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Navy Field is a massively multiplayer online game simulating naval combat during World War II. The game was developed by SD Enternet, a South Korean company. Navyfield was released in 2002. It was made available to western players as a free open beta on November 5, 2004, and in commercial form on February 2006.
Navy Field is available at no cost, though a 'Premium Account' or items can be purchased which provide many in-game advantages.
The objective of the game is to upgrade and advance a WWII naval ship and to participate in naval battles with other people online. Gameplay starts out by configuring a naval ship to prepare it for battle. Once it is configured, the player proceeds into the game's Battle Map and joins one of the open battle rooms. These rooms are located and created in one of the 25 different areas on the Battle Map, each area can hold 16 rooms and each room can hold up to 128 players divided into two teams which are Alpha and Bravo; however up to 8 teams can be assigned taking namesakes from American Military Codenames. (Charlie, Delta, Echo, Hotel, Golf, etc.)
New players take command of a Korean Frigate at the beginning of the game. Players then advance through several levels to access larger and more powerful vessels. There are three main types of ships that a player can command in the highest levels of the game: submarines (SS), aircraft carriers (CV) and battleships (BB). Up to 6 different ships of a single nation can be purchased at a time and can be armed and equipped with multiple variations of naval guns, aircraft, fire control systems, powerplants, and armor. The game uses two forms of currency: "Credits" and "Points". Credits are used to purchase ships and equipment, and points are to purchase recruits and promote sailors. In time players will end up obtaining significantly more points than credits.
Battles are played in real-time using isometric graphics. Players control their ship's weapons and speed during battle via keyboard input. Ships can have a variety of equipment depending on their class, size and nation but they are classed down to: Naval Guns, Anti-Aircraft Guns, Torpedo Launchers, Depth Chargers, Mines and Aircraft. Naval Guns are the main artillery of the ship, AA guns are used for shooting down aircraft, Torpedoes are useful for armoured targets, depth charges are used against Submarines, mines are useful for tactical situations such as Boxing enemy ships and Aircraft are the main weapon of the Aircraft Carrier.
Like many massively multiplayer online strategy games, Navyfield allows players to organize themselves, very much the same as a traditional 'Clan' system in other games. In Navyfield, an organization of players is called a squadron. Each squadron can have up to 30 members, and each member of a squadron has the squadron's tag displayed before their ship name. Additionally, squadrons may join a fleet. Fleets consist of up to 5 squadrons, and 30 additional players. Fleet members have their fleet's logo displayed during battle, perpended to their ship's name. In addition to the fleet's logo, fleet members are also eligible to play the Harbor Assault gameplay mode, where two opposing fleets battle for or defend a port.
There are several types of battles in Navy Field:
- Normal In this game mode, 2 teams compete against each other in a team deathmatch style fight. Experience is awarded based solely upon individual attack, with the winning team receiving. Team 3-8 are currently disabled due to bugs.
- CV mode Only carriers are allowed to play in this team deathmatch mode.
- FF & DD mode Only ships below level 30 are allowed in this team deathmatch style game.
- BB & CA mode Only battleships and heavy cruisers are allowed to fight in this team deathmatch style game.
- Operation Convoy Only heavy cruisers and below may enter an Op Convoy. In Op Convoy, ships compete against each other in series of timed one flag capture the flag games. Ships race towards a crate centered between the two teams, attempting to bring it to their safe zone. If the ship with the crate is sunk, the crate resurfaces at that position a few seconds later.
- Blitzkrieg Any ship, except submarines, whose level is below level 60 may participate in this team deathmatch style game. However, there are limits on the number of battleships and carriers allowed. Experience is based upon total team attack, or shared amongst all players on the same team.
- Missions Co-operative mode against a computer controlled enemy to achieve a certain objective (destroy a building, sink a ship, or just eliminate all enemies).
- Night Battles are team deathmatches where the lines of sight are considerably shorter. Up to 7 Battleships and 3 carriers per team seek out the enemy, and scout planes can drop flares to illuminate a section of map for a period of time. Player Visibility is seriously impeeded in this game mode.
- Great Battle The original style of Great Battle, where the host could swap vessels between teams prior to starting the game. Experience in this mode was also based upon individual attack, not team attack. This game mode is no longer supported and no longer available to be played.
