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Navy FIELD Manual 1 Navy Field Manual This is the manual for Navy Field. Navy Field is a Massively Multiplayer Online Tactics Simulation Game based on World War II naval battles. This manual will provide explanations for expert gamers and newbies alike to navigate their way through the exciting battles of Navy Field. Navy Field allows players to assemble and command their own battleships, join exciting and high intensity battle rooms, and establish crews which forge battles against opposing teams. Players receive experience, points, and credit as they outmaneuver and win on the battlefield. Players can use rewards to upgrade sailors or buy more efficient and fortified battleships. Navy Field is based upon actual navy battles that occurred during World War II. The naval campaigns take you through four different geographical areas including the United States, Great Britain, Japan, and Germany. Each area differs in relation to their localization. The primary focus of Navy Field is on artillery duels. Clan War and Operation Convoy are game types that have been recently added. A ‘Historical Mission’ will be added to the game menu in the near future.

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Page 1: Navy Field Manual Full Manual.pdf · Navy FIELD Manual 1 Navy Field Manual This is the manual for Navy Field. Navy Field is a Massively Multiplayer Online Tactics Simulation Game

Navy FIELD Manual 1

Navy Field Manual

This is the manual for Navy Field. Navy Field is a Massively Multiplayer Online Tactics Simulation Game based on

World War II naval battles. This manual will provide explanations for expert gamers and newbies alike to navigate

their way through the exciting battles of Navy Field.

Navy Field allows players to assemble and command their own battleships, join exciting and high intensity battle

rooms, and establish crews which forge battles against opposing teams. Players receive experience, points, and credit as

they outmaneuver and win on the battlefield. Players can use rewards to upgrade sailors or buy more efficient and

fortified battleships. Navy Field is based upon actual navy battles that occurred during World War II. The naval

campaigns take you through four different geographical areas including the United States, Great Britain, Japan, and

Germany. Each area differs in relation to their localization.

The primary focus of Navy Field is on artillery duels. Clan War and Operation Convoy are game types that have been

recently added. A ‘Historical Mission’ will be added to the game menu in the near future.

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Navy FIELD Manual 2

C O N T E N T S

Navy Field (Resurrection of the Steel Fleet)

Part 1. Starting Navy Field.

1.1 Installation Guide

1.2 Frequently Asked Questions

1.3 Technical Support

Part 2. Basic Interface

2.1 Shipyard

2.1.1 Layout of the shipyard window

2.1.2 Layout of the item buying window

2.1.3 Layout of the sailor arrange window

2.1.4 Layout of the armor buying window

2.2 Trade

2.2.1 Basic requirements of trading

2.2.2 Process of trading

2.3 Battle Channel

2.3.1 Composition of the Battle Channel.

2.3.2 Layout of the battle room setting window

2.3.3 Layout of the battle standing by window

2.4 Battle Interface

2.5 Battle Results

2.5.1 <Individual Battle Result> window layout

2.5.2 <Team Battle Result>window layout

2.5.3 <Sailor Battle Result>window layout

Part 3. Important points of game.

3.1 Equipment

3.1.1 Ship Body

3.1.2 Item

3.2 Sailor

3.2.1 Introduction of the sailor system

3.2.2 Sailor systems.

3.2.3 Composition of the sailor unit

3.2.4 Buying and placing sailors

3.2.5 How to place a sailor on a Frigate - 01

3.2.6 Changing sailor’s level up and class rank

3.2.7 Sailor’s death in battle and recruiting

3.2.8 Setting a sailor’s nationality

3.2.9 Changing a sailor’s class genealogy

3.2.10 Genealogy of a battleship

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3.2.11 Basic setup of a sailor

3.3 National Harbor

3.3.1 Location of a harbor

3.3.2 Layout of a harbor

3.4 Clan information

3.4.1 Forming the squadron

Part 4. Strategy and Tactics

4.1 Cannons

4.1.1 Adjusting for direct and high-angle shots

4.1.2 Cannon size

4.1.3 Difference between HE and AP shells

4.1.4 Unique Battleships

4.2 Aircraft Carriers

4.2.1 Buying aircraft carriers and preparing them for departure

4.2.2 Use of anti aircraft weapons

4.2.3 Use of dive bombers (Automatic bombing)

4.2.4 Use of dive bombers (Manual bombing)

4.2.5 Use of torpedo bombers

4.2.6 Use of attackers

4.2.7 Basic aircraft information

4.3 Use of anti-aircraft battleships

4.3.1 What is an anti-aircraft battleship?

4.3.2 Stand out anti-aircraft battleships in Navy Field

4.3.3 Guidelines for using anti-aircraft weapons

4.3.4 Tips for using anti-aircraft battleship

Part 5. Layout of short keys

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Part 1. Starting Navy Field1.1 Game Installation Guide

* Genre: Massively Multiplayer Online Naval Battle Game

* Platform: Win32 Compatible Windows (Window 9X, ME, 2000, XP)

* System Requirement: Pentium III 1Ghz, 256MB Ram, 3D support VGA card (32mb), High Speed Internet Access,

DirectX 8.1 or higher, 1GB or more of HDD space. TCP/IP Network Protocol

Installing Navy Field

1) Download the Navy Field client program from (www.navyfield.com )

2) Unzip the file by using WinZip or a similar file extraction program.

3) Run “Setup.exe.”

4) After finishing installation, you can run Navy Field, Click Start -> Go to Navy Field folder -> Run Navy Field.

1.2 Frequently Asked Question (FAQ)

Q1.I received the “Navyfield.exe is linked to the wrong Dsound.dll.” message. What should I do?

A: This error occurs when you are running a lower version of DirectX. Please check the version of your DirectX and

upgrade to a newer version.

Q2. A black flickering screen appears briefly before returning to my desktop screen when running Navy Field. The

message “Peripheral linked to system does not respond” also appears. What should I do?

A: This error usually occurs when you don’t have a sound system or if you have an incorrect version of the appropriate

sound driver. Check your sound card and update the driver as needed.

Q3. I see an abnormal screen color when I run Navy Field. What should I do?

A: This error typically occurs when your VGA card does not support enough colors to play Navy Field. Lack of color

support is typically related to an old VGA card or a corrupted Navy Field client file. The best solution is to visit your

VGA card vendor’s website and download the most recent driver. If the problem persists, try reinstalling Navy Field.

Q4. I receive the message, “Sever does not respond”.

A: This error occurs when the Navy Field server is being updated or checked. So, please check the ‘Game News and

Updates” section of the Navy Field website.

Otherwise, this error occurs when:

1. Your IP is blocked by an Antivirus software package or a firewall. Please remove or disable these programs

and try again.

2. If you use an internal router or virtual IP, then you may need to ask the Network Administrator for assistance.

1.3 Technical Support

Navy Field Official Site* (http//www.navyfield.com)

If you have a problem while playing Navy Field, please check the FAQ on the Navy Field site, if the problem

persists, contact Navy Field via email. Please be prepared to provide the following information when you

contact us so that we can answer your questions efficiently and effectively*

@ CPU clock speed and vendor (Intel / AMD)

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@ Amount of RAM

@ Graphics and sounds card vendor.

@ Types of motherboard chipset and manufacturer (Intel / via)

@ Type of OS you are using (Win 2000/ NT/ 98/ 98Se/ me/ Up)

@ Version of DirectX you are running

@ Your internet access type (Modem / ADSL / Cable modem / T1 / E1 / T3)

E-Mail * [email protected]

SD Enternet

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Part 2. Basic Interface

-Game Progress

The basic structure of Navy Field can be seen in the above flow chart.

This structure does not progress linearly. Players can go to and from any menu in the chart freely. For example, the

shipyard and battle channel have a linear relationship with one another and can be accessed at any time.

2.1 Shipyard

The shipyard is where you buy and build ships, purchase

weapons/items, and enlist sailors. Upgrading and repairing ships also

happens here. The ships you buy can be customized to optimize your

success in battle. Customizing your ships for optimal performance

requires a little experimentation on your part. You can buy the body of

a particular battleship and add weapons, and other items with the

credits you earn. The more battles you engage in, the more credits you

will earn.

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2.1.1 Shipyard Screen Layout

The layout of the shipyard is as follows:

(1) Basic ship information.

This displays information about your ship. The name of your ship is on the top line. You can give your ship

a name when you first buy it.

(Tip) You can use up to 12 letters to name your ship. The name of your ship has to be unique and not used

by another player.

- “Class” shows the type of ship (FF: Frigate, DD: Destroyer, CL: Light Cruiser, CA: Heavy Cruiser, CV:

Aircraft Carrier, and BB: Battleship)

- “Durability” is also displayed as DP (Damage Point). Your ship will be destroyed when the DP reaches 0.

- The red line in the DP gauge represents the reliability of the ship. High reliability indicates that the ship

will run with few problems. A longer “Red Line” indicates that the ship has low reliability. Short lines

indicate high reliability.

- “Displacement” indicates the total weight of the ship. The first number indicates how much your ship is

holding. The second number indicates the maximum displacement the ship has.

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(2) Armor window

- This shows the status of your armor. The armor status will be displayed when you first purchase a ship. It

gets stronger as the ship’s armor is upgraded.

- “Upper Deck” refers to the plane deck. Armor here provides defense against an enemy’s high angle fire.

- “Belt” refers to armor at the sides. Armor here provides defense against the enemy’s direct fire.

- “AP Defense” is important because it defends against the Armor Piercing shells. Your ship will suffer

greater damage if hit by one of these shells.

