2019_Ann_Sale_Day1=Expo-hall Day 01
2019_Ann_Sale_Day2=Expo-hall Day 02
2019_Ann_Sale_Day3=Expo-hall Day 03
2019_Ann_Sale_Day4=Expo-hall Day 04
2019_Ann_Sale_Day5=Expo-hall Day 05
2019_Ann_Sale_Day6_01=Expo-hall Day 06_01
2019_Ann_Sale_Day6_02=Expo-hall Day 06_02
2019_Ann_Sale_Day7=Expo-hall Day 07
2019_Ann_Sale_Day8=Expo-hall Day 08
2019_Ann_Sale_Day9=Expo-hall Day 09 - Best of Show
890_J_Mission_Obj_01_Long=WIP - Locate the hack and disable it
890_J_Mission_Obj_01_Short=WIP - Disable the hack
890_J_Mission_Obj_02_Counter=WIP - Enemies remaining %ls
890_J_Mission_Obj_02_Long=WIP - Eliminate all remaining hostiles
890_J_Mission_Obj_02_Short=WIP - Eliminate hostiles
890_J_Mission_Obj_VIP_Long=WIP - Protect the VIP
890_J_Mission_Obj_VIP_Short=WIP - Protect the VIP
890_J_Mission_ShortDescription=WIP - Disable the ongoing hack and eliminate all enemies
890_J_Mission_Title=WIP - Rescue the hijacked 890
890_J_Mission_Waypoint_Marker1=WIP - Disable terminal
890_J_Mission_WaypointVIP=WIP - Defend VIP
890_J_MissionTest=WIP Disable the hack before it is complete %ls
890_J_Mobi_Desc=WIP - Go to Hijacked 890 and stop hijacking / hack
890_J_Mobi_Title=WIP - 890 Jump in danger
AbandonedOutpost_001_desc=KEEP OUT. This structure is no longer in active service. Do not use, occupy or enter.
Aciedo_CommArray_desc_shared=Owned and operated by Aciedo, this communication array provides comm coverage and ECN services to this sector of space.
acquirepart_prevent_desc=Stop someone uploading ~mission(Item).
acquirepart_prevent_dest_timer=~mission(Item) self destructs in %Is.
acquirepart_prevent_marker_lastknown=Last Known Location
acquirepart_prevent_obj1_long=Prevent ~mission(Item) Upload.
acquirepart_prevent_obj2_long=~mission(Item) will self destruct.
acquirepart_prevent_obj2_short=~mission(Item) Self Destructs In.
acquirepart_prevent_subobj1_long=Visit the site of crash and investigate.
acquirepart_prevent_subobj1_short=Visit Last Known Location.
acquirepart_prevent_subobj2_long=Reboot Relay to locate ~mission(Item).
acquirepart_prevent_title=Prevent ~mission(Item) Upload.
ad_when_duty_calls=WHEN DUTY CALLS
ad_will_you_answer=WILL YOU ANSWER?
ad_your_adventure_start_here=Your Adventure Starts Here
Admin_Ask_Work=Have any work?
Admin_Blackbox_Dropoff_Request=Drop off black box.
Admin_Counter_Marker_01=Delivery Drop Off
Admin_Delivery_Dropoff_Request=Make a delivery.
Admin_Delivery_Pickup_Request=Make a pickup.
Admin_Help_Cargo=Sell some cargo.
Admin_Repair_Pickup_Request=Pick up a power core.
Admin_Small_Talk=How's it going?
ALB_HATS=DO NOT USE ------ (ALB) MALE HATS (add new hat items below here)
ALEJO_BROTHERS_ITEMS=DO NOT USE ------ (ABL) ALEJO BROTHERS CLOTHING ITEMS -- MALE
Alerts_BeingScanned=Remain Stationary, Scan In Progress
ArcCorp_desc_shared=A mining facility owned and operated by ArcCorp.
ARMOR_ITEMS_TEMPORARY=DO NOT USE ------ TEMPORARY SECTION FOR ARMOR ITEMS
assassin_danger_0001=If even half the rumors about them are true, you're going to want to take them out long before they see you coming.
assassin_danger_0002=Apparently, this is supposed to be one of the more dangerous hitters in the sector. Do not make the mistake of underestimating them.
assassin_danger_0003=Make sure to bring your full arsenal when you go hunting. Something tells me you might need it to take them down.
assassin_danger_0004=Word of warning, no way someone like ~mission(TargetName|Last) is going down easy. You want to take them out? Do it hard and fast.
assassin_danger_0005=While you should be careful, cause you never know - my guess is that ~mission(TargetName|Last) is gonna drop easy. Poor sod chooses to fly solo and hardly ever bothers with anything more than a few escorts.
assassin_danger_0006=As for gearing up for this little job, you shouldn't need anything out of the ordinary. ~mission(TargetName|Last) prefers to fly alone. I mean, for a real special occasion they might travel with a friend or two, but I'd be surprised.
assassin_danger_0007=Apparently, there's a good chance this scav's not gonna be traveling alone either. Seems that their little multicrew ship hardly ever flies without at least one or two friends along for the trip.
assassin_danger_0008=Word is that the small multicrew ship ~mission(TargetName|Last) captains is being guarded by a few hired escorts. Can't say for sure if it's true, but good to be careful just in case.
assassin_danger_0009=Rumor has it that ~mission(TargetName|Last) typically travels with a full escort so be ready to hit hard. Even if you do get lucky and catch them alone, you'll still have their ship to deal with and supposedly they captain a bit of a beast.
assassin_danger_0010=Make sure to bring your full arsenal when you go hunting. Since ~mission(TargetName|Last) usually captains a bigger multicrew ship and springs the extra credits for escort, something tells me you might need the extra firepower.
assassin_desc_0001=Looking for someone who doesn't mind getting their hands dirty. Not talking guild work or anything, just someone who's good enough to aim and squeeze. Got some good creds available to see ~mission(TargetName) permanently gone. \n\nStart looking at ~mission(Location). ~mission(MultiPlayer)~mission(Contractor|AssassinationTimed) ~mission(Danger)
assassin_desc_0002=Got a mess that needs cleaning up. Paying solid credits for it too. The mess goes by the name of ~mission(TargetName). ~mission(Danger) \n\nBuddy of mine saw them around ~mission(Location), but the rest is up to you. ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
assassin_desc_0003=There's a price on ~mission(TargetName)'s head. ~mission(MultiPlayer)Credits go to whoever bags the bastard first. ~mission(Contractor|AssassinationTimed) I'd recommend starting at ~mission(Location) but hey, don't let me tell you how to do your job. ~mission(Danger)
assassin_desc_0004=Guess who just got themselves placed onto the 'no-breathe-list'? Some dragger named ~mission(TargetName). Yeah, I never heard of them either, but better them than us, right? \n\n~mission(Danger) ~mission(MultiPlayer)Word is they've been haunting ~mission(Location) lately, so you'll probably want to start there. ~mission(Contractor|AssassinationTimed)Good luck.
assassin_desc_0005=I don't know what ~mission(TargetName) did, but they sure pissed off the wrong people. Credits go to whoever can give them a last lesson in manners straight through the head. ~mission(Danger) \n\nThere isn't much to go on, just some scattered sightings around ~mission(Location), so maybe start there. ~mission(Contractor|AssassinationTimed)~mission(MultiPlayer)One last thing, the client wants you to say '~mission(Phrase).' when the trigger's pulled. Don't ask. Just do it.
assassin_desc_0006=~mission(TargetName) is breathing borrowed air. Time's come to punch their ticket for good. ~mission(Contractor|AssassinationTimed) I can give you ~mission(Location) but you have to provide your own transport and clean weapons. ~mission(Danger) ~mission(MultiPlayer)
assassin_desc_0007=You know how they say the good die young? It's definitely true in this case. A hit's been put out on ~mission(TargetName), a local security thug that's hellbent on being a hero. ~mission(Contractor|AssassinationTimed) ~mission(Danger) ~mission(MultiPlayer)
assassin_desc_0008=Why don't these security assholes ever learn to mind their own damn business? It's like they want to get murdered. Especially this one. Name's ~mission(TargetName). Been stirring up huge trouble lately, but you're gonna put a permanent end to that.\n\n~mission(Contractor|AssassinationTimed) ~mission(MultiPlayer) ~mission(Contractor|AssassinationDanger) Knowing these security types, don't be surprised if they call for back up.
assassin_desc_0009=About time someone put ~mission(TargetName) in their place. This security hackjob's been taking bribes to look the other way, but the greedy little idiot decided to raise the rates. Big mistake! \n\nNow instead of those credits going to pay the smug bastard off, they're being used to pay you to murder their ass. That's some poetic justice right there. ~mission(Danger) ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
assassin_desc_0010=This bounty hunter by the name of ~mission(TargetName) made the mistake of messing with the wrong crew. They're looking to even the score and are offering pretty decent creds to whoever does the deed. ~mission(Danger) ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
assassin_desc_0011=I love it. This is one of those classic 'the hunter has become the hunted' scenarios you always see on the spec. \n\nA big bounty's been placed on the head of bounty hunter ~mission(TargetName). ~mission(Danger) It'll be interesting to see how they like it when they tables are turned. ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
assassin_desc_first=Listen, I know you don't know me, but that's kinda the point of this little experiment. We're just two complete strangers helping each other out. \n\nHere's how this works - I give you a name. ~mission(TargetName), for example. Then I'll tell you a place: ~mission(Location). Now, if by some complete and utter coincidence, they wind up shot to death a little while later, a bunch of credits will mystically appear in your account. Long story short, ~mission(TargetName|NickOrFirst) has some bad luck, you have some good luck. Everybody's happy.\n\nOf course, there are plenty of other people eager for the help of a dependable stranger and if you do a good job here, I'll make sure they know you're the stranger to talk to.\n\nGood luck out there.
assassin_from_first=< / CONTACT BLOCKED / >
assassin_location_0001=the coordinates where they were last spotted
assassin_location_0002=their last known location
assassin_location_0003=where they like to hang out
assassin_location_0004=one of the spots they're known to frequent
assassin_multiplayer_0001=Probably worth it to mention you might run in to some competition out there since this isn't an exclusive contract.
assassin_multiplayer_0002=This contract is non-exclusive. First-come, first-serve.
assassin_multiplayer_0003=And just so you know, you most likely won't be the only one on the hunt since the ~mission(Client) made this an open contract.
assassin_multiplayer_0004=You should expect there to be some stiff competition on this. A lot of people out there are eager to see this scum dead once and for all.
assassin_obj_long_01=Search for ~mission(TargetName) at ~mission(Location).
assassin_obj_short_01=Locate the Target
assassin_obj_short_02=Eliminate the Target
assassin_phrase_0001=The blue dancer says hello
assassin_phrase_0002=Return to sender
assassin_phrase_0003=Tio sends his regards
assassin_phrase_0004=See you in hell
assassin_phrase_0005=This is for Martha
assassin_phrase_0006=Looks like your birthday came early this year
assassin_sync_obj_display_01=Time Remaining: %ls
assassin_sync_obj_long_01=Simultaneously eliminate ~mission(TargetName) and ~mission(TargetName2). As soon as one target is attacked you will have until time runs out to eliminate both targets.
assassin_sync_obj_short_01=Eliminate All Targets
assassin_timed_0001=You drag your feet on this, don't be surprised if they vanish.
assassin_timed_0002=With a slippery bastard like this, you might only have a limited window of opportunity to hit them before they go to ground.
assassin_timed_0003=Need this taken care of yesterday. Drop everything and get it done now.
assassin_timed_0004=Urgent's an understatement on this one. Client's already comm'd me three times to ask if it's done yet.
assassin_title_0005=Eliminate a Problem
assassin_title_0007=Special Delivery for ~mission(TargetName)
assassination_obj_long_01=Search for ~mission(TargetName) at the coordinates provided.
assassination_obj_marker_01a=Target's Last Location
asteroidfield_desc_Shared=A registered asteroid cluster. All rights reserved. Unless otherwise indicated, all mined materials found here are the property of the claim holder.
ATC_Area18=Area18 Landing Services
ATC_Automated=Automated Landing Services
ATC_CryAstro=Cry-Astro Vehicle Services
ATC_GrimHEX=Green Imperial Landing Services
ATC_Levski=Levski Landing Control
ATC_Lorville=Lorville Landing Services
ATC_Lorville_Gate01=Lorville Gate 01
ATC_Lorville_Gate02=Lorville Gate 02
ATC_Lorville_Gate03=Lorville Gate 03
ATC_Lorville_Gate04=Lorville Gate 04
ATC_Lorville_Gate05=Lorville Gate 05
ATC_Lorville_Gate06=Lorville Gate 06
ATC_OutpostArcCorp=ArcCorp Outpost Landing Service
ATC_OutpostGeneric=Outpost Landing Control
ATC_OutpostRayari=Rayari Outpost Landing Service
ATC_OutpostShubin=Shubin Outpost Landing Control
ATC_OutpostTerraMills=Terra Mills Outpost Landing Control
ATC_PlatinumBay=Platinum Bay Landing Services
ATC_PortOlisar=Port Olisar Landing Services
ATC_RandR=R&R Landing Services
Bacchus_AsteroidBelt1=Bacchus Belt Alpha
Bacchus_AsteroidBelt1_Desc=Heavily mined by generations of Banu, this asteroid belt has become a junkyard over time.
Bacchus_Desc=Many in the UEE believe that Bacchus, a binary star system, contains the Banu's homeworld, though, to date, the Banu themselves have not been able to or have chosen not to confirm one way or another. Like with most Banu systems, the trade lanes are always packed with travellers from Banu, Human and Xi'an space. A large permanent flotilla in the system's outer reaches is a popular destination for haulers and traders.\n
Bacchus_Flotilla_Desc=A large cluster of ships that has become a permanent floating marketplace. Conveniently located near a jump point, it attracts a wide variety of travelers and traders entering and leaving the system.
Bacchus_JumpPoint_Garron=Bacchus - Garron Jump Point
Bacchus_JumpPoint_Garron_Desc=This jump point connects Bachhus to the UEE controlled Garron system.
Bacchus_JumpPoint_Geddon=Bacchus - Geddon Jump Point
Bacchus_JumpPoint_Geddon_Desc=This jump point connects Bachhus to the Geddon system.
Bacchus_Star1_Desc=A class-G main sequence star that is part of a binary pairing with Bacchus B.
Bacchus_Star2_Desc=A class-K main sequence star that is part of a binary pairing with Bacchus B.
Bacchus1_Desc=A Super-Earth located close to the system's binary stars resulting in its rocky surface boiling away and the formation of an incredibly hot and smoggy atmosphere.
Bacchus2_Desc=An ocean planet dotted by many populated islands and archipelagos featuring a wide variety of climates and biodiversity. Though the Banu have so far not confirmed if Bacchus II is their home-world like some in the UEE theorize, it is known that the planet hosts the 'Gathering'; a special event where Banu congregate to make species-wide decisions.
Bacchus3_Desc=A gas giant featuring dynamic swirling clouds and frequent electrical storms.
BarMenu_beer_draft_01=Draft Beer 1
BarMenu_beer_draft_02=Draft Beer 2
BarMenu_beer_draft_03=Draft Beer 3
BarMenu_beer_draft_04=Draft Beer 4
BarMenu_beer_draft_05=Draft Beer 5
BarMenu_beer_draft_06=Draft Beer 6
Bartender_Greet=Hey, can I get a drink?
basesweep_obj_long_01=Clear the site of all hostiles.
basesweep_obj_long_02=Go to ~mission(Location|Name).
basesweep_obj_short_01=Clear All Hostiles
basesweep_obj_short_02=Go To ~mission(Location|Name)
basesweep_obj_short_02a=Hostiles Remaining: ~mission(AI_Remaining)
Battaglia_convo_followup_more_work=Got anything else for me?
Battaglia_convo_wanted_to_see_who_you_are=Just wanted to swing by and say hi.
Battaglia_convo_will_come_back_later=Never mind, I'll come back later
Battaglia_convo_work=Looking for work.
blacJac_bounty_desc_001=ATTN: Bounty Hunters\n\nGot a bounty that needs to be collected on ~mission(TargetName). \n~mission(Contractor|BountyTimed)~mission(Danger)\n\nGet out there, find the bastard, and lets make sure they can't cause any more trouble for ArcCorp.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacJac_bounty_desc_002=ATTN: Bounty Hunters\n\nSeems ~mission(TargetName) has been up to no good and got a nasty ol' bounty placed on their head. Think you can find them and collect? \n~mission(Contractor|BountyTimed)~mission(Danger)\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacJac_bounty_desc_003=ATTN: Bounty Hunters\n\nNew bounty just came in for one ~mission(TargetName). Need them located and apprehended.\n~mission(Contractor|BountyTimed)~mission(Danger)\n\nGood luck with this one,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacJac_bounty_desc_intro=ATTN: Bounty Hunters\n\nAn individual know as ~mission(TargetName) has been causing trouble for the good people of ArcCorp. \n\nAll our regular staff is busy taking care of more serious issues, so BlacJac is looking to audition some new bounty talent.\n \nIf you're interested, go ahead and track down and apprehend ~mission(TargetName|Last). ~mission(Contractor|BountyTimed)~mission(Danger)\n\nPull this off and BlacJac will be very greatful.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacJac_bounty_title_001=Wanted by ArcCorp: ~mission(TargetName)
blacJac_bounty_title_E=Wanted by ArcCorp: ~mission(TargetName) (CS2)
blacJac_bounty_title_H=Wanted by ArcCorp: ~mission(TargetName) (CS4)
blacJac_bounty_title_M=Wanted by ArcCorp: ~mission(TargetName) (CS3)
blacJac_bounty_title_VE=Wanted by ArcCorp: ~mission(TargetName) (CS1)
blacJac_bounty_title_VH=Wanted by ArcCorp: ~mission(TargetName) (CS5)
blacjac_danger_001=Be prepared to meet heavy resistance on this one. If they get wind of what you're doing, they're not going to take it sitting down.
blacjac_danger_002=Knowing this area and the kind of people we're dealing with, my gut says head in expecting a fight.
blacjac_danger_003=You'll be kicking a bit of a hornet's nest on this one, so be ready for heavy resistance.
blacjac_danger_004=This perp is a bit of lightweight. Only a few known associates and they typically fly solo crafts. Shouldn't be to hard to catch them.
blacjac_danger_005=The files on ~mission(TargetName|Last) show that they typically captain a mid-sized multicrew vessel and have been known to employ extra muscle on jobs. Might want to approach with a bit of caution.
blacjac_danger_006=Be sure that you're ready to face heavy resistance. ~mission(TargetName|Last) is known to captain larger ships and with their connections you can almost guarantee that they're not traveling alone.
blacjac_destroyprobe_desc_0001=ATTN: Mercenaries with Demo Experience\n\nWe have a problem over at ~mission(Location). Apparently someone set up PDC Monitors to illegally skim data. \n\nYou are being tasked with locating the ~mission(Contractor|DestroyProbeAmount) and destroying them. \n\nThere are a few possible complications:\n- These things are designed to operate passively with as low of an EM sig as possible. Finding them might take some effort and thorough scanning. \n- Monitors like these often have automatic security protocols so that if they are attacked, they begin to transmit any stored dated. It's vital you destroy them before the upload can finish.\n- ~mission(Contractor|DestroyProbeTimed)\n- ~mission(Contractor|DestroyProbeDanger)\n\nI'm hopeful you'll be able to resolve the issue before any more data is stolen.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_destroyprobe_desc_0002=ATTN: Mercenaries with Demo Experience\n\nReceived a report that some enterprising criminal has been skimming data from ~mission(Location) using PDC Monitors. \n\nYou are being tasked to locate the ~mission(Contractor|DestroyProbeAmount) and destroy them. I suspect it might take a bit of scanning to locate the monitors as they're designed to operate passively. Plus, as soon as you start attacking, their security countermeasures are going to kick in and attempt to upload their data-drives. You'll need to be fast enough to prevent the transfer. \n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)\n\nThanks for taking care of this,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_destroyprobe_desc_0003=ATTN: Mercenaries with Demo Experience\n\nI need a merc who can handle locating and destroying PDC monitors that have been illegally skimming data from ~mission(Location). This will take some doing as the ~mission(Contractor|DestroyProbeAmount) will be operating passively and difficult to find without performing a thorough scan of the area. Plus, you'll have to destroy the monitors before their emergency defense system uploads any more of the data they've stolen.\n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_destroystash_desc_001=ATTN: Verified Mercenary Operators\n\nWe're looking for experienced professionals to participate in a raid on a suspected narcotics stash known as ~mission(UGFDestination). We need to clear them out before they have a chance to move the product to another site.\n\nWe need you to secure and destroy any and all narcotics found at the stash using whatever means necessary, so go nuts. ~mission(Contractor|Danger)\n\nYou'll be paid out for however much of the contraband you personally destroy. Basically, feel free to engage with any lowlifes you come across, but that's not what you're getting paid for - BlacJac's focus for this op is the drugs. \n\nGood luck,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_destroystash_desc_002=ATTN: Verified Mercenary Operators\n\nAn informant provided us with info on a narcotics stash known as ~mission(UGFDestination). We're organizing a raid to go in and destroy every last bit of contraband being stored there before they have a chance to move it.\n\nYou're tasked with destroying all narcotics found at the site using whatever means necessary... within reason. Basically, do what you can to keep most of the surrounding area intact. ~mission(Contractor|Danger)\n\nYou'll be paid based on how much of the drug stash you personally clear out. Getting this product off the streets is a huge win for BlacJac, and of course the people of ArcCorp.\n\nGood hunting,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_destroystash_desc_003=ATTN: Verified Mercenary Operators\n\nThe location of long suspected narcotics stash known as ~mission(UGFDestination) has finally been confirmed and we need to raid the site before they have a chance to migrate again. \n\nDestroy any and all drugs found at the site using whatever means you have. ~mission(Contractor|Danger)\n\nAnd remember, you'll be reimbursed based on how much of the narcotics you personally eliminate, not how many drug dealers you wipe out. Leadership's focus right now is the drugs, not the pushers because bodies are cheap. If we disrupt the supply chain enough, we can put the whole syndicate out of business. \n\nGood hunting,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_destroystash_title_001=Seize and Destroy Narcotics
blacjac_hackprevent_desc_001=ATTN: Mercs Experienced in CompSec \n\nWe just got alerted of an illegal network infiltration attempt at ~mission(Location). We need you to rush over there and secure the system before they perpetrators are able to gain access.\n\nI would hate to think what damage they could do if not stopped in time.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_hackprevent_desc_002=ATTN: Mercs Experienced in CompSec \n\nThere's been an attempted data breach at ~mission(Location), but they haven't bypassed all the security protocols yet. If you hurry, there should be time to prevent them from gaining access to the system. \n\nRemember, don't get distracted by trying to chase down the cryptos, we can deal with them later. The important thing is not letting them into the network.\n\nAppreciate you taking care of this,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_hackprevent_desc_003=ATTN: Mercs Experienced in CompSec \n\nThe data network at ~mission(Location) is under attack, but so far the system's security measures have managed to fend off the infiltration. They won't last forever, though. We need you onsite ASAP to physically halt the network intrusion before they can crack through. \n\nThink you can handle that?\n\nCounting on you,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_hackprevent_title_001=Data Breach In Progress
blacjac_recoverspace_desc_0001=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\nWe've managed to track down some stolen ~mission(Item) to cargo ship of one ~mission(TargetName). \n\nThis is another recovery op. Find ~mission(TargetName|Last) and retrieve the ~mission(Item) from them. ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\nOnce safely in your possession, you can drop the recovered stuff off at ~mission(Destination).\n\nThanks for your help on this,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_recoverspace_desc_0002=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\n36 hours ago, a location under BlacJac's protection was hit. We've managed to apprehend the people responsible, but they sold off the stolen goods before we got to them. Thankfully, we've learned that a perp named ~mission(TargetName) is possession of the ~mission(Item). \n\nI would like you to recover the stolen property from ~mission(TargetName|Last) and deliver it to ~mission(Destination). ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nBest,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_recoverspace_desc_0003=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\nAn investigation into a string of robberies has led us to a suspect by the name of ~mission(TargetName). We have every reason to believe that they may still have the ~mission(Item) they recently stole in their possession. \n\nIf we strike quickly enough, we should be able to catch them before they fence it to the black market. That's where you come in - track down ~mission(TargetName|Last), reclaim the stolen property and fly it back to ~mission(Destination). ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_recoverspace_desc_intro=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\nWe just got word that a thief by the name of ~mission(TargetName) is flying around with their most recent score aboard their ship.\n\nNormally, we'd have someone arrest the bastard and be done with it, but right now the most important thing is that the stolen goods are recovered. \n\nIf this sounds like your kind of thing, you will be authorized to track down ~mission(TargetName|Last), secure the stolen ~mission(Item) however you can, and deliver it to ~mission(Destination). ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_recoverspace_title_0001=Recover Stolen Items
blacjac_timed_001=Make sure to pay attention to the clock. This contract has a strict deadline.
blacjac_timed_002=I expect you to finish the job before the deadline. No exceptions.
blacjac_timed_003=Note the contract's deadline. I expect you to wrap everything up beforehand.
blackboxillegal_danger_0001=On a job like this, I wouldn't be surprised if you met some competition out there. Be ready.
blackboxillegal_danger_0002=Keep your eye's open when you're out there. There could be some unfriendly types around.
blackboxillegal_danger_0003=Might still be some trouble in the area, too. Make sure you stay sharp.
blackboxillegal_danger_0004=Probably wouldn't hurt if you brought some extra protection along. Nothing for sure, but you might run into some company out there.
blackboxillegal_desc_0001=A ~mission(Ship) got blasted and the word is that ~mission(Client) may have had something to do with it. They're shelling out some credits to have a cutter go to ~mission(Location), snag the ~mission(Item), and bring it to ~mission(Destination) to get wiped. ~mission(Timed)~mission(Danger)
blackboxillegal_desc_0002=So here's the rub. Need someone to go to~mission(Location) and pull a ~mission(Item). ~mission(Client) is paying good credits to make this 'accident' disappear. All you gotta do is drop it off at ~mission(Destination) and get your money. Easy. ~mission(Timed)~mission(Danger)
blackboxillegal_desc_0003=There's a ~mission(Ship) that went and got itself dead. Trouble is, the~mission(Item) recorded who did the deed. Now, ~mission(Client) need someone to go to ~mission(Location) and take the ~mission(Item) to ~mission(Destination). ~mission(Timed)~mission(Danger)
blackboxillegal_desc_0004=People are starting to snoop around and try to figure out what happened to this ~mission(Ship). That's a problem for the ~mission(Client). They'd prefer it if the past stays buried. Which means they'd be super happy if someone were to grab the ~mission(Item), and take it to ~mission(Destination). The kind of happy that pays good credits. ~mission(Timed)~mission(Danger)
blackboxillegal_desc_0005=Lookin' for a morally flexible type to go and pull a~mission(Item) from a ~mission(Ship) that got itself rumbled. We'll send ~mission(Location), so all you gotta do is go there, snag it and drop it off at ~mission(Destination). Easy. ~mission(Danger)~mission(Timed)
blackboxillegal_desc_0006=We all do things we kinda regret, right? It seems that the ~mission(Client) went a little overboard and dropped a ~mission(Ship). Now, they want someone to go to ~mission(Location) and boost the ~mission(Item) before anyone finds it. Then, all you gotta do is take it to ~mission(Destination) and get paid. ~mission(Timed)~mission(Danger)
blackboxillegal_desc_0007=a ~mission(Item) full of lies\nbetter for everyone if it dies\nit's at the wreck, waiting its turn \ntake it to ~mission(Destination) and let it burn\ncredits earned, favors made\n~mission(Client) will see you're paid
blackboxillegal_obj_long_01=Go to the ~mission(Location) to grab the ~mission(Item).
blackboxillegal_obj_long_02=Grab the ~mission(Item) from the wreck.
blackboxillegal_obj_long_03=Deliver the ~mission(Item) to ~mission(Destination).
blackboxillegal_obj_short_01=Go To Wreck Site
blackboxillegal_obj_short_02=Grab the Black Box
blackboxillegal_obj_short_03=Deliver the Black Box
blackboxillegal_timed_0001=Word is that there are legal types closing in, so you gotta move quick.
blackboxillegal_timed_0002=They're already starting to get some heat, so need you to move fast on this.
blackboxillegal_timed_0003=Oh, and the sooner the better, okay?
blackboxillegal_timed_0004=Gonna need this done on the quick, alright?
blackboxillegal_title_0001=Black Box Recovery
blackboxillegal_title_0003=Erase a Problem
blackboxillegal_title_0004=Bye Bye Black Box
blackboxlegal_danger_0001=Whatever happened to the ~mission(Ship) might still be lurking in the area. Be careful.
blackboxlegal_danger_0002=We don't know what or who caused this incident, so keep an eye out.
blackboxlegal_danger_0003=You will be entering a known hazardous area, and are expected to keep your wits about you.
blackboxlegal_danger_0004=Due to possible security concerns in the sector, caution during the retrieval process is advised.
blackboxlegal_desc_0001=A ~mission(Ship) has gone missing. As the insurer, ~mission(Contractor) needs a contractor to check out ~mission(Location) and locate the ~mission(Item). ~mission(Timed)~mission(Danger)Once recovered, the ~mission(Item) will need to be returned to ~mission(Destination).
blackboxlegal_desc_0002=~mission(Contractor) is seeking a contractor to locate a crashed ~mission(Ship) and retrieve its ~mission(Item). ~mission(Timed)You will need to go to ~mission(Location), extract the ~mission(Item) and deliver it to ~mission(Destination). ~mission(Danger)
blackboxlegal_desc_0003=Looking to hire an independent operator to recover a ~mission(Item) from a ~mission(Ship). ~mission(Timed)You will need to locate ~mission(Location) and extract the ~mission(Item) from the vessel in question. ~mission(Contractor) will pay upon delivery to ~mission(Destination). ~mission(Danger)
blackboxlegal_desc_0004=~mission(Contractor) is looking for an independent contractor to retrieve a ~mission(Item) from a ~mission(Ship). Insurer will provide location details for ~mission(Location). ~mission(Timed)Payment will be issued once the black box is delivered to ~mission(Destination). ~mission(Danger)
blackboxlegal_desc_0005=CONTRACT OPPORTUNITY: Retrieve ~mission(Item)\nINSURER: ~mission(Contractor) \nADDITIONAL INSTRUCTIONS: Location of ~mission(Location) will be provided. ~mission(Timed)~mission(Danger)Client requires contractor to deliver to ~mission(Destination).
blackboxlegal_desc_0006=An unfortunate incident has rendered a ~mission(Ship) inoperable. We at ~mission(Contractor) need the ~mission(Item) recovered from ~mission(Location) and delivered to ~mission(Destination) for processing. ~mission(Timed)~mission(Danger)Capable applicants only, please. Payment is comparable to similar contracts.
blackboxlegal_location_0002=the last point of contact
blackboxlegal_location_0003=the ~mission(Ship)'s last known position
blackboxlegal_location_0006=the wreck site
blackboxlegal_location_0007=the ~mission(Ship)'s debris
blackboxlegal_location_0008=the ~mission(Ship)'s remains
blackboxlegal_obj_long_01=Go to the ~mission(Ship) wreck to recover the ~mission(Item).
blackboxlegal_obj_long_02=Recover the ~mission(Item) from the wreckage.
blackboxlegal_obj_long_03=Deliver the ~mission(Item) to ~mission(Destination).
blackboxlegal_obj_short_01=Go To Recovery Site
blackboxlegal_obj_short_02=Recover the Black Box
blackboxlegal_obj_short_03=Deliver the Black Box
blackboxlegal_timed_0001=This was a very important client, and the company wants it handled quickly.
blackboxlegal_timed_0002=Apparently, this is part of a larger investigation. ~mission(Contractor) need the flight data retrieved quickly.
blackboxlegal_timed_0003=The client has paid for expedited service.
blackboxlegal_timed_0004=~mission(Contractor) is eager to settle this matter as soon as possible and is requesting an expedited retrieval.
blackboxlegal_title_0001=Black Box Recovery
blackboxlegal_title_0003=Retrieval Request (~mission(Item))
blackboxlegal_title_0004=Retrieve Black Box
boarders_890J_obj_long_01=Travel to ~mission(Location) and locate the infiltrated 890 Jump.
boarders_890J_obj_long_02=Clear all hostiles near and aboard the ship.
boarders_890J_obj_security1=Avoid inflicting friendly fire casualties to the Security Personnel.
boarders_890J_obj_short_01=Travel to 890 Jump
boarders_890J_obj_short_02=Clear All Hostiles: %ls
boarders_890J_obj_short_security1=No Security Friendly Fire
boarders_890J_subobj_long_02a=Access the outlaw's hacking terminals to stop them from decrypting the data cores and transmitting the data.
boarders_890J_subobj_short_02a=Halt Data Transmission: %ls
boarders_890J_subobj_short_02b=Halt Data Transmission
Boarding_Gate_Check_ID=please check your ID
Boarding_Gate_Press_ID=Press ID To Screen
Boarding_Gate_Proceed=Proceed through gate
Boarding_Gate_Wait=wait for confirmation screen
bounty_danger_0001=This is a high-class hitter, so expect a fight.
bounty_danger_0002=Suspect has a history of violence. Use caution when approaching.
bounty_danger_0003=This bounty has been flagged ultra, so exercise extreme caution.
bounty_danger_0004=This is a high-risk contract.
bounty_desc_0001=Bounty Issued: ~mission(TargetName). Warning, a bounty has been issued by ~mission(Contractor) for the above named for violating Imperial law. Use of force has been authorized.
bounty_desc_0002=~mission(Contractor) is looking for an independent operator to find and neutralize ~mission(TargetName). ~mission(Timed) ~mission(BountyDanger)
bounty_desc_0003=WANTED: ~mission(TargetName). After multiple and unrepentant violations of Imperial law, a bounty has been certified and bonded by ~mission(Contractor) to neutralize the suspect by whatever means necessary.
bounty_desc_0004=FOR IMMEDIATE CIRCULATION: Bounty issued for ~mission(TargetName). Warning, the target has been flagged as extremely dangerous, so operators should exercise extreme caution when engaging. This bounty has been certified and bonded by ~mission(Contractor). ~mission(Timed)
bounty_desc_0005=~mission(Contractor) has issued a bounty for ~mission(TargetName). ~mission(Timed) ~mission(BountyDanger)
bounty_desc_0006=Looks like someone's been getting a bit too rambunctious. Got a fresh bounty from ~mission(Contractor) to take down ~mission(TargetName). Feel free to pull out all the stops on this one. ~mission(Timed) ~mission(BountyDanger)
bounty_desc_0007=Looking for an independent contractor to execute a bounty. Target's name is ~mission(TargetName). The bond is certified by ~mission(Contractor). ~mission(Timed) ~mission(BountyDanger)
bounty_desc_first=In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with the collection of bounties in the area. We have evaluated that you possess the skill set needed and as such, we would like to offer you a bounty contract. Upon the successful completion of this contract, you will be placed on Crusader's Authorized Operators list and be actively referred to the numerous security contractors in the area for any future bounty collection work as it becomes available.
bounty_desc_first_Hurston=*DELETE THIS* In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with the collection of bounties in the area. We have evaluated that you possess the skill set needed and as such, we would like to offer you a bounty contract. Upon the successful completion of this contract, you will be placed on Crusader's Authorized Operators list and be actively referred to the numerous security contractors in the area for any future bounty collection work as it becomes available.
bounty_from_first_Hurston=*DELETE THIS* Hurston Dynamics
bounty_location_0001=Client will provide target's last known location.
bounty_location_0002=If accepted, ~mission(Contractor) will provide relevant location data for ~mission(TargetName|Last).
bounty_location_0003=Target was last seen at ~mission(Location).
bounty_location_0004=All relevant location data will be provided upon acceptance of bounty.
bounty_obj_long_01=Search for bounty’s current location. Targets hiding in unmonitored areas will need to be tracked down via scanning or reactivating comm arrays.
bounty_obj_long_02=Find and neutralize ~mission(TargetName).
bounty_obj_short_02=Neutralize the Bounty
bounty_timed_0001=You will have a very specific window of opportunity. Take them down before they disappear again.
bounty_timed_0002=Target will be aware of bounty, so you'll have to move fast.
bounty_timed_0003=This contract comes with a timer clause.
bounty_title_0004=Bounty Issued: ~mission(TargetName)
bounty_title_E=CS2 Bounty: ~mission(TargetName)
bounty_title_first=Bounty Collection Authorization Assessment
bounty_title_H=CS4 Bounty: ~mission(TargetName)
bounty_title_M=CS3 Bounty: ~mission(TargetName)
bounty_title_VE=CS1 Bounty: ~mission(TargetName)
bounty_title_VH=CS5 Bounty: ~mission(TargetName)
Cano_AsteroidBelt1=Cano Belt Alpha
Cano_AsteroidBelt1_Desc=An asteroid belt that saw a significant amount of mining activity while terraforming companies were active on Carteyna. \n
Cano_Desc=Cano is a four-planet UEE star system discovered in 2463. The largest population in the system is located on the the planet Carteyna (Cano II), an ocean world that geoengineers were attempting to terraform until developing life was discovered in the deep oceans. Since then, protective laws have been put into place and the current inhabitants are restricted to living in arcologies under the northern ice cap.
Cano_JumpPoint_Davien=Cano - Davien Jump Point
Cano_JumpPoint_Davien_Desc=This jump point connects Cano to the Davien system.
Cano_JumpPoint_Pyro=Cano - Pyro Jump Point
Cano_JumpPoint_Pyro_Desc=This jump point connects Cano to the unclaimed Pyro system.
Cano_Star_Desc=A class-G main sequence star.
Cano1_Desc=This tidally locked mesoplanet rapidly orbits the central star.\n
Cano2_Desc=For centuries, geoengineers had tried to terraform this ocean planet with little success due to the difficulty in converting its relatively thick atmosphere, however all attempts were halted when microscopic organism were discovered deep in the water and Carteyna was placed under protective restrictions. Seeking to guard the developing indigenous life form, planetary settlements are strictly regulated.
Cano3_Desc=Home to a small research station looking into terraforming smog planets.\n
Cano4_Desc=A large gas giant comprised of multiple bands of reds and browns. Surveys indicate that the planet suffers from massive storms, some as large as a thousand kilometers in diameter.
Castra_Desc=Zoned as a staging area for Naval bombers, Castra was a key military position along the Perry Line during the Xi'an/Human tensions of 2530-2789. Once the Akari Treaty was recognized by Imperator Toi, the UEE military largely demilitarized the system and opened it for public habitation. Castra experienced a boom in population thanks to the inexpensive real estate that opened up in the wake of the military's departure.\n
Castra_JumpPoint_Hadrian=Castra - Hadrian Jump Point
Castra_JumpPoint_Hadrian_Desc=This jump point connects Castra to the Hadrian system.
Castra_JumpPoint_Nyx=Castra - Nyx Jump Point
Castra_JumpPoint_Nyx_Desc=This jump point connects Castra to the unclaimed Nyx system.
Castra_JumpPoint_Oso=Castra - Oso Jump Point
Castra_JumpPoint_Oso_Desc=This jump point connects Castra to the Oso system which is protected by the Fair Chance Act.
Castra_JumpPoint_Oya=Castra - Oya Jump Point
Castra_JumpPoint_Oya_Desc=This jump point connects Castra to the Oya system.
Castra_JumpPoint_Pyro=Castra - Pyro Jump Point
Castra_JumpPoint_Pyro_Desc=This jump point connects Castra to the unclaimed Pyro system.
Castra1_Desc=Castra's first planet lacks an atmosphere or any raw materials worth large-scale mining. The UEE Navy stationed in the system used the dead world for bombing runs, earning the nickname 'Bullseye.'
Castra2_Desc=Originally settled as a forward military base and training facility, Castra II was cleared for civilian habitation after the collapse of the Messer Era.
CBD_HATS=DO NOT USE ------ (CBD) MALE HATS (Add new lines for hats below here)
CBD_ITEMS=DO NOT USE ------ (CBD) CBD -- MALE ITEMS
CBD_JACKETS=DO NOT USE ------ (CBD) MALE JACKETS (Add new lines for jackets below here)
CBD_SHIRTS=DO NOT USE ------ (CBD) MALE SHIRTS (Add new lines for shirts below here)
cc_ConfirmMessage=A character will not be saved, to enter the universe the character must first be created.
cc_LeaveMessage=Changes will not be saved. Exit character customization?
cc_RevertMessage=Are you sure you want to discard any changes and revert your character back to default settings?
cc_SaveMessage=Are you sure you want to save these changes to your character?
ccdemo19_desc=Helluva job on that last gig. So good that when I was talking to a client of mine who works for some corp and was looking for a solid team. I instantly thought of you.\n\nTheir company heard that microTech is developing a cutting edge compression algorithm that could potentially put them out of business, so needless to say, they're very motivated in getting their hands on it and they're willing to pay handsomely. \n\nThe problem is that the program is being developed in one of microTech's off-site research facilities. Traffic into the base is heavily regulated, so you will need to steal an ID to make them think you are one of the workers. Security will be heavy, but I trust you will have ways to evade them.\n\nOnce you steal the code, I will provide you with a location for the drop away from prying eyes.
ccdemo19_from=Tecia "Twitch" Pacheco
ccdemo19_obj_long_01=To gain access to the base, you will need to obtain a worker ID badge and uniform in order to blend in with the microTech employees
ccdemo19_obj_long_02=Use fake microTech ID to gain access to the supply shuttle headed for the research facility.
ccdemo19_obj_long_03=Access the secure server to make a copy of the program code.
ccdemo19_obj_long_04=The weather has become too severe to continue on without proper equipment. Fortunately, there's a stash with some environmental wear down the mountain.
ccdemo19_obj_long_05=Lose any security forces that may be following you.
ccdemo19_obj_long_06=Deliver the code to Ruin Station.
ccdemo19_obj_short_01=Obtain Fake ID
ccdemo19_obj_short_06=Deliver to Ruin Station
ccdemo19_title=A Little Job
cdf_from=Civilian Defense Force
cdf_openbounty_desc_001=The Civilian Defense Force needs you!\n\nEveryday, the Stanton system sees more and more innocent civilians mercilessly attacked and preyed upon by vicious outlaws and heartless criminals.\n\nNO MORE.\n\nNow is your chance to help bring about a positive change for yourself and all other Stanton travelers.\n\nUnder the authority of the UEE and the Militia Mobilization Initiative, the CDF is deputizing all combat minded individuals in good legal standing* to engage and neutralize any individuals or vehicles that they verify to have an active CrimeStat.\n\nIn exchange for these selfless contributions to the general populaces safety, the CDF will financially compensate** those who successfully bring these criminals to justice. \n\nThe higher the CrimeStat, the higher the reward -\n* CrimeStat 1: ~mission(RewardValue_Wanted1) UEC\n* CrimeStat 2: ~mission(RewardValue_Wanted2) UEC\n* CrimeStat 3: ~mission(RewardValue_Wanted3) UEC\n* CrimeStat 4: ~mission(RewardValue_Wanted4) UEC\n* CrimeStat 5: ~mission(RewardValue_Wanted5) UEC\n\nSign up today and do your part!\n\n\n\n\n* Be aware, acquiring a CrimeStat will revoke CDF membership and cancel any outstanding contracts.\n** Criminals neutralized as a term of an active contract (such as often is the case with security or bounty hunting work) are not eligible for CDF compensation.
cdf_openbounty_title_001=A Call to Arms
chat_channel_not_found=The channel is currently unavailable.
chat_close_fail_command=You cannot close this tab.
chat_command_contact_add_not_found=Player not found.
chat_command_contact_add_success=Player added to the contact list.
chat_command_contact_add_usage=Usage: /addcontact (playername)
chat_command_contact_remove_not_found=Player not found.
chat_command_contact_remove_success=Player removed from the contact list.
chat_command_contact_remove_usage=Usage: /removecontact (playername)
chat_command_ignore_add_not_found=Player not found.
chat_command_ignore_add_success=Player added to the ignore list.
chat_command_ignore_add_usage=Usage: /addignore (playername)
chat_command_ignore_remove_not_found=Player not found.
chat_command_ignore_remove_success=Player removed from the ignore list.
chat_command_ignore_remove_usage=Usage: /removeignore (playername)
chat_command_party_invite_not_found=Player not found.
chat_command_party_invite_sent=Party Invite sent to
chat_command_party_invite_usage=Usage: /partyinvite (playername)
chat_command_tell_not_found=Player not found.
chat_command_tell_usage=Usage: /tell (playername)
chat_context_menu_channel_hide_message_indicator=Hide Unread Message Indicator
chat_context_menu_member_invite=Invite to Channel
chat_context_menu_member_suggest_invite=Suggest Channel Invite
chat_conversation_owner_kick_button=Remove from Channel
chat_cycle_visor_channels=Press [TAB] to cycle input through available channels.
chat_emote_acknowledge_text_viewer=[PH] Hey, what's up?
chat_emote_angry_text=You've had enough.
chat_emote_asl_angry_text=I'm so angry!
chat_emote_asl_blah_text=Blah, blah, blah.
chat_emote_asl_blah_text2=Blah, blah, blah.
chat_emote_asl_canthear_text=I can't hear you.
chat_emote_asl_exhausted_text=I'm so exhausted.
chat_emote_asl_loveyou_text=I love you.
chat_emote_asl_meetyou_text=Nice to meet you.
chat_emote_asl_sit_down_text=Have a seat.
chat_emote_asl_sit_down_text2=Sit down right now!
chat_emote_asl_upset_text=I'm so upset that I lost!
chat_emote_atease_text=You settle in place.
chat_emote_attention_text=Officer on deck!
chat_emote_blah_text=You know exactly where this is heading.
chat_emote_bow_text=You bow deeply.
chat_emote_cheer_text=You are very excited.
chat_emote_chicken_text=You cluck like a chicken.
chat_emote_come_text=You wave them over.
chat_emote_comm_text=Your comms are down.
chat_emote_cry_text=You break down in tears.
chat_emote_dance_text=You feel the music.
chat_emote_direct_text=<span style="background-color: rgb(255, 204, 51);">[PH] Hey, come over here!</span>
chat_emote_disappoint_text=You are disappointed.
chat_emote_disbelief_text=You can't believe it.
chat_emote_exercise_text=You show off your moves.
chat_emote_failure_text=You lose your temper.
chat_emote_flex_text=You show off your physique.
chat_emote_flirt_text=You blow a kiss.
chat_emote_friendly_text=<span style="background-color: rgb(255, 204, 51);">[PH] Don't you look sexy...</span>
chat_emote_gasp_text=You stare in disbelief.
chat_emote_gloat_text=You soak in the attention.
chat_emote_greet_text=You greet everyone.
chat_emote_impatient_text=You're getting impatient.
chat_emote_indifferent_text=You don't really care.
chat_emote_laugh_text=You think it's hysterical.
chat_emote_launch_text=You confirm the launch.
chat_emote_money_text=You demand payment.
chat_emote_playful_text=You show your dueling skills.
chat_emote_point_text=You point something out.
chat_emote_react_text=You shield your eyes.
chat_emote_ready_text=Ready for takeoff.
chat_emote_relief_text=You are relieved.
chat_emote_rude_text=You aren't making friends.
chat_emote_sit_text=You sit down.
chat_emote_sleep_text=You settle in and get comfortable.
chat_emote_smell_text=You smell something foul in the air.
chat_emote_suicide_text=You've given up all hope.
chat_emote_taunt_text=You dare them to attack.
chat_emote_threaten_text=You're ready to throw down.
chat_emote_wait_text=You wait patiently.
chat_emote_whistle_text=You whistle a tune.
chat_filter_display_looking_for_group=Looking for Group
chat_handle_not_found=%S does not exist.
chat_handle_not_in_convo=You are not in this conversation anymore.
chat_incoming_declined=%S declined the conversation invite.
chat_incoming_invite=** %S has invited you to a private conversation. %ls %ls
chat_incoming_invite_accepted=%S have accept the conversation invite.
chat_incoming_invite_declined=%S have decline the conversation invite.
chat_incoming_invite_notification=%S has been invite to the conversation.
chat_incoming_joined=%S joined the conversation.
chat_incoming_kick=%S has been kicked by %S.
chat_incoming_leave=%S left the conversation.
chat_info_slash_commands=EMOTES:\n/agree, /angry(1-3), /atease, /attention, /blah(1-2), /bored(1-2), /bow(1-6), /burp, /cheer(1-8), /chicken, /clap(1-7), /come(1-4), /cry, /dance(1-6), /disagree(1-3), /failure, /flex(1-3), /flirt, /gasp(1-5), /gloat(1-4), /greet, /laugh(1-3), /point(1-4), /rude(1-3),/salute(1-2), /sit, /sleep, /smell(1-2), /threaten(1-2), /wait(1-2), /wave(1-2), /whistle(1-2)\n::Example: /clap5\nCHAT COMMANDS:\n/partyinvite (PlayerName)<player's name="">, /partyleave, /addignore (PlayerName)<player's name="">, /removeignore (PlayerName)<player's name="">, /showignore, /tell (PlayerName) (Message)\n::Example: /tell JohnSmith Hello, this is a private message.\n</player's></player's></player's>
chat_member_search_bar=SEARCH CHANNEL MEMBERS
chat_option_display_unread_notification=Unread Messages Indicator
chat_private_comm_list_empty=No Private Comm Request At The Moment
chat_self_kick=You have been kicked from %ls by %S.
chat_settings_title_filtered=Filtered Tab Settings
chat_unknown_command=The command (%S) is unknown.
chat_unread_message_indicator=Display Unread Notification
chat_user_offline=%S is offline.
citizencon16_homestead_stormwarning_constellation=ATMOSPHERIC CONDITIONS: UNSAFE
CITY_LIGHTS_ITEMS=DO NOT USE ------ (CTL) CITY LIGHTS CLOTHING ITEMS -- MALE<font color="#660099"><i><b>\n</b></i></font>
CITY_LIMITS_ITEMS=DO NOT USE ------ (CTL) CITY LIGHTS CLOTHING ITEMS -- FEMALE
claimsweep_obj_display_002=Sentries Destroyed: %ls
claimsweep_obj_long_001=Go to ~mission(Location) and search the site.
claimsweep_obj_long_002=Locate and destroy orbital sentries protecting ~mission(Location).
claimsweep_obj_short_001=Go To ~mission(Location)
claimsweep_obj_short_002=Locate & Destroy Sentries
Clovis_Safe_WIP_Journal_Sub_Heading_Clue_01=Unable to open to safe door please send code
Clovis_Safe_WIP_Journal_Sub_Heading_Clue_02=-FAILED TO SEND MESSAGE-\nThe code to open the safe is 459256
Clovis_Safe_WIP_Journal_Title_Clue_01=Unable to Open Safe
Clovis_Safe_WIP_Journal_Title_Clue_02=RE: Unable to Open Safe
Clovis_Safe_WIP_Objective_001_Text_Short=Go to Safe Location
Clovis_Safe_WIP_Objective_003_Text_Long=Investigate the clues that could provide a code for unlocking the safe
Clovis_Safe_WIP_Objective_003a_Text_Long=Find the second datapad for the safe's code
Clovis_Safe_WIP_Objective_003a_Text_Short=Find the next datapad
Clovis_Safe_WIP_Objective_004_Text_Long=Return to the safe and unlock the chest
Clovis_Safe_WIP_Objective_004_Text_Short=Return to safe
Clovis_Safe_WIP_Objective_005_Text_Long=Return the mission item to the admin
Clovis_Safe_WIP_Objective_005_Text_Short=Return Mission Item
Clovis_Safe_WIP_Objective-001_Text_Long=Go to the location of the missing safe
Clovis_Safe_WIP_Objective-001a_Text_Long=Find and collect the safe
Clovis_Safe_WIP_Objective-002_Text_Long=Return the safe to the admin
Color_References=DO NOT USE ------ Adding Color Refs. (Although should probably be in Separate Category by itself so it can be reused.)
combatassist_desc=ATTENTION: An ECN relay in your sector has received an emergency signal broadcast from a ship in distress. Any available ships in the area capable of rendering assistance are requested to do so immediately.
combatassist_from=Emergency Communication Network
combatassist_obj_long_01=Travel to the emergency distress beacon and provide assistance.
combatassist_obj_long_02=Protect civilian from hostiles.
combatassist_obj_short_01=Respond To ECN Alert
combatassist_title=ECN ALERT: Assistance Needed
comm_ActivationBroadcast=Beginning ECN Broadcast
comm_ActivationConnecting=Connecting Array to Hub
comm_ActivationStatus=:: Activation Status ::
comm_array_array_window_title=Aciedo Comm Array
comm_array_DeactivateConfirmation_001=Disconnecting the Uplink will disrupt communication
comm_array_DeactivateConfirmation_002=and ECN services in the area.
comm_Array_LoginFailed=No Authorized Passkey Detected
comm_Array_LoginSuccessful=Welcome Authorized Technician
comm_array_ReconnectSuccess=Uplink successfully reconnected. Services have been restored.
comm_array_status_window_title=Current Diagnostic Data
comm_array_Title=Maintenance Control Panel
comm_Array_Transition=Checking Comm Array Status...
comm_array_uplink_offline=Network Uplink Offline
comm_array_uplink_online=Network Uplink Online
comm_ArrayNowOnline=Comm Array Is Now Online
comm_ArrayOnline=Comm Array Online
comm_ArrayStatus=:: Comm Array Status ::
comm_BtnLogIn=- Log In -
comm_channel_Global=Open Comm Channel: Global
comm_DeactivationStatus=:: Deactivation Status ::
comm_HackedConnection=4RR4Y ]-[Ub c0nnekT|()]\[
comm_HackedPower=4RR4Y P()w3r LEVe1
comm_HackedStatus=:: Upl|nc ZT47us ::
comm_HackProgress=H4cC Ign pr()gR3Ss
comm_LabelConnection=Array Hub Connection
comm_LabelDisconnecting=Disconnecting Array From Hub
comm_LabelPower=Array Power Level
comm_LabelPoweringDown=Powering Down Array
comm_LabelTerminating=Terminating ECN Broadcast
comm_NoPasskey=No Passkey Detected
comm_PasskeyAccess=/// Authorized Passkey Access Only ///
comm_PasskeyRequired=An authorized Passkey is required to access this terminal
comm_UplinkHack=>\ vp11nk h4ck \<
comm_UplinkHacked=//\ uplYNC ]-[4ck \\/
comm_UplinkStatus=:: Uplink Status ::
comm_WelcomeTechnician=Welcome Aciedo Technician!
