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Posted: Wed Mar 25, 2015 11:18 pm
Squad and Character Systems How Squads are structured in the Muse State Military, and all information regarding character Level, Currency, Weapons, Equipment and Perks. This Thread contains information on: ▪ Squad Structure; How the Squads of the Muse State Military are formed, what their Members' Ranks, Levels and HP amounts are, and descriptions for each and every Rank. ▪ Squad Tiers; What perks Squads can have, and how the Squads can be upgraded to have even better perks for Members. ▪ Weapons, Ammunition, Equipment and Perks; An explanation of how Weapons, Ammunition, Equipment and Perks are gained and managed, along with the Weight System. ▪ Currency Points (CP); An explanation of the currency of Death of an Aberration, simply called "CP", that is used to buy and sell items between players, or to/from Armory Shops. If you are looking for these things, you're in the wrong thread!: This information can be found in the "Enemy Systems" Thread, located in the Main Hall, or you can click here. ▪ Enemies; The enemies you'll encounter in Death of an Aberration. Machines, Human Enemies, Aberrations, and more as the story progresses. ▪ Encounters; Enemies will appear in your Missions in Dangerous Areas, if you roll a certain dice result. The chances of encounters and the type and size of the enemy force will be different for every mission, so pay attention to the Mission Templates for info on what you could be up against! This information can be found in the "DoaA Tutorials" Thread, located in the Main Hall, or you can click here. ▪ Tutorial: Personal Armory Space; Everything you own must be listed in your Personal Armory Space. Learn how you can store your Weapons, Equipment and Ammunition, and keep track of Currency and unlocked or purchased Perks. ▪ Tutorial: Choose your Loadout; This tutorial can help you create some smart loadouts using the space available to you. Every weapon has a weight value, and you have a weight limit. Learn how to quickly and easily set up a loadout for your mission. ▪ Tutorial: HP Bars; You'll need one of these with your name and headshot image, for use in Missions, Tournaments and Events. Learn how to use our user-friendly HP Bars! ▪ Tutorial: Exploration; Learn how to make your way through the areas contained in Missions, search for loot, and encounter enemies. ▪ Tutorial: Battle; Learn how to get through a Battle intact, correctly following our Systems so you can earn full rewards for Mission Completion! ▪ Tutorial: Armory Shop; Learn how to spend your Currency Points (CP) in the Muse State Armory, or your Squad's Armory Shop, to get a hold of new Weapons, Equipment, Ammunition and Perks.
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Posted: Wed Mar 25, 2015 11:20 pm
Squad Structure How Squads are structured in the Muse State Military. There is a variable number of Squads, as well as the Special Missions Corps (the Nouveminae HQ), that make up the Muse State Military. There will always be at least one Squad, but Members, once they meet certain requirements, may create and lead a new Squad. There can be up to seven Squads in the Muse State Military altogether. Squad Members, and the Squad Leader, must remain active, or the Squad may be decommissioned. Squads that get decommissioned have their members absorbed by the remaining Squads. Once a Squad has been created, it will be set as a Tier 1 Squad, with a basic Armory Shop and the smallest Personal Armory Space for Members available. The Squad Members must complete Missions in order to give their Squad valuable XP which the Squad Leader can spend towards upgrading and improving the Squad. A higher tier Squad will be able to support higher-level Members, and give them a bigger Personal Armory Space and a better Armory Shop selection, and prices. The Special Missions Corps, which acts as the Nouveminae-Rank Headquarters, cannot be decommissioned, however it's members, all Nouveminaes, take on much, much more difficult missions, and do not have a leader. Nouveminaes are also considered lone