- Great Battle I Two fleets, led by battleships and carriers, fight for control of the sea. A maximum of 7 battleships and 3 carriers and 5 submarines are allowed per side, with an unlimited number of other supporting ships up to a maximum of 128 players. Experience earned is based upon total team attack, allowing for ships that do not do direct damage to the enemy (such as AA ships) to receive experience. The victor is the team who has the highest total attack points for the entire team. Team attack is made up of the collective attack damage done by all players on the same team.
- Great Battle II Two fleets, led by battleships and carriers, fight to destroy each others flagship. Experience earned is based upon total team attack and bonuses for sinking the opposing team's flagship. When your team's flagship is sunk, a 5 minute period is given for a counter-attack to sink the opposing teams flagship. Failure to successfully counterattack in the allotted time will result in an immediate loss. A successful counter attack will result in an immediate victory. CV's are the only ship class that can be Flagships
- Harbor Assault At predetermined in-game times, two fleets fight a series of battles against each other over a 110 minute period, the outcome being that the winning fleet gains or retains control of a port. The fleet that has control of a harbor can invest in harbor defences and take advantage of special rental ships (More powerful versions of existing ships) while awaiting the next scheduled time at which time they can be attacked by a challenger. During the period of a Harbor Assault fleet members can only play in Harbor Assault battle rooms, not others. Any number of fleet members can participate in a Harbor Assault but no more than 35 in any one Harbor Assault battle room. Individual players can use any of their ships during the period of the Harbor assault, but ships may not be repaired. Harbor Assault currently can only be attempted by an individual fleet every 2 weeks at the cost of in game credits. Fleets who retain control of a harbor can defend it indefinitely if no such attacking fleet is successful.
In all of these games, each team has a flagship. The flagship is the ship with the highest ranking bridge officer. There are no perks with being the Flagship of the Fleet, other than being able to turn all your ships in the Battle Room one way or another. However there is speculation that a Flagship contributes more to Total Team attack points though this is unconfirmed.
Damage done to friendly ships produces an experience penalty to discourage the practice of team killing (which is also now a bannable offense). All games can be "hosted" by any player; players can the join right up to the cap for the room or when the host decides to commence the game.
In normal battles, there are no restrictions on the number of each ship type, and the host is free to set restrictions on the type of ships that enter the room by indicating it in the title. Normal battles are the only battles where the host has complete control of the room, capable of enforcing extra rules (such as no torpedoes) and setting a room title and level requirement. The host of the room can either let the players decide which side they stay on, or the Host "balances" the room, so that each side is uqual.
Rooms other than normal rooms have an auto-balancing system, which splits the room into two roughly equal teams. The title of the room is the type of game mode it is, and hosts may not impose any extra rules (such as no torpedoes) upon them.
The game has five harbors for fleets to control; one for each nation represented. The harbors are New York (US), Hamburg (KM), Toulon (MN) Tokyo (IJN), and London (UK). Owning a harbor allows each member of the owning fleet to rent unique ships. These unique ships require lower level crew to operate and are considerable stronger, but also require a hefty amount of credits to rent and repair.
When a new player creates an account, he or she receives a set of starting Sailors. They are supplemented with one-hundred thousand credits and one-hundred thousand points to spend on purchasing a neutral ship and more crew. Players may also buy or sell naval guns, torpedo launchers, and other equipment using credits, or trade with other players for ships and crewmen. (Players can only trade with one another if both have over 50,000 credits and points, these trades are conducted in specialized trade rooms) Currently there are 5 Playable Nations in the game: Royal Navy, Imperial Japanese Navy, Kriegsmarine, United States Navy and the newly appointed Marine Nationale. (France) The Marine Nationale were added to the European and North American servers on 18 February 2010.
New players have the advantage of battling in the 'Beginner' areas which has a level cap of 5, after Lv5 the player will not be able to host or join rooms in this area but will have better knowledge of the game when entering the battle rooms in other areas. At Lv12 the player can 'Promote' their crew to play as 1 of the 5 Nations, all 5 nations can be played though the player will need to raise another crew set. This United States Line rules
Template:Navy (RN) - British Empire. The RN has the most effective armor, the best support crews, a large variety of fast battleships, as well as the hardest hitting guns. However, RN guns lack a fast reload speed (due to the system used to class their gunners), their armor is the lightest but most expensive, and RN torpedoes are the slowest and have the shortest range. Players gain access to battleships and heavy cruisers at lower levels than the other nations. Being the most heavily armoured ships in the game they have the reliability factor on their side yet it comes at a hefty price as well as being one of the slower nations out there.
