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Mecha Wars System & Guides

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Mecha Wars System & Guides Empty Mecha Wars System & Guides

Post  Head Admin Thu Apr 21, 2011 4:32 pm

Mecha Wars System & Guides


The following links are links to system information for the forum. They explain what things do, how things work, and what everything is. All you need to do is click one of the links and you will be taken to the appropriate set of guides and information.



Last edited by Head Admin on Mon May 23, 2011 12:34 pm; edited 3 times in total
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Mecha Wars System & Guides Empty Mecha Stat Info

Post  Head Admin Thu Apr 21, 2011 7:58 pm

Mecha Stats Info


The Mecha of the forum revolve around Statistics. Statistics or “Stats” control almost every aspect of a Mech. How much Strength does a mech have? How much energy does it have for special Attacks? Is it strong but slow, or is it fast but not the strongest around? And how long can he last in a fight? All these things are dependent on stats that each mech will have. There are 6 different stat slots that are applied to each Mech you have. The stats are described as the following:

  • Melee: Melee is how well the particular Mecha can do with hand-to-hand combat. This also determines the strength of a mech and how much damage one does with fists and non-gun related weapons [Swords, tonfa, knifes, etc..]
  • Shot: This stat controls how accurate with gunnery and artillery your Mech is, also determines the amount of damage
  • SP Gauge: The SP gauge is the amount of energy you have to use special attacks or energy for built-in energy weapons.
  • Defense: Defense Is how well your Mech can withstand damage from attacks, accidents and whatnot.
  • Armor: Armor is much like your Mech life.
  • Thrusters: This stat controls your mech speed and reaction time for a pilot.


Life and Energy
Life and energy for each mecha is vital to everyone. Life is the functionality of the suit, the lower the life the more damage has been done and thus systems would start to shut down. Eventually once your life has been set to 0, your suit is likely to blow up or just stop working all together meaning your character is either dead or stranded. Now to calculate Life is rather simple

  • Mecha Level + Armor = Life

For example, if your Mecha's Level is 5 and your armor is 137, your overall life is 142.

Energy is represented by the SP gauge stat. It is also rather simple to calculate and figure out.

  • Mecha's Level + SP Gauge = Energy Levels.

So if your Mecha's level is 13 and your SP gauge is 124, the overall amount is 137. This gives you the energy to do special attacks and use built-in energy weapons.


Last edited by Head Admin on Tue May 24, 2011 12:03 pm; edited 4 times in total
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Mecha Wars System & Guides Empty Ranks Info

Post  Head Admin Thu Apr 21, 2011 8:07 pm

ZAFT Ranks


Pilot
Your basic pilot from air and spacecraft. These people also might get their first, most basic mobile suit. Because they are beginners straight out of the academy, they are not the most skilled pilots, but they do possess the rank to supersede most of the other basic members on their ships. In ZAFT, these members wear green uniforms with black trim, making them blend in with most of the other lower level mechanics and ship members.
  • Automatically start here, No requirements.
  • Mech Limit: 2 [Both C-class]
  • Ship Limit: 1 Fighter


Flight Captain
Pilots that have gained some experience in combat or otherwise gain this rank. They are more skilled and are gifted with better mobile suits. These pilots have authority over the normal pilots in the field in almost any situation. These members are the top graduates in the academy and have some combat experience. In ZAFT, these members wear red uniforms with black and gold trim, making them easily distinguishable.
  • Requirements: 10 Honor Points, At least 2 Type-2 Mission.
  • Mech Limit: 3 [1 L-class, 1 can be L or C-class, 1 is an already owned mech]
  • Ship Limit: 1 carrier, 1 fighter.


Mobile Commander
These special officers are ones that have proven themselves through hardened combat. They possess advanced mobile suits that can change the tide of battles with only a few. They possess command over anything in the field unless the ship's captain gives direct orders otherwise, meaning these soldiers have a huge amount of authority. They typically wear white uniforms with black and gold trim which makes them stand out and look, for all normal purposes, like the ship captain as well.
  • Requirements: 22 Honor Points, At least 1 Type-Beta mission & 4 Type-2 missions.
  • Mech Limit: 4 [1 X-class, 1 can be X or L-class, 2 are already owned mech]
  • Ship Limit: 1 Destroyer or Carrier, 1 Fighter.


