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{{Guide}}
 
 
{{Stub}}
 
{{Stub}}
 
{{Spoiler}}
 
{{Spoiler}}
 +
An upcoming feature scheduled to be implemented '''AFTER''' the Major Event [[Polarized Light]]. Not much is currently known about the feature.
 +
 +
Todo:
 +
*Compile known information
 +
*Format page and theorise future templates to accommodate this new feature
 +
*Assemble skilldata information
 +
*How many units will be able to be assimilated?
 +
*What kind of units to expect?
 +
*Is it restricted to just SF?
 +
*Units share the same stat tables as our T-dolls with a few exceptions
 +
*Elite units possess an affection bar, so they may be able to capitalise on the affection bonuses at 90+ affection, does not mean you can Oath them. (Keep dreaming folks)
 +
*Elite units possess 2 skills which you can equip on them? along with a base skill which each will have unique to them
 +
*You cannot directly move Assimilated units during active battles, instead you give them 1 of 3 core orders which moves them automatically.
 +
*A full team can consist of 1 Elite Unit and 8 Standard units. However the formation is restricted by a deployment limit.
 +
*An Assimilated echelon can only be used by '''replacing an active echelon''' with them.
 +
*Perhaps they can be equipped with well, equipment?
 +
*Elite units have CG changes on higher rarities? Maybe they require dummy linking methods like our HOCs?
 +
*Elite units cannot be dummy linked, Standard units can however though exceptions may apply.
 +
*Much to do
  
 
== Overview ==
 
== Overview ==
 +
Protocol Assimilation is a feature which has us commanders attempt to assimilate enemy units into our arsenal and ally them.
 +
 +
== Unlocking ==
 
[[File:Protocol_Assimilation_Feature_Access.jpg|thumb|right|Can be accessed over the HQ-menu, the HQ 3D view and the quick-link on the main screen]]
 
[[File:Protocol_Assimilation_Feature_Access.jpg|thumb|right|Can be accessed over the HQ-menu, the HQ 3D view and the quick-link on the main screen]]
Protocol Assimilation is a feature implemented following major event [[Polarized Light]] although the lore behind it wasn't really explained until [[Dual Randomness]] was released. This feature allows Commander to employ some of the enemy forces as playable unit.
+
*Protocol Assimilation will be unlocked upon clearing map 7-6.
 
+
*Commander will be awarded with several Coalition units as welcoming gift upon finished watching the bombing intro video.
Protocol Assimilation will be unlocked upon clearing map 7-6. Upon unlocking it, Commander will be awarded with several Coalition units as a welcoming gift after viewing the bombing intro video. These units are [[Scarecrow/Assimilated|Scarecrow]], [[Aegis/Assimilated|Aegis]], [[Ripper/Assimilated|Ripper]], and [[Striker/Assimilated|Striker]]. {{clr}}
+
**Scarecrow, Aegis, Ripper, and Striker.
 +
{{clr}}
  
 
== Protocol Control Center ==
 
== Protocol Control Center ==
 
[[File:Protocol_Assimilation_Facilities.jpg|thumb|right|Facilities at level 0.]]
 
[[File:Protocol_Assimilation_Facilities.jpg|thumb|right|Facilities at level 0.]]
Protocol Control Center hosts all activities regarding Coalition unit and managed by [[Organization_Overview#Coalition_Department|several T-Dolls and Ringleaders]]. This facility can be accessed through [[Guide:3D Base|3D base]] button on home screen or via navigation bar. Currently, there are three facility available and one facility being locked. {{clr}}
+
*This facility is accessible through 3D base and navigation bar.
 
+
*There are three facilities that currently available; Pulse Reactor Pile, Tactical Chip Development Terminal, and Binary Infusion Impeller.
=== Facilities ===
+
**Pulse Reactor Pile generates Electronic Pulse that Commander expend to capture SF units. The higher this facility level is, the shorter time needed to generate the Pulse and the more you can store at a time.
:{| class="gf-table mw-collapsible mw-collapsed"
+
***To save time and batteries, Commander can leave their Reactor at level 9. Facility level 10 only adds more storage space, while the recharge time remains the same.
! Level
+
**Tactical Chip Development Terminal is used to research ringleader tactical chips. Higher facility level allows Commander to research more tactical chips.  
! Batteries required {{Icon|battery}}
+
**Binary Infusion Impeller is used to transfer or exchange an unit's stats and rarity to other unit.
! Addition (Generator)
+
*Red button on the bottom-right will redirect Commander to the capture menu.
! Addition (Skill)
+
{{clr}}
|-
 