Template:Navy (KM) - German Reich. Naval guns of the KM typically have the greatest range of all of the five Navy's, yet do the least amount of damage for their size; giving German ships the lightest broadside of all similarly tiered ships. Germany also has the best Engineers or engies as their called in the game, giving them faster ship speeds and longer overheat time. Some KM ships lack the displacement required to hold large amounts of armor, yet others can stop 16-inch HE (heavy) shells. Typically, the Kriegsmarine's gunships have excellent anti-aircraft weaponry and its carriers have the most powerful fighter aircraft and dive-bombers. Most of the ships available for Kriegsmarine are Plan Z projects which were never built or commissioned.
Template:Navy (IJN) - Empire of Japan. The Imperial Japanese Navy is the only nation that can use "Long Lance" oxygen-fueled torpedoes and it has some of the fastest ships in the game, as well as a large assortment of aircraft carriers and a line of ships designed specifically to use torpedoes as their primary weapons. The Imperial Japanese Navy is largely considered a CV and torpedo nation because of the amount of CVs there are to choose from in contrast with their BBs. However, the IJN does have access to the Yamato class battleships, and later, the Super Yamato class battleships, mounting powerful, long ranged main batteries and a powerful anti-aircraft weaponry. IJN naval guns of large bore diameter are known for having a very high maximum angle, giving them the advantage of an incredible ability to pierce armored ships due to the "plunging" nature of the shells, and they "gain" range when sailing away from a pursuing target due to the shells' long hang time. Their HE shells also deal greater damage to armored targets as the shells land from a higher angle, allowing them to load less dedicated AP shells. However, the long shell hang time also make them difficult to use as one must predict where the target will be when the shells land ("leading" the target). IJN aircraft are fast, outrunning their counterparts of other nations. However IJN armor and support crews are the weakest in the game.
Template:Navy (MN) - France. The Marine Nationale has good submarines and heavy cruisers, and has also the second best armor and some guns have more range then the Kriegsmarine counterparts like Prinz Eugen and Bismarck. The Marine Nationale also has the second best Gunners but aircraft carriers are deficient in size. They have weaker Fighter pilots but they have the best Dive bombers and Torpedo Bombers, and the some of the best anti-aircraft guns and gunners in the game. Lower tier MN battleships have the advantage of a smaller size, thus reducing their chances of being hit.
Each nation has a large variety of all types of ships. As a player's Bridge Operator levels up, he gains access to more powerful ships, ultimately achieving a battleship, aircraft carrier or submarine as a final end career vessel to play as.
Each ship is part of a more generic ship class. Within each ship class, ships have various levels, ranging from 1 (least powerful) up to 6 (most powerful), and in game terminology the level number is appended to the class type, e.g. BB1, CA2, and CV3. In general, ships of a higher class are more powerful than lower classed ships, and levels within each class determine how it compares to other ships in the same class. (Example: A BB5 is generally more powerful than a BB3 (BB means Battleship)) Certain classes also excel in different areas: for example, destroyers generally excel in torpedo combat, while many light cruisers excel at anti-aircraft gunnery or scouting.
The Ship Tree
Not all ships of a nation are available to a Bridge Operator of that nation, even if he has the required level to use them. Instead, ships are arranged into trees. The trees consist of decision points where a Bridge Operator must select which ship type he wishes to use. Once the choice has been made, the Bridge Officer is committed to that branch of ships, and may not select ships from other branches. As well as diverging, some ship lines also reconnect at higher levels.
For example, a German Bridge Operator at level 12 can only select the Z1 destroyer as his chosen ship. No choice is available. When he reaches level 17, he is given the option of choosing the Z31 line. If he does so, he can command the Z31 destroyer and its remodels. If, however, he does not choose to go down the Z31 line at level 17, then at level 20, he can instead choose the D38 line of ships. A single Bridge Operator cannot command both a Z31 and a D38; he must choose between them. However, regardless of his earlier choices, he is given the option to command the fictional Z99 type destroyer when he reaches level 25. At this point, the Z31 and D38 lines converge again. Further choices of this type are offered to Bridge Operators of all nations throughout their careers.