- “HE Defense” defends you ship against High Explosive (HE) shell attacks. Your ship will be better

defended against HE shell attack if this value is set high.

- You can click on the Change button to upgrade the ship’s armor. Upgrading your armor is not necessary

but is recommended. Placing better armor on your ship will allow you to fend off enemy attacks longer.

Please note that upgrading your armor is very expensive and there is a significant weight increase

associated with this upgrade. It is best that you upgrade your armor last. If you are a little low on funds at

the end of the build then upgrading your armor is not recommended

(3) Fire Control System (FCS) Information Window

- Your ship’s FCS information can be accessed here.

- “Search Range” determines how far your FCS can search for enemy torpedoes. No enemy torpedoes can

be detected if they are beyond the FCS search range.

- “Accuracy Revision” indicates the firing accuracy. A higher firing accuracy will result in more direct hits.

(4) Engine Information Window

- Information about the ship’s engine is displayed here.

- “Horsepower” indicates the strength of the ship’s engine. The stronger the engine, the faster the ship will

go.

- “Speed” indicates how fast your ship is traveling. There are two types of adjustable speeds; “Maximum

Speed” and “Overheat Speed”. “Maximum Speed” indicates the highest speed a ship can travel. You are

allowed to exceed this “Maximum Speed” for brief periods of time by using the “Overheat Speed” controls.

(5) “New” and “Sell” button

- You can buy a new ship by clicking the “New” button. If you want sell your old ship then click “Sell”.

Once you have sold a ship you will receive 98% of the total number of credits originally used to buy that

ship.

(6) Ship Change Button

- This button is used for players who have more than one ship. You can move from one ship to the next by

clicking on this button. The best advice is to use the best ship you have in battle as you are only allowed to

use one at a time. Additional restrictions to ship ownership include:

a. You cannot have more than 15 ships.

b. You can have a maximum of 6 ships per country.

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c. You can have only one ship in each class. (e.g., if you have a Frigate-1 you cannot buy Frigate-2 as they

are considered to be in the same class. In this case, you would have to sell the Frigate-1 before buying the

Frigate-2).

(7) Launch Button

- After finishing all of your work and loading the necessary materials and equipment, your ship can depart.

You can facilitate this departure by clicking on the Launch button. You cannot join the battle without your

ship departing first.

If you have not loaded the necessary items on your ship, the Launch button will not be displayed. If you do

not see this button on your screen, you likely forgot to load some equipment.

(Tip) You will need the following items to successfully enter into battle: FCS, Engine, Sailors, Weapons,

and Shells/Torpedoes.

(8) Red Radioman Circle

- Once a player reaches level 11 they will be able to recruit a Radioman. The radioman allows

communication between players during game play. Once a Radioman is earned, they can be equipped by

setting on top of the red moving circle.

(9) Quit Game Button

- If you wish to leave the game completely and go back to the operating system, you may click the Quit

button.

(10) R Group Mount

- The blue circling buttons on the ship are called “R Group Mounts”. They are assigned to the “R” key. “R

Group Mounts” allow you to load naval guns and other weapons like torpedo tubes onto your ship. You are

responsible for loading weapons onto your ship. Please note that each mount has a maximum load capacity.

It is important to make sure that the items you load, like naval guns and torpedo tubes, do not exceed the

capacity of the mounts.

(Tip) Loading Weapons

A naval gun and torpedo icon will be pop up when you click on the R Group Mount (blue circling button).

Load the type of weapon you want by clicking on the appropriate icon. All of the weapons available for

loading will be displayed. You will not be allowed to load weapons that are not displayed in this drop down

menu.

After the naval guns are loaded, you can load your shells in the remaining space. For example, when the R

Group Mount capacity equals 70 and the naval gun’s capacity is 60 then you are allowed to load 5 packs of

shells. Torpedoes, unlike shells, can be loaded until the ship’s capacity is full.

(11) T Group Mount

: “T Group” mounts are green circling buttons on the ship. You can load weapons using this mount the

same way you did for the “R Group Mounts”. The function of the T Group Mounts differs from the R

Group Mounts. The T Group Mount is good for loading torpedo tubes. Naval cannons may also be added if

you wish however. During game you can select the T group by pressing the “T” key. Torpedoes can be

loaded until the ship reaches full capacity.

(12) Fire Control System (FCS)

: The red circling button is the Fire Control System (FCS). You can equip the FCS by clicking this button.

(Tip) When first starting, an FCS has already been equipped for you.

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(13) Torpedo Loading Capacity

: This informs you how many torpedoes you can be loaded onto your ship. (Number of torpedoes loaded /

Maximum Number of torpedoes)

(14) Aircraft Loading Capacity

: This shows you how many aircraft can be loaded on the ship. (Number of Aircraft loaded / Maximum

Number of Aircraft)

(15) Reload

: After coming back to your shipyard post battle, you may click the reload button to reequip your ship with

the same armaments that it had previously before embarking in battle.

(16) Item Information Window

: This window shows you detailed information about sailors and weapons. You can switch between Force

and Ship windows by clicking the “Force” and “Ship” buttons. The item’s name, capacity, remaining

capacity, and information about shells will be displayed in this window. The letter ‘R’ or ‘T’ placed in front

of each item’s name, tells you whether or not the item is in the R or T group. The number in the ‘Space”

column tells you how many more shells you can load. The “A” and “B” buttons in the “Information”

column are shot lockers. By clicking on these buttons, you can load shells into your cannons.

(Tip) There are two kinds of naval cannons, “Anti-Aircraft” and “Anti-ship” cannons. You can load two

types of cannons in each shot locker. Only the “T” key is available in the Torpedo Tube because the

torpedo tube will only accept one type of shell. For Aircraft Carriers, the ‘A’ button is used for loading

actual Aircraft and the ‘B’ button is used for loading weapons for the aircraft.

(17) “Force” and “Ship” Button

: The “Force” button is used for displaying information about your sailors. You can also enlist more sailors

by using this button. The “Ship” button is used for showing information about your ship and its loaded

items. Loaded items can be switched or exchanged here.

2.1.2 Item Purchasing Window Layout

You can buy items simply by clicking on the mount

buttons. When you click on the mount, a few icons will be

displyed. These icons when clicked allow you to:

* “Sell your weapon”

* “Buy a new weapon (cannon or torpedo)”

* “Buy Locker A ammo”

* “Buy Locker B Ammo”

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(You will see the following window when you click on the “Buy” icon)

The weapons displayed in the bottom portion of the window are items that are available to load onto your

ship. You can find out detailed information about each weapon and how it looks simply by clicking on it. A

picture of the weapon will be displayed in the top portion of your window. ‘Available Items’ are the items that

can be loaded onto your ship. Just select an item that you want and click ‘OK’ to load.

(Tip) You can navigate your way through a long list of items by scrolling (pressing the ‘Down Arrow’ key) or

by using the mouse wheel button.

2.1.3 Sailor Information Window Layout

Although your first ship is preloaded with sailors to help you get into the game faster, you will need to

eventually enlist sailors and manually load on your ship through use of the following info. You can switch to

the sailor window by clicking on the ‘Force’ button.

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(1) R Group Sailor Placement

: This is the R group sailor placement tool. You can place one sailor in the front and one in the back. They

control the front and back weapons and are assigned to the ‘R’ Group. If no sailors are mounted, you are

not able to use any weapons, so please be mindful of that. As you buy additional advanced warships, you

will need more sailors to control the weapons on those ships.

(Tip) If a sailor is not mounted on a weapon, you will see the warning message “No Sailor.”

(2) Bridge Operator

: This function is used for placing an operator on the ship. The operator is very important, because the ship

cannot depart without him. He must be placed in the right position. (A normal sailor switches from a sailor

to an operator when he reaches level 12).

There are four different types of bridge operators: British, American, Japanese, and German. Before you

select a bridge operator, it is advisable to decide which types of ships you enjoy managing as the ships from

each of the different countries have different attributes, strengths and weaknesses. If you want to manage an

American ship then you must select an American bridge operator.

(3) Assistant Sailors Mount

: This function is used to mount Assistant, and Repair sailors. You can expect bigger warships to have more

assistant mounts.

(4) T Group Sailors Mount

: This is for T group mounts. T group mounts utilize the same process for loading sailors as the R group

mounts. T group mounts are a specialty feature. Some warships are not equipped with T group mounts.

(5) Sailors Status Window

: If you place the mouse cursor on the sailor, this window will pop up. The Sailor Status Window allows

you to view detailed information about each sailor you select.

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(More information about sailors is available in chapter 3.3.11: “Basic Settings for Sailor”)

(Tip) If you click on the right mouse button, you will be able to see additional information about the sailor.

(6) FORCE / SHIP Switch Button

: You can switch windows between Force and Ship by clicking on these buttons. The active button is the

brighter of the two.

(7) Sailor Stand-By Window

: This window displays a list of sailors who are not mounted on the ship.

(8) Sailors List Scrolling Button

: The Sailors List Scrolling button allows you to scroll down a long list of available sailors. The best way to

scroll is to either click on this button or use the wheel on your mouse.

(9) Stand by / All Sailors

: The number on the left represents the sailors who are standing by while the number on the right signifies

all of the sailors you have right now. The total number of sailors is displayed on the right if you have more

than 2 ships.

(10) Enlist Sailor Button

: One unit consists of many sailors. One unit is divided up into three groups: Rookies, Experts, and

Veterans. If you have more veterans and expert fighters than rookies, then you can expect to have more

firepower. You can call up more sailors by clicking on this button. The new sailors will start as Rookies.

