HOW TO CREAT A NATIONAL SAILOR
.

(
be sure to take all sailors off your Neutral ship before doing this)

To chose a nation here is what you need to do:
1: Get a crew to level 12 ( i suggest at least 6 sailors)

2: Pick the one with the HIGHEST potential (My opinion) and look at the bottom of him.. there is RCT DIS and CLS.

3: Click on CLS and chose your nation. Do this same step for all of your sailors but keep them the same country.

4: Go back to the one with the Highest Potential and click on CLS again and chose the Bridge Operator.

5:On the other sailors chose 2 for Armament Sailors and 1 or 2 for support and 1 or 2 for either Special Force or leave him to convert to a Seaman later.

6: Exit to main battle screen WITHOUT TAKING OUT THE NEUTRAL SHIP. Then pick the nations harbor you chose.

7: Now look at your bridge operator he has RCT DIS and SHP.

8: Click on SHP and pick your base model ship for your country (you only get one choice to start with).

9: Go fight after equiping your ship.


Sailor System:

Remarks:
List of Deactivated Sailors, other than these 6 sailors, all sailors are activated.

Drill Trainers
Airlift Force
Landing Force
Accountant
Ground Crew
Maintenance
Medic

Sailor Classes:

Bridge Operator: Potentiality AND Repair AND Restore
(Potentiality influences the view range and marking range [range in which shells' impacts are marked]; Repair influences the speed at which your ship repairs; Restore has a huge influence on your ship's "Soft Defense")
NOTE: If your BO lacks skill your shells might seem to "disappear" after a certain distance. Don't worry, they are still there!
Watch the shell and use the speed/angle of the shell/shadow of the shell to imagine where it impacts. If you hit a ship, even outside your marking range, the impact will be marked.

Gunner: Accuracy AND Reload
(Accuracy influences the spread of your shells; Reload influences the reload times of your guns)

AA Gunner: Reload AND AAW
(Reload influences reload times of manually operated AA guns; AAW influences the efficiency of the automated AA machine guns)

Torpedo Man: Torpedo
(Torpedo influences the time you need to reload your torps)

Repairer: Repair AND Restore
(Depending on if you chose Repairer or Restorer one of the abilities is boosted, but the other one is still important)

Restorer: Restore AND Repair
(Depending on if you chose Repairer or Restorer one of the abilities is boosted, but the other one is still important)

Engineer: Engine AND Repair AND Restore
(Engine influences the time you can overheat your engine, the other abilities help with their respective tasks)

Scout/Rookie Pilot: Aircraft
Fighter Pilot: Aircraft AND Fighter
Torpedo Bomber/Dive Bomber: Aircraft AND Bomber

2nd Seaman: Everything
(The Seaman is supposed to boost all other Sailors' abilities, but how exactly that works is still unknown, so the best would be either to get none or to watch for good [not necessary great] stats in all sections)

RadioMan: None
(You only need one (1) RadioMan. He cannot operate guns, but you can use him to get a buddy-list ingame or to found a clan [higher level RadioMan needed to found a clan] @ lvl50 you can create your own Fleet).
Hosted by www.Geocities.ws

1