| 0
 
| N/A
 
| 16h 48min / 9
 
| Unlocks Skill Upgrades
 
|-
 
| 1
 
| 5
 
| 16h / 9
 
|
 
|-
 
| 2
 
| 50
 
| 15h 16min / 10
 
|
 
|-
 
| 3
 
| 100
 
| 15h 16min / 11
 
|
 
|-
 
| 4
 
| 150
 
|  14h 36min / 11
 
|
 
|-
 
| 5
 
| 200
 
| 14h / 11
 
| Maximum upgrade level for the Chip facility.
 
|-
 
| 6
 
| 250
 
| 14h / 12
 
|
 
|-
 
| 7
 
| 350
 
| 12h 55min / 12
 
|
 
|-
 
| 8
 
| 450
 
| 12h 55min / 13
 
|
 
|-
 
| 9
 
| 600
 
| 12h / 13
 
|
 
|-
 
| 10
 
| 800
 
| 12h / 14
 
|
 
|-
 
|}
 
 
 
=== Impulse Reactor===
 
The Impulse Reactor generates and stores [[File:Item Extra Impulse.png|20px]] electronic impulses that the Commander can use to capture Coalition units. At facility level 9, the impulse reactor generates one impulse every 12 hours (2 pulses per day), and at level 10, it can store a maximum of 14 impulses. {{clr}}
 
 
 
=== Tactical Chip Development Terminal ===
 
{{ThumbSlider|width=300|align=right|list=
 
{{p|[[File:Coalition_Echelon_Skills_Overview.jpg|thumb|right|Tactical chip tree.]]}}
 
{{p|[[File:Coalition_Echelon_Skills_Ringleader.jpg|thumb|right|Red box shows the tactical chip slot.]]}}
 
{{p|[[File:Coalition_Echelon_Skills_Upgrade.jpg|thumb|right|Tactical chip details (Night Vision 1).]]}}
 
}}
 
This facility provides a set of tactical chips and unlocked through research. Each chip cost {{Icon|battery}}x1000, with research time ranging from 5 minutes to 1 hour. Tactical chips provide great benefit during battle, and only Ringleaders can equip them.
 
 
 
Tactical chips are shared among Ringleaders, but one chip can only be equipped on one Ringleader at a time. Commander should be careful on assigning them on which Ringleader. Also, worth to mention that the effects from Weakening or Fighting Spirit chips can stack. This situation is possible through deploying friend support echelon whom Ringleaders are equipped with the same kind of chip.
 
 
 
In general, tactical chips are divided into three categories; '''Strategic''', '''Squad-Buffing''', and '''Aura'''.  
 
{| class="gf-table" style="float: center;text-align:left"
 
|-
 
! Type
 
! Name
 
! Effects
 
! Cost<br>{{Icon|battery}}
 
! Research Time
 
|-
 
| Strategic
 
| Quick Resupply
 
| Call an airdrop to fully resupply a friendly echelon within one node (Cost 3 action points and 2 turn cooldown).
 
|
 
|
 
|-
 
|
 
| Pilfer
 
| Can obtain drop from enemy on adjacent node. Enemies already stolen cannot be stolen from again.
 
| x1000
 
| 40:00
 
|-
 
| Aura
 
| Weaken
 
| Decreases enemy echelons damage within 2 node by 12%.
 
|
 
|
 
|-
 
|
 
| Fighting Spirit
 
| Increases friendly echelons damage within 3 nodes by 6%.
 
|
 
|
 
|-
 
|
 
| Lone Wolf
 
| Increases own echelon damage by 10% when there is no friendly echelons present within one node.
 
|
 
|
 
|-
 
|
 
| Defend
 
| Increases own echelon evasion and armour by 100% and 50% respectively when engaging enemy on friendly node.
 
|
 
|
 
|-
 
|
 
| Support
 
| Friendly support units within 2 nodes will deal 20% more damage (HOC and Coalition)
 
| x1000
 
| 40:00
 
|-
 
|
 
| Strength in Numbers
 
| Increases damage of all units in echelon the more units there are in the echelon, max 15%.
 
| x1000
 
| 30:00
 
|-
 
| Squad-Buffing
 
| Night Vision 1
 
| Provides one extra vision during night battle.
 
|
 
|
 
|-
 
|
 
| Night Vision 2
 
| Eliminates night battle accuracy penalty by 100%.
 