Their status will change as they gain experience in battle.

(11) All Get Off Ship Button

: Clicking this takes all of your sailors off of the ship. They do no have to be taken off one by one.

(12) New Sailor Button

: Click this button to enlist new sailors. New sailors start at level 1 and are neutral (no allegiance/affiliation

with any one country). Their abilities grow sequentially. You need 3000 credits to enlist each sailor. If you

do not like a sailor’s abilities, you can have him removed by pressing the “Esc” key. You will need to pay

10 credits for making this removal.

(Tip) Please be careful not to cancel too often as you might become short on credits in the long run.

2.1.4 Armor Upgrade Window Layout

If you have enough credits and displacement on your ship, then it’s a good idea to think about upgrading your

armor. There are 4 parts to this upgrade: Upper Deck, Bet, Bulge, and Bulk Head. Each type of armor has its

own specialty. You have to know the special qualities of the armor before upgrading so you know its level of

function. Again, upgrading your armor can be expensive, so make sure that you do not use too many credits

and displacement on this feature.

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(1) Upper Deck Armor

: Upgrading upper 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. You may 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.

(Tip) Each ship has different weight restrictions and cost for armor upgrades. The type of upgrade depends

on size of ship. As you would expect, smaller ships require fewer credits to upgrade armor. (This rule

applies to every armor upgrade)

(2) Belt Armor

: Belt armor helps to defend against direct-shots that are fired 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.

(3) Bulge 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 is located on

the inside of the hull. As 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.

(Tip) Upgrading the bulge armor in Japanese ships can be done more efficiently and cheaper than with

other ships.

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(4) Bulk Head Upgrade

: The 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.

(Tip) British ships have an advantage of upgrading bulk head armor.

(5) Information Window

: This window displays information about how much displacement and credit each upgrade is worth. It’s

important to note that you cannot upgrade armor to a level that exceeds the ship’s maximum displacement.

2.2 Trade

You can trade with other players in Navy Field. You can trade ships, credits, points, and sailors. Navy Field

has some trading requirements, so you need to be aware of these requirements before trading.

2.2.1 Basic Trade Requirements.

You need the following to trade:

1) You have to have a minimum of 20000 credits and 20000 points before trading.

2) You have to have a minimum of 20000 credits and 20000 points after trading.

(You cannot trade if you do not meet this requirement.)

3) Fixed amount credits will be charged when you trade ships as tax. Fixed amount points will be charged

when you trade sailors as tax.

2.2.2 Trading Process

In order to trade in Navy Field, you have to establish

a trade room. (You have to meet the requirements

before trading.) You can establish a trade room by

clicking on the empty ocean space and then

selecting ‘Trade” in play mode.

Trade rooms are not significantly different from

regular rooms except that they have a “Ready”

button. If you want to begin trading, select a person

you want to begin trading with and double click on

his ship. If another player wants to trade with you,

then you will receive a small message displayed on

the left side of your screen inviting you to trade.

Clicking on the “Yes” button will start the trading

process.

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When the other party agrees to trade with you the

trade window will open. You can trade points,

credits, sailors, and ships.

You are not allowed to trade an operator,

weapons, or engines. You can begin trading by

clicking on the items that you want to trade.

The picture on the left shows the ship you are

trading with. It displays all of the ships you have

in your fleet. If you want to trade a ship simply

select the ship you want to trade then click ‘OK’

to trade.

This screen is shown when you trade sailors.

Since you cannot trade an operator, he will not be

shown on the list. Also, sailors on your ship

cannot be traded so they will not be on the list.

(You have to take a sailor off of the ship if you

want to trade him). Select a sailor you want to

trade then click ‘OK’.

You can verify the items that you have selected to

trade by reviewing the “Trade List” on your

screen. Review your list carefully and select the

“Confirm” button to verify the other party’s items.

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When both parties have reviewed the items

that they want to trade and the ‘Confirm’

buttons of both parties have been selected,

the ‘Change’ button will appear. Selecting

the “Change” button allows each player to

make any last minute changes to the list of

items they want to trade. If you are happy

with the items you want to trade then select

the “Accept” button. Once both parties

have selected the “Accept” button, the trade

will be finalized.

2.3 Battle Channel

Battle channel is where you join in a battle to fight against other players. When you join the battle channel you will

see lots of rooms. You can join the battle by joining rooms that have already been created or you can make your

own room. When you first begin playing, you will be suggested to play the Beginner’s Training Mission; it is

recommended that you play the training mission at least until your sailors reach level 2.

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2.3.1 Battle Channel Layout

After you click the yellow “departure” arrow in the Ship Yard, you will be greeted by the Beginner’s Area Battle

Channel. On your first few times playing you will be instructed to take part in the Beginner’s Tutorial Mission. It is

highly recommended that you do so in order to get a good grasp of Navy Field gameplay basics. After you have

finished training, you can take part in battles here in the beginner’s area. The Battle Channel is laid out as follows:

(1) Quick Reference

: This bar provides information about your departed ship. The ship’s name, class, weapons, and shells will

be displayed. You can close and open this window by clicking on the arrow button. If there is no

information displayed in the quick reference then none of your ships have actually departed. If this is the

case, then you need to return to the shipyard and depart your ship(s).

(Warning) You cannot join a battle without your ship(s) departing from the shipyard.

(2) Area Command Button

: The area Command Button allows you to survey many different battles. By clicking on the arrow buttons

you can view each area separately. The “+” button allows you to view all of the different channels. You can

also zoom into each of the channels if you wish. Clicking on a channel will automatically move you to that

channel.

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(3) Mini Map

: The Mini Map shows you the status of whole channel. The Mini Map is located on the upper right hand

corner of your screen. The red marks on the map indicate that battles are underway in those specific

locations. The Mini Map allows you to locate battles quickly and efficiently.

(4) Battle Room Information

: Information about the battle room will appear when you point your mouse cursor over an open battle

room. The battle room information will display what class of ships are engaged in the battle(s) and how

many players are involved in each battle.

(5) Empty Space

: If you want to create your own room, click on the empty space in the ocean. It’s important to note that

only 25 rooms are allowed in one area. You will not be allowed to create a room of your own if the area is

full. One solution is to move to another area to create your own room.

(6) Room in Battle

: You are unable to join a room if the word “Battle” is already displayed. You will have to look for a room

where a battle is not currently underway.

(7) Ready Battle Room

: The title of the room will be displayed when a room has been successfully created. The categories at the

bottom are: “Number of players who joined the room / Maximum Players / Number of teams”.

(*) Setting Battle Room (not shown)

: You are unable to join a room if it states “Setting”. This means that a player is setting up a battle. You can

wait until that room opens, or you may choose to move to a different location.

2.3.2 Battle Room Setting

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The following information will be displayed when a player creates their own room:

(1) EXP Growth

: You can earn EXP or experience points by participating in battles. Area 7 is the only area that offers 112%

EXP gain.

(2) Room Title

: You need to give your room a name. You can type in any name you want providing it is no more than 32

characters long.

(3) Max Team

: You need to decide how many teams you want in any one game. A maximum of 3 teams can play in any

one battle. The default setting is 2 teams.

(4) Max Players

: Set the maximum number of players you want to join a battle. A maximum of 128 players can join a

battle.

(5) Room Information

: This tells you what area you are in and what page your room was created in.

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(6) Allowed Level

: Player levels can also be selected. Players from level 1 through 120 can be selected to join the battle. If

you set a specific limit, players who do not fit within it will not be allowed to join your battle.

(7) Select Battle Type

: You can choose to form a “Normal” battle room, or if you prefer, you may select ‘No Torp” in order to

only allow non-torpedo equipped ships to play.

(8) Select Battle Mode

: Depending on the area, you may select different types of rooms. You may create Normal, Great Battle,

and Blitzkrieg battle rooms in most areas. Trade rooms are only allowed in area 13. Operation Convoy

games are only allowed in area 8. The beginner’s mission is available in the harbor areas.

-Select “Normal” for 2 to 3 teams to play. This is a good selection if you want to earn credits. The better

you play here, the more credits you will earn. There are no established time limits in the “Normal” battle.

-Select “Trade” if you want to trade resources with other players.

-The “Great Battle” is similar to the “Normal” battle. The focus of the “Great Battle” is on team play. Your

individual skill level is not as important in this type of battle. If your team is victorious in battle, you earn

more credits and points. There are no time limits in the “Great Battle.” However, you can earn more credits

and points if you defeat your enemy within a certain time frame.

-The “Blitzkrieg” battle is another one of the great battles. The Blitzkrieg is primarily for beginners. Only

Frigates and Destroyers are involved in these battles. Players from level 1 to 40 can participate in

“Blitzkrieg” battles. The Blitzkrieg battle is great for beginners to learn how to navigate the waters of Navy

Field.

-Operation Convoy is a form of capture the flag type game play. Teams compete to locate cargo, and then

bring it back to their base for points. In Operation Convoy players who are sunk are not out of the game,

they can rejoin battle after waiting for just a few moments.

(9) Battle Room Information

: Detailed information about the object of the mission and what is required for each mission is displayed

here.

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2.3.3 Battle Room Layout

The following screen will be displayed when you create or join a battle room.

(1) Starting Direction

: This is used for setting a team’s starting direction. If you click on one of the arrow buttons, then all ships

who are on one team change direction. Only the ship with the highest-class is allowed to change directions.

(2) Team Information Window

: This window shows you information about each team’s resources like ship class, number of players, and

total displacement. The term total displacement means the total displacement of all of the ships in one team.