CommArray_desc_001=Wip prevent the hack at ~mission(Location)
commarray_hack_danger_0001=I wouldn't be surprised if some trouble showed up when all is said and done.
commarray_hack_danger_0002=There are regular patrols of the area, so be ready just in case some unwanted visitors show up.
commarray_hack_danger_0003=I'm not expecting touble, but knowing what security is like in that sector, it's not out of the question.
commarray_hack_danger_0004=If I'm being honest, these ~mission(Client) had one of their own try to handle the array, and they got taken out. Just don't let the same thing happen to you. Go in prepared, you should come out fine.
commarray_hack_desc_0001=A couple of ~mission(Client) are working on a big score and they need ~mission(MissionLocation|Address) shut down to make sure they get some privacy. Once it's offline, we'll need you to hang out there to make sure the commlink stays down long enough. ~mission(Danger)\n\nAnd DON'T forget, you'll need a CRYPTOKEY to access the array's controls. \nBring your own if you want, but you can head to ~mission(Location) and grab one there.\nHate for you to head all the way out to the array and not be able to do the damn job.
commarray_hack_desc_0002=~mission(MissionLocation|Address) being online's going to be a problem for some ~mission(Client) working the area. \nShut it down, keep it offline 'til the job's complete, and we'll make it worth your while. ~mission(Danger)\n\nOf course, you won't be able to access the array's controls unless you have a CRYPTOKEY with you. \nWe arranged for one to be waiting for you at ~mission(Location) if you don't already have one.
commarray_hack_desc_0003=I don't want to get too specific, but let's just say it would be better for everyone if someone could make sure that ~mission(MissionLocation|Address) was taken out of commission and that it stayed that way for a while. ~mission(Danger)\n\nAnd I shouldn't have to mention this, but for the love of everything, bring a CRYPTOKEY with you. Last thing we need is you showing up unprepared. \nActually, you know what, if you don't already have one, there's a cryptokey at ~mission(Location) that you can use.
commarray_hack_desc_0004=Certain ~mission(Client) have a job in the works, but they can't do it as long as the ~mission(MissionLocation|Address) is still online. Need a systems-grok to disable the comm uplink, and stay onsite long enough to make sure there aren't any issues. ~mission(Danger) Credits on completion. No up-front. \n\n---> REMINDER: Bring a CRYPTOKEY with you to hack the array's controls. Either grab one from ~mission(Location) or bring your own.
commarray_hack_desc_0005=Here's the breakdown - ~mission(MissionLocation|Address) needs to be taken offline, and ~mission(Client) are looking to hire a hacker to do it and guarantee the uplink's down for as long as needed. ~mission(Danger)That's about all you need to know.\n\n*** P.S. You'll need a CRYPTOKEY to access the control panel. We arranged one to be waiting for you at ~mission(Location), but if you prefer to use your own, that's fine too.
commarray_hack_obj_display_03=Monitor Cryptokey's Progress
commarray_hack_obj_display_04=Ensure ~mission(MissionLocation) Stays Offline: %ls
commarray_hack_obj_long_01=If you don't already have one, acquire a Cryptokey by visiting ~mission(Location) or purchasing one elsewhere.
commarray_hack_obj_long_02=Disable uplink at ~mission(MissionLocation).
commarray_hack_obj_long_03=Monitor cryptokey's progress to ensure the hack is successful.
commarray_hack_obj_long_04=Ensure ~mission(MissionLocation) stays offline for the designated period.
commarray_hack_obj_marker_04=Keep Array Offline
commarray_hack_obj_short_02=Disable Comm Array Uplink
commarray_hack_obj_short_03=Ensure Hack's Success
commarray_hack_obj_short_04=Ensure ~mission(MissionLocation) Stays Offline
commarray_hack_title_0002=Array Hack Job
commarray_repair_danger_0001=We've been getting reports that outlaws have been taking advantage of the outage, so be careful.
commarray_repair_danger_0002=Proceed with caution as the sector will not have ECN until the connection is back online.
commarray_repair_danger_0003=Take precautions when you head over to the site. With the array down we can't be sure what or who might be lurking out there.
commarray_repair_danger_0004=Shouldn't have to say this, but use some common sense when you're out there and be ready just in case you run in to some trouble.
commarray_repair_danger_0005=One thing to keep in mind is that you should probably make sure your security measures are up to snuff before going. We're not positive yet what caused the Array to go down, but we have had reported incidents in the past of outlaws purposefully taking them offline, and more importantly, trying to keep them offline.
commarray_repair_desc_0001=There's an outage at ~mission(Location|Address) and we need a technician to repair any possible damage and re-establish the uplink. We will provide authorization to access the maintenance terminal. ~mission(Danger)
commarray_repair_desc_0002=~mission(Client) lost it's connection to ~mission(Location|Address). We are looking for a qualified comm tech to do an on-site evaluation and ensure that the uplink is re-activated. The proper authorization will be provided to access the control panel. ~mission(Danger)
commarray_repair_desc_0003=A technician is needed onsite to repair ~mission(Location|Address) and reconnect it to the comm network. Once contracted, we will transfer authorization to access the maintenance controls. ~mission(Danger)
commarray_repair_desc_0004=~mission(Location) is in urgent need of repair. Authorization to access the Comm Array's systems will be provided. ~mission(Danger)
commarray_repair_desc_0005=~mission(Client) has been reporting issues with ~mission(Location|Address) and we're looking for a contractor to authorize to complete any necessary repairs. ~mission(Danger)
commarray_repair_desc_0006=Attention qualified comm technicians: ~mission(Location|Address) has lost its connection with ~mission(Client) and requires maintenance. ~mission(Danger)If you're interested, please let us know and we will provide you with the proper authorization needed.
commarray_repair_obj_display_02=Restore Uplink at ~mission(Location)
commarray_repair_obj_display_03=%ls to Leave Restricted Area
commarray_repair_obj_long_01=Go to ~mission(Location) to repair uplink.
commarray_repair_obj_long_02=Restore uplink at ~mission(Location).
commarray_repair_obj_long_03=Once repairs are initiated, leave the Restricted Area or risk trespassing charges and forfeiting payment.
commarray_repair_obj_short_01=Go To Repair Site
commarray_repair_obj_short_02=Restore Comm Array Uplink
commarray_repair_obj_short_03=Leave Restricted Area
commarray_repair_title_0002=Repair Technician Opportunity
commarray_repair_title_0003=Skilled Technician Wanted
commarray_repair_title_0005=Qualified Comm Tech Needed
commarray_repair_title_0006=Comm Uplink Offline
commarray_repair_title_0007=Disconnected Comm Array
CommArray_title_001=Prevent hack at ~mission(Location)
Commissary_Collect_001=wip collect your item
comms_channel_disconnected=Comms Channel Disconnected: %S
comms_channel_invited=Invited to Comms Channel: %S
comms_channel_joined=Comms Channel Joined: %S
comms_group_disbanded=The %s has been disbanded.
comms_invite_accepted=%S has joined the %s.
comms_invite_declined=%S has declined invitation to %s.
comms_invite_received=%S has invited you to their %s.
comms_invite_sent=%S invited to %s.
comms_invite_sent_target=Target player invited to %s.
comms_invite_timeout=The invitation you sent to %S has timed out.
comms_leader_changed=%S is now %s leader.
comms_local_player_joined=You have joined %S's %s.
comms_local_player_joined_auto=You have joined %s.
comms_local_player_kicked=You have been kicked from the %s.
comms_local_player_left=You have left the %s.
comms_member_kicked=%S has been kicked from the %s.
comms_member_left=%S has left the %s.
comms_target_contact=Hail Target: %S
Community_Service_Desc=Remove all the trash from the area
Community_Service_Desc_Long=Trash removed %Is
Community_Service_Title=Clean up the streets
confirmkill_danger_0001=Of course, if the bastard is still alive then ... well, let's just say you should go in ready for anything.
confirmkill_danger_0002=Watch your back when you're digging around. They say violence makes more violence.
confirmkill_danger_0003=Make sure to keep an eye out for trouble while you're searching. Hate to hear that you joined ~mission(TargetName|NickOrFirst) cause you weren't careful.
confirmkill_danger_0004=One piece of advice, there's likely to be vultures circling the area. Make sure you're prepared for anything.
confirmkill_desc_0001=There's a rumor floating around that this hatjob by the name of ~mission(TargetName) is finally kissing stardust. Talk about overdue. Problem is that it's just a rumor for now. The ~mission(Client) are willing to cough up some credits to find out if it's true. ~mission(Timed)If you head to ~mission(Location) and confirm, you'll get a nice little payout for your troubles. ~mission(Danger)
confirmkill_desc_0002=I keep telling people you gotta vet before you hire, but do they listen? Course not. Take the ~mission(Client) for example. They paid some alleyscag to off ~mission(TargetName), but now they're worried the job might not actually be done and they want someone to go out to ~mission(Location) and verify the hit. ~mission(Timed)~mission(Danger)Interested?
confirmkill_desc_0003=Another job of mine was supposed to be all wrapped up, but now the ~mission(Client) are worried that ~mission(TargetName) might still be upright. To ease their minds, I told them I'd send someone out to ~mission(Location) and make sure that people who are supposed to be dead stayed that way. ~mission(Timed)~mission(Danger)
confirmkill_desc_0004=Not sure if you heard yet, apparently ~mission(TargetName) is dead. Like dead, dead. Everyone is scrambling to find out if it's true or not, but I got a lead on where the body might be. ~mission(Timed)Head to ~mission(Location) and confirm for me, I'll make sure it's worth your while. ~mission(Danger)
confirmkill_desc_0005=The ~mission(Client) paid big credits to have this problem of theirs permanently solved, but I guess the proof of death didn't come through. Sucks for them, but works out for me and you. I can't go myself, but I can give you the location of ~mission(Location). Go and confirm that ~mission(TargetName) is toe up. ~mission(Danger)Simple enough job, don't even have to kill anyone yourself, and the credits are right. ~mission(Timed)
confirmkill_desc_0006=Hope you don't mind corpses, cause I need you to get up close and personal with one. Used to go by the name ~mission(TargetName). You should find what's left of them at ~mission(Location) and hopefully confirm that the bastard's really dead. ~mission(Timed)~mission(Danger)Anything else you find when you're out there is fair game.
confirmkill_desc_0007=Got word that ~mission(TargetName) might be dead. 'Might' ain't gonna cut it with me, so I want you to go to ~mission(Location) and make sure of it.~mission(Timed)~mission(Danger)If you have any other questions, just figure it out yourself. That's what I pay you for.
confirmkill_location_0001=the ship's remains
confirmkill_location_0002=the last point of contact
confirmkill_location_0003=~mission(TargetName|NickOrFirst)'s last known position
confirmkill_location_0005=the wreck site
confirmkill_obj_long_01=Visit ~mission(Location) to locate ~mission(TargetName).
confirmkill_obj_long_02=Locate ~mission(Role) ~mission(TargetName|Last) and confirm they're dead.
confirmkill_obj_short_01=Go To Wreck Site
confirmkill_timed_0001=Need you to hurry and get there fast. No telling what can happen to a corpse when it's just left sitting out there.
confirmkill_timed_0002=And just cause they're dead doesn't mean you can take you're sweet time. The longer ~mission(TargetName|NickOrFirst) sits out there, the harder this job's gonna get.
confirmkill_timed_0003=Everyone's real eager to have this settled as fast as possible, so see what you can do.
confirmkill_timed_0004=Even the thought of ~mission(TargetName|Last) still breathing has everyone on edge. Take care of this ASAP.
confirmkill_title_0003=True or False
confirmkill_title_0004=You See Dead People?
constantine_recoverysafe_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nThieves and deviants have broken into one of our facilities, ~mission(Location), and have been committing random acts of vandalism. Although Hurston Security has been tasked with eliminating them, Corporate needs a dedicated operator to retrieve one of our data vaults that was being stored there. Make sure it's safely delivered to ~mission(Destination).\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
constantine_recoverysafe_desc_002=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nOperator needed to travel to Hurston facility ~mission(Location) and retrieve a data safe before criminals destroy it. Once inside the facility, you are cleared to use whatever force is necessary in the execution of your mission. Once secured, deliver the safe to ~mission(Destination) for payment.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
constantine_recoverysafe_desc_003=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nA Hurston facility, ~mission(Location), has been compromised and overrun by unauthorized elements bent on vandalism and thievery. Hurston Dynamics needs a contractor to access the facility and retrieve proprietary Hurston documents and data currently housed in a secure safe and deliver it to ~mission(Destination). Use force if necessary but the safe return of Hurston property is paramount.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
constantine_recoverysafe_desc_004=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nCentral has recently been notified that ~mission(Location) has been overtaken by scavengers and thieves. Before Hurston Security can retake the facility, we want to make sure that a safe containing archives of the facility's data is safely removed and delivered to ~mission(Destination). You are cleared to use whatever force is necessary to secure the safe, but understand that the secure delivery is your primary objective. Payment will be issued upon successful completion of your task.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
Covalex_Danger_001=One more thing, I'm seeing here that you'll be working in a heightened safety area. I'm sure you always follow best practices, but a little extra caution probably wouldn't be a bad idea. Better safe than sorry, right!
Covalex_Danger_002=One last thing, it looks like some of our previous operators have reported outlaw activity in the area. Might be a good idea to plan for some extra security precautions. But if you do get into a situation (though you probably won't!), remember Covalex's policy of 'Flight, not fight.'
Covalex_Danger_003=Also, unfortunately, it seems a security flag has been placed on this contract. Nothing to worry about too much... but that said, you should probably at least be extra careful during this job. Be ready for anything and you'll never be surprised!
Covalex_Danger_004=One more little wrinkle. The system has flagged this contract as potentially hazardous. It might not mean anything, but don't be too surprised if you run into a bump or two or three while completing this one.
Covalex_Danger_005=Last thing. This contract has been given a security flag. They add those when there is a higher risk involved. Sometimes it's hazardous routes, sometimes outlaw sightings, but you're going to want to be extra sharp on this one.
covalex_delivery_desc_0001=Hi there!\n\n~mission(Contractor|Reaction)\n\nWe've got another shipment waiting to be picked up at ~mission(Location|Address) and delivered to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
covalex_delivery_desc_0002=Hey!\n\nHope everything's going all right with you. ~mission(Contractor|Reaction) \n\nThere is a shipment at ~mission(Location|Address) that we need you to take over to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
covalex_delivery_desc_0003=Hi again,\n\n~mission(Contractor|Reaction)\n\nHoping you're free, because I have a job to send your way. Got a pick up request at ~mission(Location|Address) for a shipment that is headed to ~mission(Destination|Address). That could wind up being an interesting route. ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
covalex_delivery_desc_0004=Hi!\n\nDon't know about you, but today has been a busy one over here. Barely been able to stop and catch my breath. ~mission(Contractor|Reaction)\n\nSo, the run we need taken care of will have you grabbing a shipment from ~mission(Location|Address) and bringing it to ~mission(Destination|Address). Should hopefully be pretty painless. ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff) \n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
covalex_delivery_desc_0005=Hello,\n\nChase is off today, so I am temporarily handling your contracts. \n\nThis current one is for a shipment pick up at ~mission(Location|Address) to be delivered to ~mission(Destination|Address). ~mission(Contractor|Timed)\n\nThanks,\n\nArleen Dokgo\nSr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
covalex_delivery_desc_0006=Hey there,\n\n~mission(Contractor|Reaction)\n\nFound the perfect shipment contract for you to tackle. There's a shipment waiting at ~mission(Location|Address) to be taken to ~mission(Destination|Address). Sounds good, right? ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
covalex_delivery_desc_intro=Hi!\n\nI've got some exciting news to share - Covalex Shipping is seeking to contract with additional independent operators in your area! \n\nEarning such accolades as 'Imperial Finances' Top 10 Shipping Companies' and 'Delivery Digest's 2945's Most Trusted Transport,' Covalex is busier than ever. And that means more cargo going to more places. That's where you come in! \n\nWe're looking for dependable and industrious pilots to join our expanding family. Do you have access to a ship that can hold cargo? Can you pass an Advocacy background check if required? Then a universe of opportunity is waiting for you. All you have to do is complete a simple 'Evaluation Trial' and pick up a shipment from ~mission(Location|Address) and take it safely to ~mission(Destination|Address). \n\nUpon satisfactory completion, you'll be eligible to become part of Covalex Shipping's vast network of independent transport specialists*.\n\nWe look forward to hearing from you,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\n*Covalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
covalex_delivery_title_001=Delivery Pilot for Covalex
covalex_delivery_title_intro=Independent Cargo Pilot Needed
covalex_holiday_001=To tell the truth, we've got so many packages coming in that I haven't even had any time to do my own shopping!
covalex_holiday_002=With all the stress at this time of year, I just try to remember how much happiness we're bringing to people with what we do.
covalex_holiday_003=I think that if we all work together, we can help make this holiday one of the best!
covalex_holiday_004=I don't know about you, but I can't wait for the rush to be over so I can get some quality time with loved ones.
covalex_holiday_005=You know, even with how busy it gets, this is still my favorite time of the year!
covalex_holidaydelivery_desc_0001=Happy Holidays!\n\nThe gift giving season has been crazier than ever for us at Covalex, and we need all the help we can get to make sure everything gets delivered on time. \n\nI'm hoping you can grab a special delivery from ~mission(Location) and deliver it to ~mission(Destination). \n\n~mission(Contractor|DeliveryHoliday) \n\nGood cheer to you and yours,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LogInText=PLACE FINGERS ON KEYPAD\nFOR VERIFICATION SCAN
Covalex_Reaction_Bad_001=Hate to do this, but wanted to check in about that last contract. Seems like you had some problems. Now, while we all run into unavoidable obstacles from time to time, I'm going to encourage you to take a moment to think about what went wrong and three things that you can improve upon for your next contract. It's a little exercise that always helps me improve my performance, and isn't that what life is about? Self improvement? All right, back to the exciting new business at hand!
Covalex_Reaction_Bad_002=To get a bit of business out of the way, I briefly wanted to mention your performance on the last contract. I have in my notes that it was less than satisfactory. Probably just an off day, and I sure know about those, but I would like to strongly encourage you to use this contract as an opportunity to show us just how good you really are.
Covalex_Reaction_BadStreak_001=You haven't been having much luck out there have you? I don't want to get too overly dramatic, but your performance stats over the last few contracts have been falling well below average. However, your luck hasn't completely run out! Covalex believes firmly in cultivating talent and allowing people to learn from our mistakes ( Thankfully! I probably wouldn't be here otherwise :p ). So, let's put all that behind us as a learning experience and meet the future head on!
Covalex_Reaction_BadStreak_002=This is part of my job that I do not look forward to. We have to talk about your recent string of contracts. Things have just not been going your way have they? I'm not gonna sugar coat it, your performance stats are not look so hot. But you know what they say, nothing makes up for the past like the present. Let's get you back out there, and see what you can really do.
Covalex_Reaction_BadToGood_001=Got to say, you really turned it around with that last job! Awesome work! Now, let's just keep it up!
Covalex_Reaction_BadToGood_002=Congrats on the flipping your performance status around! I was rooting for you, and sure enough, you really proved on that last job that when push comes to shove, you can get it done. Now we just got to keep that momentum going!
Covalex_Reaction_Good_001=My records show that you did a great job with that last contract! I personally wanted to say well done. It's that kind of performance that Covalex really loves to see.
Covalex_Reaction_Good_002=Wanted to take a second to say that you did a stellar job with that last contract and that your hard work is not going unnoticed!
Covalex_Reaction_GoodStreak_001=I was looking back through my records and wow! You've been doing a fantastic job recently. I've talked about you to some of the other Jr. Logistics Operators, and you didn't hear it from me, but they're pretty jealous I'm working with such a stellar contractor. Keep this up and we'll both be Covalex stars!
Covalex_Reaction_GoodStreak_002=First off, I want to let you know how much I, and everyone here at Covalex Shipping, really appreciate the hard work you've been putting in. You've consistently have been completing contracts above and beyond my expectations. Alright, that's probably enough stroking your ego!
Covalex_Reaction_GoodToBad_001=I'm going to confess, I was a little surprised seeing that report come in from your last contract. You had been doing so well! For now, let's just call it a fluke and focus on the next job, okay?
Covalex_Reaction_GoodToBad_002=I have to ask - were you as disappointed about that last contract as I was? You had such a good record going! But don't worry. Everyone makes mistakes. It's what we do with those mistakes that matter. It's like that saying - "I'd rather try and fail, than fail to try."
Covalex_Reaction_LastWarning_001=So, with your recent performance issues, I'm afraid that if you don't turn things around, Covalex will be putting you on a probationary disciplinary period and remove you from active contractor status. But don't worry, this contract is you're chance show us how dedicated you are to meeting Covalex Shipping's high standards. I'm sure you'll do great.
Covalex_Reaction_LastWarning_002=There's a bit of bad news. I've received notice that your time with Covalex may be transitioning to a less 'active' role. Seems that your track record hasn't been all that satisfactory. Good news is that it's not too late for you to change people's minds! You knock this next contract into the goal, and it'll show you still have some tricks up your sleeves.
Covalex_Reaction_Renew_001=I know it's been a little while since we last spoke, but I'm happy to report that my manager has agreed to allow you to do another 'Evaluation Trial' to regain active status as a Covalex Independent Contractor. I'm a firm believer in giving people another chance to prove themselves, and this is yours!
Covalex_Reaction_Renew_002=I've got some good news. We were directed to go through our probationary contractors list and see if there were candidates who we felt deserved to be reconsidered. You immediately came to mind! What do you say? You ready to wipe the slate clean and give it another try?
Covalex_SignOff_001=Thanks in advance for ensuring prompt service,
Covalex_SignOff_002=Good luck out there!
Covalex_SignOff_003=Talk to you soon,
Covalex_SignOff_004=And as the poster on my wall says, 'Bee Safe, Honey!'
Covalex_SignOff_005=Can't wait to hear how everything goes,
Covalex_SignOff_006=Have a good one,
Covalex_SignOff_007=Happy travels and fly safe!
Covalex_SignOff_008=I'm rooting for you. Make me proud!
Covalex_Timed_001=The order has been flagged as a 'Rush Priority' job, so you will be expected to complete the contract within the designated window. Hope that won't be a problem.
Covalex_Timed_002=There is a tight deadline on this contract, so be sure to keep an eye on the clock.
Covalex_Timed_003=Plus, we need everything wrapped up by a specific deadline. Got to keep the customers happy!
Covalex_Timed_004=This will be a 'Rush Priority' job. That means that we can't afford any delays.
Covalex_Timed_005=The customer requested 'Rush Priority' so you will have to keep a close eye on the time while you're working.
covalexrand_desc_0001=Been waiting forever for Covalex to get their act together after the accident they had, but I just don't think it's going to happen at this point. Hoping you could go out to Gundo and grab my order for me. ~mission(Reference)~mission(Timed)I don't need you to take it all the way to me either. I arranged for shipment from ~mission(Destination) so all you'd have to do is leave it there at the front desk for me.\n\nThanks,\n~mission(Owner)
covalexrand_desc_0002=I had an important shipment with Covalex and apparently it was waiting at Gundo when they had that big accident there. They said the delivery was going to be delayed, but it's been months now and they're still telling me the same exact thing. No new information or anything. I'm losing a ton of money on this and the best they can offer me is an apology. Not good enough. Figure if they can't finish the delivery, I'll find someone who can. ~mission(Reference)Need it delivered to ~mission(Destination). ~mission(Timed)
covalexrand_desc_0003=Hey, a gift I ordered is stuck out on that Covalex station that exploded or whatever and now they say they can't deliver it. I'm really sorry about what happened there, but I already missed our anniversary and if I miss their birthday too, I'm gonna be dead. Basically, I need that box to be at ~mission(Destination) by any means necessary. ~mission(Reference)~mission(Timed)
covalexrand_desc_0004=Look, we can all agree it was a real tragedy what happened out there at Gundo, and I'm sorry people lost their lives, but that doesn't mean I don't need my package delivered, right? And if Covalex isn't willing or able to do it, then I have every right to go and get delivered on my own. That only seems fair. ~mission(Reference)If you're interested, I'll need it taken to ~mission(Destination). ~mission(Timed)\n\nGood luck,\n~mission(Owner)
covalexrand_desc_0005=I'm in a bit of a bind. A delivery I've been expecting was rerouted through Covalex's Gundo station out near Crusader, but an accident there stopped all shipments. I tried getting a refund, but the company I ordered from says it's Covalex's fault, and Covalex says that their terms of service covers a delay like this. ~mission(Timed)I guess at this point I just want my package and I don't really care how I get it. Even to the point where I'm willing to pay the extra shipping to have someone just take it to ~mission(Destination) for me. ~mission(Reference)
covalexrand_desc_0006=I need someone with access to a ship to fly out to Covalex's Gundo station and take a box there to ~mission(Destination). ~mission(Reference)And before you get the wrong idea or anything, I'm not talking about stealing or anything, because it's my package. Covelex is just dragging their feet delivering it because of the investigation or safety or whatever excuse they're using. ~mission(Timed)
covalexrand_desc_0007=A package I ordered is stuck because of the accident that happened at Gundo. I paid good creds for this and now it's just sitting there gathering dust. Seems to me that if Covalex isn't gonna do anything about it, then I might as well pay someone to find it and take it to ~mission(Destination) for me. ~mission(Reference)~mission(Timed)
covalexrand_desc_0008=I am going crazy. Covalex keeps telling me that they delivered my package, but I didn't get it. The last routing information I have places it at their Gundo center, so I'm thinking that it got misplaced when they had the big accident there. ~mission(Reference)If you could go check it out, I bet you anything that it's just sitting there. ~mission(Timed)If it is there, I'll pay to have you bring it to ~mission(Destination).
covalexrand_MissionUI_LocateCrate=Locate ~mission(Owner)'s Package
covalexrand_obj_long_01=Go to Covalex Station Gundo.
covalexrand_obj_long_02=Find and pick up package.
covalexrand_obj_long_03=Deliver package to ~mission(Destination).
covalexrand_obj_short_01=Go To Covalex
covalexrand_reference_0001=A friend of a friend said you'd be up to doing something like this, so figured it couldn't hurt to ask.
covalexrand_reference_0002=I heard that you may have been out to the station once already, so you'd be perfect to help me with this.
covalexrand_reference_0003=Elaine Ward mentioned that you might be a good person to help with this.
covalexrand_reference_0004=I heard about the investigation work you did at the station, and figured since you know the lay of the land already you'd be the perfect person to hit up.
covalexrand_reference_0005=You've been to Gundo before, right? Makes sense that going back shouldn't be that big of an issue for you.
covalexrand_timed_0001=This whole thing has been taking so long, it'd be great to get this wrapped up as fast as possible.
covalexrand_timed_0002=I've pretty much run out of patience at this point. Anything you can do to get the package to me as quickly as possible would be great.
covalexrand_timed_0003=This delivery was urgent before the delay and now it's more so. Need it delivered yesterday.
covalexrand_timed_0004=Not sure if there is anything you can do to save some time, but the faster you get the package to me the better.
covalexrand_title_0001=Frustrated with Covalex
covalexrand_title_0002=Complete Delivery Order
covalexrand_title_0003=Finish Covalex Delivery
covalexrand_title_0004=Need My Package Found
covalexrand_title_0005=Waiting On My Package
covalexspec_description_0001=Hi,\n\nI'll totally understand if you don't want to help with this, but if you can it would be amazing.\n\nSee, my boyfriend passed away during the Covalex Gundo tragedy. They said I would get all of Scott's stuff back once the investigation was complete, but as far as I know, it's been done for a while now and they still haven't given any indication of when I can get his property. It's been hard enough dealing with all this, and knowing that a package is going to show up in a month or two and rip open all these wounds, it's just too much. I would prefer to deal with it now and get it over with. If you could find a way to get his personal effects (Employee ID# 104) and drop them off at ~mission(Destination), I'd be very grateful.\n\nThanks for your help,\nAnya
covalexspec_description_0002=My brother was one of those people who died when that Covalex station near Crusader blew. Even worse, he was borrowing something of mine when it happened. Now some red tape asshole is trying to tell me that I have to wait to get my stuff back. Yeah right. First you kill my brother and now you want me to be patient? The nerve of these corporate jillos. Forget that. Instead, I figured I'd hire someone to go to Gundo to get my stuff and take it to ~mission(Destination) for me. I mean, what the hell are they gonna do about it? Anyway, it's what my brother would have wanted. It's gonna be the box marked 156.\n\n- Ed
covalexspec_description_0003=Hey,\n\nSo this is a little awkward for me to talk about, but it turns out that one of the people who passed away on that Covalex station disaster, Kyomi Santos, actually bequeathed me something in her will. I was surprised to hear it, but apparantly I'm now the proud owner of everything stored in box #173. The people at Covalex say I'll be able to get it when the station opens back up but ... this is the awkward part ... I kind of really need it right now. Normally I'd just wait, but I'm trying to start my own business (I make cakes in the shape of people's homeworlds) and the credits I get from selling it will really be a huge help. I've got a little bit stashed away now that I can use to pay for someone to deliver it from Gundo to ~mission(Destination) for me. I know the whole things a little bit irregular, but if there was any other way I wouldn't be asking.\n\nThanks for the help,\nThrace
covalexspec_description_0004=My son Nico was sadly among the victims of the tragic accident at Covelex's Gundo station and they still haven't returned all of his personal possessions to me. I understand that they have to do things according to regulations, but it seems unconscionable that they wouldn't make some allowances for the grieving family members. To that end, I'm seeking someone who will be able to go to the station for me. To be clear, Gundo is currently considered off limits, meaning that this would not be above board, but I feel my situation warrants special consideration. My sister says that the rate I am offering is the correct amount for retrieving the crate with Nico's belongings (#964) and bringing them to ~mission(Destination), so hopefully I can find a competent individual to settle this matter quickly.\n\nSincerely,\nGloria Theolone
covalexspec_description_0005=They said that I could find someone here to go to Gundo for me and grab a crate that belonged to my wife. If the name didn't ring a bell, that's the station where they had that big accident. My wife worked for Covalex and I know it's not really going to make losing her any easier, but I really just want Claudia's stuff back. I think about her photo collection or the necklace I gave her just sitting there in that cold dead station in some box marked 249 and it's not right. She deserves better. So how about it? You willing to go to Gundo and haul her crate back to ~mission(Destination)?
covalexspec_description_0006=Hi,\n\nI'm looking for someone to head to the Covalex Gundo station near Crusader and grab some items. I know this may sound like stealing, but it's my dad's stuff. You see, he was on Gundo station when it had its accident. My mom says that we need to wait until Covalex says so, but I don't think that's fair because I miss him so much. I would like something to remember him by and I don't want to wait any longer because I might start forgetting things. I'll pay you to get box 510 for me and take to ~mission(Destination) so I can have it.\n\nThank you very much,\nBaylor Ward
covalexspec_MissionUI_LocateCrate=Locate ~mission(Owner)'s Personal Effects (~mission(BoxNumber))
covalexspec_MissionUI_TravelTo=Travel to Covalex
covalexspec_obj_long_01=Locate ~mission(Owner)'s personal effects at Covalex Station Gundo.
covalexspec_obj_long_02=Deliver personal effects to ~mission(Destination).
covalexspec_obj_short_01=Locate Personal Effects
covalexspec_obj_short_02=Deliver Personal Effects
covalexspec_title_0002=Help Me Get My Stuff Back
covalexspec_title_0004=A Mother's Plea
covalexspec_title_0005=Looking for Closure
covalexspec_title_0006=My Dad's Stuff
criminal_assassination_Danger_Hard_001=Criminal Danger Hard placeholder text
criminal_assassination_desc_Hard_001=Criminal Title Intro Description placeholder ~mission(Danger) (Contractor|AssassinationHardTimed)
criminal_assassination_Timed_Hard_001=Criminal Timed Hard placeholder text
criminal_assassination_title_Hard_001=Criminal Title Intro placeholder
criminal_database_Confim=Are you sure you want to dismiss all current criminal charges?
criminal_database_expungment=Reason for Charge Dismissal
criminal_database_locatingfiles=Locating Requested Records...
criminal_database_loginFailed=No Authorized Passkey Detected
criminal_database_loginsuccessful=Welcome Security Personnel
criminal_database_playername=temp player name
criminal_database_purgeall=Dismiss All Charges
criminal_database_reason_003=Mental Incompetence / Medical Exemption
criminal_database_reason_004=Procedural Issues / Wrongful Arrest
criminal_database_reason_006=Settlement Reached / Plea Bargain
criminal_database_Record_001=Record Holder ID:
criminal_database_revoked_desc=An unusually high volume of database changes has been detected. For security reasons, your passkey has been locked. \nTo regain access, please reauthorize your passkey again or contact technology services.
criminal_database_revoked_name=Attention: Access Revoked
criminal_database_Title=Imperial Criminal Database
criminal_database_updatesuccess=Database Update Complete
Criminal_Steal_Danger_Easy_001=Criminal Easy Danger Placeholder text
Criminal_Steal_Danger_Medium_001=Criminal Medium Danger Placeholder text
Criminal_Steal_Easy_Desc_001=Criminal Easy Description Placeholder text ~mission(Danger) (Contractor|StealEasyTimed)
Criminal_Steal_Easy_Title_001=Criminal Easy Title Placeholder text
Criminal_Steal_Medium_Desc_001=Criminal Medium Description Placeholder text ~mission(Danger) (Contractor|StealMediumTimed)
Criminal_Steal_Medium_Title_001=Criminal Medium Title Placeholder text
Criminal_Steal_Timed_Easy_001=Criminal Easy Timed Placeholder text
Criminal_Steal_Timed_Medium_001=Criminal Medium Timed Placeholder text
cruind_bounty_danger_0001=*DELETE THIS* This is a high-class hitter, so expect a fight.
cruind_bounty_danger_0002=*DELETE THIS* Suspect has a history of violence. Use caution when approaching.
cruind_bounty_danger_0003=*DELETE THIS* This bounty has been flagged ultra, so exercise extreme caution.
cruind_bounty_danger_0004=*DELETE THIS* This is a high-risk contract.
cruind_bounty_desc=*DELETE THIS* ~mission(Description)
cruind_bounty_desc_0001=*DELETE THIS* Bounty Issued: ~mission(TargetName). Warning, a bounty has been issued by ~mission(Contractor) for the above named for violating Imperial law. Use of force has been authorized.
cruind_bounty_desc_0003=*DELETE THIS* WANTED: ~mission(TargetName). After multiple and unrepentant violations of Imperial law, a bounty has been certified and bonded by ~mission(Contractor) to neutralize the suspect by whatever means necessary.
cruind_bounty_from=*DELETE THIS* ~mission(Contractor)
cruind_bounty_from_first=*DELETE THIS* Crusader Security
cruind_bounty_location_0001=*DELETE THIS* Client will provide target's last known location.
cruind_bounty_location_0002=*DELETE THIS* If accepted, ~mission(Contractor) will provide relevant location data for ~mission(TargetName|Last).
cruind_bounty_location_0003=*DELETE THIS* Target was last seen at Grim HEX.
cruind_bounty_location_0004=*DELETE THIS* All relevant location data will be provided upon acceptance of bounty.
cruind_bounty_timed_0001=*DELETE THIS* You will have a very specific window of opportunity. Take them down before they disappear again.
cruind_bounty_timed_0002=*DELETE THIS* Target will be aware of bounty, so you'll have to move fast.
cruind_bounty_timed_0003=*DELETE THIS* This contract comes with a timer clause.
cruind_bounty_title=*DELETE THIS* ~mission(Title)
cruind_bounty_title_0001=*DELETE THIS* Bounty Target
cruind_bounty_title_0002=*DELETE THIS* Wanted: ~mission(TargetName)
cruind_bounty_title_0003=*DELETE THIS* Bounty: ~mission(TargetName)
cruind_bounty_title_0004=*DELETE THIS* Bounty Issued: ~mission(TargetName)
Crus_HistMarker_From=Crusader Historical Society
Crus_HistMarker_Text_01=Famed musician Carolyn 'Vortex' Thorson was born here on January 8, 2915. Her family's ship was en route to a nearby outpost when it set down to facilitate her birth. As a teenager, Thorson earned the nickname 'Vortex' for the impressive speed and dexterity she displayed behind the drums. As a founding member of Firmament, she helped redefine popular music, making her the most famous and mimicked drummer in the UEE for over a decade.
Crus_HistMarker_Text_02=Rayari scientists working here at the Hickes Research Outpost created a revolutionary nonsteroidal anti-inflammatory (NSAID) in 2938. The drug, known commonly as Ceprozin, has become widely used during cybernetic replacement surgeries, providing pain relief and curbing inflammation without any of the side effects common with other NSAIDs.
Crus_HistMarker_Text_03=Here, in 2941, Terra Mills researchers combined Cellin's unique soil composition with genetic augmentation to create a new fruit hybrid named the Terraberry. This uniquely tart, purple berry stays ripe longer than most other berries, making it ideal for interstellar shipping.
Crus_HistMarker_Text_04=Here sits the shelter that saved Bastien Nemitz. In 2930, Crusader Industries hired the noted adventurer to promote the beauty and diversity of their moons by hiking around each one and providing daily updates. Following successful journeys around Cellin and Yela, Nemitz failed to upload a daily diary from Yela on June 24th. A search party was organized but failed to find him. Days later, Nemitz contacted Crusader authorities from this shelter. He'd limped here on a shattered ankle suffering during a terrible fall that also destroyed his mobi. After he was rescued, Nemitz recovered and returned to the Talarine Divide shelter to complete his journey around Yela.
Crus_HistMarker_Text_05=This shelter was erected in part due to the generous contributions of Ethan Halton's friends and families. The large boulders and rocks that dot the Nakamura Valley have made it a popular destination for unregulated open canopy racers. Sadly, in 2917, amateur racer Ethan Halton, unable to handle the track's successive tight turns, died from injuries sustained during a racing crash. To help ensure that other racers would not share Ethan's fate, in 2918, this emergency shelter was erected.
Crus_HistMarker_Text_06=Mario Kosso was the first head of Crusader's emergency response unit. Established to provide support and rescue services to those who found themselves in need on Crusader's moons, Kosso lead the response to the team's first distress beacon, which came from this basin. It was named in his honor upon his retirement in 2938.
Crus_HistMarker_Text_07=The famous picture of Yela's ring illuminated against the darkened sky was taken here by noted photographer Juliana Aston in 2918. The vista became so connected to her artwork that in 2928 it was officially named 'Aston Ridge' in her honor.
Crus_HistMarker_Text_08=Situated above a junction of multiple canyons, Wolf Point earned its name thanks to Crusader surveyor Cally Stroble who had noted excitedly in her initial report that "Against all odds, it seems a family of wolf-like creatures somehow has found a way to settle the area. Their cries can be heard for kilometers around." However, when further investigation proved that the wolves were merely a prank by a fellow surveyor, the name stuck.
Crus_HistMarker_Text_09=This ridge was named for Crusader's former CEO August Dunlow. Many credit Dunlow's vision as instrumental into transforming Crusader Industries into the company it is today. With that in mind, Dunlow Ridge, with its expansive view of the Daymar landscape, was named in his honor.
Crus_HistMarker_Text_10=This section of Daymar became known as Eager Flats after an eccentric artist who called it home. Norman Eager gained notoriety in the 2920s for constructing a series of art installations so massive they could be seen by ships flying above the flats. Deemed 'ephemeral art' by Eager, the pieces were not meant to be permanent. Instead, they were slowly degraded and buried by the moon's constantly swirling sands.
Crus_HistMarker_Text_11=The Tamdon Plains were named in honor of Advocacy agent Crista Tamdon, who in 2912 was killed in the line of duty after being ambushed while crossing these plains in pursuit of a suspect.
Crus_HistMarker_Text_12=From 2923 to 2927, a mysterious benefactor took it upon themselves to see that this emergency shelter was stocked with jars of homemade marmalade. First reported by a stranded pilot, as word spread many other travelers would visit the shelter to try the jam for themselves. In 2927, when a reporter attempted to learn who was leaving the sweet treat, the marmalade supply stopped as mysteriously as it began. However, the tradition has been kept alive to this day by the many visitors who continue to leave preserves at the site.
Crus_HistMarker_Text_13=Crusader's former lead ship designer, Shelly Ashburn, became enamored with this location for its picturesque angle of Crusader on the horizon. She often visited the spot to channel her creative energy, earning it the nickname, Ashburn Channel, among her team. Following her retirement in 2940, the site officially adopted the title.
Crus_HistMarker_Text_14=In 2936, Crusader Industries sponsored a competition to find the best travelogue focused on one of their moons. Donnell Flanagan's account of his exciting experiences took top prize and this location, which featured heavily in his adventures, was named in his honor.
Crus_HistMarker_Text_15=Crusader CEO Kelly Caplan loved the landscape on this part of Cellin and requested that this ravine be named for her dog, Julep.
Crus_HistMarker_Text_16=Here on August 25th, 2912, Lakedra Walsh organized and won the first ground vehicle race on Yela. The track became famous among ground vehicle racing enthusiasts and subsequently the site of the first official race track on the moon.
Crus_HistMarker_Text_17=On this site in 2906, Darnell Ajay built the first permanent homestead on Daymar.
Crus_HistMarker_Text_18=On this site in 2906, Phillip Xu built the first permanent homestead on Cellin.
Crus_HistMarker_Text_19=On this site in 2907, Wilma Ivery built the first permanent homestead on Yela.
Crus_HistMarker_Text_20=Advocacy agents, alongside Hurston and Crusader Security forces, pursued Amir Tremaine after he crash-landed into this canyon on Oct. 23, 2929. The wanted fugitive used pieces of his ship to hastily construct a makeshift fortification. Thus began a dramatic, three-day standoff against law enforcement officers which garnered non-stop spectrum coverage up until the final, bloody moments when the Advocacy tried but failed, to take Tremaine alive.
Crus_HistMarker_Text_21=Here on October 2nd, 2904, Chad Fawley ended the first successful solo, circumnavigation of Cellin in a ground vehicle.
Crus_HistMarker_Text_22=In 2934, Esther Hurston was kidnapped and put into a stasis pod by outlaws looking to extract a hefty ransom from her family. The ship holding the twelve-year-old's cryo-pod hid here after its reg-tags were compromised. While one outlaw attempted to procure clean reg-tags, salvager Mac Petrosky discovered the ship. He reported its location and even hid nearby to keep an eye on the ship until authorities arrived on the scene. Petrosky was awarded a Commendation from Crusader Security upon the reunion of Esther and her family.
Crus_HistMarker_Text_23=The infamous Beringer Brothers nicknamed this the "Goodbye Geyser" after repeatedly using it to dispose of those opposed to their criminal enterprises during the early 2920s. It's believed to be the final resting place for at least 14 individuals including famed bounty hunter, Bree Kuznetsov. Attempts to recover remains from the site have proven unsuccessful.
Crus_HistMarker_Text_24=Here in 2909, famed botanist Bryan Shakir began his work cataloguing the diverse flora of Daymar. Published as "Daymar in Bloom: A Flora Field Guide to Stanton 2b," it is still considered by many to be the definitive source on the subject.
Crus_HistMarker_Text_25=Erma Triolo was born on this site in 2909, making her the first person to be born on Yela. Her parents, Albert and Nora Triolo, had traveled to the moon to participate in a race when Nora went into labor. Unable to fly to the nearest medical facilitate for the birth, Albert landed their Constellation at this location and successfully served as midwife.
Crus_HistMarker_Text_26=Prior to Crusader's purchase of the gas giant and its moons, the UEE Navy controlled this part of the system. Here, in 2904, the UEE Navy established a military installation to support and watch over the shipyards perched in Crusader's upper atmosphere. The facilities were retired and relocated in 2908.
Crus_HistMarker_Text_27=Strained relations between Hurston and their workforce in late 2927-2929 resulted in a series of riots. In response, Hurston severely limited traffic to and from the planet for nearly 15 standard months. Many workers wished to escape the dangerous situation, but few had the means. One bright spot was the Hurston Hotline, a comm channel that constantly shifted frequency. Those looking to flee the unrest, and lucky enough to know the current channel frequency, could request help leaving the planet. Specific instructions were delivered in person to volunteer pilots and had to be followed exactly. The network of labor activists responsible for the Hurston Hotline during this tumultuous time used this location to shelter fleeing workers prior to moving them out of the system.
Crus_HistMarker_Text_28=Cellin was named after the youngest sibling in the classic children's story A Gift for Baba,the moon's many dormant volcanoes embodying the character's simmering anger. This dormant volcano, named Cellin's Peak by volcanologists, is carefully watched and monitored as it is believed to have a high chance of one day becoming active.
Crus_HistMarker_Text_29=Daymar was named after the middle brother in A Gift for Baba. Known for his tendency to get lost, the character's name was also given to this twisting canyon by early explorers.
Crus_HistMarker_Text_30=Yela was named after the eldest sibling in A Gift for Baba, who is known for her cool and calculated demeanor. This expansive plain produced the coldest temperature recorded by the first scientific expedition to the moon, earning it the name Yela's Plain.
Crus_HistMarker_Text_31=The study of Cellin's geysers began with an observation station constructed on this location in 2908. Geologist Randell Engler spent nearly a decade investigating these natural wonders. He was first to hypothesize that the moon's geyser played an important role in dispersing vital nutrients and minerals into the soil.
Crus_HistMarker_Text_32=During Imperator Costigan's 2944 trip to the Stanton System, he shared a meal here at Gallete Family Farms. Imperator Costigan hoped his visit would draw attention to the hardworking, independent farmers across the Empire that would benefit from the agricultural subsidies legislation being debated by the Senate at the time.
Crus_HistMarker_Text_33=In 2927, Fakih Borisov introduced a herd of large, genetically modified land crabs to Daymar. Breed to withstand the moon's dry conditions, the crabs roamed this part of Daymar for nearly a decade, but Borisov's dream of turning the moon into a rancher's paradise never came to fruition. A key component to Borisov's plan was for the crab to graze on the moon's limited natural vegetation, yet doing so imbued the animals with an off-putting odor that clung to any products derived from them.
Crus_HistMarker_Text_34=On August 22, 2924, amateur archaeologist Sonny Pak revealed a fossil that he claimed belonged to a new sentient species that inhabited this moon. News of the discovery spread across the spectrum and excited the scientific community. However, instead of allowing scientists to examine the specimen, Sonny took the remains on a publicity tour and even sold tickets to those who wished to view them. His actions were condemned by the scientific community and, after the intervention of the UEE government, the fossil was proven to be a fake.
Crus_HistMarker_Text_35=Romantics believe that lovers who profess their affection for each other on this ledge will be together forever. This legend has its origin in the macabre tale of notorious outlaw couple Akiko 'Jackal' Bazin and Rick 'Shady' Milligan. In 2913, mere moments away from capture, the pair decided to avoid imprisonment and instead leapt to their death while holding hands.
Crus_HistMarker_Text_36=On December 31, 2940, the Stanton Knights sataball team landed here so their ship could undergo emergency repairs. While waiting, the team strategized for their championship match against the Kiel Guardians scheduled for the following day. According to team members, it was here that the Knights conceived of the now famous 'Franklin Flip' play that would propel the team to victory and the first SBPL championship in the club's history.
Crus_HistMarker_Text_37=On March 17, 2904, Meiko Norwood collapsed here while loading soil samples into her ship. She passed away later that day due to complications with an artificial heart valve, making her the first person to die on Daymar.
Crus_HistMarker_Text_38=In 2939, Crusader Security apprehended a fugitive here who was wanted in connection with a massive theft of credit chits. The money wasn't recovered during the arrest, but rumors swirled that the outlaw was in possession of digging implements. Ever since, treasure hunters have flocked here in search of the lost fortune, even though repeated scans have failed to show any sign of it. \n\nCrusader Industries discourages people from digging up the area and asks that any displaced ground be placed back where it came from to preserve the moon's natural beauty.
Crus_HistMarker_Text_39=The long lost Greg Caldwell painting "The Starman's Farewell" was discovered buried underneath a stone cairn on this site in 2908. Stolen from the Terra Museum of Contemporary Art in 2731, it remains a mystery as to how the work of art ended up here. The painting was returned to Terra.
Crus_HistMarker_Text_40=In 2945, independent miner Bruce Amodeo discovered a large serendibite gemstone near this outpost. Its sale at auction to an anonymous buyer broke records for the most credits per carat spent on a serendibite. Ever since, miners have flocked to the region in search of further serendibite deposits.
Crus_HistMarker_Text_41=Tragedy struck the Cuadrado outpost on May 15, 2941, due to a malfunctioning life support system. An excess of oxygen leaking into the outpost was sparked, resulting in an explosion that took nine lives. The catastrophe drove Crusader Industries to tighten regulations on outposts and mandate more frequent maintenance checks on all facilities.
Crus_HistMarker_Text_42=Crusader Industries commends Bountiful Harvest Hydroponics for their extraordinary response to those in need on Vega. Following the horrific Vanduul attacks on October 5, 2945, Bountiful Harvest produced and donated more emergency food supplies for the Vega relief effort than any other outpost on Crusader's moons. This outpost's extraordinary sacrifice serves as a reminder that the UEE will always stand behind those who come face-to-face with the Vanduul threat.
Crus_HistMarker_Text_43=Famed actress and noted naturist, Millicent Silverton, would often come to this remote area to camp in the wilderness. She was so fond of the site that she petitioned for its inclusion in the 2941 film "Onto the Break."
Crus_HistMarker_Text_44=The geysers here feature a unique set of small fissures, that when the pressure builds up to a specific amount, make a sound similar to moaning. It is this phenomenon that has lead to the erroneous rumors that the site is haunted.
Crus_HistMarker_Text_45=In 2932, this site hosted the infamous Slim Chance Rally. This gathering of Greycat buggy enthusiasts come together once a year in a remote location to compete in an illicit destruction derby.
Crus_HistMarker_Text_46=Crusader Industries often uses this location and its irregular terrain to field test their new ship designs' landing systems. It was here on March 25th, 2934, that the first and only landing of the failed Juno ship design occurred.
Crus_HistMarker_Title_01=Birthplace of Vortex Thorson
Crus_HistMarker_Title_02=Creation of Ceprozin
Crus_HistMarker_Title_03=The First Terraberry
Crus_HistMarker_Title_04=The Rescue of Bastien Nemitz
Crus_HistMarker_Title_05=Nakamura Valley Shelter
Crus_HistMarker_Title_17=Darnell Ajay Homestead
Crus_HistMarker_Title_18=Phillip Xu Homestead
Crus_HistMarker_Title_19=Wilma Ivery Homestead
Crus_HistMarker_Title_20=Tremaine's Last Stand
Crus_HistMarker_Title_22=Rescue of Esther Hurston
Crus_HistMarker_Title_24=Daymar in Bloom
Crus_HistMarker_Title_25=Erma Triolo Birthplace
Crus_HistMarker_Title_26=Alatorres Forward Operating Base
Crus_HistMarker_Title_31=Engler Observation Station
Crus_HistMarker_Title_32=Imperator Costigan on Cellin
Crus_HistMarker_Title_36=The Franklin Flip
Crus_HistMarker_Title_37=Meiko Norwood Memorial
Crus_HistMarker_Title_38=Looking for Lost Treasure
Crus_HistMarker_Title_39=The Starman's Farewell
Crus_HistMarker_Title_45=Slim Chance Rally
Crus_HistMarker_Title_46=Crusader Landing Test Site
crus_markerhunt_desc=Did you know that famed drummer Carolyn 'Vortex' Thorson was born on Daymar? Or that scientists on Cellin created a life saving medicine that is used across the Empire? Or that one of the most valuable gemstones ever found was unearthed on Yela? And that's just scratching the surface. The moons of Crusader are the home of dozens of incredible, memorable and unique locations. To celebrate, the Crusader Historical Society, in conjunction with Crusader Industries, is hosting a "Vistas Worth Visiting" contest. To participate, simply visit all three moons' officially designated scenic landmarks and interact with the information kiosk. Explorers who are lucky enough to discover all forty-seven locations will be rewarded with a special prize!
crus_markerhunt_from=Crusader Historical Society
crus_markerhunt_obj_long_01=Find all the Historical Markers on Cellin.
crus_markerhunt_obj_long_02=Find all the Historical Markers on Daymar.
crus_markerhunt_obj_long_03=Find all the Historical Markers on Yela.
crus_markerhunt_obj_short_01=Historical Marker Found
crus_markerhunt_title=Vistas Worth Visiting Contest!
crus_scavhunt_desc=The team at Incredifun Adventures is excited to announce their all new interactive scavenger hunt challenge! Using a series of clues sent directly to your journal, follow along on an adventure to some of Crusader's moons most notable and historical locations! \n\nFinish the challenge before time runs out and you'll be awarded an exclusive prize.
crus_scavhunt_obj_long_01=Solve all ten scavenger hunt clues and visit the appropriate Crusader Historical Society markers before time runs out.
crus_scavhunt_obj_short_01=Scavenger Hunt Clue Solved
crus_scavhunt_title=Crusader Moons Scavenger Hunt
crusader_bounty_desc_001=Crusader is continuing its effort to make our little sector of Stanton as safe possible and we need your help.\n\nA suspect by the name of ~mission(TargetName) has been a real thorn in our side and it'd be great if you could settle the outstanding bounty on them once and for all. \n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_bounty_desc_002=Got a bounty that we need found and apprehended - ~mission(TargetName). Pretty decent price on them too which never hurts.\n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_bounty_desc_003=Crusader, in accordance with UEE Law, has issued a bounty for ~mission(TargetName). You are charged with locating and apprehending this criminal in exchange for the stated payment.\n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_bounty_desc_004=Some low level skav who goes by the name ~mission(TargetName) has been making a real nuisance of themselves. Finally got the authorization to put a bounty on their head. Find them and take care of it. We get ~mission(TargetName|Last) off the streets and you get a nice little payday. Win-win. \n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_bounty_desc_005=This might end up being a bit like sending a sheep after a wolf, but I'm hoping you can collect the bounty on ~mission(TargetName) for me. Tracking them down shouldn't be that hard since they've been making quite a name for themselves lately. \n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_bounty_desc_006=Crusader, in accordance with UEE Law, has issued a bounty for ~mission(TargetName). You are charged with locating and apprehending this criminal in exchange for the stated payment.\n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_bounty_desc_first=In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with the collection of bounties in the area. \n\nWe have evaluated that you possess the skill set needed and as such, we would like to offer you an initial trial bounty contract for ~mission(TargetName). \n\nUpon the successful completion of this contract, you will be placed on Crusader's Authorized Operators list as well as be actively referred to the numerous security contractors in the area for any future bounty collection work as it becomes available.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_bounty_title_001=Bounty Issued For ~mission(TargetName)
crusader_bounty_title_E=Bounty Issued For ~mission(TargetName) (CS2)
crusader_bounty_title_first=Bounty Collection Authorization Assessment
crusader_bounty_title_H=Bounty Issued For ~mission(TargetName) (CS4)
crusader_bounty_title_M=Bounty Issued For ~mission(TargetName) (CS3)
crusader_bounty_title_VE=Bounty Issued For ~mission(TargetName) (CS1)
crusader_bounty_title_VH=Bounty Issued For ~mission(TargetName) (CS5)
crusader_danger_001=Our best intel indicates that you should expect to encounter extreme hostilities while completing this contract. Plan accordingly.
crusader_danger_002=Having dealt with similar contracts in the past, I would advise bringing along as much firepower as you can muster. Hopefully you won't need it, but it never hurts to be prepared.
crusader_danger_003=I should warn you that it is very likely that you will face armed resistance. Be ready.
crusader_danger_004=Having dealt with similar contracts in the past, I'm suspecting that you'll meet only light resistance. A solo pilot at best, a single-seater with maybe an escort or two at worst.
crusader_danger_005=Our best intel indicates that you should expect to encounter moderate hostile forces on this one. We're looking at possibly a small multicrew craft supported by a light to moderate escort wing. Plan accordingly.
crusader_danger_006=I should warn you that it is very likely you will face heavy resistance - a large multicrew ship with heavy escort support. Be ready.
crusader_danger_high_001=We're expecting them to put up significant resistance and do not recommend attempting this contract alone. \n\nCREW NOTE: You are expected to staff your own combat team before embarking on this contract.\n\n
crusader_danger_high_002=Be mindful that these aren't some low tier operators you're going to be facing. They have considerable offensive capabilities at their disposal and a willingness to use them. \n\nCREW NOTE: You will likely need additional manpower if you're going to be successful.\n\n
crusader_danger_high_003=Know that this won't be an easy assignment. Intel shows that ~mission(Client) have been greatly expanding their arsenal and they will throw just about all of it at you once they get wind of why you're there. \n\nCREW NOTE: I recommend bringing whatever backup you can muster.\n\n
crusader_destroyprobe_desc_0001=Recent intel reports indicate that local criminal elements are operating the ~mission(Contractor|DestroyProbeAmount) around ~mission(Location) to case potential targets. \n\nSince monitors like this are designed to be unobtrusive, it makes finding them a real pain. You're going to have to sweep the area to identify the exact location of the ~mission(Contractor|DestroyProbeAmount). Once they are located, destroy them.\n\n~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\nBe aware that, outlaws tend to rig these PDC Monitors with defensive protocols to automatically back-up the data when attacked, so once you start shooting, you'll need to finish the job quickly before the transfer's completed.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_destroyprobe_desc_0002=A recent routine maintenance around ~mission(Location) revealed the presence of unauthorized surveillance monitors, so you are being contracted to destroy them before any more sensitive information can be gathered. The exact placement of the ~mission(Contractor|DestroyProbeAmount) will needed to be figured out on site, as tracking them is difficult with their low EM signatures. ~mission(Contractor|DestroyProbeTimed)\n\nThese 'skimmers' are outfitted with security protocols that will trigger data transfers if they are directly attacked. Make sure that you destroy them before the upload can complete. \n\n~mission(Contractor|DestroyProbeDanger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_destroyprobe_desc_0003=After seizing some stolen data obtained during a raid, our tech team was able to track the source down to unauthorized surveillance monitors illegally installed around ~mission(Location). \n\nYou will need to find the ~mission(Contractor|DestroyProbeAmount) location and destroy them before any more data can be illicitly gathered. Passive 'Skimmers' like these typically are hard to find so be thorough. ~mission(Contractor|DestroyProbeTimed) \n\nOnce engaged, their security protocols will cause them to begin transmitting the contents of their drives. Make sure you stop the upload before it can complete. ~mission(Contractor|DestroyProbeDanger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_destroyprobe_desc_0004=I shouldn't be surprised, but it seems like these criminals keep showing more ingenuity every day. Makes you wonder what they could do if they put their mind to something worthwhile, right? \n\nThis time we caught them setting up illegal 'data skimmers' over at ~mission(Location). Who knows what kind of sensitive info they could be accessing? You will need to scan the area to locate the ~mission(Contractor|DestroyProbeAmount) which will be tricky because of their low EM and destroy them before their security override kicks in and uploads their datastores. \n\n~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_destroyprobe_desc_0005=Bad news. We got reports of illegal 'skimmers' over by ~mission(Location). With the data collected on those things, it could lead to all sorts of trouble, so we need the ~mission(Contractor|DestroyProbeAmount) located and destroyed. \n\nEasier said than done, though.\n\nPDC monitors like this are designed to be unobtrusive, so spotting them won't be straightforward. But once you scan the area and locate them, as soon as you start attacking, it will trigger an emergency data transfer. It's important that you take them out before the upload can finish. \n\n~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_destroyprobe_desc_0006=An intel report came in that some outlaws have placed 'data skimmers' around ~mission(Location) hoping to steal sensitive data. We need you to search the area locate the ~mission(Contractor|DestroyProbeAmount) and destroy them. They use a passive form of data collection so they're going to be pretty hard to spot. Make sure that you scan the area carefully to find them. On the bright side though, once you attack one, they'll light up into emergency data transfer mode. Should be real easy to see once they start transmitting. \n\nOf course, it's pretty vital that you destroy them before any data can successfully transfer. ~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_destroyprobe_title_0001=Unauthorized Surveillance Detected
crusader_hackprevent_desc_001=Crusader Security has detected an intrusion on the data network at ~mission(Location) and we need at operative onsite to manually prevent the computer's protection software from being bypassed. \n\nThere is a strong chance that the hacker(s) will still be there. Do not get distracted with "shooting up the bad guys" or whatever other so-called heroics you contractors get tangled in. \n\nSecuring the network is your prime focus.\n\n\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_hackprevent_desc_002=The data network at ~mission(Location) is the active target of malicious hackers who are attempting to bypass the system's security protocols right now. \n\nThat can't happen. Get there as soon as you can and find a way to stop the network incursion.\n\n\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_hackprevent_desc_003=Well, this is not good. The data network over at ~mission(Location) just fired off a big ol' call for help thanks to some cryptos trying to gain access to a secure terminal.\n\nWe're going to need you to head there and put a stop to the hack before they can successfully access the system. \n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_hackprevent_desc_004=Crusader Security needs someone who's good with computers to hurry over to ~mission(Location) to deal with an attempted data network incursion.\n\nYou get there in time and hopefully we can stop what ever awful criminal thing they're hoping to do once the access the system.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_hackprevent_title_001=Secure Data Network
crusader_recover_Danger_Easy_001=Crusader Security Danger Recover Easy placeholder
crusader_recover_Danger_Hard_001=Crusader Security Danger Recover Hard placeholder
crusader_recover_Danger_Intro_001=Crusader Security Danger Recover Intro placeholder
crusader_recover_Danger_Medium_001=Crusader Security Danger Recover Medium placeholder
crusader_recover_desc_Easy_001=Crusader Security Steal Easy Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
crusader_recover_desc_Hard_001=Crusader Security Steal Hard Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
crusader_recover_desc_intro_001=Crusader Security Steal Intro Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
crusader_recover_desc_Medium_001=Crusader Security Steal Medium Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
crusader_recover_Timed_Easy_001=Crusader Security Timed Recover Easy placeholder
crusader_recover_Timed_Hard_001=Crusader Security Timed Recover Hard placeholder
crusader_recover_Timed_Intro_001=Crusader Security Timed Recover Intro placeholder
crusader_recover_Timed_Medium_001=Crusader Security Timed Recover Medium placeholder
crusader_recover_title_Easy_001=Crusader Security Danger Recover Easy placeholder
crusader_recover_title_Hard_001=Crusader Security Danger Recover Hard placeholder
crusader_recover_title_intro_001=Crusader Security Danger Recover Intro placeholder
crusader_recover_title_Medium_001=Crusader Security Danger Recover Medium placeholder
crusader_recoverspace_desc_0001=Recently, a ~mission(Item) that had been reported stolen turned up in a routine checkpoint scan aboard the ship of a suspected thief, ~mission(TargetName).\n\nWe are contracting you to hunt down ~mission(TargetName|Last), recover the lost property, and deliver it safely to ~mission(Destination) so it can be returned to its rightful owners.\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_recoverspace_desc_0002=Crusader Security is in need of a security operative to locate one ~mission(TargetName). They are in possession of a stolen ~mission(Item) that we need recovered and delivered to ~mission(Destination).\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_recoverspace_desc_0003=Great news. We got word on a stolen ~mission(Item) that everyone assumed was gone forever. Can you believe the luck?\n\nIf we act fast enough, Crusader Security is hoping to recover the property and return it. The stolen goods in question are aboard the ship of ~mission(TargetName). I'm sure with a little "persuasion" you can get the ~mission(Item) back and deliver it to ~mission(Destination).\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_recoverspace_desc_0004=I wish this happened more often, but we've actually been able to track down a stolen ~mission(Item)! Now we can return it to the good people who lost it in the first place. \n\nTurns out this real piece of work that goes by ~mission(TargetName) has the ~mission(Item) aboard their ship right now. A skilled operator should be able to hunt their ship down and return the property to ~mission(Destination).\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_sectorsweep_desc_001=The ~mission(Client) have been aggressively operating in ~mission(Location) and after their most recent attack, management authorized us to contract extra operators to head out and clear any hostiles they come across in the sector. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_sectorsweep_desc_002=The incident list for ~mission(Location) has been growing as the ~mission(Client) have increased hostile activity in the sector. \n\nIn order to stem this unfortunate trend, Crusader is seeking operators to launch an immediate counter action ASAP. Hopefully we can remove any and all threats from the area before there's any further loss of life. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_sectorsweep_desc_003=Crusader is seeking contractors to eliminate a hostile group that have been attacking ships near ~mission(Location). \n\nInitial intelligence reports indicate that the group's comprised of ~mission(Client). Wouldn't be the first time we've had problems with them either. It'll be good to have them finally cleared out from the sector.\n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_sectorsweep_desc_004=Trouble in ~mission(Location) has been escalating and we want it stopped before it boils over. Operators are needed to assist in clearing the ~mission(Client) out of the designated sectors. Be ready to roll out as soon as you can. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_sectorsweep_desc_005=We've been having problems with the ~mission(Client) out near ~mission(Location). They've been acting like they own the place. You're gonna show them that they don't. \n\nHead over and clear them from the sector. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_sectorsweep_desc_006=One of our patrol sectors at ~mission(Location) is crawling with ~mission(Client). No idea where they keep coming from, but it will be your job to shut them down. \n\nSweep through the area and neutralize any hostile threats you encounter. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_sectorsweep_title_001=Eliminate ~mission(Client) Nest
crusader_sectorsweep_title_danger_high_001=Mercenary Force To Retake Territory
crusader_timed_001=Please note as well that there is a strict deadline for completing your work.
crusader_timed_002=Also, be mindful of the given deadline. We need everything wrapped up by then.
crusader_timed_003=There is a strict deadline on this one. Try and see that you get the job done before then, okay?
