Commander
Revision as of 02:53, 27 January 2017 | Revision as of 15:08, 31 January 2017 | |||
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| style="padding: 5px; vertical-align:middle;" | <h4>Preventative Maintenance</h4> | | style="padding: 5px; vertical-align:middle;" | <h4>Preventative Maintenance</h4> | |||
| style="vertical-align:middle;" | 1 | | style="vertical-align:middle;" | 1 | |||
? | | style="padding: 5px; vertical-align:middle;" | Reduces the risk of ship modules becoming incapacitated. | + | | style="padding: 5px; vertical-align:middle;" | Reduces the risk of ship modules becoming incapacitated (main caliber turrets, torpedo tubes, engine and propeller only). | |
| style="padding: 5px; vertical-align:middle;" | '''-30% to the risk of incapacitation of modules.''' | | style="padding: 5px; vertical-align:middle;" | '''-30% to the risk of incapacitation of modules.''' | |||
| style="padding: 5px; vertical-align:middle;" | | | style="padding: 5px; vertical-align:middle;" | | |||
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| style="padding: 5px; vertical-align:middle;" | <h4>Vigilance</h4> | | style="padding: 5px; vertical-align:middle;" | <h4>Vigilance</h4> | |||
| style="vertical-align:middle;" | 3 | | style="vertical-align:middle;" | 3 | |||
? | | style="padding: 5px; vertical-align:middle;" | Extends torpedo acquisition range. | + | | style="padding: 5px; vertical-align:middle;" | Extends ship's torpedo acquisition range. | |
| style="padding: 5px; vertical-align:middle;" | '''+25% to the detection range of enemy torpedoes.''' | | style="padding: 5px; vertical-align:middle;" | '''+25% to the detection range of enemy torpedoes.''' | |||
| style="padding: 5px; vertical-align:middle;" | Provides additional time to react to incoming torpedoes. | | style="padding: 5px; vertical-align:middle;" | Provides additional time to react to incoming torpedoes. |
Revision as of 15:08, 31 January 2017
Contents
- 1 Recruiting Commanders
- 2 Managing Commanders
- 3 Commander Skill Points
- 4 Redistribute Commander Skills
- 5 Reserve Slots
- 6 Retraining Commanders
- 7 Max Rank Commanders and Elite Experience
- 8 Legendary Commanders
- 9 Commander Ranks
Recruiting Commanders
Once Account Level 7 is unlocked, a ship may not be queued for battle without a Commander assigned. Commanders are available to all ships without one; they can be recruited at any time via the Port screen, and are offered for "sale" when a new ship is purchased from the tech tree. Certain missions or campaign tasks will award commanders as a reward as well. Players are offered several options when recruiting a new Commander:
- A new Commander can be recruited with zero (0) skill points for free.
- A new Commander can be recruited with one (1) skill point for 10,000 credits.
- A new Commander can be recruited with three (3) skill points for 25 doubloons.
Clicking the small, circular icon to the top right of the Commander portrait in the recruitment window gives players the option to randomly generate a new name for their commander. This can be done repeatedly until players are satisfied with the name generated.
Managing Commanders
Clicking on the Commander portrait in the top right of the Port screen brings up the Commander interface. This screen allows players to manage their Commanders in various ways.
The currently selected Commander is shown in the top right; the Commander skills trained are shown in the center. The drop down menu next to the Commander's name allows players to assign the Commander to another ship, send him to Reserve, dismiss him, or Go to their Personal File. Directly below the currently selected Commander is shown other Commanders that are eligible for use on the selected ship. The toggle at the top shows either commanders currently assigned to other ships, or those that are in Reserve.
The center of the Commander Interface displays the Commander skill tree — discussed in detail below — with currently trained skills highlighted. At the far left is the Redistribute function, that allows players to "respec" their Commanders by clearing their skill selections and allowing all skill points earned to be assigned again.
Skill Points | Total Commander XP Required | XP Required for Next Level |
---|---|---|
0 | 0 | 1,500 |
1 | 1,500 | 2,500 |
2 | 4,000 | 4,000 |
3 | 8,000 | 6,000 |
4 | 14,000 | 9,000 |
5 | 23,000 | 14,000 |
6 | 37,000 | 21,000 |
7 | 58,000 | 30,000 |
8 | 88,000 | 41,000 |
9 | 129,000 | 54,000 |
10 | 183,000 | 69,000 |
11 | 252,000 | 87,000 |
12 | 339,000 | 108,000 |
13 | 447,000 | 132,000 |
14 | 579,000 | 159,000 |
15 | 738,000 | 189,000 |
16 | 927,000 | 222,000 |
17 | 1,149,000 | 259,000 |
18 | 1,408,000 | 300,000 |
19 | 1,708,000 | — |
Commander Skill Points
The crux of the Commander system — and the main portion of the Commander interface — revolves around the various skills available to train. Players accomplish this by earning Commander experience, then spending that experience on Commander skills.
