navyfield full manual

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Introduction to Navy Field Navy Field is a Massively Multi Player Online Tactics Game. Based on naval combat during WWII, Navy Field is unique in its attention to detail. The warships, weapons, fighters, and bombers that actually existed in that era are faithfully reproduced through detailed graphics and play mechanics. Players have the opportunity to see how the actual naval guns, torpedo launchers, Fire Control Systems, and engines looked and operated. Players earn game credits for ships and gain experience points for sailors as they engage in war-like battles. Introduction to this manual Navy Field is a tough game to get quickly acquainted with especially if you have never played a game of this nature before. There is an in-depth manual available from the downloads page at www.navyfield.com . This manual is for first time players that wish to get into the game with as little effort as possible. While not all of Navy Field’s immense amount of options and abilities are explained, this manual will get you going, and provide good information for you to get the most out of your first times playing this great game. Welcome to Navy Field After a few loading screens and the SD EnterNet logo, you will be treated to the login screen. Under the assumption that you have already registered for a user ID, you may enter it in the appropriate path along with the password. 1

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Page 1: navyfield full manual

Introduction to Navy Field

Navy Field is a Massively Multi Player Online Tactics Game. Based on naval combat during WWII, Navy Field is unique in its attention to detail. The warships, weapons, fighters, and bombers that actually existed in that era are faithfully reproduced through detailed graphics and play mechanics. Players have the opportunity to see how the actual naval guns, torpedo launchers, Fire Control Systems, and engines looked and operated. Players earn game credits for ships and gain experience points for sailors as they engage in war-like battles. Introduction to this manual

Navy Field is a tough game to get quickly acquainted with especially if you have never played a game of this nature before. There is an in-depth manual available from the downloads page at www.navyfield.com . This manual is for first time players that wish to get into the game with as little effort as possible. While not all of Navy Field’s immense amount of options and abilities are explained, this manual will get you going, and provide good information for you to get the most out of your first times playing this great game. Welcome to Navy Field After a few loading screens and the SD EnterNet logo, you will be treated to the login screen. Under the assumption that you have already registered for a user ID, you may enter it in the appropriate path along with the password.

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Game Servers

here are 2 game

marck (formerly Seattle). Select Prince of Wales if you are new

e

he Ship Yard First Ship

fter logging in you will be greeted by a view of the Busan (Korea) Ship Yard. A

r only choice is the Frigate-01. After

Tservers in Navy Field; Prince of Wales (formerly Vancouver) and Bisto Navy Field. The Bismarck server is for veteran Navy Field players. Once you choose a server, you may not use that account data on another server, so pleasmake sure you select the correct server for yourself. TSelecting Your Amessage will pop up in order to help guide you. Click the “New” button to buy your first ship. Youclicking OK, you get to name the ship. Any name is ok as long as it isn’t already in use, or contains any spaces.

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Outfitting Sailors

fter naming your ship, you must place sailors in all of the ship’s positions. Click and

e

tarting Game Play the Easy Way

nce you load your sailor y

,

n am

ire

etting to Know More about Navy Field’s Vast Options

ew Sailor Window

hen you first start a game, you have 4

w

Every time you click the “new sailor” button

Adrag sailors (your first sailors are already located in the lower right portion of the screen) to a designated spot aboard the ship. There is also a spot for a sailor to bleft at dock. This sailor’s task is to help repair and restore your ship. S Oonto the ship, you are readto depart for battle. Take notethat as a first time player almost everything has beedone for you. Your guns and ship’s engine has been decided, and your ship is preloaded with an Auto FCS (FControl System). All of these attributes can are expected to be manually changed bythe player later on in the game.

mo have already been loaded to capacity, your

G N Wsailors pre-selected for your use. You canenlist new sailors as well by clicking the “nesailor” button located in the lower right-hand portion of the shipyard screen.

you see a window that shows a potential newsailor, and their stats. Naturally, the higher the stat, the better that they will perform. All

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new sailors start at level 1 and are neutral (no country affiliation). Later on in NF, sailors will be needed to fulfill specific roles such as gunner, torpedo

or

ou can always cancel, and then click “New Sailor” to bring up the stats of a new

he FCS (Fire Control System)

red circle on the bridge of your ship indicates where you can place

ew FCS Window

nce you click to select an

ming,

he Aiming FCS is completely

t to

he Finder FCS is also manually operated, but it has a much higher sight range.