CThing_logofstuff=This is the log of stuff
CThing_Mission_Desc=WIP go to the C and do the thing
CThing_Mission_Obj_1=WIP goto C
CThing_Mission_Obj_2=WIP pew pew %Is
CThing_Mission_Obj_3=WIP peeps %Is
CThing_Mission_Title=WIP leak no no
CTL_GLOVES=DO NOT USE ------ (CTL) GLOVES (Add new lines for gloves below here)
CTL_HATS=DO NOT USE ------ (CTL) HATS (Add new lines for hats below here)
CTL_JACKETS=DO NOT USE ------ (CTL) JACKETS (Add new lines for jackets below here)
CTL_PANTS=DO NOT USE ------ (CTL) PANTS (Add new lines for pants below here)
CTL_SHIRTS=DO NOT USE ------ (CTL) SHIRTS (Add new lines for shirts below here)
CTL_SHOES=DO NOT USE ------ (CTL) SHOES (Add new lines for shoes below here)
Darneely_Convo_Mission=I'm looking for work.
Darneely_Convo_Scrap=I've got some scrap to sell.
DataDownload_Mission_Waypoint=WIP Counterfeit Stations.
DataDownload_Mobi_Description=WIP I have heard you are the right person for this job, so I will cut to the chase. We have located a UEC counterfeiting station at an old wreck site. If you get to the counterfeiting station quickly, you will be able to download the UEC for yourself. They have got some guards defending the wreck site, but I'm sure you'll be able to handle it. Oh and a final heads up. I am not the only person with this information, so expect a fight.
DataDownload_Mobi_Title=WIP Counterfeit Stations.
DataDownload_Obj_LongDescription=Defeat the guards and steal from the counterfeit stations.
DataDownload_Obj_Pool=29900 / 29900
DataDownload_Obj_ShortDescription=Steal from the counterfeit stations.
Debug_Text_Bounty_Intro_Desc=*WIP* Bounty Intro Description
Debug_Text_Bounty_Intro_Title=*WIP* Bounty Intro Title
Debug_Text_DestroyCargo_Description=*WIP* Destroy Cargo Description
Debug_Text_DestroyCargo_Objective_01_Long=*WIP* Go to the location where the communication device was spotted
Debug_Text_DestroyCargo_Objective_01_Short=*WIP* Go to Location
Debug_Text_DestroyCargo_Objective_02_Long=*WIP* Destroy the communication device to prevent any more encoded messages to pass through
Debug_Text_DestroyCargo_Objective_02_Marker=*WIP* Communication Device
Debug_Text_DestroyCargo_Objective_02_Short=*WIP* Destroy the device
Debug_Text_DestroyCargo_Title=*WIP* Destroy Cargo Title
Debug_Text_DropOff=*WIP* Drop off
Debug_Text_EnterVehicle=*WIP* Enter Vehicle
Debug_Text_GoTo=*WIP* Go to
Debug_Text_Mission_Title_001=*WIP* Retrieve Stolen Cargo
Debug_Text_Mission_Title_002=*WIP* Find Missing Rover
Debug_Text_PickUp=*WIP* Pick up
Debug_Text_PlantExplosives_Desc=*WIP* Plant Explosives Description
Debug_Text_PlantExplosives_Obj_01_Long=*WIP* Head over to the outpost and collect the explosive devices
Debug_Text_PlantExplosives_Obj_01_Marker=*WIP* Collect Explosive
Debug_Text_PlantExplosives_Obj_01_Short=*WIP* Head to Outpost
Debug_Text_PlantExplosives_Obj_02_Long=*WIP* Take the explosives to Covalex Shipping Hub to plant them inside.
Debug_Text_PlantExplosives_Obj_02_Short=*WIP* Go To Covalex
Debug_Text_PlantExplosives_Obj_03_Long=*WIP* Place the explosive at the location marked in the station
Debug_Text_PlantExplosives_Obj_03_Short=*WIP* Place Explosive
Debug_Text_PlantExplosives_Title=*WIP* Plant Explosives Title
Debug_Text_RemoveExplosives_Desc=*WIP* Remove Explosives Description
Debug_Text_RemoveExplosives_Obj_01_Long=*WIP* Head over to Covalex where there has been reports of explosives planted within the cargo
Debug_Text_RemoveExplosives_Obj_01_Short=*WIP* Head to Covalex
Debug_Text_RemoveExplosives_Obj_02_Long=*WIP* Locate and remove all cargo that appears to be explosive. Listen out for anything different when inspecting the cargo
Debug_Text_RemoveExplosives_Obj_02_Short=*WIP* Locate and remove explosive cargo
Debug_Text_RemoveExplosives_Title=*WIP* Remove Explosives Title
Delamar_Desc=A moon-sized asteroid hidden deep within a thick cluster. Anti-UEE activists, political radicals and criminals now occupy Levski, a deserted mining facility built inside this asteroid.
Delamar_Levski_Desc=This mining facility was abandoned for years before UEE refugees took up residence. Dedicated to creating an egalitarian society, this group of activists wanted to build the kind of community that the Messers had taken away. Levski has evolved into a self-sustaining port of political activists and those wishing to escape the eye of the Empire.
delivery_generic_dropoff_obj_display_01=Deliver ~mission(Item) to ~mission(Destination)
delivery_generic_dropoff_obj_long_01=Deliver ~mission(Item) to ~mission(Destination).
delivery_generic_dropoff_obj_marker_01=Delivery Drop Off
delivery_generic_dropoff_obj_short_01=Deliver To ~mission(Destination).
delivery_generic_pickup_obj_display_01=Pick Up ~mission(Item) From ~mission(Location)
delivery_generic_pickup_obj_long_01=Pick up the ~mission(Item) from ~mission(Location).
delivery_generic_pickup_obj_short_01=Pick Up ~mission(Item)
delivery_obj_long_01=Go to ~mission(Location) to pick up shipment.
delivery_obj_long_02=Pick up the shipment.
delivery_obj_long_03=Deliver shipment to ~mission(Destination).
delivery_obj_marker_03=Delivery Drop Off
delivery_obj_short_01=Go To Pickup Site
delivery_obj_short_02=Pick Up Shipment
deploypiggyback_danger_0001=There's a lot of people who won't be happy if they found out about this. Some of them might even try to stop you. Don't let them.
deploypiggyback_danger_0002=And, if I'm gonna be honest, wouldn't be surprised at all if you caught some heat on this. Be ready for it.
deploypiggyback_danger_0003=Make sure you stay sharpish. People might be gunning for you if they figure out what you are up to.
deploypiggyback_danger_0004=Now I don't know if it's true, but word is there might be some trouble on the gig. Take that for what it's worth.
deploypiggyback_danger_0005=Definitely bring some guns too.
deploypiggyback_desc_0001=Need to get ears up over at ~mission(Destination). If you grab the ~mission(Item) from ~mission(Location), ~mission(Client) will pay you to set it up nearby the target. ~mission(Danger)
deploypiggyback_desc_0002=Been hearing some rumblings from ~mission(Destination) that the ~mission(Client) aren't too happy about. They're looking to confirm with a ~mission(Item). Luckily, there's one ready to be dropped at ~mission(Location). Grab the ~mission(Item), set it up in range, and the credits are yours. ~mission(Danger)
deploypiggyback_desc_0003=Gonna need a ~mission(Item) dropped by ~mission(Destination) if someone's got the time. This is a ~mission(Client) gig, so no messing about, okay? Oh, one more thing. ~mission(Danger)Have fun.
deploypiggyback_desc_0004=Here's the job. Pick up a ~mission(Item) from ~mission(Location). Drop it off at ~mission(Destination). Pay on completion. No questions.
deploypiggyback_desc_0005=So, here's the deal. ~mission(Client) need a bit of work done and are willing to pay for it to get done right. Regs are simple. Go to ~mission(Location) and snag a ~mission(Item). Take it over to ~mission(Destination) and drop it off. The ~mission(Item)'ll do the rest and you get paid. Simple, right? ~mission(Danger)
deploypiggyback_desc_0006=The ~mission(Client) are cookin' up something juicy, but need a little extra intel, i.e. they need a ~mission(Item) placed at ~mission(Destination). As far as supplies go, the ~mission(Item) will be waiting for you to grab at ~mission(Location). You just need to provide transport. ~mission(Danger)
deploypiggyback_obj_long_01=Go to ~mission(Location) to pick up ~mission(Item).
deploypiggyback_obj_long_02=Pick up the ~mission(Item).
deploypiggyback_obj_long_03=Go to ~mission(Destination) to deploy the ~mission(Item).
deploypiggyback_obj_long_04=Deploy and active the ~mission(Item).
deploypiggyback_obj_short_01=Go to Pickup Site
deploypiggyback_obj_short_02=Pick Up the Piggyback
deploypiggyback_obj_short_03=Go To Deploy Site
deploypiggyback_obj_short_04=Deploy the Piggyback
deploypiggyback_title_0001=Lend Me An Ear
deploypiggyback_title_0004=Dropping Some Eaves
deployprobe_danger_0001=Please note, the ~mission(Contractor) is not liable for any hostile contacts you may encounter during the duration of this contract.
deployprobe_danger_0002=Unfortunately, the deployment area has been known to be frequented by hostiles. Extreme caution is advised.
deployprobe_danger_0003=In the interest of full disclosure, some of our past contractors have run into outlaws and the like during similar operations, but there's no reason to expect such difficulties here.
deployprobe_danger_0004=We have been advised by local security that outlaws have been known to operate in the vicinity. Please use caution.
deployprobe_desc_0001=The ~mission(Contractor) is looking to gather more data from ~mission(Destination). To assist in this endeavor, we are seeking a contractor to deploy a ~mission(Item) there. ~mission(Contractor|DeployProbeDanger)
deployprobe_desc_0002=To further the ~mission(Contractor)'s understanding of the system, we are hoping to have a ~mission(Item) deployed to help gather information. After picking the ~mission(Item) up from ~mission(Location), you will be responsible for transporting it to ~mission(Destination|Address) and activating it. ~mission(Contractor|DeployProbeDanger)
deployprobe_desc_0003=We have a ~mission(Item) waiting at ~mission(Location) to be collected. You will then transport and deploy the ~mission(Item) at ~mission(Destination|Address). ~mission(Contractor|DeployProbeDanger) Any contractors interested in assisting us with this task should let the ~mission(Contractor) know at your earliest convenience.
deployprobe_desc_0004=Recently, our long-range sensors picked up some anomalous readings from ~mission(Destination|Address). To better understand them, the ~mission(Contractor) is hiring a contractor to deploy a ~mission(Item) on site. ~mission(Contractor|DeployProbeDanger)
deployprobe_obj_long_01=Go to ~mission(Location) to pick up ~mission(Item).
deployprobe_obj_long_02=Pick up the ~mission(Item).
deployprobe_obj_long_03=Go to ~mission(Destination) to deploy the ~mission(Item).
deployprobe_obj_long_04=Deploy and activate the ~mission(Item).
deployprobe_obj_long_05=Defend the ~mission(Item) and prevent the enemies from destroying it - WIP
deployprobe_obj_marker_01a=Speak to Admin Clerk - WIP
deployprobe_obj_marker_01b=Collect - WIP
deployprobe_obj_short_01=Go To Pick Up Site
deployprobe_obj_short_02=Pick Up the Probe
deployprobe_obj_short_03=Go To Deploy Site
deployprobe_obj_short_04=Deploy the Probe
deployprobe_obj_short_05=Defend the ~mission(Item)
deployprobe_title_0003=Research Scan Help
deployprobe_title_0004=Collect and Deploy Probe
Derelict_CleanUp_desc=Our company offers authentic scavenger experiences for the whole family to feel like a genuine scavenger. \nHowever, one of our derelicts seems to have been taken over by _actual_ scavengers and needs to be cleaned up before our next tour. \nCare to have a look at it?
Derelict_CleanUp_from=Stanton Experience Tours, Ltd.
Derelict_CleanUp_Objective_01=Get to the derelict
Derelict_CleanUp_title=Derelict "preparation" required
destroyblade_marker_obj_01=Potential Decryption Site
destroyblade_marker_subobj_01=Last Known Location
destroyblade_obj_long_01=Destroy the ~mission(Item) to prevent it from being decrypted.
destroyblade_obj_time=Upload Time Remaining: %ls
destroyblade_obj_time_dest=Self Destruct Time Remaining: %ls
destroyblade_subobj_long_01=Travel to ~mission(Location) and attempt to locate the Prototype.
destroyblade_subobj_long_02=Restart the satellite's internal control system to track the ~mission(Item).
destroyblade_subobj_long_03=Stop the ~mission(Item) from being decrypted.
destroyblade_subobj_short_01=Travel to ~mission(Location)
destroyblade_subobj_short_02=Restart Satellite's Internal System
DestroyDebris_Desc_001=Reports of a satellite are falling to the planet's surface! We need you to break this satellite up into smaller debris pieces to lower the amount of damage
DestroyDebris_Objective_Long_001=Go to the known location of the satellite falling to the planet
DestroyDebris_Objective_Long_002=Destroy the satellite before it hits the surface
DestroyDebris_Objective_Short_001=Go to Satellite location
DestroyDebris_Title_001=Destroy Satellite Debris
DestroyObj_Text_Long=Go and Rendevous at Port Olisar Station
DestroyObj_Text_Short=Rendezvous At Olisar
destroyprobe_illegal_UI=Skimmers Destroyed %ls
destroyprobe_illegal_UI_Timer=Upload in %ls
destroyprobe_legal_UI=Monitors Destroyed %ls
destroyprobe_obj_long_01=Go to where the ~mission(Contractor|DestroyProbeAmount) gather data at ~mission(Location).
destroyprobe_obj_long_02=Scan the area and destroy the ~mission(Contractor|DestroyProbeAmount) before any data finishes transferring.
destroyprobe_obj_short_01=Go To ~mission(Location)
destroyprobe_obj_short_02=Destroy All Monitors Before Upload
destroyprobeillegal_danger_0001=You might run into resistance on this. Security really don't like these things taken offline.
destroyprobeillegal_danger_0002=If I were you, I'd approach cautiously. You never know who else might be out there.
destroyprobeillegal_danger_0003=Just a head's up, sometimes they post up some security to guard these things. So bring a gun... or five.
destroyprobeillegal_danger_0004=There's a chance you'll run into trouble, but that's part of the fun, right?
destroyprobeillegal_danger_0005=Watch your back, though. Security gets all worked up when these things get messed with.
destroyprobeillegal_desc_0001=The ~mission(Contractor|Name) are fed up with their ops getting busted near ~mission(Location|Address). Turns out, there's ~mission(Contractor|DestroyProbeAmount) in the area listening in on everything we do. No wonder they keep getting busted. Take care of the problem for them and there's a nice little payday waiting. \n\nJust know that you'll need to scan the area since PDC Monitors like this are a pain in the ass to find and they're programmed to package up their data once they're hit, so knock 'em out quick. ~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)
destroyprobeillegal_desc_0002=The area around ~mission(Location|Address) has become a huge headache for some associates of mine since security's listening in on anything said or done out there. The ~mission(Contractor|Name) found ~mission(Contractor|DestroyProbeAmount) nearby and need someone special to go hunt down these sneaky little PDC Monitors. They're a real pain in the ass to find, but having to scan the area for them's only half the problem. \n\nOnce you take a shot, boom, they're programmed to shut down and upload their data back to Cru-Sec Central. You gotta blast them to bits before they finish. ~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)
destroyprobeillegal_desc_0003=Interested in a little target practice? Head over to ~mission(Location|Address) and turn security's bloody annoying spy monitors into scrap. There's ~mission(Contractor|DestroyProbeAmount) out there and nobody's been able to find the stupid things either since they barely put out a sig while they're collecting data. \n\nAnyway, the entire situation has been particularly frustrating for the ~mission(Contractor|Name), which is why they're paying for someone to scan the area and eliminate the threat. ~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)One last thing, they're rigged to dump their data when they're shot, so kill 'em quick.
destroyprobeillegal_desc_0004=Not sure if you've heard the rumors but arrests have spiked around ~mission(Location|Address). security's showing up at jobs and sweeping everybody to the clink. Weren't dumb luck either. Cru-Sec was waiting for them. So, I did a little recon and discovered ~mission(Contractor|DestroyProbeAmount) surveilling the area. Plenty of people, including the ~mission(Contractor|Name), want this inconvenience eliminated. ~mission(Contractor|DestroyProbeTimed)\n\nI can guarantee good creds and my eternal gratitude if you do it. Hunt down the PDC Monitors by scanning for wherever they're hiding, and attack hard and fast before they get a chance to upload any data they've collected. Once they're gone, we can all get back to good, ol' fashioned criminalizing. ~mission(Contractor|DestroyProbeDanger)
destroyprobeillegal_desc_0005=You been by ~mission(Location|Address) recently? ~mission(Contractor|Name) told me that security set up ~mission(Contractor|DestroyProbeAmount) to spy on anyone passing by. I'm not against a little law and order, that's what makes the game the game, but this goes too far. Let's just say that I'm not the only one who shares this sentiment. ~mission(Contractor|Name) are even paying to restore the balance. \n\nThese PDC Monitors are a pain to find so you'll need to scan the area. Plus, when you engage, you'll need to destroy them before they finish uploading all the dirt they've scraped up. ~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)
destroyprobeillegal_desc_0006=Security thinks they're so smart. They set up ~mission(Contractor|DestroyProbeAmount) near ~mission(Location|Address) to gather intel on the ~mission(Contractor|Name). Didn't take long before someone figured it out. So, feel like getting paid to literally blow up their stupid scheme? All you got to do is be the one to actually scan the area to find where the PDC Monitors are hiding and take 'em out. \n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)Another thing to keep in mind, these things are wired to protect the info they're pulling, so once you shoot, you gotta destroy them all before they can dump all their data back to Crusader.
destroyprobeillegal_obj_long_01=Go to ~mission(Location) where ~mission(Contractor|DestroyProbeAmount) are gathering data.
destroyprobeillegal_obj_long_02=Scan the area to locate and destroy the ~mission(Contractor|DestroyProbeAmount) before they can transfer their data.
destroyprobeillegal_obj_long_02a=Destroy the data skimmer.
destroyprobeillegal_obj_short_01=Go To ~mission(Location)
destroyprobeillegal_obj_short_02=Scan To Locate & Destroy Skimmers
destroyprobeillegal_probe_0001=a data skimmer
destroyprobeillegal_probe_0002=two data skimmers
destroyprobeillegal_probe_0003=three data skimmers
destroyprobeillegal_probe_0004=four data skimmers
destroyprobeillegal_probe_0005=five data skimmers
destroyprobeillegal_probe_0006=six data skimmers
destroyprobeillegal_probe_0007=seven data skimmers
destroyprobeillegal_probe_0008=eight data skimmers
destroyprobeillegal_probe_0009=nine data skimmers
destroyprobeillegal_probe_0010=ten data skimmers
destroyprobeillegal_timed_0001=No one's pulling any other jobs until you complete this gig, so get it done as soon as possible.
destroyprobeillegal_timed_0002=The clock's ticking on this one.
destroyprobeillegal_timed_0003=Finish this fast, but don't be dumb about it. Got it?
destroyprobeillegal_timed_0004=Really need someone to do this. Like now.
destroyprobeillegal_timed_0005=This one can't wait. Bump it to the top of your list.
destroyprobeillegal_title_0001=Sound of Silence
destroyprobeillegal_title_0004=Deaf & Dumb
destroyprobelegal_danger_0001=There's a good chance that whoever's responsible might be in the area, so be careful.
destroyprobelegal_danger_0002=Intel suggests that the outlaws will come after anyone who messes with their property, so be prepared.
destroyprobelegal_danger_0003=This contract has a high risk of combat, so plan accordingly.
destroyprobelegal_danger_0004=Chance of hostile contact is very high.
destroyprobelegal_danger_0005=You should expect hostile resistance when you're out there.
destroyprobelegal_desc_0001=We've received intel from ~mission(Contractor|DestroyProbeInformant) that local criminal elements are operating ~mission(Contractor|DestroyProbeAmount) around ~mission(Location|Address) to eavesdrop on security forces. As such, authorization has been given to enlist private contractors to help eliminate these devices. You'll need to carefully scan the area once you arrive to identify the exact location of the ~mission(Contractor|DestroyProbeAmount). Since they passively skim information, they can be tricky to find.\n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)\n\nWord of warning, outlaws tend to rig these PDC Monitors with defensive protocols to automatically back up the data when attacked, so once you start shooting, you'll need to destroy them all quickly before the transfer can finish.
destroyprobelegal_desc_0002=Independent combat operators are needed to eliminate unauthorized surveillance monitors placed around ~mission(Location|Address). According to the initial report, ~mission(Contractor|DestroyProbeInformant) has identified ~mission(Contractor|DestroyProbeAmount) intercepting data. Scanning the area for their location might be difficult since they have such low EM signatures, but they must be found and destroyed before sensitive intel is leaked. \n\n~mission(Contractor|DestroyProbeTimed)These 'skimmers' are outfitted with data security protocols. They will begin transferring the data they've gathered when threatened, so operators will need to destroy them before the upload is allowed to complete. ~mission(Contractor|DestroyProbeDanger)
destroyprobelegal_desc_0003=We've received reports that criminal elements have installed ~mission(Contractor|DestroyProbeAmount) around ~mission(Location|Address) to spy on the area. Thankfully, we've finally been given the green light to hire combat operators to attack and destroy these systems. That's where you come in. \n\nYou will need to scan the area to find the PDC Monitors' location before the data illicitly gathered can be uploaded. The 'skimmers' will be in their passive data collection mode when you arrive making the search for them difficult, but know that once attacked, they will begin transmitting the contents of their drives. ~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)
destroyprobelegal_desc_0004=We are looking for experienced combat pilots to assist in the destruction of illegal surveillance systems that have been appearing in the sector. ~mission(Contractor|DestroyProbeTimed)These outlaw 'skimmers' have contributed to the deaths of security personnel as well as civilians by providing local criminals with intel about security movements and deployments. \n\nYou will be tasked with scanning the area around ~mission(Location|Address) where ~mission(Contractor|DestroyProbeInformant) has indicated that you'll find ~mission(Contractor|DestroyProbeAmount) in operation. They will be well hidden thanks to their minimal power output. However, once engaged, these monitors will cease being covert and begin to upload their contents. You must destroy them before they complete the transfer otherwise highly sensitive data may be lost. ~mission(Contractor|DestroyProbeDanger)
destroyprobelegal_desc_0005=Outlaw groups have been using ~mission(Contractor|DestroyProbeAmount) to spy on security forces by skimming data transmitted to and from ~mission(Location|Address). We are now actively seeking combat pilots to find and destroy these unauthorized 'skimmers.' ~mission(Contractor|DestroyProbeTimed)Know that it'll be difficult to hunt for their exact location since the monitors are design to only emit the barest of signatures and you may need to preform a thorough scan of the area. \n\nYou are to travel to the area, locate and then destroy all outlaw devices before any more innocent lives are lost. These PDC Monitors are outfitted with a failsafe program that will upload all data when attacked, so you will need to act before this process can complete. ~mission(Contractor|DestroyProbeDanger)
destroyprobelegal_desc_0006=Combat pilots wanted to track and destroy unauthorized surveillance monitors. ~mission(Contractor|DestroyProbeTimed)These outlaw PDC monitors are a threat to public safety and must be eliminated. You will find ~mission(Contractor|DestroyProbeAmount) near ~mission(Location|Address), but the exact placement remains unknown at this time. Only a careful on-site scan will be able to reveal exactly where these monitors are gathering intel. \n\nOur Security Officers have noted that the devices will start uploading their contents when attacked. We cannot let this data fall into criminal hands, so make sure you destroy them quickly. ~mission(Contractor|DestroyProbeDanger)
destroyprobelegal_informant_0001=a good citizen
destroyprobelegal_informant_0002=an anonymous source
destroyprobelegal_informant_0003=a local informant
destroyprobelegal_informant_0004=one of our CI's
destroyprobelegal_obj_long_01=Go to ~mission(Location) where outlaws are gathering data with ~mission(Contractor|DestroyProbeAmount).
destroyprobelegal_obj_long_02=Scan the area to locate and destroy ~mission(Contractor|DestroyProbeAmount) before they can transfer their data.
destroyprobelegal_obj_long_02_Timer=Destroy before data upload %ls
destroyprobelegal_obj_long_02a=Destroy the PDC Monitor.
destroyprobelegal_obj_short_01=Go To ~mission(Location)
destroyprobelegal_obj_short_02=Destroy All Monitors Before Upload
destroyprobelegal_probe_0001=a PDC Monitor
destroyprobelegal_timed_0001=This is priority contract so you'll need to resolve this quickly.
destroyprobelegal_timed_0002=The higher-ups are desperate to get this problem resolved. You'll need to move quickly on this.
destroyprobelegal_timed_0003=Every second these things are active it puts people in danger, so if accepted, you'll be working on a clock.
destroyprobelegal_timed_0004=Make sure you're schedule's free. This has to be handled now.
destroyprobelegal_timed_0005=Time is of the essence, so move quickly.
destroyprobelegal_title_0003=Combat Pilots Needed
destroyprobelegal_title_0004=Search and Destroy
destroyprobelegal_title_0005=Local Security Threat
destroystash_obj_long_01=Destroy entirity of the llegal narcotics stash stored at ~mission(UGFDestination).
destroystash_remaining_objective=Remaining Narcotics: %ls
destroystash_subobj_long_01=Travel to ~mission(UGFDestination) and locate narcotics stash.
destroystash_subobj_short_01=Go To Stash
dfm_ac_tut_button00=[DEBUG] When on foot push [~action(player|xi_movey)] in the direction you wish to walk.<b></b>
dfm_ac_tut_message00=[DEBUG] Hello [~action(spaceship_hud|v_hud_confirm,?)] capers ~image(Joypad_A.png|64|64)] world [~action(spaceship_hud|v_hud_confirm)]
dfm_ac_ui_AutoJoinWarning_param_param=Automatically joining the match in %i %s
dfm_ac_ui_BusyTooltip=You are READY
dfm_ac_ui_canceled_by_host_message=Match canceled by host
dfm_ac_ui_canceled_by_service_message=Match canceled by service
dfm_ac_ui_ChatMessageHost= is now the host
dfm_ac_ui_ChatMessageJoin= has joined the lobby.
dfm_ac_ui_ChatMessageKick= has been kicked from the lobby.
dfm_ac_ui_ChatMessageLeft= has left the lobby.
dfm_ac_ui_DomainMatchTypeButtonDesc1=Fly a custom mission with your friends or with thousands of potential friends and foes connected via Aciedo CommRelay.
dfm_ac_ui_DomainMatchTypeButtonDesc2=Hone your skills versus cutting-edge drone programs.
dfm_ac_ui_DomainMatchTypeButtonDesc3=Report for Flight Training in this Original Systems training module
dfm_ac_ui_DomainMatchTypeButtonText3=BASIC FLIGHT TRAINING
dfm_ac_ui_DomainMatchTypeScreenDesc=Welcome to Arena Commander. Choose below to connect with other pilots or battle drone opponents.
dfm_ac_ui_DomainMatchTypescreenDescription=Choose below to connect with other pilots or battle drone opponents.
dfm_ac_ui_DroneSimMatchSetupScreenDesc=Set your mission parameters and get fighting, pilot.
dfm_ac_ui_DroneSimMatchSetupScreenName=DRONE SIM MAIN MENU
dfm_ac_ui_ExitPopUpDesc=ARE YOU SURE YOU WANT TO EXIT?
dfm_ac_ui_GameModeDesc_Multiplayer=Various online game modes with up to 16 pilots.
dfm_ac_ui_GameModeDesc_Private=Custom and private unranked matches.
dfm_ac_ui_GameModeDesc_Singleplayer=Offline play to practice your dogfighting and racing skills.
dfm_ac_ui_GameSelectionButtonDesc1=Play Arena Commander
dfm_ac_ui_GameSelectionButtonDesc2=Play Star Marine
dfm_ac_ui_GameSelectionScreenDesc=Select a game
dfm_ac_ui_JoinPopUpDesc0=Enter match ID
dfm_ac_ui_JoinPopUpDesc1=Enter lobby ID
dfm_ac_ui_JoinPopUpStatusInvalid=Lobby ID invalid, try again
dfm_ac_ui_JoinPopUpStatusValid=Lobby ID valid
dfm_ac_ui_JoinPopUpStatusValidating=Validating the entered lobby ID
dfm_ac_ui_loadoutWarningPopUpText=A dogfighting mission type is selected and a loadout is no longer required. The match cannot begin until you exit this screen. Do you wish to exit this screen?
dfm_ac_ui_lobby_error_ClientInvalidShip=You do not have a valid ship selected
dfm_ac_ui_lobby_error_FailedPartyAuthorization=Party token was not recognized
dfm_ac_ui_lobby_error_FailedPartyCreate=Failed to create a party
dfm_ac_ui_lobby_error_FailedPlayerCreate=Failed to create the client player
dfm_ac_ui_lobby_error_FailedToCreateParty=Failed to create a party
dfm_ac_ui_lobby_error_FailedToJoinParty=Failed to join party
dfm_ac_ui_lobby_error_format=LOBBY ERROR - %s (CODE %i)\n%s
dfm_ac_ui_lobby_error_InvalidGameServerSettings=Invalid game server settings
dfm_ac_ui_lobby_error_InvalidPlayerHandle=Invalid player handle
dfm_ac_ui_lobby_error_NoShipAvailable=No flyable ship is available
dfm_ac_ui_lobby_error_PartyDoesNotExist=The party does not exist
dfm_ac_ui_lobby_error_PlayerCountTooHigh=Your lobby contains too many players to enter a ranked match. Reduce to 4 or fewer.
dfm_ac_ui_lobby_error_PlayerCountTooLow=There are not enough players in the lobby
dfm_ac_ui_lobby_error_PlayerInvalidShip=Player %S does not have a valid ship selected
dfm_ac_ui_lobby_error_PlayerInvalidShips=Some players do not have a valid ship selected
dfm_ac_ui_lobby_error_PlayerLacksMapPermission=Player %S does not have the required map permission
dfm_ac_ui_lobby_error_PlayerLacksMissionTypePermission=Player %S does not have the required mission type permission
dfm_ac_ui_lobby_error_PlayerLacksPermission=Player %S does not have the permissions to participate in this mode & map combination
dfm_ac_ui_lobby_error_PlayerMissingShip=Player %S does not have a ship selected
dfm_ac_ui_lobby_error_PlayerMissingShips=Some players do not have a ship selected
dfm_ac_ui_lobby_error_PlayerNotReady=Player %S is not ready
dfm_ac_ui_lobby_error_PlayersLackMapPermission=Some players do not have the required map permission
dfm_ac_ui_lobby_error_PlayersLackMissionTypePermission=Some players do not have the required mission type permission
dfm_ac_ui_lobby_error_PlayersLackPermission=Some players do not have the permissions to participate in this mode & map combination
dfm_ac_ui_lobby_error_PlayersNotReady=Some players are not ready
dfm_ac_ui_lobby_error_TeamEmpty=Team %i is empty
dfm_ac_ui_lobby_error_timeout=A response was never received from the host
dfm_ac_ui_lobby_error_UnknownRequest=Unknown request received
dfm_ac_ui_MapDescBrokenMoon=Formerly part of Kellar's Run, Taranis system is one of the more notorious and dangerous places in the known systems. The vast fields of asteroids offer plenty of hiding places for assassins and bushwhackers.
dfm_ac_ui_MapDescDyingStar=Pyro system didn't get its name by accident. The central star is in the middle of the prolonged nova phase, burning out the planets in the system. While dangerous, it's a morbid kind of beauty.
dfm_ac_ui_MapDescDyingStar1=Learn how to perform a fully-manual vertical take-off in hangar, the most challenging type there is.
dfm_ac_ui_MapDescDyingStar2=Learn how to perform some basic maneuvers.
dfm_ac_ui_MapDescDyingStar3=Gain the basic knowledge needed to survive a dogfight.
dfm_ac_ui_MapDescDyingStar4=Learn how to land your ship manually as well as how to interact with your ship's systems.
dfm_ac_ui_MapDescDyingStar5=Learn more advanced flight maneuvers in this high speed race through an asteroid field.
dfm_ac_ui_MapDescDyingStar6=You'll need to use all your training to survive this surprise encounter.
dfm_ac_ui_MapDescNewHorizonSpeedway=Built on the planet Green in Ellis system, New Horizon is home to the Empire's most expensive hotels and extravagant casinos and has just recently been cleared to host both Classic and Blitz races.
dfm_ac_ui_MapDescNewHorizonSpeedway0=One of the oldest active courses in racing. It's no longer considered an eligible race track, so any race here is considered Clean (a term which can encapsulate any amateur, non-pro or underground race). Most pilots have cut their teeth on Old Van so it's one of the more beloved tracks in the Empire.
dfm_ac_ui_MapDescNewHorizonSpeedway1=A standard fixture in Murray Cup qualifiers, Rikkord Memorial has always been a great separator between the amateurs and the professionals.
dfm_ac_ui_MapDescNewHorizonSpeedway2=A dangerous course that has claimed many aspiring pilots' ships. The Crucible isn't always in the Murray Cup's rotation of tracks. Many feel that it's too difficult and unnecessarily risks pilots for better spec broadcasting.
dfm_ac_ui_MapNameNewHorizonSpeedway=New Horizon Speedway
dfm_ac_ui_MapNameNewHorizonSpeedway0=Old Vanderval (New Horizon Speedway)
dfm_ac_ui_MapNameNewHorizonSpeedway1=Rikkord Memorial Raceway (New Horizon Speedway)
dfm_ac_ui_MapNameNewHorizonSpeedway2=Defford Link (New Horizon Speedway)
dfm_ac_ui_MapNameRikkordMemorial=Rikkord Memorial Raceway
dfm_ac_ui_match_not_found_message=No match found
dfm_ac_ui_MatchId_param=: Match ID %S
dfm_ac_ui_MessageConnecting=Trying to connect to the game host
dfm_ac_ui_MessageConnectionFail=Could not connect to the game host
dfm_ac_ui_MessageJoinFail=Private join failed, check match ID
dfm_ac_ui_MessageMatchJoin=Attempting to find match
dfm_ac_ui_MessageNoMatchFound=No match found
dfm_ac_ui_MessageNoServer=No host found
dfm_ac_ui_MessagePrivateCreate=Requesting private host
dfm_ac_ui_MessagePublic=Searching for match
dfm_ac_ui_MessageTimeout=Host timed out, try again
dfm_ac_ui_MessageWaiting=Waiting for available game host. Your position in the queue is
dfm_ac_ui_MissionTypeDescDFM_BattleRoyale=Pilots must reach the target score before they can win with a final kill.
dfm_ac_ui_MissionTypeDescDFM_CaptureTheCore=Teams must steal the opposition's core whilst defending their own in order to combine the two and score.
dfm_ac_ui_MissionTypeDescDFM_DeathRace=Combining speed and combat, Blitz races contain hot zones which activate your weapons for fleeting, but furious battles. Winners are the first to cross the finish line. Champions are the ONLY ones to cross the finish line.
dfm_ac_ui_MissionTypeDescDFM_FreeFlight=Explore without the need to kill.
dfm_ac_ui_MissionTypeDescDFM_FreeFlight_MP=Explore without the need to kill. Meet with fellow pilots on landing pads. Inspect and even exchange ships. But beware: not all pilots are certain to be friendly.
dfm_ac_ui_MissionTypeDescDFM_Pirate_Swarm=Hold off an onslaught by the infamous NovaRider gang and some of their most notorious members. Your ships are limited, so excessive casualties will result in defeat. 1-4 players.
dfm_ac_ui_MissionTypeDescDFM_Race=Pure racing. Push your ship to its limit and be the first to cross the finish line.
dfm_ac_ui_MissionTypeDescDFM_SquadronBattle=Teams must reduce the opposition's tickets to zero before scoring a final kill to win.
dfm_ac_ui_MissionTypeDescDFM_Survival=Hold off an overwhelming Vanduul onslaught led by several infamous ace pilots. UEE ships are in limited supply so excessive casualties will result in defeat. 1-4 players.
dfm_ac_ui_MissionTypeDescDFM_Survival_Coop=Hold off an overwhelming Vanduul onslaught led by several infamous ace pilots. UEE ships are in limited supply so excessive casualties will result in defeat. 1-4 players.
dfm_ac_ui_MissionTypeDescDFM_Tutorial=Report to veteran flight instructor Lieutenant Lucas “Gilly” Baramsco for Basic Flight Training in this Original Systems training module.
dfm_ac_ui_MissionTypeDescFPS_Control=Battle for dominance as you and your team fight to hold the Control Points before time runs out.
dfm_ac_ui_MissionTypeDescFPS_Elimination=Fight for your life in this free-for-all, where every kill brings you one point closer to victory.
dfm_ac_ui_MissionTypeDescFPS_TeamDeathmatch=Fight for your life in this free-for-all, where every kill brings you one point closer to victory.
dfm_ac_ui_MissionTypeNameDFM_CaptureTheCore=Capture the Core
dfm_ac_ui_MissionTypeNameDFM_Tutorial=Basic Flight Training
dfm_ac_ui_MissionTypeNameEA_Rush=Theatres of War
dfm_ac_ui_MissionTypeNameFPS_Practice=Familiarize yourself with map layouts, practice maneuvers and hone your combat skills in this live fire exercise.
dfm_ac_ui_MurrayCupDescription=Murray Cup Description
dfm_ac_ui_NotificationPartyInviteDirect=Invite from %S
dfm_ac_ui_NotificationPartyInviteMessage=%S has invited you to join a game. Press ~action(ui_notification|ui_notification_accept) to join or ~action(ui_notification|ui_notification_decline) to decline.
dfm_ac_ui_param_Of_param=%i of %i
dfm_ac_ui_PlayerAlreadyInGroup= is already in a game
dfm_ac_ui_PrivateMatchSetupScreenDesc=Choose your mission type and map name to launch your battle experience.
dfm_ac_ui_PrivateMatchSetupScreenName=SPECTRUM / PRIVATE MATCH
dfm_ac_ui_PrivateMatchTypeButtonDesc1=Set your parameters and location for you and your friends.
dfm_ac_ui_PrivateMatchTypeButtonDesc2=Enter a match ID to find your friend's match.
dfm_ac_ui_PrivateMatchTypeScreenDesc=Join your friends in their own personal battlefield or create your own.
dfm_ac_ui_PublicMatchSetupScreenDesc= Choose your mission type and map name to launch your battle experience.
dfm_ac_ui_PublicMatchSetupScreenName=SPECTRUM / PUBLIC MATCH
dfm_ac_ui_ReadyTooltip=You are NOT READY
dfm_ac_ui_RulesCockpitView=Cockpit View Enabled
dfm_ac_ui_RulesFriendlyFire=Friendly Fire Enabled
dfm_ac_ui_RulesMaxPlayers=Maximum Number of Players
dfm_ac_ui_ServiceError_Generic=Lobby service error (%S)
dfm_ac_ui_ShipSelectionScreenDesc=Choose your ship
dfm_ac_ui_SpectrumMatchButtonDesc1=Test your skills against other Civilians and Citizens.
dfm_ac_ui_SpectrumMatchButtonDesc2=Create your own match and invite your friends.
dfm_ac_ui_SpectrumMatchButtonDesc3=Enter a match ID to find your friend's match.
dfm_ac_ui_SpectrumMatchButtonText3=ENTER FRIEND CODE
dfm_ac_ui_SpectrumMatchScreenDesc=Choose whether you'd like to find fellow combatants over the Spectrum or join a private game.
dfm_ac_ui_StarMarineMatchTypeButtonDesc1=Test your skills in a ranked Spectrum match
dfm_ac_ui_StarMarineMatchTypeButtonDesc2=Battle in a Private match with your friends
dfm_ac_ui_StarMarineMatchTypeScreenDesc=Test your skills in a ranked Spectrum match or battle in a Private match with your friends.
dfm_ac_ui_ToolTipNextGameMode=Next Mission Type
dfm_ac_ui_ToolTipPrevGameMode=Previous Mission Type
dfm_ac_ui_TutorialMatchSetupScreenDesc=Report to veteran flight instructor Lieutenant Lucas “Gilly” Baramsco for Basic Flight Training in this Original Systems training module.
dfm_ac_ui_TutorialMatchSetupScreenName=BASIC FLIGHT TRAINING
dfm_ac_ui_VictoryTimeLimitDesc=Time limit for the match in minutes
dfm_crusader_CharlieStation=Covalex Shipping Hub
dfm_crusader_covalex_shipping_hub=Covalex Shipping Hub
dfm_RaceNewBestLap=New best lap
dfm_sm_ui_ChangeLoadout=(L) CHANGE LOADOUT
dfm_sm_ui_GameModeDesc_Multiplayer=Join up to 24 players for unique and immersive multiplayer battles.
dfm_sm_ui_GameModeDesc_Private=Custom and private unranked matches.
dfm_sm_ui_MapDescFPS_Demien=Originally built by the Hathor Group for the workers attempting to terraform Nexus II, OP Station Demien has earned a much darker reputation as the site of the infamous Walzer Massacre of 2935.
dfm_sm_ui_MapDescFPS_Echo11=A former extraction facility, Echo Eleven was abandoned when the Hathor Group left the Nexus system and has since become a vile den of squatters and outlaws.
dfm_sm_ui_MapNameFPS_Demien=OP Station Demien
dfm_sm_ui_StarMarineLobbyPrivateScreenDesc=Play a private match with friends.
dfm_sm_ui_StarMarineLobbyRankedScreenDesc=Choose your mission type and map to launch your ranked battle experience.
dfm_ui_AdvMissileLocking=Dumb-fire missiles need no lock and fire instantly but have no tracking capability.\nHeat-seeking missiles require the target to remain in front of the ship for an amount of time dictated by several factors including your distance from the target and their infra-red emissions. Cross-section missiles (like the type your ship is armed with) focuses its tracking on the ships size and geometry. So the further away you are from the enemy, the harder it is for the missile to track.
dfm_ui_AdvMissileLocking_Title=Missile Locking (2/2)
dfm_ui_Afterburner=Afterburner increases the output of your main thrusters at the cost of boost fuel. Use it to rapidly close the distance to your target.\nBoost and Afterburner are not available in Precision mode.\n[~action(spaceship_movement|v_afterburner)] and hold to activate afterburner.<boost key=""></boost>
dfm_ui_AlertShieldsDown=ALERT: SHIELDS DOWN
dfm_ui_AssistedKillOn_param=Assisted kill on %S
dfm_ui_Boosting=To overpower your ship's maneuvering thrusters hold [~action(spaceship_movement|v_boost)]. This will increase your acceleration, but once your ship reaches its top speed the effect of Boost will be negligible.\nBoosting also helps you perform sharp turns by overpowering your maneuvering thrusters to help you achieve a tighter turn.\nYour ship can store a limited amount of the fuel which is used up while Boosting though this does replenish as gases are collected during normal flight.\nIt is important that you bear this in mind and use Boost only in the situations it will make most difference.
dfm_ui_Collectible_Reward=%s %s, reward %i
dfm_ui_CombatHealButtonPrompt=Tap [~action(player|combatheal)] to heal!
dfm_ui_CombatHealTeamMateButtonPrompt=Hold [~action(player|combatheal)] to heal teammate
dfm_ui_Comstab=COMSTAB is a system which manages your ship’s inertia in turns, tightening your turning circle and keeping your nose pointed where you expect it by use of maneuvering thrusters.\nWithout COMSTAB enabled during a turn your ship would continue to drift along its previous trajectory carrying you wide of your intended destination and requiring the use of other advanced maneuvers such as decoupling and Boost to maintain a good line.\nThe downside of COMSTAB is that your ship will be slowed during turns more than others using these advanced maneuvers.\nYou can cycle the various safeties on and off by pressing [~action(spaceship_movement|v_ifcs_toggle_safeties)].
dfm_ui_Comstab_Pad=COMSTAB is a system which manages your ship’s inertia in turns, tightening your turning circle and keeping your nose pointed where you expect it by use of maneuvering thrusters.\nWithout COMSTAB enabled during a turn your ship would continue to drift along its previous trajectory carrying you wide of your intended destination and requiring the use of other advanced maneuvers such as decoupling and Boost to maintain a good line.\nThe downside of COMSTAB is that your ship will be slowed during turns more than others using these advanced maneuvers.\nYou can toggle COMSTAB by pressing [~action(spaceship_movement|v_ifcs_toggle_comstab)].
dfm_ui_Control_Frame=The control frame reticle (CFR) shows the goal attitude that your ship is trying to attain. When torque/thruster error or other outside forces prevent the ship from attaining the goal the control frame reticle will deviate from the nose reticle. In these circumstances you should rely on the control frame reticle to pilot the ship as the forward velocity vector will always be in that direction. IFCS will then drive the nose reticle toward the CFR as it corrects the error.
dfm_ui_Control_Frame_Title=Control Frame Title
dfm_ui_Countermeasures=When a missile is locked on your ship or an enemy is trying to achieve missile lock, you can attempt to break lock by using a countermeasure.\nTo fire a countermeasure hold [~action(spaceship_defensive|v_weapon_launch_countermeasure)].
dfm_ui_Countermeasures_Cont=\nCountermeasures are designed to disrupt specific types of missiles lock.\n~icon(Flare|22|22) The flare produces an intense burst of heat in an attempt to lure any pursuing heat-seeking missiles away from your ship. Flares burn out quickly so missiles may reacquire lock-on if you fire on too early.\n~icon(Chaff|22|22) The chaff explodes into an expanding cloud of tiny filaments designed to confuse radar systems and break the lock of missiles with an electromagnetic lock-on system.\nYou can cycle the type of countermeasure armed by pressing [~action(spaceship_defensive|v_weapon_cycle_countermeasure_fwd)].
dfm_ui_Countermeasures_Reminder=To fire a countermeasure hold [~action(spaceship_defensive|v_weapon_launch_countermeasure)].
dfm_ui_Critical_AmmoReplenished=%dx BALLISTICS REPLENISHED
dfm_ui_Critical_BecameAce=BECAME AN ACE
dfm_ui_Critical_ClaimedFirstBlood=CLAIMED FIRST BLOOD
dfm_ui_Critical_EnemyTeam_OnFinalKill=ENEMY TEAM ON FINAL KILL
dfm_ui_Critical_FriendlyTeam_OnFinalKill=YOUR TEAM REQUIRES A FINAL KILL
dfm_ui_Critical_FuelReplenished=%d%% FUEL REPLENISHED
dfm_ui_Critical_Local_Ace=YOU BECAME AN ACE
dfm_ui_Critical_Local_FirstBlood=YOU CLAIMED FIRST BLOOD
dfm_ui_Critical_Local_KillingSpree=YOU ARE ON A KILLING SPREE
dfm_ui_Critical_Local_OnFinalKill=YOU REQUIRE A FINAL KILL
dfm_ui_Critical_Local_TeamDamage_Caution=FRIENDLY FIRE IS UNACCEPTABLE
dfm_ui_Critical_Local_TeamDamage_Dismissal=FRIENDLY FIRE IS NOT TOLERATED
dfm_ui_Critical_Local_TeamDamage_Warning=FRIENDLY FIRE IS UNACCEPTABLE
dfm_ui_Critical_MissilesReplenished=%dx MISSILES REPLENISHED
dfm_ui_Critical_OnFinalKill=ON FINAL KILL
dfm_ui_Critical_OnKillingSpree=IS ON A KILLING SPREE
dfm_ui_Critical_RespawnsReplenished=%dx RESPAWNS REPLENISHED
dfm_ui_Critical_VehicleRepaired=REPAIRED BY %d%%
dfm_ui_CryAstro_FuelShip=Cry-Astro Fuel Tanker
dfm_ui_DecoupledMode=Pressing [~action(spaceship_movement|v_ifcs_toggle_vector_decoupling)] will disable your main thruster allowing your ship to rotate freely with maneuvering thrusters whilst maintaining its current momentum and trajectory.\nYou can employ this technique if you have an enemy on your tail and wish to engage them without having to outmaneuver them first, but be aware that travelling through space facing the opposite direction is a dangerous tactic.
dfm_ui_Ejection=In the event of your ship taking critical damage it may be necessary to eject in order to save your life. You can do this by pressing [~action(spaceship_general|v_eject)].\nAlthough you may have cheated death in the short term, you will be left to contend with the dangers of space itself.
dfm_ui_ejection_penalty_msg=Premature ejection respawn penalty +%1.f seconds
dfm_ui_EMPOffline=EMP System Offline
dfm_ui_EmpWarning=WARNING: EMP DETECTED
dfm_ui_EnemyTeamRequiresAFinalKillForVictory=Enemy team requires a final kill for victory!
dfm_ui_Event_param_param_ReadyGameStartsIn_param_Seconds=%i / %i ready, game starts in %i seconds
dfm_ui_EventEnemyCoreReturned=Enemy core returned
dfm_ui_EventEveryoneIsReadyGameStarting=Everyone is ready, game starting...
dfm_ui_EventGameIsFull=Game is full, game starts in %i seconds
dfm_ui_EventYourCoreReturned=Your core returned
dfm_ui_FiringWeapons=To fire weapon group 1 hold [~action(spaceship_weapons|v_attack1_group1)], to fire weapon group 2 hold [~action(spaceship_weapons|v_attack1_group2)].\nOn your training ship group 1 is a ballistic weapon and group 2 is a pair of energy weapons.
dfm_ui_FlightMode=Your ship is capable of various flight modes. It is currently operating in Precision mode which is used for take-off and landing and flying in situations where fine control is required. \nIn precision your velocity is limited to 50 m/s.
dfm_ui_FlightMode_Advanced=Changing flight modes is context sensitive.\nWhen in Precision pressing [~action(spaceship_movement|v_ifcs_mode_shift)] will change the mode up to SCM.\nIn SCM pressing [~action(spaceship_movement|v_ifcs_mode_shift)] while travelling less than 50 m/s will change the mode down to Precision, while pressing when over 50m/s will change the mode up to Cruise.\nFinally, while in Cruise pressing [~action(spaceship_movement|v_ifcs_mode_shift)] will change the mode down to SCM.\n<flight mode="" button=""></flight>
dfm_ui_FlightMode_Advanced_Reminder=Change your flight mode up from Precision to SCM by pressing [~action(spaceship_movement|v_ifcs_mode_shift)].
dfm_ui_FlightMode_Advanced_Title=Flight Modes (4/4)
dfm_ui_FlightMode_Advanced_Title_Reminder=Flight Modes Reminder
dfm_ui_FlightMode_Cruise_Mode=The mode above SCM is Cruise.\nThis is a high velocity mode that sacrifices control for speed. Use it to travel more quickly through the local area. It can take some time to reach maximum cruise velocity and even longer to stop with your retro thrusters so be sure to plan your decelerations accordingly.\nCruise is disabled during Basic Training.
dfm_ui_FlightMode_Cruise_Mode_Title=Flight Modes (3/4)
dfm_ui_FlightMode_Precision=The mode above Precision is Space Combat Maneuvering (SCM).\nThis is the typical mode used in combat and non-combat flight. Most of your flight time will be spent in this mode. Select this mode any time you wish to have the optimal balance of velocity and drift control.
dfm_ui_FlightMode_Precision_Title=Flight Modes (2/4)
dfm_ui_FlightMode_Title=Flight Modes (1/4)
dfm_ui_FlightMode_Title_Reminder=Changing Flight Modes Reminder
dfm_ui_FreeLook_Mouse=When using a mouse your view will be locked as this controls the steering of your ship. You can toggle Freelook by holding [~action(spaceship_view|v_view_freelook_mode)] to look around your cockpit.\nBe aware, whilst Freelook is active you will be unable to steer your ship.
dfm_ui_FreeLook_Mouse_Reminder=Freelook can be toggled by holding [~action(spaceship_view|v_view_freelook_mode)]. While Freelook is enabled you will not be able to steer your ship.
dfm_ui_FreeLook_Other=To look around your cockpit, push [~action(spaceship_targeting|v_aim_yaw)] in the direction you want to look. After a short time without input, your view will be reset to the center.
dfm_ui_FreeLook_Pad=When using the Game Pad's right stick your view will be locked as the right stick primarily controls the steering of your ship. You can toggle Freelook by holding [~action(spaceship_view|v_view_freelook_mode)] to allow the right stick to look around your cockpit.\nBe aware, whilst Freelook is active you will be unable to steer your ship.
dfm_ui_FreeLook_Pad_Reminder=Freelook can be toggled by holding [~action(spaceship_view|v_view_freelook_mode)]. While Freelook is enabled you will not be able to steer your ship.
dfm_ui_G-safe=G-safe is a safety feature which prevents you from performing maneuvers which would put your body through dangerous amounts of g-force by limiting the turn rate of your ship at high velocities.\nCaution, Boosting will override G-safe for the duration.\nWith G-safe disabled you will be able to pull off much tighter turns, but these put more stress on your body and possibly lead to loss of consciousness.\nYou can cycle the various safeties on and off by pressing [~action(spaceship_movement|v_ifcs_toggle_safeties)].
dfm_ui_G-safe_Pad=G-safe is a safety feature which prevents you from performing maneuvers which would put your body through dangerous amounts of g-force by limiting the turn rate of your ship at high velocities.\nCaution, Boosting will override G-safe for the duration.\nWith G-safe disabled you will be able to pull off much tighter turns, but these put more stress on your body and possibly lead to loss of consciousness.\nYou can toggle G-safe by pressing [~action(spaceship_movement|v_ifcs_toggle_gforce_safety)].
dfm_ui_Interaction=When you are within range and looking in the direction of an interactable object a prompt will appear on screen.\nTo interact with the object press [~action(player|use)] while the prompt is on screen.
dfm_ui_ITTS=With a target focused, your ship's targeting system will try to predict where you need to fire to hit the target with each of your weapons.\nIt does so by extending PIPs (Predicted Impact Point) from your Line of Sight reticule. Each PIP corresponds to a weapon and indicates where its projectiles will intercept given the distance and velocity of the target.\nPIPs are only predicted so if your target is far away it may alter its velocity and avoid the projectile. As a general rule, ballistic projectiles will take longer to reach a target than an energy projectile, therefore their PIPs will be projected further ahead.
dfm_ui_ITTS_Title=Intelligent Target Tracking System
dfm_ui_KillingSpreeAward=Killing Spree Award
dfm_ui_KillingSpreeKill=Killing Spree Killer
dfm_ui_Landing=To toggle your ship's Landing System on and off press [~action(spaceship_movement|v_toggle_landing_system)]. Once engaged, any available landing zones within radar range will display as radar contacts with the nearest automatically becoming focused.\nBe aware that engaging the Landing System disables your combat targeting systems meaning you will lose the ability to lock and fire missiles.
dfm_ui_Landing_Cont=To cycle through the available landing zones press [~action(spaceship_targeting|v_target_cycle_friendly_fwd)] or to focus on the nearest press [~action(spaceship_targeting|v_target_nearest_hostile)].
dfm_ui_LandingModes=With the Landing System enabled there are two modes in which you can land.\nYou will begin in Manual Mode. To automate the landing procedure, engage the Automated Mode with [~action(spaceship_movement|v_cycle_landing_mode)] and fly over the landing zone. This will catch you and set you down safely, though not as quickly as if you were to master a manual landing.
dfm_ui_LoadoutCustomizationClassSelectionDesc=Customize loadouts based on the game modes they will be used in.
dfm_ui_MatchSpeed=When behind a target you can match their speed by pressing [~action(spaceship_movement|v_target_match_vel)].\nThis allows you to pursue a target without worrying about overshooting or collision if it decelerates suddenly.
dfm_ui_MissileFiring=Once you have achieved missile lock, hold [~action(spaceship_missiles|v_weapon_launch_missile)] to fire all of the missiles locked.
dfm_ui_MissileFiring_Reminder=To lock a missile press [~action(spaceship_targeting|v_target_missile_lock_focused)].\n To fire locked missiles hold [~action(spaceship_missiles|v_weapon_launch_missile)].
dfm_ui_MissileLocking=You can only lock missiles on the focus of your targeting system. Different missiles have different lock-on times and requirements, but as a general rule with the target in front of your ship press [~action(spaceship_targeting|v_target_missile_lock_focused)] to begin acquiring lock-on. The enemy ship will receive a warning tone to signal that a ship is attempting to lock on.\nIt is possible to lock multiple missiles onto a single target. You can do this by pressing [~action(spaceship_targeting|v_target_missile_lock_focused)] multiple times. The type and amount of missiles stacked will be shown beside the targeted ship.
dfm_ui_MissileLocking_Title=Missile Locking (1/2)
dfm_ui_Movement_Mouse=When on foot hold [~action(player|moveforward)] to walk forward, [~action(player|moveback)] to walk backward, [~action(player|moveleft)] to walk left and [~action(player|moveright)] to walk right.
dfm_ui_Movement_Pad=When on foot push [~action(player|xi_movey)] in the direction you want to walk.
dfm_ui_NearRestrictedArea=WARNING: Near Restricted Area
dfm_ui_NotificationCapturedTheCore=captured the core
dfm_ui_NotificationDroppedTheCore=dropped the core
dfm_ui_NotificationHasDrawnFirstBlood=has drawn first blood
dfm_ui_NotificationIsOnAnAceKillStreak=is on an Ace Spree
dfm_ui_NotificationPickedUpTheCore=picked up the core
dfm_ui_NotificationReturnedTheCore=returned the core
dfm_ui_ObstructingLandingArea=WARNING: Obstructing Landing Area
dfm_ui_OverviewPane=The OVR pane gives you a general overview of the status of the items attached to your ship's hardpoints. You can quickly toggle items on and off in this view.\nThis is the default information pane displayed, but can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab1)].