Earning Commander Experience
Commanders earn experience (XP) in the exact same way ships do, including any applicable bonuses from camouflage and flags. Additional effects that affect only Commander XP — such as Restless Fire camouflage or the Zulu Hotel signal — are added on top of this number. It is, therefore, possible to earn more Commander XP in a match than ship XP. Players can view how much Commander XP they earned in a given match on the "Credits and XP" tab of the Results screen. The chart at right shows the experience requirements for a Commander to earn skill points.
Example Commander Experience Calculation
A player with a Premium account earns 2,233 base experience in a game. He has a Zulu Hotel signal, an Equal Speed Charlie London signal, and the Military Month Contributor flag equipped on his ship. Therefore, he earns:
- 2,233 + [2,233 x 0.5 (for Premium)] = 3,350 modified base experience
- 3,350 + [3,350 x 0.5 (for Equal Speed Charlie London)] + [3,350 x 0.05 (for Military Month Contributor)] = 5,193 ship experience
- 5,193 + [3,350 x 0.5 (for Zulu Hotel)] + [3,350 x 0.05 (for Military Month Contributor)] = 7,036 Commander experience
Spending Commander Experience
Whenever a Commander has a skill point available to spend, an icon indicating how many skill points are unassigned is displayed over their portrait on the Port screen. By clicking on the portrait, players are taken to the Commander interface, where they are able to select a new skill to train. Once a skill is chosen, the Commander interface will ask for confirmation. This is an important step, as redistributing Commander skills after a skill is trained costs doubloons.
Many skills are only useful to certain classes. It is left up to players to learn the difference, since skills from a different class could potentially become useful if the Commander was transferred to a different ship. However, considering the amount of time it takes to train a highly skilled Commander, it is best to focus their skills on ones that are useful to a specific class anyway. A complete list of available skills, their point cost, and effects is below.
When training skills in Rows 2, 3 or 4, Commanders must have at least one skill trained from the previous row. Commanders are free to train any skill in a row before selecting any skill in the subsequent row; they are not confined to skills only within the sub-groupings shown below (and in the skill tree in the Commander interface).
List of Base Skills
Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
---|---|---|---|---|---|
Situational Awareness |
Free. | An indicator is displayed when your ship is detected by an enemy ship or aircraft. | All commanders receive this ability at no cost. |
List of Endurance Skills
List of Attack Skills
List of Support Skills
List of Versatility Skills
Skill Points | XP Required to Retrain |
---|---|
0 | 0 |
1 | 1,000 |
2 | 1,500 |
3 | 2,000 |
4 | 3,500 |
5 | 5,000 |
6 | 7,500 |
7 | 10,000 |
8 | 15,000 |
9 | 20,000 |
10 | 25,000 |
11 | 30,000 |
12 | 40,000 |
13 | 50,000 |
14 | 75,000 |
15 | 100,000 |
16 | 125,000 |
17 | 150,000 |
18 | 175,000 |
19 | 250,000 |
Redistribute Commander Skills
Players will sometimes want to change the skill selections on one of their Commanders. This is accomplished in the Commander Interface by utilizing the "Redistribute" button (shown highlighted in orange on the graphic above). Redistributing Commander skill points costs 25 doubloons per skill point spent; players are not charged to redistribute unspent skill points. Upon confirming the redistribution, all currently trained Commander skills are cleared, the corresponding skill points are refunded, and players may begin assigning those skill points again as they see fit.
Reserve Slots
Reserve slots — (shown highlighted in green on the graphic above) — allow players to retain Commanders without assigning them to a ship. Commanders in the Reserve can be assigned to any ship as normal, paying any appropriate costs for retraining (see below).
Each player starts with four (4) Reserve slots on their account. Additional Reserve slots can be purchased with doubloons or earned through various mission or campaign rewards.
Retraining Commanders
Once assigned to a researchable ship out of the regular tech tree, a Commander's skills can only be utilized on that ship. Transferring them to a new tech tree ship will require them to retrain. When retraining is required, players are offered several options:
- Commanders can spend nothing, requiring them to earn Commander XP as shown on the table at right in order to fully retrain them for their new ship.
- Commanders can spend 200,000 credits, requiring them to earn Commander XP equal to 1/2 of the Commander XP shown on the table at right in order to fully retrain them for their new ship.
- Commanders can spend 500 doubloons, fully retraining them for their new ship instantaneously.
- Commanders can spend Elite Commander XP (and/or Free XP) equal to the full cost of re-training, fully retraining them for their new ship instantaneously.
Premium Ships
Commanders can be assigned to premium ships of the same nation at any time without undergoing retraining. Their skills will continue to work at full strength, regardless of what ship they are Specialized in. Premium ships are a great way to retrain commanders without having to suffer the penalties associated with not spending doubloons or Elite Commander XP to fully retrain them.
Remember that while a Commander is re-training, skill effects are reduced by 50% and skills with a binary (on or off) effect are disabled.
