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Jet_Dragoon
Captain

PostPosted: Fri Aug 15, 2008 5:23 am


1.) Each side shall fight each other and try to get a win, which can be acquired by damaging your opponents gundam, capturing a member of the opposing side, and if the fight is not played fairly I'll give the win to a random side.

2.) To capture someone you must disable their gundam or blow it up. The person will be ejected from the gundam and your side captures that person.

3.) Captured personal can escape, be rescued by allies, join sides with the enemy, and give away secrets. ((Pretty much anything you want, but is has to be heavily roleplayed. You also have to RP resistance, if you're in an enemy ship, the halls won't be empty for you to roam around in. And if its three guys with guns, you're more than likely to get caught. You can't just escape in one paragraph either. At least 5 posts[No 1 liners or two liners either. I want 4+], or 5 paragraphs.))

4.) If you join sides of an enemy your profile will be updated, you will receive intel with your new group, and your old side will keep your past information.

5.) After five wins on one side they can use there weapon of mass destruction to acquire a new territory, level a planet/enemy base, or destroy an armada etc. This will be decided by the Captain. First side to get all the territories will win.

6.) When starting you will get your own Intel, attack plans, and new weapons for your side. This will be updated weekly unless it is demanded. When you capture an enemy, all information they have revealed, or whatever you can gather from them or their possessions will also be added to your own Intel.

7.) Another way to gain territory is to attack it obviously. If you destroy the defenses, and hack into the mainframe, or take over the lead structure it will become yours. From here you can decide to keep it for yourself or share it with your allies/group. Mind you, taking a territory by yourself will be extremely hard.

8.) When the time comes you will receive new weapons. You can speed this process up with RP. You can RP researching or developing the weapon to speed it up slightly. If one decides to RP an engineer, the time required will be cut by 1/5. Five RP engineers per side until the guild gets big enough for more. After five engineers are made, you will gain new weapons twice as fast.

9.) If you sign up as a Captain and pass, you will be given a selection of five captain suits for your side. Or you can submit your own, and it will be taken into consideration. You will be assigned a ship, or will work with other captains in controlling the Command Flagship or your Mobile base if you're lucky. Each ship comes with its own specialty, and its own mobile suits

10.) Make the Game fun. Be creative. Play fair.

11.) Follow the rules on the front page.

12.) Keep within the allotted time line. The information in the UGR news is known to all unless stated otherwise.

13.) Gundams unlocked in the timeline are the only ones usable.

14.) Your suit/Gundam will be given performance stats. Meaning when you submit a suit or Gundam I will reply back with a acceptance, or decline. If I decline, you find another suit. If I accept I will give you a list of stats, and you may have a chance to pick another suit, or keep it. Stats can be upgraded with RPed upgrades, and add-ons.

15.) In battle you are expected to RP your suits strong points and weaknesses, and you yourself is to be the judge of how well you stand a chance again an enemy. Keep the battles long unless one of you decides to loose, if anything I will give my judgement on the battle when I see it. Your stats will play a heavy role in fights. Your stats can be increased, or decreased in fights, and the better you RP, the more bonuses you can get.

16.) Suits have restrictions obviously, and pro's, where they fight better in certain areas. Or fight worse in certain areas. A rare amount of suits succeed in all environments, but it will still be balanced within their allotted area. For now, your stats will come with your Suit's categories. The higher class your suit is, the better its performance, and Fields of power will be. The lower the class, the worse it could be. But when a suit has limited fields of power, its performance excels higher than that of another in that area. Example:

Gundam A: Excels on Land, has no restrictions in air, but has slightly less performance underwater.

Gundam B: Excels in air, Sluggish on land, and has no restrictions in water.

Zaku A: Has no air capability, sluggish on land, but Highly Excels in water.

Zaku A has the highest advantage over them in Water. Kind of like..

Gundam A: Land - 75, Air - 50[The normal for a Gundam of this type for an example], Water -15

Gundam B: Land - 35, Air - 75, Water - 50.

Zaku A: Land - 20, Air - 0, Water - 80.

So underwater the Gundams stand little chance, even together.

17.) For a Gundam outside of your side's current suits, you have to RP well and it may, or may not take time.
PostPosted: Wed Sep 03, 2008 4:33 pm


Mech Rules~
[Nearly Forgot.]

1) If a Mobile suit is in stock, you may use it as your suit.
2) If you're suit is totaled or severely damaged, it can not be used.
3) You may use an extra suit if your current location has the suits there. You must have access codes if its locked.[You auto-have the access codes for your starting location if you're a A class pilot+. Oh, and I decide that based on your RP skills.]
4) If a suit is too high of skill for you to use, you are to RP problems with piloting it. [Example: Zechs couldn't handle the speed of the Talgeese at first.]
5) More to be added. Just wait for em'.

Jet_Dragoon
Captain

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