man, radio man, bomber, etc. You can think ahead by enlisting sailors that have good (+10 or more) growth in the area that they could be used for in the future. Fexample, this sailor (in the graphic) has a good potentiality (+13). His other stats aredecent but not exceptional. The highest stat he has is +10 for Repair. Therefore, later on he could be promoted to a Repair Man position and be of good use. Ypotential sailor if you don’t like the stats that you are seeing. Just remember that every time you do so, you spend 10 credits. T Athe FCS. An FCS is required for your ship to determine where other ships may be, and to assist in the aiming of your weapons. N OFCS, you are presented the FCS Selection Window. Yourfirst ship is able to use 3 different types of FCS; AiFinder, and Auto. Each costs the same, but notice that the accuracy of each varies greatly. Tmanual, and is the best choice for those that wanhave the most control over their aiming in battles. TThis helps with earlier torpedo detection, and for finding out where the enemy is when they are at a distance.

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The Auto FCS is just as it sounds. It automatically locks on to targets so you can just worry about steering and shooting. Auto FCS is good for beginners, but should not be counted on once you get the hang of controlling the other aspects of your ship. Power Plant A power plant is needed to make your ship run (obviously). You can click on “Change Power Plant” to see the power plant selection window. The FF-01 can be outfitted with 3 types of power plants. The heavy engine provides tmost power which in turn means a faster ship, but takes up the most weight on your ship (weight which could be used for armor or ammo, etc.) and costs the most.

he

The light engine provides the least power, which in turn means a slower ship, but takes up the least space (so you could potentially carry more ammo or armor, etc.) and costs the least. The last engine is a compromise between both the heavy and light. Weapon Selection When you begin playing NF, your ship is already preset with Level 1 Neutral Naval Guns. At level 1 you are not able to choose between any other forms of weapon, but you can still bring up the weapon screen by clicking on your ship’s guns, and then clicking the new weapon graphic. The Gun Selection Window displays some important data that you can take note of for the gun that you choose. After you level up, you should check back to see if there are any new guns available to upgrade your ship with.

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The FF-01 has 3 R slots. R slots designate locations for guns. Later on you will see ships with T slots which are meant to be used for torpedoes.

Shell Selection When you select your ship’s equipped weapons, you are presented with 4 separate options in the form of circular icons as shown in the graphic to the right. Each gun has 2 “lockers” that can hold shells of ammunition. Because of the differing types of ammo, it may be of use to load a type of ammo in locker A and then a different type of ammo in locker B. For example, you could load locker A with ammo that will do more damage at short range, and then load locker B with ammo that is more accurate for long range shooting. During battle you can switch lockers instantly in order to fight more strategically. Different guns can accommodate different types of shells. The Shell Window gives important information regarding the different types oshells supported by the selected gun. You can use the mouse wheel or arrow key to select the number of packs you wish to buy. 4 packs of shells (in lockers A or B or both) will last well for the majority of beginning battles. You can always add or reduce the amount of ammo after a battle if you deem necessary.

f

Take note that HE signifies Heavy Explosive shells; for a beginner any variety of . APC signifies Armor Piercing shells; these are made to penetrate ships equipped with armor. These shells must hit the ship at a certain angle and distance to be most

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effective. They won’t do as much damage to unarmored ships compared to the HE shells. Armor If you still have space on your ship (a bar showing displacement is located in the upper left data window), you can choose to equip armor by clicking on the “Upgrade Armor” icon (bottom left directly under ship’s bow). Armor adds weight, which slows down a ship, and may not be necessary for the first beginner’s battles. Armor Types Deck armor will help defend your ship against High-Angle fire. High-Angle fire is used when you are engaged in a long-range battle. If you don’t have this type of armor and want to engage in long-range battles, then it’s a good idea to upgrade. If your armor is not equipped, the word ‘None’ will be displayed. It is important that you upgrade your armor by clicking on the word “Armor.” After you select armor, you can select how much and what type of armor you want. It’s important to note that the upper deck will increase in thickness by 0.1 inch with each upgrade. Belt armor helps to defend against direct-shots that are fired from nearby. If you find yourself engaged in a lot of close-range battles, then this is a valuable upgrade. You can upgrade your belt armor the same way you did for the upper deck armor. Bulge armor is used for defending against torpedoes. Bulge armor upgrades the armor on the hull of the ship. Strengthening the hull is important because the majority of the fuel supply and the engine are located on the inside of the hull. As