|
 
|
 
|-
 
|
 
| Phantom Stance
 
| Action point won't be used for the first step each turn.
 
|
 
|
 
|-
 
|
 
| Ample Fuel
 
| Echelon can carry two extra supplies.
 
|
 
|
 
|-
 
|
 
| Frugal Mobilization
 
| First battle after deployment will not consume ammo/rations and increase damage by 15%.
 
| x1000
 
| 40:00
 
|} {{clr}}
 
 
 
=== Binary Infusion Impeller ===
 
This facility is used to exchange size, level, stats, and dummy-link or ''shiny'' status between Coalition units. Each process consume [[File:Item_Transfer_Catalyst.png|20px]]x50 transfer catalyst, which can be obtained through retiring Coalition units or buying them from Coalition shop. {{clr}}
 
  
 
== Capture ==
 
== Capture ==
{{ThumbSlider|width=300|align=right|list=
+
[[File:Capture_Menu_Base.jpg|thumb|right|Capture menu interface.]]
{{p|[[File:Capture_Menu_Base.jpg|thumb|right|Capture menu interface.]]}}
+
[[File:Capture_Menu_EMP_Bombardement.jpg|thumb|right|Guaranteed capture using EMP.]]
{{p|[[File:Capture_Menu_EMP_Bombardement.jpg|thumb|right|Guaranteed capture using EMP.]]}}
+
[[File:Capture_Menu_Reward_Shop.jpg|thumb|right|Coalition shop.]]
{{p|[[File:Capture_Menu_Unit_Details.jpg|thumb|right|Coalition capture success.]]}}}}
+
[[File:Capture_Menu_Unit_Details.jpg|thumb|right|Coalition capture success.]]
 
[[File:EMP_Bomb_Carpet.webm|thumb|right|Intro video.]]
 
[[File:EMP_Bomb_Carpet.webm|thumb|right|Intro video.]]
*This is where Commanders can perform Coalition units capture process. This menu can be accessed from homescreen shortcut, navigation bar, or Protocol Control Center
+
*This is where Commander can perform Coalition units capture process. This menu can be accessed from homescreen shortcut, navigation bar, or Protocol Control Center
**The upper-right corner shows the amount of EMP a Commander possess. This is used to start the capture process.
+
**The upper-right corner shows the amount of EMP the Commander possess. This is used to start the capture process.
 
**Middle area displays what units are currently available to capture.
 
**Middle area displays what units are currently available to capture.
 
**The numbers near red bar show how many units left on the current pool.
 
**The numbers near red bar show how many units left on the current pool.
**The timer on the right side is used to shuffle the current displayed unit available for capture. Commanders can perform this act every 72 hours.
+
**The timer on the right side is used to shuffle the current displayed unit available for capture. Commander can perform this act every 72 hours.
 
**Bottom display shows more detailed breakdown on what units are currently available for capture in the current pool.
 
**Bottom display shows more detailed breakdown on what units are currently available for capture in the current pool.
**Shuriken-like button will bring Commanders to the guaranteed capture interface.
+
**Shuriken-like button will bring Commander to the guaranteed capture interface.
*To capture an unit, Commanders can choose one of the displayed unit available for capture.
+
*To capture an unit, Commander can choose one of the displayed unit available for capture.
**Tapping the unit's portrait will pop a confirmation dialogue box that shows the chance of capturing the unit.
+
**Tapping the unit's portrait will pops confirmation dialogue box that shows the chance of capturing the unit.
 
***1-star units will have 100% capture chance. 2-stars have 50% chance and 3-stars have the lowest chance of 25%.
 
***1-star units will have 100% capture chance. 2-stars have 50% chance and 3-stars have the lowest chance of 25%.
**This process uses one EMP per attempt. Commanders can obtain EMP from natural regeneration, achievement, event reward, and [[Shop|premium purchase]].
+
**This process uses one EMP per attempt. Commander can obtain EMP from natural regeneration, achievement, event reward, and premium purchase.
**Upon confirmation, the capture will begin. Commanders can skip the process to go straight to the capture result screen.
+
**Upon confirmation, the capture will begin. Commander can skip the process to go straight to the capture result screen.
**Commanders' dolls will fight a group of enemies and try to bring down their hit points.
+
**Commander's dolls will fight a group of enemies and try to bring down their hit points.
**Upon reaching a certain threshold, EMP will be fired to finish them off.
+
**Upon reaching certain threshold, EMP will be fired to finish them off.
**A successful capture is indicated when there is only one enemy left. If there are more than 1 enemy units present, it'll result in a failure and the enemy will be tossed into the encounter pool.
+
**Successful capture is indicated by there is one enemy left. If there are more than 1 enemy units present, it'll result in a failure and the enemy will be tossed into the encounter pool.
**Successful capture will award the Commander with the desired unit. If the process ends up with a failure, Commanders will get random consolidation reward.
+
**Successful capture will award the Commander with the desired unit. If the process end up with failure, Commander will get random consolidation reward.
 
