[General] TitleFont=SubTFonts.EE16 HeaderFont=HUD_Fonts.EuroExt14USE ItalicFont=UI_Fonts.EuroExt14 NameFont=HUD_Fonts.EuroExt14 GlyphFont=SubTFonts.EE14 NextButtonFont=UI_Fonts.Micro12UC SmallButtonFont=HUD_Fonts.Micro10 MainLabelFont=UI_Fonts.Micro14 MainButtonText01=ARTIFACTS MainButtonText02=ARTIFACT NODE MainButtonText03=USE / HACK MainButtonText04=TEAM ENERGY MainButtonText05=DEPLOYMENT MainButtonText06=VEHICLES MainButtonText07=TURRETS MainButtonText08=CLASSES LastButton=LAST NextButton=NEXT BackButton=BACK SectionA=XMP Tutorial DescA00= XMP is a class based multiplayer team game. It DescA01= requires crucial teamwork as you attempt to gain DescA02= control of four powerful artifacts, and fuel the DescA03= war machine through domination of critical DescA04= resources. You must use the arsenal of weaponry, DescA05= vehicles, and defenses at your disposal to help DescA06= your team win this battle. SectionB=Artifacts DescB00=Each team begins the match with two of the four artifacts at DescB01=their base. The status of each artifact is indicated on your DescB02=HUD in the lower left corner. The background color of DescB03=each artifact indicates the team to which it is registered. DescB04=An artifact which has been stolen by the opposing team will DescB05=flash. Artifacts dropped in the world will go dim. DescB06=If you are carrying an artifact, the border will be DescB07=highlighted with a yellow glow. SectionC=Artifact Node DescC00=To steal an artifact, you must enter the enemy's base and DescC01=pass through their Artifact Node. This will collect DescC02=an artifact from the enemy. To claim the artifact DescC03=for your team, you must return to and pass through your own DescC04=Artifact Node to register the artifact. Your team must DescC05=gain control of all four artifacts at your Artifact Node DescC06=to win the match. An artifact dropped in the field will DescC07=eventually return home, and can be returned immediately DescC08=if the controlling team touches it. SectionD=Using and Hacking DescD00=Many items in the world can be used by the player. Usable DescD01=objects nearby will be highlighted by a reticle. When you DescD02=look at a usable object, the reticle will change, showing DescD03=that you may now use it by pressing the Use button. DescD04= DescD05=Some of these objects are hackable. Hackable objects can DescD06=be programmed to react only to one team. This means DescD07=that doors, generators, deployment points and other DescD08=objects can be controlled by a single team if they hack DescD09=control of the object. To hack an object, press and hold DescD10=the Use button. Hacking takes time, so you must continue DescD11=to hold the Use button until the object is completely hacked. SectionE=Energy Supplies DescE00=As members of an elite marine combat unit, you are DescE01=deployed to the battlefield with powerful hardware and DescE02=computer-aided skills. However, this does not come DescE03=without a price, and that price is energy. Without DescE04=energy, the war machine soon grinds to a silenced halt. DescE05= DescE06=Skills, jump jets, vehicles, turrets, stations, the DescE07=artifact node, and deployed items such as mines and DescE08=field walls all require power to use and to continue DescE09=functioning. DescE10= DescE11=The amount of energy available to each team depends upon DescE12=how much each team has extracted and collected via DescE13=generators. To take control of an energy source, use it DescE14=to hack it to your team. Once you have hacked a DescE15=generator, power will flow to your team. Depriving another DescE16=team of energy sources will cause them to drain their stores. DescE17= DescE18=Generators which you have hacked will be displayed by the DescE19=colored lightning bolts on the lower right side of your HUD. DescE20=Your personal energy is indicated by the orange gauge on the DescE21=lower right side of your HUD. This energy draws from the DescE22=energy of your team, which is indicated by the larger blue DescE23=gauge to the right. SectionF=Energy Supplies DescF00=As you acquire more energy, more technology will come online DescF01=for your team. If you lose energy, technology will begin DescF02=to go offline. The current status of your technology is DescF03=indicated by the icons on the lower right of your screen. DescF04= DescF05=As energy rises and technology goes online, new inventory DescF06=can be acquired from supply stations or supply packs. DescF07= DescF08=At the start of the match, each team starts with an initial DescF09=store of energy. However, quick control of more