Max Rank Commanders and Elite Experience
No Commander in the game can earn more experience than the amount of XP needed to earn 19 Commander skill points. To become an Elite Commander, the Commander must earn the maximum amount of XP: enough to earn 19 Skill Points. All XP earned over that value becomes Elite Commander XP (shown highlighted in purple on the graphic above). Elite XP is a type of in-game currency. It does not accumulate on any single Commander but is stored in a common pool of Elite Commander XP on your account.
Using Elite Commander XP and Free XP
Elite Commander XP can be:
- Applied to any non-Elite Commander to open a new level of Skills, or to get additional Skill Points free of charge.
- Used to retrain any non-Elite Commander moved to a different ship (instead of doing the same with Doubloons).
- Used to reset all mastered Skills at no cost (players will now be able to choose whether to reset Commander Skills using Doubloons or Elite XP).
- Converted into Free XP for doubloons.
How to Spend Free XP on Commanders
Free XP can be used in the same way as Elite Commander XP. After all Elite Commander XP is spent, Free XP:
- Can be spent on promoting any Commander (that hasn’t reached the highest rank) to the next rank and increasing their number of Skill points.
- Can be used to retrain a Commander, when assigned to a different ship, to 100% (instead of retraining this Commander with Doubloons.)
- Can be spent on resetting all Skills mastered by a Commander (players will now be able to choose whether to reset Commander Skills with Doubloons or by spending Elite Commander XP/Free XP) -- the cost of redistributing Skills is 10,000 Elite Commander XP multiplied by the number of Skill points spent on mastering Skills.
Elite Commander XP and Free XP can be spent together, like the way Ship XP and Free XP are spent on researching ships and ship modules.
When Elite Commander XP and Free XP are spent, the following rules apply:
- To retrain a Commander, promote them to a new rank, or reset Commander Skills, the available Elite Commander XP and/or Free XP should be sufficient to fully complete such an operation (for example, to retrain a Commander to 100%). Otherwise, the operation will not be successfully completed.
- When an operation can be completed, Elite Commander XP is spent first and Free XP is used only if there is not enough Elite Commander XP available.
When training/retraining a Commander, the total amount of Elite Commander XP and Free XP spent is equal to the amount of the Commander's own XP (Commander XP) required to train this Commander to a 100% level or earn the next Skill point. The total amount of Elite Commander XP and Free XP required to reset Commander Skills equals the amount required for such resetting.
Example of Using Elite XP
A Commander with 7 Skill Points is assigned from one researchable ship to another researchable ship and has just reached their current rank, but without enough Commander XP to reach the next rank. When they're retrained for another ship, the amount of "penalty" XP (required to retrain this Commander to 100%) is 10,000. Accelerating retraining by 50% is made with Credits. Consequently, 5,000 more XP is required to train this Commander to 100%. The player decides to further speed up the retraining process and get a 100% trained Commander using Elite Commander XP and Free XP.
There is 8,000 Elite Commander XP and 40,000 Free XP available on the player’s account. To speed up the retraining process, the player must spend exactly 5,000 Elite Commander XP to have a Commander retrained to 100%. However, the player also chooses to promote this Commander to the maximum attainable rank by using all kinds of available XP. However, the player also chooses to promote this Commander to the maximum attainable rank by using all kinds of available XP.
The "cost" of the next Commander rank is 30,000 XP. To reach it, it's 3,000 Elite Commander XP (the entire remaining amount of Elite Commander XP) + 27,000 Free XP. After that, 41,000 XP is required to reach the next rank. Under our scenario, the player will not be able to promote this Commander to the next rank, because they have zero Elite Commander XP available and only 13,000 Free XP left on their account.Conversion of Elite Commander XP to Free XP
Elite Commander XP can be converted to "ordinary" Free XP using the same rules as the rules for conversion of the accumulated Ship XP. The conversion cost will be the same as the conversion cost of Ship XP into Free XP (25 XP for 1 Doubloon). Free XP cannot be converted back to Elite Commander XP. But, "ordinary" Free XP can now be directly spent for the same purposes as Elite Commander XP.
Access to Operations Involving Elite Commander XP
Elite Commander XP and Free XP become available for leveling up Commanders at Account Level 7, where the Commanders feature itself becomes available. However, Elite Commander XP can be spent only after it's been earned. Unlike Elite Commander XP, Free XP is already accessible to players before the Commanders feature is unlocked. Because of this, Free XP can be spent as described above before any Elite Commander XP has been earned.
Legendary Commanders
The "Plans for 2017" Developer Diary video indicates that Legendary Commanders will be added to the game sometime in 2017. No additional details have been released. Stay tuned to the patch notes!
Commander Ranks
As a Commander gains levels, they are given ranks based on their nation. These roughly correspond to the historical ranks awarded to officers of their nation's respective navies. The table below lists these ranks as they appear in game.