dfm_ui_OverviewPane_Pad=The OVR pane gives you a general overview of the status of the items attached to your ship's hardpoints. You can quickly toggle items on and off in this view.\nThis is the default information pane displayed.
dfm_ui_OwnerReclaimedShip=Self-destruct initiated by ship owner
dfm_ui_param_RequiresAFinalKillForVictory=%S requires a final kill for victory!
dfm_ui_PirateRaiderCaptain=Pirate Raider Captain
dfm_ui_PlanetProximityWarning=WARNING: Approaching planet gravitational field!
dfm_ui_PlayerCommittedSuicide= committed suicide!
dfm_ui_PlayersIdleEndingGameIn=Players idle. Ending game in...
dfm_ui_PowerPane=The PWR pane gives you the ability to alter your ship's total power distribution as well as distribution to individual components and groups.\nReducing your Power Throttle will reduce power to all components at the same time, shutting them down as their power allocation falls below the minimum necessary to function. Reducing overall power usage will drastically reduce your electromagnetic signature, but leave you vulnerable.\nThe power allocation triangle allows you to quickly distribute power to specific groups on your ship (generally these are set to G1 for weapons, G2 for shields and G3 for engines, but can be user-defined). To reset the power allocation triangle you will need to hold down [~action(spaceship_power|v_power_reset_focus)].\nThis pane can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab3)].
dfm_ui_PowerPane_Pad=The PWR pane gives you the ability to alter your ship's total power distribution as well as distribution to individual components and groups.\nReducing your Power Throttle will reduce power to all components at the same time, shutting them down as their power allocation falls below the minimum necessary to function. Reducing overall power usage will drastically reduce your electromagnetic signature, but leave you vulnerable.\nThe power allocation triangle allows you to quickly distribute power to specific groups on your ship (generally these are set to G1 for weapons, G2 for shields and G3 for engines, but can be user-defined).
dfm_ui_Press_X_ToReclaim=Press X to remote self-destruct
dfm_ui_Press_X_ToRespawn=Press X to respawn
dfm_ui_Press_x_ToRetry=Press X to retry
dfm_ui_PrimaryScoreMsg_CapturedEnemyCore=Captured enemy core
dfm_ui_PrimaryScoreMsg_ControlTerminalCaptureAssist=Terminal Hack Assist
dfm_ui_PrimaryScoreMsg_PickedUpEnemyCore=Picked up enemy core
dfm_ui_PrimaryScoreMsg_PlayerBledOut=Bleed Out Kill
dfm_ui_PrimaryScoreMsg_TeamVehicleDamage=Team Vehicle Damage
dfm_ui_PrimaryScoreMsg_TeamVehicleDestruction=Team Vehicle Destruction
dfm_ui_QtAlignNotification=WARNING: Quantum Travel Align Notification
dfm_ui_QuantumInterdictionAlert=WARNING: Quantum Interdiction Alert
dfm_ui_RearViewCamera=To access your ship's rear view camera hold [~action(spaceship_view|v_view_look_behind)].
dfm_ui_RearViewCamera_Title=Rear View Camera
dfm_ui_ReloadButtonPrompt=Tap [~action(player|reload)] to reload your weapon
dfm_ui_RequestingPermission=Some landing zones require you to request permission to land. To request permission on the selected zone, press [~action(spaceship_movement|v_landing_target_lock)]. If permission is granted, that zone will be assigned to you, preventing other ships requesting the same landing zone and your radar will be replaced with the landing helper which will guide you to the zone and provide feedback on your progress.
dfm_ui_RestrictedAreaAbove=WARNING: Restricted Area Above
dfm_ui_RestrictedAreaAhead=WARNING: Restricted Area Ahead
dfm_ui_RestrictedAreaAutopilot=WARNING: Autopilot Override Engaged
dfm_ui_RestrictedAreaBehind=WARNING: Restricted Area Behind
dfm_ui_RestrictedAreaBelow=WARNING: Restricted Area Below
dfm_ui_RestrictedAreaLeft=WARNING: Restricted Area Left
dfm_ui_RestrictedAreaRight=WARNING: Restricted Area Right
dfm_ui_Result_Race=%S HAS WON THE RACE
dfm_ui_Result_SingleTeam_Match=%S IS THE WINNER
dfm_ui_ResultDidNotFinish=DID NOT FINISH
dfm_ui_Rolling_Mouse=You are able to roll your ship left by holding [~action(spaceship_movement|v_roll_left)] and right by holding [~action(spaceship_movement|v_roll_right)].
dfm_ui_Rolling_Mouse_Reminder=To perform an axial roll hold [~action(spaceship_movement|v_roll_left)] or [~action(spaceship_movement|v_roll_right)] until you have rotated your ship through 360 degrees.
dfm_ui_Rolling_Other=You are able to roll your ship by holding [~action(spaceship_movement|v_roll)].
dfm_ui_Rolling_Other_Reminder=To perform an axial roll hold [~action(spaceship_movement|v_roll)] until you have rotated your ship through 360 degrees.
dfm_ui_RoundCounterVerbose=Round %d of %d
dfm_ui_RoundWinner=%S Win Round
dfm_ui_SCM_Mode=Space Combat Maneuvering mode is the normal mode for combat and non-combat flight. Most of your flight time will be spent in this mode. Select this mode any time you wish to have the optimal balance of velocity and drift control.
dfm_ui_self_destruct_penalty_msg=Suicide respawn penalty +%1.f seconds
dfm_ui_Self-destruct=Initiating your ship's Self-destruct sequence should be a final resort. Once this has been activated you will have a short time to exit the ship before its power plant overloads causing a devastating explosion.\nThe sequence can be toggled on and off by pressing [~action(spaceship_general|v_self_destruct)].
dfm_ui_SelfDestruct=SELF DESTRUCT INITIALISED
dfm_ui_Self-destruct_Reminder=Initiate the Self-destruct sequence by pressing [~action(spaceship_general|v_self_destruct)].
dfm_ui_SharpTurns=There are several techniques for improving cornering.\nThe easiest method is to hold down Boost and overpower your maneuvering thrusters to tighten your turn.\nAnother method is to hold down Space Brake to reduce the throttle then release when your ship is turning in the right direction at which point your previous throttle will quickly and automatically be reapplied.\nThe most difficult technique to perform well is to engage Decoupled Mode, turn your ship sharply in the direction you want to go, before disabling Decoupled Mode to engage your main thrusters once more.
dfm_ui_SharpTurns_Title=Performing Sharp Turns
dfm_ui_ShieldPane=The SHLD pane gives you the ability to allocate more power to specific shields (your training ship has 4 shields: fore, aft, port and starboard) at the expense of the other shields.\nThis pane can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab4)].
dfm_ui_ShieldPane_Pad=The SHLD pane gives you the ability to allocate more power to specific shields (your training ship has 4 shields: fore, aft, port and starboard) at the expense of the other shields.
dfm_ui_Shields=Your shields will protect the hull of your ship from damage from energy projectiles and absorb some of the energy from ballistic projectiles.\nIf they absorb more energy than they can dissipate they will overload and go down for a short time leaving your ship exposed.\nIt is important you monitor the status of your shields (your training ship has 4 shields: fore, aft, port and starboard) and if certain shields are taking more hits than others consider rotating your ship so that a different shield takes the hits.
dfm_ui_ShipPane=Pressing [~action(spaceship_hud|v_hud_interact_toggle)] will allow you to interact with the HUD by bringing up a cursor allowing you to select specific components, you can navigate the HUD using [~action(spaceship_hud|v_hud_left_panel_up)] and select with [~action(spaceship_hud|v_hud_confirm)].\nThere are 4 different information panes available to access: OVR (overview) [~action(spaceship_hud|v_hud_open_tab1)], WEAP (weapons) [~action(spaceship_hud|v_hud_open_tab2)], PWR (power) [~action(spaceship_hud|v_hud_open_tab3)] and SHLD (shields)[~action(spaceship_hud|v_hud_open_tab4)]. \nEach pane can be cycled using forward using [~action(spaceship_hud|v_hud_focused_cycle_mode_fwd)] and back using [~action(spaceship_hud|v_hud_focused_cycle_mode_back)]. \nPress [~action(spaceship_hud|v_hud_interact_toggle)] when you want to exit the HUD interaction mode.
dfm_ui_ShipPane_Pad=Pressing [~action(spaceship_hud|v_hud_interact_toggle)] will allow you to interact with the HUD by bringing up a cursor allowing you to select specific components, you can navigate the HUD using [~action(spaceship_hud|v_hud_left_panel_up)] and select with [~action(spaceship_hud|v_hud_confirm)].\nThere are 4 different information panes available to access: OVR (overview), WEAP (weapons), PWR (power) and SHLD (shields). \nEach pane can be cycled using forward using [~action(spaceship_hud|v_hud_focused_cycle_mode_fwd)] and back using [~action(spaceship_hud|v_hud_focused_cycle_mode_back)]. \nPress [~action(spaceship_hud|v_hud_interact_toggle)] when you want to exit the HUD interaction mode.
dfm_ui_SpaceBrake=Space Brake is used to slow your ship without the need to decrease the ship's throttle or counter its momentum. The moment Space Brake is released, the ship will throttle quickly back to the speed it was previously set.\nTo use the Space Brake hold [~action(spaceship_movement|v_brake)].
dfm_ui_Sprint=When on foot you must hold [~action(player|sprint)] to sprint whilst moving forward.
dfm_ui_SquadronRevengeKill=Team Revenge Kill
dfm_ui_StateGameStartsIn=Game starts in...
dfm_ui_StatePlayersNotReady=Players not ready
dfm_ui_StateRaceEndingIn=Race ending in...
dfm_ui_StateSkipIntro=Press X to skip intro
dfm_ui_StateTooFewPlayers=Too few players
dfm_ui_StateWaitingForPlayers=Waiting for players
dfm_ui_Strafing_Other=Strafing is moving your ship using only your maneuvering thrusters. To strafe up hold [~action(spaceship_movement|v_strafe_up)], down [~action(spaceship_movement|v_strafe_down)], left [~action(spaceship_movement|v_strafe_left)] and right [~action(spaceship_movement|v_strafe_right)].\nTo strafe forward hold [~action(spaceship_movement|v_strafe_forward)] and backward [~action(spaceship_movement|v_strafe_back)].\nStrafing is used mainly at slow speeds to make the precise adjustments necessary when moving in the tight confines of hangars or landing zones, but expert pilots can also use it to avoid incoming fire or dodge oncoming obstacles.
dfm_ui_Strafing_Other_Reminder=To strafe up hold [~action(spaceship_movement|v_strafe_up)], down [~action(spaceship_movement|v_strafe_down)], left [~action(spaceship_movement|v_strafe_left)] and right [~action(spaceship_movement|v_strafe_right)].\nTo strafe forward hold [~action(spaceship_movement|v_strafe_forward)] and backward [~action(spaceship_movement|v_strafe_back)].
dfm_ui_Strafing_Pad=Strafing is moving your ship using only your maneuvering thrusters. There are six directions in which all ships can strafe. \nTo strafe up or down use [~action(spaceship_movement|v_strafe_vertical)]. \nTo strafe forward or back use [~action(spaceship_movement|v_strafe_longitudinal)]. \nAnd to strafe left or right use [~action(spaceship_movement|v_strafe_lateral)].\nStrafing is used mainly at slow speeds to make the precise adjustments necessary when moving in the tight confines of hangars or landing zones, but expert pilots can also use it to avoid incoming fire or dodge oncoming obstacles.
dfm_ui_Strafing_Pad_Reminder=To strafe up or down use [~action(spaceship_movement|v_strafe_vertical)]. \nTo strafe forward or back use [~action(spaceship_movement|v_strafe_longitudinal)]. \nAnd to strafe left or right use [~action(spaceship_movement|v_strafe_lateral)].
dfm_ui_TakeOff=When taking off from a governed landing zone you should request permission by pressing [~action(spaceship_movement|v_landing_target_lock)].\nYou can take-off without permission by simply strafing up, but you may incur penalties.\n
dfm_ui_TakeOff_Cont=There are two take-off modes. You will begin in Manual Mode. To automate the entire take-off procedure, engage the Automated Mode with [~action(spaceship_movement|v_cycle_landing_mode)] (this is disabled for Basic Training).\nOnce clear of the landing zone and hangar, the Landing System will disengage and you will regain full control of your ship.
dfm_ui_TargetCycling=Pressing [~action(spaceship_targeting|v_target_cycle_hostile_fwd)] will allow you to cycle the focus of your targeting system through all enemy radar contacts. To cycle through all contacts, enemy or otherwise, press [~action(spaceship_targeting|v_target_cycle_all_fwd)].
dfm_ui_TargetCycling_Pad=Pressing [~action(spaceship_targeting|v_target_cycle_hostile_fwd)] will allow you to cycle the focus of your targeting system through all enemy radar contacts.
dfm_ui_TargetFriendly=To cycle the focus of your targeting system through friendly radar contacts press [~action(spaceship_targeting|v_target_cycle_friendly_fwd)].\nTargeted ships appear in the top right of your combat HUD and display the name, distance from and a holographic projection of the ship displaying shield status and damage state.
dfm_ui_TargetNearestEnemy=To focus your targeting system on the nearest enemy radar contact press [~action(spaceship_targeting|v_target_nearest_hostile)].
dfm_ui_TargetNearestEnemy_Pad=To focus your targeting system on the nearest enemy radar contact double tap [~action(spaceship_targeting|v_target_nearest_hostile)].
dfm_ui_TargetNearestEnemy_Title=Target Nearest Enemy
dfm_ui_Throttle_Mouse=To increase the power to the main thrusters you can throttle up by holding [~action(spaceship_movement|v_throttle_up)].\nThrottling down [~action(spaceship_movement|v_throttle_down)] will reduce the power to the main thrusters and your maneuvering thrusters will fight the momentum of the ship to slow it down.\nYou can also quickly toggle between 0 and 100% throttle by pressing [~action(spaceship_movement|v_throttle_toggle_minmax)] or with [~action(spaceship_movement|v_throttle_zero)] and [~action(spaceship_movement|v_throttle_100)].
dfm_ui_Throttle_Other=To increase the power to the main thrusters you can throttle up by holding [~action(spaceship_movement|v_throttle_abs)].\nThrottling down [~action(spaceship_movement|v_throttle_abs)] will reduce the power to the main thrusters and your maneuvering thrusters will fight the momentum of the ship to slow it down.
dfm_ui_Throttle_Pad=To increase the power to the main thrusters you can throttle up by pushing up on [~action(spaceship_movement|v_throttle_rel)].\nPushing down on [~action(spaceship_movement|v_throttle_rel)] will reduce the power to the main thrusters and your maneuvering thrusters will fight the momentum of the ship to slow it down. \nYou can also quickly toggle between 0 and 100% throttle by double tapping up or down on [~action(spaceship_movement|v_throttle_rel)].
dfm_ui_Time_To_Respawn_msg=Respawn allowed in %i seconds
dfm_ui_TimeRemainingInMatch=TIME REMAINING IN MATCH
dfm_ui_TimeToCruiseMax=Time to Cruise Max:
dfm_ui_TookTheEasyWay= took the easy way out!
dfm_ui_TutorialHintContinue=[~action(default|ui_hide_hint)] to continue
dfm_ui_TutorialLeaving=Return to training area
dfm_ui_TutorialPlayerTooFar=Reduce distance from Instructor
dfm_ui_VanduulPrime13=Baron Von Duul
dfm_ui_wanted_level_respawn=You are being processed by Crusader Security for criminal activity
dfm_ui_WarningAlertShieldsCritical=WARNING: Shields Critical
dfm_ui_WarningApproachingSimulationBoundary=WARNING: Approaching Simulation Boundary
dfm_ui_WarningCollisionAlert=WARNING: Collision alert
dfm_ui_WarningFuel0=WARNING: Hydrogen Fuel Depleted
dfm_ui_WarningFuel25=WARNING: Hydrogen Fuel 25%
dfm_ui_WarningFuel50=WARNING: Hydrogen Fuel 50%
dfm_ui_WarningFuel75=WARNING: Hydrogen Fuel 75%
dfm_ui_WarningFuelLow=WARNING: Hydrogen Fuel Low
dfm_ui_WarningLowPowerGeneric=WARNING: Systems Low Power
dfm_ui_WarningLowPowerPowerPlant=WARNING: Power Plant Low Power
dfm_ui_WarningLowPowerShields=WARNING: Shields Low Power
dfm_ui_WarningLowPowerThrusters=WARNING: Flight Systems Low Power
dfm_ui_WarningLowPowerWeapons=WARNING: Weapons Low Power
dfm_ui_WarningOfflinePowerPlant=WARNING: Power Plant Offline
dfm_ui_WarningOfflineShields=WARNING: Shields Offline
dfm_ui_WarningOfflineThrusters=WARNING: Flight Systems Offline
dfm_ui_WarningOfflineWeapons=WARNING: Weapons Offline
dfm_ui_WarningOverheatedGeneric=WARNING: System Overheated
dfm_ui_WarningOverheatedPowerPlant=WARNING: Power Plant Overheated
dfm_ui_WarningOverheatedQDrive=WARNING: Quantum Drive Overheated
dfm_ui_WarningOverheatedShields=WARNING: Shields Overheated
dfm_ui_WarningOverheatedThrusters=WARNING: Flight Systems Overheated
dfm_ui_WarningOverheatedWeapons=WARNING: Weapons Overheated
dfm_ui_WarningOverheatingGeneric=WARNING: System Overheating
dfm_ui_WarningOverheatingPowerPlant=WARNING: Power Plant Overheating
dfm_ui_WarningOverheatingQDrive=WARNING: Quantum Drive Overheating
dfm_ui_WarningOverheatingShields=WARNING: Shields Overheating
dfm_ui_WarningOverheatingThrusters=WARNING: Flight Systems Overheating
dfm_ui_WarningOverheatingWeapons=WARNING: Weapons Overheating
dfm_ui_WarningWrongCheckpoint=WARNING: Wrong Checkpoint.
dfm_ui_Wave_param_Incoming=Wave %d incoming...
dfm_ui_WeaponsPane=The WEAP pane gives you the ability to assign weapons in to groups.\nTo do this select the group you want (1,2 or 3) and select the weapons you wish to add/remove from the group.\nThis pane can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab2)].
dfm_ui_WeaponsPane_Pad=The WEAP pane gives you the ability to assign weapons in to groups.\nTo do this select the group you want (1,2 or 3) and select the weapons you wish to add/remove from the group.
dfm_ui_WorldBoundaryWarning=WARNING: Approaching edge of the known universe!
dfm_ui_YouRequireAFinalKillForVictory=You require a final kill for victory!
dfm_ui_YourShipWillBeReclaimed=You initiated remote self-destruct
dfm_ui_YourTeamRequiresAFinalKillForVictory=Your team requires a final kill for victory!
dfmcrusader_playerbounty_mission_desc=[Criminal Activity Reported] Eliminate the Outlaw
dfmcrusader_playerbounty_objective01=Locate the Outlaw
dfmcrusader_playerbounty_objective01_desc=Scan ships to locate the criminal
dfmcrusader_playerbounty_objective02=Eliminate the Outlaw
dfmcrusader_playerbounty_objective02_desc=Eliminate the Outlaw
dfmcrusader_playerbounty_objective03_desc=Return to Alpha Station to claim Bounty
dfmcrusader_playerlosebounty_mission_desc=Control Bravo Station to wipe Criminal Record
dfmcrusader_playerlosebounty_objective01=Remove Criminal Record
dfmcrusader_playerlosebounty_objective01_desc=Control Bravo Station to wipe Criminal Record
diff_notification_ui_msg_sample=Refuel stranded ship? Press [ to accept or ] to decline.
distraction_desc_0001=Put down whatever you're doing and pay attention. This is a big one.\n\nThe ~mission(Client) got a massive score cooking, but in order to pull it off, they need an equally massive distraction. \n\nThat's you.\n \nYou're gonna head over to a ~mission(Location) and start nuking everything and everyone you can. ~mission(Wanted)You'll be making so much noise, no one will even care what the ~mission(Client) are up to.
distraction_desc_0002=You ever dream about flying out to some remote ~mission(Location) and shooting everything that moves? Well, guess what? I'm here to make your dreams come true. And not only that, I'm gonna pay you for it.\n\nI can't tell you all the specifics, but the upshot is that the ~mission(Client) are eager to make sure all the security in sector are kept as busy as possible.\n\nNow, it seemed to me that sending someone to rampage at the ~mission(Location) would be a damn good start. ~mission(Wanted)Shouldn't be too hard to keep everyone's attention after that.
distraction_desc_0003=The ~mission(Client) are looking to pay good credits for someone to create a distraction for them. And since I can't figure out how to lure a Vanduul fleet to the sector, a cutthroat like you flying to a ~mission(Location) and unleashing hell might be the next best thing. ~mission(Wanted)\n\nCan you believe some people choose to work in an office for a living?
distraction_desc_0004=Hey. Did you ever hear about the system-wide hunt in Ellis for that slicer a little while back? Advocacy were running in circles for days trying to take them down. Got me thinking. The ~mission(Client) are going after a huge score soon and then I thought, why not just arrange for something similar to happen here? Get all the security in the area chasing after a target so that they're blind to whatever else is going on. It would make the ~mission(Client) job a billion times easier. \n\nHere's how it'll work. You fly to a ~mission(Location) and unleash some major chaos and destruction. They already patrol places like that pretty heavily so you should have company in no time flat. ~mission(Wanted)To be honest, I'm starting to wonder if that thing in Ellis wasn't just a distraction, too.
distraction_obj_long_01=Achieve a level five crimestat.
distraction_obj_long_01a=Maintain your level five crimestat.
distraction_obj_long_02=Go to this local ~mission(Location) and wait for security to show up.
distraction_obj_long_03=Do everything you can to keep security forces distracted.
distraction_obj_short_01=Raise Crimestat to 5
distraction_obj_short_02=Go To ~mission(Location)
distraction_title_0001=moths to a flame
distraction_title_0004=bring the heat
distraction_wanted_0001=And to be clear, the only way this is going to work is if you can keep a level 5 crimestat on your head the whole time. Anything less and it won't draw the kind of heat we need.
distraction_wanted_0002=There's a caveat to this whole thing, though. With the amount of attention I want on you, your crimestat needs to stay at a level 5 minimum. It's the only way to guarantee that all eyes are on you.
distraction_wanted_0003=Of course, an ordinary two-bit criminal won't be enough to get the whole sector engaged. No, you gonna need to rock a level 5 crimestat to create the chaos I'm after.
distraction_wanted_0004=But the way I figure it, just showing up won't be enough. We need you to maintain a level 5 crimestat the whole time. That way we make sure every do-gooder in the sector will be racing to take you down.
distractionkill_desc_0001=I heard that you're big time now with your level 5. Normally, I'd be telling you to keep your head down and till the heat blows over, but it just so happens that I got a better use for you.\n\nI've been working on something big that's ready to go down, but in order to make it happen I need someone to create a distraction that's even bigger. That's where you come in. \n\nThe way I figure it, if you take out ~mission(KillCount) Navy humps, just about every screw in the entire Empire will be focused on dragging your ass down. \n\nCan't be lower sec either. Needs to be Navy to really pull this off. That's fine though, any security gets wind of a level 5 and they'll comm the Navy to come deal with you.\n\nAnd you have to do it fast enough so that the timing works out. As soon as you open fire on the first one, the clock starts.\n\nThink you can handle that?
distractionkill_desc_0002=I'll be honest with you, I usually don't like to deal with your kind of crazy, but a mad dog is exactly what I need right now. \n\nMy crew and I need all the security in the system kept busy for a while and the only way I see that happening is if you bring down enough Navy that they don't have a choice but to stop everything and focus on you. I think about ~mission(KillCount) starmen should do it. \n\nLucky thing is, with your level 5, they should be chasing you anyway. Security stops to scan you and the Navy's gonna come straight to you. Just make sure that once you start shooting that you finish the job. As soon as you engage with the first one, the clock starts and if you don't raise the stakes high enough, me and my crew are gonna be left hanging.\n\nOf course, feel free to kill even more of the bastards if the mood takes you.
distractionkill_desc_0003=Word on the wire is that every flattop with a badge is out there scanning the system for your level 5 wanted ass. What do you say to making some credits off all that hassle?\n\nI can't tell you exactly what's going down, but it's enough for you to know that I need a cataclysmic level distraction. The kind that can only be created by a dangerous and deranged criminal going on a shooting spree and taking out ~mission(KillCount) Navy starmen. \n\nOnce you start shooting, my crew will move into place, so you'll have to finish the job quick. And Navy only. Popping off some Advos or local security won't cut it. Fortunately, with your crimestat anytime you run into security, Navy shouldn't be far behind.\n\nGet this done for me, and I'll see that you get your fair cut.
distractionkill_obj_display_01=Navy Starmen Killed: %ls
distractionkill_obj_display_02=Time Remaining: %ls
distractionkill_obj_long_01=Eliminate ~mission(KillCount) Navy starmen in the alloted time.
distractionkill_obj_short_01=Eliminate ~mission(KillCount) Navy Starmen
distractionkill_title_0001=Art of Distraction
distractionkill_title_0002=Make Yourself Useful
distractionkill_title_0003=Take It To The Next Level
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistance_0550=My zone is contested
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistance_0551=I need help over here
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=My zone is contested
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=I need help over here
Dlg_SC_ac_bludgeon_conquest_lost_control_of_a_zone_0570=Lost the zone
Dlg_SC_ac_bludgeon_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
Dlg_SC_ac_bludgeon_ctc_allies_score_point_0540=Point to us
Dlg_SC_ac_bludgeon_ctc_allies_score_point_0541=Good job everyone.
Dlg_SC_ac_bludgeon_ctc_allies_score_pointCTC_Allies_Score_Point_01=Point to us
Dlg_SC_ac_bludgeon_ctc_allies_score_pointCTC_Allies_Score_Point_02=Good job everyone.
Dlg_SC_ac_bludgeon_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_bludgeon_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_bludgeon_ctc_enemy_scores_point_0530=Point to them
Dlg_SC_ac_bludgeon_ctc_enemy_scores_point_0531=I can do better.
Dlg_SC_ac_bludgeon_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Point to them
Dlg_SC_ac_bludgeon_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=I can do better.
Dlg_SC_ac_bludgeon_ctc_player_has_core_0500=Nice one. Get the core back
Dlg_SC_ac_bludgeon_ctc_player_has_coreCTC_Player_Has_Core=Nice one. Get the core back
Dlg_SC_ac_bludgeon_ctc_this_ai_has_core_0520=I have the core
Dlg_SC_ac_bludgeon_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core
Dlg_SC_ac_bludgeon_player_order_assistance_required_0120=I'll cover you
Dlg_SC_ac_bludgeon_player_order_assistance_required_0121=Stand by. Flying in.
Dlg_SC_ac_bludgeon_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll cover you
Dlg_SC_ac_bludgeon_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Standby, Flying in.
Dlg_SC_ac_bludgeon_player_order_bomb_my_target_0230=Bombing run initiated
Dlg_SC_ac_bludgeon_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
Dlg_SC_ac_bludgeon_player_order_break_and_engage_0210=Breaking and engaging
Dlg_SC_ac_bludgeon_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
Dlg_SC_ac_bludgeon_player_order_defend_my_target_0110=Understood, Defending target
Dlg_SC_ac_bludgeon_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Understood, Defending target
Dlg_SC_ac_bludgeon_player_order_escort_my_target_0220=Escorting your target
Dlg_SC_ac_bludgeon_player_order_escort_my_target_0221=Copy. Moving to escort.
Dlg_SC_ac_bludgeon_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting your target
Dlg_SC_ac_bludgeon_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Copy. Moving to escort.
Dlg_SC_ac_bludgeon_player_order_evasive_manoeuvers_0200=Copy. Instituting 'don't get shot' parameters.
Dlg_SC_ac_bludgeon_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy. Instituting 'don't get shot' parameters.
Dlg_SC_ac_bludgeon_player_order_form_up_on_me_0130=Falling in on your position.
Dlg_SC_ac_bludgeon_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Falling in on your position.
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0251=Formation 1 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0252=Formation 2 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0253=Formation 3 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0254=Formation 4 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=Formation 1 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=Formation 2 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=Formation 3 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=Formation 4 confirmed
Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fire_0480=Check your targets
Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your targets
Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fire_0490=My fault. Rookie mistake.
Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My fault. Rookie mistake.
Dlg_SC_ac_bludgeon_reaction_eject_0470=I'm sorry, it won't happen again.
Dlg_SC_ac_bludgeon_reaction_ejectReaction_Eject=I'm sorry, it won't happen again.
Dlg_SC_ac_bludgeon_reaction_friendly_gets_killed_0450=Friendly unit lost
Dlg_SC_ac_bludgeon_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly unit lost
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreating_0440=Falling back. I'm sorry.
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreating_0441=Sorry, I'm too damaged.
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Falling back. I'm sorry.
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Sorry, I'm too damaged.
Dlg_SC_ac_bludgeon_reaction_rejoining_battle_0430=Back on the line.
Dlg_SC_ac_bludgeon_reaction_rejoining_battleReaction_Rejoining_Battle=Back on the line.
Dlg_SC_ac_bludgeon_reaction_taking_damage_0461=Maybe my callsign should be Bullet Sponge.
Dlg_SC_ac_bludgeon_reaction_taking_damageReaction_Taking_Damage_02=Maybe my callsign should be Bullet Sponge.
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistance_0550=Ral chawin, bring alls. (People are messing with us. Bring everybody)
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistance_0551=Come ons, alls, where bein (Come on, people, where are you?)
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Ral chawin, bring alls. (People are messing with us. Bring everybody)
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Come ons, alls, where bein (Come on, people, where are you?)
Dlg_SC_ac_bullseye_conquest_lost_control_of_a_zone_0570=All slick, is loss (Nice job, [we] lost it)
Dlg_SC_ac_bullseye_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=All slick, is loss (Nice job, [we] lost it)
Dlg_SC_ac_bullseye_conquest_taken_control_of_a_zone_0560=Gras it. (Grabbed it)
Dlg_SC_ac_bullseye_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Gras it. (Grabbed it)
Dlg_SC_ac_bullseye_ctc_allies_score_point_0540=Shan, peeps. (Shiny, people)
Dlg_SC_ac_bullseye_ctc_allies_score_pointCTC_Allies_Score_Point=Shan, peeps. (Shiny, people)
Dlg_SC_ac_bullseye_ctc_enemy_has_core_0510=Skrum bassad willin billaball (Scum bastards took the core)
Dlg_SC_ac_bullseye_ctc_enemy_has_coreCTC_Enemy_Has_Core=Skrum bassad willin billaball (Scum bastards took the core)
Dlg_SC_ac_bullseye_ctc_enemy_scores_point_0530=Kuiza, man. Dez winn. (%$*&, man. They're winning)
Dlg_SC_ac_bullseye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Kuiza, man. Dez winn. (%$*&, man. They're winning)
Dlg_SC_ac_bullseye_ctc_player_has_core_0500=You wit billaball (You have the core)
Dlg_SC_ac_bullseye_ctc_player_has_coreCTC_Player_Has_Core=You wit billaball (You have the core)
Dlg_SC_ac_bullseye_ctc_this_ai_has_core_0520=I wit billaball (I have the core)
Dlg_SC_ac_bullseye_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I wit billaball (I have the core)
Dlg_SC_ac_bullseye_player_order_attack_my_target_0100=I's on 'em (I'm on them)
Dlg_SC_ac_bullseye_player_order_attack_my_target_0101=Skrum's mah. (Scum's mine)
Dlg_SC_ac_bullseye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=I's on 'em (I'm on them)
Dlg_SC_ac_bullseye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Skrum's mah. (Scum's mine)
Dlg_SC_ac_bullseye_player_order_bomb_my_target_0230=Leverin' the bi kill. (Delivering the big kill)
Dlg_SC_ac_bullseye_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Leverin' the bi kill. (Delivering the big kill)
Dlg_SC_ac_bullseye_player_order_break_and_engage_0210=Lesen all dem to beddewan. (Leave them to us)
Dlg_SC_ac_bullseye_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Lesen all dem to beddewan. (Leave them to us)
Dlg_SC_ac_bullseye_player_order_escort_my_target_0220=Em laz is mah laz. (Their lasers are my lasers)
Dlg_SC_ac_bullseye_player_order_escort_my_target_0221=Scoddi don' wa. (Covering them)
Dlg_SC_ac_bullseye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Em laz is mah laz. (Their lasers are my lasers)
Dlg_SC_ac_bullseye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Scoddi don' wa. (Covering them)
Dlg_SC_ac_bullseye_player_order_evasive_manoeuvers_0200=Tazen on them waggle. (Taking them on a ride)
Dlg_SC_ac_bullseye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Tazen on them waggle. (Taking them on a ride)
Dlg_SC_ac_bullseye_player_order_return_to_base_0240=Seatin' offa the collapsin (Heading back to crash)
Dlg_SC_ac_bullseye_player_order_return_to_base_0241=Hearin' an' backin (Copy. Heading back)
Dlg_SC_ac_bullseye_player_order_return_to_basePlayer_Order_Return_To_Base_01=Seatin' offa the collapsin (Heading back to crash)
Dlg_SC_ac_bullseye_player_order_return_to_basePlayer_Order_Return_To_Base_02=Hearin' an' backin (Copy. Heading back)
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_bullseye_reaction_being_hit_by_friendly_fire_0480=Ay! Seem wan keesher (Hey! Watch yourself)
Dlg_SC_ac_bullseye_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Ay! Seem wan keesher (Hey! Watch yourself)
Dlg_SC_ac_bullseye_reaction_commiting_friendly_fire_0490=Haha. Don ge agro (Don't get mad)
Dlg_SC_ac_bullseye_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Haha. Don ge agro (Don't get mad)
Dlg_SC_ac_bullseye_reaction_eject_0470=Fallin ou' (Bailing out)
Dlg_SC_ac_bullseye_reaction_ejectReaction_Eject=Fallin ou' (Bailing out)
Dlg_SC_ac_bullseye_reaction_friendly_gets_killed_0450=Loss em (Lost one)
Dlg_SC_ac_bullseye_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Loss em (Lost one)
Dlg_SC_ac_bullseye_reaction_Gets_a_kill_0400=Got yas! (Got you)
Dlg_SC_ac_bullseye_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got yas! (Got you)
Dlg_SC_ac_bullseye_reaction_incoming_enemies_0420=Blots on scren (Contacts on my screen)
Dlg_SC_ac_bullseye_reaction_incoming_enemies_0421=Whole buncha comin nah (Whole lot [of people] coming in.)
Dlg_SC_ac_bullseye_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Blots on scren (Contacts on my screen)
Dlg_SC_ac_bullseye_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Whole buncha comin nah (Whole lot [of people] coming in.
Dlg_SC_ac_bullseye_reaction_leaving_battle_retreating_0440=Outta (I'm out of here)
Dlg_SC_ac_bullseye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Outta (I'm out of here)
Dlg_SC_ac_bullseye_reaction_player_gets_a_kill_0410=Real devil. (A phrase of endearment)
Dlg_SC_ac_bullseye_reaction_player_gets_a_kill_0411=Frizza nice (Exploded real nice)
Dlg_SC_ac_bullseye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Real devil. (A phrase of endearment)
Dlg_SC_ac_bullseye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Frizza nice (Exploded real nice)
Dlg_SC_ac_bullseye_reaction_rejoining_battle_0430=YAAAAAAA. (Battle Charge)
Dlg_SC_ac_bullseye_reaction_rejoining_battleReaction_Rejoining_Battle=YAAAAAAA. (Battle Charge)
Dlg_SC_ac_bullseye_reaction_taking_damage_0460=Skrums follin' mah dingo. (Scumbags right on my ass)
Dlg_SC_ac_bullseye_reaction_taking_damage_0461=Bucho mat (Son of a bitch)
Dlg_SC_ac_bullseye_reaction_taking_damageReaction_Taking_Damage_01=Skrums follin' mah dingo. (Scumbags right on my ass)
Dlg_SC_ac_bullseye_reaction_taking_damageReaction_Taking_Damage_02=Bucho mat (Son of a bitch)
Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zone_0560=Zone is ours
Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
Dlg_SC_ac_deadeye_ctc_allies_score_point_0540=Point to us
Dlg_SC_ac_deadeye_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
Dlg_SC_ac_deadeye_ctc_enemy_has_core_0510=They got the core
Dlg_SC_ac_deadeye_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
Dlg_SC_ac_deadeye_ctc_enemy_scores_point_0531=Point to them
Dlg_SC_ac_deadeye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
Dlg_SC_ac_deadeye_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_deadeye_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_deadeye_ctc_this_ai_has_core_0520=Core acquired, on me.
Dlg_SC_ac_deadeye_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core acquired, on me.
Dlg_SC_ac_deadeye_player_order_assistance_required_0120=On my way.
Dlg_SC_ac_deadeye_player_order_assistance_required_0121=I will help you
Dlg_SC_ac_deadeye_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On my way.
Dlg_SC_ac_deadeye_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I will help you
Dlg_SC_ac_deadeye_player_order_attack_my_target_0101=I have them in sight
Dlg_SC_ac_deadeye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=I have them in sight
Dlg_SC_ac_deadeye_player_order_bomb_my_target_0230=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_break_and_engage_0210=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_defend_my_target_0110=I'll think about it.
Dlg_SC_ac_deadeye_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I'll think about it.
Dlg_SC_ac_deadeye_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_deadeye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_deadeye_player_order_form_up_on_me_0130=Moving to formation now
Dlg_SC_ac_deadeye_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving to formation now
Dlg_SC_ac_deadeye_player_order_return_to_base_0240=Scope's clear. Return to base
Dlg_SC_ac_deadeye_player_order_return_to_basePlayer_Order_Return_To_Base_01=Scope's clear. Return to base
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_deadeye_reaction_being_hit_by_friendly_fire_0480=I am a friendly! Idiots
Dlg_SC_ac_deadeye_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=I am a friendly! Idiots
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreating_0441=Sustained too much damage.
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Sustained too much damage.
Dlg_SC_ac_deadeye_reaction_taking_damage_0461=Getting chewed up.
Dlg_SC_ac_deadeye_reaction_taking_damageReaction_Taking_Damage_02=Getting chewed up.
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistance_0550=You gonna help me take this zone or what?
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistance_0551=Pull your finger out you lot, help me!
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=You gonna help me take this zone or what?
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Pull your finger out you lot, help me!
Dlg_SC_ac_dodger_conquest_lost_control_of_a_zone_0570=Lost the zone
Dlg_SC_ac_dodger_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
Dlg_SC_ac_dodger_conquest_taken_control_of_a_zone_0560=Got the zone
Dlg_SC_ac_dodger_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Got the zone
Dlg_SC_ac_dodger_ctc_allies_score_point_0540=Up yours! We scored!
Dlg_SC_ac_dodger_ctc_allies_score_pointCTC_Allies_Score_Point=Up yours! We scored!
Dlg_SC_ac_dodger_ctc_enemy_has_core_0510=They got our sodding core!
Dlg_SC_ac_dodger_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our sodding core!
Dlg_SC_ac_dodger_ctc_enemy_scores_point_0530=Bugger. They scored
Dlg_SC_ac_dodger_ctc_enemy_scores_point_0531=Point to them
Dlg_SC_ac_dodger_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Bugger. They scored
Dlg_SC_ac_dodger_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
Dlg_SC_ac_dodger_ctc_player_has_core_0500=Core is yours, take her home
Dlg_SC_ac_dodger_ctc_player_has_coreCTC_Player_Has_Core=Core is yours, take her home
Dlg_SC_ac_dodger_ctc_this_ai_has_core_0520=I got the core. Watch me back fellas
Dlg_SC_ac_dodger_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I got the core. Watch me back fellas
Dlg_SC_ac_dodger_generic_response_no_0311=Are you kidding? Nah
Dlg_SC_ac_dodger_generic_response_noGeneric_Response_No_02=Are you kidding? Nah
Dlg_SC_ac_dodger_player_order_assistance_required_0120=Here to save your arse
Dlg_SC_ac_dodger_player_order_assistance_required_0121=I'll help ya
Dlg_SC_ac_dodger_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Here to save your arse
Dlg_SC_ac_dodger_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I'll help ya
Dlg_SC_ac_dodger_player_order_attack_my_target_0101=Coming in loud and proud
Dlg_SC_ac_dodger_player_order_attack_my_target_0102=Target locked in,
Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Coming in loud and proud
Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_03=Target locked in,
Dlg_SC_ac_dodger_player_order_break_and_engage_0210=Breaking formation to engage
Dlg_SC_ac_dodger_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation to engage
Dlg_SC_ac_dodger_player_order_defend_my_target_0110=I'm a nanny, good job mate
Dlg_SC_ac_dodger_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I'm a nanny, good job mate
Dlg_SC_ac_dodger_player_order_escort_my_target_0221=I'll get them where they're going.
Dlg_SC_ac_dodger_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=I'll get them where they're going.
Dlg_SC_ac_dodger_player_order_evasive_manoeuvers_0200=Consider 'em lost.
Dlg_SC_ac_dodger_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Consider 'em lost.
Dlg_SC_ac_dodger_player_order_form_up_on_me_0130=On my way.
Dlg_SC_ac_dodger_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=On my way.
Dlg_SC_ac_dodger_player_order_return_to_base_0240=I'll head back and repair
Dlg_SC_ac_dodger_player_order_return_to_base_0241=Going back to base
Dlg_SC_ac_dodger_player_order_return_to_basePlayer_Order_Return_To_Base_01=I'll head back and repair
Dlg_SC_ac_dodger_player_order_return_to_basePlayer_Order_Return_To_Base_02=Going back to base
Dlg_SC_ac_dodger_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fire_0480=Bloody hell, you muppet.
Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Bloody hell, you muppet.
Dlg_SC_ac_dodger_reaction_commiting_friendly_fire_0490=Damn it, sorry
Dlg_SC_ac_dodger_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn it, sorry
Dlg_SC_ac_dodger_reaction_eject_0470=Spent up. Ejecting.
Dlg_SC_ac_dodger_reaction_ejectReaction_Eject=Spent up. Ejecting.
Dlg_SC_ac_dodger_reaction_friendly_gets_killed_0450=Friendly in smoke
Dlg_SC_ac_dodger_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly in smoke
Dlg_SC_ac_dodger_reaction_Gets_a_kill_0401=Merked 'em, boss.
Dlg_SC_ac_dodger_reaction_Gets_a_killReaction_Gets_A_Kill_02=Merked 'em, boss.
Dlg_SC_ac_dodger_reaction_incoming_enemies_0420=Multiple contacts, coming in fast
Dlg_SC_ac_dodger_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Multiple contacts, coming in fast
Dlg_SC_ac_dodger_reaction_leaving_battle_retreating_0440=Gotta bug out a minute
Dlg_SC_ac_dodger_reaction_leaving_battle_retreating_0441=Keep the fight warm. I'll be back.
Dlg_SC_ac_dodger_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta bug out a minute
Dlg_SC_ac_dodger_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Keep the fight warm. I'll be back.
Dlg_SC_ac_dodger_reaction_rejoining_battle_0430=Dodger's here, don't worry
Dlg_SC_ac_dodger_reaction_rejoining_battleReaction_Rejoining_Battle=Dodger's here, don't worry
Dlg_SC_ac_dodger_reaction_taking_damage_0460=They're smacking the shit outta me here!
Dlg_SC_ac_dodger_reaction_taking_damage_0461=How 'bout lending a hand?!
Dlg_SC_ac_dodger_reaction_taking_damageReaction_Taking_Damage_01=They're smacking the shit outta me here!
Dlg_SC_ac_dodger_reaction_taking_damageReaction_Taking_Damage_02=How 'bout lending a hand?!
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistance_0550=Enemies in my zone, need immediate assistance
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistance_0551=Zone contested, help please.
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Enemies in my zone, need immediate assistance
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested, help please.
Dlg_SC_ac_grudge_conquest_lost_control_of_a_zone_0570=We lost the zone.
Dlg_SC_ac_grudge_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
Dlg_SC_ac_grudge_conquest_taken_control_of_a_zone_0560=We took the zone
Dlg_SC_ac_grudge_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took the zone
Dlg_SC_ac_grudge_ctc_enemy_has_core_0510=They got our core
Dlg_SC_ac_grudge_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core
Dlg_SC_ac_grudge_ctc_enemy_scores_point_0531=Whatever, they got a point
Dlg_SC_ac_grudge_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Whatever, they got a point
Dlg_SC_ac_grudge_ctc_player_has_core_0500=Nice snag, sir, get the core back
Dlg_SC_ac_grudge_ctc_player_has_coreCTC_Player_Has_Core=Nice snag, sir, get the core back
Dlg_SC_ac_grudge_ctc_this_ai_has_core_0520=Help! Help! I got the core!
Dlg_SC_ac_grudge_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Help! Help! I got the core!
Dlg_SC_ac_grudge_generic_response_no_0311=There's no point doing that
Dlg_SC_ac_grudge_generic_response_noGeneric_Response_No_02=There's no point doing that
Dlg_SC_ac_grudge_player_order_assistance_required_0121=Moving to assist you
Dlg_SC_ac_grudge_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Moving to assist you
Dlg_SC_ac_grudge_player_order_attack_my_target_0100=I see them.
Dlg_SC_ac_grudge_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=I see them.
Dlg_SC_ac_grudge_player_order_bomb_my_target_0230=Stand by. Bomb run initialised
Dlg_SC_ac_grudge_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Stand by. Bomb run initialised
Dlg_SC_ac_grudge_player_order_break_and_engage_0210=Breaking to engage
Dlg_SC_ac_grudge_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to engage
Dlg_SC_ac_grudge_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_grudge_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_grudge_player_order_evasive_manoeuvers_0200=I can't shake them.
Dlg_SC_ac_grudge_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I can't shake them.
Dlg_SC_ac_grudge_player_order_form_up_on_me_0130=Falling in line.
Dlg_SC_ac_grudge_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01_01=Falling in line.
Dlg_SC_ac_grudge_player_order_return_to_base_0240=Heading back to base
Dlg_SC_ac_grudge_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back to base
Dlg_SC_ac_grudge_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fire_0480=Alright, which one of you idiots hit me?
Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Alright, which one of you idiots hit me?
Dlg_SC_ac_grudge_reaction_Gets_a_kill_0400=Splash one bogey
Dlg_SC_ac_grudge_reaction_Gets_a_killReaction_Gets_A_Kill_01=Splash one bogey
Dlg_SC_ac_grudge_reaction_incoming_enemies_0420=We got company
Dlg_SC_ac_grudge_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got company
Dlg_SC_ac_grudge_reaction_leaving_battle_retreating_0441=Copy that. Falling back.
Dlg_SC_ac_grudge_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Copy that. Falling back.
Dlg_SC_ac_grudge_reaction_player_gets_a_kill_0410=Not a bad kill
Dlg_SC_ac_grudge_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Not a bad kill
Dlg_SC_ac_grudge_reaction_taking_damage_0460=Where's my back-up?
Dlg_SC_ac_grudge_reaction_taking_damage_0461=Shields holding, but I'm taking fire
Dlg_SC_ac_grudge_reaction_taking_damageReaction_Taking_Damage_01=Where's my back-up?
Dlg_SC_ac_grudge_reaction_taking_damageReaction_Taking_Damage_02=Shields holding, but I'm taking fire
Dlg_SC_ac_hitman_conquest_in_contested_zone_call_for_assistance_0550=Zone contested. All ships converge.
Dlg_SC_ac_hitman_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist=Zone contested. All ships converge.
Dlg_SC_ac_hitman_ctc_allies_score_point_0540=Point to us
Dlg_SC_ac_hitman_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
Dlg_SC_ac_hitman_ctc_enemy_has_core_0510=They got our core. Get it back
Dlg_SC_ac_hitman_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get it back
Dlg_SC_ac_hitman_ctc_enemy_scores_point_0530=Point to them
Dlg_SC_ac_hitman_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Point to them
Dlg_SC_ac_hitman_ctc_player_has_core_0500=Get the core back to base
Dlg_SC_ac_hitman_ctc_player_has_coreCTC_Player_Has_Core=Get the core back to base
Dlg_SC_ac_hitman_ctc_this_ai_has_core_0520=I have the core. Assist me
Dlg_SC_ac_hitman_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. Assist me
Dlg_SC_ac_hitman_player_order_attack_my_target_0101=You got it.
Dlg_SC_ac_hitman_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=You got it.
Dlg_SC_ac_hitman_player_order_bomb_my_target_0230=Bomb run locked in
Dlg_SC_ac_hitman_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run locked in
Dlg_SC_ac_hitman_player_order_form_up_on_me_0130=Copy that. En route to you.
Dlg_SC_ac_hitman_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Copy that. En route to you.
Dlg_SC_ac_hitman_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fire_0480=Check your fire. Friendly.
Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your fire. Friendly.
Dlg_SC_ac_hitman_reaction_commiting_friendly_fire_0490=Sorry. My fault.
Dlg_SC_ac_hitman_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Sorry. My fault.
Dlg_SC_ac_hitman_reaction_eject_0470=Ejecting, good luck
Dlg_SC_ac_hitman_reaction_ejectReaction_Eject=Ejecting, good luck
Dlg_SC_ac_hitman_reaction_rejoining_battle_0430=Hitman, back in the battle
Dlg_SC_ac_hitman_reaction_rejoining_battleReaction_Rejoining_Battle=Hitman, back in the battle
Dlg_SC_ac_hitman_reaction_taking_damage_0460=Under fire. Repeat. Under fire.
Dlg_SC_ac_hitman_reaction_taking_damageReaction_Taking_Damage=Under fire. Repeat. Under fire.
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistance_0550=We're getting swarmed here.
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistance_0551=Converge on zone. Now!
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=We're getting swarmed here.
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Converge on zone. Now!
Dlg_SC_ac_outback_conquest_lost_control_of_a_zone_0570=We lost the zone
Dlg_SC_ac_outback_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
Dlg_SC_ac_outback_conquest_taken_control_of_a_zone_0560=We took the zone
Dlg_SC_ac_outback_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took the zone
Dlg_SC_ac_outback_ctc_allies_score_point_0540=Hell yeah, people.
Dlg_SC_ac_outback_ctc_allies_score_pointCTC_Allies_Score_Point=Hell yeah, people.
Dlg_SC_ac_outback_ctc_enemy_has_core_0510=Enemy has the core!
Dlg_SC_ac_outback_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
Dlg_SC_ac_outback_ctc_enemy_scores_point_0510=Enemy have a point.
Dlg_SC_ac_outback_ctc_enemy_scores_point_0511=Come on, people, they scored.
Dlg_SC_ac_outback_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Come on, people, they scored.
Dlg_SC_ac_outback_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Enemy have a point.
Dlg_SC_ac_outback_ctc_player_has_core_0500=Take the core back to base
Dlg_SC_ac_outback_ctc_player_has_coreCTC_Player_Has_Core=Take the core back to base
Dlg_SC_ac_outback_ctc_this_ai_has_core_0520=I've got the core, sir
Dlg_SC_ac_outback_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I've got the core, sir
Dlg_SC_ac_outback_generic_response_no_0311=Think I'll pass.
Dlg_SC_ac_outback_generic_response_noGeneric_Response_No_02=Think I'll pass.
Dlg_SC_ac_outback_generic_response_yes_0300=Yeah. No problem.
Dlg_SC_ac_outback_generic_response_yesGeneric_Response_Yes_01=Yeah. No problem.
Dlg_SC_ac_outback_player_order_assistance_required_0120=Since you asked so nice...
Dlg_SC_ac_outback_player_order_assistance_required_0121=Alright. Stop whining.
Dlg_SC_ac_outback_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Since you asked so nice...
Dlg_SC_ac_outback_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Alright. Stop whining.
Dlg_SC_ac_outback_player_order_bomb_my_target_0230=Crunching firing solution, sir
Dlg_SC_ac_outback_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Crunching firing solution, sir
Dlg_SC_ac_outback_player_order_break_and_engage_0210=I got this.
Dlg_SC_ac_outback_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=I got this.
Dlg_SC_ac_outback_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_outback_player_order_defend_my_target_0111=I got 'em covered.
Dlg_SC_ac_outback_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
Dlg_SC_ac_outback_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got 'em covered.
Dlg_SC_ac_outback_player_order_evasive_manoeuvers_0201=I'll dump 'em easy.
Dlg_SC_ac_outback_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=I'll dump 'em easy.
Dlg_SC_ac_outback_player_order_form_up_on_me_0130=Usually I'm in the lead.
Dlg_SC_ac_outback_player_order_form_up_on_me_0131=Moving into formation.
Dlg_SC_ac_outback_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Usually I'm in the lead.
Dlg_SC_ac_outback_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation.
Dlg_SC_ac_outback_player_order_return_to_base_0240=Copy. Zeroing home.
Dlg_SC_ac_outback_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy. Zeroing home.
Dlg_SC_ac_outback_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_outback_reaction_being_hit_by_friendly_fire_0480=Hey, ya bloody idiot, watch your aim
Dlg_SC_ac_outback_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey, ya bloody idiot, watch your aim
Dlg_SC_ac_outback_reaction_commiting_friendly_fire_0490=Clear my line of fire.
Dlg_SC_ac_outback_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Clear my line of fire.
Dlg_SC_ac_outback_reaction_eject_0470=I gotta bail
Dlg_SC_ac_outback_reaction_ejectReaction_Eject_01=I gotta bail
Dlg_SC_ac_outback_reaction_friendly_gets_killed_0450=We're down one.
Dlg_SC_ac_outback_reaction_friendly_gets_killed_0451=That's on you.
Dlg_SC_ac_outback_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We're down one.
Dlg_SC_ac_outback_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=That's on you.
Dlg_SC_ac_outback_reaction_Gets_a_kill_0401=I got one.
Dlg_SC_ac_outback_reaction_Gets_a_killReaction_Gets_A_Kill_02=I got one.
Dlg_SC_ac_outback_reaction_incoming_enemies_0420=We got company!
Dlg_SC_ac_outback_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got company!
Dlg_SC_ac_outback_reaction_leaving_battle_retreating_0440=I'm pulling out
Dlg_SC_ac_outback_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm pulling out
Dlg_SC_ac_outback_reaction_player_gets_a_kill_0410=Beaut. Good kill
Dlg_SC_ac_outback_reaction_player_gets_a_kill_0411=Nice one mate.
Dlg_SC_ac_outback_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Beaut. Good kill
Dlg_SC_ac_outback_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice one mate.
Dlg_SC_ac_outback_reaction_taking_damage_0461=Shit, I'm taking damage.
Dlg_SC_ac_outback_reaction_taking_damageReaction_Taking_Damage_02=Shit, I'm taking damage.
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistance_0550=I need help over here!
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistance_0551=Assistance required in this zone!
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help over here!
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance required in this zone!
Dlg_SC_ac_powpow_conquest_lost_control_of_a_zone_0570=We lost the zone, sir!
Dlg_SC_ac_powpow_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone, sir!
Dlg_SC_ac_powpow_conquest_taken_control_of_a_zone_0560=Zone secured, sir
Dlg_SC_ac_powpow_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone secured, sir
Dlg_SC_ac_powpow_ctc_allies_score_point_0540=Yeah! Way to go guys. One point to us!
Dlg_SC_ac_powpow_ctc_allies_score_point_0541=Score one for us…
Dlg_SC_ac_powpow_ctc_allies_score_pointCTC_Allies_Score_Point_01=Yeah! Way to go guys. One point to us!
Dlg_SC_ac_powpow_ctc_allies_score_pointCTC_Allies_Score_Point_02=Score one for us…
Dlg_SC_ac_powpow_ctc_enemy_has_core_0510=Enemy have the core, sir!
Dlg_SC_ac_powpow_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy have the core, sir!
Dlg_SC_ac_powpow_ctc_enemy_scores_point_0530=Damn, they got the core home
Dlg_SC_ac_powpow_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Damn, they got the core home
Dlg_SC_ac_powpow_ctc_player_has_core_0500=Take her home, sir
Dlg_SC_ac_powpow_ctc_player_has_core_0501=You got it. Go!
Dlg_SC_ac_powpow_ctc_player_has_coreCTC_Player_Has_Core_01=Take her home, sir
Dlg_SC_ac_powpow_ctc_player_has_coreCTC_Player_Has_Core_02=You got it. Go!
Dlg_SC_ac_powpow_ctc_this_ai_has_core_0520=I…I…got the core, protect me!
Dlg_SC_ac_powpow_ctc_this_ai_has_core_0521=Core retreived, help me
Dlg_SC_ac_powpow_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_01=I…I…got the core, protect me!
Dlg_SC_ac_powpow_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_02=Core retreived, help me
Dlg_SC_ac_powpow_generic_response_no_0310=Sorry sir, I can't
Dlg_SC_ac_powpow_generic_response_no_0311=I can't do that right now, sir
Dlg_SC_ac_powpow_generic_response_no_0312=Really sorry sir, no can do!
Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_01=Sorry sir, I can't
Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_02=I can't do that right now, sir
Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_03=Really sorry sir, no can do!
Dlg_SC_ac_powpow_player_order_assistance_required_0120=I’ll try and help out, sir
Dlg_SC_ac_powpow_player_order_assistance_required_0121=Hang in there sir, I’m coming!
Dlg_SC_ac_powpow_player_order_assistance_required_0122=Copy. Copy! On my way!
Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I’ll try and help out, sir
Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hang in there sir, I’m coming!
Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_03=Copy. Copy! On my way!
Dlg_SC_ac_powpow_player_order_attack_my_target_0100=Copy. Acquiring target, sir...
Dlg_SC_ac_powpow_player_order_attack_my_target_0102=I'll…I'll engage, sir
Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy. Acquiring target, sir...
Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_03=I'll…I'll engage, sir
Dlg_SC_ac_powpow_player_order_bomb_my_target_0230=Prepping bomb run on your target, sir
Dlg_SC_ac_powpow_player_order_bomb_my_target_0231=Bombing run engaged on your target, sir
Dlg_SC_ac_powpow_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Prepping bomb run on your target, sir
Dlg_SC_ac_powpow_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_02=Bombing run engaged on your target, sir
Dlg_SC_ac_powpow_player_order_break_and_engage_0210=Breaking now, sir
Dlg_SC_ac_powpow_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking now, sir
Dlg_SC_ac_powpow_player_order_defend_my_target_0110=Defending your target, sir
Dlg_SC_ac_powpow_player_order_defend_my_target_0111=Course locked for defend, sir
Dlg_SC_ac_powpow_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target, sir
Dlg_SC_ac_powpow_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Course locked for defend, sir
Dlg_SC_ac_powpow_player_order_escort_my_target_0220=Moving to escort your target, sir
Dlg_SC_ac_powpow_player_order_escort_my_target_0221=Confirmed escort to your target, sir
Dlg_SC_ac_powpow_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Moving to escort your target, sir
Dlg_SC_ac_powpow_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Confirmed escort to your target, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuvers_0200=Copy that. Evasive manoeuvres, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuvers_0201=Evasive manoeuvres confirmed, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy that. Evasive manoeuvres, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasion pattern... Delta... initialised, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_03=Evasive manoeuvres confirmed, sir
Dlg_SC_ac_powpow_player_order_form_up_on_me_0130=Forming up on you, sir
Dlg_SC_ac_powpow_player_order_form_up_on_me_0131=Moving into formation, sir
Dlg_SC_ac_powpow_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up on you, sir
Dlg_SC_ac_powpow_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation, sir
Dlg_SC_ac_powpow_player_order_return_to_base_0240=Return and Repair confirmed, sir
Dlg_SC_ac_powpow_player_order_return_to_base_0241=Heading back for Repair, sir
Dlg_SC_ac_powpow_player_order_return_to_basePlayer_Order_Return_To_Base_01=Return and Repair confirmed, sir
Dlg_SC_ac_powpow_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back for Repair, sir
Dlg_SC_ac_powpow_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fire_0480=Hey! Watch your aim
Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey! Watch your aim
Dlg_SC_ac_powpow_reaction_commiting_friendly_fire_0490=Shit. Sorry. It won't happen again.