(3) Team Select Bar

: Up to 8 teams can play in a single battle in Navy Field. Three teams are currently available. You can

select a team by clicking on the team icon. You can change teams as often as you like up until the battle

begins. You cannot change teams once the ‘Ready’ button has been selected. You will be moved to a new

team as soon as you choose to change teams.

(Warning) A battle will not begin until there are at least two opposing teams.

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(4) Player Information

: Player information is displayed in symbols. The following symbols represent specific player information:

(a) A “Master” is a player who created a room. Only the

creator of a room will have an ID.

(b) The “Clan Symbol” symbolizes that a clan has

formed. This symbol will be displayed if you join or

form a clan. You can have this symbol on you ID if you

wish. “NF” is the default symbol for this function.

(c) “Class” represents the level of the ship’s operator.

As the operator gains experience, their badge will

change to reflect their status.

(d) The “Name of Ship” is represented by the following colors:

-Yellow: Yellow represents the highest level in battle. Only one yellow ship will be allowed in each battle.

The yellow coded ship has the flexibility to change the direction his/her ships take.

-Green: Green indicates that the ship is ready for battle.

-White: White indicates that the ship is not ready to engage in battle. Click on the “Ready” button to begin

play.

(e) The “Player’s ID” represents each player’s individual identification.

(5) Team Flag

: This flag represents one team. The design is the same as flags that are actually used in the Navy.

(6) Chatting Window Open/Close Button

: You can communicate with other players by chatting when you join a battle room. This window can be

opened or closed by clicking on this button.

(7) Ready Button

: Click the “Ready” button when you are ready to begin a battle.

(8) Battle Room OPEN/CLOSE Toggle Key

: You can close or open a battle room to other players by clicking on this button. You need to close the

room to additional players if you think enough players have joined the battle.

(Tip) Only a master can close and open a battle room. The option to open or close a room will only be

showed to the master of the room.

(9) Exit Button

: Use this button whenever you need to leave a battle room. You can also press the “ESC” key.

(10) BAN Other Players

: Masters can block a player from entering a battle if, in the master’s view, the player has demonstrated

poor behavior. If you place your mouse cursor on a player you will see a red “Ban” button. Click on the

“Ban” button to block the player from participating in battle. (Tip) Only the master of the room can

execute this function.

(11) Ship Positioning Mark

: This mark indicates the position where all of the ships are located. Other ships can be moved to this

location by clicking on this mark.

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2.4 Battle Interface

It is important to know every interface in the battle because you might

have little time to react to oncoming threats and attacks during massive

naval battles. Knowing the ins and outs of every interface in battle is

critical in establishing superiority and claiming victory. It is

recommended that you review this section carefully before embarking

on any battle.

(1) Top Portion Information

Top portion information contains a wealth of information. The details of what’s contained in this panel are

listed below.

(a) Damage Point Gauge

: This green gauge displays the damage point on the ship. This gauge will decrease when your ship sustains

damage. This is a useful tool to manage and track the status of your ship(s). The gauge below the Damage

Point Gauge is the ‘Torpedo Gauge.’ The “Torpedo Gauge” indicates your level of defense against torpedo

attacks. Most ships will not have this feature initially. If you want this level of protection, return to the

shipyard and upgrade the “Bulge.”

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(b) Potential Damage Indicator

: You will incur damage in two steps when you are hit by naval guns or torpedoes. When you are hit

initially, the fixed amount DP decreases (step one). After that, the DP gauge will slowly decrease for a

fixed period of time (step two). The second step is referred to as “Potential Damage.” Total damage is

calculated as follows: Step one damage + Step two damage = Total damage. As you can see in the picture,

the small blue triangle indicates the level of ‘Potential Damage’, when you are hit. Your damage will not

go down below the potential damage point. If this blue triangle reaches the left side of the scale, the ship’s

DP will continue to decrease until the ship sinks.

(c) Recovery Point Indicator

: The ship can be recovered/repaired during battle if you have a repairman onboard. Repairs undertaken

during battle are emergency repairs only and cannot be considered complete or absolute repairs. As

indicated in the picture, the small red triangle indicates the level at which the ship can be repaired during

battle.

(d) Tactical Point

: The “Tactical Point” is the allied force’s total points earned in battle. The deciding factor in any battle is

the total number of tactical points that are tallied when the battle has ended. Tactical points are earned by

destroying your opponent’s ships.

(Tip) You will receive more tactical point when you destroy bigger ships such as battle cruisers.

(e) Hit Rate

: The “Hit Rate” indicates what percentage of your shots hit the enemy. You will receive more credits at the

end of the game if your hit rate is high.

(f) Attack Rate

: The “Attack Rate” indicates you how often you hit enemy ships. The higher the “Attack Rate,” the more

credits and experience you will earn.

(g) Credit, Bonus Credit, and Time Limit

: Credits are earned when you destroy an enemy ship. Bonus credits are earned when your team destroys

enemy ships. Time limits are imposed only when you are engaged in a Great Battle.

.

(2) Allied Force Indicator

: The “Allied Force Indicator” keeps you aware of allied forces that out of your vision. Allied forces are

displayed as green arrows. The Allied Force Indicator tells you name of ship so that there are easy to

locate.

(3) Enemy Force Indicator

: The “Enemy Force Indicator” allows you to track enemy forces that are outside of your vision. Enemy

forces are displayed as small red arrows.

(Tip) You can turn this function on or off by pressing the ‘Tab’ key. Too many ships on one screen can be

distracting. If you are distracted by all of the activity, feel free to turn this feature off.

(4) Reloading Gauge

: Every ship and every weapon has a different reloading time. The “Reloading Gauge” shows you how long

it takes to reload weapons. Typically, it will take a longer time to load larger, stronger weapons than it will

to load less powerful weapons. You cannot fire your weapon while reloading. Different gauges correspond

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with the number of weapons and type of ship being used. Typically, the left gauge represents the ‘R Group’

and the right gauge represents the ‘T Group’.

(5) R Group Angle Gauge

: The “R Group Angle Gauge” indicates the angle of the R group weapons. The top gauge is for the front

weapon while the bottom gauge is for the rear weapon. The “R Group Angle Gauge” only appears when the

naval guns are equipped. This will not appear if the torpedo tubes are equipped.

(6) Number of Shells Indicator

- A/B shot locker selector.

: The A/B shot locker selector is displayed only when

you equip the naval guns. The A/B shot is very useful

when you need to use two different types of shells

(e.g., Armor Piercing and Anti-Aircraft shells). The

“Y” key is used as a shot locker selection key.

- A/B Number of Shells Indicator

: The A/B Number of Shells Indicator displays how many shells are left in the shot locker.

- Torpedo Fire Angle Selector

: The “Torpedo Fire Angle Selector” allows you to fire torpedoes in narrow or wide angles. The default is

‘Narrow’ mode. The “N” key is the selection key for this indicator.

- Number of Torpedo Indicator

: The “Number of Torpedo Indicator” displays how many torpedoes remain in the shot locker.

- Torpedo Speed Selector

: Torpedoes can be fired either quickly or slowly. Torpedoes will travel quickly but for a short distance if

you select “fast.” The torpedo will move more slowly but will be able travel over a longer distance at a

slow speed. The default setting is ‘Slow.’ The “H” key is the selection key for this function.

(7) T Group Angle Gauge

: The “Group Angle Gauge” indicates the angle of T group weapons. The top gauge is for the front weapon

while the bottom gauge is for the rear weapon. The “T Group Angle Gauge” only appears when naval guns

are equipped. This gauge will not be displayed if the torpedo tubes are equipped.

(8) Aircraft Status Window

: The “Aircraft Status Window” displays the status of the aircraft on your ship if your ship is capable of

utilizing aircraft.

(9) Engine Power Gauge

: The “Engine Power Gauge” displays how much power the ship’s engine has used. The red section

indicates that the engine is in ‘Overheat’ mode. When on overheat mode, your ship will be able to cruise at

faster than maximum speed for a short period of time. The length of time your ship can travel on overheat

speed depends upon the skill of your engineer. The better the engineer the longer you can expect to travel at

this accelerated speed.

(Tip) The “F” key is used for speeding up. The “V” key is used for powering down.

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(10) TDA On/Off switch

: TDA stands for Turret Drive Acceleration. The TDA speeds up all weapons on the ship. This function is

useful when you need to switch your weapons from one side of the ship to the other. The CTRL key

enables and disables this function. If you need precise control of your weapons, turn this switch to the off

position.

(11) Operator

: The operator of the ship informs you how all of the systems on the ship are functioning during battle.

(12) Mini Map

: The “Mini Map” is a miniaturized map of the entire battle. You will be able to locate allied and enemy

forces on this map. Dark spots on the map are the fog and smoke from the many battles that are occurring

on the open sea. You are unable to see through the fog and smoke until you enlist the help of a patrol plane

to survey the area.

2.5 Battle Result

After finishing a battle, a battle result screen will be displayed. The results are broken down into three

categories: Individual, Force, and Team.

2.5.1 “Individual” Battle Result Screen Layout

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(1) Name of Team

(2) Team Select Button

: The “Team Select Button” allows you to see the results of the other teams who were involved in the

battle. The allied team is the default setting.

(3) Individual, Team, and Force select button.

(4) Result Graph Window

: The “Result Graph Window” is a graphic depiction of the damages done to each team.

(5) Individual Result Window

: The “Individual Results Window” displays the individual results of your teammates. It details each

player’s attack rate, damage, hit rate, and credits earned. You can see how all of your teammates did during

the battle.

