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_MissionTest=WIP Disable the hack before it is complete %ls
890_J_Mission_Obj_VIP_Long=WIP - Protect the VIP
890_J_Mission_Obj_VIP_Short=WIP - Protect the VIP
890_J_Mission_WaypointVIP=WIP - Defend VIP
890_J_Mobi_Desc=WIP - Go to Hijacked 890 and stop hijacking / hack
890_J_Mobi_Title=WIP - 890 Jump in danger
890_J_Screen=
ARCC_UGF_desc_shared,P=A dedicated ArcCorp Industrial Park which handles a variety of distribution and processing needs for the company.
ASD_01,P=01
ASD_02,P=02
ASD_03,P=03
ASD_04,P=04
ASD_ActivateLink,P=Activate Link
ASD_ActivateStorageTanks,P=Activate Storage Tanks to Begin Recombination
ASD_Active,P=Active
ASD_Airlock_HeaderTitle,P=// ARLCK.CTRL - version 13.02x //
ASD_Airlock_Title,P=Airlock Control
ASD_AllVatTubesOccupied,P=All Storage Tanks Full
ASD_AllowedPrinting_Fabricator,P=All good, proceeding to print...
ASD_AwaitingDataInput,P=Awaiting Data Input...
ASD_BP_DataFluffText1,P=6483844184034236 0.08430751197816067 0.3053465010898355 0.30038468828844156 0.7730711779644677 0.3050932725535328 0.08789923336945982 0.2162249999948781 0.7263667467689989 0.5530938781272215 0.7397100650520412 0.32722729057613087 0.7585070758219478 0.68765925604016 0.7260463664085606 0.6654240566308584 0.1647412810909079 0.2728588026433918 0.0773488109688053 0.2396696545986423 0.465918059104921 0.5765752337856004 0.115382088802649 0.0332402269075901 0.6788110501952135 0.7534750829008103\n\nEncryption Unsuccessful Attempting Retry...\n0.174419275140003 0.040274543158215215 0.05980425664506572 0.26270266745467197 0.6290250478147326 0.4146040072580668 \n0.299314128738563 0.4773874207734622 0.7736407406479603 0.5091888236978054 0.4378433985263456 0.5850011833742762 0.7351286681754751 0.46930657581069357 0.8805352107410894 0.7693065647275226 0.11568179119998967 0.7818590796970415 0.8878789485972921 0.24727787599012419 0.9880100404851028 0.8012952518329812 0.8548776333052692 0.3122801134469325 0.6546241651893402 0.8387672529882145 0.9420416796432802 0.3678200808719615 0.8398960513449317\n\nCompilation of Data Structures Complete..\n0.3560620630919229\n\nEncryption Unsuccessful Attempting Retry...\n\nCompilation of Data Structures Complete..
ASD_BP_DataFluffText2,P=6483844184034236 0.08430751197816067 0.3053465010898355 0.30038468828844156 0.7730711779644677 0.3050932725535328 0.08789923336945982 0.2162249999948781 0.7263667467689989 0.5530938781272215 0.7397100650520412 0.32722729057613087 0.7585070758219478 0.68765925604016 0.7260463664085606 0.6654240566308584 0.1647412810909079 0.2728588026433918 0.0773488109688053 0.2396696545986423 0.465918059104921 0.5765752337856004 0.115382088802649 0.0332402269075901 0.6788110501952135 0.7534750829008103\n\nEncryption Unsuccessful Attempting Retry...\n0.174419275140003 0.040274543158215215 0.05980425664506572 0.26270266745467197 0.6290250478147326 0.4146040072580668 \n0.299314128738563 0.4773874207734622 0.7736407406479603 0.5091888236978054 0.4378433985263456 0.5850011833742762 0.7351286681754751 0.46930657581069357 0.8805352107410894 0.7693065647275226 0.11568179119998967 0.7818590796970415 0.8878789485972921 0.24727787599012419 0.9880100404851028 0.8012952518329812 0.8548776333052692 0.3122801134469325 0.6546241651893402 0.8387672529882145 0.9420416796432802 0.3678200808719615 0.8398960513449317\n\nCompilation of Data Structures Complete..
ASD_BiomassLevel,P=BioMass Level:
ASD_BiomassProcessorScreenName,P=Biomass Processor
ASD_BiomassProcessor_HeaderTItle,P=// BIO-M.SYS - version 03B //
ASD_BlockageDetected,P=Blockage Detected
ASD_Broken,P=Broken
ASD_CheckingPrintAuth_Fabricator,P=Checking if user is allowed to print...
ASD_CompileData,P=Compile Data
ASD_CompleteRequiredRepairs,P=Complete Required Repairs to Access Diagnostic Information.
ASD_Completed,P=Completed
ASD_Confidential,P=Confidential - remember to lock your screen!
ASD_Connect=Connect
ASD_Connected,P=Connected
ASD_CooldownTimer,P=Cooldown Timer
ASD_CoolingDown,P=Cooling Down
ASD_CoolingPipes,P=Cooling Pipes:
ASD_CopyCompleted,P=Copy Completed
ASD_CopyData,P=Copy Data
ASD_CopyRightText,P=© ASSOCIATED SCIENCE & DEVELOPMENT // REV. 03B //
ASD_CopyingData=Copying data...
ASD_CoreTelemetryData,P=Core Telemetry Data
ASD_CurrentReadings,P=// CURRENT READINGS: //
ASD_CurrentSecurityCode,P=Current Security Code
ASD_DP_CompilingComplete,P=Compiling Complete
ASD_DP_DataFluffText1,P=6483844184034236 0.08430751197816067 0.3053465010898355 0.30038468828844156 0.7730711779644677 0.3050932725535328 0.08789923336945982 0.2162249999948781 0.7263667467689989 0.5530938781272215 0.7397100650520412 0.32722729057613087 0.7585070758219478 0.68765925604016 0.7260463664085606 0.6654240566308584 0.1647412810909079 0.2728588026433918 0.0773488109688053 0.2396696545986423 0.465918059104921 0.5765752337856004 0.115382088802649 0.0332402269075901 0.6788110501952135 0.7534750829008103\n\n0.174419275140003 0.040274543158215215 0.05980425664506572 0.26270266745467197 0.6290250478147326 0.4146040072580668 0.5213689087117296 0.5302039114607529 0.9953504929907809 0.5535136448406955 0.6947936985450422 0.5979477097910587 0.9797976734463101 0.4393808999846269 0.3727514405396777 0.018473161793332582 0.10872887236585516 0.3256978552689155 0.7537790977878314 0.450454962171394 0.1501617713667608 0.7745086443415325 0.2897993554426258 0.8894083564569826 0.9224038164207158 0.7358401853643217 0.9020933275846091 0.4480184211757533 0.8941427629842984 0.288601858194113 0.7403224412291743 0.7479718936956374 0.6374968055633778 0.3257908276615661 0.19873831512681017 0.017326491121792853 0.4347181886099619\n\nAuthorizing\n0.299314128738563 0.4773874207734622 0.7736407406479603 0.5091888236978054 0.4378433985263456 0.5850011833742762 0.7351286681754751 0.46930657581069357 0.8805352107410894 0.7693065647275226 0.11568179119998967 0.7818590796970415 0.8878789485972921 0.24727787599012419 0.9880100404851028 0.8012952518329812 0.8548776333052692 0.3122801134469325 0.6546241651893402 0.8387672529882145 0.9420416796432802 0.3678200808719615 0.8398960513449317\nEncryption Unsuccessful Attempting Retry...\n0.174419275140003 0.040274543158215215 0.05980425664506572 0.26270266745467197 0.6290250478147326 0.4146040072580668 0.5213689087117296 0.5302039114607529 0.9953504929907809 0.5535136448406955 0.6947936985450422 0.5979477097910587 0.9797976734463101 0.4393808999846269 0.3727514405396777 0.018473161793332582 0.10872887236585516 0.3256978552689155 0.7537790977878314 0.450454962171394 0.1501617713667608 0.7745086443415325 0.2897993554426258 0.8894083564569826 0.9224038164207158 0.7358401853643217 0.9020933275846091 0.4480184211757533 0.8941427629842984 0.288601858194113 0.7403224412291743 0.7479718936956374 0.6374968055633778 0.3257908276615661 0.19873831512681017 0.017326491121792853 0.4347181886099619Encryption Unsuccessful Attempting Retry...\n0.174419275140003 0.040274543158215215 0.05980425664506572 0.26270266745467197 0.6290250478147326 0.4146040072580668 0.5213689087117296 0.5302039114607529 0.9953504929907809 0.5535136448406955 0.6947936985450422 0.5979477097910587 0.9797976734463101 0.4393808999846269 0.3727514405396777 0.018473161793332582 0.10872887236585516 0.3256978552689155 0.7537790977878314 0.450454962171394 0.1501617713667608 0.7745086443415325 0.2897993554426258 0.8894083564569826 0.9224038164207158 0.7358401853643217 0.9020933275846091 0.4480184211757533 0.8941427629842984 0.288601858194113 0.7403224412291743 0.7479718936956374 0.6374968055633778 0.3257908276615661 0.19873831512681017 0.017326491121792853 0.4347181886099619\n\nAuthorizing\n0.299314128738563 0.4773874207734622 0.7736407406479603 0.5091888236978054 0.4378433985263456 0.5850011833742762 0.7351286681754751 0.46930657581069357 0.8805352107410894 0.7693065647275226 0.11568179119998967 0.7818590796970415 0.8878789485972921 0.24727787599012419 0.9880100404851028 0.8012952518329812 0.8548776333052692 0.3122801134469325 0.6546241651893402 0.8387672529882145 0.9420416796432802 0.3678200808719615 0.8398960513449317 0.174419275140003 0.040274543158215215 0.05980425664506572 0.26270266745467197 0.6290250478147326 0.4146040072580668 0.5213689087117296 0.5302039114607529 0.9953504929907809 0.5535136448406955 0.6947936985450422 0.5979477097910587 0.9797976734463101 0.4393808999846269 0.3727514405396777 \n\nAuthorizing\n0.299314128738563 0.4773874207734622 0.7736407406479603 0.5091888236978054 0.4378433985263456 0.5850011833742762 0.7351286681754751 0.46930657581069357 0.8805352107410894 0.7693065647275226 0.11568179119998967 0.7818590796970415 0.8878789485972921 0.24727787599012419 0.9880100404851028 0.8012952518329812 0.8548776333052692 0.3122801134469325 0.6546241651893402 0.8387672529882145 0.9420416796432802 0.3678200808719615 0.8398960513449317\nEncryption Unsuccessful Attempting Retry...\n0.174419275140003 0.040274543158215215 0.05980425664506572 0.26270266745467197 0.6290250478147326 0.4146040072580668 0.5213689087117296 0.5302039114607529 0.9953504929907809 0.5535136448406955 0.6947936985450422 0.5979477097910587 0.9797976734463101 0.4393808999846269 0.3727514405396777 0.018473161793332582 0.10872887236585516 0.3256978552689155 0.7537790977878314 0.450454962171394 0.1501617713667608 0.7745086443415325 0.2897993554426258 0.8894083564569826 0.9224038164207158 0.7358401853643217 0.9020933275846091 0.4480184211757533 0.8941427629842984 0.288601858194113 0.7403224412291743 0.747971893695637
ASD_DP_ProcessingCompressing,P=Processing // Compressing...
ASD_DataDone,P=Done
ASD_DataFluffText,P=6483844184034236 0.08430751197816067 0.3053465010898355 0.30038468828844156 0.7730711779644677 0.3050932725535328 0.08789923336945982 0.2162249999948781 0.7263667467689989 0.5530938781272215 0.7397100650520412 0.32722729057613087 0.7585070758219478 0.68765925604016 0.7260463664085606 0.6654240566308584 0.1647412810909079 0.2728588026433918 0.0773488109688053 0.2396696545986423 0.465918059104921 0.5765752337856004 0.115382088802649 0.0332402269075901 0.6788110501952135 0.7534750829008103\n\nEncryption Unsuccessful Attempting Retry...\n0.174419275140003 0.040274543158215215 0.05980425664506572 0.26270266745467197 0.6290250478147326 0.4146040072580668 0.5213689087117296 0.5302039114607529 0.9953504929907809 0.5535136448406955 0.6947936985450422 0.5979477097910587 0.9797976734463101 0.4393808999846269 0.3727514405396777 0.018473161793332582 0.10872887236585516 0.3256978552689155 0.7537790977878314 0.450454962171394 0.1501617713667608 0.7745086443415325 0.2897993554426258 0.8894083564569826 0.9224038164207158 0.7358401853643217 0.9020933275846091 0.4480184211757533 0.8941427629842984 0.288601858194113 0.7403224412291743 0.7479718936956374 0.6374968055633778 0.3257908276615661 0.19873831512681017 0.017326491121792853 0.4347181886099619\n\nAuthorizing\n0.299314128738563 0.4773874207734622 0.7736407406479603 0.5091888236978054 0.4378433985263456 0.5850011833742762 0.7351286681754751 0.46930657581069357 0.8805352107410894 0.7693065647275226 0.11568179119998967 0.7818590796970415 0.8878789485972921 0.24727787599012419 0.9880100404851028 0.8012952518329812 0.8548776333052692 0.3122801134469325 0.6546241651893402 0.8387672529882145 0.9420416796432802 0.3678200808719615 0.8398960513449317\nEncryption Unsuccessful Attempting Retry...\n0.174419275140003 0.040274543158215215 0.05980425664506572 0.26270266745467197 0.6290250478147326 0.4146040072580668 0.5213689087117296 0.5302039114607529 0.9953504929907809 0.5535136448406955 0.6947936985450422 0.5979477097910587 0.9797976734463101 0.4393808999846269 0.3727514405396777 0.018473161793332582 0.10872887236585516 0.3256978552689155 0.7537790977878314 0.450454962171394 0.1501617713667608 0.7745086443415325 0.2897993554426258 0.8894083564569826 0.9224038164207158 0.7358401853643217 0.9020933275846091 0.4480184211757533 0.8941427629842984 0.288601858194113 0.7403224412291743 0.7479718936956374 0.6374968055633778 0.3257908276615661 0.19873831512681017 0.017326491121792853 0.4347181886099619Encryption Unsuccessful Attempting Retry...\n0.174419275140003 0.040274543158215215 0.05980425664506572 0.26270266745467197 0.6290250478147326 0.4146040072580668 0.5213689087117296 0.5302039114607529 0.9953504929907809 0.5535136448406955 0.6947936985450422 0.5979477097910587 0.9797976734463101 0.4393808999846269 0.3727514405396777 0.018473161793332582 0.10872887236585516 0.3256978552689155 0.7537790977878314 0.450454962171394 0.1501617713667608 0.7745086443415325 0.2897993554426258 0.8894083564569826 0.9224038164207158 0.7358401853643217 0.9020933275846091 0.4480184211757533 0.8941427629842984 0.288601858194113 0.7403224412291743 0.7479718936956374 0.6374968055633778 0.3257908276615661 0.19873831512681017 0.017326491121792853 0.4347181886099619\n\nAuthorizing\n0.299314128738563 0.4773874207734622 0.7736407406479603 0.5091888236978054 0.4378433985263456 0.5850011833742762 0.7351286681754751 0.46930657581069357 0.8805352107410894 0.7693065647275226 0.11568179119998967 0.7818590796970415 0.8878789485972921 0.24727787599012419 0.9880100404851028 0.8012952518329812 0.8548776333052692 0.3122801134469325 0.6546241651893402 0.8387672529882145 0.9420416796432802 0.3678200808719615 0.8398960513449317\nCompilation of Data Structures Complete..\n0.3560620630919229\n\nEncryption Unsuccessful Attempting Retry...\n\nCompilation of Data Structures Complete..
ASD_DataLog_DataDownloadedPurging,P=// Data Downloaded. Purging...
ASD_DataLog_DataReady,P=// Data Ready
ASD_DataLog_SufficientOrganicMaterial,P=// Sufficient Organic Material
ASD_DataProcessorScreenName,P=Regeneration Analysis
ASD_DataUnavailable,P=Data Unavailable
ASD_Detected=Detected
ASD_DiagnosticsData,P=Diagnostics Data
ASD_DiagnosticsData_HeaderTitle,P=// DIAG_DATA - version 2.08 //
ASD_DoubleSlant,P=//
ASD_DownloadButtonText,P=Download
ASD_DownloadComplete,P=Download Complete
ASD_DownloadData,P=Download Data
ASD_Download_DataReady,P=Data Ready
ASD_Download_NoData,P=No Data
ASD_Download_PleaseWait,P=Please Wait...
ASD_Download_Processing,P=Processing...
ASD_EnergyCore_HeaderTitle,P=// PWR_COR - version 6.4D //
ASD_EnergySensor_HeaderTitle=// ENG.SYS - version 5.18 //
ASD_EnergySensor_Title=Energy Sensor Readings
ASD_EngineeringMaintenance,P=Engineering Maintenance
ASD_Error_InsufficientOrganicMaterial,P=// Error : Insufficient Organic Material
ASD_Executing,P=Executing...
ASD_Experiment,P=Experiment
ASD_ExperimentBodyText,P=Utilizing the unique properties of Vanduul biofluid, I will modify a Human imprint via the introduction of a catalyst and reagent. The result will be a viable recombinant that is not only suitable for regeneration, but that improves upon the original source.
ASD_ExperimentFeed_HeaderTitle,P=// HYPRN - version 3.50 //
ASD_ExperimentState,P=Experiment State
ASD_Experiment_NotFinished=Awaiting Experiment Results...
ASD_Experiment_Results=Experiment Results Compiled
ASD_ExperimentalProcedure,P=Experimental Procedure
ASD_ExperimentalProcedureBodyText,P=1. - Select a Catalyst and a Reagent from the terminal.\n\n2. - When the recombinant is ready, the data will be available for download and the physical imprint will be sent to the facility freight elevator for storage until it is ready to be processed.
ASD_ExtractHardDrive,P=Extract Hard Drive
ASD_ExtractMemoryDrive=Extract Memory Drive
ASD_ExtractServerBlade=Extract Server Blade
ASD_Fabricating,P=Fabricating...
ASD_Fabricator_DataTitle,P=Select Item To Fabricate
ASD_Fabricator_HeaderTitle,P=// FAB - version 8.12 //
ASD_Failure,P=Failure
ASD_FilterA,P=> FILTER A
ASD_FilterB,P=> FILTER B
ASD_FluffText_Eng_1,P=ENERGY MORNITORING
ASD_FluffText_Eng_2,P=POWER FLUCTUATIONS DETECTED\nCritical Maintenance Required
ASD_FluffText_Eng_3,P=Deactivate Core until required\nrepairs can be completed
ASD_FluffText_Eng_4,P=RADIATION MONITORING
ASD_FluffText_Eng_5,P=HIGH LEVELS OF\nRADIATION DETECTED
ASD_FluffText_Eng_6,P=Employees must wear\nprotective gear at all times
ASD_FluffText_Lab_1,P=ONYX FACILITY
ASD_FluffText_Lab_10,P=Quantitative Set\n[ERROR: DATA NOT FOUND]\n\nADI Matrix\n[ERROR: CHECK INPUT SIGNAL]
ASD_FluffText_Lab_11,P=ONYX FACILITY SECURITY
ASD_FluffText_Lab_12,P=CURRENT SECURITY LEVEL: DEFCOM
ASD_FluffText_Lab_13,P=Anti-Personnel Security Measures: ACTIVE
ASD_FluffText_Lab_14,P=ATTENTION: This facility is no longer in operation and all clearance authorizations have been revoked.
ASD_FluffText_Lab_15,P=CAMERA 1\nOFFLINE
ASD_FluffText_Lab_16,P=CAMERA 2\nOFFLINE
ASD_FluffText_Lab_17,P=CAMERA 3\nOFFLINE
ASD_FluffText_Lab_18,P=CAMERA 4\nOFFLINE
ASD_FluffText_Lab_2,P=NOTICE OF CESSATION OF OPERATIONS
ASD_FluffText_Lab_3,P=Onyx Facility Shuttering Immediately\n\nAll employees must return any ASD data and property to the administration team before reassignment. \n\nAnyone caught attempting to leave with proprietary information will be terminated immediately and prosecuted.
