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Protocol Assimilation

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This article contains unmarked spoilers. You have been warned.


Overview

Protocol Assimilation is a feature which was implemented on the CN servers following the end of major event Polarized Light, in the feature, it has Commanders attempt to assimilate enemy units into their arsenal and allying them.

Unlocking

Can be accessed over the HQ-menu, the HQ 3D view and the quick-link on the main screen
  • Protocol Assimilation will be unlocked upon clearing map 7-6.
  • Commanders will be awarded with several Coalition units as a welcoming gift upon viewing the bombing intro video.

Protocol Control Center

Facilities at level 0.
  • 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.
    • 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.
      • To save time and batteries, Commanders can leave their Reactor at level 9. Facility level 10 only adds more storage space, while the recharge time remains the same.
    • Tactical Chip Development Terminal is used to research ringleader tactical chips. A higher facility level allows Commanders to research more tactical chips.
    • Binary Infusion Impeller is used to transfer or exchange an unit's stats and rarity to other unit.
  • Red button on the bottom-right will redirect Commanders to the capture menu.

Capture

Capture menu interface.
Guaranteed capture using EMP.
Coalition shop.
Coalition capture success.
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
    • The upper-right corner shows the amount of EMP a Commander possess. This is used to start the capture process.
    • 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 timer on the right side is used to shuffle the current displayed unit available for capture. Commanders 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.
    • Shuriken-like button will bring Commanders to the guaranteed capture interface.
  • To capture an unit, Commanders 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.
      • 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 premium purchase.
    • Upon confirmation, the capture will begin. Commanders 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.
    • Upon reaching a 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 will award the Commander with the desired unit. If the process ends up with a failure, Commanders 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.
  • To eliminate the chance of failure, Commanders 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.
    • Commanders 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.
    • 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.
  • ToDo: Shop

Assigning SF Units to Combat Echelon

Confirmation dialogue box to switch from normal echelon to Coalition echelon.
Coalition unit formation interface.
Coalition echelon interface with leader present.
Coalition unit selection interface.
  • Commanders can assign any Coalition units that are already captured into combat echelons.
  • To assign them to combat echelon, go to the formation menu.
  • Tap the empty position or already assigned doll. There are two tab categories on the doll selection screen.
  • Switch to the Coalition tab and choose the unit to be assigned.
  • Commanders 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 echelons will have cost limit, thus restricting Commanders from mindlessly stuffing everything into one echelon.
  • Assigning Coalition units will pop up a confirmation dialog box to switch from normal echelon to Coalition echelon.
  • Assimilation echelons can be deployed normally on the map without a special helipad, alongside normal echelons.

Ringleader Echelon Skills

Tactical chip tree.
Red box shows the tactical chip slot.
Tactical chip details (Night Vision 1).
  • Tactical chips can be obtained through research on the Tactical Chip Development Terminal.
  • Each chip costs 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 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.
      • 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. Commanders can start from whatever chips they like.
  • Only Coalition units that start with 3-star can equip these chips, which means they're exclusive to Ringleaders.

Upgrading units

Dummy-linking Coalition unit.
Raising rarity (ringleader).
Raising rarity (normal unit).
  • Similar with normal T-Dolls, Coalition units are capable of dummy linking.
  • Unlike normal T-Dolls, there is no level requirement for dummy linking.
    • Duplicate units are needed in the process.
  • Commanders can also raise the rarity of Coalition units.
  • 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.
    • For Ringleaders, they require the following:
      • For 4* Reinforcement, they require 300x Petri Dishes and min level of 70. This upgrade unlocks a 4th skill and allows them to equip 2 Chip Passives.
      • For 5* Reinforcement, they require 450x Petri Dishes and min level of 90. This upgrade unlocks a new CG for the Ringleader.
    • For Elite units, they require the following:
      • For 3* Reinforcement, they require 100x Petri Dishes and a min level of 30. This upgrade only increases their max stat cap.
      • For 4* Reinforcement, they require 150x 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 5* Reinforcement, they require 300x Petri Dishes and a min level of 90. This upgrade only increases their max stat cap.
    • For Basic Units, they require the following:
      • 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 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 5* Reinforcement, they require 200x Petri Dishes and a min level of 90. This upgrade only increases their max stat cap.

In Battle

  • 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 regular echelons. This can be corrected by assigning the respective Chip Passive which negates the echelons ACC penalty by 100%.
  • When in battle, Assimilation echelons will engage enemies much like regular T-Dolls, assuming units are occupying the rightmost tiles, Ranged units will have max range and will target anything within the killzones.
  • 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 Players' Orders. Melee units should be placed on the frontline, these units will change their properties based on the orders Players' give them.

Dormitory

Coalition Unit echelons have the same dormitory rights as normal echelons
  • 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).
  • The dorms they appear in depend on which echelon they're assigned to, similar to regular dolls.
  • They appear with their gun as they have no dormitory animation set, whereas Ringleader units have dorm animations.
  • 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 Oath Ringleaders whenever their affection reaches 100 and can also benefit greatly from affection bonuses due to their higher base stats. (Destroyer having 930 base DMG will result in her getting +93 DMG at 140+ affection)

SF Simulations

  • There are 3 new simulations Commanders 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.
  • The Simulations are always open, and can receive 3x gain bonuses on certain days.
    • EXP Simulation will get bonuses on Monday and Thursday.
    • Development Simulation will get bonuses on Tuesday and Friday.
    • Data Simulation will get bonuses on Wednesday and Saturday.
    • 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.
  • 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!
      • They come 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.
    • 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.
    • EXP simulation, is used for gathering new Combat Reports which Commanders 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.
    • 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.
    • Data simulation, is the Simulation for gathering new Data chips 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.

Repair

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.
  • Contrary to regular T-Dolls, performing emergency field repair will not double the resources cost.