(6) “Next” Button allows you to go to the next session.

2.5.2 “Team” Result Window Layout

(1) Individual, Team, and Force select buttons.

(2) Result Window

The “Result Window” displays information regarding each team’s performance during the battle. The winner

is the team that earned the most tactical points.

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(3) Pressing the ‘Next’ button will close the “Result Window.” Once the “Result Window” is closed you will

return to the shipyard.

2.5.3 Force Result Window Layout

(1) Individual, Team, and Force select button.

(2) Force Result Window

After finishing the battle, all of the sailors onboard the ship receive experience points. This window

displays how much experience sailors received and how much more experience they need to reach the next

level. A separate screen is displayed when a sailor reaches the next level.

(3) Pressing the ‘Next’ button will close the “Result Window.” Once the “Result Window” is closed you will

return to the shipyard.

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Part 3. Elements of Game

3.1 Component

The components of ships include the body and the various items that are loaded on a ship.

3.1.1 Ship Body

When you first play Navy Field, a frigate ship body is selected and pre-equipped for you. The following

information will be of use once you upgrade from that first ship. A ship body is the foundation of the ship.

The body is the first thing you need to buy. All other items will be loaded/installed once the body has been

secured. Your ship will need to be stable and secure if you want to succeed in battle.

* Price: Cost of buying a new ship. A ship with a larger displacement and more DP is more expensive.

* Stock: Shows how many ships are in stock now. Essentially, smaller ships are always available to buy.

Bigger and more popular ships are harder to come by and may not be in stock.

* Requirement Force Type: Sailors may need to meet some requirements to operate a ship such as job,

nationality, and level of sailors. You cannot operate a ship without sailors.

(Tip) Nationality of sailors only comes into play once past level 12.

* Force Level Require: Sailors need to be at a certain level before players are allowed to buy certain types

of ships.

-Basic Specification-

* Ship Class: This shows the class of a ship.

* Damage Point: This shows how much DP the ship has. The “Damage Point” represents the ship’s life

points. When the ship’s life points reach zero, the ship will sink.

* Basic Displacement: Basic displacement is the shifting of an empty ship.

* Standard Displacement: Standard displacement is the shifting of a ship with basic weapons.

* Maximum Displacement: Maximum displacement is the max amount a ship may weigh without sinking.

* Turn Ratio: This number represents how fast this ship can turn. Higher numbers indicate faster turning.

Lower numbers indicate slower turning. Typically, smaller ships have faster turning ability.

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* Submergence Defense: “Submergence Defense” is a defense against fire, water pressure, and internal

damage. This is not a record of external damage such as enemy fire. If a ship’s “Submergence Defense”

is high then the ship has better defense capabilities against “Potential Damage” and will be better

defended against the impact of enemy weapons.

* HE Defense: High Explosive Defense shows how well a ship is against HE fire. If this number is high,

then this ship has good defense against HE shells.

* AP Defense: Armor Piercing Defense shows how well a ship is against AP fire. If this number is high

then this ship has good defense against AP shells.

* AA Defense: Anti-Aircraft Defense shows how good a ship is against Aircraft attack. When aircraft

approach a ship, a machine gun will fire at them automatically. As you know, a machine gun is not a

very effective weapon against incoming aircraft. If your “Anti-Aircraft Defense” is high then you can

expect to have a bit more firepower when shooting at aircraft.

* Overheat Ratio: A ship with a higher Overheat Ratio” will run for a longer time in over heat mode.

-Armor-

: This is the basic armor of a ship. You can upgrade armor later if you wish. There is a cost involved in this

upgrade.

* Deck Armor: A ship with a lot of deck armor will be well-defended against high-angle fire and aircraft

bombing.

* Belt Armor: A ship with a lot of deck armor will be well-defended against direct-fire and torpedo attacks.

-Load Capacity-

: “Load Capacity” indicates how much capacity this ship has for loading items. The items loaded on the

ship cannot exceed the “Load Capacity.”

* Fire Control System (FCS): This represents the maximum capacity of FCS. You cannot exceed the

maximum allotment.

* Engine: This represents the maximum capacity of the engine. You cannot exceed this maximum.

* Torpedo: This represents the capacity of loading torpedoes on the ship. If this number is 12 and the

torpedo capacity is 2, then you can load up to 6 torpedoes on the ship.

* Aircraft Loading Space: This number represents how many aircraft you can load on the ship.

* Number of Aircraft that can take-off at the same time: This number represents the number of aircraft that

can take-off at same time. Higher numbers are better.

* Weapon: This represents the overall capacity of each weapon turret. You have to be careful when

calculating weapons capacity. You should think about your weapon’s capacity and your shell capacity. If

you have a weapons capacity of 40 you need to save some room for shells as shells are considered part

of the weapons capacity.

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3.1.2 Item

Naval guns, torpedo tubes, sailors, FCS and engines are considered ‘Items.’ All of these “Items” can be

loaded onto a ship. There are many different types of items to choose from that all perform separate

functions. The developers of Navy Field have created very detailed items to make your game playing

experience as realistic as possible. Having multiple “items” to choose from gives you the freedom to

individualize your own ship. A wider variety of “Items” will be added in the future.

1) Basic Item Settings

Every item has 6 basic specifications: weight, required capacity, price, stock, required force, and required

level. A player has to think carefully about these specifications when constructing a ship.

* Weight is an important aspect to think about when loading weapons. There is a limited displacement on

every ship and increased weight will result in a slower moving vessel. It’s important to note that you

cannot load items in excess of the displacement capacity.

* The required capacity is another factor to think about when loading items. If you don’t have enough

displacement or capacity then the number of items you load on your ship will be limited.

* Price is what you pay for buying items. Better items are, of course, more expensive.

* Stock is how many items are available to buy. There is typically a stockpile of most items.

* A sailor’s nationality or race is required to purchase some items. For example, only American sailors can

operate American weapons.

(Tip) You can use any items before sailors’ reach level 12.

* Sailors have to be a certain level to operate particular items.

2) Naval Gun

This is a basic gun that is loaded on most ships. Each gun has its own unique specifications like firing speed

and turning ability. It’s important to think about each gun’s specifications before purchasing to make sure that

the guns you buy have the features that you want and compliment other items that are loaded on your ship.

Buying bigger guns is not always the best course of action.

* Reliability: This number signifies how reliable the item will be during the battle. If there is a low value

associated with this gun then chances are it will not be very reliable once the battle begins.

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* Defense Revision: This number indicates how durable the gun is. A higher number indicates that the gun

is very durable.

* Turret Type: There are four types of turrets. Each turret has a different number of gun barrels: Single

Twin, Triple, and Quadruple. The more gun barrels you have, the stronger the gun will potentially be.

* Caliber: This represents the size of barrel. A barrel that has a larger caliber will have greater firepower.

* Muzzle Velocity: The “Muzzle Velocity” indicates the speed of the shell beginning at detonation. High

“Muzzle Velocity” will result in increased firepower. The overall firing distance is also affected. In other

words, the higher the “Muzzle Velocity,” the further the round will travel.

* Reload Speed: This number represents the reload speed of a gun. A gun that can be reloaded faster will

result in more rounds being fired. The person who fires more rounds on an opponent will likely cause more

damage to their ship. Inflicting more damage will result in more tactical points and a win for you.

* Fire Angle: The fire angle represents the vertical angle (up-down) that a gun can move.

* Turning Speed: This number represents how fast a gun can turn. A higher number represents a faster

turning speed.

3) Shells

Shells also have unique specifications. Each type of shell has different ability and usage.

* Caliber: This represents the caliber of a shell. Different guns have different calibers and so do shells.

* Fire Damage: This number represents the firepower of a shell. The bigger the “Fire Damage” the more

firepower you can expect to see.

* Pack: Shells are sold in packs, not by individual shells. Small caliber shells come in packs of 50. As the

caliber of the shell increases, the number of shells per pack decreases.

* Reload Time: Some shells have a faster reload time than others. If a shell has a high “Reload Time” then

you will be able to fire more shots at once.

-Load-

: You will need a lot of shells in the big battles. A player can load as many shells as they want after the

guns have been loaded. You can select the number of packs you want to load by pressing the arrow key or

by scrolling the mouse wheel button.

(Warning) Shells cannot be loaded before guns have been installed.

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* Weight: This represents the weight of the shell pack.

* Price: This represents the price of the shell pack.

* Capacity: This represents the required capacity to load the shell pack.

4) Torpedo Launcher

This is the torpedo tube. Torpedo tubes are available in types that can launch 2 and up to 5 torpedoes at a

time.

* Reliability: The reliability rating applies as it does to naval guns. If this number is high then you can be

assured that the tube is reliable. If the number is low, you might have trouble firing your torpedoes in

battle.

* Defense Revision: This number indicates how durable the tube is. A higher number indicates that the tube

is very durable.

* Caliber: This represents the caliber of the torpedo. If the torpedo has a larger caliber, then you can expect

more potent impact potential. Most of Japanese torpedoes have a caliber of 24 inches while the torpedoes

from other countries have a caliber of 21 inches.

* Reload Time: This indicates the “Reload Time” of the torpedo.

* Bind: This indicates how many torpedoes are loaded in the tube.

* Turning Speed: This number represents the turning speed of the torpedo tube. A higher number indicates

a faster turning speed.

* Fire Angle: The first number is ‘Narrow’ fire and the second number is ‘Wide’ fire. “Narrow” suggests

fairly accurate fire while “Wide” suggests less accurate fire.

