Orders

Orders are Dalmer programs that take precedence on an outfits programming in order to improve certain traits for a user over a short period of time (usually between a few seconds to half an hour). Orders use command points and have a cooldown. Too many orders can lead to conflicting programming and the outfit failing altogether.
==List of Orders==
===Evasion orders===
By supercharging the movement detector on the outfit, the outfit can react efficiently against incoming projectiles or melee weapons.
====Evade Boost====
Raises one ally's evasion, translates as a better chance of dodging harmful attacks.
====All Units Evade====
Raises all allies' evasion, basically a grouped version of Evasion boost.
====Drop boost====
Raises one ally’s chance of dropping before getting hit by incoming projectiles or melee weapons.
====Group drop boost====
Raises chances of all allies dropping to the ground before getting hit.
===Resist Fire===
The outfit moves all kinetic interceptors into high alert position, allowing better resistance to forward projectiles. Most effective for charge maneuvers.
====Charge armor====
An allies forward facing armor is increased, granting increased protection from forward incoming projectile fire.
====All advance====
All allies have their front resistance increased, usually when preparing a forward assault action.
===Concentrate Fire===
By changing priority parameters on the outfits aiming system, all shots directed at the selected target are more accurate.
====Body shot====
This order raises one ally's accuracy to focus shots on a target.
====Firing squad====
This order raises all allies accuracy to focus shots on a target.
====Headhunter====
This order raises one ally's accuracy to focus shots on heads.
====Crippler====
This order raises one ally's accuracy to focus shots on arms and legs.
====Knockout====
This order raises one ally's accuracy to focus shots on non-lethal elimination.
===Anti personnel Attack boost===
Provide strength bonuses
====Neutralize====
Focuses on disabling weapons
====First aid====
Helps keep broken bones in place, helps hemorrhaging, and keeping out of live combat
===Anti armor Attack boost===
Accuracy boost for heavy AT weapons
====Demolition boost====
Accuracy boost using thrown explosive weapons
====Retreat boost====
Grants speed when going towards base, opposite of charge boost
====Escape boost====
Automatically activates warp back to safety
====Detection boost====
Uniforms sensors are overloaded to perceive and tag all enemies in an area.
====Area Aim====
Raises all allies' firing accuracy in the current area.
====All Clear====
All clearances are activated for all allies.
====Area Defense====
Raises the defense for all allies in the current area.
====Sneak boost====
More strength when crouched
===Weapon orders:===
Programs that are used to override certain settings on a weapon
====Weapon order: Demolition====
Sets weapons to anti-tank settings
====Weapon order: Penetration====
The Penetration order activates a weapon technology that makes all attacks done by a single unit bypass enemy armor. This also means that small arms fired into the hull of vehicles will do full damage as if the armor didn't even exist.
====Weapon order: DPS====
Sets weapons to full automatic settings
====Weapon order: Speed====
Sets weapons to anti speed settings
====Weapon order: Scorched Earth====
Sets weapons to pyrotechnic settings
====Weapon order: Parade====
Sets weapons to blank shot settings
====Weapon order: Stand down====
Sets weapons to safety settings
====Weapon order: Sniper====
Sets weapons to long range combat settings
====Weapon order: Dark====
Sets weapons to silent combat settings
====Weapon order: Blunt====
Sets weapons to non-lethal settings
Category:Technology
Category:Military
Category:Outfits
Category:Concepts