Abyssal Quest (Kancolle) : No SV, you are the Water Demon

Locking the vote. Expect the update in 3-4 hours.

Hmmm. Exemplary service in a hopless war, sunk in circumstances that underlined how pointless the war was. Zuikaku?

I won't confirm or deny any guess at the moment, though there's chances the next update will answer that particular question.

The OP has additional clues, though. So go re-read it and speculate further for my amusement!
 
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I won't confirm or deny any guess at the moment, though there's chances the next update will answer that particular question.

The OP has additional clues, though. So go re-read it and speculate further for my amusement!
Yeah, comrades falling one by one and her sister ship after them definitely suggests Zuikaku to me.
 
It's up to OP's decision to add this tidbit, to be honest. But if he did allow it, we can actually try to capture one and try to make one join us willingly, or simply find one that is treated unfairly by their human commander, and then "save" them, in an act that shows them that, yes, even Abyssal has standards. Or we can just make some hypnotics or brainwashing techniques and saves us the trouble (except when the brainwashing fails).

So... we "rescue" Shigure?

Hmmm. Exemplary service in a hopeless war, sunk in circumstances that underlined how pointless the war was. Zuikaku?

The OP has additional clues, though. So go re-read it and speculate further for my amusement!

There's also Hiryuu, I think. Though Zuikaku makes sense since she was one of the last remaining carriers, IIRC.
 
As for small escorts/A-S vessels... I didn't bother to put them for now because I didn't want to put many, many small vessels right from the start. And thinking about it I will keep it that way for now, no need to go too complex from the beginning. They will be available later on, though. As for their advantage compared to destroyers in resources gathering, remember that they wouldn't be able to carry as much, due to being smaller and all that.
As a note, the ship that defines the limits of the type are the Erie-class Gunboats. At 2000 tons, they were legally larger than any Destroyer at the time of their launch.
 
Week 2
Well, the update come a little later than expected, as I spent some of the time refining the mechanisms.

Scouting the surrounding (73%): 1d100=39 (major success)

Given the small area they had to explore, you didn't expect the three destroyers you sent to struggle with their task. Still, they did better than you expected and thoroughly explored the entire archipelago.

There's little activity in the islands, and it's clear that a sizeable part of the inhabitants have been evacuated. Of those that remains, few have the courage put to sea. In all likelihood, they are even wary of approaching the coast.

Good, that's the way things should be.

Apart from the occasional fisherman, your scouts didn't detect any shipping. While it means you will need to go hunt further away, it also means your base should be fairly secure and hidden for some time. You shouldn't have to worry too much about defence in the immediate future, though it doesn't mean you should neglect it for too long.

Other things of interest are the few partially emerged wrecks, open-air dumps, abandoned harbours, and other places you could easily scavenge for resources.

(Moluccas islands explored!)
(Resource gathering efficiency doubled for five actions)
(fuel used : 31)


Resources gathering (73%): 1d100=63 (minor success)

Your other destroyers work tirelessly, if not efficiently, to gather resources for your base. Given a lot of the resources are found under the seas, and that destroyers… are not submarines, you can't really fault them too much for that, though.

(126 fuel, 126 ammo, 315 steel, 63 bauxite gained)
(fuel used : 15)


Construction : Shipyard

Destroyers may be the backbone of any fleet, but aren't enough by themselves. A few light cruisers would increase greatly the dangerousness of your fleet, and minelayers would allow a simple but effective defence of your base. As such, you decide improving your shipyard is the first priority. It take a whole week to finish, but you will be able to build more minions starting from next week.

(Shipyard level 1 finished)

Random event : 1d100=04

You had just sent your destroyers out again as they came back with the latest shipment, when you noticed it.

Hum, what it was?

A presence. Ah, it was someone like you, somewhere in the surrounding area… She was, coming from you? No, looking for you?

But… Her presence felt… Familiar.

Ah! It is that girl. You remember fondly her desire to protect you and the others.

Heh, you didn't think you were still capable of such thought. Even as tainted by losses as those memories are, you guess it is… nice?

You welcome her… As much as you're a little sad she's chosen to suffer through that to follow you… But in face of such loyalty… To do anything else would be an insult.