Dlg_SC_ac_powpow_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit. Sorry. It won't happen again.
Dlg_SC_ac_powpow_reaction_eject_0471=I'm bailing out, sir!
Dlg_SC_ac_powpow_reaction_ejectReaction_Eject_02=I'm bailing out, sir!
Dlg_SC_ac_powpow_reaction_friendly_gets_killed_0451=Damn it, we're losing people
Dlg_SC_ac_powpow_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Damn it, we're losing people
Dlg_SC_ac_powpow_reaction_Gets_a_kill_0402=Scratch one bogie!
Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_03=Scratch one bogie!
Dlg_SC_ac_powpow_reaction_incoming_enemies_0420=Enemies inbound, sir
Dlg_SC_ac_powpow_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies inbound, sir
Dlg_SC_ac_powpow_reaction_leaving_battle_retreating_0440=Combat ineffective, sir.
Dlg_SC_ac_powpow_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Combat ineffective, sir.
Dlg_SC_ac_powpow_reaction_player_gets_a_kill_0410=Nice shooting, sir
Dlg_SC_ac_powpow_reaction_player_gets_a_kill_0411=Wooh! You got him, sir
Dlg_SC_ac_powpow_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice shooting, sir
Dlg_SC_ac_powpow_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Wooh! You got him, sir
Dlg_SC_ac_powpow_reaction_taking_damage_0460=I'm under fire, sir!
Dlg_SC_ac_powpow_reaction_taking_damage_0461=Getting hit, sir
Dlg_SC_ac_powpow_reaction_taking_damageReaction_Taking_Damage_01=I'm under fire, sir!
Dlg_SC_ac_powpow_reaction_taking_damageReaction_Taking_Damage_02=Getting hit, sir
Dlg_SC_ac_pro_conquest_in_contested_zone_call_for_assistance_0550=Requesting help securing zone
Dlg_SC_ac_pro_conquest_in_contested_zone_call_for_assistance_0551=Assistance needed over here
Dlg_SC_ac_pro_conquest_lost_control_of_a_zone_0570=Zone lost, sir.!
Dlg_SC_ac_pro_conquest_taken_control_of_a_zone_0560=Zone taken, sir
Dlg_SC_ac_pro_ctc_allies_score_point_0540=Well done people, we scored.
Dlg_SC_ac_pro_ctc_allies_score_point_0541=One point to us.
Dlg_SC_ac_pro_ctc_enemy_has_core_0510=Hostile has the mark.
Dlg_SC_ac_pro_ctc_enemy_scores_point_0530=Damn it, they got it back
Dlg_SC_ac_pro_ctc_player_has_core_0500=Get it back safely, sir
Dlg_SC_ac_pro_ctc_this_ai_has_core_0520=I have the mark, sir
Dlg_SC_ac_pro_ctc_this_ai_has_core_0521=Mark retrieved. On me.
Dlg_SC_ac_pro_generic_response_no_0310=Cannot comply, sir.
Dlg_SC_ac_pro_player_order_assistance_required_0120=On my way.
Dlg_SC_ac_pro_player_order_assistance_required_0121=Hold tight, I'll help out.
Dlg_SC_ac_pro_player_order_attack_my_target_0100=Yeah, on it.
Dlg_SC_ac_pro_player_order_bomb_my_target_0230=Bombing run locked in.
Dlg_SC_ac_pro_player_order_defend_my_target_0110=Defending the target
Dlg_SC_ac_pro_player_order_defend_my_target_0111=I'll keep him safe
Dlg_SC_ac_pro_player_order_escort_my_target_0221=I'll protect it
Dlg_SC_ac_pro_player_order_evasive_manoeuvers_0201=Confirm evasive action, sir
Dlg_SC_ac_pro_player_order_form_up_on_me_0130=Moving to formation.
Dlg_SC_ac_pro_player_order_form_up_on_me_0131=Moving to your wing.
Dlg_SC_ac_pro_player_order_return_to_base_0240=Returning to base
Dlg_SC_ac_pro_player_order_return_to_base_0241=Heading back to base
Dlg_SC_ac_pro_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_pro_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_pro_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_pro_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_pro_reaction_being_hit_by_friendly_fire_0480=Oy. Watch your fire
Dlg_SC_ac_pro_reaction_commiting_friendly_fire_0490=Damn it. Sorry.
Dlg_SC_ac_pro_reaction_eject_0470=What the hell?!.
Dlg_SC_ac_pro_reaction_friendly_gets_killed_0451=Friendly down, sir!
Dlg_SC_ac_pro_reaction_incoming_enemies_0420=Threat sighted, sir
Dlg_SC_ac_pro_reaction_leaving_battle_retreating_0440=Moving to safe distance, sir
Dlg_SC_ac_pro_reaction_player_gets_a_kill_0410=Nice move, sir
Dlg_SC_ac_pro_reaction_player_gets_a_kill_0411=Good shooting, sir
Dlg_SC_ac_pro_reaction_rejoining_battle_0430=Back in it, sir.
Dlg_SC_ac_pro_reaction_taking_damage_0461=Hostile on my six.
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistance_0550=I need help over here guys
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistance_0551=Help. Zone contested
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help over here guys
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Help. Zone contested
Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zone_0560=We took this zone
Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took this zone
Dlg_SC_ac_rocksteady_ctc_allies_score_point_0540=Yeah! We got a point!
Dlg_SC_ac_rocksteady_ctc_allies_score_pointCTC_Allies_Score_Point=Yeah! We got a point!
Dlg_SC_ac_rocksteady_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_rocksteady_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_rocksteady_ctc_enemy_scores_point_0531=Point to them
Dlg_SC_ac_rocksteady_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
Dlg_SC_ac_rocksteady_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_rocksteady_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_rocksteady_generic_response_no_0311=I can't do that, sir.
Dlg_SC_ac_rocksteady_generic_response_noGeneric_Response_No_02=I can't do that, sir.
Dlg_SC_ac_rocksteady_generic_response_yes_0301=You got it.
Dlg_SC_ac_rocksteady_generic_response_yesGeneric_Response_Yes_02=You got it.
Dlg_SC_ac_rocksteady_player_order_assistance_required_0120=Keep twisting. I'm on my way.
Dlg_SC_ac_rocksteady_player_order_assistance_required_0121=I'll help you out
Dlg_SC_ac_rocksteady_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Keep twisting. I'm on my way.
Dlg_SC_ac_rocksteady_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I'll help you out
Dlg_SC_ac_rocksteady_player_order_attack_my_target_0100=Stand by. Confirming attack.
Dlg_SC_ac_rocksteady_player_order_attack_my_target_0101=Engaging your mark
Dlg_SC_ac_rocksteady_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Stand by. Confirming attack.
Dlg_SC_ac_rocksteady_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Engaging your mark
Dlg_SC_ac_rocksteady_player_order_bomb_my_target_0230=Bombing run initiated
Dlg_SC_ac_rocksteady_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
Dlg_SC_ac_rocksteady_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_rocksteady_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
Dlg_SC_ac_rocksteady_player_order_escort_my_target_0220=I got 'em, sir.
Dlg_SC_ac_rocksteady_player_order_escort_my_target_0221=Copy, moving to escort.
Dlg_SC_ac_rocksteady_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=I got 'em, sir.
Dlg_SC_ac_rocksteady_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Copy, moving to escort.
Dlg_SC_ac_rocksteady_player_order_form_up_on_me_0130=Moving into formation
Dlg_SC_ac_rocksteady_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation
Dlg_SC_ac_rocksteady_player_order_return_to_base_0241=Heading back, sir.
Dlg_SC_ac_rocksteady_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back, sir.
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_rocksteady_pro_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Requesting help securing zone
Dlg_SC_ac_rocksteady_pro_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance needed over here
Dlg_SC_ac_rocksteady_pro_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost, sir.!
Dlg_SC_ac_rocksteady_pro_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken, sir
Dlg_SC_ac_rocksteady_pro_ctc_allies_score_pointCTC_Allies_Score_Point_01=Well done people, we scored.
Dlg_SC_ac_rocksteady_pro_ctc_allies_score_pointCTC_Allies_Score_Point_02=One point to us.
Dlg_SC_ac_rocksteady_pro_ctc_enemy_has_coreCTC_Enemy_Has_Core=Hostile has the mark.
Dlg_SC_ac_rocksteady_pro_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Damn it, they got it back
Dlg_SC_ac_rocksteady_pro_ctc_player_has_coreCTC_Player_Has_Core=Get it back safely, sir
Dlg_SC_ac_rocksteady_pro_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_01=I have the mark, sir
Dlg_SC_ac_rocksteady_pro_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_02=Mark retrieved. On me.
Dlg_SC_ac_rocksteady_pro_generic_response_noGeneric_Response_No_01=Cannot comply, sir.
Dlg_SC_ac_rocksteady_pro_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On my way.
Dlg_SC_ac_rocksteady_pro_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hold tight, I'll help out.
Dlg_SC_ac_rocksteady_pro_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Yeah, on it.
Dlg_SC_ac_rocksteady_pro_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run locked in.
Dlg_SC_ac_rocksteady_pro_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending the target
Dlg_SC_ac_rocksteady_pro_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I'll keep him safe
Dlg_SC_ac_rocksteady_pro_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=I'll protect it
Dlg_SC_ac_rocksteady_pro_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Confirm evasive action, sir
Dlg_SC_ac_rocksteady_pro_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving to formation.
Dlg_SC_ac_rocksteady_pro_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving to your wing.
Dlg_SC_ac_rocksteady_pro_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to base
Dlg_SC_ac_rocksteady_pro_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back to base
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_rocksteady_pro_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Oy. Watch your fire
Dlg_SC_ac_rocksteady_pro_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn it. Sorry.
Dlg_SC_ac_rocksteady_pro_reaction_ejectReaction_Eject_01=What the hell?!.
Dlg_SC_ac_rocksteady_pro_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down, sir!
Dlg_SC_ac_rocksteady_pro_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Threat sighted, sir
Dlg_SC_ac_rocksteady_pro_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Moving to safe distance, sir
Dlg_SC_ac_rocksteady_pro_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice move, sir
Dlg_SC_ac_rocksteady_pro_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good shooting, sir
Dlg_SC_ac_rocksteady_pro_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
Dlg_SC_ac_rocksteady_pro_reaction_taking_damageReaction_Taking_Damage_02=Hostile on my six.
Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fire_0480=Stop shooting at me
Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting at me
Dlg_SC_ac_rocksteady_reaction_friendly_gets_killed_0450=Dammit! Friendly down!
Dlg_SC_ac_rocksteady_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Dammit! Friendly down!
Dlg_SC_ac_rocksteady_reaction_incoming_enemies_0421=Multiple contacts approaching
Dlg_SC_ac_rocksteady_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Multiple contacts approaching
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreating_0441=Need to fall back.
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Need to fall back.
Dlg_SC_ac_rocksteady_reaction_player_gets_a_kill_0411=Cool. You got one
Dlg_SC_ac_rocksteady_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Cool. You got one
Dlg_SC_ac_rocksteady_reaction_rejoining_battle_0430=Back in it, sir.
Dlg_SC_ac_rocksteady_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
Dlg_SC_ac_rocksteady_reaction_taking_damage_0461=On me. Need help.
Dlg_SC_ac_rocksteady_reaction_taking_damageReaction_Taking_Damage_02=On me. Need help.
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistance_0550=Could do with some help in this zone
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistance_0551=On me! Zone's being contested.
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Could do with some help in this zone
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=On me! Zone's being contested.
Dlg_SC_ac_sarc_conquest_lost_control_of_a_zone_0570=Lost the zone.
Dlg_SC_ac_sarc_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone.
Dlg_SC_ac_sarc_conquest_taken_control_of_a_zone_0560=Zone is ours
Dlg_SC_ac_sarc_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
Dlg_SC_ac_sarc_ctc_allies_score_point_0540=Get in there! Point to us.
Dlg_SC_ac_sarc_ctc_allies_score_pointCTC_Allies_Score_Point=Get in there! Point to us.
Dlg_SC_ac_sarc_ctc_enemy_has_core_0510=They have our core
Dlg_SC_ac_sarc_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
Dlg_SC_ac_sarc_ctc_enemy_scores_point_0530=Lucky bastards scored
Dlg_SC_ac_sarc_ctc_enemy_scores_point_0531=They got a point
Dlg_SC_ac_sarc_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Lucky bastards scored
Dlg_SC_ac_sarc_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=They got a point
Dlg_SC_ac_sarc_ctc_player_has_core_0500=Get the core home, now
Dlg_SC_ac_sarc_ctc_player_has_coreCTC_Player_Has_Core=Get the core home, now
Dlg_SC_ac_sarc_ctc_this_ai_has_core_0520=Got the core. Cover me.
Dlg_SC_ac_sarc_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Got the core. Cover me.
Dlg_SC_ac_sarc_generic_response_no_0311=I think that's ill-advised, sir.
Dlg_SC_ac_sarc_generic_response_noGeneric_Response_No_02=I think that's ill-advised, sir.
Dlg_SC_ac_sarc_player_order_assistance_required_0120=Need help eh? I'm on my way
Dlg_SC_ac_sarc_player_order_assistance_required_0121=There in a flash.
Dlg_SC_ac_sarc_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Need help eh? I'm on my way
Dlg_SC_ac_sarc_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=There in a flash.
Dlg_SC_ac_sarc_player_order_attack_my_target_0101=He'll be a goner.
Dlg_SC_ac_sarc_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=He'll be a goner.
Dlg_SC_ac_sarc_player_order_break_and_engage_0210=I'm breaking off now
Dlg_SC_ac_sarc_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=I'm breaking off now
Dlg_SC_ac_sarc_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_sarc_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_sarc_player_order_evasive_manoeuvers_0200=I'll lose this little shit
Dlg_SC_ac_sarc_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I'll lose this little shit
Dlg_SC_ac_sarc_player_order_form_up_on_me_0130=Getting into formation now
Dlg_SC_ac_sarc_player_order_form_up_on_me_0131=Moving to formation
Dlg_SC_ac_sarc_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Getting into formation now
Dlg_SC_ac_sarc_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving to formation
Dlg_SC_ac_sarc_player_order_return_to_base_0240=Copy that. Heading home.
Dlg_SC_ac_sarc_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy that. Heading home.
Dlg_SC_ac_sarc_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_sarc_reaction_being_hit_by_friendly_fire_0480=Adjust fire, you bloody idiot
Dlg_SC_ac_sarc_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Adjust fire, you bloody idiot
Dlg_SC_ac_sarc_reaction_commiting_friendly_fire_0490=You're in my way!
Dlg_SC_ac_sarc_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=You're in my way!
Dlg_SC_ac_sarc_reaction_friendly_gets_killed_0450=We lost a friendly
Dlg_SC_ac_sarc_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost a friendly
Dlg_SC_ac_sarc_reaction_Gets_a_kill_0400=Crash and burn, ya bastard!
Dlg_SC_ac_sarc_reaction_Gets_a_killReaction_Gets_A_Kill_01=Crash and burn, ya bastard!
Dlg_SC_ac_sarc_reaction_incoming_enemies_0421=More enemies inbound
Dlg_SC_ac_sarc_reaction_incoming_enemiesReaction_Incoming_Enemies_02=More enemies inbound
Dlg_SC_ac_sarc_reaction_player_gets_a_kill_0410=Nice kill, sunshine
Dlg_SC_ac_sarc_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill, sunshine
Dlg_SC_ac_sarc_reaction_rejoining_battle_0430=I'm back in the fray
Dlg_SC_ac_sarc_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the fray
Dlg_SC_ac_sarc_reaction_taking_damage_0460=Bastards got a line on me!
Dlg_SC_ac_sarc_reaction_taking_damageReaction_Taking_Damage_01=Bastards got a line on me!
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistance_0550=Could do with a hand in this zone
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistance_0551=Zone's getting overrun.
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Could do with a hand in this zone
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone's getting overrun.
Dlg_SC_ac_showboat_ctc_allies_score_point_0540=We scored. That's cos of me you know...
Dlg_SC_ac_showboat_ctc_allies_score_pointCTC_Allies_Score_Point=We scored. That's cos of me you know...
Dlg_SC_ac_showboat_ctc_enemy_has_core_0510=They got our core. Get them.
Dlg_SC_ac_showboat_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get them.
Dlg_SC_ac_showboat_ctc_enemy_scores_point_0530=Hey newbies, you're letting them score!
Dlg_SC_ac_showboat_ctc_enemy_scores_point_0531=This is bullshit
Dlg_SC_ac_showboat_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Hey newbies, you're letting them score!
Dlg_SC_ac_showboat_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=This is bullshit
Dlg_SC_ac_showboat_ctc_player_has_core_0500=You got the core, go! Go!
Dlg_SC_ac_showboat_ctc_player_has_coreCTC_Player_Has_Core=You got the core, go! Go!
Dlg_SC_ac_showboat_ctc_this_ai_has_core_0520=I have the core, watch me fly.
Dlg_SC_ac_showboat_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, watch me fly.
Dlg_SC_ac_showboat_generic_response_no_0311=Waste of my talents.
Dlg_SC_ac_showboat_generic_response_noGeneric_Response_No_02=Waste of my talents.
Dlg_SC_ac_showboat_player_order_assistance_required_0120=Don't worry, I'll save you!
Dlg_SC_ac_showboat_player_order_assistance_required_0121=You owe me for this one.
Dlg_SC_ac_showboat_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Don't worry, I'll save you!
Dlg_SC_ac_showboat_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=You owe me for this one.
Dlg_SC_ac_showboat_player_order_attack_my_target_0100=Leave it to me.
Dlg_SC_ac_showboat_player_order_attack_my_target_0101=Doesn't stand a chance.
Dlg_SC_ac_showboat_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Leave it to me.
Dlg_SC_ac_showboat_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Doesn't stand a chance.
Dlg_SC_ac_showboat_player_order_bomb_my_target_0230=Lighting 'em up
Dlg_SC_ac_showboat_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Lighting 'em up
Dlg_SC_ac_showboat_player_order_break_and_engage_0210=Break and Bake!
Dlg_SC_ac_showboat_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Break and Bake!
Dlg_SC_ac_showboat_player_order_defend_my_target_0110=I got 'em. Don't worry.
Dlg_SC_ac_showboat_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I got 'em. Don't worry.
Dlg_SC_ac_showboat_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_showboat_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_showboat_player_order_evasive_manoeuvers_0200=I can dodge this guy in my sleep
Dlg_SC_ac_showboat_player_order_evasive_manoeuvers_0201=Shaking him off
Dlg_SC_ac_showboat_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I can dodge this guy in my sleep
Dlg_SC_ac_showboat_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Shaking him off
Dlg_SC_ac_showboat_player_order_return_to_base_0240=Returning to LZ
Dlg_SC_ac_showboat_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to LZ
Dlg_SC_ac_showboat_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_showboat_reaction_being_hit_by_friendly_fire_0480=You rookies. Stop shooting me!
Dlg_SC_ac_showboat_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=You rookies. Stop shooting me!
Dlg_SC_ac_showboat_reaction_commiting_friendly_fire_0490=Who shot you?
Dlg_SC_ac_showboat_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Who shot you?
Dlg_SC_ac_showboat_reaction_eject_0471=Cheats! I have to bail
Dlg_SC_ac_showboat_reaction_ejectReaction_Eject_02=Cheats! I have to bail
Dlg_SC_ac_showboat_reaction_friendly_gets_killed_0450=I knew they'd be next.
Dlg_SC_ac_showboat_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=I knew they'd be next.
Dlg_SC_ac_showboat_reaction_Gets_a_kill_0400=Did you see that!? Woooooh!
Dlg_SC_ac_showboat_reaction_Gets_a_kill_0401=Suck it, losers.
Dlg_SC_ac_showboat_reaction_Gets_a_killReaction_Gets_A_Kill_01=Did you see that!? Woooooh!
Dlg_SC_ac_showboat_reaction_Gets_a_killReaction_Gets_A_Kill_02=Suck it, losers.
Dlg_SC_ac_showboat_reaction_incoming_enemies_0421=Bunch of notches for the kill list incoming.
Dlg_SC_ac_showboat_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bunch of notches for the kill list incoming.
Dlg_SC_ac_showboat_reaction_leaving_battle_retreating_0440=They got lucky, need repairs
Dlg_SC_ac_showboat_reaction_leaving_battle_retreating_0441=Back soon, gotta repair
Dlg_SC_ac_showboat_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=They got lucky, need repairs
Dlg_SC_ac_showboat_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Back soon, gotta repair
Dlg_SC_ac_showboat_reaction_player_gets_a_kill_0410=You're nearly as good as me
Dlg_SC_ac_showboat_reaction_player_gets_a_kill_0411=Well that took you long enough!
Dlg_SC_ac_showboat_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=You're nearly as good as me
Dlg_SC_ac_showboat_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Well that took you long enough!
Dlg_SC_ac_showboat_reaction_rejoining_battle_0430=Rejoining the battle
Dlg_SC_ac_showboat_reaction_rejoining_battleReaction_Rejoining_Battle=Rejoining the battle
Dlg_SC_ac_showboat_reaction_taking_damage_0460=They're getting some lucky shots in here
Dlg_SC_ac_showboat_reaction_taking_damage_0461=Took a bit of damage here
Dlg_SC_ac_showboat_reaction_taking_damageReaction_Taking_Damage_01=They're getting some lucky shots in here
Dlg_SC_ac_showboat_reaction_taking_damageReaction_Taking_Damage_02=Took a bit of damage here
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0550=Some help in this zone please?
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0551=Assistance in my zone please.
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0552=Ich bitte um Entschuldigung, etwas Hilfe?
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Some help in this zone please?
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance in my zone please.
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_03=Ich bitte um Entschuldigung, etwas Hilfe?
Dlg_SC_ac_sidearm_ctc_allies_score_point_0540=Yes! We got a point
Dlg_SC_ac_sidearm_ctc_allies_score_pointCTC_Allies_Score_Point=Yes! We got a point
Dlg_SC_ac_sidearm_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_sidearm_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_sidearm_ctc_enemy_scores_point_0530=Enemy have scored.
Dlg_SC_ac_sidearm_ctc_enemy_scores_point_0531=Not acceptable. They scored
Dlg_SC_ac_sidearm_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Enemy have scored.
Dlg_SC_ac_sidearm_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Not acceptable. They scored
Dlg_SC_ac_sidearm_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_sidearm_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_sidearm_ctc_this_ai_has_core_0520=The core is on me
Dlg_SC_ac_sidearm_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=The core is on me
Dlg_SC_ac_sidearm_generic_response_no_0311=I'm afraid not.
Dlg_SC_ac_sidearm_generic_response_noGeneric_Response_No_02=I'm afraid not.
Dlg_SC_ac_sidearm_player_order_assistance_required_0120=I'll be right there
Dlg_SC_ac_sidearm_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll be right there
Dlg_SC_ac_sidearm_player_order_attack_my_target_0101=Um… copy. Engaging...
Dlg_SC_ac_sidearm_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Um… copy. Engaging...
Dlg_SC_ac_sidearm_player_order_bomb_my_target_0230=Bombing run locked in
Dlg_SC_ac_sidearm_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run locked in
Dlg_SC_ac_sidearm_player_order_break_and_engage_0210=Understood. Will find a good approach.
Dlg_SC_ac_sidearm_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Understood. Will find a good approach.
Dlg_SC_ac_sidearm_player_order_defend_my_target_0111=Moving to defensive position.
Dlg_SC_ac_sidearm_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Moving to defensive position.
Dlg_SC_ac_sidearm_player_order_escort_my_target_0220=Sticking close to target
Dlg_SC_ac_sidearm_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_sidearm_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Sticking close to target
Dlg_SC_ac_sidearm_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_sidearm_player_order_evasive_manoeuvers_0200=Evasive maneouvers engaged
Dlg_SC_ac_sidearm_player_order_evasive_manoeuvers_0201=Ducking them, sir.
Dlg_SC_ac_sidearm_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers engaged
Dlg_SC_ac_sidearm_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Ducking them, sir.
Dlg_SC_ac_sidearm_player_order_form_up_on_me_0130=Forming up on you
Dlg_SC_ac_sidearm_player_order_form_up_on_me_0131=Lead the way.
Dlg_SC_ac_sidearm_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up on you
Dlg_SC_ac_sidearm_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Lead the way.
Dlg_SC_ac_sidearm_player_order_return_to_base_0240=Returning to base
Dlg_SC_ac_sidearm_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to base
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fire_0480=Stop shooting me.
Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting me.
Dlg_SC_ac_sidearm_reaction_friendly_gets_killed_0450=We lost one.
Dlg_SC_ac_sidearm_reaction_friendly_gets_killed_0451=Scheiße! Ally destroyed
Dlg_SC_ac_sidearm_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost one.
Dlg_SC_ac_sidearm_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Scheiße! Ally destroyed
Dlg_SC_ac_sidearm_reaction_incoming_enemies_0421=We have contact. Multiple contacts.
Dlg_SC_ac_sidearm_reaction_incoming_enemiesReaction_Incoming_Enemies_02=We have contact. Multiple contacts.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreating_0440=Falling back, sir.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Falling back, sir.
Dlg_SC_ac_sidearm_reaction_player_gets_a_kill_0410=Great shot sir
Dlg_SC_ac_sidearm_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Great shot sir
Dlg_SC_ac_sidearm_reaction_taking_damage_0460=Get this Scheiße-Kopf away from me!
Dlg_SC_ac_sidearm_reaction_taking_damage_0461=I am hit!
Dlg_SC_ac_sidearm_reaction_taking_damageReaction_Taking_Damage_01=Get this Scheiße-Kopf away from me!
Dlg_SC_ac_sidearm_reaction_taking_damageReaction_Taking_Damage_02=I am hit!
Dlg_SC_ac_simulator_ally_team_scores_1380=You have seized the enemy core
Dlg_SC_ac_simulator_blue_core_dropped_1400=Blue Core abandoned
Dlg_SC_ac_simulator_blue_core_returned_1360=Blue Core restored
Dlg_SC_ac_simulator_blue_losing_1440=Blue Team has fallen behind
Dlg_SC_ac_simulator_blue_losingConquest_Blue_Losing=Blue Team has fallen behind
Dlg_SC_ac_simulator_death_in_space_1510=Session restarting. Please hold
Dlg_SC_ac_simulator_death_in_spaceSim_Player_Death_In_Space=Session restarting. Please hold
Dlg_SC_ac_simulator_enemy_core_droppedCTC_Player_Lost_Enemy_Core=The core has been dropped
Dlg_SC_ac_simulator_enemy_core_returnedCTC_Enemy_Core_Returned=The core has been returned
Dlg_SC_ac_simulator_enemy_final_killBattleRoyale_Enemy_Final_Kill=An enemy requires a final kill
Dlg_SC_ac_simulator_enemy_final_killSquadronBattle_Enemy_Team_Final_Kill=Enemy team requires a final kill
Dlg_SC_ac_simulator_enemy_has_coreCTC_Enemy_Has_Core=The enemy has your core
Dlg_SC_ac_simulator_enemy_team_scores_1370=Hostile forces have acquired your core
Dlg_SC_ac_simulator_enemy_team_wonSquadronBattle_Enemy_Team_Won=Your team lost
Dlg_SC_ac_simulator_five_killsSim_Game_Player_Makes_Five_Kills=You have achieved Ace status
Dlg_SC_ac_simulator_friendly_core_capturedCTC_Friendly_Core_Captured=The enemy captured your core
Dlg_SC_ac_simulator_friendly_core_droppedCTC_Friendly_Core_Dropped=The enemy dropped your core
Dlg_SC_ac_simulator_friendly_core_returnedCTC_Friendly_Core_Returned=Your core has been returned
Dlg_SC_ac_simulator_friendly_final_killSquadronBattle_Friendly_Final_Kill=Your team requires a final kill
Dlg_SC_ac_simulator_friendly_team_wonSquadronBattle_Friendly_Team_Won=Your team won
Dlg_SC_ac_simulator_game_type_initiated_1000=Squadron Battle initiated
Dlg_SC_ac_simulator_game_type_initiated_1010=Battle Royale initiated
Dlg_SC_ac_simulator_game_type_initiated_1020=Capture the Core initiated
Dlg_SC_ac_simulator_game_type_initiated_1040=Free-Flight Mode initiated
Dlg_SC_ac_simulator_game_type_initiated_1050=Vanduul Swarm Engaged
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Battle_Royale=Battle Royale initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Capture_The_Core=Capture the Core initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Free_Flight=Free-Flight Mode initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Squadron_Battle=Squadron Battle initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Vanduul_Swarm=Vanduul Swarm initiated
Dlg_SC_ac_simulator_got_enemy_core_1340=You have obtained the enemy core
Dlg_SC_ac_simulator_got_enemy_coreCTC_Player_Got_Enemy_Core=You have obtained the enemy core
Dlg_SC_ac_simulator_init_blitz_mode_1790=Initiating Murray Cup Race Simulator: Blitz mode
Dlg_SC_ac_simulator_init_blitz_modeRace_Blitz_Mode=Initiating Murray Cup Race Simulator: Blitz mode
Dlg_SC_ac_simulator_init_rush_mode_1780=Initiating Murray Cup Race Simulator: Rush mode
Dlg_SC_ac_simulator_init_rush_modeRace_Rush_Mode=Initiating Murray Cup Race Simulator: Rush mode
Dlg_SC_ac_simulator_iris_closing_2190=Warning: Checkpoint iris closing
Dlg_SC_ac_simulator_iris_closingRace_Iris_Closing=Warning: Checkpoint iris closing
Dlg_SC_ac_simulator_lap_record_1840=New personal lap record
Dlg_SC_ac_simulator_lap_recordRace_Lap_Record=New personal lap record
Dlg_SC_ac_simulator_leading_race_1860=You are leading the race
Dlg_SC_ac_simulator_leading_raceRace_Leading_Race=You are leading the race
Dlg_SC_ac_simulator_leaving_map_1480=Warning. You are approaching simulation boundary
Dlg_SC_ac_simulator_leaving_mapSim_Player_Leaving_Map=Warning. You are approaching simulation boundary
Dlg_SC_ac_simulator_lose_whitewash_1460=Hostiles have captured all zones. This simulation will fail in...
Dlg_SC_ac_simulator_lose_whitewashConquest_Lose_Whitewash=Hostiles have captured all zones. This simulation will fail in...
Dlg_SC_ac_simulator_lost_ally_core_1330=Your team has lost the core
Dlg_SC_ac_simulator_lost_lead_1870=You have lost the lead
Dlg_SC_ac_simulator_lost_leadRace_Lost_Lead=You have lost the lead
Dlg_SC_ac_simulator_lost_race_2080=You lost the race
Dlg_SC_ac_simulator_lost_raceRace_Lost_Race=You lost the race
Dlg_SC_ac_simulator_multiplayer_introductionRace_Blitz_Mode=Initiating Murray Cup Race Simulation
Dlg_SC_ac_simulator_new_lap_record_2110=New lap record
Dlg_SC_ac_simulator_new_lap_recordRace_New_Lap_Record=New lap record
Dlg_SC_ac_simulator_new_personal_race_recordRace_New_Race_Record_02=New race record
Dlg_SC_ac_simulator_player_ace_killedSim_Game_Player_Is_Ace_Killed=Your Ace status has been revoked
Dlg_SC_ac_simulator_player_final_killBattleRoyale_Player_Final_Kill=You require a final kill
Dlg_SC_ac_simulator_player_winsBattleRoyale_Player_Wins=You are Victorious
Dlg_SC_ac_simulator_race_mode_initialise_1810=Initiating Murray Cup Race Simulator
Dlg_SC_ac_simulator_race_mode_initialiseRace_Mode_Initialise=Initiating Murray Cup Race Simulator
Dlg_SC_ac_simulator_racer_quit_1960=Competitor has left the race
Dlg_SC_ac_simulator_racer_quitRace_Racer_Quit=Competitor has left the race
Dlg_SC_ac_simulator_red_core_dropped_1390=Red Core abandoned
Dlg_SC_ac_simulator_red_core_returned_1350=Red Core restored
Dlg_SC_ac_simulator_red_losing_1450=Red Team has fallen behind
Dlg_SC_ac_simulator_red_losingConquest_Red_Losing=Red Team has fallen behind
Dlg_SC_ac_simulator_respawn_1500=Stand by for reintegration
Dlg_SC_ac_simulator_respawnSim_Player_Respawn=Standbv for reintegration
Dlg_SC_ac_simulator_single_player_introductionRace_Rush_Mode=Initiating Murray Cup Practice Simulation
Dlg_SC_ac_simulator_survival_all_allies_lost_1100=All allies lost
Dlg_SC_ac_simulator_survival_all_allies_lostSurvival_All_Allies_Lost=All allies lost
Dlg_SC_ac_simulator_survival_boss_wave_defeated_1140=Elite units eliminated.
Dlg_SC_ac_simulator_survival_boss_wave_defeatedSurvival_Boss_Wave_Defeated=Elite units eliminated.
Dlg_SC_ac_simulator_survival_boss_wave_incoming_1130=Contact: Elite units en-route.
Dlg_SC_ac_simulator_survival_boss_wave_incomingSurvival_Boss_Wave_Incoming=Contact: Elite units en-route.
Dlg_SC_ac_simulator_survival_destroyed_wave_1080=Zero hostile contacts remaining
Dlg_SC_ac_simulator_survival_destroyed_waveSurvival_Destroyed_Wave=Zero hostile contacts remaining
Dlg_SC_ac_simulator_survival_player_defeat_1090=Objective not achieved
Dlg_SC_ac_simulator_survival_player_defeatSurvival_Player_Defeat=Objective not achieved
Dlg_SC_ac_simulator_survival_repairs_commence_1150=Hold for automated repairs.
Dlg_SC_ac_simulator_survival_repairs_commenceSurvival_Repairs_Commence=Hold for automated repairs.
Dlg_SC_ac_simulator_survival_wave_incomingSurvival_Wave_Incoming=Warning: There are multiple hostiles inbound
Dlg_SC_ac_simulator_weapons_locked_1800=Race Mode Initiated: Weapon safeties enabled
Dlg_SC_ac_simulator_weapons_lockedRace_Weapons_Locked=Race Mode Initiated: Weapon safeties enabled
Dlg_SC_ac_simulator_win_race_2000=You have won the race!
Dlg_SC_ac_simulator_win_raceRace_Win_Race=You have won the race!
Dlg_SC_ac_simulator_win_whitewash_1470=Friendlies have captured all zones. This simulation will succeed in…
Dlg_SC_ac_simulator_win_whitewashConquest_Win_Whitewash=Friendlies have captured all zones. This simulation will succeed in…
Dlg_SC_ac_simulator_zone_number_contested_1410=Hostiles attacking zone
Dlg_SC_ac_simulator_zone_number_contestedZone_Number_Contested=Hostiles attacking zone
Dlg_SC_ac_simulator_zone_number_lost_1420=Hostile elements have seized zone
Dlg_SC_ac_simulator_zone_number_lostZone_Number_Lost=Hostile element have seized zone
Dlg_SC_ac_simulator_zone_number_taken_1430=have captured zone
Dlg_SC_ac_simulator_zone_number_takenZone_Number_Taken=have captured zone
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistance_0550=Need some help in this zone please.
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistance_0551=They're trying to take this zone. Some help guys?
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Need some help in this zone please.
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=They're trying to take this zone. Some help guys?
Dlg_SC_ac_slingshot_conquest_lost_control_of_a_zone_0570=We lost the zone.
Dlg_SC_ac_slingshot_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zone_0560=Zone is ours
Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
Dlg_SC_ac_slingshot_ctc_allies_score_point_0540=Great job, people!
Dlg_SC_ac_slingshot_ctc_allies_score_pointCTC_Allies_Score_Point_01=Great job, people!
Dlg_SC_ac_slingshot_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_slingshot_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_slingshot_ctc_enemy_scores_point_0531=We're letting them score!
Dlg_SC_ac_slingshot_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=We're letting them score!
Dlg_SC_ac_slingshot_ctc_player_has_core_0500=You got the core, sir
Dlg_SC_ac_slingshot_ctc_player_has_coreCTC_Player_Has_Core=You got the core, sir
Dlg_SC_ac_slingshot_ctc_this_ai_has_core_0520=I've got the core, sir
Dlg_SC_ac_slingshot_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I've got the core, sir
Dlg_SC_ac_slingshot_generic_response_no_0310=Errr…That's a negative
Dlg_SC_ac_slingshot_generic_response_no_0311=I can't follow that order, sir.
Dlg_SC_ac_slingshot_generic_response_noGeneric_Response_No_01=Errr…That's a negative
Dlg_SC_ac_slingshot_generic_response_noGeneric_Response_No_02=I can't follow that order, sir.
Dlg_SC_ac_slingshot_player_order_assistance_required_0121=Hang tight. Assistance incoming.
Dlg_SC_ac_slingshot_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hang tight. Assistance incoming.
Dlg_SC_ac_slingshot_player_order_bomb_my_target_0230=Bombing run initiated
Dlg_SC_ac_slingshot_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
Dlg_SC_ac_slingshot_player_order_break_and_engage_0210=Leaving formation, commencing attack
Dlg_SC_ac_slingshot_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Leaving formation, commencing attack
Dlg_SC_ac_slingshot_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_slingshot_player_order_defend_my_target_0111=You got it. I'll make sure they're safe.
Dlg_SC_ac_slingshot_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Definding your target
Dlg_SC_ac_slingshot_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=You got it. I'll make sure they're safe.
Dlg_SC_ac_slingshot_player_order_escort_my_target_0220=Taking up escort.
Dlg_SC_ac_slingshot_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_slingshot_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Taking up escort.
Dlg_SC_ac_slingshot_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_slingshot_player_order_evasive_manoeuvers_0200=Copy. Slip and clip.
Dlg_SC_ac_slingshot_player_order_evasive_manoeuvers_0201=Hope they're ready for this.
Dlg_SC_ac_slingshot_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy. Slip and clip.
Dlg_SC_ac_slingshot_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Hope they're ready for this.
Dlg_SC_ac_slingshot_player_order_form_up_on_me_0131=Moving into formation
Dlg_SC_ac_slingshot_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation
Dlg_SC_ac_slingshot_player_order_return_to_base_0240=Copy that. See you back at the base.
Dlg_SC_ac_slingshot_player_order_return_to_base_0241=Affirmative. Heading back
Dlg_SC_ac_slingshot_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy that. See you back at the base.
Dlg_SC_ac_slingshot_player_order_return_to_basePlayer_Order_Return_To_Base_02=Affirmative. Heading back
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_slingshot_reaction_being_hit_by_friendly_fire_0480=Argh! Watch it!
Dlg_SC_ac_slingshot_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Argh! Watch it!
Dlg_SC_ac_slingshot_reaction_eject_0471=Ship's FUBAR. Gotta bounce.
Dlg_SC_ac_slingshot_reaction_ejectReaction_Eject_02=Ship's FUBAR. Gotta bounce.
Dlg_SC_ac_slingshot_reaction_friendly_gets_killed_0450=We lost someone
Dlg_SC_ac_slingshot_reaction_friendly_gets_killed_0451=Shit, pilot down
Dlg_SC_ac_slingshot_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost someone
Dlg_SC_ac_slingshot_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Shit, pilot down
Dlg_SC_ac_slingshot_reaction_Gets_a_kill_0400=Target's been handled.
Dlg_SC_ac_slingshot_reaction_Gets_a_kill_0401=One Bogey Pk.
Dlg_SC_ac_slingshot_reaction_Gets_a_killReaction_Gets_A_Kill_01=Target's been handled.
Dlg_SC_ac_slingshot_reaction_Gets_a_killReaction_Gets_A_Kill_02=One Bogey Pk.
Dlg_SC_ac_slingshot_reaction_incoming_enemies_0420=We have incoming
Dlg_SC_ac_slingshot_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We have incoming
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreating_0440=I'm bugging out
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreating_0441=Retreating. I'll be back
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm bugging out
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating. I'll be back
Dlg_SC_ac_slingshot_reaction_rejoining_battle_0430=Back in it, sir.
Dlg_SC_ac_slingshot_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
Dlg_SC_ac_slingshot_reaction_taking_damage_0460=Getting hit here.
Dlg_SC_ac_slingshot_reaction_taking_damage_0461=Taking enemy fire!
Dlg_SC_ac_slingshot_reaction_taking_damageReaction_Taking_Damage_01=Getting hit here.
Dlg_SC_ac_slingshot_reaction_taking_damageReaction_Taking_Damage_02=Taking enemy fire!
Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistance_0550=I need help securing this shit
Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help securing this shit
Dlg_SC_ac_spitfire_conquest_lost_control_of_a_zone_0570=We lost the zone, sir
Dlg_SC_ac_spitfire_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone, sir
Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zone_0560=Zone is ours!
Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours!
Dlg_SC_ac_spitfire_ctc_allies_score_point_0540=Woooh! Way to go
Dlg_SC_ac_spitfire_ctc_allies_score_point_0541=Point to us.
Dlg_SC_ac_spitfire_ctc_allies_score_pointCTC_Allies_Score_Point_01=Woooh! Way to go
Dlg_SC_ac_spitfire_ctc_allies_score_pointCTC_Allies_Score_Point_02=Point to us.
Dlg_SC_ac_spitfire_ctc_enemy_has_core_0510=Enemy has the core!
Dlg_SC_ac_spitfire_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
Dlg_SC_ac_spitfire_ctc_player_has_core_0500=You got the core!
Dlg_SC_ac_spitfire_ctc_player_has_coreCTC_Player_Has_Core=You got the core!
Dlg_SC_ac_spitfire_ctc_this_ai_has_core_0520=I have the core, sir
Dlg_SC_ac_spitfire_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, sir
Dlg_SC_ac_spitfire_player_order_assistance_required_0121=I got you.
Dlg_SC_ac_spitfire_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got you.
Dlg_SC_ac_spitfire_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Weapons hot, sir.
Dlg_SC_ac_spitfire_player_order_bomb_my_target_0230=Bringing the thunder.
Dlg_SC_ac_spitfire_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bringing the thunder.
Dlg_SC_ac_spitfire_player_order_break_and_engage_0210=Hunting now, sir.
Dlg_SC_ac_spitfire_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Hunting now, sir.
Dlg_SC_ac_spitfire_player_order_defend_my_target_0110=Nobody's gonna get near them, sir
Dlg_SC_ac_spitfire_player_order_defend_my_target_0111=I got their back, sir.
Dlg_SC_ac_spitfire_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Nobody's gonna get near them, sir
Dlg_SC_ac_spitfire_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got their back, sir.
Dlg_SC_ac_spitfire_player_order_escort_my_target_0220=Taking them in, sir.
Dlg_SC_ac_spitfire_player_order_escort_my_target_0221=Escorting target now, sir
Dlg_SC_ac_spitfire_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Taking them in, sir.
Dlg_SC_ac_spitfire_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now, sir
Dlg_SC_ac_spitfire_player_order_evasive_manoeuvers_0200=I'll shake 'em off
Dlg_SC_ac_spitfire_player_order_evasive_manoeuvers_0201=Confirm evasive action, sir
Dlg_SC_ac_spitfire_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I'll shake 'em off
Dlg_SC_ac_spitfire_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Confirm evasive action, sir
Dlg_SC_ac_spitfire_player_order_form_up_on_me_0131=Formation set, sir.
Dlg_SC_ac_spitfire_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Formation set, sir.
Dlg_SC_ac_spitfire_player_order_return_to_base_0240=Heading back to base, sir
Dlg_SC_ac_spitfire_player_order_return_to_base_0241=Heading back, sir
Dlg_SC_ac_spitfire_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back to base, sir
Dlg_SC_ac_spitfire_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back, sir
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fire_0480=Hey, watch it!
Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey, watch it!
Dlg_SC_ac_spitfire_reaction_commiting_friendly_fire_0490=Shit! That was a stupid shot. Sorry.
Dlg_SC_ac_spitfire_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit! That was a stupid shot. Sorry.
Dlg_SC_ac_spitfire_reaction_eject_0470=Mierda! I'm out...
Dlg_SC_ac_spitfire_reaction_ejectReaction_Eject_01=Mierda! I'm out...
Dlg_SC_ac_spitfire_reaction_friendly_gets_killed_0451=Friendly down, sir!
Dlg_SC_ac_spitfire_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down, sir!
Dlg_SC_ac_spitfire_reaction_Gets_a_kill_0400=I… I got one.
Dlg_SC_ac_spitfire_reaction_Gets_a_killReaction_Gets_A_Kill_01=I… I got one.
Dlg_SC_ac_spitfire_reaction_incoming_enemies_0420=We got hostiles.
Dlg_SC_ac_spitfire_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got hostiles.
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreating_0440=Disengaging combat, sir
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreating_0441=I'm out of here.
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Disengaging combat, sir
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=I'm out of here.
Dlg_SC_ac_spitfire_reaction_player_gets_a_kill_0410=Nice going, sir
Dlg_SC_ac_spitfire_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice going, sir
Dlg_SC_ac_spitfire_reaction_taking_damage_0461=Filho da puta!
Dlg_SC_ac_spitfire_reaction_taking_damageReaction_Taking_Damage_02=Filho da puta!
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistance_0550=Need help in this zone!
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistance_0551=Help me out in this zone, anyone?
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Need help in this zone!
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Help me out in this zone, anyone?
Dlg_SC_ac_tanto_conquest_lost_control_of_a_zone_0570=We lost the zone
Dlg_SC_ac_tanto_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
Dlg_SC_ac_tanto_conquest_taken_control_of_a_zone_0560=The zone is ours
Dlg_SC_ac_tanto_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=The zone is ours
Dlg_SC_ac_tanto_ctc_enemy_has_core_0510=They have our core
Dlg_SC_ac_tanto_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
Dlg_SC_ac_tanto_ctc_enemy_scores_point_0530=Good effort, all
Dlg_SC_ac_tanto_ctc_enemy_scores_point_0531=They got a point
Dlg_SC_ac_tanto_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Good effort, all
Dlg_SC_ac_tanto_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=They got a point
Dlg_SC_ac_tanto_ctc_player_has_core_0500=You got the core. Go for it.
Dlg_SC_ac_tanto_ctc_player_has_coreCTC_Player_Has_Core=You got the core. Go for it.
Dlg_SC_ac_tanto_ctc_this_ai_has_core_0520=I have the core. On me!
Dlg_SC_ac_tanto_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. On me!
Dlg_SC_ac_tanto_generic_response_no_0310=Are you sure?
Dlg_SC_ac_tanto_generic_response_noGeneric_Response_No_01=Are you sure?
Dlg_SC_ac_tanto_generic_response_yes_0301=You got it.
Dlg_SC_ac_tanto_generic_response_yesGeneric_Response_Yes_02=You got it.
Dlg_SC_ac_tanto_player_order_assistance_required_0120=Be right there!
Dlg_SC_ac_tanto_player_order_assistance_required_0121=Hold on, sir.
Dlg_SC_ac_tanto_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Be right there!
Dlg_SC_ac_tanto_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hold on, sir.
Dlg_SC_ac_tanto_player_order_attack_my_target_0100=Copy. Target acquired.
Dlg_SC_ac_tanto_player_order_attack_my_target_0101=Attacking your mark
Dlg_SC_ac_tanto_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy. Target acquired.
Dlg_SC_ac_tanto_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Attacking your mark
Dlg_SC_ac_tanto_player_order_bomb_my_target_0230=Bombing run starting
Dlg_SC_ac_tanto_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run starting
Dlg_SC_ac_tanto_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_tanto_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
Dlg_SC_ac_tanto_player_order_escort_my_target_0220=Copy. Moving to escort.
Dlg_SC_ac_tanto_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_tanto_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Copy. Moving to escort.
Dlg_SC_ac_tanto_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_tanto_player_order_evasive_manoeuvers_0221=Let's go for a ride.
Dlg_SC_ac_tanto_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Let's go for a ride.
Dlg_SC_ac_tanto_player_order_form_up_on_me_0130=Moving into formation, sir
Dlg_SC_ac_tanto_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation, sir
Dlg_SC_ac_tanto_player_order_return_to_base_0240=Back to base
Dlg_SC_ac_tanto_player_order_return_to_basePlayer_Order_Return_To_Base_01=Back to base
Dlg_SC_ac_tanto_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_tanto_reaction_being_hit_by_friendly_fire_0480=Careful. You hit me just then
Dlg_SC_ac_tanto_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Careful. You hit me just then
Dlg_SC_ac_tanto_reaction_commiting_friendly_fire_0490=Apologies, sir. That was me.
Dlg_SC_ac_tanto_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Apologies, sir. That was me.
Dlg_SC_ac_tanto_reaction_eject_0471=Going for a space-walk.
Dlg_SC_ac_tanto_reaction_ejectReaction_Eject_02=Going for a space-walk.
Dlg_SC_ac_tanto_reaction_friendly_gets_killed_0450=We lost a friendly!
Dlg_SC_ac_tanto_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=We lost a friendly!
Dlg_SC_ac_tanto_reaction_Gets_a_kill_0400=One down, sir
Dlg_SC_ac_tanto_reaction_Gets_a_kill_0401=Enemy neutralised, sir
Dlg_SC_ac_tanto_reaction_Gets_a_killReaction_Gets_A_Kill_01=One down, sir
Dlg_SC_ac_tanto_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy neutralised, sir
Dlg_SC_ac_tanto_reaction_incoming_enemies_0420=We got contacts.
Dlg_SC_ac_tanto_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got contacts.
Dlg_SC_ac_tanto_reaction_leaving_battle_retreating_0440=Gotta bounce, I'm pretty tore up.
Dlg_SC_ac_tanto_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta bounce, I'm pretty tore up.
Dlg_SC_ac_tanto_reaction_player_gets_a_kill_0411=Clean shot, sir.
Dlg_SC_ac_tanto_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Clean shot, sir.
Dlg_SC_ac_tanto_reaction_rejoining_battle_0430=Don't worry, I'm back!
Dlg_SC_ac_tanto_reaction_rejoining_battleReaction_Rejoining_Battle=Don't worry, I'm back!
Dlg_SC_ac_tanto_reaction_taking_damage_0460=Taking fire, sir
Dlg_SC_ac_tanto_reaction_taking_damageReaction_Taking_Damage_01=Taking fire, sir
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistance_0550=Zone contested. Help if you can
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistance_0551=Need some backup, now!
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Zone contested. Help if you can
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Need some backup, now!
Dlg_SC_ac_thunder_ctc_allies_score_point_0540=Oh, shit! That's one.
Dlg_SC_ac_thunder_ctc_allies_score_pointCTC_Allies_Score_Point=Oh, shit! That's one.
Dlg_SC_ac_thunder_ctc_enemy_has_core_0510=Enemy has our core!
Dlg_SC_ac_thunder_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has our core!
Dlg_SC_ac_thunder_ctc_enemy_scores_point_0530=They scored a point
Dlg_SC_ac_thunder_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=They scored a point
Dlg_SC_ac_thunder_ctc_player_has_core_0500=You got the core
Dlg_SC_ac_thunder_ctc_player_has_coreCTC_Player_Has_Core=You got the core
Dlg_SC_ac_thunder_ctc_this_ai_has_core_0520=Core is on me.
Dlg_SC_ac_thunder_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is on me.
Dlg_SC_ac_thunder_generic_response_no_0310=No can do
Dlg_SC_ac_thunder_generic_response_noGeneric_Response_No_01=No can do
Dlg_SC_ac_thunder_player_order_assistance_required_0120=I'm all over it
Dlg_SC_ac_thunder_player_order_assistance_required_0121=I got your back.
Dlg_SC_ac_thunder_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'm all over it
Dlg_SC_ac_thunder_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got your back.
Dlg_SC_ac_thunder_player_order_attack_my_target_0101=Gonna drop that pain.
Dlg_SC_ac_thunder_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Gonna drop that pain.
Dlg_SC_ac_thunder_player_order_break_and_engage_0210=Breaking and engaging
Dlg_SC_ac_thunder_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
Dlg_SC_ac_thunder_player_order_defend_my_target_0110=Copy that. On my way.
Dlg_SC_ac_thunder_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Copy that. On my way.
Dlg_SC_ac_thunder_player_order_escort_my_target_0221=Falling in pattern, sir.
Dlg_SC_ac_thunder_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Falling in pattern, sir.
Dlg_SC_ac_thunder_player_order_return_to_base_0241=Confirm, returning to base
Dlg_SC_ac_thunder_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
Dlg_SC_ac_thunder_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_thunder_reaction_being_hit_by_friendly_fire_0480=Check fire! I’m a friendly, dammit
Dlg_SC_ac_thunder_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check fire! I’m a friendly, dammit
Dlg_SC_ac_thunder_reaction_commiting_friendly_fire_0490=Ah, get out my way man
Dlg_SC_ac_thunder_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Ah, get out my way man
Dlg_SC_ac_thunder_reaction_taking_damage_0460=I can't shake 'em.
Dlg_SC_ac_thunder_reaction_taking_damage_0461=Enemy is locked on me
Dlg_SC_ac_thunder_reaction_taking_damageReaction_Taking_Damage_01=I can't shake 'em.
Dlg_SC_ac_thunder_reaction_taking_damageReaction_Taking_Damage_02=Enemy is locked on me
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistance_0550=Help me fight for this zone, will ya?
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistance_0551=Zone contested. Help me take it!
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Help me fight for this zone, will ya?
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested. Help me take it!
Dlg_SC_ac_vixen_conquest_lost_control_of_a_zone_0570=We've lost the zone
Dlg_SC_ac_vixen_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We've lost the zone
Dlg_SC_ac_vixen_conquest_taken_control_of_a_zone_0560=We've taken the zone
Dlg_SC_ac_vixen_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We've taken the zone
Dlg_SC_ac_vixen_ctc_allies_score_point_0540=We got a point
Dlg_SC_ac_vixen_ctc_allies_score_pointCTC_Allies_Score_Point=We got a point
Dlg_SC_ac_vixen_ctc_enemy_has_core_0510=They have our core. Waste them.
Dlg_SC_ac_vixen_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core. Waste them.
Dlg_SC_ac_vixen_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_vixen_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_vixen_ctc_this_ai_has_core_0520=I have the core. Cut me a path.
Dlg_SC_ac_vixen_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. Cut me a path.
Dlg_SC_ac_vixen_generic_response_no_0310=No can do
Dlg_SC_ac_vixen_generic_response_noGeneric_Response_No_01=No can do
Dlg_SC_ac_vixen_player_order_assistance_required_0120=I'll get them.
Dlg_SC_ac_vixen_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll get them.
Dlg_SC_ac_vixen_player_order_bomb_my_target_0230=Bombing run confirmed
Dlg_SC_ac_vixen_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run confirmed
Dlg_SC_ac_vixen_player_order_defend_my_target_0111=Easy there, chief.
Dlg_SC_ac_vixen_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Easy there, chief.
Dlg_SC_ac_vixen_player_order_escort_my_target_0220=You're kidding, right?
Dlg_SC_ac_vixen_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=You're kidding, right?
Dlg_SC_ac_vixen_player_order_form_up_on_me_0130=Moving into formation
Dlg_SC_ac_vixen_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation
Dlg_SC_ac_vixen_player_order_return_to_base_0241=Confirming return to base
Dlg_SC_ac_vixen_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirming return to base
Dlg_SC_ac_vixen_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_vixen_reaction_being_hit_by_friendly_fire_0480=Hey moron, I'm on your team.
Dlg_SC_ac_vixen_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey moron, I'm on your team.
Dlg_SC_ac_vixen_reaction_friendly_gets_killed_0450=Uh! We lost a friendly.
Dlg_SC_ac_vixen_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Uh! We lost a friendly.
Dlg_SC_ac_vixen_reaction_leaving_battle_retreating_0440=I need to rearm.
Dlg_SC_ac_vixen_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=I need to rearm.
Dlg_SC_ac_vixen_reaction_taking_damage_0461=I've got one on me
Dlg_SC_ac_vixen_reaction_taking_damageReaction_Taking_Damage_02=I've got one on me
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistance_0550=I'm in contested zone. Help appreciated
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistance_0551=Zone contested. Assistance required
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I'm in contested zone. Help appreciated
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested. Assistance required
Dlg_SC_ac_warlord_ctc_allies_score_point_0540=Nice. We scored
Dlg_SC_ac_warlord_ctc_allies_score_pointCTC_Allies_Score_Point=Nice. We scored
Dlg_SC_ac_warlord_ctc_enemy_has_core_0510=They got our core!
Dlg_SC_ac_warlord_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core!
Dlg_SC_ac_warlord_ctc_enemy_scores_point_0530=One point to them
Dlg_SC_ac_warlord_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=One point to them
Dlg_SC_ac_warlord_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_warlord_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_warlord_generic_response_no_0311=Will not comply, sir
Dlg_SC_ac_warlord_generic_response_noGeneric_Response_No_02=Will not comply, sir
Dlg_SC_ac_warlord_generic_response_yes_0301=You got it.
Dlg_SC_ac_warlord_generic_response_yesGeneric_Response_Yes_02=You got it.
Dlg_SC_ac_warlord_player_order_assistance_required_0121=Assistance request, confirmed
Dlg_SC_ac_warlord_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Assistance request, confirmed
Dlg_SC_ac_warlord_player_order_attack_my_target_0100=Copy, sir. On it.
Dlg_SC_ac_warlord_player_order_attack_my_target_0101=I have them in sight
Dlg_SC_ac_warlord_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy, sir. On it.
Dlg_SC_ac_warlord_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=I have them in sight
Dlg_SC_ac_warlord_player_order_break_and_engage_0210=Breaking to intercept
Dlg_SC_ac_warlord_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to intercept
Dlg_SC_ac_warlord_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_warlord_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_warlord_player_order_form_up_on_me_0130=Copy, folding in.
Dlg_SC_ac_warlord_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Copy, folding in.
Dlg_SC_ac_warlord_player_order_return_to_base_0240=Confirm, returning to base
Dlg_SC_ac_warlord_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
Dlg_SC_ac_warlord_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fire_0480=Blue on blue!
Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fire_0481=Stop shooting me, you idiot.
Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting me, you idiot.
Dlg_SC_ac_warlord_reaction_commiting_friendly_fire_0490=My mistake. Sorry
Dlg_SC_ac_warlord_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My mistake. Sorry
Dlg_SC_ac_warlord_reaction_rejoining_battle_0430=I'm back in the mix
Dlg_SC_ac_warlord_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the mix
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistance_0550=Hold the zone, people.
