Ship unit proficiency
Posted: Tue Jul 01, 2025 10:42 pm
When building a scenario, I've heard that one measure of how to apply a baseline proficiency to a side is to correlate the five proficiency levels in the game (novice, cadet, regular, veteran, and ace) to average flying hours for pilots. This is for aviation-oriented scenarios of course. Novice might represent one of the worst air forces in the world (like the KPAAF, average 15-25 flying hours per year), cadet representing a conscript air force (like the Cold War VVS, 100-120 hours a year), regular representing a well-trained professional air force (modern PLAAF, 200 hours a year), and veteran and ace being reserved for world-class air forces with rigorous and intense training regimes (USAF, 250 hours a year). From there, individual units can be tweaked and adjusted to give units more personality and character, or to accurately represent their skill level (for example, some Soviet units would be just as well trained as their USAF counterparts, even if the majority were not).
But what about deciding the unit proficiency for ships? I'm not sure what a good metric for that would be. Would the amount of time vessels spend at sea be a good measure? With the US Navy having "veteran"-like proficiency on account of their constant globe-trotting deployments, Russia at a lower level, and North Korea perhaps representing "novice" (assuming they get as little or worse training than their air force comrades).
I'm curious to hear if experienced scenario designers have any set system for figuring out a standard, or if they do it on a more ad hoc and case-by-case basis.
But what about deciding the unit proficiency for ships? I'm not sure what a good metric for that would be. Would the amount of time vessels spend at sea be a good measure? With the US Navy having "veteran"-like proficiency on account of their constant globe-trotting deployments, Russia at a lower level, and North Korea perhaps representing "novice" (assuming they get as little or worse training than their air force comrades).
I'm curious to hear if experienced scenario designers have any set system for figuring out a standard, or if they do it on a more ad hoc and case-by-case basis.