(New project unlocked : Air defence demon)

Available assets (capacity : 100, 6 used) :
3xI-class destroyers
3xRo-class destroyers


Resources :
Fuel : 890
Ammo : 926
Steel : 315
Bauxite : 863


Projects
Base expansion :
-Shipyard improvement (level 2, 400 fuel, 400 ammo, 2000 steel, 400 bauxite, 2 week)
-Shipyard expansion (size 2, 200 fuel, 200 ammo, 2000 steel, 200 bauxite, 2 weeks)
-Repair dock improvement (level 1, 200 fuel, 200 ammo, 1000 steel, 200 bauxite, 1 week)
-Repair dock expansion (size 2, 200 fuel, 200 ammo, 2000 steel, 200 bauxite, 2 weeks)
-Docks expansion (+10 size, 100 fuel, 100 ammo, 1000 steel, 100 bauxite, 1 week)
-Build facility : Workshop (allow you to build equipment. 100 fuel, 100 ammo, 500 steel, 100 bauxite, 1 week)


Construction (I only put what you can build,and what will be available at the next level. You can ask if you want to know what is required for other ship types) :
-I-class destroyer (10 fuel, 10 ammo, 50 steel, size 1, 1 day)
-Ro-class destroyer (10 fuel, 10 ammo, 50 steel, size 1, 1 day)
-Ha-class destroyer (15 fuel, 15 ammo, 60 steel, size 1, 1day)

-Ni-class destroyer (20 fuel, 20 ammo, 100 steel, size 1, 1 day)

-Ho-class light cruiser (50 fuel, 50 ammo, 200 steel, size 2, 3 days 6 days)
-He-class light cruiser (75 fuel, 75 ammo, 250 steel, size 2, 3.5 days 1 week)

-Escort carrier (50 fuel, 50 ammo, 300 steel, 200 bauxite, size 3, 1 week 3 weeks)
-Seaplane tender (100 fuel, 100 ammo, 300 steel, 200 bauxite, size 3, 1 week 3 weeks)

-Wa-class transport (20 fuel, 100 steel, size 2, 2 days 4 days)

-Minelayer (50 fuel, 50 ammo, 200 steel, size 2, 3 days 6 days)
-Minesweeper (10 fuel, 10 ammo, 50 steel, size 1, 1 day)
-Destroyer tender (25 fuel, 25 ammo, 100 steel, size 2, 2 days 4 days)

-Air defence demon (require shipyard level 4, size 2. 5k fuel, 5k ammo, 15k steel, 5k bauxite, 1 week)

Operations
-Scout a nearby area
--Where?
-Resources gathering (gather resources easily available. Low risk, but the gain is poor) (gain doubled)
-Convoy raiding (attack human shipping. Medium to low risk, higher gains)
-Write-in


Others
-Write-in


Notes : I changed the rules for overloaded shipyard : if the shipyard is too small, the difference between what would be required and the actual size determine how much longer it take to build a ship (so, size 3 in a size 1 shipyard give 3 times longer)

I also corrected some errors I did in the previous update for the cost of expanding shipyard/repair docks.

By the way, it was fun to see you freaks out. Slightly less fun than if things went the other way (though I guess you would disagree with that)... But well, I usually associate d100 with percentage system, and it's a lot more natural to roll low for those.

Also, yeah... I wasn't the one who made her Abyssal version overpowered, though.
 
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A question: can we build runway and (carrier-based) recon plane [example]? I think we will need Workshop for planes, but can it be done at all?
 
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We do not have enough steel for ANY base expansions. Therefore, I say we expand the fleet instead.
Plan: Stretching our sea-legs
[] Build:
-[] 4x I Class Destroyer
-[] Wa class Transport ship
[] Operations:
-[] Gather nearby resources (All Ships)

Edited plan. The minelayer can wait until we've got the shipyard for it.
Edited plan again. And by that I mean I got rid of it. Thank you for coming up with something better.
 
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Also @Bki can you just put the ships we can make in a spoiler tab, all of them. Makes it easier to make plans.

In the update? Will see about that.

We do not have enough steel for ANY base expansions. Therefore, I say we expand the fleet instead.
Plan: Stretching our sea-legs
[X] Build:
-[X] 4x I Class Destroyer
-[X] Wa class Transport ship
[X] Operations:
-[X] Gather nearby resources (All Ships)

Edited plan. The minelayer can wait until we've got the shipyard for it.

Just so you know, the transport will take 4 days to complete.

Also, if you're building different type of ships, precise which orders, as I calculate the gains from your operations per day.
 
In the update? Will see about that.



Just so you know, the transport will take 4 days to complete.

