OK, time for those last information packets!
You guys need to choose a starting character, this isn't too big a deal though. As far as roleplaying goes, I'll leave the level of complexity up to you guys. A name and bonus choice will due, but if you want to include a brief paragraph of background then go for it! Please keep the names and backgrounds consistent with a lower grade admiral of ww2, no aliens! Also, mind your side, no German admirals by the name of John Q. Churchill. I'll reserve rights to re-arrange profiles in this regard. Also, please don't assume a real historical figure, for example Churchill and 'uncle' Karl might already be limited NPCs (or the closest thing this game has got to NPCs). You can just use your username if ya really want, if it's half-**** in theme already anyways.
Speaking of starting bonuses, your admiral will have one of the following bonuses:
Tactical genius
-Bonus to
locate
-Bonus to
track
Resourceful
-Bonus to
avoid
-Bonus to
shake (this isn't dancing! )
Relentless
-Bonus to
pursue
-Bonus to
track
Escape artist
-Bonus to
escape
-Bonus to
shake
Natural leader
-Bonus to
re-enforce
-Bonus to
clout
And of course, here's what those mean,
Locate -Chance to find fleets in your present ocean space.
Avoid -Chance to evade detection by other fleets attempting to
locate you.
Pursue -Chance to re-initiate battle on the immediately following turn after a battle ended because of withdraw or the time expiring.
Escape -Chance to evade being
pursued after a battle.
Track -Chance to keep tabs on detected fleets in your present ocean space. Often a fleet is detected you will not choose to engage in battle, or too many fleets are detected at once, these may be
tracked, allowing you to see into which ocean spaces they exit your current one and giving you the option to follow them virtually indefinitely.
Shake -Chance to evade any
trackers.
Re-enforce -Chance to draw in nearby PC or NPC fleets into your fights if they are already in the same ocean space as you, but not currently with orders to directly aid you.
Clout -Chance to improve your success when dealing with all NPCs (of your side) and improves the weight of your vote within your sides admiralty.
So there's the skills, you'll all have each of them, but your 'one' starting bonus will determine which two skills will function with greater reliability.
Now, on to the ship layouts. Rather than try to explain this, I'm just going to provide a template, with whatever responses provided and other possible choices in brackets, (ok? ) well here goes...
PLAYER CF NAME: Johnny Smith "^.^"
PLAYER CTF NAME: Jimmy H. Benson (John H. Smith ; Johny S. Wallace ; whatever)
BACKGROUND: Born in Richmond, Tennessee. Jimmy Benson followed in his fathers footsteps and served in Norfolk.... (uh? oops, well that would work if the US were in this from the start, anyhow you get the idea)
STARTING ABILITIES: Natural Leader (any 'one' ability package thingy)
SHIPS: Missouri, Enterprise, 2x generic American destroyers (your ships)
FLAGSHIP: Missouri (choose carefully, while a larger ship offers greater HP and protection, it also garners more attention from enemy guns. Smaller ships get noticed less, but, well, they sink alot easier! You don't want your flagship sinking, everytime your flagship sinks, and only when it sinks, there is a small chance
you die, instant game over, that'd suck)
ROLES: (done for each ship, unless you'd like to group similar ships)
SHIP NAME: Missouri
PRIMARY DESIRED ENGAGEMENT RANGE: 3 (or 2, or 1, remember your ship will 'try' and fight from this range, against faster ships it may not succeed)
EXCEPTIONS: When there is only one other battleship present of equal or lessor size, and assuming our health is likewise, close to range 1 (or maybe, if main guns knocked out, fight from range 2, but never 1, too many other options, be creative! You can add as many exceptions to each order as you want)
PRIMARY DESIRED TARGETS FOR