wolves, taking on many missions solo, with high stakes. In the plot, Nouveminaes are granted permission to break the law, defy orders or even attack and kill allies if it is in the interests of completing their objectives. Unlike the rest of the military, they are not subject to the laws that they enforce, not so long as they can prove their actions were for the good of their mission, that is. Many people choose not to interact with Nouveminaes if they can help it, but tend to follow their requests and instructions without question -- after all, Nouveminaes are permitted to take what they need, by force. The Ranks that make up the Squads of the Muse State Military are as follows: PrivateAttainable through Squad Placement or Demotion only. The lowest Rank in the military, the Private Rank is the starting point for most military members. There are only a few things at a Private's disposal, but the Private Rank itself is a very short-lived Rank. Consider it a temporary Rank while you get yourself set up with a Squad and your Personal Armory Space, and get a little familiar with the Armory Shop, exploration and battle. The story of Death of an Aberration starts here, so be sure to pay close attention to the events that unfold. They may become very important later on. You can attain the next Rank simply by reaching Level 08. Level 01 | 80 HP | 0 Exp Level 02 | 100 HP | 10 Exp Level 03 | 120 HP | 50 Exp Level 04 | 140 HP | 130 Exp Level 05 | 160 HP | 280 Exp Level 06 | 190 HP | 530 Exp Level 07 | 210 HP | 910 Exp Uniform OfficerAttainable through Level Up or Demotion. The Uniform Officer Rank is normally for new members who have finished making their RCP and have completed their first Missions. In the Plot, this is when Squad Members are given their official uniforms (thus the Rank Title) and are considered to have completed their basic training. The Uniform Rank has a little more at it's disposal, so that they can get familiar with the basics one step at a time. Once you complete some more Missions, you can Level Up and be promoted to Deltix Officer in your Squad. You can attain the next Rank simply by reaching Level 16. Level 08 | 290 HP | 1,450 Exp Level 09 | 320 HP | 2,190 Exp Level 10 | 340 HP | 3,160 Exp Level 11 | 370 HP | 4,410 Exp Level 12 | 400 HP | 5,990 Exp Level 13 | 440 HP | 7,920 Exp Level 14 | 470 HP | 10,270 Exp Level 15 | 500 HP | 13,070 Exp Deltix OfficerAttainable through Level Up or Demotion. The Deltix Officer Rank is where things start to get a little serious. The Deltix Rank has more weapons, equipment and perks to become familiar with, and a well-versed and experienced combatant can do some real damage even at this stage. Once you've gotten your hands on the new weapons, abilities and equipment, you will be able to accept Deltix Missions and earn more Exp to continue leveling up. Deltix Missions are more varied and difficult than Uniform Missions, but grant more EXP and potentially better loot. You can attain the next Rank simply by reaching Level 28. Level 16 | 640 HP | 16,380 Exp Level 17 | 680 HP | 20,260 Exp Level 18 | 720 HP | 24,740 Exp Level 19 | 760 HP | 29,900 Exp Level 20 | 800 HP | 35,780 Exp Level 21 | 840 HP | 42,440 Exp Level 22 | 890 HP | 49,940 Exp Level 23 | 930 HP | 58,350 Exp Level 24 | 980 HP | 67,720 Exp Level 25 | 1020 HP | 78,120 Exp Level 26 | 1070 HP | 89,620 Exp Level 27 | 1120 HP | 102,280 Exp Lance OfficerAttainable through Level Up or Demotion. The Lance Officer Rank is considered the "second half" of the Deltix Rank, as the weapons, equipment and perks available to it are mostly the same, and the missions are just as varied and have similar difficulty. Once you've gotten your hands on the new weapons, abilities and equipment, you will be able to accept Lance Missions and earn more Exp to continue leveling up. You can attain the next Rank simply by reaching Level 40. Level 28 | 1170 HP | 116,160 Exp Level 29 | 1220 HP | 131,340 Exp Level 30 | 1270 HP | 147,880 Exp Level 31 | 1320 HP | 165,870 Exp Level 32 | 1370 HP | 185,360 Exp Level 33 | 1430 HP | 206,440 Exp Level 34 | 1480 HP | 229,180 Exp Level 35 | 1540 HP | 253,650 