Some ships can also be remodeled. This involves spending credits to change and improve certain characteristics of a ship, without purchasing a whole new ship. Remodels can be relatively minor, such as the Atlanta / Juneau II / Oakland light cruisers, or more significant, such as the Ise Battleship remodeling into an semi-aircraft carrier.
|| Small, low on displacement but stealthy and with limited but powerful torpedoes. Some subs have guns while others can mount mine launchers or even aircraft. Submarines take more damage per shell than other ships due to complaints by users. Generally considered OP and cheap by the community, they were implemented without consideration of balancing to the North American servers, and were therefore patched to take more damage per shell. |
|| Small, extremely fast ships. Their small size makes them hard to hit, and their high speed allows them to reach action faster. They can mount little to no armor, and their weapons are suited to fighting other frigates.
All frigates are Neutral; there are no National FFs.
|| Medium sized very fast ships. Larger than FFs, but still small enough to avoid gunfire, they are slightly slower than FFs, but can take more damage due to their higher damage points (DP). They can also mount heavier weapons than FFs.
There are both Neutral and National DDs.
|| Medium sized fast ships. Their medium size and slower turning rate makes them easier to hit, but they can achieve speeds similar to DDs, which makes them harder to chase and hit. Some CLs can be armored to protect up to CL sized shells, and their heavier weapons are suited for combating other light cruisers and some heavy cruisers.
There are only National CLs. Some CLs may carry Scout Planes.
|| Large, fairly fast ships. Their large size and medium speed make them easier to hit than smaller ships. Some of them can mount enough armor to shrug off DD, CL and CA attacks, and they can mount heavy guns suited for fighting cruisers.
All CAs may carry scout planes. The German PanzerSchiffe is classified as a CA.
|| Large and well-armed capital ships. Their large size means that other ships will rarely miss them. They are not as fast as CAs, but can outrun most BBs, and their DP allows them to withstand attacks from all other classes of ships. They are in general competitive against BBs. They're commonly better armed than BBs at similar levels.
All BCs may carry scout planes. The United States Alaska class cruiser is classified as a BC in the game. For the sake of balance, BCs are designated as BBs during gameplay.
|| Huge, heavily-armed capital ships. Their huge size makes them easy to hit, and their slow speed makes them the least maneuverable ships in the game. However, they have the most DP out of all ships in the game, and can easily withstand attacks from all other ship classes. They can mount the heaviest guns in the game, capable of sinking any other target.
All BBs (except the Nelson class battleship) may carry Scout Planes.
|| Variable-sized, variable-armored, variable speed capital ships. A CV's size ranges from small Escort Carriers (such as the Ōyodo Class hybrid) to medium-sized Light Carriers (such as the Independence class) to large Fleet Carriers (such as the Shinano Class carrier and Essex class). They generally have little firepower in guns, against both ships and planes, but have the ability to attack other ships and planes using their own planes.
All CVs may carry Scout Planes, Fighter Planes, Dive Bombers and Torpedo Bombers.
In order to win battles, ships must use weapons in order to damage and sink the ships of the opposing team. There are two general categories that weapons fall into, ship-mounted and aircraft. These weapons may be used to attack two different targets, ships or aircraft.
Naval guns Most ships (except for certain carriers and submarines) in the game can carry naval guns, which they use to fire shells of various sizes at other ships in order to damage them (or, in the case of AA, at enemy planes in order to shoot them down). As a player's gunnery sailors rise in level, they gain access to larger and more powerful guns; larger shells can be fired from larger guns, and they also have more guns per turret (an example: RN players can gain access to the BL 14 inch Mk VII naval gun).
Each specific gun has up to four variants that determine its firing range and reload times. In general the N variants are available at the lowest level and offer a balance of reload time and range, soon followed by the 'L' variant (which offers higher muzzle velocity and thus longer range at the expense of a longer reload time), and then the 'D' variant (which provides faster reload times while sacrificing range). A fourth type, the 'A' variants, are available on some guns and are intended for anti-aircraft use. These variants have the fastest reload times, however, they require specialized anti-air gunners, and are therefore separated from regular guns even if they are similar otherwise.