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistance_0551=Hey! Zone contested on my position.
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Hold the zone, people.
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Hey! Zone contested on my position.
Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zone_0560=We got the zone
Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We got the zone
Dlg_SC_ac_wreckingball_ctc_allies_score_point_0540=One for the home team!
Dlg_SC_ac_wreckingball_ctc_allies_score_pointCTC_Allies_Score_Point=One for the home team!
Dlg_SC_ac_wreckingball_ctc_enemy_has_core_0510=They got the core
Dlg_SC_ac_wreckingball_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
Dlg_SC_ac_wreckingball_ctc_enemy_scores_point_0530=Damn it people, they scored
Dlg_SC_ac_wreckingball_ctc_enemy_scores_point_0531=Awww dammit man.
Dlg_SC_ac_wreckingball_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Damn it people, they scored
Dlg_SC_ac_wreckingball_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Awww dammit man.
Dlg_SC_ac_wreckingball_ctc_player_has_core_0500=You fly. I'll cover.
Dlg_SC_ac_wreckingball_ctc_player_has_coreCTC_Player_Has_Core=You fly. I'll cover.
Dlg_SC_ac_wreckingball_ctc_this_ai_has_core_0520=Core is mine. Need a hand here.
Dlg_SC_ac_wreckingball_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is mine. Need a hand here.
Dlg_SC_ac_wreckingball_generic_response_no_0310=Nope! That's stupid
Dlg_SC_ac_wreckingball_generic_response_noGeneric_Response_No_01=Nope! That's stupid
Dlg_SC_ac_wreckingball_generic_response_yes_0300=All copy, sir.
Dlg_SC_ac_wreckingball_generic_response_yesGeneric_Response_Yes_01=All copy, sir.
Dlg_SC_ac_wreckingball_player_order_assistance_required_0120=Help's on the way
Dlg_SC_ac_wreckingball_player_order_assistance_required_0121=I got you.
Dlg_SC_ac_wreckingball_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Help's on the way
Dlg_SC_ac_wreckingball_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got you.
Dlg_SC_ac_wreckingball_player_order_attack_my_target_0100=One corpse, coming up.
Dlg_SC_ac_wreckingball_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=One corpse, coming up.
Dlg_SC_ac_wreckingball_player_order_bomb_my_target_0230=Bomb run initiated
Dlg_SC_ac_wreckingball_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run initiated
Dlg_SC_ac_wreckingball_player_order_defend_my_target_0110=Yeah, fine, guess I'll babysit
Dlg_SC_ac_wreckingball_player_order_defend_my_target_0111=I got 'em. Don't sweat it.
Dlg_SC_ac_wreckingball_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Yeah, fine, guess I'll babysit
Dlg_SC_ac_wreckingball_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got 'em. Don't sweat it.
Dlg_SC_ac_wreckingball_player_order_escort_my_target_0220=Sticking close to target
Dlg_SC_ac_wreckingball_player_order_escort_my_target_0221=They are now under my protection.
Dlg_SC_ac_wreckingball_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Sticking close to target
Dlg_SC_ac_wreckingball_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=They are now under my protection.
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuvers_0201=Class is in session.
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Class is in session.
Dlg_SC_ac_wreckingball_player_order_return_to_base_0241=Heading home I guess
Dlg_SC_ac_wreckingball_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home I guess
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_wreckingball_reaction_being_hit_by_friendly_fire_0480=Check your damn targets.
Dlg_SC_ac_wreckingball_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your damn targets.
Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fire_0490=Stay outta my line of fire!
Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Stay outta my line of fire!
Dlg_SC_ac_wreckingball_reaction_eject_0471=Shit! I gotta bail.
Dlg_SC_ac_wreckingball_reaction_ejectReaction_Eject_02=Shit! I gotta bail.
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killed_0450=They wasted one of ours
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killed_0451=Screw you! We lost one of our own
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=They wasted one of ours
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Screw you! We lost one of our own
Dlg_SC_ac_wreckingball_reaction_Gets_a_kill_0400=That's what happens!
Dlg_SC_ac_wreckingball_reaction_Gets_a_kill_0401=I just can't be stopped.
Dlg_SC_ac_wreckingball_reaction_Gets_a_killReaction_Gets_A_Kill_01=That's what happens!
Dlg_SC_ac_wreckingball_reaction_Gets_a_killReaction_Gets_A_Kill_02=I just can't be stopped.
Dlg_SC_ac_wreckingball_reaction_incoming_enemies_0421=It's on now.
Dlg_SC_ac_wreckingball_reaction_incoming_enemiesReaction_Incoming_Enemies_02=It's on now.
Dlg_SC_ac_wreckingball_reaction_player_gets_a_kill_0410=Not a bad kill, but no class. Haha!
Dlg_SC_ac_wreckingball_reaction_player_gets_a_kill_0411=Alright, okay, that wasn't bad.
Dlg_SC_ac_wreckingball_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Not a bad kill, but no class. Haha!
Dlg_SC_ac_wreckingball_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Alright, okay, that wasn't bad.
Dlg_SC_ac_wreckingball_reaction_rejoining_battle_0430=Don't panic, people. I'm back...
Dlg_SC_ac_wreckingball_reaction_rejoining_battleReaction_Rejoining_Battle=Don't panic, people. I'm back...
Dlg_SC_ac_wreckingball_reaction_taking_damage_0460=That all you got?!
Dlg_SC_ac_wreckingball_reaction_taking_damage_0461=Oh, I'm gonna take my time with you!
Dlg_SC_ac_wreckingball_reaction_taking_damageReaction_Taking_Damage_01=That all you got?!
Dlg_SC_ac_wreckingball_reaction_taking_damageReaction_Taking_Damage_02=Oh, I'm gonna take my time with you!
Dlg_SC_bb_bb_factory_ANVL_critical_hit_0500=Critical systems damage
Dlg_SC_bb_bb_factory_ANVL_scanners_being_scanned_0210=Warning, incoming scan
Dlg_SC_bb_bb_factory_ANVL_sensor_incoming_ramming_0120=Hostile proximity warning
Dlg_SC_bb_bb_factory_ANVL_shields_back_0_0580=Alert: Aft Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_back_25_0570=Warning, Aft Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_back_50_0560=Aft Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_back_75_0550=Aft Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_0_0740=Alert: Deck Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_25_0730=Warning, Deck Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_50_0720=Deck Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_75_0710=Deck Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_front_0_0540=Alert: Forward Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_front_25_0530=Warning, Forward Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_front_50_0520=Forward Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_front_75_0510=Forward Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_left_0_0620=Alert: Port Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_left_25_0610=Warning, Port Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_left_50_0600=Port Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_left_75_0590=Port Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_right_0_0660=Alert: Starboard Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_right_25_0650=Warning, Starboard Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_right_50_0640=Starboard Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_right_75_0630=Starboard Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_top_0_0700=Alert: Overhead Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_top_25_0690=Warning, Overhead Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_top_50_0680=Overhead Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_top_75_0670=Overhead Shields 75%
Dlg_SC_bb_bb_factory_ANVL_systems_comms_jammed_0960=Warning: Communications system is being jammed
Dlg_SC_bb_bb_factory_ANVL_systems_systems_online_0970=All systems are online
Dlg_SC_bb_bb_factory_ANVL_systems_systems_overheating_0950=Warning: Systems Overheating
Dlg_SC_bb_bb_factory_ANVL_weapons_charging_0330=Charging Energy Weapons
Dlg_SC_bb_bb_factory_ORIG_scanners_being_scanned_0210=Ship has been scanned.
Dlg_SC_bb_bb_factory_ORIG_sensor_incoming_ramming_0120=Evasive manuevers, hostile inbound.
Dlg_SC_bb_bb_factory_ORIG_shields_back_0_0580=Stern shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_back_25_0570=Stern shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_back_50_0560=Stern shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_back_75_0550=Stern shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_0_0740=Nadir shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_25_0730=Nadir shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_50_0720=Nadir shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_75_0710=Nadir shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_front_25_0530=Fore-shield at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_front_50_0520=Fore-shield at half strength
Dlg_SC_bb_bb_factory_ORIG_shields_front_75_0510=Fore-shield at 75% strength
Dlg_SC_bb_bb_factory_ORIG_shields_left_0_0620=Port shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_left_25_0610=Port shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_left_50_0600=Port shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_left_75_0590=Port shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_right_0_0660=Starboard shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_right_25_0650=Starboard shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_right_50_0640=Starboard shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_right_75_0630=Starboard shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_top_0_0700=Zenith shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_top_25_0690=Zenith shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_top_50_0680=Zenith shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_top_75_0670=Zenith shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_systems_autopilot_disengaged_0930=Resuming pilot control.
Dlg_SC_bb_bb_factory_ORIG_systems_autopilot_engaged_0920=Pilot Assist on.
Dlg_SC_bb_bb_factory_ORIG_systems_bitchingbetty_0840=Welcome to ... Origin… I…assist…
Dlg_SC_bb_bb_factory_ORIG_systems_bootup_0971=Origin Jumpworks at your service.
Dlg_SC_bb_bb_factory_ORIG_systems_comms_jammed_0960=Cannot establish communication
Dlg_SC_bb_bb_factory_ORIG_systems_destruction_imminent_0900=Catastrophic failure imminent.
Dlg_SC_bb_bb_factory_ORIG_systems_is_offline_0505=...have received catastrophic damage.
Dlg_SC_bb_bb_factory_ORIG_systems_systems_online_0970=Core systems operational
Dlg_SC_bb_bb_factory_ORIG_systems_systems_overheating_0950=Coolant malfunction. Core system reaching unsafe temperature
Dlg_SC_bb_bb_factory_ORIG_weapons_ammunition_depleted_0320=Ballistics requires reload
Dlg_SC_bb_bb_factory_ORIG_weapons_ammunition_low_0310=Ballistics depleting rapidly
Dlg_SC_bb_bb_factory_ORIG_weapons_charging_0330=Refreshing Energy Weapons
Dlg_SC_bb_bb_factory_ORIG_weapons_missile_lock_succeeds_0300=ACHIEVED MISSILE LOCK
Dlg_SC_bb_bb_factory_RSI_scanners_being_scanned_0210=We are being scanned
Dlg_SC_bb_bb_factory_RSI_sensor_incoming_ramming_0120=Hostile on collision course
Dlg_SC_bb_bb_factory_RSI_shields_back_0_0580=Rear shield is down
Dlg_SC_bb_bb_factory_RSI_shields_back_25_0570=Alert: Rear shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_back_50_0560=Rear shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_back_75_0550=Rear shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_bottom_0_0740=Low shield is down
Dlg_SC_bb_bb_factory_RSI_shields_bottom_25_0730=Alert: Low Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_bottom_50_0720=Low Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_bottom_75_0710=Low Shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_front_0_0540=Front shield is down
Dlg_SC_bb_bb_factory_RSI_shields_front_25_0530=Alert: Front Shields at 25%.
Dlg_SC_bb_bb_factory_RSI_shields_front_50_0520=Front shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_front_75_0510=Front shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_left_0_0620=Port Shield is down
Dlg_SC_bb_bb_factory_RSI_shields_left_25_0610=Alert: Port Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_left_50_0600=Port Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_left_75_0590=Port Shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_right_0_0660=Starboard Shield is down.
Dlg_SC_bb_bb_factory_RSI_shields_right_25_0650=Alert: Starboard Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_right_50_0640=Starboard Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_right_75_0630=Starboard Shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_top_0_0700=High shield is down
Dlg_SC_bb_bb_factory_RSI_shields_top_25_0690=Alert: High Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_top_50_0680=Overhead Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_top_75_0670=Overhead Shield at 75%
Dlg_SC_bb_bb_factory_RSI_systems_bootup_0971=Welcome to Roberts Space Industries. Enjoy the ride.
Dlg_SC_bb_bb_factory_RSI_systems_destruction_imminent_0900=Please evacuate ship.
Dlg_SC_bb_bb_factory_RSI_weapons_ammunition_depleted_0320=Ballistics out of ammo
Dlg_SC_bb_bb_factory_RSI_weapons_ammunition_low_0310=Ballistics ammo low
Dlg_SC_bb_bb_factory_RSI_weapons_charging_0330=Standby for Energy Weapons
Dlg_SC_mc_collision_1101=These pilots are not holding back.
Dlg_SC_mc_collision_1102=While crashing into the other pilots may stop them from winning, it often has the adverse affect of causing you to lose as well.
Dlg_SC_mc_collision_1103=They clipped! Hopefully they can maintain control.
Dlg_SC_mc_collision_1104=I don't know the exact maths, but I am fairly certain that two objects hitting at these speeds is equal to about a metric ton of uh-oh.
Dlg_SC_mc_collision_1105=They're bumping each other like they're at a club on Terra Prime.
Dlg_SC_mc_collision_1106=I don't know how many more hits like that they can take.
Dlg_SC_mc_collision_1107=Ouch! Someone's going to need some medgel after this race.
Dlg_SC_mc_collision_1108=And that's why in racing we have the saying, "ships don't win pretty."
Dlg_SC_mc_collision_1109=Now that's what I call a bang up job.
Dlg_SC_mc_collision_1110=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
Dlg_SC_mc_collisionCollision_01=These pilots are not holding back.
Dlg_SC_mc_collisionCollision_02=While crashing into the other pilots may stop them from winning, it often has the adverse affect of causing you to lose as well.
Dlg_SC_mc_collisionCollision_03=They clipped! Hopefully they can maintain control.
Dlg_SC_mc_collisionCollision_04=I don't know the exact maths, but I am fairly certain that two objects hitting at these speeds is equal to about a metric ton of uh-oh.
Dlg_SC_mc_collisionCollision_05=They're bumping each other like they're at a club on Terra Prime.
Dlg_SC_mc_collisionCollision_06=I don't know how many more hits like that they can take.
Dlg_SC_mc_collisionCollision_07=Ouch! Someone's going to need some medgel after this race.
Dlg_SC_mc_collisionCollision_08=And that's why in racing we have the saying, "ships don't win pretty."
Dlg_SC_mc_collisionCollision_09=Now that's what I call a bang up job.
Dlg_SC_mc_collisionCollision_10=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
Dlg_SC_mc_entering_weaponsfree_zone_2501=Get ready. Things are about to get lethal.
Dlg_SC_mc_entering_weaponsfree_zoneEntering_WeaponsFree_Zone=Get ready. Things are about to get lethal.
Dlg_SC_mc_final_lap_begins_1501=Final lap. Time for things to get interesting.
Dlg_SC_mc_final_lap_begins_1502=It all comes down to this last lap.
Dlg_SC_mc_final_lap_begins_1503=Racers are entering the final lap.
Dlg_SC_mc_final_lap_begins_1504=Last lap and time to use whatever they got left in the tank.
Dlg_SC_mc_final_lap_begins_1505=This is the beginning of the end! The Last lap! The final bow! The ultimate circle. The big... okay I ran out of things but you get the idea. The race is almost over.
Dlg_SC_mc_final_lap_begins_1506=We got one lap remaining, and one last chance for these pilots to prove themselves.
Dlg_SC_mc_final_lap_begins_1507=Heading into the final stretch and it still could be anybody's race. Well not anybody's. Some of these pilots are not very good.
Dlg_SC_mc_final_lap_begins_1508=It's the final lap, and here is where you start to see just how good these pilots' engineering crews are, as the ships have been taking a beating.
Dlg_SC_mc_final_lap_begins_1509=The qualifier is winding down as we start the last lap.
Dlg_SC_mc_final_lap_begins_1510=And with that lap, the end draws near.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_01=Final lap. Time for things to get interesting.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_02=It all comes down to this last lap.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_03=Racers are entering the final lap.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_04=Last lap and time to use whatever they got left in the tank.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_05=This is the beginning of the end! The Last lap! The final bow! The ultimate circle. The big... okay I ran out of things but you get the idea. The race is almost over.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_06=We got one lap remaining, and one last chance for these pilots to prove themselves.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_07=Heading into the final stretch and it still could be anybody's race. Well not anybody's. Some of these pilots are not very good.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_08=It's the final lap, and here is where you start to see just how good these pilot's engineering crews are, as the ships have been taking a beating.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_09=The qualifier is winding down as we start the last lap.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_10=And with that lap, the end draws near.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2301=New Horizon is really proving itself to be a thinking man's racetrack.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2302=My understanding is that Consolidated Outlands owner, Silas Koerner, is enjoying the race today from his luxury box. Let me just say, Silas, if you are on the market for a new best friend, I am available.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2303=The MCRs recently implemented enhanced safety protocols are on full display. Sure it makes the race a little less exciting, but I guess some people would argue that's worth the price of saving some lives. Not me per se, but some people.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2304=With the season rapidly approaching, it'll be interesting to see who, if anyone, really establishes themselves as a racer to watch.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2305=With Kale Sonora's qualifier win at Issigon last week, everyone's asking if any of today's competition will knock her out of the top slot.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2306=Couldn't argue for better conditions to race in, I suppose. Call me old-fashioned, but I follow the Waylon Vickers mantra: "I love it when the weather's an opponent."
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_01=New Horizon is really proving itself to be a thinking man's racetrack.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_02=My understanding is that Consolidate Outlands owner, Silas Koerner, is enjoying the race today from his luxury box. Let me just say, Silas, if you are on the market for a new best friend, I am available.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_03=The MCRs recently implemented enhanced saftey protocals are on full display. Sure it makes the race a little less exciting, but I guess some people would argue that's worth the price of saving some lives. Not me persay, but some people.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_04=With the season rapidly approaching, it'll be interesting to see who, if anyone, really establishes themselves as a racer to watch.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_05=With Kale Sonora's qualifier win at Issigon last week, everyone's asking if any of today's competition will knock her out of the top slot.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_06=Couldn't argue for better conditions to race in, I suppose. Call me old-fashioned, but I follow the Waylon Vickers mantra: "I love it when the weather's an opponent."
Dlg_SC_mc_gen_chat_exclamations_negative_2012=What the hell?!
Dlg_SC_mc_gen_chat_exclamations_negative_2015=I can't believe I'm watching this!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_04=What the hell?!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_05=I can't believe I'm watching this!
Dlg_SC_mc_gen_chat_exclamations_positive_2001=Well I'll be damned.
Dlg_SC_mc_gen_chat_exclamations_positive_2003=There we go!
Dlg_SC_mc_gen_chat_exclamations_positive_2004=Now it's a race!
Dlg_SC_mc_gen_chat_exclamations_positive_2006=That was hot.
Dlg_SC_mc_gen_chat_exclamations_positive_2013=Look at it.
Dlg_SC_mc_gen_chat_exclamations_positive_2014=That's a great sight.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_01=Well I'll be damned.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_03=There we go!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_04=Now it's a race!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_06=That was hot.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_09=Look at it.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_10=That's a great sight.
Dlg_SC_mc_gen_chat_murray_cup_lore_2101=One of the great things about Murray racing is how the debate over speed vs. agility vs. firepower vs defense still rages to this day.
Dlg_SC_mc_gen_chat_murray_cup_lore_2102=It really is austounding how there seems to be no one way to win this race. Having the fastest ship means nothing if you're going to get your ass blown off.
Dlg_SC_mc_gen_chat_murray_cup_lore_2103=I'm reminded of a similar race in 2938 where all the ships also went around a track very fast.
Dlg_SC_mc_gen_chat_murray_cup_lore_2104=Hard to believe that there was a time when the Murray Cup was just a cup owned by a guy named Murray.
Dlg_SC_mc_gen_chat_murray_cup_lore_2105=New Horizon, a recent edition to the Cup, has been divisive amongst pilots as they strive to master all its nuances.
Dlg_SC_mc_gen_chat_murray_cup_lore_2106=It's hard to imagine what those original Murray Cup racers, using planets to mark the course, would think of today's track innovations.
Dlg_SC_mc_gen_chat_murray_cup_lore_2107=For those of you watching who are interested in getting involved with Murray Cup racing, it really comes down to two things: practice, and a ton of credits to buy a ship.
Dlg_SC_mc_gen_chat_murray_cup_lore_2108=Dealing with the sheer difficulty of this New Horizon course is a common theme in these Murray Cup qualifiers.
Dlg_SC_mc_gen_chat_murray_cup_lore_2109=Dealing with stress and fatigue may almost be as important in a race like this as is the ship you fly.
Dlg_SC_mc_gen_chat_murray_cup_lore_2110=This course is not one you want to fight against. The best bet is to close your eyes and just go along for the ride.
Dlg_SC_mc_gen_chat_murray_cup_lore_2111=Little known fact, this raceway was designed from the ground up to make these pilots gently weep to themselves as they fly.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_01=One of the great things about Murray racing is how the debate over speed vs. agility vs. firepower vs defense still rages to this day.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_02=It really is austounding how there seems to be no one way to win this race. Having the fastest ship means nothing if you're going to get your ass blown off.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_03=I'm reminded of a similar race in 2938 where all the ships also went around a track very fast.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_04=Hard to believe that there was a time when the Murray Cup was just a cup owned by a guy named Murray.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_05=New Horizon, a recent edition to the Cup, has been devisive amongst pilots as they strive to master all its nuances.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_06=It's hard to imagine what those original Murray Cup racers, using planets to mark the course, would think of today's track innovations.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_07=For those of you watching who are interested in getting involved with Murray Cup racing, it really comes down to two things, practice, and a ton of credits to buy a ship.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_08=Dealing with the sheer difficulty of this New Horizon course is a common theme in these Murray Cup qualifiers.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_09=Dealing with stress and fatigue may almost be as important in a race like this as is the ship you fly.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_10=This course is not one you want to fight against. The best bet is to close your eyes and just go along for the ride.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_11=Little known fact, this raceway was designed from the ground up to make these pilots gently weep to themselves as they fly.
Dlg_SC_mc_gen_chat_race_banter_1901=Another ring cleared.
Dlg_SC_mc_gen_chat_race_banter_1902=To the pilots in this race I ask, can you go faster? And if yes, then please, go faster.
Dlg_SC_mc_gen_chat_race_banter_1903=New Horizon Raceway is known throughout the circuit for its tricky turns and of course its new horizons.
Dlg_SC_mc_gen_chat_race_banter_1904=As an announcer it is important that I remain impartial, however as a race fan I got to say, I hope someone crashes soon.
Dlg_SC_mc_gen_chat_race_banter_1905=With a race track this huge, it can sometimes be difficult for pilots to get a full handle on the pacing they need to set for themselves.
Dlg_SC_mc_gen_chat_race_banter_1906=That's when you know the ships are really handling well, when they can pull a ring like that and manage to hold the line.
Dlg_SC_mc_gen_chat_race_banter_1907=Today's race is turning out to be a real stick breaker.
Dlg_SC_mc_gen_chat_race_banter_1908=You'll often hear people grunting over max engine output, but give me precise maneuvering thrusters any day.
Dlg_SC_mc_gen_chat_race_banter_1909=Many of the pilots have switched from drinking water during the race to a hydrating gel, just to shave off those few precious grams from their ship's weight.
Dlg_SC_mc_gen_chat_race_banter_1910=Big risk there. We'll have to see if they made their move a little too early.
Dlg_SC_mc_gen_chat_race_banter_1911=With barely meters to spare, these rings pose a significant risk to ships at these intense speeds.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_01=Another ring cleared.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_02=To the pilots in this race I ask, can you go faster? And if yes, then please, go faster.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_03=New Horizon Raceway known throughout the circuit for its tricky turns and of course its new horizons.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_04=As an announcer it is important that I remain impartial, however as a race fan I got to say, I hope someone crashes soon.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_05=With a race track this huge, it can sometimes be difficult for pilots to get a full handle on the pacing they need to set for themselves.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_06=That's when you know the ships are really handling well, when they can pull a ring like that and manage to hold the line.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_07=Today's race is turning out to be a real stick breaker.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_08=You'll often hear people grunting over max engine output, but give me precise maneuvering thrusters any day.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_09=Many of the pilots have switched from drinking water during the race to a hydrating gel, just to shave off those few precious grams from their ships weight.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_10=Big risk there. We'll have to see if they made their move a little too early.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_11=With barely meters to spare, these rings pose a significant risk to ships at these intense speeds.
Dlg_SC_mc_going_wrong_way_0601=And... now there is a pilot flying in the wrong direction.
Dlg_SC_mc_going_wrong_way_0602=We have one pilot going the wrong way round the track, so it may be worth specifying that the direction in which you cross the finish line does in fact matter.
Dlg_SC_mc_going_wrong_way_0603=Attention to the pilot going the wrong way, you are going the wrong way.
Dlg_SC_mc_going_wrong_way_0604=Watching this ship fly the wrong way, you have to ask, are they pre-screening these pilots?
Dlg_SC_mc_going_wrong_way_0605=You're going the wrong way!
Dlg_SC_mc_going_wrong_way_0606=As a pilot heads in the wrong direction, we are once again reminded that drug screening has still yet to be perfected.
Dlg_SC_mc_going_wrong_way_0607=Race fans, we may be moments away from a crash, as a pilot with no regard for their own life or the lives of others flies in the wrong direction.
Dlg_SC_mc_going_wrong_way_0608=Seems we have a contrarian in the race.
Dlg_SC_mc_going_wrong_way_0609=This is so incredibly dangerous, but I will not turn away.
Dlg_SC_mc_going_wrong_way_0610=Someone's helmet must be too tight because they are flying backwards.
Dlg_SC_mc_going_wrong_way_0611=What are you doing?
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_01=And... now there is a pilot flying in the wrong direction.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_02=We have one pilot going the wrong way round the track, so it may be worth specifying that the direction in which you cross the finish line does in fact matter.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_03=Attention to the pilot going the wrong way, you are going the wrong way.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_04=Watching this ship fly the wrong way, you have to ask, are they pre-screening these pilots?
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_05=You're going the wrong way!
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_06=As a pilot heads in the wrong direction, we are once again reminded that drug screening has still yet to be perfected.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_07=Race fans, we may be moments away from a crash, as a pilot with no regards for their own life or the lives of others, flies in the wrong direction.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_08=Seems we have a contrarian in the race.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_09=This is so incredibly dangerous but I will not turn away.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_10=Someone's helmet must be too tight because they are flying backwards.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_11=What are you doing!
Dlg_SC_mc_introduction_starting_0201=Racers are lined up and ready to go.
Dlg_SC_mc_introduction_starting_0202=Pilots are in place, and the ships are set.
Dlg_SC_mc_introduction_starting_0203=Mechanics are making the final adjustments before we get underway.
Dlg_SC_mc_introduction_starting_0204=Engines hum and thrusters burn as they wait for that final count.
Dlg_SC_mc_introduction_starting_0205=Ships are at the line, and you can feel the excitement.
Dlg_SC_mc_introduction_starting_0206=Ships are at their start positions.
Dlg_SC_mc_introduction_starting_0207=Pilots are ready at the gates.
Dlg_SC_mc_introduction_starting_0208=Pilots getting ready to launch. Can't say enough how important a good start is to a racer.
Dlg_SC_mc_introduction_starting_0209=Last chance to make final adjustments as we are near the start.
Dlg_SC_mc_introduction_starting_0210=The wait is almost over as the ships are primed.
Dlg_SC_mc_introduction_startingIntroduction_Starting_01=Racers are lined up and ready to go.
Dlg_SC_mc_introduction_startingIntroduction_Starting_02=Pilots are in place, and the ships are set.
Dlg_SC_mc_introduction_startingIntroduction_Starting_03=Mechanics are making the final adjustments before we get underway.
Dlg_SC_mc_introduction_startingIntroduction_Starting_04=Engines hum and thrusters burn as they wait for that final count.
Dlg_SC_mc_introduction_startingIntroduction_Starting_05=Ships are at the line, and you can feel the excitement.
Dlg_SC_mc_introduction_startingIntroduction_Starting_06=Ships are at their start positions.
Dlg_SC_mc_introduction_startingIntroduction_Starting_07=Pilots are ready at the gates.
Dlg_SC_mc_introduction_startingIntroduction_Starting_08=Pilots getting ready to launch. Can't say enough how important a good start is to a racer.
Dlg_SC_mc_introduction_startingIntroduction_Starting_09=Last chance to make final adjustments as we are near the start.
Dlg_SC_mc_introduction_startingIntroduction_Starting_10=The wait is almost over as the ships are primed.
Dlg_SC_mc_introduction_welcome_0101=Welcome to the Murray Cup Qualifier, my name's Trevor Basque.
Dlg_SC_mc_introduction_welcome_0102=Hello everyone, this is Trevor Basque, got another surefire heartstopper about to get underway.
Dlg_SC_mc_introduction_welcome_0103=Hello racers and gearheads, this is Trevor Basque casting live from the New Horizon Raceway.
Dlg_SC_mc_introduction_welcome_0104=Welcome back to Murray Cup racing. Hello, I'm Trevor Basque and let's go straight away to today's qualifier.
Dlg_SC_mc_introduction_welcome_0105=If you've got Murray Cup fever, then you've come to the right place. I'll be your doctor, Trevor Basque, but instead of a cure, I'll be dosing out just more racing fever, or something. I am not a real doctor. On to the race!
Dlg_SC_mc_introduction_welcome_0107=We are back and racing in New Horizon. I'm Shawn Walker for GSN Murray Cup coverage.
Dlg_SC_mc_introduction_welcome_0108=Faster, harder, and better than ever. Whether you're describing this Murray Cup's season, or me, your host Trevor Basque, you'd be right. Welcome to the New Horizon Qualifiers.
Dlg_SC_mc_introduction_welcome_0109=You can feel the excitment here at New Horizon as we gear up for another Murray Cup race. I'm Shawn Walker, and welcome to the Qualifiers.
Dlg_SC_mc_introduction_welcome_0110=Do you feel that? That need to feel g-forces pull blood from your brain? Well, look no further. Racing season is back.
Dlg_SC_mc_introduction_welcome_0111=Hello ladies and gentlmen, welcome to the New Horizon Speedway in lovely Ellis System for another Murray Cup Qualifier.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_01=Welcome to the Murray Cup Qualifier, my name's Trevor Basque.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_02=Hello everyone, this is Trevor Basque, got another surefire heartstopper about to get underway.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_03=Hello racers and gearheads, this is Trevor Basque casting live from the New Horizon Raceway.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_04=Welcome back to Murray Cup racing. Hello, I'm Trevor Basque and let's go straight away to today's qualifier.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_05=If you've got Murray Cup fever, then you've come to the right place. I'll be your doctor, Trevor Basque, but instead of a cure, I'll be dosing out just more racing fever, or something. I am not a real doctor. On to the race!
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_06=This is Trevor Basque for Murray Cup racing. Let's go now to today's qualifier.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_07=We are back and racing in New Horizon. Im Shawn Walker for GSN Murray Cup coverage.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_08=Faster, harder, and better than ever. Whether you're describing this Murray Cup's season, or me, your host Trevor Basque, you'd be right. Welcome to the New Horizon Qualifiers.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_09=You can feel the excitment here at New Horizon as we gear up for another Murray Cup race. I'm Shawn Walker, and welcome to the Qualifiers.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_10=Do you feel that? That need to feel g-forces pull blood from your brain? Well, look no further. Racing season is back.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_11=Hello ladies and gentlmen, welcome to the New Horizon Speedway in lovely Ellis System for another Murray Cup Qualifier.
Dlg_SC_mc_lap_complete_0802=Another lap in the log.
Dlg_SC_mc_lap_complete_0803=Mark that lap done.
Dlg_SC_mc_lap_complete_0804=With that lap done, this is where strategy is really going to start coming into play.
Dlg_SC_mc_lap_complete_0805=Clearing a lap, you've got to wonder if this is the point where racers will begin to make their move.
Dlg_SC_mc_lap_complete_0806=And that circuit's complete.
Dlg_SC_mc_lap_complete_0807=Lets see if the pilots will be making adjustments as they head into the next lap.
Dlg_SC_mc_lap_complete_0808=And around we go for another lap.
Dlg_SC_mc_lap_complete_0809=And the ships clear a lap.
Dlg_SC_mc_lap_complete_0810=Unlike Synthworld, that lap is done.
Dlg_SC_mc_lap_completeLap_Complete_02=Another lap in the log.
Dlg_SC_mc_lap_completeLap_Complete_03=Mark that lap done.
Dlg_SC_mc_lap_completeLap_Complete_04=With that lap done, this is where strategy is really going to start coming into play.
Dlg_SC_mc_lap_completeLap_Complete_05=Clearing a lap, you've got to wonder if this is the point where racers will begin to make their move.
Dlg_SC_mc_lap_completeLap_Complete_06=And that circuit's complete.
Dlg_SC_mc_lap_completeLap_Complete_07=Lets see if the pilots will be making adjustments as they head into the next lap.
Dlg_SC_mc_lap_completeLap_Complete_08=And around we go for another lap.
Dlg_SC_mc_lap_completeLap_Complete_09=And the ships clear a lap.
Dlg_SC_mc_lap_completeLap_Complete_10=Unlike Synthworld, that lap is done.
Dlg_SC_mc_launch_0302=And another race, underway.
Dlg_SC_mc_launch_0303=And a clean launch out of the gate.
Dlg_SC_mc_launch_0304=Gates open, throttles down.
Dlg_SC_mc_launch_0305=And there's the start.
Dlg_SC_mc_launch_0306=And away we go.
Dlg_SC_mc_launch_0307=And here they come.
Dlg_SC_mc_launch_0308=And the Qualifier is kicked off.
Dlg_SC_mc_launch_0309=And an aggressive start.
Dlg_SC_mc_launch_0310=And here we go, now.
Dlg_SC_mc_launchLaunch_02=And another race, underway.
Dlg_SC_mc_launchLaunch_03=And a clean launch out of the gate.
Dlg_SC_mc_launchLaunch_04=Gates open, throttles down.
Dlg_SC_mc_launchLaunch_05=And there's the start.
Dlg_SC_mc_launchLaunch_06=And away we go.
Dlg_SC_mc_launchLaunch_07=And here they come.
Dlg_SC_mc_launchLaunch_08=And the Qualifier is kicked off.
Dlg_SC_mc_launchLaunch_09=And an aggressive start.
Dlg_SC_mc_launchLaunch_10=And here we go, now.
Dlg_SC_mc_leaving_track_0701=Can someone please make sure the pilots know how racing is supposed to work?
Dlg_SC_mc_leaving_track_0702=Those racing guides are there for a reason, you know.
Dlg_SC_mc_leaving_track_0703=They're flying like a Jumpers fan after a match. Incapable of going in a straight line.
Dlg_SC_mc_leaving_track_0704=Anyone want to nudge them back on course?
Dlg_SC_mc_leaving_track_0705=With the trouble these pilots are having staying on the course, you might suspect that they don't actually want to be in the race.
Dlg_SC_mc_leaving_track_0706=Controlling these ships at speeds this high is no easy task, as another pilot slips outside the track.
Dlg_SC_mc_leaving_track_0708=What is going on here? They're off the track!
Dlg_SC_mc_leaving_track_0709=That racer went wide... real wide... off the track wide.
Dlg_SC_mc_leaving_track_0710=Looks like we have a rebel, who's not going to be penned in by your racing lines.
Dlg_SC_mc_leaving_trackLeaving_Track_01=Can someone please make sure the pilots know how racing is supposed to work?
Dlg_SC_mc_leaving_trackLeaving_Track_02=Those racing guides are there for a reason, you know.
Dlg_SC_mc_leaving_trackLeaving_Track_03=They're flying like a Jumpers fan after a match. Incapable of going in a straight line.
Dlg_SC_mc_leaving_trackLeaving_Track_04=Anyone want to nudge them back on course?
Dlg_SC_mc_leaving_trackLeaving_Track_05=With the trouble these pilots are having staying on the course, you might suspect that they don't actually want to be in the race.
Dlg_SC_mc_leaving_trackLeaving_Track_06=Controlling these ships at speeds this high is no easy task, as another pilot slips outside the track.
Dlg_SC_mc_leaving_trackLeaving_Track_08=What is going on here? They're off the track!
Dlg_SC_mc_leaving_trackLeaving_Track_09=That racer went wide... real wide... off the track wide.
Dlg_SC_mc_leaving_trackLeaving_Track_10=Looks like we have a rebel, who's not going to be penned in by your racing lines.
Dlg_SC_mc_leaving_weaponsfree_zone_2402=Out of the danger zone, looks like there's still a handful of competitors.
Dlg_SC_mc_leaving_weaponsfree_zoneLeaving_Weaponsfree_Zone_02=Out of the danger zone, looks like there's still a handful of competitors.
Dlg_SC_mc_lose_position_1401=That pilot's got some work to do to make up for lost ground.
Dlg_SC_mc_lose_position_1402=Use it or lose it, and that pilot clearly chose lose it.
Dlg_SC_mc_lose_position_1403=There you go, lose focus for even a second, and another pilot is there to pick up the slack.
Dlg_SC_mc_lose_position_1404=You've got to ask how a pilot could just give up their position like that.
Dlg_SC_mc_lose_position_1405=That is going to be a costly mistake.
Dlg_SC_mc_lose_position_1406=Falling behind. Not something you want to do in races or in taxes for that matter.
Dlg_SC_mc_lose_position_1407=That's either a rough bit of luck, or a great bit of luck, dependant, of course, on who you are cheering for.
Dlg_SC_mc_lose_position_1408=As pilots are eclipsed by their competitors, you can really tell who's got what it takes, and who's got to get their resume into shape.
Dlg_SC_mc_lose_position_1409=It's make or break time, and some of these pilots are just plain broken.
Dlg_SC_mc_lose_position_1410=A qualifier as important as this, it's so important to keep your head in the game.
Dlg_SC_mc_lose_position_1411=That could be it, that could be the decisive turn of this race.
Dlg_SC_mc_lose_positionLose_Position_01=That pilot's got some work to do to make up for lost ground.
Dlg_SC_mc_lose_positionLose_Position_02=Use it or lose it, and that pilot clearly chose lose it.
Dlg_SC_mc_lose_positionLose_Position_03=There you go, lose focus for even a second, and another pilot is there to pick up the slack.
Dlg_SC_mc_lose_positionLose_Position_04=You've got to ask how a pilot could just give up their position like that.
Dlg_SC_mc_lose_positionLose_Position_05=That is going to be a costly mistake.
Dlg_SC_mc_lose_positionLose_Position_06=Falling behind. Not something you want to do in races or in taxes for that matter.
Dlg_SC_mc_lose_positionLose_Position_07=That's either a rough bit of luck, or a great bit of luck, dependant, of course, on who you are cheering for.
Dlg_SC_mc_lose_positionLose_Position_08=As pilots are eclipsed by their competitors, you can really tell who's got what it takes, and who's got to get their resume into shape.
Dlg_SC_mc_lose_positionLose_Position_09=It's make or break time, and some of these pilots are just plain broken.
Dlg_SC_mc_lose_positionLose_Position_10=A qualifier as important as this, it's so important to keep your head in the game.
Dlg_SC_mc_lose_positionLose_Position_11=That could be it, that could be the decisive turn of this race.
Dlg_SC_mc_moving_up_position_1201=A pilot overtakes the competition, and gamblers everywhere sweat a little bit more.
Dlg_SC_mc_moving_up_position_1202=We've got a change in position and a reminder that nothing is certain till they cross that final line.
Dlg_SC_mc_moving_up_position_1203=We've got a pilot making their move.
Dlg_SC_mc_moving_up_position_1204=Aggressive flying on full display at New Horizon today.
Dlg_SC_mc_moving_up_position_1205=Some expert handling as a pilot advances.
Dlg_SC_mc_moving_up_position_1206=We've got movement in the pack as a racer slips ahead.
Dlg_SC_mc_moving_up_position_1207=That is one pilot who's got to be pleased with themselves.
Dlg_SC_mc_moving_up_position_1208=Some clear gains being made as racers settle in.
Dlg_SC_mc_moving_up_position_1209=And that racefans, is why nothing's settled till the finish line is crossed.
Dlg_SC_mc_moving_up_position_1210=Cutting in line, rude at the souk, perfectly acceptable on the raceway.
Dlg_SC_mc_moving_up_position_1211=That was a surgical move right there to slip past their competition.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_01=A pilot overtakes the competition, and gamblers everywhere sweat a little bit more.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_02=We've got a change in position and a reminder that nothing is certain till they cross that final line.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_03=We've got a pilot making their move.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_04=Aggressive flying on full display at New Horizon today.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_05=Some expert handling as a pilot advances.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_06=We've got movement in the pack as a racer slips ahead.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_07=That is one pilot who's got to be pleased with themselves.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_08=Some clear gains being made as racers settle in.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_09=And that racefans, is why nothing's settled till the finish line is crossed.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_10=Cutting in line, rude at the souk, perfectly acceptable on the raceway.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_11=That was a surgical move right there to slip past their competition.
Dlg_SC_mc_neck_and_neck_1301=It's a battle for the ages.
Dlg_SC_mc_neck_and_neck_1302=This is unbelievable. These two competitors are absolutely refusing to give up that edge.
Dlg_SC_mc_neck_and_neck_1303=They are really jockeying for position.
Dlg_SC_mc_neck_and_neck_1304=These racers seemed determined to not give each other any breathing room.
Dlg_SC_mc_neck_and_neck_1305=This is looking like it's going to be too close to call.
Dlg_SC_mc_neck_and_neck_1306=Neither of these pilots seems ready to let go of the lead.
Dlg_SC_mc_neck_and_neck_1307=We are nosecone to nosecone as these pilots try desperately to find some more speed.
Dlg_SC_mc_neck_and_neck_1308=This is one tight race.
Dlg_SC_mc_neck_and_neck_1309=With a race this close, I bet these pilots are regretting not removing that bobblehead from the dash.
Dlg_SC_mc_neck_and_neck_1310=Who's it gonna be? Who's it gonna be?!?
Dlg_SC_mc_neck_and_neckNeck_And_Neck_01=It's a battle for the ages.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_02=This is unbelievable. These two competitors are absolutely refusing to give up that edge.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_03=They are really jockeying for position.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_04=These racers seemed determined to not give each other any breathing room.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_05=This is looking like it's going to be too close to call.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_06=Neither of these pilots seems ready to let go of the lead.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_07=We are nosecone to nosecone as these pilots try desperately to find some more speed.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_08=This is one tight race.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_09=With a race this close, I bet these pilots are regretting not removing that bobblehead from the dash.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_10=Who's it gonna be? Who's it gonna be?!?
Dlg_SC_mc_new_personal_race_recordRace_New_Race_Record_01=New Personal Race Record
Dlg_SC_mc_open_fire_ship_destroyed_0901=Have I said recently how grateful I am they added guns to this sport?
Dlg_SC_mc_open_fire_ship_destroyed_0902=A warning shot fired across the bow, or rather, straight into it.
Dlg_SC_mc_open_fire_ship_destroyed_0903=The real trick here is maintaing target lock, while not letting up on the throttle.
Dlg_SC_mc_open_fire_ship_destroyed_0904=Pick your shots. Everyone hates spray and pray. So undignified.
Dlg_SC_mc_open_fire_ship_destroyed_0905=We're seeing some real offensive flying. No love lost here.
Dlg_SC_mc_open_fire_ship_destroyed_0906=YES! Yes! That was a marvelous shot. If the race continues like this, not sure how much longer my voice will last.
Dlg_SC_mc_open_fire_ship_destroyed_0907=In Murray Cup racing, the ships are fast, but the guns are often faster.
Dlg_SC_mc_open_fire_ship_destroyed_0908=Shots are fired and the competition is thinned.
Dlg_SC_mc_open_fire_ship_destroyed_0909=Another competitor falls.
Dlg_SC_mc_open_fire_ship_destroyed_0910=It was a battle for the ages, but someone had to go down in flames.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_01=Have I said recently how grateful I am they added guns to this sport?
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_02=A warning shot fired across the bow, or rather, straight into it.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_03=The real trick here is maintaing target lock, while not letting up on the throttle.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_04=Pick your shots. Everyone hates spray and pray. So undignified.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_05=We're seeing some real offensive flying. No love lost here.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_06=YES! Yes! That was a marvelous shot. If the race continues like this, not sure how much longer my voice will last.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_07=In Murray Cup racing, the ships are fast, but the guns are often faster.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_08=Shots are fired and the competition is thinned.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_09=Another competitor falls.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_10=It was a battle for the ages, but someone had to go down in flames.
Dlg_SC_mc_player_doing_badly_0501=This... this is just dreadful flying.
Dlg_SC_mc_player_doing_badly_0502=Some pilots try to win through pure speed, others with precision, and by the looks of it, we have a few pilots out there trying to win through a new strategy I'm going to dub, "being awful."
Dlg_SC_mc_player_doing_badly_0503=The pack is really starting to separate.
Dlg_SC_mc_player_doing_badly_0504=There are so many drivers in the rear of this pack who have just not had the opportunity yet to show what they can do.
Dlg_SC_mc_player_doing_badly_0505=Looks like some of the pilots have chosen to hang back and avoid the whole 'struggling to win' altogether.
Dlg_SC_mc_player_doing_badly_0506=We are seeing lots of ships struggling to get a hold of this track today.
Dlg_SC_mc_player_doing_badly_0507=Some pilots, really having an off race. They may want to rethink any plans to buy a lottery ticket today.
Dlg_SC_mc_player_doing_badly_0508=As the race goes on, pilots are really beginning to fade.
Dlg_SC_mc_player_doing_badly_0509=At this level of competition, seeing flying this shoddy is almost a rare treat.
Dlg_SC_mc_player_doing_badly_0510=To those of you thinking of becoming pilots, this race should be considered a prime example of how not to win races.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_01=This... this is just dreadful flying.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_02=Some pilots try to win through pure speed, others with percision, and by the looks of it, we have a few pilots out there trying to win through a new strategy I'm going to dub, "being awful."
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_03=The pack is really starting to seperate.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_04=There are so many drivers in the rear of this pack who have just not had opportunity yet to show what they can do.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_05=Looks like some of the pilots have chosen to hang back and avoid the whole 'struggling to win' all together.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_06=We are seeing lots of ships struggling to get a hold of this track today.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_07=Some pilots, really having an off race. They may want to rethink any plans to buy a lottery ticket today.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_08=As the race goes on, pilots are really beginning to fade.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_09=At this level of competition, seeing flying this shoddy is almost a rare treat.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_10=To those of you thinking of becoming pilots, this race should be considered a prime example of how not to win races.
Dlg_SC_mc_player_doing_well_0401=The competition is being absolutely dominated right now.
Dlg_SC_mc_player_doing_well_0402=I have never seen anything like this. This is a clinic of precision and skill.
Dlg_SC_mc_player_doing_well_0403=The leader is simply outmatching everyone. It's like they're on a whole other level.
Dlg_SC_mc_player_doing_well_0404=If I've said once, I've said it a hundred times. Perfecting the foundations of racing will always dominate tech.
Dlg_SC_mc_player_doing_well_0405=There are no guarantees in Murray Cup, but this race is starting to look like a sure thing.
Dlg_SC_mc_player_doing_well_0406=It is astounding that these pilots have been able to maintain this pace.
Dlg_SC_mc_player_doing_well_0407=The pilots leading this race have to be wondering, is this the time to play it cautious, or is it the time to really go for it?
Dlg_SC_mc_player_doing_well_0408=There is some exemplary flying happening here today. A real treat.
Dlg_SC_mc_player_doing_well_0409=Everything is looking neat and tidy as these pilots show off why they are the best in the empire.
Dlg_SC_mc_player_doing_well_0410=Look at that precision flying.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_01=The competition is being absolutely dominated right now.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_02=I have never seen anything like this. This is a clinic of precision and skill.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_03=The leader is simply outmatching everyone. It's like they're on a whole other level.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_04=If I've said once, I've said it a hundred times. Perfecting the foundations of racing will always dominate tech.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_05=There are no guarantees in Murray Cup, but this race is starting to look like a sure thing.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_06=It is astounding that these pilots have been able maintain this pace.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_07=The pilots leading this race have to be wondering, is this the time to play it cautious, or is it the time to really go for it?
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_08=There is some exemplary flying happening here today. A real treat.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_09=Everything is looking neat and tidy as these pilots show off why they are the best in the empire.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_10=Look at that precision flying.
Dlg_SC_mc_player_got_any_position_1801=With over 500 years of Murray Cup racing history, I can firmly say that this race was most certainly, pretty inconsequential.
Dlg_SC_mc_player_got_any_position_1802=Congratulations to the winners. Condolences to the losers. And to those in the middle... I got nothing.
Dlg_SC_mc_player_got_any_position_1803=There you have it, another mediocre race comes to a bland conclusion, and I die a little inside.
Dlg_SC_mc_player_got_any_position_1804="What an exciting finish!" is something I wish I could say. Instead I am forced to go with, "That race was certainly something that happened."
Dlg_SC_mc_player_got_any_position_1805=(Yawns). Hmm? Oh, it's finished? Someone's supposed to wake me before the end of the boring ones.
Dlg_SC_mc_player_got_any_position_1806=With results like these... there's always next year, I suppose.
Dlg_SC_mc_player_got_any_position_1807=I encourage these pilots to use today's results as an opportunity for some serious soul searching. Is racing really what I am meant to do?
Dlg_SC_mc_player_got_any_position_1808=Well, the one thing you can say about that race is at least it's finally over.
Dlg_SC_mc_player_got_any_position_1809=The sound and the fury has come to an end, and all we are left with is a lot of depressed pilots.
Dlg_SC_mc_player_got_any_position_1810=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_01=With over 500 years of Murray Cup racing history, I can firmly say that this race was most certainly, pretty inconsequential.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_02=Congratulations to the winners. Condolences to the losers. And to those in the middle... I got nothing.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_03=There you have it, another mediocre race comes to a bland conclusion, and I die a little inside.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_04="What an exciting finish!" is something I wish I could say. Instead I am forced to go with, "That race was certainly something that happened."
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_05=(Yawns). Hmm? Oh, it's finished? Someone's supposed to wake me before the end of the boring ones.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_06=With results like these... there's always next year, I suppose.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_07=I encourage these pilots to use today's results as an opportunity for some serious soul searching. Is racing really what I am meant to do?
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_08=Well, the one thing you get say about that race is at least it's finally over.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_09=The sound and the fury has come to an end, and all we are left with is a lot of depressed pilots.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_10=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
Dlg_SC_mc_player_got_first_place_1601=That race, ladies and gentleman, will be the new thing I picture while making love to my wife.
Dlg_SC_mc_player_got_first_place_1602=What a finish! I think we may have just witnessed the making of a legend.
Dlg_SC_mc_player_got_first_place_1603=Remember where you were this day, race fans. Your grandkids are going to be asking about it.
Dlg_SC_mc_player_got_first_place_1604=People ask how we're ever going to make peace with the Vanduul and I say make them watch a race like that. I'll be damned if seeing flying that good doesn't make everyone just want to hug it out.
Dlg_SC_mc_player_got_first_place_1605=Done! I'm calling it! It's over! Not just this race! But all racing ever! That's how good that finish was. They didn't just win a race, they won racing itself.
Dlg_SC_mc_player_got_first_place_1606=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
Dlg_SC_mc_player_got_first_place_1607=If ever there was a time for the death threats against me to come to fruition, let it be now, 'cause racing does not get much better than that my friends.
Dlg_SC_mc_player_got_first_place_1608=Start to finish, that was a well executed race.
Dlg_SC_mc_player_got_first_place_1609=And across the line! That has got to be one pilot who is pleased with themselves.
Dlg_SC_mc_player_got_first_place_1610=After watching that performance, it may be safe to say that we could be looking at our next Murray Cup champion.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_01=That race, ladies and gentleman, will be the new thing I picture while making love to my wife.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_02=What a finish! I think we may have just witnessed the making of a legend.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_03=Remember where you were this day race fans. You're grandkids are going to be asking about it.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_04=People ask how we're ever going to make peace with the Vanduul and I say make them watch a race like that. I'll be damned if seeing flying that good doesn't make everyone just want to hug it out.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_05=Done! I'm calling it! It's over! Not just this race! But all racing ever! That's how good that finish was. They didn't just win a race, they won racing itself.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_06=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_07=If ever there was a time for the death threats against me to come to fruition, let it be now, 'cause racing does not get much better than that my friends.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_08=Start to finish, that was a well executed race.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_09=And across the line! That has got to be one pilot who is pleased with themselves.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_10=After watching that performance, it may be safe to say that we could be looking at our next Murray Cup champion.
Dlg_SC_mc_player_got_last_place_1701=We can't all be racers I guess.
Dlg_SC_mc_player_got_last_place_1702=I haven't witnessed a finish that disappointing since my first date with Rashida Collins.
Dlg_SC_mc_player_got_last_place_1703=Maybe do a hard reset before it saves.
Dlg_SC_mc_player_got_last_place_1704=And an abysmal race comes to an abysmal end, absolutely ruining all of our lives.
Dlg_SC_mc_player_got_last_place_1705=They call it a qualifier, but after watching that disappointing performance it is looking like almost none of these pilots are in fact qualified.
Dlg_SC_mc_player_got_last_place_1706=You know you love a sport when you see a race that bad and you're still willing to watch it ever again.
Dlg_SC_mc_player_got_last_place_1707=Is it over?
Dlg_SC_mc_player_got_last_place_1708=And it's over. If you need to cry, please, go ahead. It's not a reasonable reaction, but I'm afraid it's a natural one after a race like that.
Dlg_SC_mc_player_got_last_place_1709=A heartfelt congratulations to the winner, and a scornful shake of the head for the loser.
Dlg_SC_mc_player_got_last_place_1710=That race is finally over, and the healing process can finally begin.
Dlg_SC_mc_player_got_last_place_1711=It is rare to see a beating this bad outside of an Advocacy crime scene.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_01=We can't all be racers I guess.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_02=I haven't witnessed a finish that dissapointing since my first date with Rashida Collins.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_03=Maybe do a hard reset before it saves.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_04=And an abyssmal race comes to an abyssmal end, absolutely ruining all of our lives.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_05=The call it a qualifier, but after watching that dissapointing performance it is looking like almost none of these pilots are in fact qualified.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_06=You know you love a sport when you see a race that bad and you're still willing to watch it ever again.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_07=Is it over?
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_08=And it's over. If you need to cry, please, go ahead. It's not a reasonable reaction, but I'm afraid it's a natural one after a race like that.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_09=A heartfelt congratulations to the winner, and a scornful shake of the head for the loser.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_10=That race is finally over, and the healing process can finally begin.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_11=It is rare to see a beating this bad outside of an Advocacy crime scene.
Dlg_SC_mc_sendoff_lines_conclusion_2201=That will do it for me, Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusion_2202=And so we conclude another step in the immortal journey of man and machine. Another display of technical prowess and raw instinct. Another chance to watch stuff blow up. Good night.
Dlg_SC_mc_sendoff_lines_conclusion_2203=Thanks for joining me at New Horizon. I'm Trevor Basque. Keep flying.
Dlg_SC_mc_sendoff_lines_conclusion_2204=And with that, today's qualifier comes to a close. I've been Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusion_2205=Another race over, and another paycheck for me, your announcer Trevor Basque. Keep flying and good night.
Dlg_SC_mc_sendoff_lines_conclusion_2206=A pleasure as always race fans. Goodbye and keep flying.
Dlg_SC_mc_sendoff_lines_conclusion_2207=As another race day winds down, I hope you all had as much fun as I did. See you soon, racefans.
Dlg_SC_mc_sendoff_lines_conclusion_2208=And that's all we have for today. Trevor Basque from New Horizon raceway signing off.
Dlg_SC_mc_sendoff_lines_conclusion_2209=All kidding aside, thanks for watching. This is Trevor Basque. Take care racers.
Dlg_SC_mc_sendoff_lines_conclusion_2210=With that, ladies, gentlemen, but mostly the ladies, this is Trevor Basque. Bidding you a fond adieu.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_01=That will do it for me, Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_02=And so we conclude another step in the immortal journey of man and machine. Another display of technical prowess and raw instinct. Another chance to watch stuff blow up. Good night.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_03=Thanks for joining me at New Horizon. I'm Trevor Basque. Keep flying.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_04=And with that, today's qualifier comes to a close. I've been Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_05=Another race over, and another paycheck for me, your announcer Trevor Basque. Keep flying and good night.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_06=A pleasure as always race fans. Goodbye and keep flying.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_07=As another race day winds down, I hope you all had as much fun as I did. See you soon, racefans.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_08=And that's all we have for today. Trevor Basque from New Horizon raceway signing off.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_09=All kidding aside, thanks for watching. This is Trevor Basque. Take care racers.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_10=With that, ladies, gentlemen, but mostly the ladies, this is Trevor Basque. Bidding you a fond adieu.
Dlg_SC_mc_taking_fire_1002=Advice to the pilots getting shot at, stop getting shot at.
Dlg_SC_mc_taking_fire_1003=They are really getting torn up out there.
Dlg_SC_mc_taking_fire_1004=Maybe start avoiding the incoming fire? Just an idea.
Dlg_SC_mc_taking_fire_1005=Many people focus on hull integrity while getting shot, but they shouldn't forget each impact is like applying a little tiny brake.
Dlg_SC_mc_taking_fire_1006=Nothing motivates a pilot to go a little faster better than getting shot at.
Dlg_SC_mc_taking_fire_1007=Shields are lighting up as some serious damage is dealt.
Dlg_SC_mc_taking_fire_1008=And a pilot getting completely edged out of this fight. They may not have the muscle for it.
Dlg_SC_mc_taking_fire_1009=Taking damage like this is not something any pilot can afford.
Dlg_SC_mc_taking_fire_1010=I can say from experience, when you're getting shot like that, the main thing running through your head is, "Please don't hit my thrusters."
Dlg_SC_mc_taking_fireTaking_Fire_02=Advice to the pilots getting shot at, stop getting shot at.
Dlg_SC_mc_taking_fireTaking_Fire_03=They are really getting torn up out there.
Dlg_SC_mc_taking_fireTaking_Fire_04=Maybe start avoiding the incoming fire? Just an idea.
Dlg_SC_mc_taking_fireTaking_Fire_05=Many people focus on hull integrity while getting shot, but they shouldn't forget each impact is like applying a little tiny brake.
Dlg_SC_mc_taking_fireTaking_Fire_06=Nothing motivates a pilot to go a little faster better than getting shot at.
Dlg_SC_mc_taking_fireTaking_Fire_07=Shields are lighting up as some serious damage is dealt.
Dlg_SC_mc_taking_fireTaking_Fire_08=And a pilot getting completely edged out of this fight. They may not have the muscle for it.
Dlg_SC_mc_taking_fireTaking_Fire_09=Taking damage like this is not something any pilot can afford.
Dlg_SC_mc_taking_fireTaking_Fire_10=I can say from experience, when you're getting shot like that, the main thing running through your head is, "Please don't hit my thrusters."
Dlg_SC_Tutorial_2nd_half_introTraining_1050_2nd_Half_Intro=Topped off. Let's get back out there.
Dlg_SC_Tutorial_2nd_half_launchTraining_1060_2nd_Half_Launch=Take off when you're ready.
Dlg_SC_Tutorial_adjust_backTraining_0250_Take_Off_Player_Adjust_Back=Back a bit.
Dlg_SC_Tutorial_adjust_forwardTraining_0240_Take_Off_Player_Adjust_Forward=A little forward.
Dlg_SC_Tutorial_adjust_leftTraining_0260_Take_Off_Player_Adjust_Left=Left a bit.
