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Posted

Okay, maybe I just missed where this is explained, can't find it, not seeing it.

When choosing a role for a ship, what's the difference between 'in being' and 'sea control'?

Posted (edited)

My best interpretation. 

In Being:

  • Low operational costs.
  • Low combat chance.
  • Low transport protection. Worst case scenario if coupled with very low fuel ranged ship's - you lose many transports.
  • Set this for all ships you least want in combat i.e. repairing/damaged ships, low crewed, rookie crews, old and obsolete ships (coast guard).

If no or not enough ships set to "Sea Control" the battle generator will draw from "In Being", including damaged ships. This is why it still works for players who don't set ships to "Sea Control" or not enough of them. They are not using these modes to their full potential, it's not recommended practices.   

Sea Control:

  • High operational costs.    
  • High combat chance.
  • High transport protection. Though probably also dependent on ship's fuel range. 
  • High raiding chance. Probably fuel range dependent too or some aspect of it. Don't know for sure but long range and Sea Control together might give a chance to attack behind enemy lines?
  • Set this for all ships you want in combat i.e. on the front lines, your combat battlefleet, most aggressive attackers.

In general these modes are your best options to manage which ships are preferred for battle (sea control) and which ships stay safe in port (in being). But it's not absolute, as in RL, ships can get into trouble at anytime and be thrusted into combat (from in being). And setting modes are very important for transport protection, long range and short range protection (ship's fuel range dependencies too), important economy-wise. 

It can be confusing because you can actually have all your ships in either mode and the battles won't be very different but it will effect your overall campaign in some way, usually negatively. I suspect these modes will become more apparent with full length campaigns in peacetime and/or warring against multiple nations. Then requiring positive effects (a balance of the two) to win. E.g. If a ship is damaged I set it to "In Being" to stay safe in port for repairs and then pull another ship out of "in being" and into "Sea Control" as a battlefleet replacement. 

Edited by BuckleUpBones
  • Like 2
Posted
10 hours ago, BuckleUpBones said:

It can be confusing because you can actually have all your ships in either mode and the battles won't be very different but it will effect your overall campaign in some way, usually negatively. I suspect these modes will become more apparent with full length campaigns in peacetime and/or warring against multiple nations. Then requiring positive effects (a balance of the two) to win. E.g. If a ship is damaged I set it to "In Being" to stay safe in port for repairs and then pull another ship out of "in being" and into "Sea Control" as a battlefleet replacement. 

We'd really need the ability to create task forces and battlegroups for that to work properly.

Posted (edited)
1 hour ago, SpardaSon21 said:

We'd really need the ability to create task forces and battlegroups for that to work properly.

Already done by deploying ships to sea area's. If needed the battle generator will pulls ships from neighboring sea area's or ports too, as you would expect while building up a group for battle.

Edited by BuckleUpBones
Posted (edited)
35 minutes ago, BuckleUpBones said:

Already done by deploying ships to sea area's. If needed the battle generator will pulls ships from neighboring sea area's or ports too, as you would expect while building up a group for battle.

I know that.  But that's not at all what I was talking about.  I want the ability to create actual task forces comprised of set ships in a set proportion that sail and enter battle as one instead of ships just sailing doing whatever before they all mysteriously wind up in a major battle.

Edited by SpardaSon21
  • Like 1
Posted
26 minutes ago, SpardaSon21 said:

I know that.  But that's not at all what I was talking about.  I want the ability to create actual task forces comprised of set ships in a set proportion that sail and enter battle as one instead of ships just sailing doing whatever before they all mysteriously wind up in a major battle.

I know of that what you know. Including the fact that the battle generator decides the battles and there makeup. Decides the chance of encounter over open ocean (sea area) at the end of every month. Decides the number of ships in those encounters, including reduced numbers, and not by taskforce groupings.

Taskforce groupings wouldn't have any function.

Posted
8 hours ago, BuckleUpBones said:

I know of that what you know. Including the fact that the battle generator decides the battles and there makeup. Decides the chance of encounter over open ocean (sea area) at the end of every month. Decides the number of ships in those encounters, including reduced numbers, and not by taskforce groupings.

Taskforce groupings wouldn't have any function.

Gee, sounds like they should do something about the random battle generator then so things like that would actually matter.-_-

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