
                     Ring OF Red Gameplay Information


                             By Nathan Stout
                            nate555@flash.net
                           From: RingOfRed.Org
                         http://www.RingOfRed.org

This is a brand new site, so please be patient cause there aint much there 
yet, but there will be!


I just started this, so its incomplete. I will update it as soon and as often
as I can! (Version 1)
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                                GAME PLAY

This section will help you understand game play and menu and controller 
commands.


                                     GAME PLAY CONCEPT

     Between levels you have the option to review your mission parameters,
adjust your platoons, save/load, and advance to the next level (sortie). In 
battle the concept is simple. destroy all enemy AFWs, recruit any soliders, 
and gain control of any locations on the map. The only losing conditions are:
go over the time limit for the battle, or lose your main character, Wei. This 
sounds simple enough, but it's much more difficult than you think. Your enemy 
(besides enemy units) is time. Time plays a very important factor in this game. 
Once you are in a sortie you must act fast in order to win. You must command 
your AFWs as well as the platoons, using the advantages of solider skills, 
terrian,
diatances, and pilot skills you can defeat your enemy.
 
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                                             AFWs
                                                
     AFWs (for more info on what AFWs are, see the Information section) are 
classified into 4 
categories: Light AFW (battles best at short distances) Standard (battles best 
at medium 
distances) Anit-AFW (battles best at close distances) and 4 Leg-AFWs (battles 
best at long 
distances). It is vitally important to remember which machines fight best at 
which distances. 
It makes defeating your enemy much much easier.
 

                                             TIME
                                                 
     Time is the most important factor in the game. I makes the game unique from 
others in the 
same mech stragety genre, and it give the player the pressure of real battle. 
(More to 
come.........)
 


                   ORDER OF PLAY, UNDERSTANDING BUTTONS AND MENUS

     This section will take you through the gameplay and explain menus and 
commands. There are 
not alot of button commands in this game which makes it easier on the player. 
The main command 
is the X button. During the game (not during sorties) there are a few options 
you can select. 
Here is a list of the options:

     Operation Room:  Here you learn about the upcoming battle (sortie).
     Fromation Room:  Here you organize your soliders in your platoons. Placing 
the correct 
     soliders in the correct platoons is very important. Some solider's special 
skills work 
     best with certian types of AFWs.
     Information Room:  Here you can see information on your units, soliders, as 
well as 
     memoirs (previous cutscenes), and combat manual (character bios). 
     Record Room:  Here is where you ave and load games.
     Sortie:  This will send youn into the next battle.

When you are ready to begin a sortie you choose Sortie on the main menu and 
battle begins. Once 
in battle (sortie), there are several commands and menus to work in. The main 
menu during a 
sortie is called the Total Command menu. Anytime during the Operation Map phase 
of a sortie 
(this is where you see the battle map), you can select an unoccupied square and 
press the O 
button or START. On this menu are the commands:

     Turn:  Here you can see the individual order of each unit on the operation 
Map.
     Mission:  Here you can see the victory or loss conditions of the sortie.
     Setup:  Here you can set basic game settings. 
     Stop:  This is a special save command. You may save during a sortie, but 
once you have 
     restarted that sortie (using that special save point) it is gone forever.

After you begin a sortie the first thing you do is move your platoons. To do 
this move the 
cursor over the current unit (the animated one) and press the X button. A gray 
area will appear 
with a glowing yellow boarder. The gray area is the movement area of the AFW 
while the yellow 
area is the attack area. If you do not wish to move at all you may just press X 
and the action 
menu will appear with the option Standby, this takes the least amount of time 
(see Time above). 
If you do want to more all you do is move your cursor to any space in the gray 
area and press 
the X button again. Next the Acion Menu will appear:

     Attack:  When an enemy platoon is nearby (in the yellow area), you may 
attack it. You can 
     attack platoons is areas that are adajacent to the square you are in. This 
includes 
     platoon that are diagonal to you as well. Long range AFWs can attack up to 
2 squares away!
     Stat:  This shows you the status of your platoon / AFW.
     Recovery:  This is the only way in Ring Of Red to regain your AFW's HP. You 
can move then 
     choose Recover and do nothing for the rest of the turn and you will gain 
some HP back. The 
     amount you regain depends on your character's level. However, this action 
takes time. For 
     more information, see Time below.
     OK:  This will end your turn.

Once you decide to attack an enemy platoon (or you are attacked), the game 
shifts into the 
Battlefield Mode. This mode shows a close up view of both your AFW and the enemy 
AFW. In the 
Battlefield Mode you see what the pilot sees. Below is a list of items that 
appear on the 
screen:
 
 
1.) AFW status: This shows green lights on W for weapon and L for legs if they 
are undamaged. 
Red, if they are damaged. Next to that is a bar showing the AFW's HP.
2.) AFW's attack status: This shows the loading meter and two images of a shell 
being loaded 
into a cannon. When the meter reaches all the way to the top, a bell goes off 
and the bottom 
image is lit letting you know the AFW can fire it's cannnon. You can see the 
enemy's loading 
meter as well (which is very important!).
3.) Shooting and Maxumum Attack: This shows you a bullet and a star it's the 
number of special shells you can fire (see below in the Special Shell menu 
option) and it shows you how many Maximum Attacks you can use (see below in the 
Maximum Attacks menu option).
4.) Player's AFW Rank: This shows a graphic of the direction the AFW is facing 
and it shows the 
position, type, and HP of your support platoon (the 3 groups of soliders with 
the AFW). For 
more info on the solider types see Solider Types below. When you give the 
command for your 
troops (the 2 platoons on the ground on either side of the AFW) to take the 
reargrard or 
vanguard, you will see the symbols on the display move into that position. 
Remeber that troops 
in vanguard position are open to attack. Also remeber that troops have certian 
skills that can 
can only be used if they are in the vanguard position (and even the rearguard).
5.) Unit commands: This (control on the right side of the screen) is the control 
for moving your unit forward, back or to stop it. This is very very important 
because, in order to increase you accuracy in battle, your AFW needs to be in 
it's best position. Remeber the different AFW types (Light, Anit, 4 leg, 
Standard) work best at different positions on the battlefield. What you do is 
move into the best position by sing the unit commands control. Watch the Firing 
Accuracy guage (#6.) until you reach the highest percentage. If you keep moving 
(once you reach the highest percentage) the percentage will start to drop. So 
you have to always keep an eye and keep your unit in the best location. The 
higher percentage the quicker you can fire off a shot with confidence.
6.) Firing accuracy guage: This yellow number guage shows you your targeting 
percentage. The higher the percentage, the more likley your shot will hit it's 
target and the less time you spend 
targeting.
7.) Time gauge: This (top of the screen) guage shows your operational capacity 
(turn time). Once it reaches zero the turn is over, so keep an eye on it at all 
times! under the time gauge is the distance to your enemy. Remember that each 
AFW attacks best at different distances. Under the distance gauge is the slider 
bar representation of the distace between units.
 

 

SOLIDER TYPES


MUCH MUCH MORE TO COME!!!!!!!!!!!




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If you have any comments, suggestions, or corrections mail them to:
<nate555@flash.net>

                                Visit
                      http://www.RingOfRed.org


This is brand new, so at the moment there not much there, but keep an eye out!

Nathan Stout
updated: 03/30/2001