ASD_FluffText_Lab_4,P=Personnel Records
ASD_FluffText_Lab_5,P=NO LONGER ACCESSIBLE
ASD_FluffText_Lab_6,P=For information on former Onyx Facility personnel, please contact ASD Human Resources.
ASD_FluffText_Lab_7,P=RECORD UNAVAILABLE
ASD_FluffText_Lab_8,P=ANALYTIC DATA
ASD_FluffText_Lab_9,P=Current Results:\nIncomplete
ASD_FluffText_Medical_1,P=PATIENT ID\n\n\n94824\n\n\n67840\n\n\n86214\n\n\n12584\n\n\n36521
ASD_FluffText_Medical_2,P=DATE\n\n\nFeb. 26\n\n\nFeb. 26\n\n\nFeb. 26\n\n\nFeb. 25\n\n\nFeb. 25
ASD_FluffText_Medical_3,P=ISSUE CODE\n\n\nRAD-19A4\n\n\nRAD-19A4\n\n\nFAUNA-B4G2\n\n\nTLG-ST5L\n\n\nCARD-HA83
ASD_FluffText_Medical_4,P=FIT FOR WORK?\n\n\nNo\n\n\nNo\n\n\nNo\n\n\nNo\n\n\nYES
ASD_FuelReactor,P=Fuel Reactor:
ASD_FuelReactor_NoColon,P=Fuel Reactor
ASD_FuelRequired,P=Fuel Required
ASD_Functional,P=Functional
ASD_GenerateData,P=Generate Data
ASD_Generating,P=Generating...
ASD_GravityAnomaly,P=GRX Power Core
ASD_Hazardous,P=Hazardous
ASD_Hypothesis,P=Hypothesis
ASD_HypothesisBodyText,P=While Humanity has embraced the technological marvel that is the ability to create imprints, they have missed the most important lesson from the Vanduul that we’ve stolen it from Recombinant Evolution. The Vanduul freely combine imprints and genetic information from their best warriors to create their next generation of fighters. I propose that Humans, with a few slight genetic adjustments, could likewise make an evolutionary leap forward through imprint modification. Think of it, with each imprint, we refine and evolve ourselves.
ASD_IncorrectInput,P=Incorrect Input
ASD_InputCodeCatalyst,P=Input Code Of Selected Catalyst To Proceed
ASD_InputCodeReagent,P=Input Code Of Selected Reagent To Proceed
ASD_InputData,P=Input Data
ASD_InputPrimaryCode,P=Input Primary Code
ASD_InsertHardDrive,P=Insert Data Drive
ASD_InsertMemoryDrive=Insert Memory Drive
ASD_InsertServerBlade=Insert Server Blade
ASD_ItemsReady,P=Items Ready
ASD_LeakDetected,P=Leak Detected
ASD_MachineName01,P=Machine 01
ASD_MachineName02,P=Machine 02
ASD_MachineName03,P=Machine 03
ASD_MachineName04,P=Machine 04
ASD_MachineName05,P=Machine 05
ASD_MachineName06,P=Machine 06
ASD_MaintenanceRequired,P=Maintenance Required
ASD_Materials,P=Materials
ASD_MaterialsBodyText,P=VANDUUL BIOFLUID: It is important that this comes from a fresh host. Thankfully, I have been able to acquire a supplier.\n\n\nCATALYSTS: taking advantage of the research done previously in the facility, I have been able to formulate three strong candidates:\n\n\n\n\n\n\nREAGENTS: The unique energy signature of the power core has proven ideal for creating reagents dynamic enough to trigger the necessary reaction in the Vanduul biofluid. There are currently three reagent formulations that have proven most suitable:
ASD_MaterialsFoundAndConfirmed,P=Materials found\nand confirmed
ASD_MemoryDrive=Memory Drive:
ASD_MessageSystem,P=MSG.SYS
ASD_NextPhaseBegins,P=Next Phase Begins
ASD_NoAvailableStorageWaitForSystemPurge,P=No available storage\nwait for system purge
ASD_NoPlasma,P=No Plasma
ASD_NoPower,P=No Power
ASD_NoStorageAvailable,P=No Storage Available
ASD_None=None
ASD_NotAuthorized,P=Not Authorized
ASD_NotConnected,P=Not Connected
ASD_PersonnelRecords_HeaderTitle=// PRSN.RCRD - version 1a.0 //
ASD_PersonnelRecords_Title=Personnel Records
ASD_PlasmaCanisterTitleText,P=Plasma Canister Status
ASD_PlasmaCanister_HeaderTitle,P=// PLSM.CNST - version 7.3 //
ASD_PleaseCollectFinishedItem,P=Please Collect Finished Item
ASD_PleaseProvideCatalystAndReagentSelection,P=Please provide catalyst and reagent selection:
ASD_PowerArm=Strut Linkage
ASD_PowerCore_HeaderTitle=// PWRCR.SYS - version 39.01x //
ASD_PowerCore_NoColon,P=Power Core
ASD_PowerCore_Title=Power Core
ASD_PowerUsage_HeaderTitle=// PWRUS.SYS - version 39.01x //
ASD_PowerUsage_Title=Power Usage
ASD_PressToBegin,P=Press To Begin
ASD_PrimaryCatalyst,P=Primary Catalyst
ASD_PrintedTooMany_Fabricator,P=You've already printed too many items.
ASD_ProcessingData,P=Processing Data...
ASD_ProjectHyperion,P=Project Hyperion
ASD_ProjectHyperion_HeaderTitle=// HYPRN.PRJ - version 1.0.0 //
ASD_RadiationLevels,P=Radiation Levels
ASD_RadiationLevels_DataTitle,P=RADIATION LEVELS > EXPERIMENTATION CHAMBER:
ASD_RadiationLevels_HeaderTitle,P=// RAD-LVL.SYS - version 02E //
ASD_RadiationReadings,P=Radiation Readings:
ASD_Reading=Reading...
ASD_RecombinantDelivered,P=Recombinant Sample Delivered to Freight Elevator
ASD_RegenData,P=Regen Data:
ASD_RegenData_TestSubject_ImprintStatus,P=TEST SUBJECT: RENYARD, SAM // \nIMPRINT STATUS: CORRUPTED
ASD_RegenSystem_HeaderTItle,P=// Regen.Sys - version 5.1R //
ASD_ResetIn,P=Reset In
ASD_Results,P=Results
ASD_ResultsBodyText,P=These nine recombinant samples have so far shown the most promise:
ASD_Safe,P=Safe
ASD_SecondaryReagent,P=Secondary Reagent
ASD_Security_HeaderTitle=// SCRD.SYS - version 8.6D //
ASD_Security_Title=Security Records
ASD_SeismicReadings_HeaderTitle=// SMIC.SYS - version 24.3 //
ASD_SeismicReadings_Title=Seismic Readings
ASD_SelectionComplete,P=Selection Complete
ASD_ServerBlade=Server Blade:
ASD_Stability,P=Stability
ASD_Stabilize,P=Stabilize
ASD_Stabilized,P=Stabilized
ASD_StatusDataBeingStored,P=Data is being stored and collected
ASD_StatusDataDefault,P=Has been going for years unchecked / loop with subject Sam Reynard
ASD_StatusInsufficient,P=More organic materials needed
ASD_StatusPurgingBiomass,P=Purging Biomass...
ASD_StatusSufficient,P=Sufficient
ASD_StrutLinkageOffline,P=Strut Linkage Offline
ASD_Success,P=Success
ASD_SystemPressure,P=System Pressure:
ASD_SystemResetIn,P=System Reset In:
ASD_TC01,P=TC 01
ASD_TC02,P=TC 02
ASD_TC03,P=TC 03
ASD_TC04,P=TC 04
ASD_ThermalCondensers,P=Thermal Condensers:
ASD_ThermalCondensers_NoColon,P=Thermal Condensers
ASD_TimeRemaining,P=Time Remaining
ASD_Transferring,P=Transferring...
ASD_Unpowered,P=Unpowered
ASD_Unstable,P=Unstable
ASD_UploadData=Upload Data
ASD_UploadFailed=Upload Failed
ASD_Uploading=Uploading Data...
ASD_YouAreHere,P=You Are Here
ASD_ZoneA,P=Zone A
ASD_ZoneB,P=Zone B
ASD_ZoneC,P=Zone C
ASOP_ExecHangar_Claim_Continue=Continue
ASOP_ExecHangar_Claim_Header=Update Vehicle Owner Details
ASOP_ExecHangar_Claim_Message=By continuing, this vehicle will be linked to your account.
ATC_ASDOnyx=ASD Onyx Landing Services
ATC_Area18=Area18 Landing Services
ATC_Automated=Automated Landing Services
ATC_Covalex_DC=Covalex Landing Services
ATC_CryAstro=Cry-Astro Vehicle Services
ATC_CryAstro_DC=Cry-Astro Landing Services
ATC_Dupree_DC=Dupree Landing Services
ATC_GatewayQueue_End=Hangar Request Completed
ATC_GatewayQueue_Update=Joined hangar queue.\nYour place: %i. Max. estimated wait: %f s.
ATC_Greycat_DC=Greycat Landing Services
ATC_GrimHEX=Green Imperial Landing Services
ATC_Hurston_DC=HDPC Landing Services
ATC_Kaboos=QV Logistics 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_Orison=Orison Landing Services
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
ATC_Sakura_DC=Sakura Sun Landing Services
ATC_WikeloMods=Wikelo Emporium
ATC_microTech_DC=Logistics Depot Landing Services
AaronHalo=Aaron Halo
AbandonedOutpost_001=Abandoned Outpost
AbandonedOutpost_001_desc=KEEP OUT. This structure is no longer in active service. Do not use, occupy or enter.
AcePilot_Loot_Long=OPTIONAL: Investigate ace pilot's corpse.
AcePilot_Loot_Short=OPTIONAL: Investigate Ace Pilot
AcePilot_Marker=Ace Pilot
AcePilot_Neutralize_Long=OPTIONAL: Neutralize ace pilot ~mission(target) before they escape.
AcePilot_Neutralize_Short=OPTIONAL: Neutralize Ace Pilot Before They Escape
Aciedo_CommArray_desc_shared=Owned and operated by Aciedo, this communication array provides comm coverage and ECN services to this sector of space.
Aciedo_RepUI_Area=UEE
Aciedo_RepUI_Description=Following the conclusion of the First Tevarin War, Humanity was eager to begin exploring the stars again. Aciedo began life as fledging ship manufacturer focused on creating long-range exploration vessels. While they saw moderate success with their initial ship design, it was the included communication drones that stood out for their reliability and transmission success. Captains across the newly formed Empire began asking Aciedo to sell them commdrones directly. Within the first year of offering them, sales skyrocketed, and it wasn't long before Aciedo decided to stop manufacturing ships entirely. Today, they are the UEE's largest communication service provider, handling over 70% of all comms, and operate commrelays, commarrays, and commdrones across the Empire.
Aciedo_RepUI_Focus=Communication Services
Aciedo_RepUI_Founded=2565
Aciedo_RepUI_Headquarters=Quinton, Angeli, Croshaw System
Aciedo_RepUI_Leadership=Narumi Arai, CEO
Aciedo_RepUI_Name=Aciedo Communications
Activation_Off=Revive
Activation_Offline=- Offline -
Activation_On=Reviving
Adagio_BasicSalvage_Desc_01=Attention:\n\nRights to a new Salvage Claim are available for purchase. Exclusive access to the ship’s verified coordinates in monitored space will be provided upon confirmed credit transfer. The coordinates will remain accessible as long as the accepted contract is active. When you are satisfied with the amount of material you've salvaged, you may abandon the contract early with no penalty to clear the coordinates from your Starmap.\n\nClaim #~mission(ClaimNumber):\n• SHIP: ~mission(Ship)\n• CAUSE OF ACCIDENT: ~mission(ShipStory)\n• LOCATION: ~mission(location)\n\nAdagio Rights Division
Adagio_BasicSalvage_Title_01=Claim #~mission(ClaimNumber): ~mission(Ship) Salvage Rights
Adagio_LocateSalvage_Desc_01,P=Attention:\n\nThe rights to a new Salvage Claim in unmonitored space are available. Exclusive access to the unidentified ship’s general location will be provided upon confirming credit transfer. The location will remain accessible as long as the accepted contract is active. \n\nClaim #~mission(ClaimNumber):\n• SHIP: Unidentified\n• CAUSE OF ACCIDENT: Unknown\n• LOCATION: Near ~mission(location)\n\nDISCLAIMER:\nPurchasers assume all risks and responsibilities for salvaging claims in unmonitored space. Adagio is not responsible for any damage licensed pilots, or their vessels, suffer while on purchased claims. Proceed with caution consider hiring your own security.\n\nAdagio Rights Division
Adagio_LocateSalvage_Title_01,P=Claim #~mission(ClaimNumber): ~mission(Ship) Salvage Rights
Adagio_RepUI_Area=UEE
Adagio_RepUI_Description=Founded by retired Naval logistics personnel, Adagio found success supporting the voracious resource appetite of the Messer-era military-industrial complex through their salvaging operations. After the end of the Messer regime, Adagio, like many other military contractors, lost their contract, and the company was forced to find new sources of revenue. This ultimately led Adagio begin reselling salvage rights they’ve acquired to independent captains and other enterprises of various sizes.
Adagio_RepUI_DisplayName=Adagio Holdings
Adagio_RepUI_Focus=Salvaging
Adagio_RepUI_Founded=2577
Adagio_RepUI_HQ=Keene, Killian System
Adagio_RepUI_Leadership=Samoht Rhine, CEO
Adagio_from=Adagio Holdings
Admin_Ask_Room=I'd like a room
Admin_Ask_Work=Have any work?
Admin_Blackbox_Dropoff_Request=Drop off black box.
Admin_Counter_Marker_01=Delivery Drop Off
Admin_Deliver_Marker_01=Deliver
Admin_Delivery_Dropoff_Request=Make a delivery.
Admin_Delivery_Pickup_Request=Make a pickup.
Admin_Goodbye=Goodbye.
Admin_Help_Cargo=Sell some cargo.
Admin_Pickup_Marker_01=Pickup
Admin_Repair_Pickup_Request=Pick up a power core.
Admin_Small_Talk=How's it going?
Advocacy_RepUI_Area=UEE
Advocacy_RepUI_Description=he Advocacy is an inter-system police force overseeing law enforcement in the UEE. Advocacy agents are authorized pursue crimes across jurisdictions within the empire, and often coordinate large scale investigations targeting some of Humanity's worst offenders.
Advocacy_RepUI_Focus=Policing
Advocacy_RepUI_Founded=2523
Advocacy_RepUI_Headquarters=New York, Earth, Sol System
Advocacy_RepUI_Leadership=Thomas D. Carmody, Director
Advocacy_RepUI_Name=UEE Advocacy
Alerts_BeingArrested=Remain Where You Are, Arrest In Progress
Alerts_BeingScanned=Remain Stationary, Scan In Progress
AmbassadorFlights_Allies=Silver Leaf Society
AmbassadorFlights_RepUI_Area=UEE
AmbassadorFlights_RepUI_Description=Ambassador Flights has earned a reputation as the preferred shuttle service of executives and VIPs across the empire. While they operate their own fleet of premium vehicles that are contracted to fly their wealthy clientele around, to expand their services further they also contract with private pilots who meet their high standards of hygiene, comfort, and privacy.
AmbassadorFlights_RepUI_Focus=Livery Services
AmbassadorFlights_RepUI_Founded=2650
AmbassadorFlights_RepUI_Headquarters=New York City, Earth, Sol System
AmbassadorFlights_RepUI_Leadership=Anay Wolfe, CEO
AmbassadorFlights_RepUI_Name=Ambassador Flights
AmbassadorFlights_Rivals=N/A
AntiBombingRun_Description,P=A hostile faction has sent ships to destroy critical infrastructure at ~mission(Location|Address). Intercept and clear all attacking craft whilst protecting the marked assets.
AntiBombingRun_Failure_NoParticipation,P=Due to Inaction
AntiBombingRun_Title,P=Counter Hostile Bombing Run
ApprehendViolentInmate_DescriptionLong,P=Locate and bring to justice this vigilante
ApprehendViolentInmate_DescriptionShort,P=Locate and bring to justice this vigilante
ApprehendViolentInmate_HUD,P=Neutralize ~mission(Target)
ApprehendViolentInmate_Marker,P=Violent Inmate
ApprehendViolentInmate_MissionDescription,P=During their sentence a prison has violated prison rules. This prisoner has been committing violent offences during their sentence and must be stopped. Inmates who are willing to attempt to hunt this violent inmate will be rewarded for apprehending them.
ApprehendViolentInmate_Title,P=Apprehend Violent Inmate
ArcCorp_RepUI_Area=Stanton III
ArcCorp_RepUI_Description=ArcCorp was previously known as the manufacturer of immensely popular quantum drives and thrusters, however, since their purchase of Stanton III from the UEE, their dedication to the creation of a privately-owned manufacturing world has overshadowed the company's other accomplishments.
ArcCorp_RepUI_Focus=Ship Components
ArcCorp_RepUI_Founded=2687
ArcCorp_RepUI_Headquarters=Area01, ArcCorp
ArcCorp_RepUI_Leadership=Bert Astacio, CEO
ArcCorp_RepUI_Name=ArcCorp
ArcCorp_desc_shared=A mining facility owned and operated by ArcCorp.
AsteroidBase_P3_L4=PYAM-SUPVISR-3-4
AsteroidBase_P3_L4_desc=ATTENTION: This Pyrotechnic Amalgamated Supervisor Control station is no longer in service.
AsteroidBase_P3_L5=PYAM-SUPVISR-3-5
AsteroidBase_P3_L5_desc=ATTENTION: This Pyrotechnic Amalgamated Supervisor Control station is no longer in service.
AsteroidCluster_1Base_Pyro_Encounter_RegionA_001=RAB-ALPHA
AsteroidCluster_1Base_Pyro_Encounter_RegionA_002=RAB-TUNG
AsteroidCluster_1Base_Pyro_Encounter_RegionA_003=RAB-KILO
AsteroidCluster_1Base_Pyro_Encounter_RegionA_004=RAB-NOVEMBER
AsteroidCluster_1Base_Pyro_Encounter_RegionB_001=RAB-WHISKEY
AsteroidCluster_1Base_Pyro_Encounter_RegionB_002=RAB-CHARLIE
AsteroidCluster_1Base_Pyro_Encounter_RegionB_003=RAB-YORK
AsteroidCluster_1Base_Pyro_Encounter_RegionC_001=RAB-DELTA
AsteroidCluster_1Base_Pyro_Encounter_RegionC_002=RAB-LAMDA
AsteroidCluster_1Base_Pyro_Encounter_RegionC_003=RAB-OVER
AsteroidCluster_1Base_Pyro_Encounter_RegionC_004=RAB-ECHO
AsteroidCluster_1Base_Pyro_Encounter_RegionC_005=RAB-POINT
AsteroidCluster_1Base_Pyro_Encounter_RegionC_006=RAB-SIERRA
AsteroidCluster_1Base_Pyro_Encounter_RegionD_001=RAB-ION
AsteroidCluster_1Base_Pyro_Encounter_RegionD_002=RAB-LYNX
AsteroidCluster_2Base_Pyro_Encounter_RegionAandC_001=RAB-ROTH
AsteroidCluster_2Base_Pyro_Encounter_RegionAandC_002=RAB-FOXTROT
AsteroidCluster_2Base_Pyro_Encounter_RegionB_001=RAB-GULF
AsteroidCluster_2Base_Pyro_Encounter_RegionC_001=RAB-HELIO
AsteroidCluster_2Base_Pyro_Encounter_RegionC_002=RAB-VICTORY
AsteroidCluster_2Base_Pyro_Encounter_RegionC_003=RAB-ZETA
AsteroidCluster_2Base_Pyro_Encounter_RegionD_001=RAB-COOK
AsteroidCluster_3Base_Pyro_Encounter_RegionA_001=RAB-IGNITION
AsteroidCluster_3Base_Pyro_Encounter_RegionAandB_001=RAB-BRAVO
AsteroidCluster_3Base_Pyro_Encounter_RegionBandD_001=RAB-MAT
AsteroidCluster_3Base_Pyro_Encounter_RegionBandD_002=RAB-ULTRA
AsteroidCluster_3Base_Pyro_Encounter_RegionC_001=RAB-XENO
AsteroidCluster_3Base_Pyro_Encounter_RegionC_002=RAB-QUAGMIRE
AsteroidCluster_3Base_Pyro_Encounter_RegionC_003=RAB-JAK
AsteroidCluster_MiningBase_Desc=A privately owned mining base that has been registered with the UEE Bureau of Resource Management. No unauthorized access allowed.
