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Protocol Assimilation

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Revision as of 17:08, 26 March 2020 by HellScythe42 (talk | contribs)
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"We're not at an optimal state yet, commander."

This article is a stub. You can help us by expanding it.

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"This is classified information!"

This article contains unmarked spoilers. You have been warned.

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

Protocol Assimilation is a feature which has us commanders attempt to assimilate enemy units into our arsenal and ally 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.
  • Commander will be awarded with several Coalition units as welcoming gift upon finished watching the bombing intro video.
    • Scarecrow, Aegis, Ripper, and Striker.

SF Facilites

Facilities at level 0.
  • The 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, Commander can leave their Reactor at level 9. Facility level 10 only adds one more storage, while the recharge time remains the same.
    • Tactical Chip Development Terminal is used to research ringleader tactical chips. Higher facility level allows Commander 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 Commander to the capture menu.

Capture

Capture menu interface.
Guaranteed capture using EMP.
Coalition shop.
Coalition capture success.
Intro video.
  • ToDo
    • Capture Interface
    • Guaranteed Capture
    • 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.
  • 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 you'd want to assign.
  • Coalition echelon consists of one leader spot and eight members spot.
  • Each unit has its own cost and the echelon will have cost limit, restricting Commander to mindlessly stuffing everything in one echelon.
  • Assigning SF units will switch the interface from normal echelon to assimilation echelon.
  • Assimilation echelon can be deployed normally on the map without special helipad, alongside normal echelon.

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 Tactical Chip Development Terminal.
  • Each chip costs Item Battery.png 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.
  • Only Coalition units that start with 3-star can equip these chips.

Upgrading units

Dummy-linking Coalition unit.
Raising rarity (ringleader).
Raising rarity (normal unit).
  • Similar with normal T-Dolls, Coalition units are capable of dummy link.
  • Unlike normal T-Dolls, there is no level requirement for dummy linking.
  • Duplicate units are needed in the process.
  • Commander 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... uhh... PENDING INFORMATION!
    • 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... Uhh... PENDING INFORMATION!

In Battle

Coalition Units InBattle.jpg
  • 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 like 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.

Dormitory

Coalition Unit echelons have the same dormitory rights as normal echelons
  • Coalition units don't have separate dorms.
  • They will appear alongside Commander's avatar and guest in the dorm (I hope they won't fight).
  • The dorm they appeared in depend on which echelon they're assigned to, just like normal doll.
  • They appear with their gun as they have no dormitory animation set (yet?)

SF Simulations

Battle Simulation Sangvis Cultivation.jpg
Coalition Unit Simulation Echelon Preparation.jpg
  • There are 3 new simulations Commander can run to further bolster your SF's effectiveness, these 3 sims all have a fixed cost of 3 sim energy, and use a separate version from our normal sim energy. They recharge at the same rate of 1 energy every 2 hours. Extra SF sim energy can be purchased from our trusty Kalina in her shop.
  • SF Sims are opened on all days, and can receive 3x gain bonuses on certain days.
    • SF EXP Sims will get bonuses on Monday and Thursdays.
    • SF Development Sims will get bonuses on Tuesday and Fridays.
    • SF Data Sims will get bonuses on Wednesday and Saturdays.
    • Sundays give bonuses to all Sims.
    • Additionally, S-Ranking Sims will grant you a 20% bonus to your supply gain for any of the 3 sims.
  • These SF Sims are drastically more difficult compared to standard Sims due to a few specific things.
    • Commander is restricted to a selected amount of T-Dolls for each of the 3 sims which will rotate on a weekly basis along with the enemies Commander will encounter for each Sim, these T-Dolls can include ones Commander does not own, but nevertheless. COMMANDER CANNOT USE THEIR OWN T-DOLLS FOR THESE SIMS!
    • Each Sim possess their own individual par time. Some sims require you to clear in 23s, whereas some require you to complete under 3s, staying under at least 20% the par time will result in the maximum resources gained for that respective Sim.
    • SF EXP Sims, is the Simulation for gathering new SF Combat Reports which Commander can give them to increase their XP by 3000 per report. Upon completion you may get 10 ~ 12x reports normally, 30 ~ 36x on bonus days.
    • SF Development Sims, is the Simulation for gathering new materials which is used for increasing units Development levels (Their rarities). Upon completion you may get 6 ~ 8x Dev Mats, 18 ~ 22x on bonus days.
    • SF Data Sims, is the Simulation for gathering new Sim Data for our SF's skills/passives. 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 Sim Data or Advanced Sim data.

Repair

Coalition Unit Repair.png
  • Coalition units share the same repair slot as T-Doll and 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.