Exp Level 36 | 1590 HP | 279,940 Exp Level 37 | 1650 HP | 308,110 Exp Level 38 | 1700 HP | 338,250 Exp Level 39 | 1760 HP | 370,450 Exp KarteforAttainable through Level Up or Demotion. The Kartefor Rank is normally for intermediate members who have become proficient with their weapons, equipment and perks and who have already completed a wide arrangement of missions. The Kartefor Rank has even more weapons, abilities and equipment to become familiar with, and Squads will tend to fill up with a majority of their Members holding this Rank or below. Once you've gotten your hands on the new weapons, equipment and perks, you can start to take on much more challenging and rewarding missions. Many Kartefor missions require two or more participants, and so teamwork is key to progressing higher. You can attain the next Rank simply by reaching Level 52. Level 40 | 2020 HP | 404,770 Exp Level 41 | 2080 HP | 441,310 Exp Level 42 | 2140 HP | 480,140 Exp Level 43 | 2200 HP | 521,360 Exp Level 44 | 2260 HP | 565,050 Exp Level 45 | 2320 HP | 611,280 Exp Level 46 | 2390 HP | 660,160 Exp Level 47 | 2450 HP | 711,770 Exp Level 48 | 2510 HP | 766,200 Exp Level 49 | 2580 HP | 823,540 Exp Level 50 | 2640 HP | 883,880 Exp Level 51 | 2710 HP | 947,320 Exp 2nd LieutenantAttainable through Level Up or Demotion. The 2nd Lieutenant Rank is normally for experienced members who are adept at most mission types, who have experience in several weapon types, and who have an impressive assortment of equipment and perks to assist them in many situations. Once you've gotten your hands on the new weapons, equipment and perks, you can start taking on some of the more difficult enemies and missions in Muse, and at times can recruit lower ranks to join you on these missions for extra incentive. You can attain the next Rank simply by reaching Level 65. Level 52 | 2980 HP | 1,013,940 Exp Level 53 | 3050 HP | 1,083,840 Exp Level 54 | 3120 HP | 1,157,120 Exp Level 55 | 3250 HP | 1,233,870 Exp Level 56 | 3320 HP | 1,314,190 Exp Level 57 | 3390 HP | 1,398,180 Exp Level 58 | 3460 HP | 1,485,930 Exp Level 59 | 3540 HP | 1,577,550 Exp Level 60 | 3610 HP | 1,673,130 Exp Level 61 | 3690 HP | 1,772,780 Exp Level 62 | 3770 HP | 1,876,600 Exp Level 63 | 3840 HP | 1,984,690 Exp Level 64 | 3920 HP | 2,097,150 Exp 1st Lieutenant (Equivalent to the "Nouveminae" Rank)Attainable through Level Up or Demotion. The 1st Lieutenant Rank is normally for experienced members who are adept at most mission types, who have experience in several weapon types, and who have an impressive assortment of equipment and perks to assist them in many situations. They are also given the chance to, if they meet all of the requirements, create and lead their own Squad in the Muse State Military. Once you've gotten your hands on the new weapons, equipment and perks, you can start taking on some of the more difficult enemies and missions in Muse, and at times can recruit lower ranks to join you on these missions for extra incentive. You can only attain the next Rank by being promoted into it by the Guild Leader. You must also reach Level 79 before applying for the promotion. OR Nouveminae (Equivalent to the "1st Lieutenant" Rank)Attainable through Promotion only. The Nouveminae Rank can be applied for by members who have reached the final level in the Rank of 2nd Lieutenant and completed the five specialist missions for the Special Missions Corps. Nouveminae do not belong to a Squad, and being Promoted to the Rank means leaving your current Squad to be a part of the Special Missions Corps, which has no official leader. Nouveminaes are considered the "lone wolf" Rank, since they are granted their own accommodation, do not normally work as a team with other Nouveminaes, and have no Leader. Nouveminaes are granted access to very difficult missions and specialised weapons, equipment and perks, and gain large amounts of EXP and currency in exchange for the high danger rating of their missions. Nouveminaes cannot create their own Squad in the Muse State Military, nor may they apply to become an Alpha Guard. In order to create their own Squad or apply