Dlg_SC_Tutorial_adjust_rightTraining_0270_Take_Off_Player_Adjust_Right=Right a touch.
Dlg_SC_Tutorial_approach_landing_padTraining_0850_Landing_Gentle_Encouragement=Set her down gently.
Dlg_SC_Tutorial_auto_or_manualTraining_0960_Landing_Auto_Or_Manual_Landing=You can use the automatic EDL landing procedure or do the whole thing manually.
Dlg_SC_Tutorial_average_landingTraining_1000_Landing_Average_Landing=Not bad. You'll get the hang of it.
Dlg_SC_Tutorial_back_to_baseTraining_1460_Training_Complete_Return_To_Base=Let's get you back to base. First round's on me.
Dlg_SC_Tutorial_bad_landingTraining_1010_Landing_Bad_Landing=<sigh> That needs a lot of work.
Dlg_SC_Tutorial_barrel_roll_executedTraining_0440_Flight_Barrel_Roll_Gilly_Executed=Ah... so much fun.
Dlg_SC_Tutorial_barrel_roll_explanationTraining_0450_Flight_Barrel_Roll_Explanation=Rolling is a great way to orient your ship to fit through tight gaps or evade incoming fire. Now you give it a go.
Dlg_SC_Tutorial_barrel_roll_introTraining_0430_Flight_Barrel_Roll_Intro=Moving on. Now this is my favorite part of training: the barrel roll.
Dlg_SC_Tutorial_beckoning_playerTraining_0010_Player_Report_To_Leader=Hey there. Hustle on over.
Dlg_SC_Tutorial_boost_alt_useTraining_1090_Flight_Boost_Alt_Use=You can also use it to overpower you manoeuvring thrusters in order to take tighter corners.
Dlg_SC_Tutorial_boost_introTraining_1080_Flight_Boost_Explanation=If you need to get up to top speed in a hurry, try boosting.
Dlg_SC_Tutorial_boost_rechargeTraining_1100_Flight_Boost_Recharge=You do have a limited amount that takes time to replenish, so don't go nuts with it.
Dlg_SC_Tutorial_chaff_difficultyTraining_0800_Combat_CM_Chaff_Difficulty=Deploying chaff takes more skill than flares. To be successful, you need to put it between you and the missile.
Dlg_SC_Tutorial_chaff_explanationTraining_0790_Combat_CM_Chaff_Explanation=Good. Now, a chaff creates a cloud of electromagnetic interference to mask your signature from the missile.
Dlg_SC_Tutorial_chase_player_dawdles_1Training_0580_Combat_Chase_Player_Dawdles_01=What are you waiting for? Go finish it off.
Dlg_SC_Tutorial_chase_player_dawdles_2Training_0580_Combat_Chase_Player_Dawdles_02=Let's go. You're on the clock, rookie.
Dlg_SC_Tutorial_chase_player_dawdles_3Training_0580_Combat_Chase_Player_Dawdles_03=Get a move on.
Dlg_SC_Tutorial_comstab_explanationTraining_1170_Flight_Comstab_Explanation=You also have COMSTAB which adjusts your forward velocity so you can make controlled turns. Disabling COMSTAB will allow you maintain your velocity in turns, but you will drift wider..
Dlg_SC_Tutorial_cycleTraining_0780_Combat_CM_Cycle_Countermeasure=He's switched to EM tracking missiles. Cycle to chaff.
Dlg_SC_Tutorial_decoupled_autoTraining_0150_Landing_Mode_Auto_Engage_Decoupled=Activating landing mode restricts you to decoupled mode, meaning only your manoeuvring thrusters fire, which is handy for precise movement in tight areas.
Dlg_SC_Tutorial_decoupled_manualTraining_0150_Landing_Mode_Manual_Engage_Decoupled=I've gone ahead and restricted you to decoupled mode, which makes it much easier to position yourself for a launch. In Decoupled Mode, your main engine is disengaged, allowing you to move more precisely using your manoeuvring thrusters.
Dlg_SC_Tutorial_decoupled_modeTraining_0820_Combat_Decoupled_Mode_Intro_01=Remember Decoupled Mode from taking off? If the Drone gets behind you, enter Decoupled mode to disengage your main engines and allow you to spin your ship around while retaining your original vector.
Dlg_SC_Tutorial_decoupled_player_tryTraining_0820_Combat_Decoupled_Mode_Intro_03=Give it a try, just remember to disengage it when you're done.
Dlg_SC_Tutorial_decoupled_reminder_autoTraining_0880_Landing_Mode_Auto_Engage_Decoupled=Remember, entering Landing Mode will automatically Decouple your ship, so don't activate it too far away from the landing pad as it cuts down your speed.
Dlg_SC_Tutorial_decoupled_reminder_manualTraining_0890_Landing_Mode_Manual_Engage_Decoupled=The flight system automatically cuts down on your speed when you deploy the landing gear, so don't activate it too far away from the landing pad.
Dlg_SC_Tutorial_decoupled_warningTraining_0820_Combat_Decoupled_Mode_Intro_02=It's a great way to dissuade a pursuer, but make sure you've checked your path ahead first.
Dlg_SC_Tutorial_deviate_from_landingTraining_0950_Landing_Deviate_From_Landing=If you raise you landing gear or stray too far from the pad, you'll have to request it again.
Dlg_SC_Tutorial_disabled_controlsTraining_0070_Cockpit_Intro_02=You'll notice the majority of your systems are disabled. I'll be controlling when they are on and offline to simulate potential scenarios in combat situations.
Dlg_SC_Tutorial_doors_openTraining_0110_Take_Off_Doors_Open=Once you're aligned, the tower will open the doors.
Dlg_SC_Tutorial_drone_1_introTraining_0470_Combat_Intro_03=Don't worry - it's just a training drone. It handles just like the real thing, but it's weapons are less lethal. Saying that - they still pack a punch so try not to take any hits you don't have to.
Dlg_SC_Tutorial_drone_2_killedTraining_0840_Combat_Decoupled_Mode_Player_Kill_Drone=Good kill. We're heading back to the landing pad to restock and refuel for the final part of your training.
Dlg_SC_Tutorial_drone_fleesTraining_0570_Combat_Fire_Drone_Flees=Yeah, it didn't like that.
Dlg_SC_Tutorial_drone_missileTraining_0720_Combat_Missiles_Incoming=He's got lock. Missiles incoming.
Dlg_SC_Tutorial_drone_shields_downTraining_0650_Combat_Drone_Shields_Down=Its shields are down. Finish it off with a missile.
Dlg_SC_Tutorial_eject_player_dawdles_1Training_1450_Self-Destruct_Eject_Player_Dawdles_01=Come on, bail out.
Dlg_SC_Tutorial_eject_player_dawdles_2Training_1450_Self-Destruct_Eject_Player_Dawdles_02=Get out of there!
Dlg_SC_Tutorial_ejects_before_warning_1Training_1410_Self-Destruct_Player_Hit_Eject_Before_Warning=I can't let you eject without initiating self-destruct.
Dlg_SC_Tutorial_ejects_before_warning_2Training_1420_Self-Destruct_Player_Eject_Prompt_01=It's the only thing I can't do it remotely, kid. You have to initiate. Hurry.
Dlg_SC_Tutorial_ejects_before_warning_3Training_1420_Self-Destruct_Player_Eject_Prompt_02=Your plant's leaking radiation. You need to self-destruct now.
Dlg_SC_Tutorial_ejects_before_warning_4Training_1420_Self-Destruct_Player_Eject_Prompt_03=Hit self-destruct, now!
Dlg_SC_Tutorial_enter_landing_modeTraining_0870_Landing_Entering_Landing_Mode=To enter landing mode you need to lower your landing gear.
Dlg_SC_Tutorial_fails_to_mark_targetTraining_1270_Combat_Player_Did_Not_Mark_Target=You gotta mark a target, kid.
Dlg_SC_Tutorial_fire_player_dawdles_1Training_0550_Combat_Fire_Player_Dawdles_01=This kind of hesitation can get you killed. Fire.
Dlg_SC_Tutorial_fire_player_dawdles_2Training_0550_Combat_Fire_Player_Dawdles_02=Shoot the drone.
Dlg_SC_Tutorial_fire_player_dawdles_3Training_0550_Combat_Fire_Player_Dawdles_03=Let's go. Fire
Dlg_SC_Tutorial_fire_player_doesnt_fireTraining_0540_Combat_Target_Fire_When_Ready_02=Go ahead, shoot. The drone isn't going to mind.
Dlg_SC_Tutorial_flare_durationTraining_0760_Combat_CM_Flare_Duration=Flares have a short lifetime, don't be too quick to fire them.
Dlg_SC_Tutorial_flare_explanationTraining_0740_Combat_CM_Flare_Explanation=Last missile was heat-seeking so equip your flares. Helpful tip, don't boost after dropping a flare. Boosted thrusters are much hotter than a flare.
Dlg_SC_Tutorial_free_lookTraining_0070_Cockpit_Intro_01=Alright. First thing's first, take a look around your cockpit and familiarise yourself with the layout. It's imperative to quickly find and access specific controls. Last thing you want to be doing in a scrap is bringing up the instructions.
Dlg_SC_Tutorial_glaive_defeatedTraining_1360_Combat_Vanduul_Glaive_Defeated=Good kill. Glaive's down.
Dlg_SC_Tutorial_glaive_id_short_0001=We got more hostiles inbound. Looks like there's a a recognised Ace in the mix.
Dlg_SC_Tutorial_glaive_idTraining_1330_Combat_Vanduul_Id_Glaive=That Glaive's a recognised Ace, enemy designation is Tank. We're gonna have to work together to take it down.
Dlg_SC_Tutorial_good_alignment_1Training_0230_Take_Off_Player_Good_Alignment_01=Alignment's looking solid.
Dlg_SC_Tutorial_good_alignment_2Training_0230_Take_Off_Player_Good_Alignment_02=That's a good line, pilot.
Dlg_SC_Tutorial_good_distanceTraining_0900_Landing_Good_Deploy_Distance=This should be close enough. Deploy your landing gear.
Dlg_SC_Tutorial_good_landingTraining_0990_Landing_Good_Landing=Touchdown. Great work.
Dlg_SC_Tutorial_gsafe_explanation_2Training_1130_Flight_G-Safe_Explanation_02=That last sharp turn you probably felt your ship clamp down on the turn. That's your G-Safe system kicking in, making sure that you aren't taking too many G-forces and blacking out.
Dlg_SC_Tutorial_gsafe_explanation_3Training_1130_Flight_G-Safe_Explanation_03=If you need to get that extra edge in turning, you can disable G-Safe, but be warned. An unconscious pilot turns into a dead one pretty quick.
Dlg_SC_Tutorial_gsafe_explanationTraining_1130_Flight_G-Safe_Explanation_01=Still with me, kid? Good job. Now one thing you need to understand, every ship's outfitted with systems to look out for you.
Dlg_SC_Tutorial_guns_backTraining_0810_Combat_Guns_Up_Missles_Later=You got your guns back, but I'll need more time to get your missiles up.
Dlg_SC_Tutorial_heavy_damageTraining_0300_Take_Off_Heavy_Damage=Ah, don't sweat it, everybody tags their ship the first time. Your ship is still spaceworthy so I we'll just press on.
Dlg_SC_Tutorial_hudTraining_0140_Take_Off_Hud_Mode_Active=Take note that you're in take-off and landing mode..
Dlg_SC_Tutorial_initiate_self_destructTraining_1430_Self-Destruct_Player_Finally_Initiates=Cutting it close there, kid.
Dlg_SC_Tutorial_introductionTraining_0030_Introduction_01=I'm Lucas Baramsco, but everyone knows me as Gilly. I've served in six squadrons and qualified on almost a dozen ships, so if you put in the time, I'll get you on the path to dogfighting with the best of them.
Dlg_SC_Tutorial_introductionTraining_0030_Introduction_03=Let's get started.
Dlg_SC_Tutorial_introductionTraining_0040_Player_Report_To_Pod=We're gonna set you up in the F7C on the landing pad over there. Hustle over and let's get going.
Dlg_SC_Tutorial_keep_shootingTraining_0630_Combat_Chase_Keep_Shooting=There you go. Keep on the pressure.
Dlg_SC_Tutorial_landing_mode_infoTraining_0910_Landing_Hud_Landing_Specific_Info=Once Landing Mode's active, your HUD's going to swap out your combat systems for landing specific functionality..
Dlg_SC_Tutorial_landing_pad_idTraining_0860_Landing_Id_Landing_Pad=Free landing pads will appear on your HUD.
Dlg_SC_Tutorial_landing_radar_helpTraining_0980_Landing_Landing_Radar_Help=Make sure your ship stays within the bounds of the pad and keep your eye on your pitch and roll.
Dlg_SC_Tutorial_landing_radarTraining_0970_Landing_Landing_Radar=Now that you're on approach, your radar is replaced by the landing system. It'll guide you to your landing pad and help you perform a safe landing.
Dlg_SC_Tutorial_lead_targetTraining_0600_Combat_Hud_Pip_Lead_Target=Okay, try targetting the ship with the PIPs.
Dlg_SC_Tutorial_leader_exitsTraining_0120_Take_Off_Gilly_Exits=That's it. Once I clear out, it'll be your turn.
Dlg_SC_Tutorial_leader_player_dawdles_1Training_0050_Player_Dawdles_01=What are you, on break? Let's move it, rook.
Dlg_SC_Tutorial_leader_player_dawdles_3Training_0050_Player_Dawdles_03=Move it, move it, move it.
Dlg_SC_Tutorial_mark_targetTraining_1260_Combat_Player_Mark_Target=Mark your target.
Dlg_SC_Tutorial_marks_targetTraining_1280_Combat_Player_Did_Mark_Target=Copy that. I got the other. Good luck.
Dlg_SC_Tutorial_match_speed_explainTraining_0320_Targeting_Intro_03=When pursuing a target, you'll want to keep your speed as close to their as possible. Give it a shot. Make sure I’m targeted and hit Match Speed.
Dlg_SC_Tutorial_match_speed_fast_brakeTraining_0420_Flight_Match_Speed_Fast_Brake=Or stop fast.
Dlg_SC_Tutorial_match_speed_target_speedTraining_0410_Flight_Match_Speed_Target_Speed_Change=Remember, this isn't autopilot, so you still have to steer, but you'll notice that once you're locked, your computer will continue to monitor my speed and adjust. It doesn't matter if I speed up slowly…
Dlg_SC_Tutorial_missile_lock_explanationTraining_0660_Combat_Missile_Lock_Explanation=Missile locking sensors are on the nose so keep your target in front of you long enough to lock on.
Dlg_SC_Tutorial_missile_player_dawdles_1Training_0690_Combat_Missile_Player_Dawdles_01=You have lock. Fire.
Dlg_SC_Tutorial_missiles_backTraining_0830_Combat_Decoupled_Mode_Player_Rotates=Great. You got your missiles back. Take it out.
Dlg_SC_Tutorial_move_it_rookieTraining_0020_Player_Dawdles_06=Let's move it, rookie. You aren't getting paid by the hour.
Dlg_SC_Tutorial_multiple_missilesTraining_1310_Combat_Multiple_Missile=You can lock multiple missiles at once, just don't get too trigger happy.
Dlg_SC_Tutorial_multiple_pipTraining_0590_Combat_Hud_Pip_Multiple_Reticles=Notice you have multiple PIPs with varying lag? Each of those indicates a weapon on your ship. The computer's trying to compensate for the varying speeds between your ballistic and energy projectiles.
Dlg_SC_Tutorial_new_drone_targetTraining_0710_Combat_New_Drone_Target=Let's move on - uh-oh! Looks like he had a friend. Take a look in your rear-view camera.
Dlg_SC_Tutorial_on_the_clockTraining_0020_Player_Dawdles_05=We're on a clock here, let's go.
Dlg_SC_Tutorial_outroTraining_0470_Combat_Intro_01=Well, you seem to be able handle your ship, so let's see if you can handle a bit of combat.
Dlg_SC_Tutorial_performance_averageTraining_1030_1st_Half_Performance_Average=You could use some extra hours in the sim, but you weren't too bad back there.
Dlg_SC_Tutorial_performance_goodTraining_1020_1st_Half_Performance_Good=You did good back there, kid. Let me guess - you're an Arena Commander fan?
Dlg_SC_Tutorial_performance_poorTraining_1040_1st_Half_Performance_Poor=I know it's your first time out there, but you're going to have to try harder if you want your wings.
Dlg_SC_Tutorial_permission_for_launchTraining_0070_Cockpit_Intro_06=Tower, permission for launch
Dlg_SC_Tutorial_permissionTraining_0940_Landing_Call_For_Permission=Once you've targeted a landing pad, request permission to land.
Dlg_SC_Tutorial_pip_explanationTraining_0530_Combat_Target_Pip_Intro=Now you have a target, you will have extra aim reticules. Those are Predicted-Impact-Points or PIPs. They'll show you where to shoot to hit a moving target.
Dlg_SC_Tutorial_pitch_rollTraining_0160_Take_Off_Pitch_Roll_Warning=Make sure you don't pitch or roll. It'll be tough to get back into proper alignment.
Dlg_SC_Tutorial_player_alignedTraining_0210_Take_Off_Player_Aligned_Doors_Open=The tower will open the doors once you're lined up.
Dlg_SC_Tutorial_player_boards_gilly_ship_1Training_0060_Player_Wrong_Pod_01=Easy there, rookie. That's my ride.
Dlg_SC_Tutorial_player_boards_gilly_ship_2Training_0060_Player_Wrong_Pod_02=What are you doing? You're over there.
Dlg_SC_Tutorial_player_causes_damage_1Training_0390_Flight_Player_Causes_Damage_01=Watch it, rookie.
Dlg_SC_Tutorial_player_causes_damage_2Training_0390_Flight_Player_Causes_Damage_02=Careful! These ships aren't cheap.
Dlg_SC_Tutorial_player_causes_damage_3Training_0390_Flight_Player_Causes_Damage_03=What the hell's wrong with you?
Dlg_SC_Tutorial_player_completes_2Training_1210_Race_Player_Completes_02=Still with me? Alright, I'm a little impressed.
Dlg_SC_Tutorial_player_damageTraining_0290_Take_Off_No_Damage=Great job. I haven't seen many pull one off on the first try.
Dlg_SC_Tutorial_player_dawdles_1Training_0020_Player_Dawdles_01=I'm waiting, rook.
Dlg_SC_Tutorial_player_dawdles_2Training_0020_Player_Dawdles_02=On me. Let's go.
Dlg_SC_Tutorial_player_dawdlesTraining_1350_Combat_Vanduul_Player_Dawdles_Target_Glaive=Stop screwing around and target the Glaive.
Dlg_SC_Tutorial_player_fail_line_1Training_0360_Flight_Player_Fail_Line_01=Playtime's over, kid.
Dlg_SC_Tutorial_player_fail_line_2Training_0360_Flight_Player_Fail_Line_02=Shut it down. You're done.
Dlg_SC_Tutorial_player_fail_line_3Training_0360_Flight_Player_Fail_Line_03=I don't have time for this.
Dlg_SC_Tutorial_player_failsTraining_1200_Race_Player_Fails=Okay, that's enough. I don't think you're ready yet.
Dlg_SC_Tutorial_player_falls_behind_1Training_1150_Race_Player_Falls_Behind_01=Come on. You can do better than that.
Dlg_SC_Tutorial_player_falls_behind_2Training_1180_Race_Player_Falls_Behind_02=Let's go, let's go. I'm falling asleep up here.
Dlg_SC_Tutorial_player_falls_behind_warning_1Training_1190_Race_Player_Falls_Behind_Warning_01=Keep up, kid, you're blowing it.
Dlg_SC_Tutorial_player_falls_behind_warning_2Training_1190_Race_Player_Falls_Behind_Warning_02=You gonna give up now? Come on, push yourself.
Dlg_SC_Tutorial_player_falls_off_trailTraining_0620_Combat_Chase_Player_Falls_Off_Trail=Don't lose it. Stay on its tail.
Dlg_SC_Tutorial_player_flies_away_1Training_0340_Flight_Player_Flies_Away_01=Where are you going?
Dlg_SC_Tutorial_player_flies_away_2Training_0340_Flight_Player_Flies_Away_02=On me, rookie.
Dlg_SC_Tutorial_player_flies_away_3Training_0340_Flight_Player_Flies_Away_03=Get back here.
Dlg_SC_Tutorial_player_flies_away_last_warning_Training_0350_Flight_Player_Flies_Away_Last_Warning=Turn around. I won't say it again.
Dlg_SC_Tutorial_player_general_warning_1Training_0370_Flight_Player_General_Warning_01=Stay focused. Let's get through this.
Dlg_SC_Tutorial_player_general_warning_2Training_0370_Flight_Player_General_Warning_02=Let's get back on track. We got a lot to cover.
Dlg_SC_Tutorial_player_general_warning_3Training_0370_Flight_Player_General_Warning_03=Just so we're clear, kid: you will follow orders or you will fail this training exercise.
Dlg_SC_Tutorial_player_general_warning_4Training_0370_Flight_Player_General_Warning_04=Stay on track, kid.
Dlg_SC_Tutorial_player_general_warning_5Training_0370_Flight_Player_General_Warning_05=Sharpen up, rookie. This isn't going to cut it.
Dlg_SC_Tutorial_player_gets_hitTraining_0640_Combat_Drone_Player_Gets_Hit=You're taking hits. Check your HUD for shield and damage status.
Dlg_SC_Tutorial_player_hits_droneTraining_0560_Combat_Fire_Player_Hits_Shields=Good shot. See its shields weakening on your HUD?
Dlg_SC_Tutorial_player_lags_1Training_0330_Flight_Player_Lags_01=Come on. Keep up
Dlg_SC_Tutorial_player_lags_2Training_0330_Flight_Player_Lags_02=You're lagging, kid. Hurry up.
Dlg_SC_Tutorial_player_lags_3Training_0330_Flight_Player_Lags_03=You reading me? What the hell's wrong with you?
Dlg_SC_Tutorial_player_lags_4Training_0330_Flight_Player_Lags_04=Waiting on you, kid.
Dlg_SC_Tutorial_player_lags_6Training_0330_Flight_Player_Lags_06=Stop wasting my time, rook.
Dlg_SC_Tutorial_player_lined_upTraining_0220_Take_Off_Player_In_Correct_Position=You're lined up.
Dlg_SC_Tutorial_player_match_speedTraining_0400_Flight_Player_Has_Matched_Speed=Great, you're locked on.
Dlg_SC_Tutorial_player_no_weaponsTraining_0730_Combat_No_Weapons=That hit took out your weapons. You'll have to hold out until they come back online. Countermeasures are still online. Use them.
Dlg_SC_Tutorial_player_off_centreTraining_0200_Take_Off_Player_Off-Centre=Don't align yourself with the middle of the doors. You'd be surprised how many 'cruits forget that the cockpit is not the centre of the ship.
Dlg_SC_Tutorial_player_strafe_forwardTraining_0180_Take_Off_Player_Move_Forward=Okay. Now strafe forward onto the taxiway. If you need it, the tower should have lit up your path.
Dlg_SC_Tutorial_player_take_offTraining_0170_Take_Off_Player_Dust_Off=Nice, you're clear of the pad.
Dlg_SC_Tutorial_player_testTraining_1120_Race_Challenge_01=Think you can put all this together? Let's see.
Dlg_SC_Tutorial_player_turningTraining_0190_Take_Off_Player_Turning=Don't turn too much. You don't want to fall out of alignment.
Dlg_SC_Tutorial_players_turnTraining_0130_Take_Off_Players_Turn=Ready? I'm enabling your systems and will monitor your progress from up here.
Dlg_SC_Tutorial_power_plant_warningTraining_1390_Power_Plant_Warning=I'm getting erratic power spikes from your ship. They must have hit your power plant!
Dlg_SC_Tutorial_race_intro_2Training_1070_Race_Intro=Think you can stay on my tail?
Dlg_SC_Tutorial_race_introTraining_1220_Race_Challenge_02=Race you to the Spire.
Dlg_SC_Tutorial_radar_checkTraining_0470_Combat_Intro_02=Check your radar. You should have a contact.
Dlg_SC_Tutorial_select_landing_padTraining_0930_Landing_Select_Landing_Pad=Go ahead and pick a landing pad.
Dlg_SC_Tutorial_selecting_landing_padTraining_0920_Landing_Hud_Selecting_Landing_Pad=You can cycle through available landing pads the same as cycling through targets.
Dlg_SC_Tutorial_self_destruct_introTraining_1400_Self-Destruct_Intro=Your ship's loaded with military intel, so we can't let it fall into enemy hands. You'll have to initiate self-destruct before you eject.
Dlg_SC_Tutorial_ship_checkTraining_0070_Cockpit_Intro_03=Let's get ready for takeoff. I'll do this step by step to show you how it's done. Systems, check. Engines, check. Tower, permission for launch.
Dlg_SC_Tutorial_ship_menu_groupsTraining_1490_Ship_Config_Menu_Intro_02=In there you'll see your weapon groups, shield configuration and power distribution.
Dlg_SC_Tutorial_ship_menu_introTraining_1480_Ship_Config_Menu_Intro_01=While we're waiting, feel free to take a look at your ship's setup.
Dlg_SC_Tutorial_ship_menu_warningsTraining_1500_Ship_Config_Menu_Intro_03=I wouldn't mess around with them during training.
Dlg_SC_Tutorial_ship_positionTraining_0750_Combat_CM_Ship_Position=Another pro tip: countermeasures are fired backward so never fly at a missile head-on, launch a countermeasure and expect it to work.
Dlg_SC_Tutorial_somedamageTraining_0280_Take_Off_Some_Damage=A little shaky, but vertical take-offs take some practice.
Dlg_SC_Tutorial_space_brake_introTraining_1110_Flight_Space_Brake_Explanation=If you need to cut speed in a hurry, use your space brake - it's much quicker than dialing back your engines and the moment you let go of it you'll automatically accelerate back up to your previous speed.
Dlg_SC_Tutorial_spire_fillerTraining_1470_Filler_And_Foreshadow_The_Spire=That, my friend, is the Spire. Isn't she a beauty?
Dlg_SC_Tutorial_strafe_forwardTraining_0090_Take_Off_Move_Forward=Now that I'm clear I can strafe forward onto the taxiway.
Dlg_SC_Tutorial_strafe_sidewaysTraining_0100_Take_Off_Center_Under_Doors=Now I square my ship up with the ceiling doors ready for a vertical take-off.
Dlg_SC_Tutorial_successful_targetTraining_0520_Combat_Target_Weapons_Online=Good. Now your weapons are online.
Dlg_SC_Tutorial_takes_damageTraining_1290_Combat_Player_Hull_Damage=You're taking a lot of hull damage. Try and keep a shield between you and the enemy.
Dlg_SC_Tutorial_target_closestTraining_0480_Combat_Target_Enemy_01=Use your targeting system to quickly target the closest enemy.
Dlg_SC_Tutorial_target_glaiveTraining_1340_Combat_Vanduul_Target_Glaive=Target the Glaive.
Dlg_SC_Tutorial_target_hitTraining_0610_Combat_Hud_Pip_Fire_On_Target=Good hit. Keep firing.
Dlg_SC_Tutorial_target_hud_explanation_2Training_0490_Combat_Target_Enemy_Hud_Explanation_02=Shields are drawn as panels floating around the ship. They'll shrink as they weaken until they disappear completely. At that point, your shots will hit the hull and cause lasting damage.
Dlg_SC_Tutorial_target_hud_explanationTraining_0490_Combat_Target_Enemy_Hud_Explanation_01=Okay, now look at the top right of your HUD. You should see you target displayed. This will show realtime damage, shield status and a few other things.
Dlg_SC_Tutorial_target_hudTraining_0480_Combat_Target_Enemy_02=Use your targeting system to target the closest enemy.
Dlg_SC_Tutorial_target_leaderTraining_0320_Targeting_Intro_01=I've just enabled your targeting system. Use it to target me.
Dlg_SC_Tutorial_target_lines_upTraining_0540_Combat_Target_Fire_When_Ready_01=Line up your target and fire when you're ready.
Dlg_SC_Tutorial_target_player_dawdles_1Training_0500_Combat_Target_Player_Dawdles_01=Come on, select nearest target.
Dlg_SC_Tutorial_target_player_dawdles_2Training_0500_Combat_Target_Player_Dawdles_02=Target the drone.
Dlg_SC_Tutorial_target_player_failTraining_0510_Combat_Target_Player_Fail_01=Let's head back. Guess you need more time in the sims.
Dlg_SC_Tutorial_too_much_damageTraining_0310_Take_Off_Too_Much_Damage=Yeah, I don't think your ship can take any more. I think we'll need to get it patched up and try again.
Dlg_SC_Tutorial_tower_permissionTraining_0070_Cockpit_Intro_07=Copy that, tower.
Dlg_SC_Tutorial_vanduul_all_deadTraining_1380_Combat_Vanduul_All_Dead=We're clear. Hell of a training session, huh.
Dlg_SC_Tutorial_vanduul_freefireTraining_1370_Combat_Vanduul_Freefire=You're cleared to engage the rest. Good luck.
Dlg_SC_Tutorial_vanduul_intro_1Training_1230_Combat_Intro=Hold on, I've got contacts inbound…
Dlg_SC_Tutorial_vanduul_intro_2Training_1240_Combat_Vanduul_Contact=Contact! Vanduul fighter, dead ahead.
Dlg_SC_Tutorial_vanduul_intro_3Training_1250_Combat_All_Weapon_Systems_Active=This is not a drill. I repeat, this is not a drill. All your systems are active. This is a live-fire encounter.
Dlg_SC_Tutorial_vanduul_wave_2Training_1320_Combat_Vanduul_Wave_Two=Stay sharp. We got more hostiles inbound. Looks like there's a Glaive in the mix.
Dlg_SC_Tutorial_vertical_lift_offTraining_0080_Take_Off_Dust_Off=Alright, first I want to lift vertically until I'm just clear of the landing pad.
Dlg_SC_Tutorial_waitingTraining_0020_Player_Dawdles_04=What are you waiting for?
Dlg_SC_Tutorial_warningTraining_0030_Introduction_02=Don't think you can slink your way through this. You need to focus and execute my commands because there is zero room for error in the black. We clear?
Dlg_SC_Tutorial_weapons_hotTraining_1300_Combat_Player_Weapons_Overheating_01=Ease up. Your weapons are getting hot.
Dlg_SC_Tutorial_weapons_overheat_adviceTraining_1300_Combat_Player_Weapons_Overheating_02=Fire in controlled bursts and give your weapons time to cool or they'll overheat.
DMC_GLOVES=DO NOT USE ------ (DMC) GLOVES (Add new lines for gloves below here)
DMC_HATS=DO NOT USE ------ (DMC) HATS (Add new lines for hats below here)
DMC_ITEMS=DO NOT USE ------ (DMC) DENIM MANUFACTURE CORPORATION -- MALE ITEMS
DMC_ITEMS_DELETE=DO NOT USE ------ (DMC) DENIM MANUFACTURE CORPORATION -- FEMALE ITEMS
DMC_JACKETS=DO NOT USE ------ (DMC) JACKETS (Add new lines for jackets below here)
DMC_PANTS=DO NOT USE ------ DMC PANTS (Add new lines for pants below here)
DMC_SHIRTS=DO NOT USE ------ (DMC) SHIRTS (Add new lines for shirts below here)
DMC_SHOES=DO NOT USE ------ (DMC) SHOES (Add new lines for shoes below here)
dusters_basesweep_desc_001=Some lucky slaggers discovered one hell of a valuable deposit over at ~mission(Location|Address) and now they’re trying their damnedest to get it all extracted double quick. \n\nOur thinking is that we should be the ones harvesting that lode.\n\nWe got all the equipment ready to go, just need someone to clear out all the pesky miners and their security. \n\nDo that for us, and we’ll give you a cut of the haul.
dusters_basesweep_desc_002=One of ours stopped at an R&R and ran into a miner deep in their cups celebrating. Drunk fool let slip that his outfit had discovered the “find of a lifetime” over at ~mission(Location|Address). \n\nWell, they may have found it, but no way in hell we’re gonna let them keep it. \n\nWe want you to clear all those miners and whatever security they’ve hired out of the way. With the haul we’re looking at, figure it’s worth spending some extra credits to hire someone good.\n\nOnce you’ve sent them packing, we can come in and collect.
dusters_basesweep_desc_003=We hit paydirt! Found ourselves one of the richest little veins of ore I’ve seen in years.\n\nThere’s one hitch, though. Some other idiots got there first.\n\nWon’t be a problem for long, the way I see it. \n\nAs soon as you haul over to ~mission(Location|Address) and knock whatever miners and security guards you find there out for good, we can go in and mine that site for all it’s worth. \n\nDon’t worry, we’ll pay you your cut off the top.
dusters_basesweep_title_001=Claiming a Stake
dusters_basesweep_title_002=Clearing the Competition
dusters_basesweep_title_003=Mine Worth Taking
dusters_claimsweep_desc_001=Some lucky slaggers discovered one hell of a valuable deposit over at ~mission(Location) near ~mission(LagrangeLocation) and now they’re trying their damnedest to get it all extracted double quick. \n\nOur thinking is that we should be the ones harvesting that lode.\n\nWe got all the equipment ready to go, just need someone to clear out all the pesky miners and the orbital sentries the bastards have protecting them. \n\nDo that for us, and we’ll give you a cut of the haul.
dusters_claimsweep_desc_002=One of ours was picking up some supplies when they overheard a miner placing a big order for the new dig they had set up over at ~mission(Location) near ~mission(LagrangeLocation). Was braggin' a bit too loudly about how much they were gonna make off the strike.\n\nWell, they may have found it, but no way in hell we’re gonna let them keep it. \n\nWe want you to clear all those miners and the sentries they have in place out of the way. With the haul we’re looking at, figure it’s worth spending some extra credits to hire someone good like you to take care of it.\n\nOnce you’ve sent them packing, we can come in and collect.
dusters_claimsweep_desc_003=We hit paydirt! Found ourselves one of the richest little veins of ore I’ve seen in years.\n\nThere’s one hitch, though. Some other idiots got there first.\n\nWon’t be a problem for long, the way I see it. \n\nAs soon as you haul over to ~mission(Location) located at ~mission(LagrangeLocation) and knock out the sentries guarding the place, we can go in and mine that site for all it’s worth. \n\nDon’t worry, we’ll pay you your cut off the top.
dusters_claimsweep_title_001=Razing the Stake
dusters_claimsweep_title_002=Ore or Nothing
ea_ui_deathinfo_BleedOut=Killed by Blood Loss
ea_ui_deathinfo_EnvironmentalHazard=Killed by Environmental Hazard
ea_ui_gamefeed_ctrl_Captured=%s Captured %s
ea_ui_gamefeed_ctrl_Neutralized=%s Neutralized %s
ea_ui_gamefeed_ParamCommittedSuicide= committed suicide!
ea_ui_gamefeed_ParamIsReady= is ready
ea_ui_gamefeed_ParamTookTheEasyWay= took the easy way out!
ea_ui_GameStartsIn=Game Starts In %d
ea_ui_mapname_DemienComms=Demien Comms Center
ea_ui_MissionTypeDescFPS_Theatres=Fight for dominance in an epic, asymmetrical battle across land, air and space.
ea_ui_multipleObjectivesContested=Objectives %s Contested
ea_ui_objective_changing_hands=Objective %s Changing Hands
ea_ui_objectiveContested=Objective %s Contested
ea_ui_objectivestatus_TerminalPropHacking=Overload in Progress
ea_ui_objectivestatus_TerminalPropHackingPlus=Overload in Progress+
ea_ui_objectivestatus_TerminalPropReady=Hack To Overload
ea_ui_OOB_AttackingTeam_OnPhaseChange=Out of Position - Attack New Objective %d Seconds Remaining
ea_ui_OOB_DefendingTeam_OnPhaseChange=Out of Position - Defend New Objective %d Seconds Remaining
ea_ui_OOB_General=Out of Position - Return to Simulation. %d Seconds Remaining
ea_ui_pirateswarm_FinalWaveObjective=Defeat Hostile Merlins for Heavy Reinforcements
ea_ui_PressKEYWhenReady=Press [~action(default|ready)] when ready
ea_ui_prop_damage_sent=Damage Sent to Objective
ea_ui_race_CurrentPosition=Current Position: %S
ea_ui_reward_PirateSwarmMsg=Congratulations! You've just unlocked the 2949 Pirate Aggressor! The Pirate Gladius & Caterpillar variants are now unlocked for purchase in the Pledge Store.
ea_ui_reward_PirateSwarmTitle=Pirate Swarm Defeated
ea_ui_spawning_NoVehicles=No Vehicles Remaining
ea_ui_spawning_SelectSpawnPoint=Select Spawn Point
ea_ui_spawning_SelectYourLoadout=Select Your Loadout
ea_ui_spectator_CycleCamera=[~action(spectator|spectate_prev_target|?)]-[~action(spectator|spectate_next_target|?)] Cycle camera
ea_ui_spectator_CycleMode=[~action(spectator|spectate_gen_nextmode|?)] Cycle mode
ea_ui_spectator_CycleTarget=[~action(spectator|spectate_prev_target|?)]-[~action(spectator|spectate_next_target|?)] Cycle target
ea_ui_spectator_LockCamera=[~action(spectator|spectate_toggle_lock_target|?)] Lock Target
ea_ui_spectator_Respawn= [~action(default|respawn|?)] Respawn
ea_ui_spectator_ToggleHUD=[~action(spectator|spectate_toggle_hud|?)] Toggle HUD
ea_ui_spectator_UnlockCamera=[~action(spectator|spectate_toggle_lock_target|?)] Unlock Target
ea_ui_StateWaitingForPlayers=Waiting for %d players
ea_ui_The_Good_Doctor=The Good Doctor
ea_ui_The_Good_Doctor_Description=The Good Doctor Description
Eckhart_AskForMoreWork_Neg=You got any other jobs?
Eckhart_AskForMoreWork_Pos=Got anything else for me?
Eckhart_DoIKnowYou=[PH] Do I Know You?
Eckhart_GotMoreWork_Timid=[PH] Ok, show me what you got.
Eckhart_HasNewMission_GoodForBad=Work is work, right?
Eckhart_IDontLikeYou=[PH] I know you but don't like you.
Eckhart_ILikeYou=[PH] I know you and like you.
Eckhart_InitialVisit=[PH] Is Initial Visit
Eckhart_MissionFailed=I had an issue with the job.
Eckhart_NotInterested=[PH] I'm not interested right now.
Eckhart_ReturnVisit_Greeting=Hey, I'm back. Got anything that needs handling?
Eckhart_Revisit=[PH] Follow Up Visit
Eckhart_Test_AfterInitialComms=Hey, you told me to swing by?
Eckhart_Test_FailedLastMission=[PH] Sorry I failed that last mission but I'm still looking for work if you got any...
Eckhart_Test_LookingForMoreWork=Got any more jobs?
Eckhart_Test_MidMissionResponse=[PH] I know I'm already doing some work for you but... Got anything else?
Eckhart_Test_MissionDeclined=I think I'll pass.
Eckhart_Test_NeverMind=I can't right now.
ecn_from=Emergency Communication Network
ecn_hackprevent_desc_001=ATTENTION: There has been an unauthorized attempt at ~mission(Location) to access the system controls for the Emergency Communication Network. Any available ships in the area capable of rendering assistance to prevent this unlawful sabotage of vital public security infrastructure are requested to do so immediately.
ecn_hackprevent_title_001=ECN ALERT: Network Intrusion
ELD_GLOVES=DO NOT USE ------ (ELD) MALE GLOVES (Add new lines for gloves below here)<b>\n</b>
ELD_HATS=DO NOT USE ------ (ELD) MALE HATS (Add new lines for hats below here)
ELD_ITEMS=DO NOT USE ------ (ELD) ESCAR LIMITED -- MALE ITEMS
ELD_JACKETS= DO NOT USE ------ (ELD) MALE JACKETS (Add new lines for jackets below here)
ELD_PANTS=DO NOT USE ------ (ELD) MALE PANTS (Add new lines for pants below here)
ELD_SHIRTS=DO NOT USE ------ (ELD) MALE SHIRTS (Add new lines for shirts below here)
ELD_SHOES=DO NOT USE ------ (ELD) MALE SHOES (Add new lines for shoes below here)
elevator_accessing=ACCESSING CENTRAL TRANSPORT SYSTEM
elevator_fail_no_destination=No destination available from location.
elevator_fail_server_full=All instances are currently full.\nPlease try again later.
elevator_interrogating=INTERROGATING TRANSPORT SYSTEM
elevator_validating=VALIDATING AUTHORIZATION CODE
elevator_welcome1=ELEVATOR TRANSPORT CONSOLE v1.1
elevator_welcome2=PLEASE TOUCH SCREEN TO PROCEED
ElliotWIP_Email_Contents=Hey the sever is down again, this keeps occuring any chance on getting a ETA on reboot time?
Ellis_AsteroidBelt1=Ellis Belt Alpha
Ellis_AsteroidBelt1_Desc=Perhaps the best known asteroid belt in the UEE, the Ellis Belt became famous for being a Murray Cup racetrack. Over the years, the Murray Cup has sought to acquire all rights to the belt, making mining strictly prohibited. \n
Ellis_Desc=This thirteen-planet system contains a wide habitable zone thanks to its F-type main sequence star. Ellis is mostly known as the home of the UEE's most famous race, the Murray Cup. What began as way to kill time during the terraforming process has become big business; fueling the economy for the three terraformed planets -- Green (Ellis III), Kampos (Ellis IV), and Noble (Ellis V). Ellis' eleventh planet recently collided with its moon, leaving an asteroid belt in the former orbital path.
Ellis_JumpPoint_Kilian=Ellis - Kilian Jump Point
Ellis_JumpPoint_Kilian_Desc=This jump point connects Ellis to the Kilian system.
Ellis_JumpPoint_Magnus=Ellis - Magnus Jump Point
Ellis_JumpPoint_Magnus_Desc=This jump point connects Ellis to the Magnus system.
Ellis_JumpPoint_Min=Ellis - Min Jump Point
Ellis_JumpPoint_Min_Desc=This jump point connects Ellis to the unclaimed Min system.
Ellis_JumpPoint_Nexus=Ellis - Nexus Jump Point
Ellis_JumpPoint_Nexus_Desc=This jump point connects Ellis to the Nexus system.
Ellis_JumpPoint_Taranis=Ellis - Taranis Jump Point
Ellis_JumpPoint_Taranis_Desc=This jump point connects Ellis to the unclaimed Taranis system.
Ellis1_Desc=This protoplanet is a scorched, barren ball of rock and bubbling magma due to its extreme proximity to the star. While the possibility exists that there are major deposits of minerals on the planet, mining them would be far too risky.
Ellis10_Desc=The second gas giant in Ellis system, Ellis X features a consistently turbulent atmosphere. It was this chaotic nature that led to its local nickname of Bombora.
Ellis11=Ellis XI recently suffered a cataclysmic collision with one of its moons. Astrophysicists speculate that the planet will continue to splinter and ultimately form a new asteroid belt.
Ellis12_Desc=A ball of ice, Ellis XII (also known as Judecca) is occasionally used for ice-mining expeditions.
Ellis13_Desc=Though technically not a planet, Ellis XIII is considered a local mascot. This protoplanet's unique shape has given it the nickname Pinecone.
Ellis2_Desc=Ellis II's large size, proximity to its sun, and surprisingly thick atmosphere has left its entire surface a massive desert, marked with strange swirls and ridges created by frequent massive storms on the planet's surface.
Ellis3_Desc=The vast oceanic world is mostly known as the primary resort destination for racegoers who enjoy Green's high-end mega-resorts. In an effort to protect the elaborate underwater reefs, ships landing on the planet are directed towards specific landing zones.
Ellis4_Desc=Named after the large sea creatures that once stalked its deep oceans, Kampos was the first world settled and continues to boast the highest population center in the system.
Ellis5_Desc=The emerald jewel of the system, Noble is known for the vast stretches of woodland, evoking many comparisons to an undeveloped Earth. The local Governors Council has made sustaining the planet's natural beauty a priority.
Ellis5a_Desc=The regolith of this moon is slightly pink, making it a popular subject for lunar photography.
Ellis5b_Desc=A tidally locked moon, the planet-facing side is pristine while the star-facing side is pocked with craters.
Ellis6_Desc=A terrestrial planet located just outside the system's green band. Although the planet is technically uninhabited, Ellis VI has been used to conduct studies about human habitation.
Ellis7_Desc=A corrosive and poisonous atmosphere covers this planet making it impossible to terraform or even land on.
Ellis8_Desc=The smallest planet in the system, Ellis VIII boasts a micro atmosphere and little else.\n
Ellis9_Desc=Nicknamed Walleye by long-distance haulers, Ellis IX is a swirling gas giant that intermittently suffers from massive storms visible from space.
escort_safety_danger_0001=They have detected what could be a hostile threat in the area and would rather not engage without assistance.
escort_safety_danger_0002=Something appears to have spooked them. Seems they'd rather be safe than sorry and want some extra protection.
escort_safety_danger_0003=Unfortunately, the area they are in is a known outlaw hunting ground. Caution is advised.
escort_safety_danger_0004=We've had a couple reports of other ships being hit in that area. Go in expecting trouble.
escort_safety_danger_0005=One of their convoy has already been destroyed. The hostiles in the area should be considered extremely dangerous.
escort_safety_danger_0006=A ship like that is a prime target and if they get out of there alive, it'll be a miracle. To be frank, they should never have gone in by themselves in the first place.
escort_safety_desc_0001=A ~mission(Client) ship is stuck out in ~mission(Location) and needs an extraction to ~mission(Destination). ~mission(Danger)If escorts do engage with hostiles, combat pay will be issued. Be ready to roll out as soon as possible. Don't want to keep them waiting out there any longer than necessary.
escort_safety_desc_0002=We have been contacted by a ~mission(Client) vessel that is in urgent need of escort from ~mission(Location) to ~mission(Destination). If hired, you would be expected to report to the rendezvous point and begin immediately. ~mission(Danger)Combat pay will be issued if enemy contact is made.
escort_safety_desc_0003=To any available vessels with combat capabilities who are willing and ready to fly to ~mission(Location), a ~mission(Client) ship is in need of escort to ~mission(Destination). ~mission(Danger)Engaging with any enemy ships will result in hazard pay.
escort_safety_location_0001=a safe point
escort_safety_location_0002=a point of safe egress
escort_safety_location_0004=somewhere they can quantum from
escort_safety_obj_long_01=Rendezvous at the ~mission(Client) ship's distress beacon.
escort_safety_obj_long_02=Move into protective formation while the ship prepares to travel.
escort_safety_obj_long_03=Escort the ~mission(Client) ship to ~mission(Destination).
escort_safety_obj_opt_01=Combat Pay Bonus
escort_safety_obj_short_01=Rendezvous at Beacon
escort_safety_obj_short_02=Hold In Formation
escort_safety_obj_short_03=Escort to Safety
escort_safety_title_0002=Armed Escort Needed
escort_safety_title_0004=Escort to Safety
escort_scan_complexity_001=a single nav point
escort_scan_complexity_002=a single location
escort_scan_complexity_003=a scan point
escort_scan_complexity_004=a couple stops
escort_scan_complexity_005=a few locations
escort_scan_complexity_007=a series of stops
escort_scan_complexity_008=a series of locations
escort_scan_complexity_009=a list of navpoints
escort_scan_danger_001=Although all signs indicate a light possibility of hostile contact, please be prepared, just in case. However, in the event of enemy contact, compensation will be granted based on performance.
escort_scan_danger_002=This route will mostly likely encounter hostiles. If engaged, combat bonuses will be paid.
escort_scan_danger_003=Warning, this is a dangerous route with a high probability of outlaw contact. Prepare accordingly. ~mission(Contractor) is willing to offer a competitive payment for combat effectiveness.
escort_scan_desc_0001=~mission(Contractor) is looking for available contractors to meet up with a ~mission(Client) as soon as possible and escort them to ~mission(EscortNum). ~mission(Danger)Payment will be transferred upon the ~mission(Client)'s safe return.
escort_scan_desc_0002=NOW HIRING FOR IMMEDIATE START\n\nLooking for ~mission(EscortType) to guard a ~mission(Client) while they travel to ~mission(EscortNum). ~mission(Danger)Payment will be certified through ~mission(Contractor) and transferred upon completion.
escort_scan_desc_0003=ARMED ESCORT NEEDED. ~mission(Contractor) seeking pilots to rendezvous with a ~mission(Client) at ~mission(location) and protect them on their journey to ~mission(EscortNum). ~mission(Danger)Payment will be transferred upon contract completion. The ~mission(Client) is already en route to the rendezvous currently so punctuality is appreciated.
escort_scan_desc_0004=~mission(Contractor) wants to hire an escort to guard a ~mission(Client) while they travel to ~mission(EscortNum). Professional and punctual applicants only. Show up on time and be ready to work. Payment will be issued at the end of the job. ~mission(Danger)
escort_scan_desc_0005=~mission(Contractor) has been running scanning ops in the system and need pilots to act as a protective detail to a ~mission(Client). Escorts will rendezvous with the client at ~mission(Location) and accompany them while they survey ~mission(EscortNum). If hired, you must be ready to report for duty immediately. ~mission(Danger)Payment will be transferred when the job is complete and the ~mission(Client) is safe.
escort_scan_obj_display_02=Escort the Ship
escort_scan_obj_display_03=Hold until scan is complete %ls
escort_scan_obj_display_04=Protect the Ship
escort_scan_obj_long_01=Meet with the ~mission(Client)'s ship at the rendezvous beacon.
escort_scan_obj_long_02=Escort ~mission(Client) to the nav point.
escort_scan_obj_long_03=Hold until scan is complete.
escort_scan_obj_long_04=Protect ~mission(Client) against hostile forces.
escort_scan_obj_long_05=Escort ~mission(Client) to their final destination.
escort_scan_obj_opt_01=Combat Pay Bonus
escort_scan_obj_short_01=Rendezvous with Ship
escort_scan_obj_short_02=Escort the Ship
escort_scan_obj_short_04=Protect the Ship
escort_scan_obj_short_05=Escort To Destination
escort_scan_title_0002=Armed Escort Needed
escort_scan_title_0005=Need an Escort
escort_scan_type_002=a protective detail
escortscan_MissionStart_Timer=Rendezvous with ~mission(Client) %ls
EVALIGHT_ITEMS=DO NOT USE ------ (EVL) EVALIGHT CLOTHING ITEMS -- MALE
EVL_GLOVES=DO NOT USE ------ (EVL) MALE GLOVES (Add new lines for gloves below here)
EVL_HATS=DO NOT USE ------ (EVL) MALE HATS (Add new lines for hats below here)
EVL_JACKETS=DO NOT USE ------ (EVL) MALE JACKETS (Add new lines for jackets below here)
EVL_PANTS=DO NOT USE ------ (EVL) MALE PANTS (Add new lines for pants below here)
EVL_SHIRTS=DO NOT USE ------ (EVL) MALE SHIRTS (Add new lines for shirts below here)
EVL_SHOES=DO NOT USE ------ (EVL) MALE SHOES (Add new lines for shoes below here)
Exit_Screen_merit_001=wip your merits
Exit_Screen_Report_001=wip report for release
Fabric_Material_References=DO NOT USE ------ Adding Fabric Material Refs here.
Fashion_Styles=DO NOT USE ------ What type of CUT the item is. (Hoodie, Vest, Slacks, Jeans, Cargo Pants, Baseball Hat, Cowboy Hat etc..)
Fashion_Types=DO NOT USE ------ What category of clothing does this fit into?
fine_terminal_informationScreen_Info=\nHow are fines attributed to me?\nMost fines are issued directly by members of law enforcement, but some result from violations detected by ships and mobiGlas and automatically broadcast to the Emergency Communication Network (ECN) system.\n\n\nWhat sort of things can I get a fined for?\nFor a complete list of finable offenses and misdemeanors applicable in your current jurisdiction, please consult your mobiGlas.\n\n\nWhy did I receive a fine for something legal elsewhere?\nCertain jurisdictions have different laws. You should always check the legality of your cargo when entering a new jurisdiction.\n\n\nMy ship was stolen, why am I still receiving fines?\nUnless you report your vehicle stolen to law enforcement (this can be easily done at an ASOP terminal), you are still considered the legal owner of the ship and are responsible for certain crimes perpetrated by it.\n\n\nWhat are Escalated Fines?\nTo encourage prompt payment, the Office of Imperial Justice (OIJ) provides offenders a short period where newly acquired fines may be settled at a discounted rate. If payment is not made before this period expires, the fine escalates in both price and severity.\n\n\nWhat happens if I don’t pay my Escalated Fines?\nIf you accumulate enough unpaid escalated fines you will be issued a crimestat. The heavier your escalated fines, the faster this will happen. The OIJ strongly urges everyone to pay their fines regularly and on time.\n\n\nWhat if I receive a fine in error?\nIf you think you have received a fine in error, please contact the Issue Council. While mistakes are rare, we are trying to improve the system all the time and your feedback is welcome.\n
fine_terminal_informationScreen_Title=Frequently Asked Questions
fine_terminal_login_001=Login As User
fine_terminal_login_002=Login As Admin
fine_terminal_nofines_001=You Have No Outstanding Fines.
fine_terminal_pay_001=Pay All Fines
fine_terminal_returning=Returning To Login
fine_terminal_title_001=Fines & Citations Payment System
fine_terminal_unauthorised=Unauthorized Access Detected
flightHUD_Label_QDampener_Green_Zone=Q DAMPENER DEACTIVATED (GREEN ZONE)
flightHUD_Label_QSnare_Charging=QUANTUM SNARE CHARGING
flightHUD_Label_QSnare_Cooldown=PLEASE WAIT — COOLING
flightHUD_Label_QSnare_Discharging=QUANTUM SNARE DISCHARGING
flightHUD_Label_QSnare_Green_Zone=Q SNARE DEACTIVATED (GREEN ZONE)
flightHUD_Label_QSnare_Initiated=QUANTUM SNARE INITIATED
flightHUD_Label_QSnare_Offline=QUANTUM SNARE OFFLINE
flightHUD_Label_QSnare_Ready=QUANTUM SNARE READY
flightHUD_Label_QSnare_Tethering=QUANTUM SNARE ACTIVATED
FLOOR_Flair_Items=--------------- Floor Flair Items - Dev Use Only ------------------------
FPS_AI_Description=*WIP* Pirates have been reported to have taken an outpost, we need somebody to secure it again
FPS_AI_From=*WIP* Edward Fuller
FPS_AI_Obj_Long_01=*WIP* Go to the outpost
FPS_AI_Obj_Long_02=*WIP* Eliminate the Pirates
FPS_AI_Obj_Marker_02=*WIP* Eliminate the Pirates
FPS_AI_Obj_Short_01=*WIP* Go to the outpost
FPS_AI_Obj_Short_02=*WIP* Eliminate the Pirates
FPS_AI_Title=*WIP* Outpost Lost to Pirates
fps_ammo_Notification=+ %i %s ammo
FPSPVEVS_EasyScenario_Objective01_Desc=Kill all the pirates on the asteroid base.
FPSPVEVS_Mission_Desc=[PH] UEE forces really want to capture this sweet asteroid base.
FPSPVEVS_Mission_Title=Assault The Asteroid Base
frontend_CharacterCustomizationDescription=Select a category to view adjustable properties.
Frontend_CheckboxEquip=Equip Rental Item
Frontend_ItemSelectionText=Select an item from the left to view its details.
Frontend_login_queue_position=You are currently in a queue to enter the game server, your position in the queue is %i
Frontend_PartyInviteMessage=%S has invited you to join a party. Press ~action(ui_notification|ui_notification_accept) to join or ~action(ui_notification|ui_notification_decline) to decline.
frontend_ProfileSelectDescription=Please select a character profile.
Frontend_ShipSelectionText=Select a ship from the left to view its details.
FTL_Danger_001=Due to this being a potentially riskier route, please ensure that you do not allow hostiles to delay the contract's completion.
FTL_Danger_002=Since this route may take you through hostile areas, plan accordingly.
FTL_Danger_003=With this route in particular, several other FTL contractors have encountered hostiles in the past. We trust that you'll be appropriately prepared.
FTL_Danger_004=It is recommended that you select something with ready defensive capabilities owing to this route's higher than average risk assessment.
FTL_Danger_005=Be aware that this run takes you through a route with a higher risk rating. We trust that you will see to it that you are delayed for any reason, including hostiles.
FTL_delivery_desc_0001=ATTENTION ALL FTL COURIERS\nNEW RUN AVAILABLE FOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \n\nPICKUP LOCATION - The shipment is waiting for collection at ~mission(Location|Address). \n\nDROPOFF LOCATION - It will need to be delivered to ~mission(Destination|Address). \n\nDELIVERY WINDOW - ~mission(Contractor|Timed)\n\nTRAVEL - All transportation needs should be arranged by courier. ~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)
FTL_delivery_desc_intro=FTL COURIER SERVICES IS HIRING!\n\nAre you a committed, industrious and punctual individual who enjoys travel and is looking to work independently? \nIf your answer is yes, then FTL Courier Services may have the ideal opportunity for you!\n\nHandling over a billion collections and deliveries every year, FTL has been consistently rated the Empire's most trusted courier service by providing businesses and consumers a safe and reliable way to send and receive their shipments wherever, whenever.\n\nTo make all this happen, FTL contracts with thousands of self-employed couriers across every system in the UEE and we are currently looking for new people to join our ranks. \n\nFTL offers:\n* Great earning potential based on how many deliveries you complete.\n* Convenience of selecting only the routes that appeal to you. Stay local or explore father, the choice is yours.\n* Flexibility to accept multiple contracts, even from other companies. With our non-exclusive employment agreements, we leave it up to you to maximize your schedule.\n \nIn order to apply you’ll need:\n* Your own means of insured travel.\n* The right to work in the UEE and no current CrimeStat rating.\n* Excellent time management skills and the ability to plan your own travel routes.\n* Successful completion of the below Employment Evaluation.\n\nEMPLOYMENT EVALUATION\nTo make sure that you're a good fit for our company, we would like to see you in action! This trial contract will have you collect a package from ~mission(Location|Address) and deliver it to ~mission(Destination|Address). ~mission(Contractor|Timed)This is a paid evaluation. Participation is not a guarantee of any future work with FTL or FTL associates.\n\nDon’t wait! Complete your Employment Evaluation today and start your journey with FTL Courier Services.
FTL_delivery_title_001=FTL Courier Assignment
FTL_delivery_title_intro=FTL Courier Employment Evaluation
FTL_SignOff_001=Good luck and good speed, courier!
FTL_SignOff_002=And remember, at FTL Courier Services we always try our best to deliver the best!
FTL_SignOff_003=Thanks for helping FTL remain the #1 courier service in the Empire!
FTL_SignOff_004=And don't forget, you are representing FTL! A smile and a kind word are some of the best tools a courier can have.
FTL_SignOff_005=We hope you have a speedy and safe journey!
FTL_Timed_001=The delivery must be made before the deadline expires.
FTL_Timed_002=Be sure to make note of the deadline. Prompt contract fulfillment is very important to FTL.
FTL_Timed_003=This is an urgent contract and must be completed before the deadline. No exceptions.