AsteroidCluster_MiningBase_Stanton01_Medium_01=Mining Base #IGB-FXW
AsteroidCluster_MiningBase_Stanton01_Medium_02=Mining Base #YTO-GLQ
AsteroidCluster_MiningBase_Stanton01_Medium_03=Mining Base #LBP-UN5
AsteroidCluster_MiningBase_Stanton01_Medium_04=Mining Base #6IN-P02
AsteroidCluster_MiningBase_Stanton01_Medium_05=Mining Base #01K-I43
AsteroidCluster_MiningBase_Stanton01_Medium_06=Mining Base #BBR-4JQ
AsteroidCluster_MiningBase_Stanton01_Medium_07=Mining Base #365-YNZ
AsteroidCluster_MiningBase_Stanton01_Medium_08=Mining Base #ODD-E9B
AsteroidCluster_MiningBase_Stanton01_Medium_09=Mining Base #WUO-ZRU
AsteroidCluster_MiningBase_Stanton01_Small_01=Mining Base #7LI-0OA
AsteroidCluster_MiningBase_Stanton01_Small_02=Mining Base #6RU-55R
AsteroidCluster_MiningBase_Stanton01_Small_03=Mining Base #R08-Y3K
AsteroidCluster_MiningBase_Stanton02_Medium_01=Mining Base #UU6-1EI
AsteroidCluster_MiningBase_Stanton02_Medium_02=Mining Base #Q4U-I20
AsteroidCluster_MiningBase_Stanton02_Medium_03=Mining Base #Z48-013
AsteroidCluster_MiningBase_Stanton02_Medium_04=Mining Base #E38-S5G
AsteroidCluster_MiningBase_Stanton02_Medium_05=Mining Base #W79-2H7
AsteroidCluster_MiningBase_Stanton02_Medium_06=Mining Base #QXS-NBS
AsteroidCluster_MiningBase_Stanton02_Medium_07=Mining Base #URB-H3V
AsteroidCluster_MiningBase_Stanton02_Medium_08=Mining Base #R75-5PZ
AsteroidCluster_MiningBase_Stanton02_Medium_09=Mining Base #IO3-H1F
AsteroidCluster_MiningBase_Stanton02_Medium_10=Mining Base #51F-OGH
AsteroidCluster_MiningBase_Stanton02_Small_01=Mining Base #90O-0HA
AsteroidCluster_MiningBase_Stanton02_Small_02=Mining Base #4PI-3YY
AsteroidCluster_MiningBase_Stanton03_Medium_01=Mining Base #CZW-RRY
AsteroidCluster_MiningBase_Stanton03_Medium_02=Mining Base #7IQ-29Q
AsteroidCluster_MiningBase_Stanton03_Medium_03=Mining Base #INX-KPJ
AsteroidCluster_MiningBase_Stanton03_Medium_04=Mining Base #ZHY-77G
AsteroidCluster_MiningBase_Stanton03_Medium_05=Mining Base #OYV-JKE
AsteroidCluster_MiningBase_Stanton03_Medium_06=Mining Base #8CG-OSA
AsteroidCluster_MiningBase_Stanton03_Medium_07=Mining Base #A73-HTJ
AsteroidCluster_MiningBase_Stanton03_Medium_08=Mining Base #74H-2DO
AsteroidCluster_MiningBase_Stanton03_Medium_09=Mining Base #BRE-582
AsteroidCluster_MiningBase_Stanton03_Medium_10=Mining Base #6DO-K6A
AsteroidCluster_MiningBase_Stanton03_Medium_11=Mining Base #118-NA2
AsteroidCluster_MiningBase_Stanton03_Medium_12=Mining Base #4R0-NVX
AsteroidCluster_MiningBase_Stanton03_Medium_13=Mining Base #8PV-WNE
AsteroidCluster_MiningBase_Stanton03_Small_01=Mining Base #N6J-XKH
AsteroidCluster_MiningBase_Stanton03_Small_02=Mining Base #RSV-8HL
AsteroidCluster_MiningBase_Stanton03_Small_03=Mining Base #BSK-IJ5
AsteroidCluster_MiningBase_Stanton03_Small_04=Mining Base #0YX-O7Z
AsteroidCluster_MiningBase_Stanton03_Small_05=Mining Base #7YH-JX7
AsteroidCluster_MiningBase_Stanton03_Small_06=Mining Base #PHB-DYC
AsteroidCluster_MiningBase_Stanton04_Medium_01=Mining Base #1XA-3GI
AsteroidCluster_MiningBase_Stanton04_Medium_02=Mining Base #GO4-CH0
AsteroidCluster_MiningBase_Stanton04_Medium_03=Mining Base #AL5-XPD
AsteroidCluster_MiningBase_Stanton04_Medium_04=Mining Base #CVF-T6H
AsteroidCluster_MiningBase_Stanton04_Medium_05=Mining Base #U5X-NGQ
AsteroidCluster_MiningBase_Stanton04_Medium_06=Mining Base #JUG-0KZ
AsteroidCluster_MiningBase_Stanton04_Medium_07=Mining Base #UDK-IJX
AsteroidCluster_MiningBase_Stanton04_Medium_08=Mining Base #X92-IVA
AsteroidCluster_MiningBase_Stanton04_Medium_09=Mining Base #DU4-XBU
AsteroidCluster_MiningBase_Stanton04_Medium_10=Mining Base #734-A26
AsteroidCluster_MiningBase_Stanton04_Medium_11=Mining Base #XJZ-JR2
AsteroidCluster_MiningBase_Stanton04_Medium_12=Mining Base #Q9Q-090
AsteroidCluster_MiningBase_Stanton04_Medium_13=Mining Base #5U5-TLC
AsteroidCluster_MiningBase_Stanton04_Medium_14=Mining Base #SAG-2UN
AsteroidCluster_MiningBase_Stanton04_Small_01=Mining Base #C6P-3KJ
AsteroidCluster_MiningBase_Stanton04_Small_02=Mining Base #851-81H
AsteroidCluster_MiningBase_Stanton04_Small_03=Mining Base #TP1-N76
AsteroidCluster_MiningBase_Stanton04_Small_04=Mining Base #R7J-WJ7
AsteroidCluster_MiningBase_Stanton04_Small_05=Mining Base #0Z9-SVV
AsteroidCluster_MiningBase_Stanton04_Small_06=Mining Base #RCD-OB3
AsteroidCluster_Pyro_Desc=This Pyrotechnic Amalgamated remote asteroid base is no longer in active operation. Caution is advised.
AstroArmada_Salesperson_Conv_001_1,P=Line 1: blah blah blah
BBT_AspectRatio_Description,P=The dropdown AspectRatioLibrary sets tags based on the aspect ratio. These can then be referenced in embedded styles to set things in the canvas, such as a text string or canvas visibility.
BBT_AspectRatio_Title,P=Aspect Ratio Tags
BBT_TextEmphasis_Description,P=Add the tags < em1 > ... < /em1 > without spaces to emphasise text. Must be set up for each style.
BBT_TextEmphasis_TestString_1,P=This string contains EM1, EM2, EM3 and EM4
BBT_TextEmphasis_TestString_2,P=And here it is emphasising some of the words in a fairly long sentence!
BBT_TextEmphasis_Title,P=Text Emphasis
BBT_TitleAndDescription_Description_Empty,P=Set a Title with Paraminput0 and Description with Paraminput1
BBT_TitleAndDescription_Title_Empty,P=BBTC_TitleAndDescription
BHG_Certification_Criminal_Desc,P=--------------------------------------------------------\n----------------- BOUNTY CONTRACT -----------------\n--------------------------------------------------------\n\nBOUNTY HUNTERS GUILD\nPROCESSING & DISTRIBUTION\n\nThe Bounty Hunters Guild has authorized an official bounty.\n\nNAME: ~mission(TargetName) \nSYSTEM: Unknown\nRISK ASSESSMENT: High\nLAST KNOWN LOCATION: Unknown\nKNOWN AFFILIATIONS: \nNOTES: Upon the recommendation of one our members, the Bounty Hunters Guild would like to offer you the chance to earn your Suspect Apprehension Certification.\n\nThis would signify that you are qualified to track and apprehend wanted suspects who have proven to be more elusive than typical bounties. They often have advanced piloting skills, difficult to predict behavior, and more resources than your average target, making them a real challenge.\n\nTo successfully complete this certification process, you must apprehend wanted suspect ~mission(TargetName).\n\n\nBOUNTY HUNTERS GUILD\nIn Pursuit of Justice\n\nThe Bounty Hunters Guild is a security service sanctioned by the Mercenary Guild and authorized to operate in both the UEE and beyond in accordance with Xenotrade Authority Acts.
BHG_Certification_Criminal_Title=Suspect Apprehension Certification
BHG_Certification_Easy_Desc=--------------------------------------------------------\n----------------- BOUNTY CONTRACT -----------------\n--------------------------------------------------------\n\nBOUNTY HUNTERS GUILD\nPROCESSING & DISTRIBUTION\n\nThe Bounty Hunters Guild has authorized an official bounty.\n\nNAME: ~mission(TargetName) \nSYSTEM: Stanton \nRISK ASSESSMENT: Low\nLAST KNOWN LOCATION: ~mission(Location)\nKNOWN AFFILIATIONS: \nNOTES: Based on an assessment of your developing abilities, the Bounty Hunters Guild would like to offer you the chance to earn your Tracker Beginner's Permit.\n\nThis permit would signify that you are qualified to track and apprehend Low-Risk Targets (LRT). These criminals traditionally fly smaller ships but typically have a few escorts which makes them more challenging.\n\nTo successfully complete this certification process, you must apprehend a LRT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).\n\n\nBOUNTY HUNTERS GUILD\nIn Pursuit of Justice\n\nThe Bounty Hunters Guild is a security service sanctioned by the Mercenary Guild and authorized to operate in both the UEE and beyond in accordance with Xenotrade Authority Acts.
BHG_Certification_Easy_Title=Tracker Beginner's Permit Certification
BHG_Certification_EscapedConvict_Desc,P=--------------------------------------------------------\n----------------- BOUNTY CONTRACT -----------------\n--------------------------------------------------------\n\nBOUNTY HUNTERS GUILD\nPROCESSING & DISTRIBUTION\n\nThe Bounty Hunters Guild has authorized an official bounty.\n\nNAME: ~mission(TargetName) \nSYSTEM: Stanton \nRISK ASSESSMENT: High\nLAST KNOWN LOCATION: Klescher Rehabilitation Facility\nKNOWN AFFILIATIONS: \nNOTES: Due to an increase in escapees in the area, the Bounty Hunters Guild would like to offer you the chance to earn your Fugitive Recovery Certification.\n\nThis would signify that you are qualified to track and apprehend escaped convicts. These desperate individuals can often prove quite difficult to recapture, requiring special skills and heightened intuition.\n\nTo successfully complete this certification process, you must apprehend the fugitive ~mission(TargetName).\n\n\nBOUNTY HUNTERS GUILD\nIn Pursuit of Justice\n\nThe Bounty Hunters Guild is a security service sanctioned by the Mercenary Guild and authorized to operate in both the UEE and beyond in accordance with Xenotrade Authority Acts.
BHG_Certification_EscapedConvict_Title=Fugitive Recovery Certification
BHG_Certification_Hard_Desc=--------------------------------------------------------\n----------------- BOUNTY CONTRACT -----------------\n--------------------------------------------------------\n\nBOUNTY HUNTERS GUILD\nPROCESSING & DISTRIBUTION\n\nThe Bounty Hunters Guild has authorized an official bounty.\n\nNAME: ~mission(TargetName) \nSYSTEM: Stanton \nRISK ASSESSMENT: High\nLAST KNOWN LOCATION: ~mission(Location)\nKNOWN AFFILIATIONS: \nNOTES: As your standing in the community continues to grow, the Bounty Hunters Guild would like to offer you the chance to earn a Journeyman Tracker License.\n\nThis license would signify that you are qualified to track and apprehend High-Risk Targets (HRT). These criminals can travel in larger multicrew ships with several escorts. The additional offensive and defensive capabilities make them difficult targets for all but the most skilled guild members.\n\nTo successfully complete this certification process, you must apprehend a HRT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).\n\n\nBOUNTY HUNTERS GUILD\nIn Pursuit of Justice\n\nThe Bounty Hunters Guild is a security service sanctioned by the Mercenary Guild and authorized to operate in both the UEE and beyond in accordance with Xenotrade Authority Acts.
BHG_Certification_Hard_Title=Journeyman Tracker License Certification
BHG_Certification_Medium_Desc,P=--------------------------------------------------------\n----------------- BOUNTY CONTRACT -----------------\n--------------------------------------------------------\n\nBOUNTY HUNTERS GUILD\nPROCESSING & DISTRIBUTION\n\nThe Bounty Hunters Guild has authorized an official bounty.\n\nNAME: ~mission(TargetName) \nSYSTEM: Stanton \nRISK ASSESSMENT: Moderate\nLAST KNOWN LOCATION: ~mission(Location)\nKNOWN AFFILIATIONS: \nNOTES: With the progress you have made in developing your skills, the Bounty Hunters Guild would like to offer you the chance to earn your full Tracker License.\n\nThis license would signify that you are qualified to track and apprehend Moderate-Risk Targets (MRT). These criminals traditionally fly medium-sized ships with several escorts. This class of outlaws make up a bulk of the contracts that typical bounty hunters will encounter.\n\nTo successfully complete this certification process, you must apprehend a MRT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).\n\n\nBOUNTY HUNTERS GUILD\nIn Pursuit of Justice\n\nThe Bounty Hunters Guild is a security service sanctioned by the Mercenary Guild and authorized to operate in both the UEE and beyond in accordance with Xenotrade Authority Acts.
BHG_Certification_Medium_Title=Tracker License Certification
BHG_Certification_Super_Desc=--------------------------------------------------------\n----------------- BOUNTY CONTRACT -----------------\n--------------------------------------------------------\n\nBOUNTY HUNTERS GUILD\nPROCESSING & DISTRIBUTION\n\nThe Bounty Hunters Guild has authorized an official bounty.\n\nNAME: ~mission(TargetName) \nSYSTEM: Stanton \nRISK ASSESSMENT: Extreme\nLAST KNOWN LOCATION: ~mission(Location)\nKNOWN AFFILIATIONS: \nNOTES: As acknowledgment of your expertise in the craft, the Bounty Hunters Guild would like to offer you the chance to earn a Master Tracker License.\n\nThis license would signify that you are qualified to track and apprehend Extreme-Risk Targets (ERT). These are criminals who travel in sub-capital ships with heavy escorts. This class of bounty only gets assigned to the most experienced of trackers.\n\nTo successfully complete this certification process, you must apprehend an ERT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).\n\n\nBOUNTY HUNTERS GUILD\nIn Pursuit of Justice\n\nThe Bounty Hunters Guild is a security service sanctioned by the Mercenary Guild and authorized to operate in both the UEE and beyond in accordance with Xenotrade Authority Acts.
BHG_Certification_Super_Title=Master Tracker License Certification
BHG_Certification_VeryEasy_Desc=--------------------------------------------------------\n----------------- BOUNTY CONTRACT -----------------\n--------------------------------------------------------\n\nBOUNTY HUNTERS GUILD\nPROCESSING & DISTRIBUTION\n\nThe Bounty Hunters Guild has authorized an official bounty.\n\nNAME: ~mission(TargetName) \nSYSTEM: Stanton\nRISK ASSESSMENT: Very Low\nLAST KNOWN LOCATION: ~mission(Location)\nKNOWN AFFILIATIONS: \nNOTES: Based on an assessment of your abilities, the Bounty Hunters Guild would like to offer you the chance to earn your Tracker Training Permit.\n\nThis permit would signify that you are qualified to track and apprehend Very Low-Risk Targets (VLRT). These criminals traditionally fly smaller ships and rarely have more than one escort. Ideal for Bounty Hunters who are just starting out.\n\nTo successfully complete this certification process, you must apprehend a VLRT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).\n\n\nBOUNTY HUNTERS GUILD\nIn Pursuit of Justice\n\nThe Bounty Hunters Guild is a security service sanctioned by the Mercenary Guild and authorized to operate in both the UEE and beyond in accordance with Xenotrade Authority Acts.
BHG_Certification_VeryEasy_Title=Tracker Training Permit Certification
BHG_Certification_VeryHard_Desc=--------------------------------------------------------\n----------------- BOUNTY CONTRACT -----------------\n--------------------------------------------------------\n\nBOUNTY HUNTERS GUILD\nPROCESSING & DISTRIBUTION\n\nThe Bounty Hunters Guild has authorized an official bounty.\n\nNAME: ~mission(TargetName) \nSYSTEM: Stanton \nRISK ASSESSMENT: Very High\nLAST KNOWN LOCATION: ~mission(Location)\nKNOWN AFFILIATIONS: \nNOTES: With your proven track record, the Bounty Hunters Guild would like to offer you the chance to earn an Advanced Tracker License.\n\nThis license would signify that you are qualified to track and apprehend Very High-Risk Targets (VHRT). These criminals can travel in larger multicrew ships with heavy escorts. With multiple hostiles to deal with, encounters with these targets can often be lethal.\n\nTo successfully complete this certification process, you must apprehend a VHRT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).\n\n\nBOUNTY HUNTERS GUILD\nIn Pursuit of Justice\n\nThe Bounty Hunters Guild is a security service sanctioned by the Mercenary Guild and authorized to operate in both the UEE and beyond in accordance with Xenotrade Authority Acts.
BHG_Certification_VeryHard_Title=Advanced Tracker License Certification
BHG_From=Bounty Hunters Guild
BHG_ReputationJournal_CS3_BodyText=You are hereby certified by the Bounty Hunters Guild for Suspect Apprehension and are qualified to pursue and apprehend elusive individuals wanted by the law.
BHG_ReputationJournal_CS3_ShortTitle=Suspect Apprehension Certification Earned
BHG_ReputationJournal_CS3_Title=Suspect Apprehension Certification
BHG_ReputationJournal_CS4_BodyText,P=Elusive Bounty CS4 License Earned
BHG_ReputationJournal_CS4_ShortTitle,P=Elusive Bounty CS4 License Earned
BHG_ReputationJournal_CS4_Title,P=Elusive Bounty CS4 License Earned
BHG_ReputationJournal_CS5_BodyText,P=Elusive Bounty CS5 License Earned
BHG_ReputationJournal_CS5_ShortTitle,P=Elusive Bounty CS5 License Earned
BHG_ReputationJournal_CS5_Title,P=Elusive Bounty CS5 License Earned
BHG_ReputationJournal_Easy_BodyText=This permit issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend Low-Risk Targets (LRT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_Easy_ShortTitle=Tracker Beginner's Permit Earned (LRT)
BHG_ReputationJournal_Easy_Title=Tracker Beginner's Permit (LRT)
BHG_ReputationJournal_EscapedConvict_BodyText=You are hereby certified by the Bounty Hunters Guild for Fugitive Recovery and are qualified to pursue and apprehend escaped convicts.
