Game mechanics — how does it work?
Posted: Tue Feb 07, 2023 5:57 pm
This topic will be dedicated to game mechanics. Surely you captains would like to know how certain aspects of the game are handled.
Let's start with...
Police Control: At Sea
Each city has asecurity level (which can be checked in the city info data). Some cities launch police patrols at sea. Such a patrol has its fixed route and once they spot the player, that is, he's in their sonar range (which is about 30 nautical miles) they "decide" whether to approach him or let him continue the voyage.
Now, what determines when they "decide" to chase him? A couple of factors. To make it more interesting and non-schematic, first, "dice are rolled" to determine their base level of security effectiveness (taken from the city to where they belong). Next, from the remaining points, another dice roll is performed and added to the base points (the sum never exceeds the security level). Then the result is compared to the player'snavigation attribute (if this attribute is at level 0 then the police will always chase the player).
Let's take a close look:
Paris Security Level is 89 , which means their Police is as effective as 89 points .
The player's submarine enters their sonar range. The police security level points are split into two and the first part forms their fixed base. From the second is taken another part (according to the dice roll). The sum (which changes each time the player enters their sonar range) makes their present effectiveness against the player's navigation skill.
Let's see it in numbers:
89 is split into two but not equal parts, that depends on the dice roll! It could be 60%/40% , 30%/70% , 86%/14% , etc.
In this example, the split is43%/57% . 89 * 0.43 = 38 base points (it's always rounded). 89 * 0.57 = 50 possible additional points. That 50 is now randomized and the result is 35 . So 38 + 35 = 73 . When the Paris police saw the player on their sonar they decided with 73 points of effectiveness that they will check on the player. Let's see how the player does with his navigation level 1. This part is quite simple and is always a constant:
NAVIGATION
Does it mean the player with navigation level 1 can't avoid a police patrol? Not necessarily. The police, even with a high-security level, can still roll a low effectiveness score. Although not very often, it can be lower than 24 points so the player with navigation level 1 can still avoid their control. But that's not all. Regardless of police and player performance, one more attribute is taken into account —luck .
If the player is lucky, this overrides all previous results. Even the luck attribute at level 0 gives the player a chance (this is the only attribute at level 0 that has a positive numerical value). After all, everyone deserves at least a tiny bit of luck, right?
Here's a log from a couple of encounters with the police from Paris (player's navigation level 5):
Log Encounter
One thing worth mentioning is that there might be situations where the police will be forced to check on the player no matter what. That can be raised security awareness. In such a scenario, the maximum security level is taken into account and no dice roll is performed.
Let's start with...
Police Control: At Sea
Each city has a
Now, what determines when they "decide" to chase him? A couple of factors. To make it more interesting and non-schematic, first, "dice are rolled" to determine their base level of security effectiveness (taken from the city to where they belong). Next, from the remaining points, another dice roll is performed and added to the base points (the sum never exceeds the security level). Then the result is compared to the player's
Let's take a close look:
The player's submarine enters their sonar range. The police security level points are split into two and the first part forms their fixed base. From the second is taken another part (according to the dice roll). The sum (which changes each time the player enters their sonar range) makes their present effectiveness against the player's navigation skill.
Let's see it in numbers:
In this example, the split is
NAVIGATION
| Level | Points |
| 1 | 24 |
| 2 | 35 |
| 3 | 42 |
| 4 | 49 |
| 5 | 55 |
| 6 | 60 |
| 7 | 65 |
| 8 | 69 |
| 9 | 73 |
| 10 | 77 |
| 11 | 84 |
Does it mean the player with navigation level 1 can't avoid a police patrol? Not necessarily. The police, even with a high-security level, can still roll a low effectiveness score. Although not very often, it can be lower than 24 points so the player with navigation level 1 can still avoid their control. But that's not all. Regardless of police and player performance, one more attribute is taken into account —
If the player is lucky, this overrides all previous results. Even the luck attribute at level 0 gives the player a chance (this is the only attribute at level 0 that has a positive numerical value). After all, everyone deserves at least a tiny bit of luck, right?
Here's a log from a couple of encounters with the police from Paris (player's navigation level 5):
Log Encounter
| Player | Police | |
| 55 | 81 | |
| 55 | 88 | |
| 55 | 50 | avoided |
| 55 | 85 | |
| 55 | 87 | |
| 55 | 25 | avoided |
| 55 | 63 | |
| 55 | 86 | |
| 55 | 61 | |
| 55 | 23 | avoided |
| 55 | 77 |
One thing worth mentioning is that there might be situations where the police will be forced to check on the player no matter what. That can be raised security awareness. In such a scenario, the maximum security level is taken into account and no dice roll is performed.