FAITH
FAITH is an elite special forces unit of ZAFT personnel that have remarkable war records and certain character traits. They are appointed by the PLANT council or the Chairman, only to whom they are answerable to. FAITH members operate outside the regular command structure of ZAFT and are allowed to plan operations and give orders on the battlefield as they see fit. FAITH members wear badges resembling a white wing emerging from a golden elliptical orb. They possess the most powerful mobile suits ZAFT has to offer and control them with exact proficiency. Only one FAITH member can change the tide of an entire battle.
  • Requirements: 45 Honor Points, At least 2 Type-Alpha Missions & 3 Type-Beta Missions. All Admins approval
  • Mech Limit: 5 [1 Z-class, 1 X-class, 3 are already owned mech]
  • Ship Limit: 1 Destroyer or carrier, 3 Fighters.



Earth Federation Ranks


Pilot
Your basic pilot from air and spacecraft. These people also might get their first, most basic mobile suit. Because they are beginners straight out of the academy, they are not the most skilled pilots, but they do possess the rank to supersede most of the other basic members on their ships. In EFF, these members wear tan uniforms which are identical to all other lower ranking officers.
  • Automatically start here, No requirements.
  • Mech Limit: 2 [Both C-class]
  • Ship Limit: 1 Fighter


Flight Captain
Pilots that have gained some experience in combat or otherwise gain this rank. They are more skilled and are gifted with better mobile suits. These pilots have authority over the normal pilots in the field in almost any situation. These members are the top graduates in the academy and have some combat experience. In EFF, these members wear tan uniforms, making them Identical to most other officers.
  • Requirements: 10 Honor Points, At least 2 Type-2 Mission.
  • Mech Limit: 3 [1 L-class, 1 can be L or C-class, 1 is an already owned mech]
  • Ship Limit: 1 carrier, 1 fighter.


Mobile Commander
These special officers are ones that have proven themselves through hardened combat. They possess advanced mobile suits that can change the tide of battles with only a few. They possess command over anything in the field unless the ship's captain gives direct orders otherwise, meaning these soldiers have a huge amount of authority. They typically wear black uniforms with some white trim, making them easily distinguishable.
  • Requirements: 22 Honor Points, At least 1 Type-Beta mission & 4 Type-2 missions.
  • Mech Limit: 4 [1 X-class, 1 can be X or L-class, 2 are already owned mech]
  • Ship Limit: 1 Destroyer or Carrier, 1 Fighter.


EFF Special Forces
These members of the EFF have proven themselves in many battles and have been promoted to the Special Forces. These forces have absolute authority in the field, but unlike in ZAFT, the ship captain still presides over them. They command the most advanced mobile suits that the Earth Federation possesses and can turn the tide of any battle given the chance. They are able to wear almost any uniform they desire.
  • Requirements: 45 Honor Points, At least 2 Type-Alpha Missions & 3 Type-Beta Missions. All Admins approval
  • Mech Limit: 5 [1 Z-class, 1 X-class, 3 are already owned mech]
  • Ship Limit: 1 Destroyer or carrier, 3 Fighters.



Ranking Up
Ranking up is somewhat of a big deal. Its not like just anyone can rank up like its nothing, so there is a set of rules or guidelines that are needed to follow so one can rank up as a military man or woman.
  • First is to complete a certain amount of missions.

Now missions can be anything that is done for the better of ones alliance, no matter how demeaning it is. For example, If one of the higher up has an animal that went missing and you are given the mission to go find it, you better or that higher rank can punish you, there will be a list of punishments set up by the alliances' council members.
  • Second is to be approved by the higher ranking members of the military.

The higher ups that will decided on the ranking up will be the council members and anyone they deem worthy of having an opinion. The next step after that is simple and obvious.
  • Last step is to be approved by the admins by requesting the Rank up in the universal database.


Now some may ask "How do you know you can Role-play out the rank up?" Well thats simple, talk to an admin Via pm, Chat box or any other way you can about it. You can display your missions to him or her, and ask them if it would be alright.


