTROL EXPERT. Reduces the amount of time ship spends burning, flooding or recovering from module damage by 15%.

DAMAGE PREVENTER. Reduces the risk of flooding and magazine explosion by 10%. Reduces the risk of incapacitation of modules by 40%.

FIRE PREVENTION. Reduces the risk of fire by 5%.

EXPERT FIRE PREVENTION. Reduces the risk of fire by 10%.

LAST STAND. Allows the ship to maintain 1/4 of maximum speed and 1/2 of rudder shift when the engine is incapacitated.

PROPULSION EXPERT. Adds an engine boost consumable. If it is already present, it increases engine boost consumable’s action time by 25%. Reduces the risk of engine incapacitation by 10%.

REPAIR SPECIALIST. Reduces reload time of the healing party and damage control party by 15%.

SUPERINTENDANT. Gives 1 additional charge to all consumables mounted on a ship.

SURVIVABILITY EXPERT. Gives 400 additional HP for each tier of the ship. Reduces the chance of module or secondary battery gun incapacitation by 10%. Reduces the chance of module or secondary battery gun destruction by 25%.

JACK OF ALL TRADES. Reduces the reload time of all consumables by 15%.

OBSERVATION SKILLS

SITUATION AWARENESS. Warns if ship is being detected by enemy ships or aircraft. If enemy is using radar for such purpose, it also displays direction from which radar signal is coming.

ARTILLERY WARNING. Provides warning of incoming fire from distance above 5 kilometers.

CONCEALMENT EXPERT. Reduces the detection distance of ship by 10%.

OBSERVATION EXPERT. Increases acquisition range of torpedoes by 25%. Increases acquisition range of aircraft by 10%. Increases acquisition range of ships in smoke by 10%.

RADAR WARNING. Provides warning and direction indication of any enemy active radar(s) within range. Detects radar at four times the radar’s own range.

Submarine Skills

ATTACK SKILLS

LIQUIDATOR. Increases the chance to cause flooding by 10%.

TORPEDO ACCELERATION. Increases torpedo speed by 5 knots. Reduces torpedo range by 20%.

TORPEDO EXPERT. Reduces the reload time of torpedo tubes by 10%.

DEFENSE SKILLS

CRASH DIVE. Reduces the time needed to start and complete the diving procedure by 25%.

HELMSMAN. Increases speed, diving speed and rudder shift time by 10% if the boat is detected by the enemy.

SURVIVABILITY SKILLS

DAMAGE CONTROL EXPERT. Reduces the amount of time ship spends burning, flooding or recovering from module damage by 15%.

DAMAGE PREVENTER. Reduces the risk of flooding and magazine explosion by 10%. Reduces the risk of incapacitation of modules by 40%.

FIRE PREVENTION. Reduces the risk of fire by 5%.

EXPERT FIRE PREVENTION. Reduces the risk of fire by 10%.

IMPROVED BATTERY. Improves dive capacity by 25%, but also increases the time needed to recharge the battery by 25%.

LAST STAND. Allows the ship to maintain 1/4 of maximum speed and 1/2 of rudder shift when the engine is incapacitated.

REPAIR SPECIALIST. Reduces reload time of the healing party and damage control party by 15%.

SUPERINTENDANT. Gives 1 additional charge to all consumables mounted on a ship.

SURVIVABILITY EXPERT. Gives 200 additional HP for each tier of the ship. Reduces the chance of module or secondary battery gun incapacitation by 10%. Reduces the chance of module or secondary battery gun destruction by 25%.

JACK OF ALL TRADES. Reduces the reload time of all consumables by 15%.

OBSERVATION SKILLS

SITUATION AWARENESS. Warns if ship is being detected by enemy ships or aircraft. If enemy is using radar for such purpose, it also displays direction from which radar signal is coming.

CONCEALMENT EXPERT. Reduces the detection distance of ship by 10%.

OBSERVATION EXPERT. Increases acquisition range of torpedoes by 25%. Increases acquisition range of aircraft by 10%. Increases acquisition range of ships in smoke by 10%.

RADAR WARNING. Provides warning and direction indication of any enemy active radar(s) within range. Detects radar at four times the radar’s own range.

Achievements

AA DEFENSE EXPERT: Destroy 60 enemy aircraft in a single battle.

ARSONIST: Destroy enemy ship by fire, with it causing more than 50% of ship’s normal HP.

CLOSE QUARTERS EXPERT: Destroy enemy ship with secondary batteries. Damage caused by secondary battery fire must exceed 20% of ship’s normal HP.

CLOSE QUARTERS SPECIALIST: Damage four or more enemy ships with secondary battery fire.

CONFEDERATE: Damage at least six enemy ships. Damage caused to each ship must exceed 20% of her normal HP.

CONQUEROR: Capture three or more caps during the course of the battle.

DETONATION: Receive damage to the magazine, resulting in detonation.

DEVASTATING DAKKA: Achieve more than 200 hits with guns (primary or secondary) that are 155 mm / 6 in in caliber or less.

DEVASTATING STRIKE: Destroy an enemy ship with a single artillery salvo, torpedo salvo, or aircraft attack by causing damage over 50% of the destroyed ship’s normal HP.

DIE HARD: Destroy an enemy ship by ramming and survive.

DOUBLE STRIKE: Destroy two enemy ships. The second target must be destroyed within 10 seconds after the first.

DREADNOUGHT: Receive damage exceeding 120% of your ship’s normal HP from four or more enemies, and survive the battle.

FIREPROOF: Receive damage caused by fire that exceeds 40% of your ship’s normal HP, and survive the battle.

FIRST BLOOD: Be the first to destroy an enemy ship in battle.

HIGH CALIBER: Damage at least four enemy ships. Damage caused must exceed 30% of the total HP of all the ships on the enemy team.

IT IS JUST A FLESH WOUND: Destroy any enemy ship after your ship has been destroyed.

KRAKEN UNLEASHED: Destroy 5 or more ships in a single battle.

OBSERVER: Get five “spotted” ribbons in a single battle.

POSSESSIVE: Spend more than half the game within five kilometers of a cap.

PYROMANIAC: Set fires to three enemy ships.

SOLO WARRIOR: Stand alone against at least four enemy ships and win the battle.

UNSINKABLE: Receive damage from flooding that exceeds 40% of your ship’s normal HP, and survive the battle.

VIRIBUS UNITIS: Play 100 games in a division.

WITHERER: Cause at least 60,000 HP of fire and flooding damage to enemy ships.

Change Monetization

Any and all gambling mechanics should be removed. If something is in the game, it should be paid upfront – in other words, you get what you paid for.

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