FTL_Timed_004=Punctuality is an important part of FTL's renowned customer service. Be sure to adhere to the stated deadline.
FTL_Timed_005=This is an FTL 'Sprint' order with a tight deadline. Keep an eye on the clock to make sure you finish on time.
GarethWIP_CaveMissionAssa_Stanton1=CAVE MISSION ASSA STANTON1
GarethWIP_CaveMissionAssa_Stanton1b=CAVE MISSION ASSA STANTON1B
GarethWIP_CaveMissionAssa_Stanton2b=CAVE MISSION ASSA STANTON2B
GarethWIP_CaveMissionBounty_Stanton1=CAVE MISSION BOUNTY STANTON1
GarethWIP_CaveMissionBounty_Stanton1b=CAVE MISSION BOUNTY STANTON1b
GarethWIP_CaveMissionBounty_Stanton2b=CAVE MISSION BOUNTY STANTON2b
GarethWIP_CaveMissionClearAll_Stanton1=CAVE MISSION CLEAR ALL STANTON1
GarethWIP_CaveMissionClearAll_Stanton1b=CAVE MISSION CLEAR ALL STANTON1B
GarethWIP_CaveMissionClearAll_Stanton2b=CAVE MISSION CLEAR ALL STANTON2B
GenResponse_cant_right_now=I can't right now.
GenResponse_LookingForMoreWork=Got any more work?
GenResponse_LookingForWork=I'm looking for work.
global_title_001=Please use this folder for all globally available strings, they will be included in the live build
Goss_Desc=Generally regarded as one of the most visually stunning parts of the Empire, Goss is a binary star system situated near the massive stellar phenomenon known as the Olympus Pool. Consequently, the bulk of the system's economy comes from tourism, but Gossians pride themselves on being self sufficient as the system produces its raw materials internally, mining and harvesting resources on their own.\n
Goss_JumpPoint_Helios=Goss - Helios Jump Point
Goss_JumpPoint_Helios_Desc=This jump point connects Goss to the Helios system.
Goss_JumpPoint_Osiris=Goss - Osiris Jump Point
Goss_JumpPoint_Osiris_Desc=This jump point connects Goss to the Osiris system which is protected by the Fair Chance Act.
Goss_JumpPoint_Tayac=Goss - Tayac Jump Point
Goss_JumpPoint_Tayac_Desc=This jump point connects Goss to the Tayac system.
Goss_JumpPoint_Terra=Goss - Terra Jump Point
Goss_JumpPoint_Terra_Desc=This jump point connects Goss to the Terra system.
Goss_JumpPoint_Tyrol=Goss - Tyrol Jump Point
Goss_JumpPoint_Tyrol_Desc=This jump point connects Goss to the unclaimed Tyrol system.
Goss_Star1_Desc=A class-K main sequence star that is part of a binary pairing with Goss B.
Goss_Star2_Desc=A class-K main sequence star that is part of a binary pairing with Goss A.
Goss1_Desc=The abundant farmlands that cover most of this planet's massive mono-continent are used to exclusively feed the large population on neighboring planet, Cassel. \n
Goss2_Desc=Hundreds of millions of tourists from all over the universe come to visit the beautiful coastlines of this biodiverse world. \n
Goss3_Desc=Access to this large sub-tropical world is restricted to those who receive clearance from the military base on its surface. \n
goupbounty_obj_long_02=Once located, all the members of the wanted organization must be neutralized.
goupbounty_obj_short_02=Neutralize Bounties: %ls
GraceWarnings_NoFly_001=Restricted Area, Alter Flight Path
GraceWarnings_NoFly_002=No Public Access, Change Course Now
GraceWarnings_Trespassing_001=Private Property, Please Leave
GraceWarnings_Trespassing_002=Trespassers Will Be Prosecuted, Vacate Now
GraceWarnings_Trespassing1stDegree_001=Government Property, No Trespassing
GraceWarnings_Trespassing1stDegree_002=WARNING: Felony Trespassing, Leave Now
GraceWarnings_Velocity_001=Halt Current Velocity: %im/s
Greeter_RequestInfo_City=Ask About the City
Greeter_RequestInfo_Greeter=Ask About the Greeter
Greeter_RequestInfo_Location=Ask About the Location
Greeter_RequestInfo_Planet=Ask About the Planet
Greeter_RequestJoke=Ask for Joke
group_add_to_contacts=Add to Contacts
group_add_to_party=Invite to Party
group_invite_group_to_party=Invite Group to Party
group_invite_select_channel=Select A Channel
group_invite_to_selected_group=Invite to Channel
group_kick_from_group=Kick from Group
group_kick_from_party=Kick from Party
group_make_group_leader=Make Group Leader
group_make_party_leader=Make Party Leader
group_out_of_range=Out of Range
group_remove_from_contacts=Remove from Contacts
groupbounty_obj_long_01=Search for the wanted organization's members' current locations. Bounties hiding in unmonitored areas will need to be tracked down via scanning or reactivating comm arrays.
hack_prevent_logout_display_01=Terminate Unauthorized Access at ~mission(Location)
hack_prevent_logout_obj_long_01=Manually terminate the unauthorized maintenance control panel access at ~mission(Location).
hack_prevent_logout_obj_short_01=Terminate Unauthorized Access
hack_prevent_obj_display_01=Prevent Hack at ~mission(Location)
hack_prevent_obj_long_01=Prevent hackers from accessing the system at ~mission(Location).
hack_prevent_repair_display_01=%ls to Restore Uplink
hack_program_BlockedDesc=Security Protocol Override
hack_program_BlockedDesc_002=User Verification Required In
hack_program_confirm_abort=Do you wish to proceed?
hack_program_ExternalConnection=WIP Hacking External Connection
hack_program_Failed=Unable to Access System
hack_program_Failed2=DATA TRANSFER TERMINATED
hack_program_HackInProgress=Attempting to Access System
hack_program_HackInProgress2=ENCRYPTED STORAGE ACCESSED
hack_program_HackSucess=System Access Granted
hack_program_HackSucess2=DATA TRANSFER COMPLETE
hack_program_Stage1=Establishing Admin Connection
hack_program_Stage2=Assessing Security Protocols
hack_program_Stage3=Configuring Data Parameters
hack_program_stage4=Generating Temporary Passkey
hack_program_Stage5=DATA TRANSFER IN PROGRESS
hack_program_warning=Warning: Cryptokey Will Be Lost
hack_program_warning2=Warning: Data transfer will be cancelled
Hadrian_AsteroidBelt1=Hadrian Belt Alpha
Hadrian_AsteroidBelt1_Desc=Located near a jump point, there are still some undetonated anti-ship mines lurking about in here lingering from the cold war. As such, the asteroids were never mined, so daring miners will risk it. A path between the Terra jump point and the remaining jumps was cleared through the belt (buoys were placed to make sure people stayed on the path).\n
Hadrian_Desc=Known as "No Man's Land", Hadrian's location near Xi'an space made it a militarily strategic system during the cold war. Now it is famous for being a main shipping checkpoint between the UEE and Xi'an Empire. Travelers are advised to stay in the system's safe space lanes, which are demarcated by buoys. Those who ignore the space lanes are liable to encounter unexploded anti-ship mines left over from the cold war.\n
Hadrian_Flotilla_Desc=On the lagrange point of Hadrian II, there's a mini-mall cluster of former military stations that have been converted into a massive bazaar. Some newer trade stations have opened in recent years as the site has become a mecca of trade to the Xi'an.
Hadrian_JumpPoint_Castra=Hadrian - Castra Jump Point
Hadrian_JumpPoint_Castra_Desc=This jump point connects Hadrian to the Castra system.
Hadrian_JumpPoint_Gurzil=Hadrian - Gurzil Jump Point
Hadrian_JumpPoint_Gurzil_Desc=This jump point connects Hadrian to the Gurzil system.
Hadrian_JumpPoint_Kiel=Hadrian - Kiel Jump Point
Hadrian_JumpPoint_Kiel_Desc=This jump point connects Hadrian to the Kiel system.
Hadrian_JumpPoint_Oya=Hadrian - Oya Jump Point
Hadrian_JumpPoint_Oya_Desc=This jump point connects Hadrian to the Oya system.
Hadrian_JumpPoint_Pyro=Hadrian - Pyro Jump Point
Hadrian_JumpPoint_Pyro_Desc=This jump point connects Hadrian to the unclaimed Pyro system.
Hadrian_JumpPoint_Terra=Hadrian - Terra Jump Point
Hadrian_JumpPoint_Terra_Desc=This jump point connects Hadrian to the Terra system.
Hadrian_Star_Desc=A class-M red giant star.
Hadrian1_Desc=A gas planet with a rocky core, Hadrian I's atmosphere is too volatile to terraform.\n
Hadrian2_Desc=A Class III gas giant, Hadrian II is a featureless blue globe.
Hadrian3_Desc=Nicknamed "the Watcher" thanks to the large dark spot in the planet's otherwise pale color, Hadrian III is a massive ice giant on the fringe of the system.\n
hdactivist_assassination_danger_001=Don't take this target lightly. There's a reason Hurston's relied on them to do so much dirty work.
hdactivist_assassination_danger_002=You're going after one vicious bastard, so best come prepared.
hdactivist_assassination_danger_003=I'd recommend hitting them hard and fast before they have a chance to comm for backup.
hdactivist_assassination_danger_004=Watch out for this one. 'Mercy' isn't part of their vocabulary.
hdactivist_assassination_desc_001=To anyone who knows Hurston's recent history, they know that ~mission(TargetName) is responsible for some truly vicious crimes against the honest men and women who are trying to improve worker conditions on Hurston. Time and time again, they have acted well outside the bounds of UEE law but, of course, Hurston denies that ~mission(TargetName|Last) has anything to do with these crimes and refuses to even investigate them. This miscarriage of justice means that we must take matters into our own hands. \n\nRecently, an insider sympathetic to our cause says ~mission(TargetName|Last) can be found around ~mission(Location). I will happily pass along this information, and a substantial payday, to anyone willing to bring vengeance upon them. ~mission(Danger)~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
hdactivist_assassination_desc_002=Any chance you've heard of ~mission(TargetName)? Hurston recently promoted this bloodthirsty thug to a special task force that makes dissidents disappear. ~mission(TargetName|Last) has proven to be quite effective and even taken a perverse pleasure in the new position. It's obvious that the universe would be better off if ~mission(TargetName|Last) was taken down.\n\n~mission(Danger)I managed to get a hold of their latest deployment orders. Could be useful when tracking down the target. \n\n~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
hdactivist_assassination_desc_003=Let's just say the less you know about this one the better. We want you to find and eliminate a Hurston lackey named ~mission(TargetName). ~mission(Danger) \n\nDetails containing their last known sighting around ~mission(Location) will be provided. ~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
hdactivist_assassination_timed_001=Word spreads fast around here. Don't wait too long on this, or you might lose the element of surprise.
hdactivist_assassination_timed_002=For the sake of the movement, it's vital this gets done soon.
hdactivist_assassination_timed_003=There's chatter that ~mission(TargetName|Last) is planning something big. You've got to stop them before it's too late.
hdactivist_assassination_timed_004=We need you to move fast on this. Who knows what the target is working on.
hdactivist_assassination_title_001=Real Criminal Justice
hdactivist_assassination_title_002=Level the Playing Field
hdactivist_basesweep_danger_001=They aren't expecting you, but don't think for a second this is going to be easy. Those bastards love to fight.
hdactivist_basesweep_danger_002=Make sure you have more than enough ammo. There's no way to know how many of 'em will be down there.
hdactivist_basesweep_danger_003=Make sure you're armed up and prepared for war.
hdactivist_basesweep_danger_004=I'm not gonna lie, this will get bloody, but that's what we have to do to secure our future.
hdactivist_basesweep_desc_001=Recently, Hurston security forces have been increasingly more violent to anyone voicing opposition to their authority. We've tried all legal channels, but it seems that an equally aggressive response will be the only way they'll hear us. I'm looking to pay someone to deliver that message.\n\nWe've learned that security forces have been operating out of ~mission(Location). I'll send you the coordinates. You go in and clear it out. ~mission(Contractor|BaseSweepDanger)\n\nHopefully there will be a day where we can resolve this through rational discourse, but they've made it clear that it is not today.\n\n** Ex Malo Bonum **
hdactivist_basesweep_desc_002=Looking for a heavy hitter interested in some serious action. ~mission(Location) is crawling with corrupt, armed assholes working for Hurston. I need them gone, pronto. Don't care how you handle it, only that it gets done. ~mission(Contractor|Danger) \n\nDo this right and you'll be compensated accordingly.\n\n** Ex Malo Bonum **
hdactivist_basesweep_desc_003=If you found this, it's probably safe to say that you have an axe to grind with Hurston. I don't know about you, but I'm sick and tired of waiting for things to magically get better. What we need are bold actions to show Hurston that the status quo must go. \n\nThat's why I dug up some info about ~mission(Location). It's where corporate thugs hang out and plan their attacks on the people of Hurston. Clearing that location would send a bold message to Corporate that we're willing to fight fire with fire. You interested? \n\nIt'll be dangerous, but you'll be paid well. ~mission(Contractor|BaseSweepDanger) \n\n** Ex Malo Bonum **
hdactivist_basesweep_desc_004=We got intel on ~mission(Location) that says it's staffed with corporate thugs. We aren't just going to sit around and wait for them to crack down on our brothers and sisters who are just trying to make Hurston a better place to live. I don't have the skills to handle this type of op, but I've got the creds to fund it. Interested? \n\nShould go without saying, but this job will be highly dangerous. ~mission(Contractor|BaseSweep)A lot of good people will get hurt if someone doesn't stop them.\n\n** Ex Malo Bonum **
hdactivist_basesweep_desc_005=Looking for someone who's willing to fight for what's right. For far too long Hurston has used violence to keep its people in line. Now it's time to show them that their intimidation tactics won't go unanswered.\n\nI've recently obtained intel that's identified ~mission(Location) as being key to their security operations. Anyone willing to clear out the location will be doing the people of Hurston a great service. It'll be risky, but I'll also make sure you're paid well for your trouble. ~mission(Contractor|BaseSweep) \n\n** Ex Malo Bonum **
hdactivist_basesweep_remaining=Hostiles Remaining: %ls
hdactivist_basesweep_title_001=Force For Good
hdactivist_basesweep_title_003=Call To Arms
hdactivist_basesweep_title_004=Time For Action
hdactivist_stealfromship_outlaw_desc_001=One of the smugglers we work with on occasion, ~mission(TargetName), refuses to complete our arranged delivery unless we triple our agreed-upon payment. As you can imagine, we can't allow their greed to endanger the movement, nor can we afford to pay their unreasonable demands. \n\nInstead, we're hopeful that you'll be able to track them down for us and forcefully retrieve our rightful property. Once you successfully bring the shipment to ~mission(Destination), we will gladly give you the credits we had originally promised ~mission(TargetName|Last). \n\n\n** Ex Malo Bonum **
hdactivist_stealfromship_outlaw_desc_002=Recently, one of our much needed supply runs got hit by an outlaw. Before our hauler died, they managed to confirm the identity of their attacker - ~mission(TargetName).\n\nWe need you to hunt this bastard down and take back what's ours. And of course we'll pay you for delivering the supplies to ~mission(Destination).\n\n\n** Ex Malo Bonum **
hdactivist_stealfromship_outlaw_desc_003=~mission(TargetName) betrayed us. \n\nAn important shipment we had smuggled in to ~mission(Destination) went missing a few days ago and we were finally able to track it down. One of our operatives, ~mission(TargetName|Last), had stolen it.\n\nWe need that traitor tacked down and the shipment brought back. Do whatever you need to. \n\n\n** Ex Malo Bonum **
hdactivist_stealfromship_outlaw_desc_004=Hurston Security is taking active action to cut off our supply routes. They're even turning a blind eye to outlaws in the area as long as it's our ships being attacked. We need to respond before our resources are completely cut off. \n\nWe've been able to track down the location of one of these outlaws, ~mission(TargetName). Bring the stolen goods aboard their ship back to ~mission(Destination). I don't expect ~mission(TargetName|Last) will give it up without a fight.\n\nHopefully this'll show Hurston that we will not back down.\n\n\n** Ex Malo Bonum **
hdactivist_stealitem_danger_001=Things could get dangerous. Gear up just in case.
hdactivist_stealitem_danger_002=Watch yourself out there. Pretty sure Hurston will do whatever it takes to keep us from getting this thing.
hdactivist_stealitem_danger_003=Fair warning, but security might be at the site. If they come after you, do what's necessary to get that crate.
hdactivist_stealitem_danger_004=As always, a gig like this can be dangerous. So plan for the worst, hope for the best, right?
hdactivist_stealitem_danger_005=Be careful. Security could be all over that location.
hdactivist_stealitem_desc_001=Got information on the location of a certain package that would greatly help our cause. We're looking for someone willing to hit up ~mission(Location), retrieve the item, and deliver it to ~mission(Destination). Interested? \n\n~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n** Ex Malo Bonum **
hdactivist_stealitem_desc_002=Want to support a good cause and earn some solid creds? \n\nIf so, then help us get our hands on specific crate that's supposed to be in ~mission(Location). If you find the crate and bring it to ~mission(Destination), I'll make it worth your while. ~mission(Contractor|Danger) \n\n~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
hdactivist_stealitem_desc_003=There's a growing movement focused on making Hurston a better place and we need some help. We've been tracking a certain item for some time that could help our cause in multiple ways. With Hurston's recent escalation of oppression, we believe now is the time to acquire it for ourselves, but with security forces watching our every move, we need someone else to collect it from ~mission(Location). \n\nIf you bring the crate to ~mission(Destination), we'll pay you a price commensurate with your troubles. ~mission(Contractor|Danger)~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
hdactivist_stealitem_desc_004=Recently, Hurston fabricated charges against a hauler working for us in order to confiscate a very important delivery. Their actions aren't legal, even by Hurston standards, but they don't care and we can't wait attain it through legal channels. That's why I'm looking to pay someone to do it for us.\n\nAn insider who's sympathetic to our cause claims it ended up in ~mission(Location). I'll send you the exact coordinates. ~mission(Contractor|Timed) \n\nOnce you have the crate, bring it to ~mission(Destination) and I'll transfer the creds. ~mission(Contractor|Danger) \n\n** Ex Malo Bonum **
hdactivist_stealitem_desc_005=The Lorville customs office claims to have lost a crate that was being sent to us by a prominent supporter outside the system. I've got it on good authority that's a lie. Those Hurston bastards simply seized it to mess with us. I can't let this injustice stand and hope you're willing to help right this wrong.\n\nI just got word that they moved the crate to ~mission(Location). I need someone to find this thing and bring it to ~mission(Destination). ~mission(Contractor|Timed)~mission(Contractor|Danger)I'll make sure you're paid well for all your trouble.\n\n** Ex Malo Bonum **
hdactivist_stealitem_desc_006=I need your help. An old friend was desperate for work, so I threw him a gig hauling a valuable item for us. Turns out he had an active crime stat, and Hurston Security arrested him before he could make the delivery. Now I'm in hot water. That crate needs to get to ~mission(Destination) or I'm screwed.\n\nI pulled a few strings and discovered that the cargo actually ended up in ~mission(Location). I'll pay you if you can retrieve it for me and make the delivery. ~mission(Contractor|Danger)~mission(Contractor|Timed) \n\n** Ex Malo Bonum**
hdactivist_stealitem_destination_001=a hideout on Hurston
hdactivist_stealitem_destination_002=a safe spot on Arial
hdactivist_stealitem_destination_003=a discreet spot on Aberdeen
hdactivist_stealitem_destination_004=a secure facility on Magda
hdactivist_stealitem_destination_005=a secret site on Ita
hdactivist_stealitem_location_001=a debris field
hdactivist_stealitem_location_002=a wrecked ship
hdactivist_stealitem_location_003=a Hurston facility
hdactivist_stealitem_location_004=an underground facility
hdactivist_stealitem_timed_001=Don't drag your heels. Who knows how long that crate will be there.
hdactivist_stealitem_timed_002=I can't stress how important it is that you get this shipment to us.
hdactivist_stealitem_timed_003=The clock's ticking on this contract. We need this thing as soon as possible.
hdactivist_stealitem_timed_004=Need it sooner rather than later.
hdactivist_stealitem_timed_005=Hopefully, this thing isn't already gone. Better hurry up and find out.
Hints_ADS1=Combat\nUse ~action(player|zoom) to aim down the weapon sights.
Hints_ADSContext01=~action(player|stabilize) Hold Breath ~action(player|zoom_in) / ~action(player|zoom_out) Zoom In / Out
Hints_ADSContext01_Gamepad=~action(player|stabilize) Hold Breath ~action(player|zoom_in_out) Zoom
Hints_ASOP1=Vehicle Retrieval\nVehicle Selector Kiosks allow you to retrieve any of your owned ships using the Fleet Manager.\nFind them in the center of Deck 1.
Hints_ASOP2=Vehicle Retrieval\nPass through an Airlock to reach the landing pads.\nFollow the AR waypoint on your visor to locate your ship.
Hints_ASOP3=Vehicle Retrieval\nActivate the Vehicle Selector Kiosk with Interaction Mode (~action(player_choice|pc_interaction_mode)).\nNavigate the Fleet Manager and select 'Retrieve' on the ship you wish to use.
Hints_ATC1=Air Traffic Control (ATC)\nYou should be careful and request landing permission when arriving at a station.\nNavigate your MFD screen to COMMS via the Menu tab.
Hints_ATC2=Air Traffic Control (ATC)\nSelect the Comms icon next to the landing service to make the request.
Hints_ATC3=Air Traffic Control (ATC)\nSelect the Comms icon next to the landing service to request take-off.
Hints_Camera1=Camera\nPress ~action(spaceship_view|v_view_cycle_fwd) to cycle through camera views.
Hints_Chat1=Chat\nOpen and close Chat with ~action(default|toggle_chat).\nPress ~action(default|focus_on_chat_textinput) to start typing.
Hints_Combat1=Combat\nPress and hold ~action(player|holster) to holster weapons.
Hints_Combat2=Combat\nIf you have ammo reserves, pressing ~action(player|reload) will reload your equipped weapon.
Hints_Combat3=Combat\nUse ~action(player|selectpistol) to select your sidearm.\n~action(player|selectprimary) and ~action(player|selectsecondary) will select primary weapons should you have any equipped.
Hints_Combat3_Gamepad=Combat\nUse ~action(player|nextweapon) to equip a weapon.\nPressing ~action(player|nextweapon) will cycle weapons should you have more equipped.
Hints_Combat4=Combat\nPress ~action(player|weapon_melee) to perform a melee strike with an equipped weapon.
Hints_Combat4_Gamepad=Combat\nClick in ~action(player|weapon_melee) to perform a melee strike with an equipped weapon.
Hints_Contacts1=Contacts\nOpen and Close the CommLink App with ~action(default|toggle_contact).
Hints_Criminality1=CrimeStat\nYou have gained a CrimeStat level by committing an infraction in monitored space.\nYour current CrimeStat level is displayed in the upper right of your visor.
Hints_Criminality2=CrimeStat\nThe higher your CrimeStat level, the more hostility you'll encounter from local Security.
Hints_Criminality3=CrimeStat\nYour CrimeStat level is one of the factors that determines which missions are available to you.\nAvoiding trouble will allow your level to dissipate over time, but there are also ways to clear it entirely...
Hints_CryAstro1=Cry Astro\nFor a price, your Spaceship's damage, fuel (Regular and Quantum) and ammo supplies can be fixed and topped up at CryAstro.
Hints_CryAstro2=Cry Astro\nFind an available landing platform to land on to start your transaction.
Hints_EnterBedNoPlayersNear=Logging Out\nWhen no other people are in the area, your ship will despawn from the server
Hints_EnterBedNotPlayersShip=Logging Out\nYou'll respawn on another player's ship if it is available on the server\nOtherwise, you'll respawn at the last station you stored a ship at
Hints_EnterBedPlayersNear=Logging Out\nWhen people are nearby, your ship remains on the server for a short time\nDuring this time there is a risk of it being destroyed or stolen
Hints_EnterBedPlayersOnShip=Logging Out\nIf there are people aboard, your ship will not despawn until it is empty\nDuring this time there is a risk of it being destroyed or stolen
Hints_EVA1=Zero-G (EVA)\nIn Zero-G, use ~action(zero_gravity_eva|eva_strafe_forward), ~action(zero_gravity_eva|eva_strafe_back), ~action(zero_gravity_eva|eva_strafe_left) and ~action(zero_gravity_eva|eva_strafe_right) to strafe forward, back, left and right.
Hints_EVA1_Axis=Zero-G (EVA)\nIn Zero-G, use ~action(zero_gravity_eva|eva_strafe_longitudinal) to strafe forward and back and ~action(zero_gravity_eva|eva_strafe_lateral) to strafe left and right.
Hints_EVA2=Zero-G (EVA)\n~action(zero_gravity_eva|eva_strafe_up) and ~action(zero_gravity_eva|eva_strafe_down) strafe up and down.\n~action(zero_gravity_eva|eva_roll_left) and ~action(zero_gravity_eva|eva_roll_right) roll left and right.
Hints_EVA2_Axis=Zero-G (EVA)\n~action(zero_gravity_eva|eva_strafe_vertical) strafe up and down.\n~action(zero_gravity_eva|eva_roll) roll left and right.
Hints_FPSHarvesting_OnFPSHarvestableItemInHandBackpackNotFull=FPS Harvesting - Collection\n\nYou have successfully harvested an item! To stow it, interact with it and stow it into your personal inventory.
Hints_FPSHarvesting_OnHarvestableItemLootedIntoBackpack=FPS Harvesting - Collection\n\nItems that you collect and store in your inventory can be sold at various locations. To maximize your potential profits, consider continuing collecting until your inventory is completely full.
Hints_FPSHarvesting_OnHarvestableStowed=FPS Harvesting - Collection\n\nYou have successfully harvested and stowed an item! Consider collecting more or return to a trading console to sell it for profit.
Hints_FPSHarvesting_OnPlayerLooksAtFPSHarvestableItemBackpackNotFull=FPS Harvesting - Collection\n\nYou have found a harvestable item. To collect it, simply interact with it.
Hints_FPSHarvesting_OnPlayerLooksAtFPSHarvestableItemNoBackpack=FPS Harvesting - Collection\n\nYou have found a harvestable item but you don't have an armor with an inventory equipped. You cannot store this item without one.
Hints_FPSMining_OnPlayerBackpackFull=FPS Mining - Collection\n\nYour inventory is full. You cannot store any more shards until you empty it or sell its contents.
Hints_FPSMining_OnPlayerFinishedScanningRock=FPS Mining - Fracturing\n\nOnce scanned, prepare the deposit for collection by fracturing it with your mining tool. Press ~action(player|attack1) to begin charging the rock with energy.
Hints_FPSMining_OnPlayerLooksAtFPSRock=FPS Mining - Deposits\n\nYou have found a deposit suitable for harvesting. To collect the valuable shards, the rock will first need to be fractured with energy from a mining tool.
Hints_FPSMining_OnPlayerOwningMiningTool=FPS Mining Tool\n\nThis mining tool allows for the collection of valuable materials from smaller ore deposits too delicate to be harvested by larger mining vehicles.
Hints_FPSMining_OnPlayerSelectingMiningTool=FPS Mining\n\nTo find deposits suitable for use with the mining tool, search caves, moons, planets, and asteroids for rocks embedded with crystals.
Hints_FPSMining_OnPlayerShootMiningToolAtEnvironment=FPS Mining Tool\n\nTrying to use the tool for anything other than mining will have little effect. Find a suitable ore deposit to use the tool properly.
Hints_FPSMining_OnPlayerStartMining=FPS Mining - Fracturing\n\nUse MMBWheel to throttle the power output of the mining tool and keep the rock's energy level in the green optimal zone. Higher instability deposits will have a more chaotic power transfer. Higher resistance rocks will require more energy.
Hints_FPSMining_OnPlayerTargetsFPSRock=FPS Mining - Scanning\n\nTo scan an ore deposit, switch your mining tool to ADS mode. The compositional details provided are critical to successful mining .
Hints_FPSMining_OnRockEnterDangerZone=FPS Mining - Fracturing\n\nCareful. Overcharging a rock can result in a dangerous and even lethal explosion.
Hints_FPSMining_OnRockEnterOptimalZone=FPS Mining - Fracturing\n\nOnce a deposit has been charged with the optimal amount of energy for enough time, they will soon fracture.
Hints_FPSMining_OnRockSuccessfulyFractured=FPS Mining - Collection\n\nNow that the rock has been fractured, interact with the shards to store them in your personal inventory.
Hints_FPSMining_OnShardLootedIntoBackpack=FPS Mining - Collection\n\nShards that you collect and store in your inventory can be sold at various locations. To maximize your potential profits, consider continuing collecting until your inventory is completely full.
Hints_Fuel1=Fuel\nYour fuel is low.\nIf your spaceship has fuel intakes, limit your maneuvering to refill over time.\nAlternatively, park at a pad or hangar and use your vehicle maintenance mobi-app from the pilot’s seat.
Hints_Fuel2=Fuel\nQuantum Travel Fuel is low.\nTo refill, park at a pad or hangar and use your vehicle maintenance mobi-app from the pilot’s seat.
Hints_Fuel3=Fuel\nYour Hydrogen Fuel is low\nIf your spaceship has fuel intakes, limit your maneuvering to refill over time.\nAlternatively, collect a fuel pickup.
Hints_Green_Zone1=Armistice Zone\nYou have exited the Armistice Zone - weapons are now 'Live.'
Hints_Heal1=Heal\nPress ~action(player|combatheal) to use any medpens you have.
Hints_Heal2=Heal\nYour health is low.\nIf you've a medpen, press ~action(player|combatheal) to use it.
Hints_Hint_System1=Hints\nYou can disable the Hints at any time via the Game Settings.
Hints_Interaction_Condition_Generic=Some interaction options can be unavailable based on context, and the interaction will fail. \nIf present, use the inner thought text or hint to help resolve the blocking condition.
Hints_Interaction_Condition_Helmet=You cannot use this interaction whilst wearing a helmet. Remove your helmet through mobiglas and try again.
Hints_Interaction_Condition_Standing=You must be standing in order to use this interaction.
Hints_Interaction_Mode1=Interaction Mode\nTap (~action(player_choice|pc_interaction_mode)) to open doors, enter seats and activate terminals using Quick Interact.
Hints_Interaction_Mode2=Interaction Mode\nHold ~action(player_choice|pc_interaction_mode) to switch to Interaction Mode.\nInteraction points will be highlighted.
Hints_Interaction_Mode2_Gamepad=Interaction Mode\nPress ~action(player_choice|pc_interaction_mode) to toggle in and out of Interaction Mode.
Hints_Interaction_Mode3=Interaction Mode\nConfirm an Inner Thought selection with ~action(player_choice|pc_select).
Hints_Interaction_Mode4=Interaction Mode\nZoom in and out with ~action(player_choice|pc_zoom_in) and ~action(player_choice|pc_zoom_out).
Hints_Interaction_Mode4_Gamepad=Interaction Mode\nZoom in and out with ~action(default|ui_3d_display_zoom_toggle).
Hints_Interaction_Mode5=Interaction Mode\nHold ~action(player_choice|pc_interaction_mode) to use Interaction Mode\nConfirm an Inner Thought selection with ~action(player_choice|pc_select).
Hints_Interaction_Mode5_Gamepad=Interaction Mode\nPress ~action(player_choice|pc_interaction_mode) to use Interaction Mode.\nConfirm an Inner Thought selection with ~action(player_choice|pc_select).\nPress ~action(player_choice|pc_interaction_mode) again to exit Interaction Mode.
Hints_Items1=Items\nPress ~action(player|grenade) to throw any grenades you have equipped.
Hints_Items2=Items\nWatch out for the grenade icon that indicates when a grenade has been thrown near to you.
Hints_Journal1=Journal\nThe Journal app is for reviewing your correspondence and collected data.
Hints_Keybinding1=Keybindings\nIf a Hint action is UNBOUND you should remap it in the Keybinding menu\nFind the Keybinding menu in the Options.
Hints_KeyBindingCancelPopuUp=To cancel the key rebind press (~action(default|ui_toggle_pause))
Hints_LoggingOut=Logging Out\nWhile in your ship's bed, press ~action(player_choice|pc_interaction_mode) to see the option to log out.
Hints_LogInBedSpawnFailGeneric=Bed Unavailable\nThe bed you last logged out from is currently unavailable on this server.\nInstead, you have respawned at your previous location.
Hints_LogoutAIShip=Logging Out\nOnly ships owned by a player can be used as an initial spawn location.
Hints_LogoutEnteredNonOwned=Logging Out\nYou can initially spawn on another player's ship if it is available on the server.\nOtherwise, your initial spawn will be at the last location you stored a ship at.
Hints_LogoutEnteredNoPlayersAround=Logging Out\nWhen no other people are in the area, your ship will despawn from the server.
Hints_LogoutEnteredPlayersAround=Logging Out\nWhen people are nearby, your ship remains on the server for a short time.\nDuring this time there is a risk of it being destroyed or stolen.
Hints_LogoutEnteredPlayersInShip=Logging Out\nIf there are people aboard, your ship will not despawn until it is empty.\nDuring this time there is a risk of it being destroyed or stolen.
Hints_LogoutShipWithinShip=Logging Out\nVehicles stored on another ship's landing area are not available for player spawning.
Hints_Map01=Maps\nOpen the Ark StarMap with ~action(vehicle_general|v_starmap).\nSet a destination here for Quantum Travel.
Hints_Map01_Gamepad=Maps\nOpen your mobiGlas with ~action(vehicle_general|mobiglas) to find the Ark StarMap app\nSet a destination there for Quantum Travel.
Hints_Melee_Blocking=To successfully block, hold ~action(player|melee_block) <block>and turn to face the incoming attack.</block>
Hints_Melee_ComboAttacks=To perform combinations, alternate left and right attacks.
Hints_Melee_Dodging=To dodge attacks, double tap ~action(player|melee_dodgeLeft), ~action(player|melee_dodgeRight)<dodge1> <dodge2>or ~action(player|melee_dodgeBack)<dodge3> to quickly step left, right or backwards.</dodge3></dodge2></dodge1>
Hints_Melee_EquipFists=Press ~action(player|selectUnarmedCombat) to raise your fists and enter a fighting-ready stance.<fists></fists>
Hints_Melee_HeavyHaymaker=To throw a Haymaker, hold the alternate ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight) after performing a Jab.
Hints_Melee_HeavyHook=To throw a heavy Hook, hold ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight).<left><right></right></left>
Hints_Melee_KnifeEquip=Press ~action(player|selectMeleeWeapon) to equip your combat knife.
Hints_Melee_KnifeHeavy=To perform a heavy stab, hold ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight).
Hints_Melee_KnifeLight=To perform a quick slash, tap ~action(player|melee_AttackLightLeft) or ~action(player|melee_AttackLightRight).
Hints_Melee_LightAttacks=To throw a quick Jab, tap ~action(player|melee_AttackLightLeft) or ~action(player|melee_AttackLightRight).<left><right></right></left>
Hints_Melee_Stun=When hit by fists you will suffer stun damage. This is not lethal, but get hit too much and you will be knocked down.
Hints_Melee_TakedownFists=Press ~action(player|weapon_melee) for a non-lethal takedown.
Hints_Melee_TakedownGun=Press ~action(player|weapon_melee) <takedown gun="">for a non-lethal takedown.</takedown>
Hints_Melee_TakedownWeapon=Press ~action(player|weapon_melee)<takedown melee=""> for a lethal takedown.</takedown>
Hints_Melee_Uppercut=To throw an Uppercut, hold the alternate ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight) after performing a Hook.
Hints_MFD1=Multi-Function Displays (MFDs)\nManage your ship's power, heat, weapons and shields via the interactive screens in your cockpit.\nPress ~action(default|ui_3d_display_zoom_toggle) to focus in for a closer look.
Hints_MFD2=Multi-Function Displays (MFDs)\nUse Interaction Mode to switch between and manipulate the information displayed on screen.
Hints_MFD3=Multi-Function Displays (MFDs)\nTake the time to get accustomed to the options available here.\nBeing able to quickly navigate these screens will be vital later.
Hints_mobiGlas1=mobiGlas\nOpen and Close your mobiGlas with ~action(player|mobiglas).
Hints_mobiGlas2=mobiGlas\nTo switch between mobiGlas applications, select an icon on the bottom left.
Hints_Monitored1=Monitored Space\nThe local security forces uphold monitored space zones throughout the system.\nAny area where the satellite icon is displayed on your visor is monitored.
Hints_Monitored2=Monitored Space\nWorking Comm Arrays are required to maintain monitored space.
Hints_Monitored3=Monitored Space\nYou have passed outside of the local security's monitored zone.
Hints_OnProspectorCargoFull=Mining - Cargo\nYour cargo hold is completely full. Any additional minerals extracted will be lost. Travel to a refinery kiosk to sell your cargo.
Hints_OnProspectorCargoHalfFull=Mining - Cargo\nYour cargo hold is half full.
Hints_OnProspectorEngineStart=Mining - Intro\nTo start mining, fly over the surface of a planet or moon, use the radar ping to find identify rocks that are worth mining and then harvest the minerals.
Hints_OnProspectorExtractableRockTargetted=Mining - Extraction\nOnce the rock is small enough to harvest, it will have a purple outline. Target the rock and switch to Extraction Mode ~action(spaceship_mining|v_toggle_mining_laser_type) to extract the minerals inside the rock.
Hints_OnProspectorFracturableRockTargetted=Mining - Fracture\nTarget a rock for your ship to automatically scan it. Maintain this scan to project more data on the selected rock on the HUD. Switch to Fracture Mode ~action(spaceship_mining|v_toggle_mining_laser_type) and use your Mining Laser ~action(spaceship_mining|v_toggle_mining_laser_fire) to fracture the rock. Use ~action(spaceship_mining|v_increase_mining_throttle) or ~action(spaceship_mining|v_decrease_mining_throttle) to adjust the laser throttle to keep the rock's energy level inside the optimal values.
Hints_OnProspectorInLowOrbitOverMoon=Mining - Scanning\nTo find valuable materials, switch to your scanning mode ~action(spaceship_targeting|v_toggle_scan_mode) and use the radar ping ~action(spaceship_targeting|v_invoke_ping) to locate potential mineral deposits.
Hints_OnProspectorMiningModeSwitch=Welcome to the Mining Mode\n This mode is split into two sub-modes: Fracture Mode and Extraction Mode. Fracture Mode is used to shatter rocks into smaller pieces while Extraction mode is used to extract minerals from the smallest rocks. You can switch between these two modes using ~action(spaceship_mining|v_toggle_mining_laser_type).
Hints_OnProspectorMiningNoProgress=Mining - Difficulty\nThe deposit you are attempting to mine is either too resistant or too big for you to break with your current mining equipment. Consider upgrading your mining laser to a stronger one, finding a different deposit to mine or teaming up with other players to break it together.
Hints_OnProspectorRadarBlobFound=Mining - Scanning\nMineral deposit detected. Fly closer to narrow down its position and identify what it is.
Hints_OnProspectorRockExtracted=Mining - Cargo\nYou have extracted your first valuable materials. You can continue to mine resources until your cargo hold is full.
Hints_OnProspectorRockFractured=Mining - Extraction\nNow that the rock has fractured, keep shattering the fragments (yellow) until they become small enough to be extracted(purple).
Hints_OnProspectorRockInPassiveRadar=Mining - Scanning\nYou have found a rock rich in ore. Get close and switch your ship to Mining Mode using ~action(spaceship_targeting|v_toggle_mining_mode).
Hints_OnProspectorRockPowerDangerLevel=Mining - Extraction\nCareful. If the rock reaches dangerous levels (red) it will potentially explode, damaging everything nearby.
Hints_OnProspectorRockPowerOptimalLevel=Mining - Extraction\nKeeping the energy level inside the rock's optimal window (green) will cause a controlled fracture to occur.
Hints_Oxygen1=Oxygen\nCheck your Oxygen Meter regularly.\nUse any OxyPens you have with ~action(player|refillgastank).
Hints_Oxygen2=Oxygen\nYour Oxygen Tank is running low.\nYou can top up your tank at any time by pressing ~action(player|refillgastank).
Hints_Oxygen3=Oxygen\nYour Oxygen Tank is very low.\nPress ~action(player|refillgastank) to use an OxyPen.
Hints_Oxygen4=Oxygen\nYour Oxygen Tank is running low.\nYou need to find a life support habitat or OxyPen to replenish it.
Hints_Oxygen5=Oxygen\nYour Oxygen Tank is very low\nHurry towards the center of the map to find OxyPens.
Hints_Oxygen6=Oxygen\nYour Oxygen Tank is very low\nQuickly return to a life support habitat or find an OxyPen.
Hints_Personal_Inner_Thought1=Personal Inner Thought (PIT)\nUse Interaction Mode (~action(player_choice|pc_interaction_mode)) and press ~action(player_choice|pc_personal_thought) to open your Personal Inner Thought menu.
Hints_Personal_Inventory01=Personal Inner Thought (PIT) Press (~action(player_choice|pc_pit_inventory)) to open Personal Commodity Inventory
Hints_Pickups1=Pickups\nWhen enemies are defeated, they drop pickups that replenish your spaceship.\nThere are four different kinds: Fuel, Ammo, Missiles and Repair.
Hints_Pickups2=Pickups\nThe pickups offer larger rewards to the players that dealt the most damage.
Hints_Player_Movement1=Movement\nUse ~action(player|fixed_speed_increment) to increase your movement speed.
Hints_Player_Movement2=Movement\nUse ~action(player|sprint) to sprint.
Hints_Player_Movement2_Gamepad=Movement\nClick in ~action(player|sprint) to sprint.
Hints_Player_Movement3=Movement\nPress ~action(player|crouch) to crouch.\n~action(player|prone) will make you go prone.
Hints_Player_Movement3_Gamepad=Movement\nPress ~action(player|gp_crouch) to crouch.\nHolding ~action(player|prone) will make you go prone.
Hints_Player_Movement3_Joystick=Movement\nPress ~action(player|gp_crouch) to crouch\n~action(player|prone) will make you go prone.
Hints_Player_Movement4=Movement\nPress ~action(player|jump) to jump.\nThis will also stand you up from prone or crouch.
Hints_Player_Movement4_Gamepad=Movement\nPress ~action(player|gp_jump) to jump.\nThis will also stand you up from prone or crouch.
Hints_Port_Olisar2=mobiGlas\nYour mobiGlas Equipment Manager app allows you to view and change your current outfit.
Hints_Port_Olisar3=Airlocks\nBefore attempting to pass through any External Airlock, check you've an undersuit and helmet equipped.
Hints_Port_Olisar4=mobiGlas\nUse your mobiGlas Equipment Manager app to change clothes, weapons and armor.
Hints_Private_Match1=Private Matches\nPrivate matches are unranked meaning your scores aren't recorded.
Hints_Quantum_Drive_Cooldown1=Quantum Drive - Cool-Down\nAfter you QT, your drive will need to cooldown.\nHow long of a cooldown depends on the distance Quantum Travelled.
Hints_Quantum_Drive_Spooling1=Quantum Drive - Spooling\nTap ~action(spaceship_movement|v_toggle_qdrive_spooling) to toggle Spooling.\nShips must now spool up their Quantum Drives in order to Quantum Travel.
Hints_Quantum_Drive_Spooling2=Quantum Drive - Spooling\nTap ~action(spaceship_movement|v_toggle_qdrive_spooling) to toggle Spooling.\nSpooling will expose nearby navigation markers if nothing is selected in the Starmap.
Hints_Quantum_Drive_Spooling3=Quantum Drive - Spooling\nTap ~action(spaceship_movement|v_toggle_qdrive_spooling) to toggle Spooling.\n Your Quantum Drive's spooling status shows on your Flight HUD and the Calibration UI.
Hints_Quantum_Drive_Spooling4=Quantum Drive - Spooling\nTap ~action(spaceship_movement|v_toggle_qdrive_spooling) to toggle Spooling.\nSpooling your Quantum Drive will draw power from other elements in your Ship.\n(Most notably, your ship's Weapons and Shields.)
Hints_Quantum_Linking1=Quantum Linking\nHold ~action(spaceship_movement|v_toggle_qdrive_engagement) to initiate QT for the group.\nNearby group members that are aligned and spooled will travel with you.
Hints_Quantum_Travel_Calibration1=Quantum Travel - Calibration\nAlign to a Nav Marker to start Calibrating your QT Target.
Hints_Quantum_Travel_Calibration2=Quantum Travel - Calibration\nThe more closely you align to the QT Target, the faster your drive will calibrate.
Hints_Quantum_Travel_Calibration3=Quantum Travel - Calibration\nTap ~action(spaceship_movement|v_toggle_qdrive_spooling) to toggle Spooling.\nThis will allow you to Quantum to any Calibrated destination.
Hints_Quantum_Travel_Calibration4=Quantum Travel - Calibration\nHold ~action(spaceship_movement|v_toggle_qdrive_engagement) to initiate Quantum Travel.
Hints_Quantum_Travel_Cancel1=Quantum Travel - Cancel\nHold ~action(spaceship_movement|v_toggle_qdrive_engagement) to cancel QT.\n QT must be cancelled PRIOR to starting the deceleration phase.
Hints_Quantum_Travel1=Quantum Travel\nOnce you've set a destination in the StarMap, a waypoint will appear on your visor.\nAlign your ship to the waypoint to calibrate for QT.
Hints_Quantum_Travel2=Quantum Travel\nYour destination is obstructed and Quantum Travel cannot be initiated.\nYou may need to travel somewhere else first to find a clear path to your destination.
Hints_Respawn_MedBed_ClearRespawn=Emergency Treatment\n\nClear an ICU preference from a device to reset your respawn location to your selected login bed.\n\nSetting a new preferred ICU will also clear your previous preferences.
Hints_Respawn_MedBed_FirstUnavailable=Emergency Treatment\n\nIf your Intensive Care Unit (ICU) preference is unavailable at time of respawn, you will instead use your selected login bed.\n\nThis will also clear that ICU as your preference. Set that device as your preferred ICU again to continue using it.
Hints_Respawn_MedBed_SetRespawn=Emergency Treatment\n\nSet a preferred Intensive Care Unit (ICU) to respawn there after you are severely injured.\n\n This persists until the preference is cleared from the device or a new preferred ICU is set.
Hints_Scan_Mode1=Scan Mode\nPress ~action(player|scan_toggle_mode) to switch to Scan Mode.
Hints_Scan_Mode1_Flight=Scan Mode\nPress ~action(spaceship_targeting|scan_toggle_mode) to switch to Scan Mode.
Hints_Scheduler1=Missions\nObjectives are tracked via the Contract Manager app.
Hints_Scheduler2=Missions\nCompleted contracts are also shown here.
Hints_Security1=Comm Arrays\nUnless prior authorization has been given, entering a Comm Array is considered trespassing.
Hints_Ship_Ammo1=Ship Ammo\nBallistic weapons are running low on ammo.
Hints_Ship_Ammo2=Ship Ammo\nYou are almost out of missiles.
Hints_Ship_Combat1=Ship Combat\nPress ~action(spaceship_weapons|v_attack1_group1) to fire your spaceship's weapons.
Hints_Ship_Combat2=Ship Combat\nYour shields are down.\nYou will be more vulnerable to weapons until they recharge.
Hints_Ship_Combat3=Ship Combat\nPress ~action(spaceship_weapons|v_attack1_group2) to fire your secondary weapon group.\nNot all ships have secondary weapons.
Hints_Ship_Combat4=Ship Combat\nYour spaceship's energy weapons will run out of power when used too frequently.\nAllow them time to recharge.
Hints_Ship_Combat5=Ship Combat\nYour spaceship's weapons are overheating from too much use.\nAllow them time to cool down.
Hints_Ship_Combat6=Ship Combat\nTo select a target, use ~action(spaceship_targeting|v_target_nearest_hostile) to lock onto the nearest hostile.\nOr ~action(spaceship_targeting|v_target_reticle_focus) to lock onto a target in your crosshairs.
Hints_Ship_Combat7=Ship Combat\nOnce you have a target, press ~action(spaceship_missiles|v_weapon_arm_missile) to lock a missile.\nThen press and hold ~action(spaceship_missiles|v_weapon_launch_missile) to launch it.
Hints_Ship_Customization1=The changes made here will only affect your spaceship's setup in Arena Commander.
Hints_Ship_Defense1=Ship Combat\nCountermeasures allow you to avoid missiles.\nPress ~action(spaceship_defensive|v_weapon_launch_countermeasure) to launch them.\nSelect the correct countermeasure for the situation with ~action(spaceship_defensive|v_weapon_cycle_countermeasure_fwd).
Hints_Ship_Defense2=Ship Combat\nMatch your countermeasure selection to the missile lock icon.\nTiming is important and varies for each type of countermeasure.
Hints_Ship_Health1=Ship Combat\nYour spaceship's hull integrity is dangerously low.
Hints_Ship_Hover_Movement1_Axis=Ship Movement\nUse ~action(spaceship_movement|v_yaw) to turn left and right.
Hints_Ship_Hover_Movement1_Mouse=Ship Movement\nUse ~action(spaceship_movement|v_yaw_mouse) to yaw left and right.
Hints_Ship_Movement1=Ship Movement\n~action(spaceship_movement|v_strafe_forward) ~action(spaceship_movement|v_strafe_left) ~action(spaceship_movement|v_strafe_back) ~action(spaceship_movement|v_strafe_right) controls your cardinal movement.
Hints_Ship_Movement1_Abs=Ship Movement\n~action(spaceship_movement|v_strafe_longitudinal) and ~action(spaceship_movement|v_strafe_lateral) controls your cardinal movement.
Hints_Ship_Movement2=Ship Movement\nUse ~action(spaceship_movement|v_pitch_up) and ~action(spaceship_movement|v_pitch_down) to pitch and ~action(spaceship_movement|v_yaw_left) and ~action(spaceship_movement|v_yaw_right) to yaw.
Hints_Ship_Movement2_Axis=Ship Movement\nUse ~action(spaceship_movement|v_pitch) and ~action(spaceship_movement|v_yaw) to pitch and yaw.
Hints_Ship_Movement2_Mouse=Ship Movement\nUse ~action(spaceship_movement|v_pitch_mouse) and ~action(spaceship_movement|v_yaw_mouse) to pitch and yaw.
Hints_Ship_Movement3=Ship Movement\nThere are two flight speed modes\nRemember to raise the landing gear with ~action(spaceship_movement|v_toggle_landing_system) to fly at full speed.
Hints_Ship_Movement4=Ship Movement\nRemember to manage your speed with ~action(spaceship_movement||v_strafe_forward) ~action(spaceship_movement|v_strafe_left) ~action(spaceship_movement|v_strafe_back) ~action(spaceship_movement|v_strafe_right) to help avoid collisions.
Hints_Ship_Movement4_Abs=Ship Movement\nRemember to manage your speed with ~action(spaceship_movement|v_strafe_longitudinal) and ~action(spaceship_movement|v_strafe_lateral) to help avoid collisions.
Hints_Ship_Movement5=Ship Movement\nPressing ~action(spaceship_movement|v_ifcs_toggle_vector_decoupling) switches your ship into Decoupled Mode.\nGoing decoupled means your spaceship is no longer automatically correcting your trajectory and will fly under Newtonian laws.\nNot recommended for beginner pilots.
Hints_Ship_Movement6=Ship Movement\nUse ~action(spaceship_movement|v_afterburner) to activate Afterburner and overclock your engines for higher maneuverability.\nMaintaining this for too long can burnout and damage your ship.
Hints_Ship_Startup1=Vehicle Startup\nUse Interaction Mode (~action(player_choice|pc_interaction_mode)) to startup your vehicle.\nLook for the Engage Systems dashboard button.\nShortcut ~action(spaceship_general|v_flightready)
Hints_Ship_Startup2=Ship Startup\nUse Interaction Mode (~action(player_choice|pc_interaction_mode)) to startup your ship.\nLook for the Flight Ready cockpit button.\nShortcut: ~action(spaceship_general|v_flightready)
Hints_Shopping1=Shopping\nShops are available throughout most stations.\nUse them to buy items and equipment before a journey.
Hints_Shopping2=Shopping\nMake a purchase by selecting the 'Equip Now' or 'Buy' options via Interaction Mode (~action(player_choice|pc_interaction_mode)).
Hints_Shopping3=Shopping\nYou can also 'Try on' or 'Inspect' items in a shop before purchasing.
Hints_Sim_Cab1=Sim Cab\nPractice your combat encounters in the safety of a Sim Cab.\nSelect Arena Commander for Spaceship dogfights and Star Marine for FPS.
Hints_Spawn01=Exit Bed\nPress ~action(spaceship_general|v_exit) to stand up.
Hints_Stamina1=Stamina\nMonitor your Heart Rate to avoid becoming fatigued.\n Running and jumping will increase your Heart Rate.
Hints_Stamina2=Stamina\nYour Heart Rate is very high.\n Rest to allow it time to return to normal rates.
Hints_StowContractItem=To stow a contract item in your personal inventory press ~action(player|selectUtilityItem) or use Interaction Mode on the item and select 'Stow'. Only one contract item can be stowed.
Hints_Take-off_Demo1=Take-Off\nGravLev bikes automatically hover when powered on\nIn a spaceship, strafe up with ~action(spaceship_movement|v_strafe_up) to take-off.\nThen press ~action(spaceship_movement|v_toggle_landing_system) to raise the landing gear.
Hints_Take-off_Demo1_Axis=Take-Off\nGravLev bikes automatically hover when powered on.\nIn a spaceship, strafe up with ~action(spaceship_movement|v_strafe_vertical) UP to take-off.\nThen press ~action(spaceship_movement|v_toggle_landing_system) to raise the landing gear.
Hints_Take-off1=Take-Off\nStrafe up with ~action(spaceship_movement|v_strafe_up).
Hints_Take-off1_Axis=Take-Off\nStrafe up with ~action(spaceship_movement|v_strafe_vertical).
Hints_Take-off2=Take-Off\nLanding pads are shared.\nRemember to consider your fellow travelers by clearing the platform in good time.
Hints_TeamElimination1=Team Elimination\nScavenge for OxyPens to survive.\nCentral locations have the most oxygen resources.
Hints_Trade_Kiosks1=Trading and Shipping Console\nTrade kiosks are used to buy and sell commodities throughout the Stanton System.\nFind them at the deliveries desk on Deck 1.
Hints_Trade_Kiosks2=Trading and Shipping Console\nUse Interaction Mode (~action(player_choice|pc_interaction_mode)) to activate the kiosks.\nFrom here you can buy commodities to deliver to another location.
Hints_UnstowContractItem=To retrieve a stowed contract item from your personal inventory press ~action(player|selectUtilityItem).
Hints_Vehicle_Movement1=Vehicle Movement\nPress and hold ~action(vehicle_driver|v_brake) to brake.
Hints_Vehicle_Movement2=Vehicle Movement\nHold ~action(vehicle_driver|v_move_forward) to drive forwards.\nHold ~action(vehicle_driver|v_move_back) to reverse.
Hints_Vehicle_Movement2_Axis=Vehicle Movement\nUse ~action(vehicle_driver|v_move) to drive forward and reverse.
Hints_Vehicle_Startup1=Vehicle Startup\nUse Interaction Mode (~action(player_choice|pc_interaction_mode)) to startup your vehicle.\nLook for the Engage Systems dashboard button.
hud_airlock_warning=ENTERING AIRLOCK. SPACE SUIT REQUIRED.
hud_autoland_prompt=Hold [~action(spaceship_movement|v_autoland)] to Autoland
hud_comms_no_connection=NO COMMS CONNECTION
hud_criminal_death_lvl1=YOU ARE BEING PROCESSED BY CRUSADER SECURITY FOR CRIMINAL ACTIVITY
hud_criminal_death_lvl4=YOU ARE BEING PROCESSED BY ADVOCACY PERSONNEL FOR CRIMINAL ACTIVITY
hud_criminal_death_lvl5=YOU HAVE BEEN REMANDED TO QUARTERDECK PRISON PLANET
hud_enter_green_zone=Entering Armistice Zone - Weapons offline
hud_FollowLeader6=Race Gilly To Spire
hud_GunsContext_HelpText=Change the weapon grouping of your guns and monitor your ammo and gun temperature.
hud_IncomingQTLink_Notification=[TODO] Receiving incoming QT link request
hud_Label_GunsNotAvailable=GUNS NOT AVAILABLE
hud_Label_MissilesNotAvailable=MISSILES NOT AVAILABLE
hud_Label_NoContactsAvailable=NO CONTACTS AVAILABLE
hud_landing_prompt_abort=Press [~action(spaceship_movement|v_autoland)] to Abort
hud_landing_prompt_departure=Hold [~action(spaceship_movement|v_autoland)] to Depart
hud_landing_prompt_takeoff=Hold [~action(spaceship_movement|v_autoland)] to Takeoff
hud_landing_prompt_touchdown=Hold [~action(spaceship_movement|v_autoland)] to Touchdown
hud_landing_unavailable=No Landing Zone in Range
hud_LandingArea_Debug00=[DEBUG] Upper Landing Area
hud_LandingArea_Debug01=[DEBUG] Main Landing Area
hud_LandingGear_Deployed=LANDING GEAR DEPLOYED
hud_LandingGear_Deploying=LANDING GEAR DEPLOYING
hud_LandingGear_Retracting=LANDING GEAR RETRACTING
hud_law_CrimeCommitted=Crime Committed: %ls
hud_law_EnteredJurisdiction=Entered Jurisdiction: %ls
hud_law_FinePaid=Fined %i UEC
hud_leave_green_zone=Leaving Armistice Zone - Weapons online
hud_mining_deposit_power=Rock Energy Level
hud_mining_power_transfer_graph=Energy Transfer Graph
hud_mining_warning_cargo_full=Warning: Cargo Full
hud_MissilesContext_HelpText=Arm and disarm missiles from this screen.
hud_monitored_space_enter=Entered CommLink Range
hud_monitored_space_leave=Outside CommLink Range
hud_NavigationHelpText=Manage your ships systems from these menus
hud_PowerContext_Allocation_HelpText=Adjust the POWER ALLOCATION to change the ratio of power assigned to the three power groups. NOTE: This is only active when there is insufficient power to cover all systems.
hud_PowerContext_ComponentList_HelpText=Turn individual components on/off and monitor their heat levels and power consumption.
hud_PowerContext_Tabs_Global_HelpText=Click COMPONENTS to monitor individual power usage
hud_PowerContext_Throttle_HelpText=Adjust the POWER THROTTLE to change the percentage of the total available power that your ship uses. Using less power makes you harder to find in space.
hud_qt_interdiction=QT SYSTEM JAMMED
hud_qt_status_out_of_range=OUT OF RANGE
hud_ReduceVelocity=Reduce Velocity to Stabilise
hud_SafeSpeedTitle=Max. Safe Speed
hud_SelectAnItem=SELECT AN ITEM
hud_ShieldsContext_HelpText=Adjust the SHIELD ALLOCATION to change the power assigned to recharge rates of the various shield faces on the ship.
hud_SuppressOverallIR=Suppress Overall IR
hud_takedown_button_prompt=Melee [ ~action(player|weapon_melee) ]