5) Torpedo

Torpedoes are far more powerful than naval guns. The shortfall of torpedoes is that they have a slow reload

time. Torpedoes are purchased individually, not in packs like shells.

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* Caliber: “Caliber” indicates the caliber of the torpedo. The larger the caliber, more power it will have

when detonated.

* AP Damage: Armor Piercing Damage represents the power a torpedo has to pierce a ship’s armor.

* HE Damage: This is the damage enemies incur when a torpedo strikes them.

* Safe Range: Torpedoes do not explode immediately after they are fired. They explode only after they

have traveled out of the safe range.

* Running Range: This is the running range of the torpedo. An enemy must be within the “Running Range”

to be destroyed by a torpedo. The torpedo can be programmed to operate at a fast or slow firing speed. If

the torpedo is set at a fast firing speed, the running range will be shorter. If the torpedo is set at a slow

firing range, the running range will be longer.

* Speed: “Fast” and “Slow” speeds are the two choices available.

* Fire Angle: This represents the firing angle of the torpedo.

-Load-

: Loading torpedoes is different than loading shells. Torpedoes can only be loaded one at a time.

* Total Weight: This is the total weight of the torpedoes loaded on the ship.

* Total Price: This is the total price of the torpedoes you bought.

* Total Space: This is the space required to load all of the torpedoes.

6) Fire Control System (FCS)

FCS is the radar + Fire Control System of the ship. The FCS assists you in correctly aiming, firing and

hitting your targets. It also warns you when enemies are approaching. This is a must have! You cannot go

into battle without loading FCS.

* Reliability: This number indicates the reliability level of the FCS. There is a very good chance the system

will perform well for you if the number is high. If the number is low, you can expect to have problems.

* Defense Revision: This represents the defense value of the FCS. This number is relatively insignificant as

the FCS is not directly involved in ship defense.

* Accuracy Revision: The “Accuracy Revision” indicator informs you how accurate the FCS will be. The

shells will be relatively accurate when fired if this value is high. If the number is low, you can expect some

shell scatter.

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* Search Range: This represents the search range of the FCS system. The more expensive FCS systems will

be able to search for a broader range of enemies.

* Marking Range: This number represents the length of the FCS targeting guide. The better Fire Control

Systems have longer guides. If you have loaded guns with long-range capacities then you need to have a

FCS system that compliments and supports those features.

* Torpedo Detect Range: This is how far the FCS detects incoming torpedoes. Torpedoes that are outside

of this range cannot be detected. You have the capability to share views with your allies. You can track

distant torpedo movement by sharing visual information with your allies.

7) Engine

The engine is the propulsive force of the ship. The engine will affect the overall speed of a vessel.

* Reliability: This displays the engine’s reliability. The higher the reliability, the greater the chance the

engine will perform well while in battle and not break down when damaged. If the reliability is low, then

you run the chance of having engine trouble and being unable to move or maneuver.

* Defense Revision: This represents the defense value of the engine. This number is relatively insignificant

as the engine is not directly involved in defending the ship.

* Max Horsepower: This represents the horsepower that the engine can produce. It’s important to realize

the larger ships will require larger engines that generate more horsepower.

* Overheat Endurance Time: This time represents the length of time the ship can run in overheat mode.

Overheat mode has time limitations. You can only run in overheat mode for certain periods of time before

the endurance of the engine decreases. You will want to run in overheat mode only under emergency

conditions and in short bursts to save your engine.

* Overheat Rate: This indicates how well the engine will function. A higher number indicates better

functioning.

3.2 Sailor

3.2.1 Introduction of Sailor Systems

In order to be an accomplished Navy Filed player you need to be able to control a warship as well as

sailors. Sailors are your instruments. They control weapons and other items. The overall performance of

your ship will improve if you have a good group of sailors onboard. A sailor is not an individual person in

the Navy Field arena. The term sailor actually constitutes a group of sailors. Initially, there are 55 sailors in

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one sailor purchase. Enlisting one sailor will cost you 3000 points. The experience of sailors increases as

they learn from battle. In other words, they become more valuable the longer they stay alive. As they gain

more experience, their abilities also increase. The more experienced sailors you have on your ship, the

greater your chances of remaining in control of your ship and being victorious in battle.

There are many different types of jobs available for sailors onboard your ship. You can train them to

perform specific jobs that will improve the functioning of your ship. Each job requires the sailor to have

specialized abilities. For example, you can train one of your sailors to operate the naval guns. The sailor’s

ability to operate the guns will improve over time making him a more effective instrument of warfare in

battle. It is recommended that you survey the needs of your ship, assess your weapons, and train your

sailors according to your unique strategy for success. Each of the four countries has different items and

different strengths that need to be assess before deciding how to best utilize your sailors.

3.2.2 Sailor Jobs

There are five different types of jobs that sailors perform. The jobs are derived from a normal sailor. The

job for each sailor can change once they reach level 12.

1) Bridge Operator

: The bridge operator is the captain of a ship. When a normal sailor reaches level 12, you can assign him

this job. You will have to choose which country you want to play in before making this decision. Different

ships are available for different countries, so you have to look over each country’s ship tree before

assigning a sailor the job of operator.

2) Armament Sailor

: The Armament Sailor is the most important member of your crew because he is in charge of all of the

weapons systems. He will receive a higher class as his level increases. There are many types of weapons

which require sailors to have a specific level of expertise. For example, a gunner would not be well fitted to

operate a torpedo tube. Insure that the sailor is properly trained for that position, they are at the appropriate

level, and are of the correct nationality to successfully operate the weapon before making weapons

assignments.

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3) Special Sailor

: There many different types of jobs available within the Navy Field arena. For example, there are Pilots,

Trainers, Marines, and Seals. Pilots, of course, are necessary to fly the aircraft on aircraft carriers.

4) Support Sailor

: Jobs in this class are not necessary to successfully operate a warship. The majority of their duties involve

providing support services to the ship like making repairs, restoration, and engineering duties. Filling these

jobs is not a priority as you begin to staff your ship, but will become more important down the road.

5) Radio Man

: A radio man is required when you need to communicate with other players. Radio men enable you to

whisper a message to your friend or invite an ally to participate in a game. Radio men do not actively

participate in the battle. Rather, they are messengers that help to rally friends and allies to your cause. You

cannot form a clan without them.

3.2.3 Sailor Unit Formation

One sailor unit consists of many sailors. You might see only one

sailor graphically but that graphic representation symbolizes a

small unit of sailors. The graphic of sailors you see is termed a

‘Sailor Unit’. One sailor unit consists of three distinct classes of

sailors: ‘Recruit’, ‘Expert,’ and ‘Veteran’. All sailors are ‘Recruits’

when they are first brought up. They work their way up to ‘Expert’ class as time marches on and they gain

more experience in battle.

(Tip) The process of changing from ‘Recruit’ to ‘Expert’ class is an automatic process. You are required to

pay 2000 credits to shift class from ‘Expert’ to ‘Veteran.’ The change of class from ‘Expert’ to

‘Veteran’ is not guaranteed. There is a bit of luck involved. You may have to try a number of times

before succeeding in this class change and are likely to fail more often than succeed.

The difference between ‘Recruit’, ‘Expert,’ and ‘Veteran’ is in their abilities. Recruits have 100%, Experts

have 150%, and Veterans have 200% ability. Having more experts and veterans on board makes your ship

stronger. Recruits also serve a purpose. Since many sailors are killed in action you will need to have a large

supply of recruits to be on the front lines taking the hits. Your experts will be killed if no recruits are

available to fulfill this function. It is always a good strategy to insure that you have plenty of recruits on

hand.

3.2.4 Enlisting and Forming Sailors

You need to enlist sailors and load them onto the ship after you have finish loading items. It will cost you

3000 points to enlist one sailor. New sailors do not have a nationality and grow at a random rate. If you do

not like a sailor’s growth rate then he can be eliminated by pressing the ‘ESC’ key on your keyboard before

he/she is enlisted. There is a 10 point cancellation fee for this action.

(Tip) Canceling too often will result in a slow decrease in the amount of credits you have. So think before

enlisting sailors and loading items.

(Tip) Your first ship ‘Frigate-01’ has 4 loading spaces for sailors. Therefore, you need one operator, two

gunners, and one supporter. The recommended ability for each sailor is:

-Operator: Recommend growth rate for an ‘Operator’ is more than 13.

-Gunner: Recommend growth rate for a sailor with an ‘Accuracy & Reload’ ability is more than 10.

-Support: Recommend growth rate for a sailor with a ‘Repair, Restore, & Engine’ ability is more than 10.

When you first begin, you have the 4 starting sailors already onboard the ship. As you improve, you will

most likely wish to train new sailors.

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3.2.5 Mounting Sailors on Frigate-01

The red dot circle is the operator’s mount. The two blue dot

circles that you see are for the gunners. When a game is first

started, you will have the Frigate-01 already equipped with

all sailors in their assigned areas. When you buy a new ship,

you will need to manually place your own sailors onto their

designated area onboard the ship.

3.2.6 Sailors Level up and Job Change

After finishing a battle, your sailors will receive some

experience points. The operator and support crew receive a

fixed amount of experience. The amount of experience

gunners receive depends on their activities during the

battle. If the gunners hit more enemies, they will receive

more experience than those who missed their mark. When

sailors’ level of experience reaches a certain point, they

will move up to the next level and can transfer to a higher

class. Earning higher-level jobs will always result in a

stronger ship and improved performance in battle.