BHG_ReputationJournal_EscapedConvict_ShortTitle=Fugitive Recovery Certification Earned
BHG_ReputationJournal_EscapedConvict_Title=Fugitive Recovery Certification
BHG_ReputationJournal_Hard_BodyText=This license issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend High-Risk Targets (HRT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_Hard_ShortTitle=Journeyman Tracker License Earned (HRT)
BHG_ReputationJournal_Hard_Title=Journeyman Tracker License (HRT)
BHG_ReputationJournal_Medium_BodyText=This license issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend Moderate-Risk Targets (MRT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_Medium_ShortTitle=Tracker License Earned (MRT)
BHG_ReputationJournal_Medium_Title=Tracker License (MRT)
BHG_ReputationJournal_Super_BodyText=This license issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend Extreme-Risk Targets (ERT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_Super_ShortTitle=Master Tracker License Earned (ERT)
BHG_ReputationJournal_Super_Title=Master Tracker License (ERT)
BHG_ReputationJournal_VeryEasy_BodyText=This permit issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend Very Low-Risk Targets (VLRT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_VeryEasy_ShortTitle=Tracker Training Permit Earned (VLRT)
BHG_ReputationJournal_VeryEasy_Title=Tracker Training Permit (VLRT)
BHG_ReputationJournal_VeryHard_BodyText=This license issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend Very High-Risk Targets (VHRT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_VeryHard_ShortTitle=Advanced Tracker License Earned (VHRT)
BHG_ReputationJournal_VeryHard_Title=Advanced Tracker License (VHRT)
Bacchus=Bacchus System
Bacchus1=Bacchus I
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=Bacchus II
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=Bacchus III
Bacchus3_Desc=A gas giant featuring dynamic swirling clouds and frequent electrical storms.
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 travelers 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=Bacchus Flotilla
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=Bacchus A
Bacchus_Star1_Desc=A class-G main sequence star that is part of a binary pairing with Bacchus B.
Bacchus_Star2=Bacchus B
Bacchus_Star2_Desc=A class-K main sequence star that is part of a binary pairing with Bacchus B.
Badge_GFS_InvictusTraining_DisplayMessage=Future Navy Pilot T-Shirt awarded for completing the special Patrol Training course.
Badge_GFS_InvictusTraining_DisplayTitle=Navy Patrol Training Reward
Badge_GG_A_T1_DisplayMessage,P=You have been awarded a Pyro "ArcCorp" Multi-Tool and a Falston Jumpsuit "ArcCorp Edition."
Badge_GG_A_T1_DisplayTitle,P=Resource Drive: ArcCorp Tier 1 Rewards
Badge_GG_A_T2_DisplayMessage,P=You've been awarded a Pulse "ArcCorp" Pistol and a Strata Armor ArcCorp Edition.
Badge_GG_A_T2_DisplayTitle,P=Resource Drive: ArcCorp Tier 2 Rewards
Badge_GG_A_T3_DisplayMessage,P=You've been awarded a Prism "ArcCorp" Shotgun and an ArcCorp livery for the Aurora, Spirit and Zeus.
Badge_GG_A_T3_DisplayTitle,P=Resource Drive: ArcCorp Tier 3 Rewards
Badge_GG_A_T4_DisplayMessage,P=You've been awarded a Quartz "ArcCorp" SMG and an ArcCorp livery for the Constellation, Freelancer and Raft.
Badge_GG_A_T4_DisplayTitle,P=Resource Drive: ArcCorp Tier 4 Rewards
Badge_GG_A_T5_DisplayMessage,P=You've been awarded a Parallax "ArcCorp" Rifle and an ArcCorp livery for the Caterpillar, Starlancer and Starlifter.
Badge_GG_A_T5_DisplayTitle,P=Resource Drive: ArcCorp Tier 5 Rewards
Badge_GG_C_T1_DisplayMessage,P=You have been awarded a Pyro "Crusader" Multi-Tool and a Falston Jumpsuit "Crusader Edition."
Badge_GG_C_T1_DisplayTitle,P=Resource Drive: Crusader Tier 1 Rewards
Badge_GG_C_T2_DisplayMessage,P=You've been awarded a Pulse "Crusader" Pistol and a Strata Armor Crusader Edition.
Badge_GG_C_T2_DisplayTitle,P=Resource Drive: Crusader Tier 2 Rewards
Badge_GG_C_T3_DisplayMessage,P=You've been awarded a Prism "Crusader" Shotgun and a Crusader livery for the Aurora, Spirit and Zeus.
Badge_GG_C_T3_DisplayTitle,P=Resource Drive: Crusader Tier 3 Rewards
Badge_GG_C_T4_DisplayMessage,P=You've been awarded a Quartz "Crusader" SMG and a Crusader livery for the Constellation, Freelancer and Raft.
Badge_GG_C_T4_DisplayTitle,P=Resource Drive: Crusader Tier 4 Rewards
Badge_GG_C_T5_DisplayMessage,P=You've been awarded a Parallax "Crusader" Rifle and a Crusader livery for the Caterpillar, Starlancer and Starlifter.
Badge_GG_C_T5_DisplayTitle,P=Resource Drive: Crusader Tier 5 Rewards
Badge_GG_H_T1_DisplayMessage,P=You have been awarded a Pyro "Hurston" Multi-Tool and a Falston Jumpsuit "Hurston Edition."
Badge_GG_H_T1_DisplayTitle,P=Resource Drive: Hurston Tier 1 Rewards
Badge_GG_H_T2_DisplayMessage,P=You've been awarded a Pulse "Hurston" Pistol and a Strata Armor Hurston Edition.
Badge_GG_H_T2_DisplayTitle,P=Resource Drive: Hurston Tier 2 Rewards
Badge_GG_H_T3_DisplayMessage,P=You've been awarded a Prism "Hurston" Shotgun and a Hurston livery for the Aurora, Spirit and Zeus.
Badge_GG_H_T3_DisplayTitle,P=Resource Drive: Hurston Tier 3 Rewards
Badge_GG_H_T4_DisplayMessage,P=You've been awarded a Quartz "Hurston" SMG and a Hurston livery for the Constellation, Freelancer and Raft.
Badge_GG_H_T4_DisplayTitle,P=Resource Drive: Hurston Tier 4 Rewards
Badge_GG_H_T5_DisplayMessage,P=You've been awarded a Parallax "Hurston" Rifle and a Hurston livery for the Caterpillar, Starlancer and Starlifter.
Badge_GG_H_T5_DisplayTitle,P=Resource Drive: Hurston Tier 5 Rewards
Badge_GG_M_T1_DisplayMessage,P=You have been awarded a Pyro "microTech" Multi-Tool and a Falston Jumpsuit "microTech Edition."
Badge_GG_M_T1_DisplayTitle,P=Resource Drive: microTech Tier 1 Rewards
Badge_GG_M_T2_DisplayMessage,P=You've been awarded a Pulse "microTech" Pistol and a Strata Armor microTech Edition.
Badge_GG_M_T2_DisplayTitle,P=Resource Drive: microTech Tier 2 Rewards
Badge_GG_M_T3_DisplayMessage,P=You've been awarded a Prism "microTech" Shotgun and a microTech livery for the Aurora, Spirit and Zeus.
Badge_GG_M_T3_DisplayTitle,P=Resource Drive: microTech Tier 3 Rewards
Badge_GG_M_T4_DisplayMessage,P=You've been awarded a Quartz "microTech" SMG and a microTech livery for the Constellation, Freelancer and Raft.
Badge_GG_M_T4_DisplayTitle,P=Resource Drive: microTech Tier 4 Rewards
Badge_GG_M_T5_DisplayMessage,P=You've been awarded a Parallax "microTech" Rifle and a microTech livery for the Caterpillar, Starlancer and Starlifter.
Badge_GG_M_T5_DisplayTitle,P=Resource Drive: microTech Tier 5 Rewards
Badge_HuntThePolaris_DisplayMessage=Salvaged Polaris Captain's Chair awarded for your service in defense of Stanton.
Badge_HuntThePolaris_DisplayTitle=Hunt the Polaris Reward
Badge_WTP-CH1_DisplayMessage=Ardor Salvaged Repeater awarded for your service in defense of Stanton.
Badge_WTP-CH1_DisplayTitle=Op. Save Stanton Reward
Badge_WTP-CH2_DisplayMessage=Ripper SMG awarded for your effort in the Fight for Pyro.
Badge_WTP-CH2_DisplayTitle=Fight for Pyro Reward
Badge_WTP-COMPLETE-CFP_DisplayMessage=Garnet Livery for the Carrack, Cutter, Pisces, and Zeus awarded for your allegiance to the Citizens for Prosperity during the Fight for Pyro.
Badge_WTP-COMPLETE-CFP_DisplayTitle=CFP - Op. Reclaim Pyro Reward
Badge_WTP-COMPLETE-HH_DisplayMessage=Trauma Livery for the Carrack, Cutter, Pisces, and Zeus awarded for your allegiance to the Headhunters during the Fight for Pyro.
Badge_WTP-COMPLETE-HH_DisplayTitle=Headhunters - Op. Protect Pyro Reward
Badge_WTP-COMPLETE-VIG_DisplayMessage=Camo Livery for the Carrack, Cutter, Pisces, and Zeus awarded for your allegiance to the Frontier Fighters during the Fight for Pyro.
Badge_WTP-COMPLETE-VIG_DisplayTitle=Frontier Fighters - Op. Purge Pyro Reward
BarMenu_Cognac=Cognac
BarMenu_CubaLibre=Cuba Libre (8 aUEC)
BarMenu_Gin=Gin
BarMenu_GinTonic=Gin and Tonic (8 aUEC)
BarMenu_Rum=Rum
BarMenu_RumCola=Rum and Cola (8 aUEC)
BarMenu_Screwdriver=Screwdriver (8 aUEC)
BarMenu_SubMenu_Beer=Beer
BarMenu_SubMenu_Liquor=Liquor
BarMenu_Tequila=Tequila
BarMenu_Vodka=Vodka
BarMenu_Whiskey=Whiskey
BarMenu_WhiskeyCola=Whiskey and Cola (8 aUEC)
BarMenu_beer_bottle_Hoffdor=Hoffdor Beer Bottle (5 aUEC)
BarMenu_beer_bottle_LibertyAleGen=Gen Liberty Ale Bottle (5 aUEC)
BarMenu_beer_bottle_LibertyAlePike=Pike Liberty Ale Bottle (5 aUEC)
BarMenu_beer_bottle_LibertyAleTerra=Terra Liberty Ale Bottle (5 aUEC)
BarMenu_beer_bottle_SmoltzLight=Smoltz Light Beer Bottle (5 aUEC)
BarMenu_beer_bottle_smoltz=Smoltz Bottle (5 aUEC)
BarMenu_beer_draft_01,P=Draft Beer 1 (7 aUEC)
BarMenu_beer_draft_02,P=Draft Beer 2 (7 aUEC)
BarMenu_beer_draft_03,P=Draft Beer 3 (7 aUEC)
BarMenu_beer_draft_04,P=Draft Beer 4 (7 aUEC)
BarMenu_beer_draft_05,P=Draft Beer 5 (7 aUEC)
BarMenu_beer_draft_06,P=Draft Beer 6 (7 aUEC)
BarMenu_beer_draft_Hoffdor=Hoffdor Beer Draft (7 aUEC)
BarMenu_beer_draft_LibertyAleGen=Gen Liberty Ale Draft (7 aUEC)
BarMenu_beer_draft_LibertyAlePike=Pike Liberty Ale Draft (7 aUEC)
BarMenu_beer_draft_LibertyAleTerra=Terra Liberty Ale Draft (7 aUEC)
BarMenu_beer_draft_SmoltzLight=Smoltz Light Beer Draft (7 aUEC)
BarMenu_beer_draft_smoltz=Smoltz Draft (7 aUEC)
Bartender_AskAboutDay=Ask About Day
Bartender_Convo_OrderBeer,P=Beer
Bartender_Convo_OrderNothing=Nothing
Bartender_Convo_OrderWhiskey,P=Whiskey
Bartender_Greet,P=Greet
Bartender_OrderDrink,P=Order Drink
BasicSalvage_obj_long_01=Salvage the ~mission(ship) at ~mission(location).
BasicSalvage_obj_marker_01=Salvage Claim
BasicSalvage_subobj_long_01a=Travel to ~mission(location) to find your claim.
BasicSalvage_subobj_long_01b=Salvage the ~mission(ship) at ~mission(location).
BasicSalvage_subobj_short_01a=Travel to ~mission(location)
BasicSalvage_subobj_short_01b=Salvage the ~mission(ship)
Battaglia_Allies=Miners Amalgamated, People's Alliance
Battaglia_Rivals=Dusters
Battaglia_convo_followup_more_work=Got anything else for me?
Battaglia_convo_goodbye,P=Goodbye.
Battaglia_convo_shopping=Shopping.
Battaglia_convo_startWork,P=So, what's the job?
Battaglia_convo_visiting=Just visiting.
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.
BeaconDropoff_ObjectiveMarker=Beacon
BitZeros_RepUI_Area=Stanton
BitZeros_RepUI_Description=A brazen hacker collective rumored to have been started by a group disaffected teens on microTech who bonded over their affinity for old technology. Bored by more serious criminals, they are thrill seekers out to make some money, live large, and stick it to the major corporations in Stanton. With a strong preference for digital infiltration and subterfuge, they have been known to bring in outside help when jobs require a more direct approach.
BitZeros_RepUI_DisplayName=Bit Zeros
BitZeros_RepUI_Focus=Espionage, Theft, Hacking
BitZeros_RepUI_Founded=2951
BitZeros_RepUI_HQ=microTech, Stanton System
BitZeros_RepUI_Leadership=Weevil
BitZeros_blackbox_E_Desc_001=So we were expecting a pretty important package earlier today but turns out the pilot got ghosted and they ripped the tracking chip from it and got away. Pretty clever right? Not really, because they forgot to take the flight recorder too.\n\nGet the blackbox from the wreck at ~mission(Location|Address) and take it to ~mission(Destination|Address). We’ll send you the creds when you’re done.\n\nOh and watch out for scavs, people are pretty desperate these days, even if it just some busted courier ship.\n\n-Bit Zeros
BitZeros_blackbox_E_Title_001=Getting To the Bottom of It
BitZeros_blackbox_H_Desc_001=Don’t know if you’ve heard, but there’s a bunch of ships over at ~mission(Location|Address) surrounding a burnt-out ship. You curious why? I know we are.\nThink you can get in that wreck, grab the blackbox, and get out? We’ll pay you for it.\n\nBased on the number of sketchy ships in the area, you should bring some friends with to watch your ass, unless you’re some crazy solo act, but we’d prefer if you actually survived this so you can drop off the blackbox at ~mission(Destination|Address) for us. \n\nBut hey, your call. As long as it gets done.\n\n-Bit Zeros
BitZeros_blackbox_H_Title_001=Legendary Info?
BitZeros_blackbox_Intro_Desc_001=Who we are and what we do is not important. All you gotta know is that we need things to get done and we pay people to do it.\n\nIf everything goes well, we don’t ever have to meet. Doesn’t that sound good?\n\nGot a good one to start you off, nice and simple. There’s a blackbox from a downed ship at ~mission(Location|Address) that we want.\n\nAll you have to do is take it to ~mission(Destination|Address) and you get paid. Easy right? Watch out for scavs, you never know what kind of weirdos are hanging around these abandoned ships.\n\n-Bit Zeros
BitZeros_blackbox_Intro_Title_001=Data Transfer
BitZeros_blackbox_M_Desc_001=We were a little too smart with this one and it’s kinda backfired. Sometimes you gotta dream big, you know? Anyway. we were looking to move some encrypted data to one of our data havens and decided to hide it in a ship’s blackbox. They filled the ship with “valuable” stuff as a decoy in case it got attacked. The plan worked a little too well and the cargo might have attracted the wrong kind of attention. They stole all the cargo but missed the blackbox. Bad news is the ship is now swarming with outlaws.\n\nThe data on that blackbox is useless to them, but we need it. If you can get it back for us, we can give you a nice cut from what we make. Seems like a fair deal, right?\n\nHead to ~mission(Location|Address) and after you’ve done your thing take the flight recorder to ~mission(Destination|Address).\n\n-Bit Zeros
BitZeros_blackbox_M_Title_001=Too Smart For Our Own Good
BitZeros_blackbox_S_Desc_001=Got a big job for a big player. We’re in the process of making someone disappear, like completely vanish, and a part of that is recovering the blackbox from the “accident” that they had recently over at ~mission(Location|Address).\nOnly problem is, seems the people this person hired to stage the accident have gotten it in their heads that there’s more money to be made. So much so that they’re still keeping tabs on the now deceased’s ship.\nThese guys aren’t playing around either. You’ll need a couple of friends to help you do this. But if you can get the blackbox out of there and into our hands by dropping it at ~mission(Destination|Address), we can really make it worth your while.\n\n-Bit Zeros
BitZeros_blackbox_S_Title_001=Bad at Goodbyes
BitZeros_blackbox_VE_Desc_001=Someone of interest to us recently kicked the bucket (not our fault) over at ~mission(Location|Address) and we’re pretty curious what happened. We need you to grab the blackbox from the ship and drop it off at ~mission(Destination|Address).\n\nThis is a shipwreck by the way, so chances are some scavs will be around there too. But don’t worry, that’s been factored into your pay too.\n\n-Bit Zeros
BitZeros_blackbox_VE_Title_001=Pick Up, Put Down
BitZeros_blackbox_VH_Desc_001=I’m not gonna give you the whole backstory of what this person has done to us, but all you need to know is that some scumbag is trying to get a payout for a ship crash and the insurance company wants to see the blackbox recording to make sure everything is “above board”.\n\nWe’re not gonna let that happen though.\n\nSnatch that blackbox at ~mission(Location|Address) and bring it to us instead so we can do some “creative editing” on the recording.\n\nApparently, this area is a bit of a hot zone. Probably why they staged the accident there. You should probably bring some backup so you don’t get ghosted before you can bring the blackbox to us at ~mission(Destination|Address).\n\n-Bit Zeros
BitZeros_blackbox_VH_Title_001=Our Version of The Truth
BitZeros_from=Bit Zeros
Bitzeroes_bombingrun_dc_desc_001=We’ve been trying to access some sensitive data over at ~mission(Location|Address) but there seems to only be one backdoor we can use. The issue is we need someone onsite to trigger it. And I really do mean trigger it.\n\nIf you can head over there and destroy part of their infrastructure, the emergency back up systems will kick online and we should be able to access everything we want. \n\nWish I could see the surprise look on the faces of the lowlifes running the place when it happens.\n\n-Bit Zeros\n
Bitzeroes_bombingrun_dc_title_001=Up in Smoke
Bitzeroes_destroygen_locked_dc_desc_001=I need your help on a job, but I can’t get too detailed about the specifics. If that doesn’t work for you, than don’t worry about it.\n\nYou’re going to head to ~mission(Location|Address) and blow up a power generator for us. Now, they keep the gen locked up, so you’ll have to hunt down the access codes first. Thankfully, they typically keep copies of the code on datapads. (Thinks it’ll keep ‘em safe from being hacked.)\n\nYou get that generator destroyed, and it’ll be your bank account blowin’ up next.\n\n- Bit Zeros\n
Bitzeroes_destroygen_locked_dc_title_001=Mandatory Black Out
Bitzeroes_destroyitem_dc_desc_001=I won’t go into the whole long boring story of why, but there are a few bits of ~mission(Location|Address) that we need destroyed. The important part is that I want to pay you a hefty chunk of credits to do it. I almost feel like you should be paying us for this because of how fun it’s going to be.\n\nDon’t even care how you get it done. Grenades, rocket launcher, day old Torpedo Burrito, it’s all the same to us.\n\n-Bit Zeros \n
Bitzeroes_destroyitem_dc_title_001=Major Malfunction
Bitzeroes_destroyservers_locked_dc_desc_001=Hey,\n\nGot a problem we could use your help on. One of our former new-recruits did a complete crap job on a hack and wound up leaving a digital footprint so messy that it might as well be a full confession. \n\nA remote deletion’s not going to be good enough so I want you to go to ~mission(Location|Address) and make sure their data servers are wiped from existence.\n\nAs if this wasn’t a big enough of a mess already, the access codes to the locked server room door are only stored physically on site. That means you’re going to have to liberate a datapad with the code on it first before you can even get close to them.\n\nDon’t worry though. I’ll make sure the creds are worth all the hassle. \n\n- Bit Zeros\n
Bitzeroes_destroyservers_locked_dc_title_001=Server Not Found
Bitzeroes_destroystash_dc_desc_001=The muckers over at ~mission(Location|Address) decided that it would be a good idea to interfere with our business, and now we need to let them know unequivocally that they were mistaken. \n\nA little bit of sniffin’ through their data and we were able to sus out where the idiots keep their stash. Now all we need you to do is head over there and destroy every last bit of it. \n\nFigure that should drive the point home.\n\n- Bit Zeros\n
Bitzeroes_destroystash_dc_title_001=Hit 'Em Where it Hurts
Bitzeroes_eliminateall_dc_desc_001=The slimy little cretins over at ~mission(Location|Address) have been selling us trash data all while trying to double deal. Can’t let it stand.\n\nWe want you to go teach them one final lesson and wipe out all the cowards you can find. Last I heard is they were holed up over near the ~mission(Location). \n\nSpill their blood, and we’ll fill your wallet. \n\n-Bit Zeros\n
Bitzeroes_eliminateall_dc_title_001=Permanently Delete
Bitzeroes_heist_buyin_dc_desc_001=I’m looking at an inventory transfer record right now that is bursting at the seams with a whole lot of very valuable cargo that is practically begging to be stolen. Sure there’s probably a few people there guarding the goods, but the harder the fight the sweeter the loot, right?\n\nNormally, we’d be all over a job like this, but we got another target in our sights right now and I’d hate for info this good to rot. \n\nWhat do you say? You wanna crack at it? Send me a few creds and the location is all yours.\n\n-Bit Zeros\n
Bitzeroes_heist_buyin_dc_title_001=Spend Cred to Make Cred
Bitzeroes_theft_dc_desc_001=All right,\n\nOver at ~mission(Location|Address) there a few certain things they have in their possession that need to be liberated. Sure there may be a few guards or concerned individuals you’ll have to deal with, but for the most part it’s a relatively straight forward transaction – grab the stuff from the ~mission(Location) and take it to us at ~mission(Destination|Address). \n\nSometimes simple is best.\n\n-Bit Zeros \n
Bitzeroes_theft_dc_title_001=Ownership Reassignment
Bitzeroes_theft_mines_dc_desc_001=I’m really hoping you’re going to agree to do this since there doesn’t seem to be too many folks eager to take on a whole bunch of proximity mines. See, there’s a score that we’ve sourced at ~mission(Location|Address) but the physical security is proving more difficult than expected. \n\nIf you can find a way to navigate through the mines or possibly a way to trigger them remotely, it should be relatively easy to grab the goods and make your way out of there. Drop them off at ~mission(Destination|Address) and you’ll get more than your fair cut of the credits for taking on the risk.\n\n-Bit Zeros\n
Bitzeroes_theft_mines_dc_title_001=Delicate Dealings
BlacJac_Allies=ArcCorp
BlacJac_RepUI_Area=Stanton III, Various
BlacJac_RepUI_Description=BlacJac was founded on Tram by local Jac Ngo as a protection service for businesses struggling with the growing outlaw problem there. Before long, the security group earned a reputation for effectiveness and larger corporations began contracting BlacJac to look after matters on other worlds. At the same time, ArcCorp had tried to establish their own security force to look at their newly purchased world, Stanton III, but after a series of setbacks and budget issues, made the decision to employ BlacJac, who had assisted the company in several other security matters, to take over policing duties for the planet in 2906.