**When obtaining an 1 or 2* int-rarity unit, they'll come in one of 5 sizes; XS, S, M, L, XL. These sizes denote the SF units stat scaling as well as their chibi's scale, with XL units giving the highest stat scaling, additionally obtaining an XS or XL unit will contribute to their respective achievement sets.
 
**When obtaining an 1 or 2* int-rarity unit, they'll come in one of 5 sizes; XS, S, M, L, XL. These sizes denote the SF units stat scaling as well as their chibi's scale, with XL units giving the highest stat scaling, additionally obtaining an XS or XL unit will contribute to their respective achievement sets.
*To eliminate the chance of failure, Commanders can expend the guaranteed capture ticket.
+
*To eliminate the chance of failure, Commander can expend the guaranteed capture ticket.
 
**The guaranteed capture acts like a fishing net. It will randomly pick anything which is available in the current pool.
 
**The guaranteed capture acts like a fishing net. It will randomly pick anything which is available in the current pool.
**Commanders can expend up to ten tickets at once.
+
**Commander can expend up to ten tickets at once.
**Commanders can obtain the ticket from various means, such as weekly mission, event reward, and premium purchase.
+
**Commander can obtain the ticket from various means, such as weekly mission, event reward, and premium purchase.
**If Commanders aims for a specific unit, it is advised to make the pool small enough before performing this act, reducing the chance of RNG will pick undesirable unit while raising the chance of capturing the desirable one. {{clr}}
+
**If Commander aims for a specific unit, it is advised to make the pool small enough before performing this act, reducing the chance of RNG will pick undesirable unit while raising the chance of capturing the desirable one.
 +
*ToDo: Shop
 +
{{clr}}
  
== Coalition Shop ==
+
== Assigning SF Units to Combat Echelon ==
[[File:Capture_Menu_Reward_Shop.jpg|thumb|right|Coalition shop.]]
+
[[File:Coalition_Echelon_Assign.jpg|thumb|right|Confirmation dialogue box to switch from normal echelon to Coalition echelon.]]
Coalition shop can be accessed through [[Protocol_Assimilation#Capture|Capture menu]] by tapping the double arrow button on top-right. [[File:Item Dark Star Kernel.png|20px]][[File:Item Supernova Kernel.png|20px]] Dark Star and Hyper Star Kernel are used as this shop's currency. Both currency can be obtained by retiring ★1 and ★2/3 Coalition units respectively.
+
[[File:Coalition_Echelon_Formation.jpg|thumb|right|Coalition unit formation interface.]]
 
+
[[File:Coalition_Echelon_Ringleader.jpg|thumb|right|Coalition echelon interface with leader present.]]
=== Hyper Star Kernel Shop ===
+
[[File:Coalition_Echelon_Unit_Selection.jpg|thumb|right|Coalition unit selection interface.]]
=== Dark Star Kernel Shop ===
+
*Commander can assign any Coalition units that already captured into combat echelons.
 +
*To assign them to combat echelon, go to formation menu.
 +
*Tap the empty position or already assigned doll. There are two tab categories on the doll selection screen.
 +
*Switch to Coalition tab and choose the unit that Commander want to assign.
 +
*Commander can assign one leader and up to eight members.
 +
*Each unit has its own cost. The higher the base rarity is, the higher the cost though there are some exceptions.
 +
*Coalition echelon will have cost limit, thus restricting Commander to mindlessly stuffing everything in one echelon.
 +
*Assigning Coalition units will pop up a confirmation dialog box to switch from normal echelon to Coalition echelon.
 +
*Assimilation echelon can be deployed normally on the map without special helipad, alongside normal echelon.
 +
{{clr}}
  
