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=Map Mechanics=
 
=Map Mechanics=
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Maps are made out of nodes connected to each other through paths called '''edges'''. Nodes are only accessible by traveling through those edges. Each node is independent of each other, and the fleet state will carry over from node to node.
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*Most of the mechanics are happening on the nodes themselves,
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*Some mechanics take place on the map itself.
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Maps are made out of nodes connected to each other through paths called '''edges'''. Nodes are only accessible by traveling through those edges. Each node is independent of each other, and the fleet state will carry over from node to node.
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==Maps==
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The maps the fleet evolves on are almost all based on real locations. Those locations varying from regular seashores to actual WW2 battle locations.
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*The nodes' and edges' positions also vary, either following the geography of the map, or replicating historical routes.
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*Some specific drops and enemy locations may be some references to what happened to this exact spot on the map.
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*[[Phase 1]] map used to be less bound to reality, having more variety and landscape features.
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When an [[LBAS]] is available, a small cross with written "AB" will be displayed on the map's land, being the center point of the nodes' combat radius.
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There are a few mechanics that take place in the map itself.
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When selecting the [[Formation]] on a combat node, it is possible to hide the UI in order to view the map, by clicking anywhere else on the screen.
    
==Routing==
 
==Routing==
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