BlacJac_RepUI_Focus=Private Security Firm
BlacJac_RepUI_Founded=2885
BlacJac_RepUI_Headquarters=Tram, Asura, Ferron System
BlacJac_RepUI_Leadership=Jac Ngo, Jr., CEO
BlacJac_RepUI_Name=BlacJac
BlacJac_ReputationJournal_Agent_Demotion_BodyText,P=[Authority] Demotion - Junior Agent
BlacJac_ReputationJournal_Agent_Demotion_ShortTitle,P=[Authority] Demotion - Junior Agent
BlacJac_ReputationJournal_Agent_Demotion_SubHeading,P=[Authority] Demotion - Junior Agent
BlacJac_ReputationJournal_Agent_Demotion_Title,P=[Authority] Demotion - Junior Agent
BlacJac_ReputationJournal_Agent_Promotion_BodyText,P=[Authority] Promotion - Senior Agent
BlacJac_ReputationJournal_Agent_Promotion_ShortTitle,P=[Authority] Promotion - Senior Agent
BlacJac_ReputationJournal_Agent_Promotion_SubHeading,P=[Authority] Promotion - Senior Agent
BlacJac_ReputationJournal_Agent_Promotion_Title,P=[Authority] Promotion - Senior Agent
BlacJac_ReputationJournal_Applicant_Promotion_BodyText,P=[Authority] Probation begun
BlacJac_ReputationJournal_Applicant_Promotion_ShortTitle,P=[Authority] Probation begun
BlacJac_ReputationJournal_Applicant_Promotion_SubHeading,P=[Authority] Probation begun
BlacJac_ReputationJournal_Applicant_Promotion_Title,P=[Authority] Probation begun
BlacJac_ReputationJournal_JuniorAgent_Demotion_BodyText,P=[Authority] On notice - back to Probation
BlacJac_ReputationJournal_JuniorAgent_Demotion_ShortTitle,P=[Authority] On notice - back to Probation
BlacJac_ReputationJournal_JuniorAgent_Demotion_SubHeading,P=[Authority] On notice - back to Probation
BlacJac_ReputationJournal_JuniorAgent_Demotion_Title,P=[Authority] On notice - back to Probation
BlacJac_ReputationJournal_JuniorAgent_Promotion_BodyText,P=[Authority] Promotion - Agent
BlacJac_ReputationJournal_JuniorAgent_Promotion_ShortTitle,P=[Authority] Promotion - Agent
BlacJac_ReputationJournal_JuniorAgent_Promotion_SubHeading,P=[Authority] Promotion - Agent
BlacJac_ReputationJournal_JuniorAgent_Promotion_Title,P=[Authority] Promotion - Agent
BlacJac_ReputationJournal_MasterAgent_Demotion_BodyText,P=[Authority] Demotion - Veteran Agent
BlacJac_ReputationJournal_MasterAgent_Demotion_ShortTitle,P=[Authority] Demotion - Veteran Agent
BlacJac_ReputationJournal_MasterAgent_Demotion_SubHeading,P=[Authority] Demotion - Veteran Agent
BlacJac_ReputationJournal_MasterAgent_Demotion_Title,P=[Authority] Demotion - Veteran Agent
BlacJac_ReputationJournal_Probation_Demotion_BodyText,P=[Authority] Termination of contract -BlacJac
BlacJac_ReputationJournal_Probation_Demotion_ShortTitle,P=[Authority] Termination of contract
BlacJac_ReputationJournal_Probation_Demotion_SubHeading,P=[Authority] Termination of contract
BlacJac_ReputationJournal_Probation_Demotion_Title,P=[Authority] Termination of contract -BlacJac
BlacJac_ReputationJournal_Probation_Promotion_BodyText,P=[Authority] Probation complete - Junior Agent
BlacJac_ReputationJournal_Probation_Promotion_ShortTitle,P=[Authority] Probation complete - Junior Agent
BlacJac_ReputationJournal_Probation_Promotion_SubHeading,P=[Authority] Probation complete - Junior Agent
BlacJac_ReputationJournal_Probation_Promotion_Title,P=[Authority] Probation complete - Junior Agent
BlacJac_ReputationJournal_SeniorAgent_Demotion_BodyText,P=[Authority] Demotion - Agent
BlacJac_ReputationJournal_SeniorAgent_Demotion_ShortTitle,P=[Authority] Demotion - Agent
BlacJac_ReputationJournal_SeniorAgent_Demotion_SubHeading,P=[Authority] Demotion - Agent
BlacJac_ReputationJournal_SeniorAgent_Demotion_Title,P=[Authority] Demotion - Agent
BlacJac_ReputationJournal_SeniorAgent_Promotion_BodyText,P=[Authority] Promotion - Veteran Agent
BlacJac_ReputationJournal_SeniorAgent_Promotion_ShortTitle,P=[Authority] Promotion - Veteran Agent
BlacJac_ReputationJournal_SeniorAgent_Promotion_SubHeading,P=[Authority] Promotion - Veteran Agent
BlacJac_ReputationJournal_SeniorAgent_Promotion_Title,P=[Authority] Promotion - Veteran Agent -BlacJac
BlacJac_ReputationJournal_VeteranAgent_Demotion_BodyText,P=[Authority] Demotion - Senior Agent
BlacJac_ReputationJournal_VeteranAgent_Demotion_ShortTitle,P=[Authority] Demotion - Senior Agent
BlacJac_ReputationJournal_VeteranAgent_Demotion_SubHeading,P=[Authority] Demotion - Senior Agent
BlacJac_ReputationJournal_VeteranAgent_Demotion_Title,P=[Authority] Demotion - Senior Agent
BlacJac_ReputationJournal_VeteranAgent_Promotion_BodyText,P=[Authority] Promotion - Master Agent
BlacJac_ReputationJournal_VeteranAgent_Promotion_ShortTitle,P=[Authority] Promotion - Master Agent
BlacJac_ReputationJournal_VeteranAgent_Promotion_SubHeading,P=[Authority] Promotion - Master Agent
BlacJac_ReputationJournal_VeteranAgent_Promotion_Title,P=[Authority] Promotion - Master Agent
BlacJac_Rivals=Eckhart Security, Northrock Service Group
BlockadeRunner_Abandoned_ConflictOfInterest=Accepted an opposing contract.
BlockadeRunner_CargoElevator=Deliver Zeta-Prolanide
BlockadeRunner_Counter_Abandoned_ConflictOfInterest=Accepted an opposing contract.
BlockadeRunner_Counter_Desc=Word is that a lot of Zeta-Prolanide has been stolen from ~mission(Location|address).\n\nIf you happen to come across any, bring it over to ~mission(DropOffLocation|address) and we'll make sure you get a good price.\n\nAnd if not, you can abandon this offer, no hard feelings.
BlockadeRunner_Counter_From=N/A
BlockadeRunner_Counter_Obj_Long_01=Sell Zeta-Prolanide at ~mission(DropOffLocation|address) before it becomes inert.
BlockadeRunner_Counter_Obj_Marker_01=Sell Zeta-Prolanide
BlockadeRunner_Counter_Obj_Short_01=Sell Zeta-Prolanide at ~mission(DropOffLocation)
BlockadeRunner_Counter_Title=Lookin' for Zeta-Prolanide
BlockadeRunner_Counter_Title_HUD=Lookin' for Zeta-Prolanide
BlockadeRunner_Desc=*FOR IMMEDIATE SYSTEM-WIDE RELEASE*\n\nA hostile fleet of ships equipped with quantum jammers have created a blockade around ~mission(Location|address), disabled the station's defensive turrets, and stolen a large supply of Zeta-Prolanide. In response, the CDF has received authorization to activate its volunteer force. \n\nThough the overall situation is dire, the theft of the Zeta-Prolanide is our priority. Without direct action, the loss of the sector's Zeta-Prolanide stores could have a devastating effects to the wider economy of the whole system. \n\nWhile local security forces are investigating the incursion, they've tracked the stolen inventory to several locations. CDF volunteers are tasked with heading to these locations, recovering the stolen Zeta-Prolanide, and transferring it back to the station before the material completely degrades and is no longer viable. Just be careful, intel suggests that larger clusters of Zeta-Prolanide have a higher outlaw presence.\n\nSince time is of the essence, having a tractor beam to assist in moving the cargo is highly advised.\n\nAs an added incentive, volunteers will receive regular bonus payments for their combined efforts.
BlockadeRunner_Fail_Crimestat=CrimeStat Too High
BlockadeRunner_Fail_SoldToFence=Resources sold to unauthorized vendor.
BlockadeRunner_From=Civilian Defense Force
BlockadeRunner_Kiosk_Buy=Buy Zeta-Prolanide
BlockadeRunner_Kiosk_Sell=Sell Zeta-Prolanide
BlockadeRunner_Obj_01_Deliver_Display=Zeta-Prolanide Transferred: ~mission(SoldSoFar)/~mission(TotalToSell) SCU
BlockadeRunner_Obj_01_Deliver_Long=Recover Zeta-Prolanide from hostile ships and deliver it to the freight elevator at ~mission(Location|address).
BlockadeRunner_Obj_01_Deliver_Short=Deliver Zeta-Prolanide to the freight elevator at ~mission(Location).
BlockadeRunner_Obj_01b_Inert_Timer=Stolen Zeta-Prolanide Inert in %ls
BlockadeRunner_Obj_01c_Inert_Timer=Transfer Time Remaining: %ls
BlockadeRunner_Obj_02_Contribution_Display=Bonus Payment
BlockadeRunner_Obj_03_RetrieveFromShip_Display=Recover Stolen Zeta-Prolanide from Hostiles
BlockadeRunner_SecurityAlert_Desc_Attack=Attack in Progress
BlockadeRunner_SecurityAlert_Desc_Caution=Use Extreme Caution During Transit
BlockadeRunner_SecurityAlert_Title=Security Alert
BlockadeRunner_ShipMarker=Stolen Supplies Onboard
BlockadeRunner_Title=CDF ALERT: ~mission(Location) Blockade Runners Needed
BlockadeRunner_Title_HUD=~mission(Location) Blockade Run
BlockadeRunner_ZetaLocation_Threat1=Zeta-Prolanide Location: Small
BlockadeRunner_ZetaLocation_Threat2=Zeta-Prolanide Location: Medium
BlockadeRunner_ZetaLocation_Threat3=Zeta-Prolanide Location: Large
BlockadeRunner_ZetaLocation_Threat4=Zeta-Prolanide Location: Massive
BloodCheesecake_JournalAllCompleted=Reclaim Distribution Center\n\nYou’ve done your part! Phase 3 requirements met.
BloodCheesecake_JournalBody=The Slicers outlaw gang has taken over several distribution centers and we need your help to reclaim them. Help clear three distribution centers, and meet requirements from the previous phases, to be eligible to receive a special reward.
BloodCheesecake_JournalCompleted=Reclaim Distribution Center
BloodCheesecake_JournalTitle=Op. Save Stanton - Phase 3 Summary
BloodCheesecake_JournalTitleShort=Op. Save Stanton - Phase 3
Blood_HostilesRemaining_HUD=Hostiles Remaining
BoardingGate_Verifying=Verifying
Boarding_Gate_Access_Granted=Access Granted
Boarding_Gate_Automatic_door=Automatic Door
Boarding_Gate_Caution=Caution
Boarding_Gate_Check_ID=please check your ID
Boarding_Gate_Confidential=Confidential
Boarding_Gate_Press_ID=Press ID To Screen
Boarding_Gate_Proceed=Proceed through gate
Boarding_Gate_Thank=Thank you
Boarding_Gate_Title=Gate Screen
Boarding_Gate_Try_Again=Try Again
Boarding_Gate_Wait=wait for confirmation screen
Boarding_Gate_Welcome=Welcome
Boarding_Gate__Access_Denied=Access Denied
Body,P=Hey Boss! Don't forget your keycode :
BountyHuntersGuild_Allies=Advocacy, Mercenary's Guild
BountyHuntersGuild_RepUI_Area=UEE
BountyHuntersGuild_RepUI_Description=Operating for well over five centuries, the Bounty Hunters Guild has been active for almost as long as there have been outlaws in space. It is primarily a service union that provides its Bounty Hunter members with various resources and benefits such as discounts on supplies, vetting suitable contracts, and career training. Security forces tend to prefer using guild members for bounty work owing to the high standards maintained through their certification program.
BountyHuntersGuild_RepUI_Focus=Service Union, Training, and Certification
BountyHuntersGuild_RepUI_Founded=2387
BountyHuntersGuild_RepUI_Headquarters=New York City, Earth, Sol System
BountyHuntersGuild_RepUI_Leadership=Kristin Sobotka, President
BountyHuntersGuild_RepUI_Name=Bounty Hunters Guild
BountyHuntersGuild_Rivals=N/A
Branc_A_Habitation,P=Habitation
BrightSky_Desc=The CDF has partnered with Anvil Aerospace to find the most capable operatives in the system. \n\nIf you find one of these Platinum certifications, you can redeem the ticket at a ship kiosk at New Deal, Astro Armada or Crusader Showroom for a free F8C. \n\nThe catch is that your identity and location has been shared with participants throughout the system. For everyone else, if you can stop the ticketholder before they get to the kiosk, you can claim the ticket for your own.\n\nWhoever makes it will not only receive this next generation superiority fighter, but also prove that they have what it takes for the toughest CDF assignments.\n\nGood luck.
BrightSky_From=Civilian Defense Force
BrightSky_Hunter_Desc=In an effort to identify the most capable operatives, the CDF have partnered with Anvil Aerospace to give away a handful of F8C Superiority Fighters to anyone who can successfully turn in a platinum certification ticket. \n\nOne of these tickets has just been found by ~mission(PlayerThatFound). They will be attempting to turn it into an eligible ship kiosk at New Deal, Astro Armada, or the Crusader Showroom. Should you accept, you are charged with trying to stop them. If you obtain the ticket yourself and can get to the kiosk, the ship can be yours, but understand that you will be the hunted now.\n\nGood luck.
BrightSky_Hunter_From=Civilian Defense Force
BrightSky_Hunter_Objective_Long=Stop ~mission(PlayerThatFound) from turning in ticket at ship kiosk.
BrightSky_Hunter_Objective_Marker=~mission(PlayerThatFound)
BrightSky_Hunter_Objective_Short=Stop ~mission(PlayerThatFound)
BrightSky_Hunter_Title=The Hunt Begins
BrightSky_Objective_EndReason=All Tickets Redeemed
BrightSky_Objective_Long=Return the platinum ticket to eligible ship kiosk.
BrightSky_Objective_Marker=Ship Kiosk
BrightSky_Objective_Short=Turn in ticket.
BrightSky_TicketsFoundNotification=New Ticket has been found by ~mission(PlayerThatFound)
BrightSky_Title=Running the Gauntlet
BrightSky_Unclaimed_Objective_Long=Retrieve the unclaimed ticket to turn into kiosk.
BrightSky_Unclaimed_Objective_Marker=Unclaimed Ticket
BrightSky_Unclaimed_Objective_Short=Retrieve Ticket
Burrito_Name,P=Burrito
CDF_Allies=Advocacy, UEEN
CDF_CH2_JournalAllCompleted_Phase3=Flush Out Frontier Fighters\nTarget Frontier Fighters\n\nYou’ve done your part! Launch requirements met.
CDF_CH2_JournalBody_Phase3=Civilian Defense Force has partnered with Citizens for Prosperity to expose the Frontier Fighters to be the Slicers. Now it’s time to help exact justice for the crimes in Stanton. Help the CDF target and flush out Frontier Fighters from their hideouts.