 +
=== Ringleader Echelon Skills ===
 +
[[File:Coalition_Echelon_Skills_Overview.jpg|thumb|right|Tactical chip tree.]]
 +
[[File:Coalition_Echelon_Skills_Ringleader.jpg|thumb|right|Red box shows the tactical chip slot.]]
 +
[[File:Coalition_Echelon_Skills_Upgrade.jpg|thumb|right|Tactical chip details (Night Vision 1).]]
 +
*Tactical chips can be obtained through research on Tactical Chip Development Terminal.
 +
*Each chip costs {{Icon|Battery}} x1000 and the research process will take some time, ranging from 5 minutes to 1 hour.
 +
*There are three chip categories; Strategic, Squad-Buffing, and Aura.
 +
**Strategic Chip
 +
***Rapid Supply - Call an airdrop to fully resupply a friendly echelon within one node (Cost 3 action points and 2 turn cooldown).
 +
**Aura Chips
 +
***Weakening - Decreases enemy echelons damage within one node by 12%.
 +
***Fighting Spirit - Increases friendly echelons damage within 3 nodes by 6%.
 +
***Lone Wolf - Increases own echelon damage by 10% when there is no friendly echelons present within one node.
 +
***Steadfast - Increases own echelon evasion and armour by 100% and 50% respectively when standing on friendly node.
 +
**Squad-Buffing Chips
 +
***Night Vision 1 - Provides one extra vision during night battle.
 +
***Night Vision 2 - Eliminates night battle accuracy penalty by 100%.
 +
***Shadow Step - Action point won't be used for the first step each turn.
 +
***Self-Sufficient - Echelon can carry two extra supplies.
 +
*There is no particular order in unlocking the chips. Commander can start from whatever chips they like.
 +
*Only Coalition units that start with 3-star can equip these chips, which means they're only exclusive to Ringleaders.
 
{{clr}}
 
{{clr}}
  
 
== Upgrading units ==
 
== Upgrading units ==
* For Coalition units dummy-linking method, please visit [[Guide:Factory_Menu#Coalition_Unit|Factory Menu]]
 
* For Coalition units enhancement method, please visit [[Guide:Factory_Menu#Coalition_Unit_2|Factory Menu]]
 
 
[[File:Coalition_Unit_Dummy_Link_And_Analyze.jpg|thumb|right|Dummy-linking Coalition unit.]]
 
[[File:Coalition_Unit_Dummy_Link_And_Analyze.jpg|thumb|right|Dummy-linking Coalition unit.]]
 
[[File:Coalition_Unit_Enhance_Elite.jpg|thumb|right|Raising rarity (ringleader).]]
 
[[File:Coalition_Unit_Enhance_Elite.jpg|thumb|right|Raising rarity (ringleader).]]
 
[[File:Coalition_Unit_Enhance_Normal.jpg|thumb|right|Raising rarity (normal unit).]]
 
[[File:Coalition_Unit_Enhance_Normal.jpg|thumb|right|Raising rarity (normal unit).]]
*Similar with normal T-Dolls, Coalition units are capable of dummy linking.
+
*Similar with normal T-Dolls, Coalition units are capable of dummy link.
 
*Unlike normal T-Dolls, there is no level requirement for dummy linking.
 
*Unlike normal T-Dolls, there is no level requirement for dummy linking.
**Duplicate units are needed in the process.
+
*Duplicate units are needed in the process.
*Commanders can also raise the rarity of Coalition units.
+
*Commander can also raise the rarity of Coalition units.
 
*Raising the rarities will raise the max cap of their stats, further strengthening them.
 
*Raising the rarities will raise the max cap of their stats, further strengthening them.
 
*There will be level requirements, and Development Petri Dish is used as material to raise their rarity.
 
*There will be level requirements, and Development Petri Dish is used as material to raise their rarity.
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***For 2* Reinforcement, they require 50x Petri Dishes and a min level of 10. This upgrade only increases their max stat cap.
 
***For 2* Reinforcement, they require 50x Petri Dishes and a min level of 10. This upgrade only increases their max stat cap.
 
***For 3* Reinforcement, they require 70x Petri Dishes and a min level of 30. This upgrade only increases their max stat cap.
 
***For 3* Reinforcement, they require 70x Petri Dishes and a min level of 30. This upgrade only increases their max stat cap.
***For 4* Reinforcement, they require 100x Petri Dishes and a min level of 70. This upgrade unlocks a new skill for Basic units. If the unit as an Elite unit, this unlocks their secondary skill.
+
***For 4* Reinforcement, they require... Uhh... '''PENDING INFORMATION!'''
 
***For 5* Reinforcement, they require 200x Petri Dishes and a min level of 90. This upgrade only increases their max stat cap.
 