for the Alpha Guard Rank, a Nouveminae must first apply to have their Rank changed to its Squad equivalent -- 1st Lieutenant -- and they must be accepted into an existing Squad before applying to create a new one, or applying for the Alpha Guard Rank. Level 65 | 4050 HP | 2,214,100 Exp Level 66 | 4140 HP | 2,335,630 Exp Level 67 | 4220 HP | 2,461,850 Exp Level 68 | 4300 HP | 2,592,870 Exp Level 69 | 4380 HP | 2,728,800 Exp Level 70 | 4470 HP | 2,869,740 Exp Level 71 | 4550 HP | 3,015,810 Exp Level 72 | 4640 HP | 3,167,110 Exp Level 73 | 4720 HP | 3,323,760 Exp Level 74 | 4810 HP | 3,485,870 Exp Level 75 | 4890 HP | 3,653,540 Exp Level 76 | 4980 HP | 3,826,900 Exp Level 77 | 5070 HP | 4,006,060 Exp Level 78 | 5150 HP | 4,191,130 Exp Level 79 | 5240 HP | 4,382,230 Exp Note: Level 79 is the highest Level any Member can attain unless they are promoted to the Alpha Guard Rank. Levels 80 and up are for Alpha Guards only. Alpha GuardAttainable through Promotion only. The Alpha Guard Rank is for elite members who excel at taking down enemies and managing their weapons, abilities, equipment and mission directives efficiently, but also those who show promise as leaders. Alphas have a huge selection of weapons, equipment and perks to choose from. The only way to become an Alpha Guard is to be promoted to the Rank by the Commander. This Rank can only be gained by being promoted into it by the Guild Leader, though there is a minimum level requirement of Level 79 to qualify. Level 80 | 5630 HP | 4,579,470 Exp Level 81 | 5720 HP | 4,782,970 Exp Level 82 | 5810 HP | 4,992,850 Exp Level 83 | 5890 HP | 5,209,230 Exp Level 84 | 5980 HP | 5,432,220 Exp Level 85 | 6070 HP | 5,661,950 Exp Level 86 | 6160 HP | 5,898,540 Exp Level 87 | 6250 HP | 6,142,110 Exp Level 88 | 6350 HP | 6,392,770 Exp Level 89 | 6440 HP | 6,650,660 Exp Level 90 | 6530 HP | 6,915,900 Exp Level 91 | 6620 HP | 7,188,610 Exp Level 92 | 6720 HP | 7,468,910 Exp Level 93 | 6810 HP | 7,756,940 Exp Level 94 | 6910 HP | 8,052,810 Exp Level 95 | 7010 HP | 8,356,660 Exp Level 96 | 7100 HP | 8,668,610 Exp Level 97 | 7200 HP | 8,988,790 Exp Level 98 | 7300 HP | 9,317,320 Exp Level 99 | 7400 HP | 9,654,350 Exp Level 100 | 7500 HP | 9,999,999 Exp
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Posted: Thu Mar 26, 2015 12:32 am
Squad Tiers Squads start out at Tier 1, with limited perks. Squad Members must complete their missions to grant the Squad XP towards its next tier, and better perks. Each time a Squad Member completes a Mission, while they earn their own EXP, the same amount of Squad XP is given to the Squad, unspent, for the Squad Leader to decide what to do with. The Squad Leader must then decide where the Squad XP gets spent. Either towards upgrading the Squad Tier, or upgrading the Squad Armory Shop, however many Armory Shop upgrades require the Squad to be Tier 2 or Tier 3. Tier 2 Upgrades require the Squad to be Tier 2, and Tier 3 Upgrades require the Squad to be Tier 3. Upgrading the Squad Tier will automatically increase each Squad Members' Personal Armory Space. Note: A Squad can only be upgraded to Tier 3 if the Squad Leader is an Alpha Guard. Tier 1 Tier 2 Tier 3 0 ██████████████████████████████ ??,??? XP ███████████████████████████████████████████████████████████████████████████ ??,??? XP Squad Leader must be Alpha Guard Rank Personal Armory Space Each Member has their own Personal Armory Space, where they can store their weapons, equipment and ammunition. The size of the PAS depends on what tier the Member's Squad is. The Personal Armory Space is the only place where Weapons, Equipment and Ammunition can be stored. All of your belongings will go in a PAS. Note: All values are measurements of Weapon, Grenade or Healing Item weight. For example, as Grenades have a weight value of 6 points, they take up 6 points of Grenade Storage each. ♦ Tier 1 Squads have the following Personal Armory Space for each Member, and access to all Tier 1 Armory Shop Upgrades. Weapon Storage 200 ████████████████████████████████████████████████████████████████████████████████████████████████████ ████████████████████████████████████████████████████████████████████████████████████████████████████ First Aid Storage 50 ██████████████████████████████████████████████████ Grenade Storage 50 ██████████████████████████████████████████████████ ♦♦ Tier 2 Squads have the following Personal Armory Space for each Member, and access to all Tier 2 Armory Shop Upgrades. Weapon Storage 300 ████████████████████████████████████████████████████████████████████████████████████████████████████ ████████████████████████████████████████████████████████████████████████████████████████████████████ ████████████████████████████████████████████████████████████████████████████████████████████████████ First Aid Storage 90 ██████████████████████████████████████████████████████████████████████████████████████████ Grenade Storage 90 ██████████████████████████████████████████████████████████████████████████████████████████ ♦♦♦ Tier 3 Squads have the following Personal Armory Space for each Member, and access to all Tier 3 Armory Shop Upgrades. Weapon Storage 450 ████████████████████████████████████████████████████████████████████████████████████████████████████ ████████████████████████████████████████████████████████████████████████████████████████████████████ ████████████████████████████████████████████████████████████████████████████████████████████████████ ████████████████████████████████████████████████████████████████████████████████████████████████████ ██████████████████████████████████████████████████ First Aid Storage 130 ████████████████████████████████████████████████████████████████████████████████████████████████████ ██████████████████████████████ Grenade Storage 130 ████████████████████████████████████████████████████████████████████████████████████████████████████ ██████████████████████████████ The Special Missions Corps / Nouveminae HQ has the following Personal Armory Space for each Member. Nouveminaes must purchase extra Weapon, First Aid and Grenade Storage from the Special Missions' Corps Armory Shop if they want more room to store their equipment. All Nouveminaes have access to the Special Missions Corps' Armory Shop, which cannot be upgraded and has the same items available, for the same prices, forever. The Special Missions Corps / Nouveminae HQ does not have a Squad Tier. Weapon Storage 280 ████████████████████████████████████████████████████████████████████████████████████████████████████ ████████████████████████████████████████████████████████████████████████████████████████████████████ ████████████████████████████████████████████████████████████████████████████████ First Aid Storage 80 ████████████████████████████████████████████████████████████████████████████████ Grenade Storage 80 ████████████████████████████████████████████████████████████████████████████████ Armory Shop Members can only purchase Weapons, Ammo or Equipment either from the Muse State Armory (which caters to all Members), or their own Squad's Armory Shop. A Squad's Armory Shop can be upgraded so that it offers a greater selection and better prices than the Muse State Armory. Squad Armory Shop Upgrades ♦ Upgrade Small Firearms Selection Increases the selection size of Blades, Handguns and Magnums. Tier 1 Tier 2 Tier 3 0 ███████████ ?,??? XP ████████████████████████ ?,??? XP ♦ Upgrade Light Firearms Selection Increases the selection size of SMGs and Assault Rifles. Tier 1 Tier 2 Tier 3 0 ███████████ ?,??? XP ████████████████████████ ?,??? XP ♦ Upgrade Heavy Firearms Selection Increases the selection size of Machineguns and Sniper Rifles. Tier 1 Tier 2 Tier 3 0 ███████████ ?,??? XP ████████████████████████ ?,??? XP ♦ Unlock Grenades The Squad Armory Shop will begin to sell Grenades. ♦ Upgrade Healing Item Selection Increases the selection size of Healing Items. Tier 1 Tier 2 Tier 3 0 ███████████ ?,??? XP ████████████████████████ ?,??? XP ♦ Upgrade Pricing Package for Small Firearms Better prices for Blades, Handguns and Magnums. Tier 1 Tier 2 Tier 3 0 ███████████ ?,??? XP ████████████████████████ ?,??? XP ♦ Upgrade Pricing Package for Light Firearms Better prices for SMGs and Assault Rifles. Tier 1 Tier 2 Tier 3 0 ███████████ ?,??? XP ████████████████████████ ?,??? XP ♦ Upgrade Pricing Package for Heavy Firearms Better prices for Machineguns and Sniper Rifles. Tier 1 Tier 2 Tier 3 0 ███████████ ?,??? XP ████████████████████████ ?,??? XP ♦ Upgrade Pricing Package for Grenades Better prices for Grenades. Tier 1 Tier 2 Tier 3 0 ███████████ ?,??? XP ████████████████████████ ?,??? XP ♦ Upgrade Pricing Package for Healing Items Better prices for Healing Items. Tier 1 Tier 2 Tier 3 0 ███████████ ?,??? XP ████████████████████████ ?,??? XP ♦ Upgrade Resale Packages Weapons, Ammo, Grenades and Healing Items can be sold to the shop for more currency. Tier 1 Tier 2 Tier 3 0 ███████████ ?,??? XP ████████████████████████ ?,??? XP
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Posted: Fri Mar 27, 2015 7:36 pm
Weapons, Ammunition, Equipment and Perks There are many weapons your character can wield, and several pieces of equipment to provide an additional edge in battle. Each weapon works differently and those that require ammo have different clip sizes, max ammo capacities, and ammo rarity. Rarer, more powerful ammo is also quite expensive to purchase, but its well worth it when you're up against a powerful foe. Also, some perks can allow you to break the rules of Weapon and Equipment loadouts, like allowing you to carry more ammo than normally allowed. Such perks are secret though, and can only be gained through secret methods (check the "Perks" area below!). Clips and Maximum Ammo Each weapon that uses ammo has a clip size and a maximum ammo size, shown below. To make it simple, just look at the maximum ammo amount (say for example, 6 clips), and multiply your clip size by that number. That will give you the maximum ammo amount in number form. Just remember that one of those clips are in the weapon when you start! Example: Handguns have an average clip size of 10 bullets, and a maximum ammo size of 10 clips. This means that when you start a mission, you have one clip in the handgun, and up to 9 additional clips worth of ammo. If your handgun has a clip size of 10 bullets, then that means 10 bullets will be in the handgun, and 90 bullets is the most you can have spare, making 100 bullets total. If your handgun has a clip size of 8, then that means 8 bullets will be in the handgun, and 72 bullets is the most you can have spare, making 80 bullets total. Note: Magnums and Machineguns are shown below to have a maximum ammo size of 1 clip. That means that the maximum amount of ammo you can carry for it is equal to the clip size for the magnum or machinegun. Your magnum has a clip size of 5 bullets? Then you can only carry 5 bullets max -- and they'll all be in the gun. Weapons and Equipment Weight Limit System Each Rank's weight limit is detailed below, and every Weapon and piece of Equipment weighs you down. You cannot dual-wield two weapons of any type at the same time unless you have a perk that allows you to dual-wield that weapon. Aside from that, you can carry any combination of Weapons and Equipment you like, so long as you don't exceed your weight limit. When looking at the Weapons and Equipment in this section, note the colored bar with the number to the left of it -- that is the weight value of that Weapon or piece of Equipment. Private 40 ████████████████████████████████████████ Uniform 60 ████████████████████████████████████████████████████████████ Deltix 80 ████████████████████████████████████████████████████████████████████████████████ Lance 85 █████████████████████████████████████████████████████████████████████████████████████ Kartefor 90 ██████████████████████████████████████████████████████████████████████████████████████████ 2nd Lieutenant 95 ███████████████████████████████████████████████████████████████████████████████████████████████ Nouveminae 100 ████████████████████████████████████████████████████████████████████████████████████████████████████ 1st Lieutenant 100 ████████████████████████████████████████████████████████████████████████████████████████████████████ Alpha 105 █████████████████████████████████████████████████████████████████████████████████████████████████████████ Perks Perks are unlockable bonuses that give an additional edge in missions. Each Perk has different requirements to be unlocked, so keep your eyes peeled for hints on how to get them. Each person can select any two Perks they've unlocked to have active on their character at a time. Perks are selected at the beginning of a Mission. Note: New perks might be added a little bit later! Stay tuned. Medical  Image Coming Soon! Regenerative Agent At the end of each battle, if you survive, you replenish 10% of your Maximum HP. Image Coming Soon! Revival Agent At the end of each battle, if you survive, you may revive one of your allies and restore their HP to 20% of their Max HP. Revival Agent instances do not stack and cannot replenish more HP for a defeated ally. Offense          Defense      Specialist    ^ To be tweaked to: Reduces all SMG weight values by 5, and allows you to carry one more clip's worth of SMG ammo. ^ To be tweaked to: Reduces all Assault Rifle weight values by 6, and allows you to carry one more clip's worth of AR ammo. ^ To be tweaked to: Reduces all Machinegun weight values by 10, and allows you to carry half a clip's worth more MG ammo. Utility  
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Posted: Fri Mar 27, 2015 10:20 pm
Currency Points (CP) The Currency of Death of an Aberration is known simply as CP, or Currency Points. In the plot, it was developed as a single, unifying currency between all nations. In many instances, you'll be able to gain CP and spend it in Armory Shops to purchase more Ammo, better Weapons, more Grenades or Healing Items, or to purchase certain Perks (though these are expensive!). You can also gain CP by selling your Ammo, Weapons, Grenades or Healing Items to other players in the Trade Centre, however Perks cannot be sold or traded between players. Some items cannot be bought from Armory Shops, and can only be found in Missions, so if you want a rare Weapon or piece of Equipment, you'll have to purchase it from another player in the Trade Centre, or be lucky enough to find it for yourself. Nouveminaes are the only Rank that needs to actually purchase increased Personal Armory Space for themselves, while all other Ranks gain increased Personal Armory Space when their Squad Tier is increased. Squad Tiers can be increased by Squad Members completing Missions and granting the Squad XP towards its next Tier, though the Squad Leader will have to decide if the XP should be spent upgrading to the next Tier, or upgrading the Squad's Armory Shop. CP is earned primarily through completing Missions. Consider it your salary from the military for completing your duties. Once you have earned CP, you may spend it on anything you wish. Just know that some things (like purchasable Perks) are very expensive, and you'll need to save up, or get creative with trading items for CP with other Members. Making money will help you afford all the best gear. There are other ways to get CP besides completing Missions and buying/selling in the Trade Centre, however those are the two main ways anyone can make money. Tournaments, Special Events and Lotteries in the Guild will often offer CP as a prize, so be sure to participate in these for your chance to win big! Other than that, here are a few important notes to remember about CP. ▪ CP can be given or donated to other players freely, but you must visit the Trade Centre's Donations Thread and make a post, quoting the Guild Leader, and saying who you're giving CP to, and how much you're giving. Your CP amount can then be edited in the Guild Ranklist to reflect the change. ▪ Weapons, Ammo, Grenades, Healing Items and Rocket Launchers can all be given or donated to other players freely, but you must visit the Trade Centre's Donations Thread and follow the process listed in the previous point above. ▪ Weapons, Ammo, Grenades, Healing Items and Rocket Launchers can all be bought and sold between players, but only in the Trade Centre in a Buying or Selling Thread. ▪ Perks cannot be given or donated to other players, or bought or sold between them.
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