A special type of weapon treated by the games as naval guns is the hedgehog. It is an anti-submarine weapon firing a number of mortar bombs that explode on impact with a ship or within two seconds after launch in the water, thus damaging nearby ships and submarines, the type of target this weapon was designed to primarily fight. They have a very low reload rate.
Direct Anti-Aircraft Guns All ships mount light anti-aircraft weapons such as machine guns and small-bore cannons. These guns are automatically controlled by the game's AI and fire at nearby enemy aircraft without user input. While they are largely ineffective when attacking aircraft at high altitude, low-flying aircraft (such as torpedo bombers) are easily dispatched if they get close to a ship. Certain ship classes carry more of these weapons than other classes and this ability is known as AAW in the game.
Torpedo launchers Generally considered as a secondary armament by most players, Torpedo Launchers are used to drop torpedoes into the water. Torpedoes then travel in a straight line until they either contact a ship or land, or run out of fuel, at which point they detonate, doing splash damage to all ships nearby. While torpedoes take longer to reload than naval guns, they also do far more damage, in some cases being able to sink poorly-armored ships with one or two torpedoes. Some ships, particularly those of the IJN, are designed specifically to use torpedo launchers as their primary weapons.
Depth Charges Depth Charges are used to effectively fight submarines. They work similar to Torpedo launchers, as the Depth charge launcher will have to be mounted on a secondary weapon mount (known as T slots), after which they can be launched in game. If a ship does not speed away from the launch site at full speed, it may be damaged by the large area of effect of these weapons. The depth charge can heavily damage and destroy submerged submarines with relative ease, although they do far less damage to a surfaced sub. Depth Charges explode four seconds after they are deployed. The difficulty in using Depth Charges is that they will have to be launched very close and in the path of the submarine to be effective. Generally, any class ship above the CL class is incapable of sailing near a submarine and dropping depth charges effectively without getting hit. The FF and DD class ships can automatically detect SS-class ships without using a Sonarman support sailor, but the detect range will be about 60% of the sight range of the ship. If a Sonarman is on the FF or DD class ship, it will have more detect range. Sonarman support sailors can also be used on CV class ships, which enables them to detect SS class ships.
Naval mines Certain ships may mount mine launchers in order to drop naval mines in the water. In order to launch mines, players must first purchase them (500 mines for $1 USD, or 1000 mines for $2 USD), then mount a mine launcher on their ship. When dropped on the battlefield, mines will become invisible, and arm themselves 10 seconds after being dropped. If a ship, friend or foe, crosses the mine while it is active, it will explode, damaging the ship. Mines are always visible to all ships on the team of the ship that launched the mine. Ships on the enemy team will not be able to see the mines, except for FFs and DDs, which can spot nearby enemy mines. Mines may also be attacked using guns, which will destroy the mines after a certain amount of damage. Mines may be deployed by scout aircraft, with each aircraft able to carry one mine per sortie.
As in real naval combat, airplanes are very potent weapons and tools that can easily turn the tide of battle when properly used. In order to use airplanes, players must first have at minimum a Rookie Pilot sailor on their ship. As the Rookie Pilot advances in level, the player may choose to class the pilot up (to Fighter Pilot, Torpedo Bomber or Dive Bomber) in order to use aircraft of that type. The player's ship must have the ability to carry planes. As a Pilot's level increases, more powerful aircraft will become available for use. For example, low-level US Fighter Pilots may only use the F4F Wildcat, but may eventually advance to the F6F Hellcat and finally the F4U Corsair. There are at least two types of aircraft for each class and as many as five in the case of IJN scout aircraft.
Scouts, while not necessarily weapons in the normal sense, are considered the eyes of a fleet. Most CLs, all CAs and BCs, and most BBs (the Nelson class battleship being the only exception) are able to carry scouts. Scouts have a very wide range of view; however, they possess very little firepower with which to defend themselves, are comparatively slower than most other planes, and are easy to shoot down. For this reason, most ships are able to carry more than one scout, in the very likely event that one is lost in battle. Scouts require a Rookie Pilot to fly them; pilots of higher classes may not pilot scouts. Scouts are able to carry one mine per flight, some[who?] players will load a massive amount of scouts on their CVs and spam mines around the enemy, but this is a rare tactic.