***For 5* Reinforcement, they require 200x Petri Dishes and a min level of 90. This upgrade only increases their max stat cap.
 +
{{clr}}
 +
 +
== In Battle ==
 +
[[File:Coalition_Units_InBattle.jpg|thumb|right]]
 +
*Assimilation echelons have a fixed supply cost regardless of how many units are present in the formation, -72 Manpower to deploy them, -360 Rations/Ammo to supply them, Assimilation echelons also posses 10 ammo/ration pips, active battles the SF echelon engages will use 2 ammo pips and 1 ration pip. Supposedly, support SF ringleaders might use 1 ammo pip to support an echelon similar to how our HOCs work.
 +
*When extracting an Assimilation echelon from a helipad, you'll refund their excess supply costs, for example if you supplied them at the start of the round, and then extracted them from a helipad, you'll get +360 Ammo/Rations back.
 +
*Assimilation Echelons have a default vision radius of 1 tile in night battles. This radius can be expanded by another tile with Chip Passives.
 +
*Assimilation Echelons are affected by the night battle ACC penalty similar to our regular echelons. This can be corrected by assigning the respective Chip Passive which negates the echelons ACC penalty by 100%.
 +
*When in battle, your Assimilation echelon will engage enemies much like our T-Dolls, assuming you have units occupying the rightmost tiles, our Ranged units will have max range and will target anything in our killzones.
 +
*Our units can be separated into 2 distinct classes; Melee and Ranged. Ranged units should be placed in the backline and will not be affected by our Orders. Melee units should be placed on the frontline, these units will change their properties based on the orders we give them.
 
{{clr}}
 
{{clr}}
  
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*Coalition units don't have separate dorms.
 
*Coalition units don't have separate dorms.
 
*They will appear in the dorm alongside Commander's avatar and visitor. (I hope they won't fight).
 
*They will appear in the dorm alongside Commander's avatar and visitor. (I hope they won't fight).
*The dorms they appear in depend on which echelon they're assigned to, similar to regular dolls.
+
*The dorm they appeared in depend on which echelon they're assigned to, similar to regular doll.
*2 star and below units appear with their combat stance as they have no dormitory animation set and cannot interact with dorm furniture, whereas Ringleader units have dorm animations and can interact with dorm furniture.
+
*They appear with their gun as they have no dormitory animation set (yet?)
*Coalition units posses an affection bar similar to our T-Dolls and gain affection much similar to our T-Dolls (10000 base xp gained = +1 affection, not affected by XP contracts). They can lose affection just the same as well, whenever a coalition unit falls or is completely destroyed against regular enemies, they'll lose 10 points of affection whereas everyone else in that formation will lose 5. Coalition units also have different intervals when popping their hearts in the dorms.
 
**Like standard T-Dolls, you can also {{Icon|Oath Certificate}} Oath Ringleaders whenever their affection reaches 100 and can also benefit greatly from affection bonuses due to their higher base stats. ([[Destroyer/Assimilated|Destroyer]] having 930 base DMG will result in her getting +93 DMG at 140+ affection)
 
** Unlike standard T-Dolls, you cannot oath 2 star or lower units, but you can raise their affinity to 100 and receive the same affection bonuses as Ringleaders and regular T-Dolls.
 
 
{{clr}}
 
{{clr}}
  
== Coalition Drills ==
+
== SF Simulations ==
 
[[File:Battle_Simulation_Sangvis_Cultivation.jpg|thumb|right]]
 
[[File:Battle_Simulation_Sangvis_Cultivation.jpg|thumb|right]]
 
[[File:Coalition_Unit_Simulation_Echelon_Preparation.jpg|thumb|right]]
 
[[File:Coalition_Unit_Simulation_Echelon_Preparation.jpg|thumb|right]]
*There are [[Combat Simulation#Sangvis Cultivation|3 new simulations]] Commanders can run to further bolster their Coalition units' effectiveness. They all have a fixed cost of 3 Potential Energy, which is only used for Coalition Drills.
+
*There are 3 new simulations Commander can run to further bolster their Coalition units' effectiveness. They all have a fixed cost of 3 simulation energy, and use a separate version from our normal sim energy. They recharge at the same rate of 1 energy every 2 hours. Extra energy can be purchased from our trusty Kalina in her shop.
** Potential Energy will be fully recharged at 00:00 Pacific Time.  
 
