| Gundam Prodigy & Gundam Prodigy: The Neo Wars is a 2004 Prodigy production, you copy this and i will hunt you down, if you ask, put my link on your site. |
| Rules & Regulations |
| - Basic Rules - - Advanced Rules - - Join - |
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| Advanced Rules Jobs? Yes there are still jobs in the RPG, although they do not give you money they do however let you do things. Make sure you read them because once you pick it you are not changing it ever. For the people with jobs that can build things, you cannot build things on the store. Along with that you cannot make things that kill people in seconds, basically nothing extremely cheap. Soldier: A soldier is the backbone of any side, a soldier is basicly a trained pilot in the field of mobile weapons. With unqiue abilities a soldier can master more than one suit or even mobile armors. Engineer: A engineer is the main builder of any side, an engineer can build an asortment of things for a side. Scientist: A scientist is like and engineer but instead they research "new-technologies" for their side to better it in the wars. Specialist: A specialist is like a soldier but way more dangerious, they are trained as assassins and much more as they are trained in many fields of combat. Mechanic: A mechanic is important because they can repair other members suits or armors, plus they can repair their own. Terrorist: Like a mix between an engineer, mechanic, and Osama Bin Laden, they can make their own weaponry, they can raid bases, the thing they do the most is colony dropings. Copyrights When a person makes something, that item and all things that lead to it or come after it belong to that person, thus other people cannot make "clones" of the same thing. The only why it would work is if you ask the person to copy it or build something like it, then the two of you can build it together. Unit Type/Combat Type Unit type is basically what your mobile weapon was made for, thus some of them can only work in that environment of what the Unit Type says, so if you are a Space Combat type. Guess what you can only be in space and can never be on planet. Some suits have mission packs to solve these problems, thus they will be able to perform better on these different environments. Controlling Controlling works for a number of things, the basics are the Installations and Ships, you battle them and if they lose you win what's left over. When that happens anything that was on the installation like a mobile suit that side was building will be lost once you take the base over, works for all Installations. You can also take over a planet, moon, and "side". each one having different rules to them. Planets are taking over when you own all the bases and there isn't any left or ones that are owned by other sides. Moons are done in the same style, along with sides (as in where the colonies are found). The differences ranging on how much money you get from controlling them, owning a planet gets 700,000 every Friday, owning a moon gets you 450,000, owning a side depends on how many colonies you have taking over. 1 Colony in a Side: 120,000 2 Colony in a Side: 240,000 3 Colony in a Side: 360,000 4 Colony in a Side: 480,000 5 Colony in a Side: 600,000 So on and so on... When you control any of them, planet, moon, and side. You can do things with them, one is to shelter your units from other forces, and second if there are enemies that are entering the area, all defenses on the planet will come on-line and attack the enemy no matter the size. same with moons and sides. Forces & Fleets Instead of have other type mobile weapons defending something of yours you can have them attack a gundam or help in a war. Forces are mobile suits and Fleets are ships. Forces and Fleets will be posted on the Owings page. When you send out your forces or fleets the only thing you will get from each battle would be the money, no VP will be given. Market The market is a place where you and others can trade all types of items that you own. There are two types of trading zones, one is open and the other is black market. Open is where all the normal items that you have from the store are placed, you can name the price for it. Black Market is quite different often there will be items there that were banned from the solar system for reasons unknown, you cannot just go in there and ask for something once and awhile there maybe someone selling some stuff. Also you take the risk of getting caught by the police and then put into jail for how many days needed for the item you were trying to steal. Stealing In battle and after it you can take weapons from the person you just defected and use them for your suit. There are however some rules with it. One you can only take carried weapons nothing mounted like a satellite cannon or Vulcan guns. Another is if you die out right like for 10 days seeing you where engulfed into the light you will lose this weapon forever. Now what about the victim of the stealing? Well He/She will get one extra day for repairing seeing the weapon was taking and now needs to be rebuilt. Owning Multiple Suits/Armor Only soldiers can do this because of one of their skills, once you learn "Mobile Suit Mastery or Mobile Armor Mastery". You will be able to have more than one suit/armor meaning if one suit is damaged and your not dead, you can go pilot your others you have. |