ANTISHIP GUNS: Enemy heavy capital ships, the biggest present! Preference order, BB then CV then C then DD. I'd like to definitely focus on damaged big ships, finishing them off completely one at a time, regardless as to wether they're so damaged they are hardly firing back, SINK 'EM! (Be creative, when in doubt in these orders forms, offer alot of exceptions! Maybe a good smaller ship order to add would be focus on other destroyers, or maybe focus on whatever ship X is focusing on, where X is another ship in your fleet)
EXCEPTIONS: When encountering a really damaged cruiser or carrier with a healthy battleship, finish off the damaged ship before attacking the battleship, if possible. Never stoop to shooting a destroyers when there's something better to shoot at. When my health goes below half, supercede all other orders and shoot at whatever is the greatest threat to me, shoot whatever is damaging me quickest, if I can (There could be alot of other options here, like ignore battleships if 2+ destroyers get to range 1 with me. Or fire on anything that presents the greatest threat, ie -is doing the most damage to, ship X, where X is some other ship in your fleet, <good exception condition for escorting little ships, but if you want your little destroyers to be at least quasi active then you might add to that 'shoot greatest threat ship X only if ship X is at half health or lower, otherwise use main AS target, there's alot you can do here! )
PRIMARY DESIRED 'PREFERENCE' FOR
MULTIROLE GUNS: AS (AntiShip, or AntiAir)
EXCEPTIONS: Help AS guns unless enemy planes are greater than 5 (You could be more specific and say, 'help AS unless enemy planes are greater than 5 and at least 3 are attacking this ship, stop firing if the planes attacking this ship are destroyed/driven off, or maybe fire on any planes attacking ship X, or fire on any planes attacking a ship below half HP, btw, that can be 1/4, 1/2, 2/3, 3/4, whatever, just don't use 1/8th's 'n stuff! you could just do the opposite of Jimmy here and make primary targets for MR guns planes, and leave exceptions like; go AS if main guns (AS) knocked out severely, like less than 1/4 of them left firing. Or go greater threat, MR=AS when greater damage taken from ships, =AA when greater damage taken from planes, this ship or ship X, experiment! )
AA GUNS -No command, fire at random on any enemy planes
ASUB -ASUB weaponry also fires at random on any subs, but at the cost of AS guns for that round of a battle, so your choice is 'take the shot' or 'let the subs pass': take the shot, always, I hate stinky sneaky subs (or you could say, take the shot only if subs are hitting target X for more damage than something surface, or whatever)
WITHDRAWAL (for the FLEET, not just Missouri): When my flagship is at 1/3 HP or lower, attempt withdrawal, also if my flagship has 2 similar (read similar to mean, doing roughly the damage I'm doing) BBs firing on me, attempt withdrawal. Or if any of my ships is at 1/4 health, minus the destroyers, (those are expensive all the same, Jimmy is a waster! Well, maybe to do high damage he's smart, dunno) then attempt withdrawal. If my carrier is at 1/3 HP and still taking hull damage roughly considerable, like 5 points a round or something, attempt withdrawal. (careful not to creat the ultimate panzy fleet with a million excuses to exit, stage left. Also, withdrawals A, take time, and B, don't always work, just remember that)
GIST OF THE ORDERS (back to individual ships again): (just say in plain english what you want each ship to do, this is beta and their could be alot of contradictions in the orders for combat, so describing how you envision each ship performing under different circumstances would help,
ALOT!)
Final PS's, I'm in a rush now, I promise to fix this later, but some need-to-knows:
As a group! AS (and any MRs acting as AS at the moment) can only target one ship at a time!
As a group! MRs can only be one thing at a time!
There are no non-group alternatives (I'd die trying to resolve a fight!

)
ASUBs stop AS when they fire (only on the one round they fire) but do not disturb AAs (or MRs acting as AA)
AAs are never disturbed and always work, you just can't order them, they shoot whatever, same with MRs, you can get complicated with what conditions turn the MRs to the AA role, but once they're AA, they're shootin' whatever they feel like... 'if it flies it dies!'
More soon!