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TheDarkside

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another navy problem

Synopsis: a ship at 0% will continue to draw fire even though it should technically be 'sunk'.

Explanation: In naval battles, usually each side will aim almost all their guns at the enemy's weakest (in health) ship until it is sunk, with a small amount of fire that will target some other weakened ships- depending on how many ships are engaging. The problem is, a ship can EVER be sunk in one round, it must be reduced to 0% for an entire round befor eit sinks, even if you have enough firepower to blow it up 10 times it's total health! And what will happen is, for that round, it will continue to draw most of the fire from the enemy's guns, even though it should have sunk anyways.

Example: My ~20 cruisers vs. 3 UK Dreadnoughts. In one round, a dreadnught was reduced to 0% health, with some minor damage to the other two dreadnoughts. Round 2, That dreadnought sinks after another round of my cruisers firing at it, with some more minor damage to the other two dreadnoughts, Round 3, one of the remaining two is now the target and is brought down to 0% in one salvo. What should have happened is, either in Round 1, one dreadnoughts should have sunk immediately or in Round 2 the second dreadnought should have taken all the fire instead of my guys firing at the 0% health dreadnought.
 

TheDarkside

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GLENN said:
What do you consider to be a round of combat? This is not a turned base game.
Can you advise?

Right, I should have specified- a round is one day. Each day a new series of attacks/defenses are made. There is no damage being dealt continuously in real time, only one round of exchange each day.

The ideal fix would be having ships immediately taken out of combat as soon as they hit 0%, so they do not draw more fire again in the next round (next day) and that they cannot retreat the next day and then repair itself