![]() ![]() A unit's AP amount and recharge value increases as their pilots gain proficiency levels through destroying enemy targets. ![]() At the end of a full turn, which is one Player Phase and Enemy Phase, a set amount of AP is replenished. Actions such as moving and attacking require a certain amount of AP to use. Action Points (AP) is a feature that dictates how much actions can be done with each unit. There are a number of new main features that are used for mission play in Front Mission 2. įront Mission 2 missions are traditional tactical RPG fare, ranging from destroying all enemy targets to protecting a certain allied target. Towards the climax, all three scenarios merge for the remainder of Front Mission 2. After reaching a certain point of the game, control switches over to a different group of characters for the next few missions. A new element of progression in Front Mission 2 involves alternating scenarios between the game's three main characters. Battle zones are where the missions take place, though they become inaccessible upon the completion of a mission. Towns and cities act as intermission points where the player can organize and set up their units for the upcoming mission. ![]() As the player progresses through the plot, new locations are revealed on the world map. The player travels to locations on a point-and-click world map. The video game progresses in a linear manner: watch cut-scene events, complete missions, set up their wanzers during intermissions, and sortie for the next mission. Front Mission 2 expands on the mechanics found in Front Mission. ![]()
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