Last edited by Head Admin on Sat May 21, 2011 11:28 pm; edited 4 times in total
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Mecha Wars System & Guides Empty Mecha Experience Info

Post  Head Admin Thu Apr 21, 2011 8:16 pm

Training/EXP Info


So how does one level? A person needs experience to level their characters up. Experience is gained through getting a topic evaluated in the evaluation section. “But admin, what kind of topics can we get evaluated?” Good question. You can get any kind of topic evaluated that involves you role-playing. The topics for like requesting things and what not are not allowed to be evaluated. The experience you gain range from 1 to 20. “So I can just rp and request for as many as I want?” Nope. You can only request 2 experience evaluations per week. That is there so someone doesn’t get too powerful too fast. “So how much Experience does it take to level up?” Well look below:

  • Levels 1 to 5 - 10 Exp per Level
  • Levels 6 to 10 - 15 Exp per Level
  • Levels 11 to 15 - 20 Exp per Level
  • Levels 16 to 20 - 25 Exp per Level
  • Levels 21 to 25 - 30 Exp per Level
  • Levels 26 to 30 - 35 Exp per Level
  • Levels 31 to 35 - 40 Exp per Level
  • Levels 36 to 40 - 45 Exp per Level
  • Levels 41 to 45 - 50 Exp per Level
  • Levels 46 to 50 - 60 Exp per Level
  • Levels 51 to 55 - 70 Exp per Level
  • Levels 56 to 65 - 80 Exp per Level
  • Levels 66 to 75 - 85 Exp per Level
  • Levels 76 to 80 - 90 Exp per Level


Starting Stat Points
Each Mecha has its own stats, thus each has there own starting stat values. Below is a chart telling on each class starts out with how many stat points.
Class Starting Stat Points
C
100
L
130
X
170
Z
200

Leveling Up
Once one gains the appropriate amount of experience, you can level up your Mecha to make it stronger by increasing its stats. Leveling up your mecha level allows it to be able to use better equipment. When leveling up your Mecha you get 40 Point.


*Note: Each Mech levels up independently, this means that you will have different leveled mechs with you.


Last edited by Head Admin on Tue May 24, 2011 12:05 pm; edited 8 times in total
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Mecha Wars System & Guides Empty Space Ships and Traveling Guide

Post  Head Admin Thu Apr 21, 2011 8:21 pm

Space Ships & Traveling


This guide focuses on describing the space ships and what they do as well as how one travels through the universe of mecha wars.

Space Ships
Now there are a few types and classes of space ships around the universe. Now first off, the space ships are the best and about the only way to travel between planets, colonies and other places in space. Now the first class of ships is a Carrier class, basically these are for transporting mecha. The next class are destroyers, these are for large scale battles. The last class are fighters. Fighter class are also meant for battle. Below are better descriptions of what each does.
Class
Description
Carrier
The carrier class of ships is for carrying mecha, parts and other objects that need to be transported, much like a cargo ship. Depending on the size of the ship, it can hold many mecha. Though the carrier class is for transport, they have a few weapons on it to protect itself. This is the main and most efficient kind of way to travel.
Destroyer
The destroyer class ships are among the largest of the three classes, but a lot slower. It is heavily armed for combat and can hold a large amount mecha with in its walls. This class is some what efficient with traveling but many prefer the carriers.
Fighter
The fighter class is pretty much for all battles and giving support to mecha. This is the fastest of the three, but also the smallest. They can not carry a large amount of mecha, that amount is only 1. The mech is usually connected someone how depending on the users preference. This is not an efficient way to travel.

For more info on how many a particular ship can hold, please check the ship lists [url=]here[/url].

Traveling
Traveling in the universe is mostly done out in space when one is moving from colony to colony, planet to planet, and combination of places in the universe. Depending on what class of ship that is being used depends on the time that it takes to travel. Now when traveling, its takes real time. So say you begin your travel at 12:00 PM, now depending on the ship you'd have to wait until later to land on your desired location. Please look below for times for each class:
  • Carrier: 10 Hours
  • Destroyer: 12 Hours
  • Fighter: 9 Hours


Last edited by Mr. Peanut on Wed May 04, 2011 1:22 pm; edited 4 times in total
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Mecha Wars System & Guides Empty Fighting Guide

Post  Head Admin Thu Apr 21, 2011 8:26 pm

Fighting Info

Fighting is apart of every pilots life. This is a guide to help govern fighting on the site. "But i already know how to fight" Well do you know how the stats effect stuff with in the fight? No because it hasn't been explained yet. "OK, but what else could there me?" Well there are a limited number of actions that one can be able to do in 1 turn.

Stats
Stats are a major part of fighting, and generally the only reason why they are there. Now certain stats count more in different situation and below, are a few comparisons on what stat compared to others does.

