| Technical Rules |
| ABOVE ALL remember that Gundam Wing is not just about people in suits blowing each other up, it is about people "War isn't about battles, it's about people" so don't make your only posts combat and upgades STATS All mobile suits (MS) have 4 stats, strength (str), agility (agl), speed (spd), and armor (arm). The higher the stats, the greater a suits ability is. However, even with stats of 100+ in agility and speed, you can't dodge every shot fired at you by 10 Virgos, with 100+ strength you can't kill everything in one hit, and 100+ armor doesn't make you invulnerable. Remember, your equipment and strategy counts in battle as much as your stats (Virgos are slow, but their defensors and beam cannon allowed them to decimate forces of Leos and Airies). strength: the power of your suit in close range battle agility: your suits ability to turn, move limbs, and all around fighting grace and finese. Effects your ability to target an enemy, do fancy moves like twirling a beam glaive, and helps with dodging. speed: how fast your suit can move at top speed. This helps with dodgeing and targeting your opponent. armor: your suits ability to take hits and stay functional PILOTING ABILITY Piloting ability is a stat applied to your character decided by me after reviewing your application. This stat decides how well your character pilots a MS and how high a stat they can handle. The PA times 2 equals the max stat you can handle, excluding armor. The higher the stat is from what you can handle, the more clumsily you will start flying your MS. Think of it like this: A normal civilian would probably have a PA of 0 to 5. They couldn't just jump into a Taurus and fly around. They would most likely crash. A normal Leo pilot will have a PA of 20. Since a mass-produced Leo has stats of 45 in all catagorys, the pilot cannot fly it to its full ability. A Taurus pilot would have more training to handle his more advanced suit and would have a PA of 30 to 35. If a Taurus pilot was placed in a Leo, he could pilot it to its maximum ability. A Virgo pilot would probably have a PA of 20 to 25 mostly cause they mainly just point and shoot while their defensors protect them. When you change your suit into a jet, bird, or armor mode, your PA counts for 1.25x for the modified speed and .75x for the modified agility. How high a PA I give you depends on your application. The more training the character has had in their lifetime (and longer they have lived), the better chance I will give you a higher PA. Your PA can go up. This is caused by your character gaining more experience in fighting, either by going on missions or doing training simulations. However, if that is all you ever post, I will stop giving you PA points until you RP your character out of battle and simulations more. If you manage to have the ability to handle stats much higher than the suit you are using, you might be able to perform certain tricks and manuvers that the suit normaly won't do (but are at least probable). Mobile Dolls have a PA of 100+, meaning they can perform amazing feats. PAY Near the end of every month, I will post about payday. Each member will recieve pay on the basis of how they have played in the past month. Now, to get this straight, you won't just get money by going around blowing things up. The more 'alive' you make your character, the better chance I will give you more money for your RP efforts. If all you do is fight battles, I will give you money, but I will continually lessen how much I give you each month until you begin to make a definite effort to play your character outside battles. MASS-PRODUCED SUITS Each week, after considering the nature of each faction, their size, number of bases, and how the players have been playing, I will give them a certain amount of points to produce suits (on the shops page). Piloted MS are cheaper to make get the advantage of "chain of command". A squad of suits (12) will have a commander who has a suits with +5 to all stats, a higher PA, and give +2 PA to all suits under their command. The 4th squad commander of suits of a same type will be a high commander. A high commander has a suit with +10 the normal to all suit stats, a higher PA, and gives +3 PA to all suits under their command (4 squads). If you get 3 high commanders (this is unlikely since you must have 12 squads of the same suit type, or 144 suits of the same type), you will have a general. This commander has not yet been made. Leos, Airies, and Maganac suits get specail stat and equipment bonuses for "chain of command" (on the shops page). Mobile Dolls (MDs) have a higher reaction time than normal suits and do extremely well in long range fighting. Though they aren't alive, they would have an extremely higher PA (100+) causing them to outclass a human in a lesser or same/similar suit on the battle field. They do, however, take more points to make and lose their greater fighting ability in close combat. Some of the mass-produced suits can fly and/or ar space compatable, but they