energy DescF10=sources is vital to establishing an advantage over your enemy. SectionG=Death and Deployment DescG00=When you are critically wounded in the battlefield, you can DescG01=either wait for a teammate to revive you or choose DescG02=redeployment. While any class can revive a downed DescG03=teammate, only the Ranger can fully heal them. DescG04= DescG05=Deployment occurs from Deployment Points throughout the DescG06=field. While waiting to deploy, you may jump from one DescG07=deploypoint to the next by pressing the Jump button. Press DescG08=the fire button to lock into a deploypoint and be teleported DescG09=to the battlefield at the next deploy. Deploy times are DescG10=staggered between deploy points, so if you wish to rapidly DescG11=redeploy, certain points may provide you with a faster DescG12=time back into the field. DescG13= DescG14=Other teammates waiting to deploy at this point will be DescG15=shown on the right side of your HUD in white. Players who DescG16=have recently deployed from this deploypoint will be shown DescG17=in gray. DescG18= DescG19=Hacking deploypoints in the battlefield will give you DescG20=strategic advantage over your opponents. To hack a DescG21=deploypoint, simply use it until it is hacked to your team. SectionH=Vehicles DescH00=There are several types of vehicles at your disposal. DescH01=Each one has its own capabilities and nuances. DescH02=All vehicles have multiple positions that can be manned by DescH03=its crew. To enter a vehicle, use its cab or turret to DescH04=enter and take control of that position in the vehicle. DescH05= DescH06=Vehicles have unlimited ammunition, but to drive or fire DescH07=a vehicle draws energy from your team. DescH08= DescH09=Each vehicle has a turbo burst capability. DescH10=To engage the turbo, press the Sprint button. SectionI=Turrets DescI00=There are a number of types of stationary turrets which can DescI01=be used to defend key locations. Stationary turrets can be DescI02=quite powerful and offer a good defensive measure. DescI03=Like vehicles, stationary turrets drain team energy while in DescI04=use. DescI05= DescI06=To control a stationary turret, locate the nearby VR Control DescI07=Pod and use it. Once inside the Pod, if your team has DescI08=enough energy to power it, you will take control of the DescI09=turret and be able to employ its weaponry. Be aware that DescI10=the VR Pod is much more vulnerable to damage than the DescI11=turret itself. SectionJ=Movement DescJ00=Aside from normal movement abilities, some new movement DescJ01=capabilities are at your disposal in XMP. DescJ02= DescJ03=Sprinting allows for a brief period of rapid movement. Your DescJ04=available adrenaline for sprinting is indicated by the vertical DescJ05=orange gauge on the lower left side of your HUD. You may DescJ06=sprint by pressing and holding the Sprint button. Your DescJ07=overall speed is indicated by the large vertical blue gauge DescJ08=to the left of the sprint gauge. Adrenaline restores over DescJ09=time and uses no power to recharge. DescJ10= DescJ11=Jump jets give you a brief burst of upward momentum, allowing DescJ12=you to jump higher and farther. Jump jets can be DescJ13=engaged at any point after you jump by pressing the Jump DescJ14=button again. The timing of the jump allows for a myriad of DescJ15=jumping capabilities, ranging from super high jumps, to DescJ16=distance jumps, to the softening of a landing from a great DescJ17=height. DescJ18=The design of jump jets differs slightly from class to class DescJ19=to meet the restrictions of their weight and capabilities. DescJ20=Jump jets draw energy from your power armor each time they DescJ21=are engaged, and can only be engaged once per jump. DescJ22=Combining mantling with jump jets allows a skilled combatant DescJ23=to reach a variety of locations. SectionK=Classes DescK00=There are three classes in use on the battlefield. They are DescK01=the fast and deadly Ranger, the versatile and resourceful Tech, DescK02=and the powerful and hefty Gunner. It is through cooperation DescK03=between the three classes that they are at their most DescK04=powerful. DescK05= DescK06=All classes have access to certain skills, but they are not DescK07=all equally capable at performing them. While all classes DescK08=can hack, the tech is much faster than the other two classes. DescK09= DescK10=All classes can also revive fallen comrades, but only the DescK11=Ranger is capable of healing them once they are revived. DescK12= DescK13=Using teammates allows you to aid them in certain ways. DescK14=The Ranger can heal