Thrusters:

Melee & Shot:
  • Now melee is the stat that controls how much damage you do with your fists and non-gun weapons and then shot is how much damage is dun with gun and artillery like weapons. How much damage is caused? You take half the stat and that's the damage.
    • IE. If your melee stat is 130, the damage you do with weapons is 65.

Life and Energy
This section is also found in the stats area. Life and energy for each mecha is vital to everyone. Life is the functionality of the suit, the lower the life the more damage has been done and thus systems would start to shut down. Eventually once your life has been set to 0, your suit is likely to blow up or just stop working all together meaning your character is either dead or stranded. Now to calculate Life is rather simple

  • Mecha Level + Armor = Life

For example, if your Mecha's Level is 5 and your armor is 137, your overall life is 142.

Energy is represented by the SP gauge stat. It is also rather simple to calculate and figure out.

  • Mecha's Level + SP Gauge = Energy Levels.

So if your Mecha's level is 13 and your SP gauge is 124, the overall amount is 137. This gives you the energy to do special attacks and use built-in energy weapons.

Damage
Again, damage is half the Melee stat and/or half the Shot stat. "How does it effect a mech?" Well when attacking, the defenses are always first to go. Damage effects Defenses differently than Armor. When attacking and gaining successful attacks do full stat damage on defense. The half stat damage only applies when hitting the armor.
  • IE. For going against depleting the defenses, and you are attacking with a beam sword with a melee stat of [130], if the attack is successful, you do 130 damage to the defenses.

To restate, The defense stat is first effected by damage before one gets to the armor.[/list]

To determine the full defense, its just like the armor:
  • Mech Level + Defense Stat = Full defenses


Turns
Turns are the time you and your opponent post your actions once, actions that describe attacks, defense, or any other thing that may be started by you, or in response to other actions your opponent have made. When in the middle of a set of fighting actions, the round usually lasts a few seconds (6 to 8 mostly), although there may be times of dialogue or others consisting of "dead time" in which no one is doing anything. For example, after you have dodged some attack you fall back to recover your breath. Have in mind that in such situations, your opponent may take advantage of it to rest as well, or continue his actions, making your "dead time" useless since you have to respond to it. It's basic common sense.
Turns made by NWOTN

Combat Points
Within a round, there is a limited amount of actions a person can perform. In other words it's the speed a certain action is performed by a person, sparing time or using it all. That is defined by the Battle Points. Each person will have an amount of Combat Points based on their mech's level, so each mech will have a different amount of CP:

Spoiler:

Options During battle
Attacking
  • Fist weapons: .5 CP
  • Beam Weapons: 1 CP
  • Beam Rifle: 1 CP
  • (Beam)Cannons: 2 CP
  • Combo Attacks of the same nature: 1 CP

Dodging
  • .5 CP + the CP of the attack being dodged.

Escaping
  • Out side of having dice roles, each attempt costs 1.5 CP


Last edited by Head Admin on Sun May 22, 2011 12:10 pm; edited 5 times in total
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Mecha Wars System & Guides Empty Repairing and Death Information

Post  Head Admin Thu Apr 21, 2011 8:26 pm

Repairing and Death


This guide is to explain how repairing ones mecha works and how dieing on this site works.

Repairing a Mech
Now mecha get damaged and need to be repaired after major battles. Repairing a mech takes resources and money to be repaired. Now theses rules only matter if its after a serious battle, mostly events and mission battles. The repair rules could be applied to normal battles , but only if the moderators see fit. Now each mech class is made of different materials and can cost different amounts to be fixed. Below is a chart relating the amount to the appropriate class.
Class
Repair Costs
C
5,000 Zenni
L
12,000 Zenni
X
30,000 Zenni
Z
50,000 Zenni

Death
Death is a simple thing to understand, you die, you are not living anymore. This can come around by an exploding mech, an out of battle incident, or suicide. The first too have simple and low repercussions. However, the suicide option holds more weight and has a higher punishment for doing so, unless it is a special occasion, then it would be decided by the moderators on what happens. Below is a list of things that could happen if one should die:

  • Start at 1/10 original level, keep 90% of Zenni
  • Start at 3/10 original level, Keep 70% of Zenni
  • Start at 5/10 original level, Keep 50% of Zenni
  • Start at 7/10 original level, keep 30% of Zenni

When your character die, the above chart is something you can look upon for your next character. Your new character, depending on which option you choose, can keep one mech from his previous arsenal, or get a new one, that starts at 1/10, 3/10, 5/10, or 7/10 of the mech that you were killed in, you you die out of a mech, then you get to choose your highest level one to start over with or use the level advantage. So in example, if you die in a mech that is at level 30, then your new characters first mech can start at either level 3, 9, 15, or 21. the higher the rank however, the lower the amount of zenni you get to keep over all. So say you have 30,000 zenni remaining if you chose the 7/10 option then you can only keep 9,000 Zenni in your pocket.

