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Missions | ||||||||||||||||||
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This is where the missions are. You may attempt a mission depending on your affliliation. Missions are the soul purpose to unraveling a plot. They determine the outcome of the entire side story and what happens. Major military missions will be added in episodes to the plot, along with players participating in them. Sometimes, individual missions are important to a plot too, as they may have people encountering NPCs from the previous episodes. Missions may be detailed or short depending on their importance or tasks. Most will ask you to encounter the enemy, and go into combat, while others will be extremely easy. While major missions are usually predictable to how hard they will be, individual missions may be very random. If you are on a team, it is highly recommended as your duty that you participate in the major missions. Major Missions: Major missions are for an entire organization, that are responsible for the outcome of military movement and progress. If you complete a major mission, you will advance, pushing the enemy back. If you fail it, however, you will be pushed back to the major mission completed before it, and have to redo it again (unless it interferes with changing the plot again, ie: if an NPC character died previously). If it is the first major mission, or your starting point, then you will have to retry it again as well. Missions become much harder the deeper a team moves into the opponents territory, and therefore much easier for the opponent. Minor Missions: Minor missions are the same as major, just not as important. Minor missions may be completed by a small group in a team, rather than the entire team. Also, note, minor missions are optional, and do not have to be attempted to advance in winning, though it may help. Individual Missions: Individual Missions are attempted by one player, alone, unless it says otherwise. Individual missions are smaller, simpler missions that don't require an army to take care of it. From assasinations or bounties to helping another team or your own team, they are lone tasks for players to increase their stats or gain money. When an individual mission is completed, it will never be attempted again. There cannot be two different players attempting the same mission at the same time. If an individual mission fails, you don't gain money, although you may gain experience. Ships: Organization/Team Ships may not be controlled or moved by a player, unless that player has permission to control that ship. This is mainly determined according to rank, for capital ships. Personal ships may be bought by both freelance and team members from the civilian ship list. They are personal transports for attempting individual missions. Rank also goes along with controlling NPC pilots and NPC mobile suits. Players may not control NPC pilots or mobile suits, but instead may direct them, if at a higher leader-ship rank. |
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Key: Neo-Zeon Missions = Red Print Titan Missions = Blue Print Earth Federation Missions = Yellow Print Civilian Missions = Green Print Major Missions = *** Minor Missions = ** Individual Missions = * |
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L2A Fleet Map: (Luna II Colony A) x <NZ1 T> x <NZ2 EF> x <nz3 lm1> lm2> |
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L2A Fleet Map Key: <NZ = major neo-zeon fleet <nz = minor neo-zeon fleet x = serpent's cross (neo-zeon) T> = titans fleet EF> = earth federation fleet lm> = L2A militia fleet |
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L2A Fleet Map Terms & Locator: NZ1 = ss venom - NZ2 = ss boa, ss rattle, ss cobra I/ II/ III/ IV - nz3 = ss python, ss cobra V/ VI T = ss shamrock - EF = ss swordfish, ss raven, ss seagull, eagle I/ II/ III - lm1 = strongarm I/ II - lm2 = strongarm III/ IV | ||||||||||||||||||
Titans: **Shadowing the Serpent's Cross - The Federation is skeptical about the Neo-Zeon fleet's movements, and need to send a unit for reconaissance. Objectives: - Travel as maximum of two mobile suit units - Trail on the Neo-Zeon NZ2 fleet and return to base - NOT a combat mission ***Stepping Past No Man's Land - The Federation needs information on the current status of the neo-zeon fleet, even if it means risking crossing into neo-zeon territorial fleet space. Objectives: - Get into viewing range of the Serpent's Cross (nothern line) - Observe neo-zeon fleet - Retreat back to home fleet safely Neo-Zeon: **The Serpent's Tail - Seeing the L2A militia fleet as a vulnerable target, Neo-Zeon mobile suits prepare for a foothold in preperation to break the two sides off from eachother. Objectives: - Travel with maximum of 3 mobile suits - Move to Mid-Southern Quadrant - Defend and hold position **??? - ??? Objectives: - ??? - ??? - ??? *??? - ??? Objectives: - ??? - ??? Earth Federation: ***Shadowing the Serpent's Cross - The Federation is skeptical about the Neo-Zeon fleet's movements, and need to send a unit for reconaissance. - Travel as maximum of two mobile suit units - Trail on the Neo-Zeon NZ2 fleet and return to base - NOT a combat mission Civilian: *Smuggling the Civilians - Because of the Neo-Zeon blockade on L2A, Objectives: - Protect civilian shuttle transport from destruction - Escort civilian shuttle to passing point |
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