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+1 to better hanger info
+1 to planning/queuing strikes for the next day
Some of the additional mechanics seem too complex as well. I failed due to running out of supplies a few times before i found out that rearranging the officers in the island unlocked enough stat points to allow the resupply at sea, I still don't understand why. I would actually prefer to only assign aircraft groups for attacks and drop the card game, otherwise a simplification of the game. Having to micromanage minor events is annoying as well, specifically sending crews to pick up injured crew members or repair a room that is malfunctioning. It would be nice if enemy attacks got paused or became less effective at night. I could see submarines continuing, but air attacks should either be nurfed or canceled.
You can use the island to switch which type of aircraft the crew repairs first.
The ship type of the enemy fleet will cause some cards to become locked.
Attacking different types of enemies requires different strategies.
There are 2 types of officers. The blue officer should be in the blue room and the yellow officer in the yellow room, so that you can have enough command points.
Cards become locked when an enemy has an ability that prevents either the usage of X type of plane or Y type of card. Sometimes the combo of their abilities are so bad that it's best to just avoid said fleet. You can always throw everything you can and hope to destroy the ships one at a time and thus remove their abilities one by one to let you plan a decent attack but be ready to lose a lot of planes doing that.
The system is simple, each of your cards has a base attack and defense value stated on each card and all of those stack so your total attack value should be higher than the enemy's total defense so you destroy every ship and similarly your total defense should be higher than the enemy's total offense so you lose no planes and take no damage.
Of course eventually you will be forced to chose between sacrificing some planes for more damage or killing off just one or two ships but bringing everyone back in one piece but that's part of what makes it interesting.
Every card of yours, besides inherent attack and defense values, each have a unique ability most often presented in the form of a buff to another slot number in your lineup or a certain type of plane. Notice how one card might say, for instance "adds 25%attack and defense to slot 5"... that means whatever card you slap on the 5th spot of a lineup (last one, essentially) gets that percentage multiplier applied to their current attack and defense (not their base number weirdly enough, you can get ridiculously high values on one card thanks to this) as long as you have the buffing card in one of the other slots of your lineup. But careful, some enemy abilities might cancel the effect of the card that is buffing number 5, so you need to take that into account and plan according to the enemy's counter-abilities (presented under each enemy card) alongside their total attack and defense like I said earlier.
There is a little information text at the bottom of both your deck and theirs that tells you how many planes are expected to survive and come out damaged and how many targets are expected to be destroyed according to the lineup of cards you planned (or rather the total number of offense vs defense on both sides). This is useful when you cannot match the total defense or attack required for a flawless airstrike and helps you understand what you might need to fix.
At times you will be forced to plan an attack that has less total offense than their total defense and as such the prompt will tell you that one or a few targets are expected to be destroyed out of a total of 5 (the current max). You can click on an enemy card and it'll be marked with a red stamp/target, signifying that the target selected will be prioritized and destroyed as long as the prompt says that at least one of the enemies is going to be destroyed.
It's all a minigame of numbers and buff arrangement, it is far more intuitive and straightforward than an explanation like this makes it seem, trust me.
"Oh yes Admiral, if we send exactly 15 planes with 4 escorts the enemy will lose exactly 2 ships"
"But what if we send 16 planes?"
"then the enemy will lose 2-3 ships sir"
"An extra possible ship for only one extra plane?
This whole conversation, is just cringe, unrealistic, and i think it makes a great game look like a cheesy trading card game with some superficial graphics, battles do not have predicted results, we shouldn't even get an ESTIMATE yet alone a prediction, the amount of planes you send, and the tactics you use, should be determined by your experience and know-how as a captain, not your skill at rearranging a few trading cards to get optimal numbers.
I did notice a lot of the buffs listed and their uses, I'll try to pay more attention to the debuffs on enemy ships. I thought that I was paying attention, but it does make sense that all debuffs are added by all ships and not the primary target ship. So what is the point of the primary target? Does it guarantee destruction if a minimum of 1 is set by the cards?
Yes that is exactly it. If the information text says one or more targets will be destroyed then the one you marked will always be one of them.
At the end of the day this is still an arcade game based around a carrier and little else.
This is not an authentic simulator game and you seem to be lost around these parts if you thought this was going to have realistic aerial combat and planning when not even the port upgrades and fleet composition make any damn sense from a reality standpoint, let alone crew management and how you need to direct people from fighting compartments to act as DC teams at any time like they have any qualification for that job or others you can easily assign them to.
I'm sorry but you sound really confused.
No need to be snarky bud, that detail was a cliff note at the end of a larger description of a lot of more useful information. I did see that you answered the question after I read your description again.
That did actually help a lot too, and now that I understand how it works it is a lot less annoying. Thank you again for the pointers.
Sorry, was in a bad mood at the time. My apologies.
I don't find this to be really far off. Commanders do base mission on expected results and expected losses. Usually not as specific a number, but they do use intel to determine if they should expect light/medium/heavy losses and what goals maybe achieved.
Never, give me one example
Just one stupid example of why the card system sucks
i could give 10 more examples i just dont think its worth my breath