Now you might wonder, what rank do i get to start at? Well you will get to start at the rank under your previous. So if you die as a Mobile commander, you'll be made into a flight captain.

Suicide
Suicide is a cowards way out, aside from special occasion, and is treated as such. If you were to kill yourself, you do not get the luxury of starting with one of the previously stated death options. You start from scratch, this means you lose your rank that you were at and you move down to pilot.

Looting
Looting is permissible only after one has destroyed another players mech. Once victorious, you may loot your dead foe for his money, mech, and weapons. However, there is a limit to what can be taken. Below is a list:
  • 35% of the players Zenni
  • The mech that you defeated (Only if the mech was not completely destroyed in battle)
  • Weapons.

The only mech you can loot is the one that you defeated, if the defeated (Dead) player has 2 others in his garage, then you DO NOT get those. As well, you also have to pay the repair costs to get the mech fixed and ready for battle.


Last edited by Head Admin on Tue May 17, 2011 4:46 pm; edited 5 times in total
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Mecha Wars System & Guides Empty Money "Zenni" Guide

Post  Head Admin Thu Apr 21, 2011 8:52 pm

Zenni makes the World go round


Zenni is the currency in the Gundam series and on this forum. Zenni is used to do many things on this forum. It is only used for the shops so one can purchase techniques, skills and other items for in character role-play.

Bi-Weekly zenni payment
The weekly zenni payment is like a job payment for the warriors of the forum. No Pilot is gonna fight without payment right? So every week, one can request for a Bi-weekly payment [Meaning, every 2 weeks], which varies on what power grade someone is in. The power grade is set categories for ranks.

Power Grades
RanksPower Grade
Pilot
D
Flight Captian
C
Mobile Commander
B
FAITH
A
EFF Special Forces
S


Bi-Weekly Check Amount
Power GradePayment
D
12,000 Zenni
C
27,000 Zenni
B
42,000 Zenni
A
60,000 Zenni
S
60,000 Zenni


Last edited by Head Admin on Tue May 10, 2011 12:29 pm; edited 5 times in total
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Mecha Wars System & Guides Empty Mecha Guide

Post  Head Admin Thu Apr 21, 2011 8:53 pm

Mecha Info


Mechas are the primary weapons of the forum whether they be mobile suits, gundams, giant robots, etc. They span many classifications and can come from many different animes such as any of the mobile suit/gundam series, code geass, eureka 7, super robot wars, etc. However, at the beginning of your pilots life he/she doesn't have the best mecha around, nor does he have the coolest. Usually peoples first mecha is a low grade, basic and mass produced model.

How to get a new Mecha?
Once you get to the appropriate level of ??? you can purchase one. Since you can buy and sell things on this forum, you can use a older mecha that you have for a trade in. Now a trade in doesn't mean you get to pretty much get a whole new mobile suit for the one you currently have. The trade-in is where the older model takes off a bit of the price. The mass produced models can be traded in as a 3,000 zenni discount.

  • Example: New mecha costs 20,000 zenni. You can use lets say the starter mecha for a trade in and get the price lowered down to 17,000 zenni. With the trade in, you only have to pay 17,000 zenni since the mass produced model gave you a 3,000 zenni discount.

Generally the amount of the discount you get is decided on a few factors. Firstly, it matters on original price of your current mecha. The flat-rate is 1/5 of the oringal price.

  • Original price = 20,000 zenni. This means you can get a trade in value of 4,000 zenni.

Well how many trade-ins can you do for one mecha? Well the limit is 2 mecha trade-ins per one mecha being purchased.

Mecha Class & Class Permits
All mechs have classes by which they are categorized. Stronger models are higher in class and used for better pilots with higher ranks. The lower classes are the opposite, they are common and mass produced models. With higher ranks and model classes, each person would need a permit for each and every mecha one hopes to own. Below are the classes and the type of permit that can be purchased to use such mecha class.