3.2.7 Sailors Killed In Action and Recruits.

You will receive awards after the battle has ended. You may also experience a significant loss of sailors

during the battle. As your battles rage on, your sailors will be killed in action. When your sailor unit has 0

sailors then you cannot use the unit anymore. It is important that you check on the status of your sailors and

keep enlisting them as often as necessary to continue with the battle. You can enlist sailors by clicking on

the ‘Recruit’ button in the “Force” menu.

3.2.8 Deciding Sailor Nationality

You can set sailors nationality when they reach level 12. There are four countries to choose from and each

country has its own abilities and items. The advantages of each country are:

-USA: Strong Anti-Aircraft and Aircraft Carrier.

-British: Strong Repairing and Restoring.

-Japan: Strong Torpedo Power and Torpedo Bomber.

-Germany: Strong Fire Power, Aircraft Attack, and Engine.

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3.2.9 Sailors Job Tree

Each Sailors Job Tree is like mapped out like this:

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3.2.10 Each Country’s Ship Tree

The first ship you start out with is the Frigate-01. The Frigate-01 is a neutral ship that can be operated by

any operator. After you have used the Frigate-01, you will switch to the Frigate-02 and then to a Normal

Destroyer. After selecting a country, you can buy a ship associated with your country of choice. It is important to

change the status of one of your sailors to an operator before selecting a nation. You cannot switch nations once

one has been selected. If you want to buy other nation’s ships, you have to enlist another operator. As the level

of the operator increases, you can increase the quantity of your fleet and purchase stronger and more formidable

ships. The following is a diagram of the ship tree for each country:

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3.2.11 Basic Sailor Status

Calculating the sailors’ abilities and their parameters are somewhat complicated. It is important that you

have a firm grasp of both of these concepts before making any logistic decisions. There are two separate

parts to this equation: ‘Basic Sailor Status’ and ‘Sailor Ability’. As you look at the ‘Basic Sailor Status’

section you will see the ‘Growth Rate.’ The sailor will receive positive growth rate following each battle.

Every sailor is eligible to change his class when they reach level 12. They will also receive a bonus after

selecting a nation. The bonuses for each country are:

-USA: Sailors receive a bonus for Anti-Aircraft and Aircraft Carriers.

-British: Sailors receive a bonus for Repairing and Restoring.

-Japan: Sailors receive a bonus for Torpedo Power and Torpedo Bombers.

-Germany: Sailors receive a bonus for Fire Power, Aircraft Attack, and Engines.

Explanation of Sailor Parameters

-Potentiality

: Potentiality shows the available ability of a sailor. Potentiality is of no concern until a sailor gets a

designated job. When a sailor is assigned a job then his potentiality helps him to perform better during

battle.

-Accuracy

: “Accuracy” corresponds to the accuracy of firepower. If the accuracy is high then you will increase

your chances of gaining more critical hits.

-Reload

: “Reload” corresponds to gun reloading time. You can expect your weapons to reload faster if the

reload value is high.

-Torpedo

: “Torpedo” corresponds to the reloading time of torpedoes. Torpedoes will reload faster when this

value is high.

-AAW

: “AAW” corresponds to anti-aircraft attack. You have a greater chance of hitting an enemy’s aircraft if

this value is high.

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-Repair

: “Repair” relates to repairs made to a ship. The repairs made to a ship will occur quicker during battle if

this value is high.

-Restore

: “Restore” is associated with upgrading the structural defense of a ship. The ship will become stronger

if this value is high.

-Engine

: “Engine” corresponds with engine performance. The overheat time extends and the maximum speed

increases when this value is high.

-Aircraft

: “Aircraft” corresponds to an aircraft’s sight. The sight of an aircraft widens when this value is high.

-Attack

: “Attack” corresponds to attacks during battle. The chance that an attacker will be hit increases when

this value is high.

-Bomber

: “Bomber is associated with bombers used in battle. The chance that a bomber will hit its target

increases when this value is high.

Explanation of Sailor Ability

: The sailor’s ability indicates what items that sailor can operate. The sailor is able to use an item if it is

highlighted.

3.3 National Harbors

Five countries are available in Navy Field; US, UK, Japan, Germany, and a Neutral Nation. Each country has

its own harbor and each nation’s special items and ships are sold there. The five harbors are:

-Busan: Neutral Nation’s Harbor. Each new player starts here initially.

-New York: New York is the US harbor. You can buy US ships and items here.

-London: London is the harbor of the British fleet. You can buy British ships and items here.

-Tokyo: Tokyo is the harbor of the Japanese fleet. You can buy Japanese ships and items here.

-Hamburg: Hamburg is the home of the German fleet. You can buy German ships and items here.

In order to enter a nation’s port, you have to have an operator from that nation. If you do not have an operator

from that nation, you will not be allowed to enter that nation’s port. (You are allowed to enter ‘Busan’ harbor

anytime because it is designated a neutral harbor.)

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3.3.1 Harbor Location

You can see the location of each harbor in the battle channel. You will see a screen like the one depicted

below if you zoom out of the map. All of the harbors are displayed in a similar fashion.

The area of each harbor is displayed like this:

German Harbor (Hamburg): Area 2

Japanese Harbor (Tokyo): Area 15

British Harbor (London): Area 16

Neutral Harbor (Busan): Area 21

US Harbor (New York): Area 22

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3.3.2 Layout of the Harbor

Each harbor has its own layout and a unique shipyard.

1) Neutral Harbor (Busan)

Beginners’ harbor ‘Busan’ looks very simple and has a different shipyard interface than the other nations.

2) Japanese Harbor (Tokyo)

The Japanese harbor is similar to Busan since both are Asian harbors. The nation’s atmosphere is captured in

the graphic. The interface of these two shipyards is different from the shipyards of other nations.

3) British Harbor (London)

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4) German Harbor (Hamburg)

5) USA Harbor (New York)

3.4 Clan

The one of the greatest and most unique features of online gaming is your ability to compete against other players.

The more you play, the more your skills will improve and the more familiar you’ll become with the other players.

Once you have established yourself, you can invite your friends and other players to join you in online interactive

play. There are two types of clans set up in Navy Field: ‘Squadron’ and ‘Fleet’. Both clans have a similar structure.

The ‘Squadron’ clan is a small clan that anyone can join and withdraw from without any restrictions. A ‘Fleet’ is a

larger clan. Before joining a “Fleet” a player has to get permission from other players who are already members of

the “Fleet” clan to join. Once a member of the “Fleet” clan, you will get a special insignia pinned on your ID

acknowledging your membership in this clan.

3.4.1 Form a Clan

: In order to form a clan, you have to fulfill three requirements. First, you need to have a ‘Radio Officer’. A

‘Radio Man’ becomes a ‘Radio Officer’ when he reaches level 26. Second, you need to pay 200,000

(1,000,000C for ‘Fleet’) credits to form a clan. Finally, you need players (parties) to join a clan (Minimum 30

Players for ‘Fleet’).

If you meet all of the requirements, click on the right mouse button on the “Radio Officer.” The “Community

Manager” window will pop up. You will be able to form a clan here.

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The first thing you have to do is to put in the clan information.

You need to type in the Clan Name, Clan Foreword, Password,

and the Clan Introduction. Click the ‘Confirm’ button when this

information has been entered.

After you pay 200,000 credits (1,000,000c for ‘Flee’) for clan

forming fee, the process of forming a clan is complete. Now,

you need to gather the players (parties) for your clan.

This is the window where you can see the list of clan players

(parties). This window will likely be empty as nobody has

joined the clan yet. In order to enlist players (parties), you have

to meet other players during a game and then invite them to join

your clan. If a player wants to join your clan, he/she has to

apply. Once they have applied, you can accept him/her in the

‘Community Manage’ window.

This is the window for managing the clan party. Only the head

of a clan can access this information. Information about a clan

will be displayed here.

.

If a player has successfully joined a clan, he/she will see the

name and mark (only for ‘Fleet’) of clan in the front of his/her

ID. (See the Picture).

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Part 4. Strategy and Tactics4.1 Operating Naval Guns

4.1.1 Direct and High-Angle Shots

Since Navy Field is a naval battle game, there are only two types of shots available. A direct shot is the more

powerful of the two types of shots. A direct shot is fired directly at the enemy at close range. Your enemy

has to be close by for this type of shot to be effective. It is not advised to use this type of shot at long

distances. When you opponent is at a distance, it’s advisable to use a high-angle shot. This type of shot

travels further and takes a longer time to strike your opponent. You will have to gauge the position and

movement of your target before firing as this shot travels further and takes a longer time to reach its target.

Direct Shot High-Angle Shot

Fire Range Short Range Long Range

Armor Piercing High Low

Blow Position Ship’s Belt Ship’s Upper Deck

Effective Range Best in Close Range Best in Long Range

Hit Rate High Low

4.1.2 Size of the Naval Gun

The size of a naval gun is measured by its ‘Caliber.’ Three and up to 20+ inch naval guns are available in

Navy Field. Smaller guns have a faster turret turning speed and reload time but have weaker firing power.

Large guns, on the other hand, have a lot of firepower, but their turret turning speed and reload times are

much slower. It is more challenging to hit your target with long-range guns as they take more sophistication

to aim effectively. It’s important to realize that that the larger guns are not always the most effective weapon

in battle and that the smaller guns may be more efficient in the long run.

4.1.3 Armor Piercing (AP) and High-Explosive Shells.

Two types of shells are used in battle; the HE and the AP shell. AP shells are used for piercing the enemy’s

armor. The AP shell is sharp, very heavy, and very powerful which makes it very effective for direct shots.

