How to be an Ace It takes more then just fancy skills and techniques to be an ace pilot, it takes the kind of experience that you can only get from being in combat. This experience enhances the ace's abilities and skills. In the SimChamber, this is represented by [b]Ace Bonuses[/b]. [color="Gold"][b]What are Ace Bonuses?[/b][/color] Ace Bonuses are special bonuses awarded to pilots after they've participated in a certain number of fights. [color="Gold"][b]How many fights do I need to have to get a bonus?[/b][/color] There are 2 levels of Ace Bonuses, each one awarded at different numbers of fights. Level 1 bonuses are awarded at 50 fights, and level 2 bonuses at 100 fights. [color="Gold"][b]How many Ace Bonuses can I get?[/b][/color] Pilots can only get 1 of each level of bonus. [color="Gold"][b]Can I replace my Ace Bonuses?[/b][/color] Unlike skills, techniques, and spirit commands, Ace Bonuses can not be reset, so choose carefully! [color="Gold"][b]What are the kinds of Ace Bonuses I can get?[/b][/color] The bonuses are as follows: [b][u]Level 1 (50 Fights)[/u][/b] [b]Morale+[/b]: AP Cost for activated unit/pilot abilities (such as Guard, Attacker, Mazin Power and the Zero System) is reduced by 10. [b]Will+[/b]: Counter-based unit/pilot abilities (such as Counter, the Will Gauge and [b]Charge[/b] weapons) deploy with one counter for their first activation at the start of battle. [b]Spirit+[/b]: Maximum SP increased by 10. [b]Skill+[/b]: Gain one free attribute point. Attribute levels still cannot go beyond a maximum of four. [b]Great Will[/b]: Maximum Will Gauge counters are increased by 5. [b]Great Knowledge[/b]: Gain one additional Will Gauge ability. [b]Spirit Affinity[/b]: One Spirit Command's SP cost is reduced by 5%. [b]Defining Specialty[/b]: One Defining Skill's bonuses are increased by 5%. (IE a +25% bonus becomes +30%) [b]Potential+[/b]: Bonuses granted by the Potential skill are increased by 5%. (IE a +25% bonus becomes +30%) [b]Guts+[/b]: Bonuses granted by the Guts skill are increased by 5%. (IE a +25% bonus becomes +30%) [b]Quick Potential[/b]: Bonuses granted by the Potential skill instead activate at 55% and 35% HP. [b]Quick Guts[/b]: Bonuses granted by the Guts skill instead activate at 65% and 45% HP. [b]Improved Leadership[/b]: Bonuses granted by the Leadership skill are increased by 5%. (IE a +25% bonus becomes +30%) [b]Improved Repair[/b]: Repair and Quick Repair effectiveness is increased by 5%. (IE a +25% bonus becomes +30%) [b]Improved Resupply[/b]: Resupply and Quick Resupply effectiveness is increased by 5%. (IE a +25% bonus becomes +30%) [b]Skill Mastery[/b]: Weapons with a Pilot Skill requirement (such as Meikyo Shisui or Psychic Energy) gain Weapon Damage +10% and Accuracy +5% if you are able to use them. [b]Barrier Mastery[/b]: Barrier effectiveness is increased by 200. [b]Technique Mastery[/b]: One Pilot Technique that deals damage gains Weapon Damage +15% and Accuracy +5%. [b]Infight+[/b]: [F] Weapon Damage +15%, [F] Accuracy +5%. [b]Gunfight+[/b]: [+] Weapon Damage +15% [+] Accuracy +5%. [b][u]Level 2 (100 Fights)[/u][/b] (Instead of the below bonuses, you may instead take another Level 1 bonus that you did not previously take [IE if you took Quick Potential, you may not take Quick Potential again].) [b]Morale++[/b]: AP Cost for activated unit/pilot abilities (such as Guard, Attacker, Mazin Power and the Zero System) is reduced by 10. This ability stacks with the Morale+ Ace Bonus. [b]Will++[/b]: Counter-based unit/pilot abilities (such as Counter, the Will Gauge and [b]Charge[/b] weapons) deploy with one counter for their first activation at the start of battle. This ability stacks with the Will+ Ace Bonus. [b]Skill++[/b]: Gain one free attribute point. Attribute levels still cannot go beyond a maximum of four.