**Extra energy can be purchased from our trusty Kalina in her [[Shop#Items|shop]].
 
 
*The Simulations are always open, and can receive 3x gain bonuses on certain days.
 
*The Simulations are always open, and can receive 3x gain bonuses on certain days.
**Defense Training will get bonuses on Monday and Thursday.
+
**EXP Simulation will get bonuses on Monday and Thursday.
**Adjustment Exercise will get bonuses on Tuesday and Friday.
+
**Development Simulation will get bonuses on Tuesday and Friday.
**Decoding Practice will get bonuses on Wednesday and Saturday.
+
**Data Simulation will get bonuses on Wednesday and Saturday.
 
**Sundays give bonuses to all simulations.
 
**Sundays give bonuses to all simulations.
**Additionally, S-Ranking the simulations will grant a 20% bonus to supply gain for any of the 3 simulations.
+
**Additionally, S-Ranking the simulations will grant you a 20% bonus to your supply gain for any of the 3 simulations.
 
*These simulations are drastically more difficult compared to standard simulations due to a few specific things.
 
*These simulations are drastically more difficult compared to standard simulations due to a few specific things.
**Commanders are restricted to a selected amount of T-Dolls for each of the 3 simulations which will rotate on a weekly basis along with the enemies Commanders will encounter for each simulation, these T-Dolls can include ones a Commander does not own, but nevertheless. '''COMMANDERS CANNOT USE THEIR OWN T-DOLLS FOR THESE SIMULATIONS!'''
+
**Commander is restricted to a selected amount of T-Dolls for each of the 3 simulations which will rotate on a weekly basis along with the enemies Commander will encounter for each simulation, these T-Dolls can include ones Commander does not own, but nevertheless. '''COMMANDER CANNOT USE THEIR OWN T-DOLLS FOR THESE SIMULATIONS!'''
***They come with maxed level and skill level. They also given the best equipment available.
+
***They came with maxed level and skill level. They also given the best equipment available.
***Their skills can't be set to forced manual. Commanders might want to turn-off skill auto-activation when bringing specific dolls.
+
***Their skills can't be set to forced manual. Commander might want to turn-off skill auto-activation when bringing specific dolls.
**Each simulations possess their own individual par time. Some simulations require a time limited clear of 23 seconds, whereas others are under 3 seconds. Staying under at least 20% the par time will result in the maximum resources gained for that respective Sim.
+
**Each simulations possess their own individual par time. Some simulations require you to clear in 23 seconds, whereas the others require you to complete them under 3 seconds. Staying under at least 20% the par time will result in the maximum resources gained for that respective Sim.
***Defense Training, is used for gathering new Rapid Growth Disks which Commanders can give to increase their experience points by 3000 per disk. Upon completion you may get 10 ~ 12x Disks normally, 30 ~ 36x on bonus days.
+
**EXP simulation, is used for gathering new Combat Reports which Commander can give to increase their experience point by 3000 per report. Upon completion you may get 10 ~ 12x reports normally, 30 ~ 36x on bonus days.
***Adjustment Exercise, is used for gathering Petri Dish which is used for increasing Coalition units' development levels (star/rarity). Upon completion, Commander may get 6 ~ 8x Petri Dishes, 18 ~ 22x on bonus days.
+
**Development simulation, is used for gathering Development Petri Dish which is used for increasing Coalition units' development levels (star/rarity). Upon completion, Commander may get 6 ~ 8x Dev Mats, 18 ~ 22x on bonus days.
***Decoding Practice, is the Simulation for gathering new Keycodes for our Coaliition units' active/passive skills. Upon completion, Commanders may get 70 ~ 84x Sim Data, 210 ~ 252x on bonus days. Note that Commanders don't get both types of data per mission, it'll be a 50/50 chance of that sim rewarding either the Basic or Advanced data chips.
+
**Data simulation, is the Simulation for gathering new Data chips for our Coaliition units' active/passive skills. Upon completion, Commander may get 70 ~ 84x Sim Data, 210 ~ 252x on bonus days. Note that Commander doesn't get both the types of data per mission, it'll be a 50/50 chance of that sim rewarding either the Basic or Advanced data chips.
 
{{clr}}
 
{{clr}}
  
 
== Repair ==
 
== Repair ==
*Coalition units take up the same repair slot as regular T-Dolls.
+
[[File:Coalition_Unit_Repair.png|thumb|right|Out of date screenshot. Units no longer have a minimum repair time of 1hour.]]
 +
*Coalition units take up the same repair slot as regular T-Doll
 
*They also share the same repair time mechanics, in that any further damage taken to the unit will increase their overall repair time and cost like Standard T-Dolls, as such their levels also contribute to their increased repair time and cost.
 