teammates by using them, while the Tech DescK15=repairs their shields. A Gunner can resupply a teammate's DescK16=inventory and ammunition. DescK17= DescK18=Each soldier is deployed to the battlefield carrying equipment DescK19=issued to his class. Among these supplies are packs which DescK20=each class can drop for their own use, or for that of their DescK21=teammates. The Ranger has medical packs, the Tech drops DescK22=repair packs, and the Gunner has supply packs. SectionL=Ranger DescL00=The Ranger class is an angel of mercy and an angel of death. DescL01=Paradoxically, the Ranger is both the assassin and the medic DescL02=of any squad. Their primary purposes are infiltration, DescL03=assassination, and medical aid.\n DescL04=Equipped with light and precise weaponry, they wear armor DescL05=which is built for speed and concealment. The Ranger is the DescL06=fastest of the classes, and can jump to greater heights due DescL07=to its light weight, but their light armor provides little DescL08=protection from heavy weaponry.\n DescL09=Skills :\n DescL10=Healing - Rangers can heal a teammate by using them.\n DescL11=Weaponry :\n DescL12=Sniper Rifle - Precision targeting with high-damage, armor- DescL13=piercing shells, it is limited only by its small clip.\n DescL14=Pistol - A rapid-fire, high-caliber weapon with high accuracy.\n DescL15=Smoke Grenade - A well used smokescreen can DescL16=effectively nullify an enemy's ability to attack or defend.\n DescL17=Frag Grenade - A fragmentation grenade that provides DescL18=decent splash damage over a small area.\n DescL19=Shock Lance - An ASMD-based energy weapon which causes DescL20=high amounts of EM damage. Particularly effective versus DescL21=armor, vehicles, and other electronic devices. SectionM=Tech DescM00=The Tech class is the engineer of the battlefield. They are DescM01=trained electrical and mechanical engineers who can not only DescM02=repair armor and hack into electronic equipment, but also DescM03=deploy turrets and defenses in the field. They wear medium DescM04=grade armor that gives them moderate protection from small DescM05=arms fire and allows the tech to access and alter a wide DescM06=variety of electrical devices.\n DescM07=Techs can deploy a variety of equipment in the field, such DescM08=as field generators and turrets.\n DescM09=Skills :\n DescM10=Hacking - Techs are more proficient hackers than other DescM11=classes.\n DescM12=Repair - Techs can repair a teammate by using them.\n DescM13=Weaponry :\n DescM14=Assault Rifle - Medium damage, large clip, and a high ROF.\n DescM15=Shotgun - A close quarters weapon with a wide spread.\n DescM16=EMP Grenade - Highly effective versus vehicles, armor, and DescM17=equipment, it also causes electrical burns to flesh targets.\n DescM18=Toxic Grenade - A cloud of caustic gas that is highly deadly DescM19=on a direct hit, and lingers in a deadly cloud for some time.\n DescM20=Turrets - Rocket and Auto-turrets provide valuable DescM21=defensive units.\n DescM22=Field Generators - Deployable field walls that can be used to DescM23=strategically block key areas. SectionN=Gunner DescN00=The Gunner class is the heavy combat unit. They specialize in DescN01=close assault, high power weaponry and demolitions. They DescN02=wear heavy powered armor, offering the most protection DescN03=available in combat. Unfortunately, it is also the slowest DescN04=moving battle armor around. Given their size and strength DescN05=they are capable of carrying additional supplies for the DescN06=entire squad.\n DescN07=Skills :\n DescN08=Resupply - Gunners can supply a teammate by using them.\n DescN09=Weaponry :\n DescN10=Rocket Launcher - A high-powered weapon that has a target DescN11=painting, seeking alternate fire.\n DescN12=Flamethrower - A deadly close-quarters weapon, it makes up DescN13=for in power what it lacks in range. Alternate fire mode DescN14=allows it to be used defensively.\n DescN15=Incendiary Grenades - Antipersonnel grenades that burst DescN16=over a large area, doing high damage.\n DescN17=Concussion Grenades - Flashbang concussion grenades blind DescN18=and disorient opponents, and can be used to effectively DescN19=disrupt vehicles.\n DescN20=Mines - Deadly powerful if they are touched by an enemy or a DescN21=vehicle.\n DescN22=Laser Tripmines - Carefully placed, can isolate and protect DescN23=an area. [LevelSummary] Title=Tutorial [MessageTextureClient1] ScrollingMessage=Deployment Points : Spawn with your team at these points. Hack additional deployment points for strategic advantage. [LevelInfo0] Title=Tutorial