What opportunities are being missed? I don't get the reasoning, the game automatcially generates missions a list of possible mission based on the ships in harbor depending on their fleet stance, distance from the enemy, tasks forces in moving to intercept of other task forces, and convoy defense. I think part of the problem is you're not taking into account all the things that happen in the game in the background. Such as research, building/refit/repair of ships, the phyiscal game period of 1890-1940. What time scale would suggest to not make the "turn" as long for ship travel but still not make it drag on for the player to build, research and access ships? The teleporting vast movement of ships is most likely a bug, It usually takes 1 turn for me to move a task force from Wilhelmshaven to Gibraltar with a 16kn cruise speed which is not only realistic because it takes around 4-5 days irl but still easily allows for intercept of task forces, each task force has a zone of control that as long as the enemy task force isn't moving in the complete opposite is going to force a confrontation. Another great Naval simulator Rule the waves also uses months as a turn time scale, other naval games focus on a way more limited window of timeframe. So i'll ask again what time scale would you use as to make for accurate for you, but still not make drag on doing other tasks for other players.