In order to protect their fleets, CVs may carry and launch Fighters from their flight decks. The role of the fighter is to intercept and destroy enemy planes that pose a threat to all friendly ships and, in the case of enemy fighters, a threat to friendly airplanes. While fighters are very useful in destroying enemy airplanes, they cannot attack enemy ships, which can shoot them down with anti-aircraft guns. Fighters are very fast and have considerable firepower, but have the shortest flight time of all planes and rely on friendly ships and scouts in order to see around them, as their sight-range is poor.
- Torpedo bombers
Torpedo bombers, or TBs in game parlance, use aircraft-mounted torpedoes to destroy enemy ships. They are one of two types of airborne bombers that can be used by CVs to destroy ships. They have to engage in a dive and fly to the ship at low altitude to be able to release torpedoes, which makes them particularly vulnerable to AI-controlled AAW. Torpedo bombers are generally considered easier to operate than Dive Bombers, because there is less possibility of the target dodging the attacks, and less vulnerability to user-controlled AA. Torpedo bombers are superior to dive bombers at very high level due to the increase of bomber ability of the pilot, and they may eventually become immune to AAW, although they may still be destroyed by user-controlled AA guns. TBs generally have a greater sight range than DBs but not as much as scouts.
- Dive bombers
The second primary anti-ship weapon that CVs yield, Dive Bombers, or DBs for short, are used to attack and destroy enemy ships. Dive bombers attack by flying over their targets, engaging in a near-vertical dive, and dropping their bombs onto the decks of ships. Because they directly attack a ship's deck armor instead of its anti-torpedo bulge, they are very useful for wearing down a ship for others to finish off with shells. Furthermore, because they do not have to attack at low altitude to release their ordnance, they are less vulnerable to automatic anti-air. However, because they have to fly directly over a target, they are more vulnerable to user-controlled AA.
Ship armor and damage control systems
Ships can be armored. Armor reduces the damage that the ship will take, but also reduces its speed due to the extra weight and is generally quite expensive to purchase.
- Deck Armor: This armor protects against long range and high-angle plunging fire, and dive bombing aircraft.
- Belt Armor: Belt armor protects against direct shots from close range which hit the side of the ship.
- Bulge Armor: Bulge armor protects against all forms of torpedoes, depth charges, and mines. Unlike other armor, bulge is ablative; it will stop a certain amount of torpedo damage completely, but then will not protect from any further torpedo damage.
- Bulkhead Armor: Ameliorates the reduction in speed that occurs when a ship is badly damaged.
Soft Defense is another feature that helps to reduce the visible damage done to a ship, which in effect increases the overall durability of the ship. Soft Defense is calculated based on the number and level of all sailors on the ship, particularly support crews. When a ship takes damage, a percentage of the damage is translated into burning damage instead of immediately subtracting from the ship's visible durability. Burning damage may be repaired by the support crew, while the ship is burning; otherwise, it is slowly removed from the ships health. The higher the self defense value, the more damage is translated into burning damage, the less immediate damage is done to the ship. In NFNA servers, no matter how strong a player's support crew is, the SD can only stack to the level of 900, which means 90% of the damage is converted to burning damage. The best way one can get to the SD cap is to use Restorers for the reason that they add to your soft defense a great deal, as well as put out fires on your vessel quickly.
Navy Field may be played for free, but there is an optional premium subscription, at $9.99 USD for 30 days, which provides many advantages. Such a subscription removes the reward penalty above level 30, adds a thousand bonus experience points and credits for each battle in which the players stays for 5 minutes, increases experience gained by 40 percent, doubles the expert conversion rate from battle, and increases veteran conversion success ratio by 50 percent.
All players, regardless of the premium subscription, may also purchase premium ships: vessels specifically designed to be the best ships in their class for their nation. For example, a premium light cruiser can mount guns normally used on heavy cruisers, while premium heavy cruisers often carry battleship guns. Such ships are designed to give the player an advantage in the various battle modes.
