The Naval Ops series is a trilogy of games released for the PlayStation 2 by Koei and Microcabin primarily focused on ship to ship combat. In Japan, the series is known as Kurogane no Houkou and includes PC-exclusive titles that offer enhanced sophisticated gameplay and downloadable content. These titles were never released outside Japan, however.Naval Ops: Warship Gunner, the first game, is a vehicle simulation game released in 2003. You take the role of the captain of a WW2 destroyer, part of a squadron caught in a mysterious anomaly. When the anomaly clears, you find yourself facing a fleet of battleships that weren't there moments ago. Forced to flee when they open fire, you encounter a friendly group, later identified as the "Freedom Forces", who help you escape. After meeting up with their main force and discovering that you have somehow been transported to a parallel universe, you and your crew decide to join them in their battle against the "Empire".The second game, Naval Ops: Commander, shifts the perspective slightly to fleet-based combat. You are a captain in the Navishia navy, facing off against the invading country of Virshia. The story begins with contact with Navishia being lost, forcing you to regroup and gather what allies you can to drive off Virshia's forces.The third game, Naval Ops: Warship Gunner 2, returns to the single-ship style combat of the original. It was also re-released for the PSP, but only in Japan. You are Captain Schulz of the Kingdom of Wilkia's Royal Guard. During a training exercise, you suddenly come under attack from the Defense Force training vessels. After successfully shaking them off, you discover that it was part of a military coup that has successfully taken control of most of Wilkia. Captain Schulz must now help retake Wilkia...The games are one-player simulations of naval combat, in which the player commands an individual ship, and, in Commander, a small fleet. The heart of Naval Ops is ship customization. Your ship's abilities limited to the type of ship you initially purchase, but your options can quickly expand as you acquire more money and assets.
This game provides examples of:
Adventure-Friendly World: It's fortunate that, when you're playing as a naval officer, every faction in the series believes that overwhelming naval superiority is the key to winning conflicts. Of course, this was Truth in Television for much of recent history and probably still is.
A.K.A.-47: Pops up with the more modern aircraft; for instance, the F/A-18 Hornet is called the F-63 Wasp.
Alternate History Wank: Wilkia was founded by Nordic settlers after crossing America and establishing themselves in the Orient. They're able to to wage war against the world thanks to the discovery of superweapon engines.
Not history-wise, considering the fictional setting of the games, but technology-wise; Due to the way that the games' R&D systems work (research on each equipment type has to be funded separately), one can end up with a mishmash of technology levels, such as WWII-era aircraft carriers launching fifth-generation jet fighters, or P-51s facing off against Tomcats, and vice versa.
In Warship Gunner 2, you can have all the laser cannons and navalized F-22s you want on your ship(s), but outside of combat the rest of the game is still very much set in the '30s.
Artificial Stupidity: Some anti-aircraft guns can be set to automatically fire at incoming missiles and enemy aircraft and won't stop if you have your own aircraft returning from the same direction to land.
Bigger Stick: Bigger guns/missiles/torpedoes and bigger ships. Combining the two is heavily recommended.
Black Box: The superweapons in-game, at least in Warship Gunner 2.
Boring, but Practical: In a game with homing lasers, plasma cannons and railguns, a deck full of plain ol' mid-sized artillery manages to strike a happy medium between range, raw damage, ammo capacity and firing rate.
Boss Rush: One of the unlockables in Warship Gunner 2.
Bottomless Magazines: Technically averted, but ships tend to have lots of ammunition readily available, so running out is highly unlikely. Acquiring the Ammo Assembler in Warship Gunner 2 makes the trope true.
The Bridge: Every ship needs one, but only Warship Gunner 2 ever shows the inside of one outside the opening cutscene.
Cap: 100 parts per ship, 7 different weapons, 64.6 knots cruising speed without Enigmatech systems, and 99999 rounds of ammunition per weapon system in Warship Gunner 2.
The game also can't handle anything going faster than 200 knots, which might explain how slow the lasers are.
Chainsaw Good: There is a type of ship hull that can be unlocked called the Drillship Hull which, in addition to a colossal Tengen Toppa Gurren Lagann-style drill bit mounted on the prow, has giant, colossal saw blades sticking out of the sides.
Chekhov's Gun: The oil rig that spooks Nagi early on in Warship Gunner 2 turns out to be yet another superweapon.
