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Difference between revisions of "Template:Event Mechanics"

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*'''Completion [[Gimmick]]s''' might be required to further progress the map, demanding certain conditions to be accomplished on a given map to unlock several things :
 
*'''Completion [[Gimmick]]s''' might be required to further progress the map, demanding certain conditions to be accomplished on a given map to unlock several things :
 
** Boss [[Debuffs]], where once the "Last Dance" of the final boss of a given map is reached, its debuffed form can be unlocked.
 
** Boss [[Debuffs]], where once the "Last Dance" of the final boss of a given map is reached, its debuffed form can be unlocked.
** Map phases, where some map areas need to be unlocked, like on [[7-2]] and [[7-3]].
+
** Map phases, where some map areas need to be unlocked, like on [[7-2]], [[7-3]], and [[7-5]].
 
*** Map areas can either be a path to the next boss, an intermediate path asking for new gimmicks, or a shortcut.
 
*** Map areas can either be a path to the next boss, an intermediate path asking for new gimmicks, or a shortcut.
 
**'''Choosing a higher difficulty''' on an event map will reset it to its initial state.
 
**'''Choosing a higher difficulty''' on an event map will reset it to its initial state.

Revision as of 10:09, 23 January 2023

Participation requirements

To take part in any event, a player MUST HAVE at least:

  • A 75% sortie win ratio.
  • 5 empty ship slots.
  • 20 empty equipment slots.

Special Mechanics

In addition to regular Sortie mechanics, events often involve some specific or rarer mechanics :

  • The difficulty system returns: it is possible to choose between Operation A (甲, Hard), Operation B (乙, Medium), Operation C (丙, Easy), or Operation D (丁, Casual).
    • Difficulties and drops available depend on the HQ Level :
      • HQ 1+ for Casual and Easy, limited "rare drops" available.
      • HQ 35+ for Medium, some "rare drops" available.
      • HQ 80+ for Hard, all "rare drops" available.
  • Changing difficulty is possible but limited:
    • When switching from any "lower" difficulty to any "higher" difficulty, the map will fully be reset.
    • When switching from any "higher" difficulty to any "lower" difficulty, the map will stay in the very same state it was previously, with only +25% of TP/HP being reset on the current phase's TP/HP bar.
      • Gimmicks might also be reset when applicable.
  • Beginning with the second map, difficulty progression rules apply.
    • In order to play a map on Hard difficulty, the prior map must have been completed on either Normal or Hard.
    • e.g., to do E-2 on hard, E-1 must be completed on normal or hard.
  • To simulate simultaneity of battles in different locations, Fleet Tags conditions & deployment restrictions are employed.
    • Ships not already tagged will be tagged with the associated tag of the map phase when deployed. This tag will be applied regardless of the difficulty and can't be removed by any measure before the end of the event.
    • One map can use multiple tags, usually separated by phases or fleets.
    • Several maps can share one or more tags.
    • On Normal or Hard difficulty, ships must have either the same tag as the map/phase they are being deployed to, or have no tag at all.
      • This requirement is sometimes waived on certain maps, mostly on the last map of the event where tags only matter on Hard.
      • Once the event is cleared (last map of the EO), all tag restrictions stop getting enforced on every map (tag routing will still apply).

  • The Combined Fleet (CF), a fleet assembling both the 1st and 2nd fleets, may come back.
    • The CF is only available for the two 1st fleets, where the 2nd fleet can be merged with the 1st one in the "Fleet menu".
    • The CF cannot be used in anything outside of event sorties.
    • 3 different types of CF are available, depending on the map requirements and the current fleet setup.
    • CF with a flagship that carries the Command FacilityFleet Command FacilityFleet Command Facility, will be able to make use of the Evacuation mechanic.
      • The evacuation requires an escort destroyer.
      • Only one ship can be evacuated per battle.
The Flagship of the Escorting fleet cannot sink!
  • The Striking Force Fleet (SF), a fleet with seven ships, may come back.
    • The SF is only available for the 3rd fleet, where an extra 7th ship can be added in the Fleet menu.
    • The SF cannot be used in anything outside of event sorties.
    • A SF with a flagship that carries the Command FacilityStriking Force Fleet Command FacilityStriking Force Fleet Command Facility, will be able to make use of the Evacuation mechanic.
      • Only one ship can be evacuated per battle.
  • The Vanguard FormationVanguard.png can be used.
    • This formation will organize the fleet such that the 2 to 3 last ships protect the 2 to 4 first ships of the Fleet.
    • This formation is available for single and Strike Force fleets made of 4 to 7 ships.
      • The formation makes ships way more evasive in combat, especially DD, and more accurate against DD, especially PT Imps.
      • This formation is available only during the duration of the event, on the event's maps as well as on the regular maps.

  • NPC Friendly Fleets (FF) may be introduced to the event.
    • FFs act as another unit that appears in particular battles to help aid the fleet when attacking the enemy.
    • It is possible to choose between using "normal only" or "normal and powerful" FF in the main menu.
      • Powerful FFs have an additional cost of 6 Instant Constructions Instant construction Material for each time they are deployed in a battle.
        • The blowtorches won't be consumed unless a powerful FF appears.
      • If activated, one FF is randomly selected from a preset list of fleets to help the fleet.
      • Which ships are in the fleet will influence which FF can help, excluding the FFs containing ships also in the main fleet.
      • The FF will appear at the start of either day or night battle, depending on the node.
    • FFs are usually available sometime after the start of the event, to help Admirals facing difficulties clearing the maps.

  • Completion Gimmicks might be required to further progress the map, demanding certain conditions to be accomplished on a given map to unlock several things :
    • Boss Debuffs, where once the "Last Dance" of the final boss of a given map is reached, its debuffed form can be unlocked.
    • Map phases, where some map areas need to be unlocked, like on 7-2, 7-3, and 7-5.
      • Map areas can either be a path to the next boss, an intermediate path asking for new gimmicks, or a shortcut.
    • Choosing a higher difficulty on an event map will reset it to its initial state.
    • These conditions range from reaching certain nodes, defeating specific nodes, attaining air superiority on certain nodes, and defending against Air Raids. As soon as all the given conditions are met, the map advances to the next phase. Lower difficulties may require fewer conditions to be met to complete the phase.
    • Completing a gimmick will play a "bell" sound once back in the main port (Play Bell Completion Sound Effect).
    • Nodes required to be visited/defeated in gimmicks are highlighted.
  • Enemy Radar Ambush Nodes, where entering these nodes will result in the fleet facing off against an enemy fleet that will ambush and attack it.
    • The fleet will not be able to fight against the enemy fleet.
    • By meeting certain conditions, these nodes can be evaded.
  • Superfortress Air-Raid Sequence, a QTE where the LBAS is attacked by bombers, and where the player must click on a button at the right moment to obtain better interception, using "Land-based high-altitude interceptors".