Fleet: Quota And Ice

A flotilla looks like three identical tasks, but by the end of the first shift it is clear: no two vessels are alike, and every bank wants a different one.

Gameplay screenshot: Fleet

Three ships. The large trawler takes a lot, burns fuel and cannot reach the shallow bank. The mid-sized one is a generalist with a limited hold. The small fast vessel catches a little at a time but slips through the storm window back to port. The player decides who goes where, not just how many nets to shoot.

Banks and quota. The catch is grouped by bank, each with its own quota and log. Overrun it and you pay a fine and lose share on the next shift. The far bank is fatter, but the voyage takes fuel and ice room: without ice the fish spoils three times faster.

Ice and price. Storage time is the second timer of the shift after the weather. Dumping the quota cheap at the nearest acceptance slot is a guaranteed but small income. Holding for better prices risks part of the catch arriving as lower grade, and all three ships flooding in at one hour crash the landing price.

The debrief runs per vessel: routes, fuel burned, tonnes per bank and revenue per tonne. The classic rookie mistake is to send everything to the far fat bank and then queue to land it exactly where prices are low anyway.

INFO
[Partner ads]

We use cook​ies for analytics. Click "OK" to consent.

Details