Naval Module suggestion 9 0

The core of this suggestion is that a defending fleet is attached to a sea region AND sea bordering region(s) at the same time.
So Italian fleet might be in Mediterranean sea AND Sicily. So everyone attacks Sicily, has to face the fleet first.
1 fleet per region is ridiculous because the opponent might bring all of his naval force while you will make several small fleets to cover all the regions.
So imo it is better to 1 fleet to be in position to guard 1 large(like big russian), or 2 medium(like american), or 4 small(like Greek) regions. OFC this requires to categorize regions by size, this seems an easy task once you see them on the map. A region with long beachhead is large, when it might be narrow so the overall surface not to be that big, for example mediterranean coast and the black sea coast of Turkey.
These regions that will be guarded should be consecutive/bordering, not 2 small regions on the east end of mediterranean sea and 2 small regions on the west end.
I strongly recommend special rules for islands close to the mainland, like Sardinia, Corsica, Balearic, Sicily, the Greek islands.


How battles commence:

...We can have various levels of complexicity, I will propose the level I consider to be the most balanced...

1 - From the region you have a harbour you can commence naval assaults ONLY (beat that )
1.1 - If the attack is successfull and you conquer the region you may relaunch attack from this region even without harbour within cooldown time(12hrs).

2 - From the ships that are docked in this harbour you make an escort fleet and you launch the attack.
2.1 - You do not know where enemy's fleet is, except If you have somekind of espionage (I prefer spy satelite, space race yeah )
2.2 - The regions are locked in combat only the 12 hours before the land battle.
2.3 - Defending nation does not see incoming attack, till the last 12 hours, or when the naval battle (If any) commences.
2.4 - You do not know the ammount and the type of ships the enemy has, even during naval combat.

2.2, 2.3 and 2.4 are affected by espionage stuff.

3 - Spy satelites: They survey some regions(subject to how advanced is the equipment) and they can see where are the fleets, If a landing force departed. They can have an operation center that a player per satelite would work (service skill) to make the satelite function.
3.1 - Submarines might dodge low tech satelites or low skilled satelite operators.

4 - Fleets are deployed on guard duty from harbour and they need 3 hours to start guarding and 3 hours to be docked again. 3 hours is the time per sea zone also, so If they are placed not in an adjacent sea zone they need additional time. For example If there is a fleet docked in Attica's harbour and I deploy it to guard Attica, needs 3 hours to be deployed, because it is one sea region(mediterranean), If I want to deploy it in Gibraltar(assuming I hold it), I need 6 hours because it is 2 sea regions (mediterranean and alboran).

5 - You can guard allied regions.
5.1 - Allied fleets can guard the same region.
5.2 - Allied fleets can dock in your harbours.
5.2.2 - If alliance breaks in meanwhile you have 24 hours to decide what to do with your fleet. Your options are, to sink your fleet, to handover the fleet to the hosting nation/admiral, to sail to another harbour, yours or allied, to go on guard duty on an allied(or yours) region. Time to move still applies. If you do not do something withing 24 hours, you handover the fleet to the hosting nation/admiral.
5.3 - Once docked in an allied harbour, your fleet can be used as an escort fleet at will of the hosting allied nation/admiral.

6 - Each ship has a finite number of attacks. Here it is like infantry, each attack consumes ship's integrity. So If you go to a battle of 10 ships vs 1 ship and all shoot to the maximum the big fleet will win but both fleets will be sunk.
6.1 - After the amphibious assaults cease definately ships return to the original harbor automatically.
6.2 - The admiral of this fleet may redirect them another harbor, but he cannot keep them on the sea making circles, he has as many redirections as the sea regions he traveled.
6.3 - When the ships return they can be repaired, ofc some ships might be totally consumed.

