OK, I have an apology to make, I'm not ready yet! Sorry!
Now That I've left you all hanging once, I'm just going to finish as quick as I can and venture no more tentative dates.
Since I've gotten into the details, delaying things somewhat, I thought I might aswell share a few spoilers here and show you I am working on this, so, virtually at random, here are some concepts:
Hull values, used for size calculations regarding some max capacities, the hull number of every ship is it's health bar, ex: Bismarck Hull = 226, reduced to zero the ship sinks! (duh)
Turret ports, I hesitate to use the term 'port' in reference to something other than a dock here in a naval game, but the term has stuck already. Ships have a definite number of major turret ports, ex: Bismarck Main ports = 4 a-class, that also have a size class that determines the largest turret weapon that can be installed, 'a', 'b', or 'c'. Turret examples are, hmm, like a 15in-double or a 16in-triple. The turrets themselves will be acquired with certain armors that can be upgraded later.
Armor, several things can be armored, like turrets, decks, and the beltline so far. A ratio exists between inches of armor and a percent chance of deflecting (rendering useless) a scored hit. One of the many things not tested/decided well enough yet, what ratio?
Deck & Superstructure ports, small (and numerous) 'spaces' that can hold all your secondary weaponry. Like main ports, there will be pre-installed weapons on each starting ship, but with some RPs you can change these to your perfectionistic heart's content. All AA weaponry, all anti-ship, throw some torpedo launchers in? Different 'items' use different amounts of your fixed misc. ports on each ship. Smaller ships have less ports but when chosen as starting ships the player receives more RPs to compensate.
Speed, this isn't really worth mentioning, but... your ship will have a max speed, who'd a thunk it!

Sorry, anyhow, your speed is really only mildly important in the game save for 'distance closing & maintaining' in actual battles.
Turns 'n rounds, a turn is your set of orders for, say, a week? We'll see, anyhow you give a few orders, waypoints maybe, activities, whatever, each will take some amount of rounds, so you set up a few in a row with some conditions, like perhaps "cancel planned activity and steam for friendly port if damaged notably in a fight". When I get everybody's for the week, the rounds go in order (off-site handleing) and a 'turn' is done. Results are PM'd!
Admirals, your player will have a permanent bonus you pick from a list not yet made!
Fights, without these, what's the point eh? Battles occur when two sides (all-npc battles are possible) are in the same space, at least one side has orders to engage, and they spot each other. A battle eats up one round of a turn (not set in stone yet). Battles run themselves, based on questionnaires/if-then orders you give each of your ships, such as "If battleship present, make primary target, close distance and engage, target turrets, withdraw 50% damage or main guns down". That's not exactly right, but you get the idea, the choices are gonna be
much more complex, but most you'll only ever have to make once! (unless you're a tinkerer, guilty here! ) Fight 'boards' are somewhat simplistic. There are three ranges, ships start the fight only a little bit closer than the distance they spotted each other(s) at, range 3! At this range an exchange occurs between only the heaviest of guns. Battleships may want to haul-engines to maintain this range as they'll be the kings of long distance. Thankfully most cruisers and destroyers are faster and can close the distance after an exchange or two (depending on how much faster they are) and get to range 2. At this range hits are more likely, and lower caliber weapons open up! Rinse and repeat for range 1, here everything can fire and hits are likely! Planes and torpedoes operate almost exclusively in this range, making their attempts. BTW, planes start at range 3 too, they close the distance at maximum speed though, no ship can resist their approach, moral or ordinance exhaustion on the part of the planes is the only retreat. Subs advance more or less undetected, with checks against them at relatively low percentages against them being spotted, once discovered however, the sub is very vulnerable and is advised to withdraw completely! (dive)
So where's the rpg? Nearly everything's odds n' values like a cheap video game. Well, basically the npc ships are looking to me for orders. I'll try to plan a few reasonable options out and then flip for which one they'll actually do to keep me from biasing things too badly. The course of the war can only be randomized to a point, so my job there again. And of course it's my job the throw up unexpected fun into the scenario.
So anyhow, right now (well not right-right now) I'm finishing starting ship values/gear and tweaking hit chances (that's fun

), and building a list of events for 'lucky hits' and whatnot, playtesting the odd fight, so soon I hope! Again, sorry, I didn't realize how many little things I'd have to pull together!
There will be a website linked to my CF webpage eventually with the catalogue of ships and items/weapons, the map, rundown of the rules/fight-details, and anything else annoying to try and post.
HMS Ark Royal is all yours Rideoflife!
Isshinwhat, just name your ship!
Plan
9, a TypeVII ok? Any particular number you want? U-9?