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you would expect, upgrading the hull will make your ship heavier and consequently slower. Each upgrade will increase your ship’s overall weight by 1 ton. Upgrade the Bulge Armor the same way you upgraded the upper deck armor. Bulk Head upgrade allows you to increase the overall strength of your ship by reinforcing its internal structure. By upgrading your bulk head the “Structural Defense” gets stronger. When the structural defense gets stronger, the ability of your ship to withstand enemy attacks will improve. This upgrade will also allow your engine to run more smoothly and efficiently. Upgrading your Bulk Head will increase the overall weight of your ship by 1 ton.

Beginners Area Busan Harbor Navy Field Battles take place on a map which consists of individual square areas that can accommodate numerous battle rooms. You begin in the Busan Harbor square of the map. The map is navigable through use of the console beneath the “BATTLE CHANNEL” header at the top middle of the screen. When you first depart your ship, you will be urged to start the training mission. Click the start button, and you will take part in a simple mission that helps to show players how to maneuver their ships in battle. You will be urged to keep trying the training mission until you reach level 2. Once at level 2 it is best to stay in the Busan Beginner’s Area at least until you get a good grasp for the game, then it is suggested that you head to square 7 to join advanced NF players.

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Quick Nation Overview

Japan + Torpedoes are their specialty + Large CV variety + Good Gunners - Very weak armor

Germany + Great AA guns + Best Gunners - Expensive armor United Kingdom + Best armor + Best per shell damage - Expensive armor - Somewhat low gun range United States +Great CVs + Well balanced Useful Terms FF: Frigate class ship DD: Destroyer class ship CL: Light Cruiser CA: Heavy Cruiser

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CV: Aircraft Carrier BB: Battle Ship TDA: Turret Drive Assist. In game, you can activate or de-activate TDA by pressing

CTRL. TDA speeds up aiming.

Torp Whore: Common game slang for players who only outfit their ships with torpedoes, or who primarily use “gun and run” torpedo tactics.

Credit: Used as a game currency with which to purchase ship upgrades, weapons,

etc. XP: Game experience points. Gaining XP helps level up ship crew. AA Guns: Anti-Aircraft guns and artillery protect ships from encounters with all types of

enemy aircraft.

BO: Bridge Operator. Once you reach level 12 this is the crew member who commands your ship. New ships are available according to your BO’s level.

Radioman: Once at level 6 you can choose to have a Radioman. There is an orange

spinning circle that designates his position. Once equipped, he will allow many in-game chat options, as well as ability to form and join clans.

Ship DP: A ship’s displacement is the amount of weight of the ship in water. You can

not overload a ship. DP Gun: Dual Purpose, able to equip with different ammo, but also quicker at reloading

than non DP version of the same caliber. Please check out the Tips and Tricks section of Navyfield.com for more in-depth information on Navy Field. Also, please download the full Navy Field Manual in order to learn all other aspects of Navy Field.

Thank you for playing Navy Field, Team N.F.

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Short Key List

<Basic Key> Space : Fire Gun or Torpedo W : Gun Elevation Up S : Gun Elevation Down A : Port the Turret D : Starboard the Turret Q : Starboard the All Turrets E : Port the All Turrets F : Engine Accelerate V : Engine Decelerate <Function Key> R : Select R Group T : Select T Group Z : Select Front Weapon X : Select Both Weapon C : Select Rear Weapon L. Mouse : Show Brief Information about Ship R. Mouse : Move My Ship to Clicked Point Ctrl : TDA On / Off G : Center the Ship B : Straighten the Ship Arrow Keys : Screen Scroll Y : A / B Shot Locker Select H : Fast / Slow Torpedo Speed N : Narrow / Wide Torpedo Fire Shift + Z, X, S, C : Weapon Precise Control Enter : Chat Mode On/Off Tab : Indicator On/Off 1~8 : Select Flight Formation F1 : Help F2 : Team Chat On/Off F3 : Filtering On/Off F4 : Firing Mode Select F5 : Key Guide

F6 : Guide Line On/Off F9 : Music On/Off

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