Naval Time and Distance Penalties.

Time of Fury spans the whole war in Europe and gives players the opportunity to control all types of units, ground, air and naval. Not only that, each player will be able to pick a single country or selection of countries and fight his way against either the AI or in multiplayer in hotseat or Play by E-Mail. This innovative multiplayer feature will give player the chance to fight bigger scenarios against many opponents, giving the game a strategic angle that has no equal in the market. The game uses Slitherine’s revolutionary PBEM++ server system.

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Rasputitsa
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Naval Time and Distance Penalties.

Post by Rasputitsa »

When fleets are within a distance from port where detection and hitting penalties do not apply (1, or 2 sea zones, depending on the nation involved), would it help if the 'on sea' count in the fleets management window did not increase. The fleet is not incurring any penalty, so the time at sea is not relevant, only when the fleet distance from port increases and a countdown to the start of penalties begins, should the 'on sea' count be started.

Fleets operating close to ports can easily detach ships into port to re-arm and refuel, they are not going to suffer any penalties and there is no need for the 'on sea' count. Only when they move out of easy range from ports do we need to know how long they have been at sea and have to pay attention to that part of the display.

For example, a fleet that has been at sea for 50 turns, but has stayed within distance 1, or 2 of friendly ports does not have any penalties to worry about and the 'on sea' count can stay at 0 to show that this fleet is OK. A regular fleet that has spent nearly 10 turns at sea (20 for raiders), whilst further away from friendly ports, will soon need attention and the increasing 'on sea' count will highlight this.

Doomtrader is this possible ? [:)]
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