Also, if you're building different type of ships, precise which orders, as I calculate the gains from your operations per day.
Also when I said all of them, I meant every type of ship we are able to make. Otherwise we need to flip back to previous turns to plan.
 
Plan The Coming Darkness

Construction:
[X] Begin constructing 1 Wa-class Transport
-[X] Afterwards construct 1 Minelayer

Operations:
[X] All ships Gather Resources.

Other:
[X] The curses that make our basic ships cause them to end up looking rather monstrous....maybe you could refine the process so the end result is something more....human.

Resources remaining:
Fuel : 860
Ammo : 926
Steel : 15
Bauxite : 863
 
Plan The Coming Darkness
Minelayer is not a pressing concern right now, scouting revealed that we do not have need to ramp up passive defence at the moment.
On the other hand, we have temporary bust to recourse gathering, so we need more gatherers to make use of it.
Also for what are you planning to use transport for?
 
Minelayer is not a pressing concern right now, scouting revealed that we do not have need to ramp up passive defence at the moment.
On the other hand, we have temporary bust to recourse gathering, so we need more gatherers to make use of it.
Also for what are you planning to use transport for?
Transport will increase our resource gathering capacity, as for the Minelayer I plan to use it for an offensive ambush on a shipping line.
 
Transport will increase our resource gathering capacity
I'm quite sure that 4 destroyers will increase it more. @Bki - can you confirm one way or another?
Minelayer will delay production of simpler ships, i propose we collect low-hanging for now, especially with buff to gathering, and then move to shipping lanes.
 
I'm quite sure that 4 destroyers will increase it more. @Bki - can you confirm one way or another?

Well, the number of ship increase the amount of resources you can gather. If you get a good roll, you get more resources.

BUT!

Your capacity limit the amount your ships can send back at the same time, and thus your gains, regardless of your roll (well, a major success or better will give you a minor bonus to that cap, but it isn't that much)

The increase in efficiency you get will double both the gain and the cap (it represents that there's more time spend gathering resource rather than searching for it).

With a normal success, your destroyers are gathering exactly as much as they can carry.

You will gain resources as long as you don't roll a major failure (and given the difficulty is low, it's unlikely you will). Better type of successes (there's marginal, minor, normal, major and critical, just so you know) will get you more resources. In particular the increase from a major success is quite significant (and even more for a critical).

In addition, your roll depend on your Fleet line of sight stat. This is basically the highest line of sight among the ships of your fleet (with radars and planes doing recon having an impact, too, but you don't have any of those at the moment).

Edit: Also, I forgot to change the capacity of the Wa-class. It's done now.
 
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With a normal success, your destroyers are gathering exactly as much as they can carry.
During first week, 3 destroyers gathered 630 units of materials. Their capacity listed as 5.
630/7 days = 90 per day / 3 - 30 per day per ship /5 = 6 gathering runs per day.

If Wa-class can bring 100 per run... It greatly increase recourse gathering. When i asced about it earlier, you rather downplayed (or did not calculated yet) how useful they are.

Also, can you answer my question abort runway and planes?
 
I'm quite sure that 4 destroyers will increase it more. @Bki - can you confirm one way or another?
Minelayer will delay production of simpler ships, i propose we collect low-hanging for now, especially with buff to gathering, and then move to shipping lanes.
The thing is that they also have increase fuel costs since we will be using more ships to get the same amount of materials. Also I believe we could retrofit the transports as resupply ships to increase our range.
 
Oh yeah, fuel cost... Another thing I need to correct for the Wa-class :).

Also, can you answer my question abort runway and planes?

Planes will be constructed through the workshop, yes (later, better planes will require higher levels though). They are obviously of the appropriate size :

http://en.kancollewiki.net/images/8/83/Equipment54-2.png

So, a runway shouldn't be too hard to do. You will need pilot for them, though.

There will be probably be a way to get pilots from land based aircraft that don't come from one of the carriers. If only so you can operate Nells and Bettys (Though unfortunately you will be restricted to IJN planes, even if the Ki-84 is my favourite WW2 fighter), after all PoW and Repulses will be sad if they aren't there to welcome them when they eventually arrive they're kind of iconic, so while it's understandable the game doesn't have them, if we're going to use land based aircrafts.
 
New Vote

[x] Construction (in chronological order):
-[x] 2x Wa-class Transport
[x] Operations: Resources gathering
-[x] With all current forces
--[x] If they meet fisherman boat, they should try to capture it whole.
[x] Other: Look into requirements into building radio station.
 
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