Carryover Points

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Carryover Points (CP) are what is needed for Chief to be able to execute weekly commands from the action bar. The following is a list of facts about how CP are represented, how CP are earned, and how CP are used.

The How

  • 1 CP represents each little tick in the Weekly Commands Meter.
  • 30 CP make up the Weeky Commands Meter.
  • 10 CP is what Chief starts his AA career with.
  • 10 CP are used for each Practice or Free Time event or game that is executed.
  • 0 CP are used by the Progress command.
  • CP that is unused from the previous week carry over to the next week.
  • 11 CP per week is earned automatically.
  • 3 CP per week is earned for using a Carryover Chocolate (CC) until it expires. CC last for 4 weeks.
  • 1 CP per week is earned for each 20 Energy points for a total up to 5 CP per week.
  • CP can be earned from Random Events (i.e. Joey/Pelene Arc Final event will earn 2).
  • CP totals for any week cannot exceed 30.

Example

Setup - 93 Energy Points, Carryover Chocolate (CC) Eaten on Week 2, 3 Carryover Points remaining from Week 3

  • Week 4 -> Previous (3) + Chocolate (3) + Energy (4) + Auto (11) = 21 CP Starting - Event (10) - Practice (10) = 1 CP Remaining
  • Week 1 -> Previous (1) + Chocolate (3) + Energy (4) + Auto (11) = 19 CP Starting - Game (10) = 9 CP Remaining
  • Week 2 -> Previous (9) + Chocolate (3) + Energy (4) + Auto (11) = 27 CP Starting - Event (10) - Event (10) + RE (1) = 8 CP Remaining
  • Week 3 -> Previous (8) + Energy (4) + Auto (11) = 23 CP Starting - Progress (0) = 23 CP Remaining
  • Week 4 -> Previous (23) + Energy (4) + Auto (11) = 38 Limited to 30 CP Starting ....
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