AP shells are best used in attacks on heavily armored enemy ships.

HE shells, on the other hand, have a buster inside of shell. When an HE shell hits the armor of an opposing

ship it creates a powerful explosion. This shell is too light to pierce heavy armor and is not suitable for direct

shots. It is most effective for long-distance high-angle fire. HE shells are the best weapon against ships with

light armor.

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4.2 Operating Aircraft Carriers

Aircraft Carriers are very useful weapons in the war because they can carry many aircraft to different parts of

the world. Aircraft Carriers do not have strong firepower but, rather, have powerful air strike capabilities.

Operating Aircraft Carriers is a little different than operating other ships.

4.2.1 The Purchase and Set Up of Aircraft Carriers

Purchasing an aircraft carrier involves the

same process as buying other ships. Just

click on the ship you want to buy and then

click the “OK” button.

(The Aircraft Carrier in the picture is the

British Colossus)

After buying a ship, you need to buy

aircraft. In the front, you see icons for spy

plane, combat plane, torpedo bombers and

dive-bombers. You can click on each icon

to buy the type of plane you want. Be

careful not to exceed the ship’s capacity.

You can buy planes the same way you

bought weapons. Simply identify the

number of planes you want and click on the

‘Set’ button to finish. Remember to buy a

variety of planes. You don’t want to be

stuck with just one type in battle.

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After loading all of the plans, you need to buy

weapons for each type of plane. You can load

weapons for your aircraft the same way you did

for the warship. Having too many torpedoes and

shells on board is not recommended.

There are a few things to remember before you

mount sailors (pilots).

First: All of the pilots must be mounted on the

assistant mounts like in the picture. This means

that the number of assistant mounts is the number

of flight formations. (Colossus has six assistant

mounts. It can have up to six flight formations.)

Second: The flight number order is set by the

order of the assistant mounts. If you mount a

torpedo bomber pilot on the first assistant mount

then the torpedo bomber will be the first in the

flight formation in battle.

Third: You can operate two separate flight formations when you mount two pilots with the same duty. For

example, if you mount two dive bombers, then you can operate two flight formations of dive bombers.

Fourth: In order to operate a flight formation, you have to have a pilot on the ship at the same time. For

example, if you want to operate dive bomber then a dive bomber pilot has to be on the mount at the same time.

4.2.2 Operating Flight Formations

Let’s talk about how to use aircraft. If you

operate an Aircraft Carrier, you have to use a

different interface. A window with an aircraft in

it is the ‘Formation Interface’. The six gauges

on the top of the formation interface represent

each flight formation.

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Here are the steps you need to know to

launch your aircraft. First, you need to set

the number of aircraft that will launch by

clicking on the arrow button in the

formation window. You cannot set the

number above the maximum number of

planes on deck. After that, click the

‘Ready’ button and the time gauge will

ready.

Flight Formation Interface

①①①①Time Gauge

: This gauge represents one flight formation. Since there are six flight formations on the ship, six

gauges will appear in the window. You can prepare the flight formations for take off by clicking

on the little pedal by the side of the gauge. If the flight formation is ready to go, the green button

will be displayed. You can launch the flight formation by clicking on the green button(s).

②②②②Aircraft

: This displays information about the aircraft in the current formation.

-Fly Distance: This represents the maximum fly distance of the aircraft. The aircraft will run

out of fuel and crash if this mark is exceeded.

-Main Weapon: This indicator displays the type of weapon on the airplane.

-Attack Power: This represents the aircraft’s power to attack an enemy’s airplane.

-Dodge Ability: This gauges the aircraft’s ability to dodge an enemy attack.

-Striking Power: This signifies the power to strike enemy ships. (This signal is only available

on Torpedo and Dive bombers)

③③③③Deck

: Maximum number of aircraft able to depart at the same time.

④④④④Cargo

: Number of aircraft in cargo.

⑤⑤⑤⑤Ready

: Number of aircraft that are prepared to depart.

⑥⑥⑥⑥Ready & Return Button

: Click the “Ready” button to prepare the aircraft to depart. This button also allows you to have

your aircraft return from engagement)

⑦⑦⑦⑦Find Button

: Click this button to find the aircraft that have departed from the ship.

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Once the time gauge is set, the green

button will turn on, indicating that the

flight formation is ready for take off. You

can click the green button when you are

ready for the flight formation to taxi

down the flight deck. A second flight

formation cannot take off until the first

one is safely in the air.

4.2.3 Controlling Flight Formations

You need to control the aircraft by

formation. It is not possible to control

each plane individually. You can select a

formation to control by dragging it or

pressing the number key you want to

control.

You can move the formation by clicking

the left mouse button on the location

point. If you want to control the aircraft

carrier, you can drag the ship or double

click on it.

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Let’s focus on how to use a Dive Bomber.

When you find an enemy ship, click on the right

mouse button to move the dive bombers to the

ship. The dive bombers will dive automatically

once they approach a ship. Once the dive

bombers start their dive and are over the ship,

click the right mouse button to have them drop

their bombs.

Your chances of hitting a ship increase the

closer you are to the ship. Nearing a ship also

makes you more vulnerable to enemy anti-

aircraft attack. Therefore, the timing of your

attack is very important. You have to time the

release of bombs well because once the

bombers get too close to the ship, they will

automatically pull up to avoid anti-aircraft fire

and you will have missed your chance to bomb

the enemy.

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Navy FIELD Manual 56

4.2.4 Operating Aircraft Manually

You also have the ability to drop bombs

from aircraft manually. To do this, press the

“;” key and left mouse click on the point

where you want it to go. Once you decide

on a given target, press the “.” Key and your

bomb will be dispensed. Bombs can be

dropped on any target using these functions.

4.2.5 Operating Torpedo Bomber

Operating a torpedo bomber is almost the

same as operating a dive bomber. In order to

drop a torpedo, you have to fly at a very low

altitude. You can adjust your altitude by

pressing the “.” key.

Once your aircraft is at a low altitude, you

need to position your aircraft in close

proximity to the enemy ship (please look at

the picture on the left). Carefully calculate

the ship’s speed and your air speed to reach

the optimal drop point.

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Once you get close to the enemy ship, you can

drop your torpedoes. Aiming your torpedoes

at the side of the enemy ship will have the best

results (See the picture on the left). Again,

press the “.” key to drop your torpedo.

“Bull's eye!”

4.2.6 Operating Fighters

Departing and returning fighters follows the

same process as with other planes. The

primary job of fighter aircraft is defending the

allied ships from enemy dive and torpedo

bombers. You do not have to give orders to

fighter aircraft as they will automatically

attack the enemy when they are in sight.

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4.2.7 Basic Information about Aircraft

Required Space: This represents the required space needed to load a plane on the ship.

Durability: This is the damage point of the plane.

AP Defense: This is the Armor Piercing Defense against an enemy’s AP attack,

HE Defense: This is a High Explosive Defense against enemy’s HE attack.

Speed: This signifies the speed of an aircraft in Km/h.

Sight Range: This is the sight range of an aircraft in pixels. The aircraft will reveal this range

of war-fog.

Offensive Power: This is the striking power of the aircraft.

Attack Power: This is the attack power of the basic machine gun equipped on the aircraft.

Ready Time: This is the time which it takes for the aircraft to be ready for takeoff.

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4.3 Operating Anti-Aircraft Ships

4.3.1 About Anti-Aircraft Ships

The Anti-Aircraft Ship was widely used in Word War II to destroy Fighters, Torpedo Bombers and Dive

Bombers. The Anti-Aircraft Ship is also well embodied in Navy Field. Anti-Aircraft ships use AAC and AAA

shells instead of HE or AP shells.

AAC and AAA shells are only effective against aircraft. They cannot damage ships.

The difference between AAC and AAA is the explosive power of the shell. AAA holds more explosives. It is

twice as powerful as AAC shells. However, since AAA shells are heavier, only 35 shells are available in one

pack. (AAA is 50 shells per pack). Only AAC shells are used in some naval guns. Please check the shell

requirements for the naval gun you purchase so that you can load up on the appropriate shells.

AA machine guns that are basically equipped are automatically controlled when aircraft are closing in on a

ship’s position. Unfortunately, this is a feature that you cannot control manually.

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4.3.2 Great Anti-Aircraft Ships in Navy Field

US Navy ships in Navy Field have the advantage when it comes to Anti-Aircraft firepower. Many Anti-

Aircraft ships are available in the USS Navy. The USS Anti-Aircraft ships are pictured below. From

Destroyers to Heavy Cruisers, these ships are best Anti-Aircraft ships in any fleet. These ships have more Anti-

Aircraft machine guns installed. They also come equipped with wide T mounts to load more powerful Anti-

Aircraft Naval Guns. Furthermore, ‘Anti-Aircraft Attack Guide Lines’ are only available on US ships.

Best Anti-Aircraft Ships

4.3.3 Anti-Aircraft Attack Guide Lines

Anti-Aircraft Attack Guide Lines appear when you use AAA or AAC shells on US Ships. These guidelines do

not exist on the ships of other countries. These guidelines help to attack aircraft more easily. When you begin

an AA attack, you will see two guidelines, one in green and one in red. Aim the green line (from side to side)

at the aircraft’s shadow. Aim the red line (up and down) at the actual aircraft. You will discover the altitude of

the enemy’s aircraft using this method.

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Part 5. 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 Button: Show Brief Information about Ship

R. Mouse Button: 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