*They also share the same repair time mechanics, in that any further damage taken to the unit will increase their overall repair time and cost like Standard T-Dolls, as such their levels also contribute to their increased repair time and cost.
 +
*Contrary to regular T-Doll, performing emergency field repair will not double the resources cost.
 
{{clr}}
 
{{clr}}
 
{{:Assimilable units}}
 
 
== Release Order ==
 
{| class="gf-table" style="text-align:center; width:100%"
 
! No.
 
! Banner
 
! Ringleader
 
! New Units
 
! Rerun Status
 
|-
 
| 1
 
| Area S09 SF Base & Outskirts<br><small>March 19th - April 16th 2020</small>
 
| {{enemy name|Scarecrow|boss}} & {{enemy name|Executioner|boss}}
 
| {{enemy name|Aegis}}
 
| ✓
 
|-
 
| 2
 
| Sector SP721 Command Center<br><small>April 16th - May 14th 2020</small>
 
| {{enemy name|Hunter|boss}}
 
| {{enemy name|Nemeum}} & {{enemy name|Manticore}}
 
| ✓
 
|-
 
| 3
 
| Sector SP914<br><small>May 14th - June 11th 2020</small>
 
| {{enemy name|Intruder|boss}}
 
| {{enemy name|Dinergate}} & {{enemy name|Tarantula}}
 
| ✓
 
|-
 
| 4
 
| Sector SP5NANO<br><small>June 11th - July 9th 2020</small>
 
| {{enemy name|Destroyer|boss}}
 
| {{enemy name|Guard (SWAP)}}
 
| ✓
 
|-
 
| 5
 
| Sector SPzh3000<br><small>July 9th - August 6th 2020</small>
 
| {{enemy name|Architect|boss}}
 
| {{enemy name|Ripper (SWAP)}}
 
| ✓
 
|-
 
| 6
 
| Sector SP24WR<br><small>August 6th - September 3rd 2020</small>
 
| {{enemy name|Ouroboros|boss}}
 
| {{enemy name|Vespid (SWAP)}}
 
| ✓
 
|-
 
| 7
 
| Sector SP-7C<br><small>September 3rd - October 1st 2020</small>
 
| {{enemy name|Alchemist|boss}}
 
| {{enemy name|Prowler (SWAP)}}
 
| ✓
 
|-
 
| 8
 
| Sector S05 - Anti-Air Command Center<br><small>October 1st - October 29th 2020</small>
 
| {{enemy name|Dreamer|boss}}
 
| {{enemy name|Dragoon (SWAP)}}
 
| ✓
 
|-
 
| 9
 
| Sector SP21 - Support Mainframe Center<br><small>October 29th - November 26th 2020</small>
 
| {{enemy name|Gager|boss}}
 
| {{enemy name|Goliath Factory}}
 
| ✓
 
|-
 
| 10
 
| Sector S02 - Scales of Justice<br><small>November 26th - December 24th 2020</small>
 
| {{enemy name|Judge|boss}}
 
| {{enemy name|Striker (SWAP)}}
 
| ✓
 
|-
 
| 11
 
| SF Core Terminus<br><small>December 24th - January 21st 2020</small>
 
| {{enemy name|Agent|boss}}
 
| {{enemy name|Aegis (SWAP)}}
 
|-
 
| 12
 
| Hurricane N2 Secret<br><small>February 4th - March 4th 2020</small>
 
| Adeline ({{enemy name|Nyto Black|boss}})
 
| -
 
|-
 
| 13
 
| Hurricane N7 Perimeter<br><small>April 1st - April 29th 2020</small>
 
| Alina ({{enemy name|Nyto White|boss}})
 
| -
 
|-
 
| 14
 
| Sector SPzh3000 - Naval Battle Platform<br><small>July 22nd - August 19th 2021</small>
 
| {{enemy name|Architect/Assimilated (Alt)|boss|alt=Architect Type NVW}}
 
| -
 
|-
 
| 15
 
| Sector SP914 - Nightmare Theater<br><small>November 11th - December 9th 2021</small>
 
| {{enemy name|Intruder/Assimilated (Alt)|boss|alt=Intruder Witch of the End}}
 
| {{enemy name|Jaeger (SWAP)}}
 
| ✓
 
|}
 
 
==Trivia==
 

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