SD EnterNet moderates the game with a system of "in-game customer service representatives, referred to herein as "TeamNF" (Team Navy Field). Moderators are elected from the playerbase or chosen from player applications and are strictly volunteer aside from getting some in-game benefits. They play along side in-game participants and belong to a fleet with the designation of TNF. TeamNF have a zero tolerance policy with regard to unacceptable language, harassment, and poor sportsmanship and it considers itself to be the long arm of the "SDE law" and therefore, obligated to administer "disciplinary measures as it sees fit." Players can expect to have everything they say or do monitored directly by a TeamNF moderator playing alongside them, as well as any participant familiar with the rules of unacceptable conduct. In-game participants coupled with TeamNF, can anonymously point out an infraction, screenshot it, and submit the screenshot via the "reporting offensive players" category in the support ticket system. Breaking the rules, can and will result in an inability to access your account. The EULA (End User Licence Agreement) or the NavyField website, does not contain any specific guidelines for lengths of punishment per infraction as these are decided by the heads of TeamNF. If players dispute a TeamNF member's actions or judgement, players can appeal through the same support ticket system, where both the player's and moderator's actions are judged by the TeamNF heads - however, generally, account suspension is non-negotiable, and you will be given a specific time and date when access to your account will resume.
|The neutrality of this article is disputed. Please see the discussion on the talk page. Please do not remove this message until the dispute is resolved. (May 2009)|
Veteran player bias
Within the gameplay itself, the transitive design dictates that, in battle, the largest and "higher level" ship classes are always more powerful than their smaller and "lower level" counterparts. For example, a player in a destroyer-class level 12 ship would find themselves firing many minutes worth of salvos trying to sink a lvl 80 battleship, while the battleship is capable of sinking the destroyer with one or two shots and at a much greater range. While historically accurate, it leads to disappointment by newcomers to the game as they'll find themselves continually outmatched and unable to compete until they've played the thousands of games required to reach the requisite levels for a battleship or high-level aircraft carrier. Luckily, other facets of the navy field experience such as Anti-aircraft fire and Torpedo boats allow these lower level players to contribute positively to the team if they so choose. Such contributions from lower level ships do, however, require players to apply themselves and learn to help the team, which is something many new players are either unable or not willing to do. Obviously, a game that requires a bit of practice to master does not lend well to gaining massive numbers of players in short time periods. Thus, the NF development team released the gaming modes of Great Battle and Blitzkrieg which reward all players with experience points. Recent updates to the Great Battle game mode have made experience gain for battleships respective of their attack, but smaller ships still earn experience regardless of their participation.
TeamNF has usually seen criticism from the players throughout its existence. Certain procedures and policies are laid out (and continues to be expanded if something becomes a common issue with customers) and good customer support attitudes, behavior, and ethics are demanded and expected by all in TeamNF. However, other than this, there are few strict guidelines for the moderators and it can be up to each moderator's judgement on how to handle situations and deal with customers when issues come up. Thus, discrepancies are seen from one TeamNF moderator to another, some more severe than others. If other moderators learn of a mistake or improper behavior of a moderator, either from the support ticket, direct observation, or if the player submits a complaint through the support system, the behavior is judged and the moderator will be reprimanded or even kicked from the team in case of repeat or severe cases. However, the lack of strict guidelines and rules as expected and normal of western cultures, along with potentially quick rotation of moderators that bring in new ones learning the ropes, continue to bring up service complaints from the players.
- ↑ .Navy Field. POGD. Retrieved on 2008-07-25
- ↑ Navy Field. Game Ogre. Retrieved on 2008-07-24
- ↑ Gun Data. NF Data store. Retrieved on 2008-07-27
- ↑ Mines. NavyField Data Store. Retrieved on 2008-07-27
- ↑ http://www.navyfield.com/support/teamnf/main.asp?MenuDiv=8
- ↑ http://www.navyfield.com/board/search.asp?Sort=C06&SearchPart=title&SearchText=banned
- ↑ http://www.navyfield.com/board/view.asp?Num=8788&Sort=C06&Order=re_upday&PageSize=20&Page=1&SearchPart=title&SearchText=eula&Ctg_1=&Ctg_2=&Ctg_3=
- ↑ http://www.navyfield.com/main.asp?MenuDiv=1
- NavyField North America
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- Navy Field review on Subsim.com
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