| In-Depth Rules on Jobs Each type of job has ablities the other ones dont have, and some can have a few of the ablities some other jobs have. When your mastering these skills, you cannot be attacked; just e-mail me saying you want to master a skill at a base. With Engineers and Scientists, one can make the plan and the other can build it. Soldier: As a soldier it is up to you to defend your side from other forces. Thus your side teaches you other things that other jobs types dont go though. After months of training in basic, you come out with the skills of a soldier. To go with these soldiers have ablities others do not. - Combat Knownledge: As you go though basic, you also take class on the many types of fields that a mobile suit and a mobile armor may battle. You also learn how to pilot these different suits. Thus you known how to destroy a type of suit or how to disable it. It takes 5 days to master this training. - Pilot Mastery: One of the side effects as you battle and along with your training in basic. Also seeing you learn how to pilot much more than trainning suit but, from the combat simulator you were able to master any suits or armors you piloted. Thus if you capture a suit you can pilot it or even pilot other suits you own with ease. It takes 3 days to master this training. - Weapons Mastery: All things flow... fromt basic. As you improve though combat you will know how to fire any type of weapon and use it to the best of your ablities. Thus you can buy weapons that need VP and you do not reach that VP level. To top it off you know what the best defence against those weapons too, even if it is to just... run away! It takes 5 days to master this skill. Engineer: The engineer builds many types of objects for their side, though plans are always needed first. Your side teaches you from the beginning on how to build anything, that is if you plan it out first. - Basic Builder: Though not true to the name, the "basic" part means you cannot build things unknown to the gundam series, this is up to the scientists to do. Anyways back to the engineer, to build anything you need to make a plan, depending on what it is he days vary, here is a chart. - Weapons(Not Newtype or Super): 1 Days - Mobile Suit(Not Newtype): 2 Days - Mobile Armor(Not NT): 3 Days - NT MS: 3 Days - NT MA: 4 Days - Ship: 5 Days - Other: 1 to 7 Days(Depends on what kind of other it is) After you got the plans, now its time to build, always make sure you are at a base with both types of factories. - Weapons(Not Newtype or Super): 1 Days - Mobile Suit(Not Newtype): 3 Days - Mobile Armor(Not NT): 4 Days - NT MS: 4 Days - NT MA: 5 Days - Ship: 7 Days - Other: 1 to 7 Days(Depends on what kind of other it is) Scientist: A scientist builds things where the engineer left off, scientist have the ablitiy to build "anything" though this isnt true to a degree it is true that they can build many more things than engineers. - Advanced Builder: True to the name with "Advanced", the scientist can build things not found or made in any of the gundam series but, like with a engineer plans must be made first then building. Before new things can be made, you must always research "New Technology" first. - New Technology: 1 Day - Weapons(Not Newtype or Super): 1 Days - Mobile Suit(Not Newtype): 2 Days - Mobile Armor(Not NT): 2 Days - NT MS: 3 Days - NT MA: 3 Days - Ship: 4 Days - Other: 1 to 5 Days(Depends on what kind of other it is) Well after you made the plans, its time to build. - Weapons(Not Newtype or Super): 1 Days - Mobile Suit(Not Newtype): 4 Days - Mobile Armor(Not NT): 5 Days - NT MS: 6 Days - NT MA: 7 Days - Ship: 7 Days - Other: 1 to 8 Days(Depends on what kind of other it is) - Optimizing: Scientists are allowed to Optimze any type of mobile weapon and make it into a better version of it self, often its the upgraded version of it. With MS and MA's you need to tell us what part it is you are Optimizing, once known the part will be upgraded into its better form. Times on Optimizing are in chart form below. - Weapons(Not Newtype or Super): 1 Days - Mobile Suit(Not Newtype): 2 Days - Mobile Armor(Not NT): 2 Days - NT MS: 3 Days - NT MA: 3 Days - Ship: 4 Days - Other: 1 to 5 Days(Depends on what kind of other it is) Specialist: A specialist is the type of pilot that any sane pilot would not wanna fight, even soldiers fear them. - Combat Knownledge: Like soldiers version the only difference is that they are better at it then they are. It takes 5 days to master this skill. - Pilot & Weapons Mastery: Like the soldiers version, the only difference is that they cannot pilot other suits and cannot buy weapons that are above their VP. It takes 7 days to master this skill. Mechanic: The mechanics have unquie ablities that allow them to repair their own suits and then other suits and mobile armors. - Mechanic: This ablitiy lets the mechanic repair anything by taking days off, no matter what the damage to a suit/armor besides your own, you will be able to take 4 days off.repair time. When you are dead you cannot repair your own suit/armor or anyone elses. Terrorist: The terrorists can be hunted, but for a price; if a terroprist dropped a colony on a factions property, that faction can put the terrorist on a bounty.The terrorist can also make any weapon, MS/MA without plans, of course this makes the building time increase, and its costly. - Weapon(NT or not) 90,000; 4 days - Mobile Suit(NT or not) 120,000; 5 days - Mobile Armor(NT or not) 140,000; 5 days - Ship: 6 days - Other: depends - Colony Dropper: 3 days Yeah, you read that right, colony dropper; the terrorist have two abilities, one they are extremely good at. - Terrorism: This abilitylets the terrorist drop a colony faster, or ram a ship into a colony faster, so on and so forth. This ability also takes any days off of repair time, but it comes with a cost; for this ability to work, the terrorist must pay 5,000 per day they want off. - Theif: This ability provides more stealth for the terrorist, so he/she can ramshackle a factions ship and get away with minor damage and a few new MS's. But if a terrorist is damaged while thieving, they cannot pay to get days off. |