Naval’s problem for players and new ships is the inability to actually fight back (most ships have HE standard) at higher tiers and the lack of maneuverability (rudder mod) to even evade against ships that will likely target them.
At low tiers it ain’t so bad but once you start getting to 6.0 it becomes brutal.
Naval is already a struggle for the new player and the tutorial does nothing aside from tell you ‘here’s buttons that do things’. If that.
My solution is such: expand the tutorial substantially.
- Properly explain fire mechanics.
'Fires are one of the single biggest dangers a ship’s crew can face in combat. Where a fire is located also drastically increases - or decreases - its potential threat level as well. A fire in a turret or an ammunition elevator can climb towards the magazine and cause a detonation. A fire on deck can safely be ignored until more important procedures, like unflooding, be completed.
Fires in machinery spaces (like the boiler rooms) can be a death trap if left alone, and precious crew can be killed rapidly without first putting the fires out if attempting to repair.
Firefighting can be prioritized to fight fires first and foremost. (Damage control can be switched to a different version in the hangar menu and is the 6 key by default with this version)’
- Properly explain flooding mechanics.
'When a ship is hit by a torpedo, bomb or shell, a hull breach can occur. Depending where this breach is, the ship will take on water and lose buoyancy (in percentage). As the ship takes on more water, the ship can list in a variety of directions and affect aim or even gun angles.
The faster a ship is moving when the breach occurs, the faster it will take on water. The opposite is also true. If you are stationary, you will take on much less water than if you were moving.
Detonations from ammunition (shellroom, magazine, etc) will often also result in hull breaches.
If the ship reaches zero percent buoyancy, the ship will sink. Note that extreme listing, if not corrected during the timer, will also sink.
Please note; breaches will first be repaired and then unflooding will begin. Should the unflooding process be cancelled, the water will remain but the breaches will be fixed and whatever buoyancy percentage your ship was at will remain. In the example; you flood to 30% buoyancy. If you unflood to 50% buoyancy and cancel, you will still stay at 50%.
Beware, a ship that loses three total sections (barring the frontmost bow and rearmost stern) will lose the ability to repair flooding and eventually sink with ‘Unsinkability Lost’ appearing on screen.
Flooding can be prioritized in damage control settings to be repaired first. (If using the alternative damage control, 8 key is the default)’
- Machinery repair (repair party) explained
'When a ship takes fire, various equipment will eventually break. The repair party will require time to fix - and re-man - these damaged components.
This comes with various risks; repairing while under fire will waste precious crew while any fires onboard will also send crew to their deaths. A ship with roughly 8% total crew left will start to scuttle itself (Some ships start scuttling at as high as 10 or even 11% and I have had a few matches where I got as low as 6% while still ‘fine’).
Repair party, like the other forms of damage control can be prioritized to repair first but is the least detrimental to a ship unless you need something specific. (If using the alternative option, it is the 7 key by default).