President ChairMan
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- May 2, 2011
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Customization The Customization System is a very simple way to upgrade your Mobile Suit into something you prefer over waiting for Updates every month. It also means more personalization for pilots. This is how it works.
Every week/month special event will be hosted as special part or Customized Gm mobiles will be sold at the shop.The prize depends on its rarity and power.You will gain money depending on the number of posts you make and after you buy the selected part the money will be subtracted from your account.
There are different tiers of equipment. To start off we will have a one point tier and a two point tier. As time goes on, and more technology becomes available, more tiers will become available. It stands to reason that as we progress into higher technology, the equipment will get more expensive.
When you purchase an item, you do not need to equip it right away. Instead, you can keep it and add it to your next suit, or if it is needed to progress to a much stronger weapon, then you save it until that time comes that you want to use it, or until that weapon comes out for use.
If you buy something that is considered mounted, than this cannot be removed and is stuck upon the unit you attached it to. However, if you buy hand held options, these will always be available for any mobile suit you may choose to use in the future.
Starting with the ONE Point Tier, each item in it costs ONE point. So, obviously, if you have two points you can get two things. In the TWO Point Tier, if you have two points, you can only get one upgrade.
Parts may be mounted or stored in any reasonable position. Large equipment such as a bazooka allows the use of storage racks on the back or rear skirt armor, for example. Vulcans can be an internal upgrade or an external pod. You can also combine items, such as the 75mm Gatling gun with a shield. Similarly, you could attach missile pods and cannons to an armor pack, making a sort of full-armor option. You can even combine two weapons, such as a beam rifle and bazooka, into one housing, within reason. If this is abused, it will be removed.
Armor upgrades increase or decrease base weight, as they affect the suit regardless of load. Modify the base weight then reduce the total weight by the reduce amount, not the percentage. Thruster upgrades increase the total weight, as they are both extra metal and fuel.
Mounted and Hand Held Weaponry may be selected multiple times, within reason. All other items are one purchase only. Staff has final say on what is or isn't reasonable.
When you change mobile suits, hand-held and mounted weaponry carry over, but other items do not. You get back half the amount of points, rounded up. (So if you had 1 point in non-weaponry upgrades, you would still get back 1 point). You may also sell weapons back, but you do not have to.
Additionally, a suit that has no ranged beam weapons (that is, a beam rifle or other significant beam weapon, not, for example, a Dom chest gun) cannot buy ranged beam weapons unless those ranged beam weapons have a dedicated reactor, or you buy a reactor expansion/dedicated reactor for the suit.
Tiers One
1 Point Upgrades
Mounted Weaponry:
2 x 60mm vulcan gun, fire-linked, internal magazine fed, 5000 rounds shared; (e.g: RGM-79 GM vulcan guns)
3-barrel 35mm machine gun, magazine fed, 50 rounds per barrel per magazine; (e.g: MS-07B-3 Gouf Custom machine gun)
3-tube missile pod, 1 charge per tube; (e.g: MS-06F Zaku II rocket pods)
4-8 tube micromissile launcher pod, dumb firing micro-missiles, non guided and usually used in 'swarm firing' for spread damage. Each launcher pod can mount anywhere from 4-12 missile tubes, and can be mounted on the legs, shoulders, hips, etc as an internal upgrade or externally mounted weapon pod. (e.g: XXXG-01H Heavy Arms Gundam, GAT-X103 Buster Gundam)
Panzerfaust, rocket propelled warhead; (e.g: e.g; MS-09F Dom Funf sturm faust)
Scattering beam gun, mounted in torso; (e.g: e.g; MS-09 Dom scattering beam gun)
Hand Held Weaponry: Heat hawk, battery powered; (e.g: MS-06F Zaku II heat hawk)
Heat sword, battery powered; (e.g: MS-07B Gouf heat sword or MS-09 Dom heat saber)
Magazine-fed machine gun, magazine-fed, 20-50 rounds per magazine; (e.g: RGM-79[G] GM Ground Type 100mm machine gun, RGM-79 GM 90mm machine gun, MS-06F2 Zaku F2 Type 90mm machine gun)
Drum-fed machine gun, drum-fed, 100 rounds per drum; (e.g: MS-06F Zaku 120mm machine gun, OZ-06MS Leo 105mm machine gun)
280mm bazooka, internal magazine fed, 4 rounds in magazine; (e.g: MS-06F Zaku II bazooka)
Optional Upgrades: Ammo increase, increases extra magazine limit by 1;
Bolt-on antenna, increases sensor range by 1000 meters;
Grenade launcher, 1 shot, attaches as under-slung pump action grenade launcher to any beam or shell firing rifle; (e.g: MS-06FZ Zaku II Kai grenade launcher)
Heat bayonet, battery powered, attaches as bayonet to any beam or shell firing rifle; (e.g: AMS-119 Geara Doga heat bayonet)
Redi-Mag system, mounts magazine storage on weapon, greatly increases reloading speed, grants one reload action until reloaded itself;
Storage mount, allows you to carry an additional non-shop weapon into combat without holding it;
Underslung mounting, allows you to mount a weapon under another weapon, either bought after it from the shop or standard on your mobile suit, can be ditched/ejected;
Ammo-drum Conversion, converts any solid weapon to feed from a drum rather than a traditional magazine, triples ammo capacity, only one spare drum can be carried into battle for reloading purposes.
Dedicated reactor, mounts externally to unit, may power a single ranged beam weapon, but is vulnerable to fire, increases total weight by 5%.