Class Letter
Class Description
Permit
C
Common - The Common class are those mechas that are mass produced. This class of mechs are usually the type of mecha pilots generally start out with. They are all common and usually seen about by Basic Pilots. For the sake of the Forum, each pilot can ad some visual difference so they are more custom, like a different color and different decals.
Class C Permit
L
Luxury - The luxury class mechas are generally used by the Flight Captains. These models are somewhat common, but only produced for more serious operations. For the sake of the Forum, each pilot can ad some visual difference so they are more custom, like a different color and different decals.
Class L Permit
X
Xeno - The Xeno class permit is for the mobile commanders. Since any rank above the commander is special, this is about the highest class any pilot can hope to be. These mecha's are almost a one of a kind, generally only have a few others like it, at least known to others. Since there are only a few other these of each model, they are heavily customized for personal use.
Class X Permit
Z
Zeta - The Zeta class mechas are reserved for the Faith and/or EFF Special Forces. These models are the rarest of them all, generally only being 1 of each model. Due to only being one, they are pretty much all Custom made for only one persons use.
Class Z Permit

In the descriptions above, it is stated which class is able to be used for which rank. Obviously if you are a commander you can use the previous and so on. Though Pilots are always bound to use Class C mechas, there are special occasions in which They can ear a higher class permit, again each permit is only good for one mecha, so to have more than one mecha, you would need to purchase more than one permit.


Last edited by Head Admin on Tue May 24, 2011 11:33 am; edited 13 times in total
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Mecha Wars System & Guides Empty Equipment Guide

Post  Head Admin Thu Apr 21, 2011 8:53 pm

Equipment Info


The equipment section is for the mecha only. It is a compilation of the mecha parts, weaponry, and other things. The following slots are available:

Left Shoulder:

Left Arm:

Left Hand:

Hidden Weapon:
Head:

Front Torso/Cockpit:

Back Torso/Jets:

Legs:
Right Shoulder:

Right Arm:

Right Hand:

Hidden Weapon:
Main Hand:Back-up Weapon:Main Hand:


Last edited by Head Admin on Mon May 23, 2011 12:29 am; edited 2 times in total
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Mecha Wars System & Guides Empty Missions & Honor Guide

Post  Head Admin Sun May 22, 2011 10:44 pm

Mission and Honor


Doing missions is essential for ranking up and becoming well known through out the Cosmic Era universe. Missions in themselves are just tasks given to someone by a higher ranking officer, generally commanders and council members. What do you get from missions? You get zenni and Honor. Honor is like a soldiers reputation. The more honor, the more well known you become. With higher amounts of honor, you gain certain perks.

Missions
Missions are tasks or operations given to specific group or an individual to have completed. Quests are usually given out by the higher ups in the military, in the forums case mission mods, administrators, or the councils will issue out missions. Missions can vary in difficulty leaving the ones with less danger to the low ranks and the ones with higher danger to the Top list ranks. The difficulties range from a Very Easy(Type-1) to a Very Hard(Type-Omega) Status. Very easy are the easiest and left to primarily to the lowest rank. Where the Very hard missions are for the top list ranks.

Mission Types:

Mission Cool down
In any mech universe, im sure you can't do missions back to back with out rest, aside from the fact in the animes and what not they rest during the mission until it gets intense, but not on here. There is a waiting period between missions, the harder the mission the longer it'll take between missions.
  • Type-1 Mission = 1 Day
  • Type-2 Mission = 2 Days
  • Type-Beta Mission = 3 Days
  • Type-Alpha Mission = 5 Days
  • Type-Omega Mission = 7 Days


Honor
Honor is ones reputation here on the forum. Its how others around your military and even the opposing military notices you. The higher the honor the more renown your character is. Honor is also used to rank up your character. Honor is gained in a few ways, those being completing missions, killing other missions, and possibly winning events.

Mission
Honor Points
- Type-1 -
- 1 -
- Type-2 -
- 1.5 -
- Type-Beta -
- 2 -
- Type-Alpha -
- 3 -
- Type-Omega -
- 5 -

Rank
Honor Points
Pilots
- 1 -
Flight Captain
- 2 -
Mobile Commander
- 3 -
FAITH
- 5 -
EFF Special Forces
- 5 -

winning honor points via event can range from any number of points, thats if the reward is honor points.
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