On a smallish scale, you can research and build advanced destroyers fairly early on in the first two games and then chop them up for parts that can't be obtained normally until much later. Like anti-sub missiles for you battleship that can't use depth charges.
Commander allowed you to get the Enigmatech Sturla, Good Luck Charm, and Railgun Astal very early on, provided that you didn't mind killing 999 submarines and doing mission B-10 killing the Dreadnaught over and over again. The Enigmatech Sturla gave a good boost to health, speed, rudder ability, and control, the Good Luck Charm granted you full protection from fire and water damage, and the Railgun Astal was the most powerful armament that could be picked up early on aside from chain guns.
The reward for sinking 100 transports in all the games is a double-hulled cruiser. In the first and third game, the mission right before the first boss requires you to sink as many transports as you can...
Easy Logistics: Ammo crates picked up from enemy ships will refill any weapon, even ones the enemy isn't using. More generally, you never have to worry about supplies no matter how desperate your nation/resistance force's situation.
Though may be explained by the extremely frequent Escort Missions in the case of Commander.
Instant-Win Condition: Even if you have one HP left on a flaming ship that's taking on water with no engines or rudder, you'll win as long as you destroyed your target and hit the "Withdraw" button. Averted in the first game, where you have to actually make it to the map edge to end the mission.
Kill It with Fire: Giant, ship mounted flamethrowers are one of the many, many exotic weapons you can find.
Justified Tutorial: The first few stages of Warship Gunner 2 are a flashback to the player character's basic training, which he has after running for his life from maneuvers that turned deadly. Braun later runs him through commanding a submarine.
Mooks: The seemingly endless flotillas of warships you will inevitably sink.
The Elite Mooks are of course the bigger, badder battleships you will also encounter as well.
More Dakka: The only limit to how much firepower you can cram onto a ship is the weight limit and your imagination. And a hard limit of 100 parts per ship.
My Country, Right or Wrong: In Warship Gunner 2, Amagi on all paths, Tsukuba when you have another XO. Japan has suffered a coup de'tat, with its new administration aligning itself with the Empire, so they have to fight you.
No Export for You: PC titles in the series, with somewhat more-sophisticated action and ship-building interfaces and downloadable fleet ships.
No-Gear Level: One mission on Werner's path in Warship Gunner 2 has your ship start with no ammunition; you must capture an enemy supply depot to rearm. Of course, this can be averted if your vessel has the ammo assembler as an auxiliary system.
No Swastikas: The "Fascist Flag" of Warship Gunner 2 uses a plain black cross instead of a swastika. Also, German hulls have a plain red or white spot on the bow/stern instead of swastikas.
Nuclear Weapons Taboo: They're referred as "High-Explosive Missiles". To be fair, history has proven nukes to actually be worthless anti-ship weapons save for all but up close with an underwater explosion.
Nuke 'em: You can arm your ships with nuclear missiles.
One Ship Navy: You have to be this in the Warship Gunner games, as you're often the only ship deployed on the mission.
Point Defenseless: Averted. You can shoot down enemy missiles and torpedoes, but they can shoot down yours as well. That said, even the best AA suite can be overwhelmed by enough aircraft and missiles/torpedoes.
Serial Escalation: How much bigger or more badass will the next boss be? What crazy/insane/awesome weapon will we find next? How many more enemies can they cram into a single stage? When the hell will this game end? Will I ever find all of the unlockables?
Even the biggest guns have ranges under 10 kilometres, which is far shorter than the 20 miles (or 32 kilometres) that a 16 inch (40.6cm) gun can have in real life. Missiles tend to be similarly short ranged. Wave guns go to maybe 20 kilometres, but regular lasers have terrible range.
Inverted by the chainguns...they're theoretically a short-range weapon, but due to their slow bullet drop, you can make steel rain halfway across the map by air-attacking with them.
Silliness Switch: The Special missions of Warship Gunner 2 and the Area G missions in Commander.
Space Compression: Distances on maps seem far smaller than they should be. A ship cruising at 60 knots should still take several hours to circumnavigate Sicily, for example.
Spiritual Successor: To the prior P.T.O. games. Warship Gunner 1 uses the same engine as P.T.O. IV.
Subsystem Damage: Deck, Engine, and Rudder Damage status each have negative effects, though Deck damage only matters if you use aircraft.
Commander takes this further by dividing the ship into Port, Starboard, Bow, and Stern sectors. If any one sector takes too much damage, the ship sinks.