Talk:Summer 2015 Event/@comment-26294760-20150809125003/@comment-26348726-20150810020915

^ But honestly, I'm definitely one of those who thinks that KC needs more complexity, especially since it's only a browser-based game. After all, in general, more complexity = more entertainment (up to a certain point, that is; for examples of games that may have exceeded that point, check out some of Paradox Interactive's products), and feel free to ignore the layers of complexity that you don't want to have to deal with.

But back to the topic - let's grab/TL the relevant information out of that post that the OP linked us to.

第一海域は通常艦隊で偵察 E-1 = Reconnaissance mission with a regular fleet.

第二海域から連合艦隊、空母が大事かも？ Combined fleet starting from E-2; CVs might be important (kamo?)

艦載機熟練度の実装：通常の最新機より能力が高くなる場合もあるが、消耗すると練度が下がってしまう Implementation of experience for CV-based planes: The ability of veteran but older planes may be able to exceed that of regular modern planes, but if they get consumed (shot down?), their experience will decrease.

戦闘糧食：全艦娘に関係があるシステム？ Battle rations/provisions: New system to be implemented with all ships?

第三海域は機動部隊の出番 E-3 is the carrier task force's turn (Kidou Butai).

第四海域はいよいよ決戦、敵飛行場を攻撃する　ここは前半と後半で攻略が大きく変わる模様 高速戦艦の出番もあるかも？ E-4 will be a large decisive battle (kantai kessen), attacking the enemy airfield. Also, the splitting point between the first half and the second half...where strategies would then change considerably? Perhaps it would be time to break out the FBBs?

(Off-topic: I see they screened a new PV for Kancolle Kai, and the upcoming Kancolle movie.)