CDF_CH2_JournalCompleted_Phase3=Flush Out Frontier Fighters\nTarget Frontier Fighters
CDF_CH2_JournalTitleShort_Phase3=CDF Op. Strike Pyro - Phase 3
CDF_CH2_JournalTitle_Phase3=CDF Op. Strike Pyro - Phase 3 Summary
CDF_CH2_Journal_Finale_Desc=*FOR IMMEDIATE WIDE RELEASE*\n\nAttention, the Civilian Defense Force has designated the Frontier Fighters as an enemy of the Empire. Any CDF member caught working with or providing support to the group will have their membership and any outstanding contracts canceled. This applies to a member’s actions and behaviors whether they’re in UEE jurisdiction or not. \n\nThe CDF decided to take this drastic step following an Advocacy bulletin designating the group as a gang and danger to the UEE. The Advocacy verified information collected by Citizens for Prosperity in Pyro before partnering with local Stanton law enforcement agencies to prove that members of the Frontier Fighters posed as a gang known as the Slicers to attack Stanton. Under the guise of this gang, the Frontier Fighters attacked and raided cargo ships, masqueraded as members of the Dusters’ gang to avoid detection, deployed an Idris and fleet of support ships to terrorize the system, and more. \n\nThen the Frontier Fighters used the chaos they caused as the Slicers to promote and justify their political agenda. Namely that the people of Stanton should join their ranks and/or provide them material support with their stated goal being to invade Pyro to eliminate the gangs there. All in the name of keeping Stanton safe and secure, even though the most expansive and damaging attack on the system, in both lives and property, were perpetrated by themselves. \n\nPrior to these revelations, the Frontier Fighters were using Stanton as a resupply point and safe harbor for their forces. The new Advocacy designation removes their ability to work and recruit openly in the system. It has hampered their operations and driven the majority of their forces into Pyro. If you come across anyone identifying themselves as either a member of the Frontier Fighters or Slicers, please notify the Advocacy, if in Stanton, or the Citizens for Prosperity, if in Pyro.
CDF_CH2_Journal_Finale_From=Civilian Defense Force
CDF_CH2_Journal_Finale_Title=CDF Alert: Frontier Fighters are an Enemy of the Empire
CDF_Phase3_A_Desc=Now that the Frontier Fighters have been identified as the Slicers, we need to show the people of Pyro that we are on their side and will hold them accountable for their crimes against Stanton and Pyro. We have spotted some Frontier Fighters ships near ~mission(Location), and we’re helping them organize a group to confront and bring them to justice.\n\nIt's sad to say, but I don't think there's a chance where they will just give up, so expect a fight.\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CDF_Phase3_A_FailReason=Frontier Fighters survived.
CDF_Phase3_A_Title=Save Pyro - Phase 3: Contain Frontier Fighters
CDF_Phase3_B_Desc=I knew there was something off with all that Slicer bullshit and I have to say, it's even more sweet that those Frontier Fighter skags are responsible. They even managed to piss off those CFP guys so it's open season on these assholes.\n\nGot word that there Citizens for Prosperity found some Frontier Fighters hiding at ~mission(Location), and we want someone to raid that location and stomp them out. You in?\n\nTime for the FF to feel what it's like to be hunted.\n\nStows out.
CDF_Phase3_B_FailReason=Frontier Fighters survived.
CDF_Phase3_B_Title=Avenge Pyro - Phase 3: Wipe Out Frontier Fighters
CDF_RepUI_Area=UEE
CDF_RepUI_Description=Created as part of the Militia Mobilization Initiative, the Civilian Defense Force (CDF) is a volunteer militia that can be called upon by the UEE to provide support during times of crisis and large scale threats. The group is not intended to replace existing security forces, but rather temporarily bolster efforts during emergencies. CDF volunteers are called upon to fulfill a variety of roles from combat to support positions.
CDF_RepUI_Focus=Emergency Support
CDF_RepUI_Founded=2947
CDF_RepUI_Headquarters=Stalford, Rytif, Bremen System
CDF_RepUI_Leadership=Bryce Balewa, Director
CDF_RepUI_Name=Civilian Defense Force
CDF_Rivals=XenoThreat
CFP_CH2_JournalAllCompleted_Phase1=Reclaim Pyro Phase 1\n\nYou’ve done your part! Launch requirements met.
CFP_CH2_JournalAllCompleted_Phase2=Reclaim Pyro Phase 2\n\nYou’ve done your part! Launch requirements met.
CFP_CH2_JournalAllCompleted_Phase3=Contain Frontier Fighters\n\nYou’ve done your part!
CFP_CH2_JournalBody_Phase1=Chaos caused by the emergence of the Frontier Fighters has disturbed CFP supply shipments. Make six deliveries for the CFP (and continue to assist in future missions) to be eligible to receive a special reward. Those who also met the requirements of 'Save Stanton' will be eligible to receive an additional reward.
CFP_CH2_JournalBody_Phase2=Ruthless outlaw attacks have forced the CFP to abandon some vital locations. Help them push back against the Frontier Fighters by regaining that lost ground and defending server ships. Successfully complete six operations against the Frontier Fighters, and meet requirements from the launch phase, to receive a special reward. Those who also met the requirements of 'Save Stanton' will receive an additional reward.
CFP_CH2_JournalBody_Phase3=Citizens for Prosperity have exposed the Frontier Fighters to be the Slicers. Now it’s time to help exact justice for their crimes in Stanton. Help the CFP target Frontier Fighter ships to cripple their operations in Pyro.
CFP_CH2_JournalCompleted_Phase1=Reclaim Pyro Phase 1
CFP_CH2_JournalCompleted_Phase2=Reclaim Pyro Phase 2
CFP_CH2_JournalCompleted_Phase3=Contain Frontier Fighters
CFP_CH2_JournalTitleShort_Phase1=CFP Op. Reclaim Pyro - Launch
CFP_CH2_JournalTitleShort_Phase2=CFP Op. Reclaim Pyro - Phase 2
CFP_CH2_JournalTitleShort_Phase3=CFP Op. Save Pyro - Phase 3
CFP_CH2_JournalTitle_Phase1=CFP Op. Reclaim Pyro - Launch Summary
CFP_CH2_JournalTitle_Phase2=CFP Op. Reclaim Pyro - Phase 2 Summary
CFP_CH2_JournalTitle_Phase3=CFP Op. Save Pyro - Phase 3 Summary
CFP_CH2_Journal_Intro_Desc=Citizens for Prosperity need your help in Pyro. We've established law-abiding and secure settlements across the system but that’s only the first step, we need to support and supply them to continue to thrive. Yet these sanctuaries are in danger. Tensions within Pyro have increased dramatically after the Frontier Fighters, a new vigilante group from Stanton, entered the system with the express intention to wipe out all outlaws. \n\nCan you come to Pyro to support Citizens for Prosperity? We need all the help we can get right now. \n\nFly Safe,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_CH2_Journal_Intro_From=Citizens for Prosperity
CFP_CH2_Journal_Intro_Title=Reclaim Pyro with Citizens for Prosperity
CFP_CH2_Journal_Reveal_Desc=This is an emergency comm warning all Citizens for Prosperity members and associates to avoid the Frontier Fighters. The CFP have uncovered evidence proving that the Frontier Fighters are, in fact, the Slicers and responsible for the recent attacks on Stanton. \n\nThough the Frontier Fighters claim to be dedicated to defending Stanton from outlaw attacks, they are solely responsible for the horrific attacks that terrified the system into retaliating against Pyro. Members of the group attacked and raided cargo ships and even turned an Idris and fleet of support ships against the very people and property that they claim to protect. It was all a lie. The Frontier Fighters are nothing more than thugs and outlaws playing-acting as heroes. And now their top leadership is wanted by the Advocacy.\n\nThe Frontier Fighters are also responsible for recent attacks on CFP outposts and ships across Pyro. After examining evidence found in the aftermath of several of those attacks, CFP officials worked with law enforcement officials in Stanton and other trusted sources to tie materials and personnel used in the attacks on Stanton to the Frontier Fighters. A sophisticated surveillance operation within Pyro followed and resulted in the decryption of comms between Frontier Fighters that revealed their culpability in perpetrating the attacks on Stanton to justify and gather support for their all out war on Pyro. \n\nWhile we may have unmasked the Frontier Fighters for who they really are, our work is not done. CFP personnel, outposts, and ships will not be safe from retaliation until they are gone for good. We can’t afford to sit back and let the Frontier Fighters become another aggressive gang entrenched in Pyro. That’s why we’re actively working with the Civilian Defense Force on a plan to find and eliminate any of their remaining forces. Until then, avoid and report any sightings of the Freedom Fighters to CFP officials.\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_CH2_Journal_Reveal_From=Citizens for Prosperity
CFP_CH2_Journal_Reveal_Title=Frontier Fighters Exposed!
CFP_DefendResupply_HH_desc_001=Hey,\n\nHeadhunters seem intent on taking control of ~mission(Location|Address). Got word their forces want to use that remote outpost as an operations hub to attack the main outpost. We have to stop them from establishing that foothold, but all our security personnel are busy with the main outpost. Looking for an ally who can defend it from the Headhunters. \n\nOnce the location is safe and secure, head to ~mission(Destination|Address) and grab some supplies to restock that remote outpost.\n\nBe Safe, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_DefendResupply_HH_title_001=Stop Headhunters Attack
CFP_DefendResupply_XT_desc_001=Hi,\n\nGot an emergency here. \n\nWe’ve intercepted comms between XenoThreat forces talking about an impending attack on ~mission(Location|Address). Guess their plan is to occupy that remote outpost and then launch an attack on the main outpost from there. We don’t have the forces to prepare the main outpost for the attack and keep that remote outpost from falling into their hands. So we’re desperate for an experienced merc who can defend that remote outpost from the Xenos. Any chance that’s you?\n\nFrom what I’m hearing, the XenoThreat crew heading that way are some of their heavy hitters so I’d expect it to be quite the fight. Once you’ve secured the location, hustle to ~mission(Destination|Address) and grab some supplies for that remote outpost. I’m mobilizing another CFP unit to settle in there, and they’ll be able to use those supplies to get set up. \n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_DefendResupply_XT_title_001=Repel XenoThreat Take Over
CFP_Delivery_OutpostToStation_desc_001=Hey,\n\nGot word that folks are waiting for an important supply shipment that hasn’t arrived. We thought maybe it had been destroyed but turns out that it accidently got taken to the wrong place. While we look into how the mistake happened, we need someone to head over to ~mission(Location|Address) to pick up package #~mission(item1|SerialNumber) and deliver it to the correct location at ~mission(Destination|Address).\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nYou available for the run?\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Delivery_OutpostToStation_title_001=Rectify Delivery Error
CFP_Delivery_OutpostToTradepost_MultiToSingle_desc_001=Hi,\n\nAll the hard work the volunteers at Citizens for Prosperity have been doing is starting to pay off. Not only have we established outposts to house and protect people looking for a peaceful life, but our goal of making each outpost prosperous in their own right is coming to fruition.\n\nThere’s a handful of outposts that have produced some valuable commodities that are ready for pick up and delivery to ~mission(Destination|Address). Any chance you could swing by the outposts to grab the goods?\n\nHere’s where everything needs to be picked up from: \n\nPick up package #~mission(Item1|SerialNumber) at ~mission(Location|Address).\nPick up package #~mission(Item4|SerialNumber) at ~mission(Location|Address).\nPick up package #~mission(Item5|SerialNumber) at ~mission(Location1|Address).\nPick up package #~mission(Item2|SerialNumber) at ~mission(Location1|Address).\nPick up package #~mission(Item3|SerialNumber) at ~mission(Location2|Address).\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nAs always, thanks for your help making this system a little brighter.\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Delivery_OutpostToTradepost_MultiToSingle_title_001=Multiple Pick-Up Delivery
CFP_Delivery_OutpostToTradepost_desc_001=Hey,\n\nJust got word that ~mission(Location|Address) has finished sorting and packing a few boxes of goods. Next step is for us to get them over to ~mission(Destination|Address). \n\nGetting these goods sold will support CFP operations and show folks that good, honest work is possible in this system. You available for the run? \n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Delivery_OutpostToTradepost_title_001=Delivery for ~mission(Destination) Ready
CFP_Delivery_OutpostToXSOutpost_desc_001=Hey, \n\nSome CFP members have put together a little care package for some folks living at ~mission(Location|Address). Unfortunately, they got called away before they could drop it off. Feel like handling this one for us? \n\nThe remote outpost isn’t too far away from the main outpost. Guess you could walk it, if you really want, but driving or flying it there would be a lot faster. Your choice.\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Delivery_OutpostToXSOutpost_title_001=Remote Outpost Run
CFP_Delivery_Outpost_MultiToSingle_desc_001=Hi, \n\nWe’re a little shorthanded at one of our outposts and could use some help. We need someone to gather supplies spread across a few buildings and bring them to one spot.\n\nHere’s what needs to be gathered:\n\nPick up package #~mission(Item1|SerialNumber) at ~mission(Location|Address).\nPick up package #~mission(Item4|SerialNumber) at ~mission(Location|Address).\nPick up package #~mission(Item5|SerialNumber) at ~mission(Location1|Address).\nPick up package #~mission(Item2|SerialNumber) at ~mission(Location1|Address).\nPick up package #~mission(Item3|SerialNumber) at ~mission(Location2|Address).\n \nEach one needs to end up at ~mission(Destination|Address). Simple enough, right?\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n \nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Delivery_Outpost_MultiToSingle_title_001=Gather Supplies Across Outpost
CFP_Delivery_Outpost_Multi_desc_001=Hi,\n\nCitizens for Prosperity needs help moving supplies around one of our outposts. The boxes need to be picked up from ~mission(Location|Address) and taken to ~mission(Destination|Address). \n\nDoesn’t sound too difficult, does it? Just make sure you’re wearing a comfy pair of shoes. Also, to make your life easier, I'd bring a handheld tractor beam with you. \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Delivery_Outpost_Multi_title_001=Inter-Outpost Delivery at ~mission(Destination) - Multiple Boxes
CFP_Delivery_Outpost_SingleToMulti_desc_001=Hey,\n\nWe need someone to make a couple runs if you’re interested. Some important supplies need to be distributed across ~mission(Location). Here are the details. \n\nEverything needs to be picked up from ~mission(Location|Address) then distributed to the following spots: \n\nPackage #~mission(Item1|SerialNumber) to ~mission(Destination|Address).\nPackage #~mission(Item4|SerialNumber) to ~mission(Destination|Address).\nPackage #~mission(Item5|SerialNumber) to ~mission(Destination1|Address).\nPackage #~mission(Item2|SerialNumber) to ~mission(Destination1|Address).\nPackage #~mission(Item3|SerialNumber) to ~mission(Destination2|Address).\n\nShouldn’t be too difficult. Plus, it’ll give you the chance to familiarize yourself with the outpost and see all the good work the CFP is doing.\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Delivery_Outpost_SingleToMulti_title_001=Distribute Supplies Across ~mission(Destination)
CFP_Delivery_Outpost_desc_001=Hey,\n\nWe’ve got an opportunity for any haulers interested in lending a hand or two to Citizens for Prosperity.\n\nThere’s a box that needs to be moved from ~mission(Location|Address) to ~mission(Destination|Address). Shouldn’t take long, if you’re around the outpost and available. \n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Delivery_Outpost_title_001=Inter-Outpost Delivery at ~mission(Destination)
CFP_Delivery_StationToOutpost_desc_001=Hey, \n\nEvery once and awhile, Citizens for Prosperity likes to surprise members stationed at our outposts with a little gift to keep morale high. We’ve got the next box ready to go from ~mission(Location|Address) to ~mission(Destination|Address), but need someone to make the delivery for us. Any interest in spreading some good cheer?\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Delivery_StationToOutpost_title_001=Deliver Good Cheer
CFP_Delivery_TradepostToOutpost_SingleToMulti_desc_001=Hi,\n\nKeeping Citizens for Prosperity outposts stocked with supplies is key to our mission in this system. Happy folks make happy homes. Can you help us deliver some much needed provisions to a few of them? \n\nEverything can be collected at ~mission(Location|Address). Then here’s the breakdown of where everything goes: \n\nPackage #~mission(Item1|SerialNumber) to ~mission(Destination|Address).\nPackage #~mission(Item4|SerialNumber) to ~mission(Destination|Address).\nPackage #~mission(Item5|SerialNumber) to ~mission(Destination1|Address).\nPackage #~mission(Item2|SerialNumber) to ~mission(Destination1|Address).\nPackage #~mission(Item3|SerialNumber) to ~mission(Destination2|Address).\n\nGreat way to make some creds and see a few of the CFP’s thriving outposts.\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Delivery_TradepostToOutpost_SingleToMulti_title_001=Multiple Drop-Off Delivery
CFP_Delivery_TradepostToOutpost_desc_001=Hi,\n\nIf we want regular people to move to this system, we need to show them that basic services are reliable. Making things like delivery runs dependable so people don’t think twice about them is exactly what the Citizens for Prosperity are here to do. Care to help us with this? \n\nThere’s a few boxes waiting at ~mission(Location|Address) that need to get to ~mission(Destination|Address). Can you get those supplies to the outpost for us? This might be a simple supply run, but doing these consistently only strengthens our position in the system. \n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Delivery_TradepostToOutpost_title_001=Outpost Supply Run
CFP_Delivery_TradepostToTradepost_desc_001=Hi,\n\nIt’s incredible how many Citizens for Prosperity locations have started to thrive throughout the system. To sustain these locations, we need to be able to move important supplies between them. Got one such important run here, if you’re interested. \n\nThere’s a few boxes of goods waiting at ~mission(Location|Address) that need to cross the system to ~mission(Destination|Address). Could you move them for us and help us all build a better future?\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Delivery_TradepostToTradepost_title_001=Cross System Haul
CFP_MissingPerson_RetrieveStolenGoods_XT_H_desc_001=Hey, \n\nOne of our veteran haulers got sick and backed out of a run that we desperately needed. ~mission(TargetName) stepped up and offered to do it. I was hesitant to give it to ‘em because it’s riskier than the routes they normally do. Seems like my concern was warranted. Last update we got from ‘em was near ~mission(Location|Address), which is XenoThreat territory.\n\nCan’t have this hanging over my head much longer. Any chance you’d be willing to head to their last known location and see if you can find out what happened? It’d mean a lot to me and others. Not only to know the status of ~mission(TargetName) but also the cargo, which is really needed at ~mission(Destination|Address). If you find it and complete the delivery, it would be a huge help to the CFP members there. \n\nFly safe out there,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_MissingPerson_RetrieveStolenGoods_XT_H_title_001=Find Missing Cargo Hauler
CFP_MissingPerson_Theft_M_desc_001=Hi,\n\nCould use help tracking down a missing CFP member. ~mission(TargetName) last reported in from ~mission(Location|Address) with news that they’d found some valuable intel. The place is supposedly abandoned but we haven’t received any updates since. Looking for someone to head there and see if they can be located.\n\nAlso need you to keep an eye out for that important intel. If you come across it, and ~mission(TargetName) is no longer able to act upon it, we’ll need you to. The intel specifies a location with goods we need, and we don’t know how long they’ll be there. Based on what I know about this cargo, I’d guess it's being guarded. Might need to exercise some stealth or strength to get it. But, once you do, please bring it to ~mission(Destination|Address). Doing so would really help the CFP. \n\nThanks, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_MissingPerson_Theft_M_title_001=Locate ~mission(TargetName) and Important Intel
CFP_MissingPerson_Theft_Outpost_HH_H_desc_001=Hey,\n\nI’ve been tracking Headhunters activity at ~mission(Location|Address). Recently, they stocked it with supplies we believe were stolen from one of our cargo convoys. ~mission(TargetName) offered to go get our goods back but hasn’t checked in since. Really need to know what happened to them and if our supplies are there.\n\nThink this is something you could handle? You’ll probably have to deal with Headhunters forces to get to the bottom of this. Also, any goods you grab should go to ~mission(Destination|Address) once you’re out of there.\n\nThanks, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_MissingPerson_Theft_Outpost_HH_H_title_001=Investigate Headhunters Outpost
CFP_MissingPerson_Theft_Outpost_XT_VH_desc_001=Hey,\n\nWondering if you can help me. I’ve lost touch with a dedicated CFP volunteer named ~mission(TargetName) who was tracking down supplies taken by XenoThreat. Their last comm said they believed our stuff was being held at ~mission(Location|Address). I told them to be careful, but haven’t heard anything since.\n\nAny chance you can head out and try to locate ~mission(TargetName|First)? While there, if you spot the supplies, please bring them to ~mission(Destination|Address). I’ll give you the same warning I gave ~mission(TargetName|First), that spot is a known Xeno stronghold. Better be prepared. Would hate for you to disappear too after visiting that spot. \n\nBe Safe, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_MissingPerson_Theft_Outpost_XT_VH_title_001=Find ~mission(TargetName) and Missing Supplies
CFP_MissingPerson_Theft_XSOutpost_HH_M_desc_001=Hi,\n\nA CFP outpost got hit by the Headhunters, who took off with a bunch of our supplies. ~mission(TargetName) followed them back to ~mission(Location|Address). I told them to hold tight until I could deploy help but I don’t think they listened to me. Haven’t been able to get in contact with them since.\n\nCould you head there to see what’s going on? Looking for the status of ~mission(TargetName|Last) and our supplies. Any goods you find can be brought to ~mission(Destination|Address).\n\nBe safe, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_MissingPerson_Theft_XSOutpost_HH_M_title_001=Locate ~mission(TargetName) and Lost Supplies
CFP_MissingPerson_Theft_XSOutpost_XT_H_desc_001=Hi,\n\nGot a tough assignment here. There’s a small, satellite outpost near ~mission(Location|Address) that needs to be investigated. I received intel that it’s housing some of our stolen supplies and sent ~mission(TargetName) to retrieve them. Haven’t heard anything from them in a while and am worried they ran into trouble.\n\nXenoThreat controls that location, but I hoped ~mission(TargetName|First) could slip in and out without getting noticed. Seems like that spot might be more heavily guarded than expected. Looking for someone to take a look and see what happened to ~mission(TargetName|First). Also, if any of our supplies are found there, I need them taken to ~mission(Destination|Address). \n\nDo you think you can give it a shot? I’m guessing that the Xenos are entrenched there. Prepare accordingly and don’t expect them to make this easy on you. \n\nThanks, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_MissingPerson_Theft_XSOutpost_XT_H_title_001=Search a XenoThreat Remote Outpost
CFP_Phase1_A_Desc=The constant fighting between the fanatical Frontier Fighters and the local outlaw populace have been catching Citizens for Prosperity transports in the crossfire. One of our outposts, ~mission(Destination), has been deprived of several resupply shipments due to the fighting, so we’re desperate to get someone to make the delivery.\n\nThere’s a shipment waiting at ~mission(Location) that needs to be picked up and delivered as soon as possible. Are you available to make this run? \n\nPlease note that this contract can’t be shared. This mission is vital to our operations and we don’t have the ability to vet added contractors or their intentions.\n \nAccepting this will send a clear message to the Frontier Fighters and Headhunters that you stand with Citizens for Prosperity and show your commitment to making Pyro a better place.\n\nFly Safe,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Phase1_A_FailReason=Delivery unsuccessful.