Armor Upgrades: Super-hard steel alloy plating, adds 20% base weight to the unit, great protection against solid rounds;
Waterproofing, makes your suit capable of being submerged to around 20 meters over it's head without being damaged;
Ground braces, increases stability and recoil management while activated, but immobilizes machine;
Round shield; (e.g: OZ-06MS Leo shield)
Shoulder shield; (e.g: MS-06F Zaku II shield)
Thruster Upgrades: Leg thruster upgrade, mounts additional thrusters on the legs, increases thrust by 7000 kg broken up however want, increases total weight by 5%, enhances general agility and adds basic flight;
Tiers Two
2 Point Upgrades
Mounted Weaponry: 75mm Gatling gun, drum-fed, 3000 rounds per drum; (e.g: MS-06B-3 Gouf Custom Gatling gun)
Heat grappling wire, superheated cutting/grappling weapon; (e.g: MS-07B-3 Gouf Custom heat wire)
Heat cable, superheated cutting/grappling weapon; (e.g: MS-07B Gouf heat cable)
240mm cannon, 20 round internal magazine, fires 240mm rockets (e.g: RGM-80 GM Cannon cannon)
110mm machine cannon, magazine-fed, 1000 rounds per magazine; (e.g: MS-14F Gelgoog marine machine cannons)
Light beam gun, power rated at 0.73 MW, powered by reactor; (e.g: OZ-06MS Leo Cannon variant beam cannons)
Beam saber, power rated at 0.38 MW; (e.g: RMG-79 GM beam saber)
Dober gun, magazine-fed, 8 rounds per magazine + 1 in the chamber; (e.g: OZ-06MS Leo dober gun)
3-slot grenade rack, carries standard high-explosive/fragmentation or smoke/hide grenades; (e.g: MS-06FZ Zaku II Kai grenade rack)
6-12 tube guided missile launcher pod, Each launcher pod can mount anywhere from 6-12 missile tubes and can be mounted on the legs, shoulders, hips, etc as an internal upgrade or externally mounted weapon pod. (e.g: XXXG-01H2 Heavy Arms Kai)
Hand Held Weaponry: 360mm hyper bazooka, internal magazine fed, 7 rounds + 1 in the chamber; (e.g: RGM-79 GM hyper bazooka)
880mm rocket bazooka, internal magazine fed, 5 rounds + 1 in the chamber; (e.g: MS-09RII Rick Dom II)
140mm shotgun, pump-action magazine and breech, 9 round magazine + 1 in the chamber; (e.g: MS-18E Kämpfer shotgun)
Beam spray gun, powered by rechargeable energy cap, 30 shots per charge; (e.g: RGM-79 GM beam spray gun)
"Shorty" Beam Rifle, powered by rechargeable energy cap, 30 shots per charge, sometimes refered to as a 'Beam Pistol' due to it's small size, can be held in one hand. However, due to small size suffers accuracy at range and is best used in close-mid range. Can be stowed on hip armor rack when not in use. (e.g: OZ-06MS, RMS-099 Rick Dias, RX-121 Gundam TR-1 [Hazel], GAT-X105E+AQM/E-X09S Strike Noir)
Sniper rifle, magazine-fed, 10 rounds per magazine (e.g: RGM-79SP GM Sniper II sniper rifle)
Optional Upgrades: Enhanced targeting visor, folds-down over face in use, enhances targeting and sensor range out to 8700 meters; (e.g: RGM-79SP GM Sniper II sensor visor)
Magnetic coated joints, enhances joint performance, reducing wear and increasing reaction speed, reduces 180 degree turn time by .5 seconds, hard to handle for 'normal' pilots; (e.g: RX-78-3 Gundam joints)
Beam bayonet/jitte, power rated at 0.32 MW, attaches at bayonet/jitte to any beam or shell firing rifle; (e.g: RX-78GP01 Gundam "Zephyranthes" beam jitte)
Belt-feed conversion, converts any solid weapon to feed from a customized drum via belt, quintuples ammo capacity, but removes you ability to reload during battle;
Reactor expansion, improves reactor power by 250 MW, allows use of ranged beam weapons to suits that do not have it, increases total weight by 5%.
Armor Upgrades: Titanium alloy armor, reduces base weight by 10%, replaces armor with lighter alloy material, same protective qualities as basic armor;
Reinforced frame, increases base weight by 5%, provides minor protection against solid and beam weapons, massively increases stability and recoil control;
Full Waterproofing, makes your suit capable of being submerged for over 1000 meters;
Light chobham armor plating, increases base weight by 10%, provides good protection against solid and minor beam protection, not electable; (e.g: RGM-79FP GM Striker plating)
Heavy chobham armor plating, increases base weight by 30%, provides great protection against solid and moderate beam protection, electable; (e.g: RX-78NT1-1 Gundam Alex full armor)
Close combat shield, mounted on either arm, smaller and more maneuverable; (e.g: MS-07B-3 Gouf Custom shield)
Battle shield, mounted on either arm, heavier but less maneuverable; (e.g: RGM-79 GM shield)
Thruster Upgrades: Thruster backpack, mounts additional thrusters, verniers, and flight surfaces on back, increases thrust by 12000 kg broken up however you want, increases total weight by 10%, enhances general agility and adds improved flight;
Vernier upgrade, adds 6 more verniers to a suit, proves a moderate increase in space maneuverability, reduces 180 degree turn time by .1 second;
"Ground Effect" hover jet thrusters, uses thermonuclear air jets to hover at high speeds, useless in space, provides 40000 kg of total hover thrust, increases total weight by 15%, maximum ground hovering speed between 200 and 240 km/h (e.g: MS-09 Dom)
Hydrojet thrusters, uses thermonuclear hydrojets and maneuvering surfaces to propel a suit at high speed underwater, useless pretty much anywhere else, provides 40000 kg of total underwater thrust, increases total weight by 15%; (e.g: pretty much every underwater MS)
Edited by The Boss, May 2 2011, 11:25 AM.
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