do not get bonuses from flight systems (except the Aires) You can also buy weapons from the shops to add to what one of the mass-produced suits has. This CAN be lost during a battle though. keep in mind though, that a Leo can't handle a twin buster rifle. A final note on this. The cost for mass-produced suits is for making them in a basic unspecialized facility. A production facility specialized in making one type of suit will give a bonus to that suit type's production. BASES All members that are higher ranking soldiers or leaders can have a base. Members can always rest at a base owned by their faction or that of an ally (if the ally allows). Bases are where suits must be repaird and reloaded with ammunition (except in certain circumstances decided by me(ex: you are a gundam pilot and have no friendly base to go to, you can reload ammunition on your own)). Mass produced suits are kept here too. Most bases will have basic carriers, the slow nearly unmanuverable things, to move suits to their targets. Remeber, your base can be attacked. You can put up defenses and equipment that will help defend your base from attacks (on shops page). If you lose a base in an attack, it will take you 2 weeks to get a new one. A base is required for doing research or conducting a large construction project. Only 1 research or construction can be conducted at a single base. A base can have some sort of function that can be listed as a researce for a faction. They must normaly be within your own factions control area, though small outposts could be in enemy territory. More info can be found on the shops page. RESEARCH You can research weapons not listed in the shop. The time and cost in money to research these is dependant upon the power and type of weapon it is. Researching suits takes 1 day for every 10 stat points and $100 for every 20 stat points rounded up (241 to 260 stat points costs $1300). Time and cost for special equipment is dependant on what it does. I have the right to turn down any research if I do not have a full description of its abilities and DRAWBACKS (yes, things can have drawbacks and in certain cases should). Items in the equipment shop can be researched, here are the times and costs: medium flight - 5 days, $500 advanced flight - 8 days, $800 space flight - 15 days, $1500 water compatability - 6 days, $600 weapon water compatability - 4 days, $300 jet mode - 18 days, $1000 bird mode - 26 days, $2000 armor mode - 30 days, $3000 agility wings - 4 days, $300 angel/demon wings - 7 days, $500 wing blades - 4 days, $300 GV wing blades - 8 days $800 PDF "friendly" system - 10 days, $600 PDF "link-up" system - 10 days, $600 mobile doll system - 10 days, $500 Remember that research must be done at a base, and only on research or cunstruction can be done at a base at a time. You must post your research on the MB. You cannot start a research on the same day you have completed one. If I do not allow your research but allow a reviesd edition of the research, your reasearching starts on when you posted the one I accepted, not the origional. Also, when you have researched something, no one else can research it unless they somehow get a copy of the blue-prints. You can sell blue-prints to people. SUITS You may own multiple suits and allow NPCs to pilot them or turn them into Mobile Dolls. There is no limit to the stats of a suit, however, if a pilot with a low PA tries piloting a suit that is much to powerful for him/her, there is a chance they will get injuries or even die while trying to pilot the suit WEAPONS AND SHIELDS There is no set limit to the weapons or shields a suit may have, however, you must explain how your suit can hold it all or it will not be allowed. A suit cannot have a Vayeate cannon and beam charger and two double gattlings all on the back, there isn't enough room. In water, only close range weapons with the, except of plasma, work underwater, though heat weapons lose some ability. Missles and grenades are the only ranged weapons that funtion underwater that does not require a mod. AMMUNITION You basically don't have to purchase ammo. There may be a few cases when I will tell you to make a small payment for ammo, but other than that, ammo is for in battle situations only. ZERO SYSTEM The Zero System is a cockpit system that calculates battle data and feeds the information to the pilot. It can gives visions of possible futures, allow a pilot to predict their opponent's next move, and can send people insane. If you want to do ANYTHING conserning the Zero System, you must ask me first. You are very likely to have it disapproved. I hope to stay clear of the Zero System for a while. ZODIAC NAMES A number of suits have names of the zodiac symbols, if you wish to make a suit with a zodiac symbol, please make it as best as you can to represent that symbol in some way. here are used names: Leo Airies Pisces Cancer Taurus Virgo Scorpio I count the Vayeate and Mercurious as the Gemini, so please do not make a Gemini suit Serpent is from the Chinese Zodiac |