CFP_Phase1_A_From=Citizens for Prosperity
CFP_Phase1_A_Title=Reclaim Pyro: CFP Supply Run
CFP_Phase2_A_Desc=Our investigation into the appalling attacks on Stanton have revealed some shocking revelations about the Slicers. We need to validate this information before releasing it so we're transporting it to the relevant authorities and are looking for any available combat pilots to provide protection.\n\nMeet up with a ~mission(Ship) at ~mission(Location) and keep them safe. It's crucial that this ship reaches its destination. Please note that this contract can’t be shared, as we don’t have the ability to vet added contractors or their intentions.\n\nFly Safe, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Phase2_A_FailReason=Failed to protect the server ship.
CFP_Phase2_A_From=Citizens for Prosperity
CFP_Phase2_A_Title=Reclaim Pyro - Phase 2: Defend CFP Server Ship
CFP_Phase2_B_Desc=You’ve already stepped up to support the CFP, so we’re reaching out to you again. \n\nA new gang has unleashed horrific attacks on CFP outposts across Pyro. They’re killing all our personnel and then claiming the site and our supplies for themselves. We picked and settled into these locations for strategic reasons, and need them back under our control for the good of our mission in Pyro. \n \nThere’s one site we have our eyes on already. Can you help us again by reclaiming ~mission(Location)? Just clear out the criminals calling it home and we’ll take it from there.\n\nPlease note that this contract can’t be shared, as we don’t have the ability to vet added contractors or their intentions.\n \nFly Safe, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Phase2_B_FailReason=Failed to reclaim the outpost.
CFP_Phase2_B_From=Citizens for Prosperity
CFP_Phase2_B_Title=Reclaim Pyro - Phase 2: Retake CFP Outpost
CFP_ProgressTracker_BodyText=The arrival of the Frontier Fighters have spiked tensions within Pyro. Citizens for Prosperity desperately needs help protecting their locations and operations.
CFP_ProgressTracker_LongTitle=CFP Op. Reclaim Pyro Mission Status
CFP_ProgressTracker_ShortTitle=CFP Op. Reclaim Pyro Mission
CFP_RetrieveCargo_AsteroidBase_E_desc_001=Hey,\n\nOutlaws have been targeting CFP supply caches and we’re sick of it. We started hiding trackers in the cargo containers and some just got lifted and taken to ~mission(Location|Address).\n\nCan you head there, get back what’s ours, and then take it to ~mission(Destination|Address)?\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nThanks, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_AsteroidBase_E_title_001=Return Stolen Supplies
CFP_RetrieveCargo_AsteroidBase_M_desc_001=Hey, \n\nWe recently lost a supply ship to an outlaw attack. Thankfully, some locals came across the site in time to see them moving our cargo into their ships. Based their description, we’re certain the attackers were part of a crew holed up at ~mission(Location|Address). \n\nCan’t let this group continue to survive by stealing our supplies. That’s why I’m hiring someone to get our goods back. Just go to their base, retake what’s rightfully ours, and then get it to ~mission(Destination|Address). Guessing they’ll give you a little trouble, but I’m sure you can handle it. \n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nFly Safe, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_AsteroidBase_M_title_001=Repossess Supplies
CFP_RetrieveCargo_AsteroidBase_VE_desc_001=Hi,\n\nSomeone knocked out one of our supply ships and towed it to ~mission(Location|Address). We really need the cargo onboard. You available to head over there and recover that cargo? \n\nOnce you’ve got the goods, we need them taken to their original destination at ~mission(Destination|Address). Did a little digging into this group, and let’s just say, they don’t come off as very professional. Shouldn’t give you too much resistance, but still best to show up ready to throw down.\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nFly Safe, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_AsteroidBase_VE_title_001=Recover Cargo
CFP_RetrieveCargo_CrimBase_H_desc_001=Hey,\n\nOutlaws in the system have been getting aggressive lately, targeting more of our convoys. They recently ambushed one of our cargo ships and stole supplies desperately needed by our operations. If we don’t get it back, we’re worried that the locals will start losing faith. They need to know that Citizens for Prosperity can’t just be bullied out of operation.\n\nWe managed to track the outlaws to ~mission(Location|Address). Now we need someone who isn’t afraid of crossing these criminals to recover the shipment and deliver it to ~mission(Destination|Address). \n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nSo, do you think you could make the run for us?\n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_CrimBase_H_title_001=Raid to Recover Supplies
CFP_RetrieveCargo_CrimBase_M_desc_001=Hey,\n\nOutlaws used a fake distress beacon to lure one of our cargo ships into a trap and steal the supplies onboard. Thankfully, we placed trackers in the cargo containers, because the stuff is valuable mining and construction materials needed at ~mission(Destination). \n\nLooks like the goods ended up at ~mission(Location|Address). Need someone to head there, reclaim the supplies, and take them to ~mission(Destination|Address). Doubt they’ll make it easy for you, but if it helps, they didn’t show any mercy to our ship crew. Reclaiming those supplies will not only help the CFP but ensure that our crew didn’t die in vain. \n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_CrimBase_M_title_001=Reclaim Stolen Cargo
CFP_RetrieveCargo_CrimBase_XT_VH_desc_001=Hey,\n\nOne of our supply ships fell prey to a XenoThreat ambush. I’ll spare you the grisly details, but all that really remains is the cargo our people were carrying to ~mission(Destination|Address). Trackers hidden within the cargo shows that XenoThreat collected the goods and then took them to a few locations spread out across ~mission(Location|Address).\n \nWe can’t let the XenoThreat get away with what they did to our crew and keep all those goods too. That’s why we want to strike back on both fronts. We need someone who can raid that location, retrieve the stolen cargo, and teach the Xenos that there will be consequences for their horrendous actions. Can you help us fight back?\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity \n
CFP_RetrieveCargo_CrimBase_XT_VH_title_001=Regain Supplies from XenoThreat
CFP_RetrieveCargo_DerelictOutpost_E_desc_001=Hi,\n\nBunch of basic goods needed at ~mission(Destination|Address) were stolen while in transit. Got a tip that the supplies were taken to ~mission(Location|Address). Can you head there and reclaim them for us? \n\nThe place is allegedly abandoned, but looks can be deceiving. My advice, prepare for the worst but hope for the best. \n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_DerelictOutpost_E_title_001=Search Outpost for Our Supplies
CFP_RetrieveCargo_Lagrange_E_desc_001=Hi,\n\nIt appears an electrical issue caused us to lose track of a ~mission(Ship) carrying medical supplies. Thankfully, I received word that the ship was found at ~mission(Location|Address). We really need someone to get out there and recover the supplies onboard before someone else does. Those provisions are desperately needed at ~mission(Destination|Address). Any chance you could grab them and complete the delivery? \n\nMakes me nervous seeing that the ship is at a lagrange point. Lots of folks scour them for stuff like this. Would be smart to come prepared to defend yourself if someone else comes looking to steal it.\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_Lagrange_E_title_001=Retrieve Supplies
CFP_RetrieveCargo_Lagrange_M_desc_001=Hey,\n\nI’m concerned a ~mission(Ship) moving medical supplies for us might’ve come under attack. The signal was lost around ~mission(Location|Address), which has seen a spike in outlaw activity recently. Losing that ship alone would be bad enough, but it’ll be even worse if those supplies don’t make it to ~mission(Destination). \n\nWe would need you to search for the ship at its last known position, recover the supplies, and then take them to ~mission(Destination|Address). Your help would make a bad situation better. \n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_Lagrange_M_title_001=Find Lost Supply Ship
CFP_RetrieveCargo_Multi_Cluster_M_desc_001=Hey,\n\nWe lost contact with a convoy transporting aid, and are afraid they may have been attacked. Can you get to the bottom of this for us? \n\nLast we heard, they were around ~mission(Location|Address). We need someone to go there and locate the lost ships. Probably best to assume that outlaws are still in the area. If so, recovering the cargo to deliver to ~mission(Destination|Address) is your top priority.\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nCould you please help us get these desperately needed supplies?\n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_Multi_Cluster_M_title_001=Find Convoy and Reclaim Cargo
CFP_RetrieveCargo_Multi_CrimBase_H_desc_001=Hi,\n\nThere’s a situation here that the CFP needs help with. Our folks at ~mission(Destination) are running dangerously low on essentials. We put together an emergency convoy to provide aid but outlaws cracked our encrypted comms, jumped the route, and made off with everything. If we don’t get those supplies back, the people at ~mission(Destination|Address) are going to be in big trouble. They might even have to abandon the location. \n\nThankfully, we put trackers in the supply crates. Looks like the goods are spread across two spots at ~mission(Location|Address). Any chance you could go get them for us? \n\nNot sure of any specifics of the location, but I doubt they’ll be abandoned. If you decide to help, you best be ready to fight to get everything back.\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_Multi_CrimBase_H_title_001=Attack Outlaw Bases to Reclaim Supplies
CFP_RetrieveCargo_Multi_CrimBase_M_desc_001=Hey,\n\nCitizens for Prosperity miners got caught in a trap leaving an asteroid belt and were forcibly relieved of their supplies. Most of their ships were destroyed but one managed to survive and follow the outlaws back to their base. They’re not equipped to take on these forces themselves, so we’re looking for someone willing and capable of doing it for us. \n\nThe base is located at ~mission(Location|Address). Go there, take back what’s rightfully ours, then transport the goods to ~mission(Destination|Address).\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_Multi_CrimBase_M_title_001=Confront Outlaws and Return Stolen Supplies
CFP_RetrieveCargo_Multi_CrimBase_XT_VH_desc_001=Hi,\n\nXenoThreat forces ambushed a CFP convoy before making off with the supplies. Spreading as much death and destruction as possible, they’ve been targeting our convoys more frequently, probably because they believe our forces are easy targets. Therefore we’re in the unfortunate position of being forced to push back or our convoys will only continue to be hunted down. \n\nWill you help us fight back? Based on the trackers we’ve embedded in the cargo crates, it looks like the supplies from this latest convoy are currently spread across a few spots at ~mission(Location|Address). Need you to sweep through those spots, give those Xenos hell, grab the goods, and bring them to ~mission(Destination|Address).\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_Multi_CrimBase_XT_VH_title_001=Fighting Fire with Fire
CFP_RetrieveCargo_Multi_Lagrange_E_desc_001=Hi,\n\nA Citizens for Prosperity convoy carrying medical supplies came under attack at ~mission(Location|Address). I’ve lost contact with the ships and fear the worst. While the loss of human life is devastating, recovering the supplies would at least mean they could still help others in need.\n\nI’m desperate for someone to go to the site of the attack and grab the cargo before the outlaws make off with it. I’m sure they’ll put up a fight, so please plan accordingly. Once you secure the supplies, they need to go to ~mission(Destination|Address).\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nThis sound like a job for you? \n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity \n
CFP_RetrieveCargo_Multi_Lagrange_E_title_001=Recover Convoy Cargo
CFP_RetrieveCargo_OccuCave_HH_M_desc_001=Hi,\n\nOur intel team intercepted a comm between Headhunters talking about how they stocked ~mission(Location|Address) with cargo stolen from us. Asked around about that cave and it’s been a known Headhunters cache for decades. Always seems to be staffed by grunts too. \n\nKnow it’s risky but we really need to take our cargo back. You up for raiding that cave?\n\nDo whatever you need to get our supplies back and then take them to ~mission(Destination|Address).\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nThanks, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_OccuCave_HH_M_title_001=Raid Headhunters Cave
CFP_RetrieveCargo_OccuCave_M_desc_001=Hey,\n\nSome desperate crew raided one of our outposts and ran off with a bunch of essential supplies. A CFP member tracked them to ~mission(Location|Address) but didn’t have the right gear or training to raid the cave themselves. Better that we hire a skilled and well-prepared professional to take care of it for us. \n\nHere’s some other important intel you should know before taking the job. This crew seems to be based out of that cave and not just using it as a dead drop, so I’d expect that you’ll have to deal with them to get to the cargo. Next, you can bring everything you recover to ~mission(Destination|Address).\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nBe Safe,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_OccuCave_M_title_001=Search Cave for Our Supplies
CFP_RetrieveCargo_Outpost_HH_M_desc_001=Hey,\n\nI’ve been hustling to track down what happened to a bunch of important supplies stolen from a CFP outpost. As I suspected, they were taken by the Headhunters who currently have them stashed at ~mission(Location|Address). \n\nMy source also warned me that they might be moving the supplies to a more secure location soon. Feels like our window of getting them back is closing fast. Can you head over to that outpost and reclaim them before they disappear again?\n\nClearly, it’s a risky op but I wouldn’t be asking if those supplies weren’t important. Secure them and then bring them to ~mission(Destination|Address).\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nBe safe out there, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_Outpost_HH_M_title_001=Raid Headhunters Outpost
CFP_RetrieveCargo_XSOutpost_HH_E_desc_001=Hi,\n\nWe’ve got a CFP team monitoring Headhunter activity at ~mission(Location|Address). They let me know a batch of recently stolen CFP supplies were moved into it. Since there’s fewer defenses and personnel there, it feels like a good spot to strike and get our goods back. Interested? \n\nDo this right and the bigger outpost won’t know until it’s too late. Get in, get the goods, and then bring them to ~mission(Destination|Address). Sound like a plan?\n\nAlso, to make your life easier, I'd make sure you have a handheld tractor beam with you. \n\nFly safe out there,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_RetrieveCargo_XSOutpost_HH_E_title_001=Get Supplies from Remote Outpost
CFP_SabotageRelays_HH_001_Desc=Violence is never our first choice, but sometimes it must be used as a preventative measure.\n\nWe’re planning a strike on a Headhunter controlled outpost and need your help.\n\nWe need to make sure that if something goes wrong they won’t be able to call for backup and escalate the situation. That’s where you come in. We need you to head over to ~mission(Location|Address) and disable the communication towers. There should be a control panel located at the top of each tower that you can use to deactivate them.\n\nIf you’re able to do this, Citizens for Prosperity will be able to gain some vital ground in Pyro.\n\nIt’s also worth keeping in mind for future contracts that you can choose to take out the comms towers instead of risking a fight with reinforcement dropships.\n\nStay alert and stay safe.\n\nThank you,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_SabotageRelays_HH_001_Title=Disable Headhunter Comm Towers
CFP_SabotageRelays_XT_001_Desc=Citizens for Prosperity are eager to help the people of Pyro, and it starts with freeing them from the grasp of XenoThreat.\n\nWe’re preparing a team to infiltrate one of their outposts, but we need someone to go in ahead to take out their communication towers first. Once those towers are offline, they won’t be able to call for reinforcements and we can proceed with our plan.\n\nHead to ~mission(Location|Address) and find the towers. At the top is a control panel that can be used to disable them.\n\nAlso, it’s worth noting that most outposts use a similar system, so you’ll know how to disable the comms towers rather than risk fighting reinforcement dropships when you’re doing other jobs.\n\nGood luck,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_SabotageRelays_XT_001_Title=Shutdown Xenothreat Comm Towers
CFP_Salvage_CoverUp_HH_M_desc_001=Hey,\n\nWe intercepted a comm between Headhunters forces requesting a salvage crew be deployed near ~mission(Location|Address). Guess they took out a ~mission(Ship) but didn’t have the right gear to pick it clean. That leaves the door open for someone else to swoop in and salvage it before the Headhunters can. \n\nKnow it’s risky, but the coords are available to buy if you’re interested. Remember that the credits you pay go right back to the Citizens for Prosperity to help build a stronger and safer system. If you do take the contract, I’d get there as soon as possible. Doubt it’ll be long before that Headhunters salvage crew arrives. \n\nFly safe out there,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Salvage_CoverUp_HH_M_title_001=High-Risk ~mission(Ship) Salvage
CFP_Salvage_CoverUp_XT_VH_desc_001=Hey,\n\nMoments ago, a XenoThreat ~mission(Ship) broadcast a distress call near ~mission(Location|Address). They were requesting reinforcements and then suddenly went dark, so it doesn’t sound like they survived. That means there’s a valuable ship sitting there waiting to be salvaged, if someone can get to it fast. \n\nNone of our Citizens for Prosperity forces can head there now, so I’m looking to sell the coordinates to someone who can. There’s good creds to be made, maybe even some cargo and components to salvage, if you can stomach the risk of potentially running into XenoThreat reinforcements. \n\nBuying these coordinates will help the CFP fund our operation here. Plus, you get to profit off that downed ship instead of XenoThreat. What do you say?\n\nFly safe,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Salvage_CoverUp_XT_VH_title_001=Rush Salvage Job on XenoThreat Ship
CFP_Salvage_E_desc_001=Hi,\n\nA Citizens for Prosperity scout located a ~mission(Ship) that was lost around ~mission(Location|Address) months ago. Looks like our fears were confirmed and an outlaw attack knocked it out. The only good news from the scout is that the ship was still salvageable. Any interest in trading some creds for its location? \n\nIt’s been sitting there for a while without anyone else touching it, so it doesn't seem like working it would be too dangerous. \n\nFly Safe,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Salvage_E_title_001=~mission(Ship) Available to Salvage
CFP_Salvage_FPS_desc_001=Hi,\n\nA repair crew has been making some much needed changes and upgrades to our outposts. After finishing some work at ~mission(Location|Address), they've set aside some scrap they didn’t have time to deal with. \n\nLooking to hire someone to go there and salvage it so it’s out of the way. Should be a quick clean up if you’re interested. Any RMC is yours to keep.\n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
CFP_Salvage_FPS_title_001=Clear ~mission(Location) of Salvage
CFP_Salvage_Multi_M_desc_001=Hey,\n\nA convoy of Citizens for Prosperity cargo ships disappeared around ~mission(Location|Address). It pains me to say, but all signs point to the convoy falling victim to an outlaw attack. Losing that convoy is devastating but the only way the CFP will survive here is by learning how to make some good out of a bad situation. \n\nThe best thing I can do now is get creds for the location of all that salvage. Then, at least, the CFP can buy more supplies to support our operations. Can’t definitively say what’s there besides a few ships worth of salvage, but there’s a chance some of our ships will still have components or cargo onboard.\n\nAs I mentioned, there’s a fair amount of outlaw activity around there. So best keep your eyes peeled while working that salvage field. \n\nFly safe out there,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Salvage_Multi_M_title_001=Ship Salvage Field