7 - Once you meet an enemy fleet a naval battle commences. Each ship has a visible to the same nation's soldiers integrity(that works like wounds).
7.1 - Soldiers that shoot are also subject to wounds, but ship is "wounded" seperately as described above. So all classes may fight normally.
7.2 - There are 5 typers or tiers of ships
T1 - Destroyer, T1-T4 infantry weapons might be used.
T2 - Submarine, T1-T4 infantry weapons might be used only + stealthy.
T3 - Cruiser, T1-T5 infantry weapons might be used.
T4 - Battleship, Tanks + T1-T5 infantry weapons might be used.
T5 - Carrier, Airplanes + T1-T5 infantry weapons might be used.
7.3 - Soldiers that participate in naval battle are considered that they used their daily attacks.
7.4 - If the defending region has Radar(infrastructure), then defending jets might participate in the naval battle. If the defending region has Coastal Artillery(infrastructure), then defending tanks might participate in the naval battle.
7.5 - Naval battle lasts 24 hours without prep time, starts suddenly. If successfull then 12 hours preparation time starts for the assault as normal.
7.6 - Defending ships that lost the naval battle may stay attached to the sea region as long as it is controled by your(or allied) forces, otherwise it departs during cooldown. If the admiral does not take the ships away, they are considered sunk.
7.7 - Each admiral can vary the ammount of damage a ship of his own can take. For example If battleship takes 50% damage then soldiers cannot deploy and fight from this ship, but he may vary this ammount in real time during battle. If that is difficult to code/debug it will be preset ofc.
7.8 - Soldiers deploy from a ship but they can switch ships during battle to minimize damage of the fleet due to bad gaming.
7.9 - I am not sure about the costs and the integrity of them, this can be subject to research programmes as well. I was thinking of Carrier and Battleship to have like 5-10mils of damage, Cruiser 3-7mils, Submarine 2-5mils and Destroyer 1-4mils. Thinking that me as a pilot can inflict like 3mils of damage and I am triple xtra oldfag, so I consume a large portion of Carrier's integrity.

I might forgot a couple of details but all these are pretty much all the basics. I consider them totally not complicated and If you write down the already existing rules you will see they are much much more.

 
Booms 90 Unread
20:24:23, 17/09/15 4
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Metralla 93 Unread
08:52:45, 23/08/15 2
z78sabjan My purpose is to have a minimal effect on the existing rules. Actually it is not exactly naval module since fleets are attached to land regions.
The battle afterwards IS affected but not with modifiers. It is affected because you have to choose If you will shoot in naval battle, consuming your ships or you will hold your daily attacks for the land battle.
A key point is to describe how naval battle would look like. In my suggestion it is just like land battle with some limitations (your fleet's integrity).
Another comfusion in your comment is about the core philosophy. In my suggestion there are no open sea battles, there are no sea battles just to sink enemy's fleet. In my suggestion a fleet can stay in tact If it chooses not to fight, just like a soldier does not take wounds/FAA If he refuse to shoot.
With the current map I think it is impossible to have stand alone naval battles. So naval battles are the prelude of an invasion ONLY.
I do not like the idea of naval battle to apply some kind of modifier in the land battle, it makes no sense compared to RL situations.
There are points in my suggestion that are tactically and strategically critical but I think people do not take into consideration. The first is that you have to choose where to throw your daily attacks, in the naval battle or in the land battle.
The second is that regions are not locked in combat like now untill the last hours. This increases the importance of having naval bases accross the world WITH harbour. Now we launch an attack from the other hemishpere choosing as many as possible sea regions and lock in combat the region like forever.
The 2 above statements show that (as it is IRL) naval attacks are more challenging than land attacks, so countries may prefer to go on foot conquering all the intermediate regions till they reach their target than abusing the sea passages.
These tactical and strategical factors are the essential addition of """naval""" module in gaming experience.
 
z78sabjan 93 Unread
08:25:15, 23/08/15 1
It's too long to comment every point one by one, but the first thing you said made me think. I think it's actually worst if you can only attack/defend at one region, the point of the naval module is to bring more strategy to the game, not to be able to seal a region completely and make it impenetrable.

I think it would bring more fun if you have to plan and deploy your navy at strategic points rather than a central defending place, also to make the introduction painless, first I'd use simple battle modifiers. So for example if I attack you through a sea region, and I can get through your navy too, then depending on the results of that sea battle phase my forces will make less damage in the upcoming land battle phase.

So basically everything would stay the same if there is no fleet in your way, if there is then the battle is divided into 2 phases, sea and land
The result of the sea battle affects the land battle.
 

 
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