CFP_Salvage_Multi_XT_VH_desc_001=Hey,\n\nXenoThreat ships jumped one of our cargo convoys near ~mission(Location|Address). Reports indicate that our ships put up a valiant fight but didn’t survive. \n\nI’d hate for this to be a complete loss for the Citizens for Prosperity. So, I’m thinking there might be a way this works out for both of us. I’ll send you the precise location of all that valuable salvage if you pay a small finder’s fee.\n \nFull disclosure, there’s good money and maybe even some salvageable components and cargo still in the area, but also risk. Always a chance XenoThreat comes back around to salvage the stuff for themselves. \n\nFly safe out there,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Salvage_Multi_XT_VH_title_001=High Risk, High Reward Salvage
CFP_Salvage_RecoverCargo_DefendShip_XT_VH_desc_001=Hi,\n\nGot some serious action here if you’re up to it.\n\nA cargo convoy commed to say they’re under attack from the XenoThreat near ~mission(Location|Address). Looking for someone to head there immediately to help defend the convoy. From what I’m hearing, it’s already a mess around there. \n\nUsually we pay volunteers who come to the defense of our ships, but this situation is different. Should be lots of scrap, components, and cargo to claim after things calm down. Pay a finder’s fee upfront, and I’ll share the exact location with you. Then, after you help repel the XenoThreat attack, anything left at the scene is yours to claim. \n\nWhat do you say? If you’ve got the skills, this could end up being a big payday. \n\nBest,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Salvage_RecoverCargo_DefendShip_XT_VH_title_001=Defend Convoy, Claim Cargo & Salvage
CFP_Salvage_RecoverCargo_H_desc_001=Hey,\n\nRecently, a Citizens for Prosperity cargo convoy vanished while on an important run. Their last comm said they adjusted their route through ~mission(Location|Address), even though we advised against it because of an uptick in outlaw activity in that region. Wish they listened because we never heard from them until today, when a CFP scout ship spotted some wreckage with ship IDs from that convoy. \n\nWe’ve already written off the convoy as a loss, but scans of the wreckage show there’s a bunch of salvage and valuable cargo still there. Look, it’s still pretty dangerous in that region, so I don’t want to send a CFP member to clean up the site. I’d rather sell the location specifics to someone who knows what they’re getting into and are confident they can handle it. Interested?\n\nFly safe out there,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Salvage_RecoverCargo_H_title_001=High Risk Salvage and Cargo
CFP_Salvage_RecoverCargo_M_desc_001=Hi,\n\nGot a comm from a local letting us know that they spotted some destroyed CFP ships near ~mission(Location|Address). After reviewing the specifics, I’m convinced it’s the remnants of a cargo convoy that went missing last week. While it’s obviously unfortunate to confirm they didn’t make it, I guess there’s a silver lining here in that the ships are still in a salvageable state. \n\nBased on the local’s comm, the site doesn’t appear to have been worked yet. There may even be some components and cargo still on the ships. That convoy was carrying some valuable stuff. Would be worth looking for if you really want to maximize your investment.\n\nIf you’re interested, we can sell you the specific coordinates so you can salvage the site.\n\nFly safe,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Salvage_RecoverCargo_M_title_001=Salvage Ships and Cargo
CFP_Salvage_VE_desc_001=Hi,\n\nA local resident discovered a damaged ~mission(Ship) and was able to tow it to ~mission(Location|Address) before any outlaws intervened.\n\nNormally, we would encourage one of the locals to harvest the spare components and materials for themselves, but since they didn’t have the proper tools, the next best thing would be to sell the salvage rights to one of our volunteers. Should be easy and relatively safe, if you’re interested.\n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_Salvage_VE_title_001=~mission(Ship) Ready to Dismantle
CFP_SecurityPatrol_E_Desc_001=We’ve noted an increase in traffic along one of the travel lanes we monitor. Chances are that we won’t be the only ones paying attention. I’d like you to head out there in a combat-ready ship and make sure there are no outlaws attempting to take advantage of this sense of security.\n\nOnce you’ve accepted this contract, make your way to the location marker on your HUD and scan the waypoints along the route. After all of them have been secured, the main contractor will get a bonus of ~mission(ScripAmount) MG Scrip.\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
CFP_SecurityPatrol_E_Title_001=Patrol Risky Travel Lanes
CFP_SecurityPatrol_H_Desc_001=We’ve identified a sector that’s been plagued by outlaw attacks recently and hopefully, with your help, we can change that. We’d suggest bringing some backup in combat-ready ships to confront any hostile forces you might encounter.\n\nOnce you’ve accepted this contract, make your way to the location marker on your HUD and scan the waypoints along the route. After all of them have been secured, the main contractor will get a bonus of ~mission(ScripAmount) MG Scrip.\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
CFP_SecurityPatrol_H_Title_001=Patrol Outlaw Hunting Grounds
CFP_SecurityPatrol_Intro_Desc_001=Citizens for Prosperity is eager to make these frontier systems as safe as possible for all travelers. Securing travel lanes means more commerce and more growth.\n\nYou’ll be helping usher in this bright future by patrolling along a well traveled route, scanning at each waypoint for potential threats. You may encounter a hostile or two, so I’d recommend flying a ship that’s ready for combat.\n\nIf you accept this contract, make your way to the location marker on your HUD. Once you’ve ensured that the route is secure, as the main contractor you’ll get a bonus of ~mission(ScripAmount) Mercenary Guild Scrip.\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
CFP_SecurityPatrol_Intro_Title_001=Patrol & Protect Travel Lanes
CFP_SecurityPatrol_M_Desc_001=Outlaws have been increasing their activity along one of the more popular routes in the system and we’re hoping to provide a deterrent before the problem gets out of hand. As such, we’d like you to head out there in a combat-ready ship and deal with any hostiles you might encounter.\n\nOnce you’ve accepted this contract, make your way to the location marker on your HUD and scan the waypoints along the route. After all of them have been secured, the main contractor will get a bonus of ~mission(ScripAmount) MG Scrip.\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
CFP_SecurityPatrol_M_Title_001=Patrol Dangerous Travel Lanes
CFP_SecurityPatrol_S_Desc_001=After weeks of seeing crime rates increase, we’ve been able to identify a sector that we believe to be the source of the outlaw activity that has been leeching into the surrounding areas. While it would be too much to expect to eradicate all threats, we believe that by sending combat patrols into the area we might be able to start reversing this worrisome trend. Our in-house combat analysts recommend bringing around three wingmen in combat-ready ships to confront any hostile forces you might encounter.\n\nOnce you’ve accepted this contract, make your way to the location marker on your HUD and scan the waypoints along the route. After all of them have been secured, the main contractor will get a bonus of ~mission(ScripAmount) MG Scrip.\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
CFP_SecurityPatrol_S_Title_001=Patrol Extremely Dangerous Sector
CFP_SecurityPatrol_VE_Desc_001=We need someone with combat experience to patrol a travel lane for us. Over the years, we’ve found that it's good to get out there and make ourselves visible. Sometimes a pilot like yourself traveling through an area is enough to deter any potential outlaws. But in case you run into any that are feeling a bit more ambitious, a ship ready for combat is recommended.\n\nOnce you’ve accepted this contract, make your way to the location marker on your HUD. After you’ve scanned all the waypoints and ensured that the route is secure, the main contractor will get a bonus of ~mission(ScripAmount) MG Scrip.\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
CFP_SecurityPatrol_VE_Title_001=Patrol Travel Lanes
CFP_SecurityPatrol_VH_Desc_001=We’ve identified a sector that’s been increasingly riddled with outlaw attacks and we think that if we begin to actively patrol the area we can turn things around. We’d recommend gathering at least two wingmen to head out there in combat-ready ships and confront any hostile forces you might encounter.\n\nOnce you’ve accepted this contract, make your way to the location marker on your HUD and scan the waypoints along the route. After all of them have been secured, the main contractor will get a bonus of ~mission(ScripAmount) MG Scrip.\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_SecurityPatrol_VH_Title_001=Patrol Dangerous Outlaw Sector
CFP_theft_Outpost_HH_M_desc_001=Hey,\n\nGet this. Headhunters raided one of our outposts and ran off with all the supplies. That’s left the folks there in a tough spot because it’s going to take a bit to get new goods to them. But a different plan came to mind that I hope you can help with. \n\nSee, we know the Headhunters have a bunch of their own supplies stashed at ~mission(Location|Address). Feels only fair that we go get them to replace the ones they took from us. I’m looking for someone who not only feels this is fair but is skilled enough to overcome whatever forces are there. When the good are in your hands, they need to go to ~mission(Destination|Address), so our folks there can keep that outpost up and running. \n\nThanks, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_theft_Outpost_HH_M_title_001=Supplies For Supplies
CFP_theft_Outpost_M_desc_001=Hi, \n\nWe overheard some thugs bragging on an open channel about having stolen CFP supplies for sale. We tracked the braggart back to ~mission(Location|Address) and believe that’s where they have the goods stashed. Feel like liberating them back to us?\n\nDon’t expect them to give the goods back nicely. Once you have your hands on them, bring them to ~mission(Destination|Address).\n\nThanks, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_theft_Outpost_M_title_001=Hit Supply Depot
CFP_theft_Outpost_XT_VH_desc_001=Hi,\n\nXenoThreat really has us in their crosshairs. Beefing up our defenses will help, but we can’t sit back and let them keep stealing our stuff. There’s too many CFP outposts that are already desperately low on goods. \n\nThat’s why we need to be proactive in getting some goods back. One of our ops recently identified ~mission(Location|Address) as a spot where the Xenos store a lot of supplies. Considering the outpost’s location relative to attacks on our convoy and outposts, there’s got to be a fair share of our goods in there. \n\nThis isn’t an easy ask for many reasons, but we really need someone who can handle any Xenos at that spot and grab whatever cargo they can. Anything you acquire can be brought to ~mission(Destination|Address) where we’ll sort it and then send to our outposts that need it the most. \n\nThanks, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_theft_Outpost_XT_VH_title_001=Return the Favor at XenoThreat Outpost
CFP_theft_XSOutpost_HH_M_desc_001=Hi, \n\nHeadhunters must be getting sick of us. I’ve noticed they’ve adjusted their strategy to target more of our supply convoys. Our ability to establish long-lasting security in this system will be based on the strength of supply chains, and the Headhunters know our outposts won’t survive unless they get a constant supply of goods. \n\nGoing to be honest with you. They’re plan is working. They’re knocking out supply convoys faster than we can get new goods into the system. The only way we’ll survive is by finding another supply source. Since they’re already taking so many of ours, I feel justified in taking some of theirs right back. \n\nThere’s one place in particular that I’ve had my eye on. It’s ~mission(Location|Address) that the Headhunter use to store goods. Need someone to go there, take care of any guards, grab whatever supplies they have, and then take them to ~mission(Destination|Address).\n\nThink you could help us with this?\n\nBe safe, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_theft_XSOutpost_HH_M_title_001=Get Supplies from Headhunters Remote Outpost
CFP_theft_XSOutpost_XT_H_desc_001=Hey,\n\nXenoThreat just raided one of our convoys and made off with a bunch of supplies. I’m not sure exactly where they took them, but I know they have a cache of stolen cargo not too far away. If I had to guess, that’s exactly where they took them. \n\nThe spot is ~mission(Location|Address). Need someone to go there, grab the goods inside, and bring them to ~mission(Destination|Address). The outpost is a little ways away from their main operations hub. Normally, there’s fewer forces there than the main outpost, but don’t think this will be a walk in the park. Just be smart and prepared. \n\nBe safe, \n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
CFP_theft_XSOutpost_XT_H_title_001=Get Back at XenoThreat
CFPvsHH_Badge_Week1_CFP=Hunt Frontier Fighters: CFP Phase 1 Recon Rewards
CFPvsHH_Badge_Week1_HH=Hunt Frontier Fighters: HH Phase 1 Recon Rewards
CFPvsHH_Badge_Week2_CFP=Hunt Frontier Fighters: CFP Phase 2 Siege Rewards
CFPvsHH_Badge_Week2_HH=Hunt Frontier Fighters: HH Phase 2 Siege Rewards
CFPvsHH_Badge_Week3_CFP=Hunt Frontier Fighters: CFP Phase 3 Take Down Rewards
CFPvsHH_Badge_Week3_HH=Hunt Frontier Fighters: HH Phase 3 Take Down Rewards
CFPvsHH_Description06,P=CFP vs HH Scenario Description [WIP]
CFPvsHH_PlayerEarned01=The time has come to put a stop to the Frontier Fighters continued attacks and threats.
CFPvsHH_Reward_Week1_CFP=You've Earned: CFP Liberator Uniform\nAccess It at Your Primary Residence's Inventory
CFPvsHH_Reward_Week1_HH=You've Earned: Headhunter Veritas Outfit\nAccess It at Your Primary Residence's Inventory
CFPvsHH_Reward_Week2_CFP=You've Earned: MTC CFP Liberation Livery\nAccess It at Your Primary Residence's Inventory
CFPvsHH_Reward_Week2_HH=You'vce Earned: MTC Headhunter Reaper Livery\nAccess It at Your Primary Residence's Inventory
CFPvsHH_Reward_Week3_CFP=You've Earned: CFP Liberation Livery Set\nAccess It at Your Primary Residence's Inventory
CFPvsHH_Reward_Week3_HH=You've Earned: Headhunters Reaper Livery Set\nAccess It at Your Primary Residence's Inventory
CFPvsHH_Title_06=Hunt Frontier Fighters
CFPvsHH_TotalEarned01,P=CFP vs HH Scenario Description [WIP]
CFPvsHH_faction_CFP_description=Citizens for Prosperity believe Pyro can be saved and are working diligently to bring the Frontier Fighters to justice for their crimes.
CFPvsHH_faction_CFP_title=Citizens for Prosperity
CFPvsHH_faction_HH_description=Frontier Fighters may have started the fight, the Headhunters are gonna end it by hunting down Amelia Boyd and all her flunkies.
CFPvsHH_faction_HH_title=Headhunters
CFPvsHH_faction_player=Your Support:
CFPvsHH_faction_player_Completed=Completed
CFPvsHH_faction_player_Week1=Phase 1 Recon:
CFPvsHH_faction_player_Week2=Phase 2 Siege:
CFPvsHH_faction_player_Week3=Phase 3 Take Down:
CFPvsHH_faction_total=Faction Total:
CRAS_UGF_desc_shared,P=This processing plant is a vital part of Cry-Astro's fuel network, helping to fuel your future.
CRUS_UGF_desc_shared,P=One of the many facilities that Crusader Industries uses to manufacture their ships.
CThing_LocateObject=Find the pad
CThing_Mission_Desc=Release ~mission(NameSave1)\nRelease ~mission(NameSave2)
CThing_Mission_Obj_1=WIP - Go to location
CThing_Mission_Obj_2_Long=WIP - Eliminate Security Forces
CThing_Mission_Obj_2_Short=Security: %Is
CThing_Mission_Obj_3_Long=Take care of them...
CThing_Mission_Obj_3_Short=Tubes: %Is
CThing_Mission_Title=WIP leak no no
CThing_logofstuff=This is the log of stuff
CVLX_UGF_desc_shared,P=This distribution center is one of many facilities used by Covalex Shipping to sort and fulfill orders.
Cano=Cano System
Cano1=Cano I
Cano1_Desc=This tidally locked mesoplanet rapidly orbits the central star.\n
Cano2=Carteyna
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=Cano III
Cano3_Desc=Home to a small research station looking into terraforming smog planets.\n
Cano4=Cano IV
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.
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=Cano
Cano_Star_Desc=A class-G main sequence star.
Cargo_Hangar_77_Reward_Room=Private Hangar 04
Casaba_Salesperson_Conv_001_1,P=Line 1: blah blah blah
Castra=Castra System
Castra1=Castra I
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=Cascom
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.
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.
Castra_Star=Castra
Castra_Star_Desc=Castra
ChainedDeliveryModule_Display_001=Deliveries Made %ls
ChainedDeliveryModule_Drop_Long_001=Deliver ~mission(Item1) to ~mission(Location2|Address).
ChainedDeliveryModule_Drop_Long_002=Deliver ~mission(Item2) to ~mission(Location3|Address).
ChainedDeliveryModule_Drop_Long_003=Deliver ~mission(Item3) to ~mission(Location1|Address).
ChainedDeliveryModule_Drop_Short_001=Deliver To ~mission(Location2).
ChainedDeliveryModule_Drop_Short_002=Deliver To ~mission(Location3).
ChainedDeliveryModule_Drop_Short_003=Deliver To ~mission(Location1).
ChainedDeliveryModule_Long_001=Pick up ~mission(Item1) from ~mission(Location1|Address).
ChainedDeliveryModule_Long_002=Pick up ~mission(Item2) from ~mission(Location2|Address).
ChainedDeliveryModule_Long_003=Pick up ~mission(Item3) from ~mission(Location3|Address).
ChainedDeliveryModule_Main_Long_001=Deliver all packages along the multi-stop route.
ChainedDeliveryModule_Main_Short_001=Deliver All Packages
ChainedDeliveryModule_Short_001=Pick Up ~mission(Item1)
ChainedDeliveryModule_Short_002=Pick Up ~mission(Item2)
ChainedDeliveryModule_Short_003=Pick Up ~mission(Item3)
CharacterCustomizer_Randomize,P=Randomize
CharacterCustomizer_RandomizeAll,P=RandomizeAll
CharacterCustomizer_Redo,P=Redo
CharacterCustomizer_Reset,P=Reset
CharacterCustomizer_Undo,P=Undo
CheesecakeCH1_BodyText=The Stanton system is facing a new threat from Pyro. A new gang calling themselves the Slicers have been attacking targets around the system forcing the CDF to put a call out for volunteers.
CheesecakeCH1_LongTitle=Op. Save Stanton Mission Status
CheesecakeCH1_ShortTitle=Op. Save Stanton Mission
Cheesecake_Blood_A_desc=*FOR IMMEDIATE SYSTEM-WIDE RELEASE*\n\nThe Slicers have launched another series of brazen attacks, this time on distribution centers across the system. Intel indicates that attackers are attempting to access sensitive information and transfer that data to nearby ships. With local security services stretched thin, the CDF is being asked to step in to support. \n\nCurrently, the Slicers have taken control of ~mission(Location|address). Based on incident reports from previous Slicer attacks, this needs to be a two-pronged operation. \n\nWe need CDF volunteers to infiltrate the distribution center, access terminals to restore anti-air security protocols, and then clear the location of all Slicer forces. \n\nMeanwhile, CDF volunteers are also needed in the airspace above the distribution center to eliminate any Slicer ships attempting to download the sensitive information and stop any support ships from dropping off reinforcements. \n\nCDF volunteers have the option to choose either role in this operation, but both will need to be done to successfully defend the distribution center. We can’t know how many other CDF volunteers will be there, so we recommend recruiting others to come with you.\n
Cheesecake_Blood_A_from=~mission(Contractor|BloodFrom)
Cheesecake_Blood_A_obj_hud_01=Terminal Progress:
Cheesecake_Blood_A_obj_hud_01a=Weak Connection: Exceeding Terminal Range
Cheesecake_Blood_A_obj_long_01a=Override the hacked terminal in Shipping Wing A.
Cheesecake_Blood_A_obj_long_01b=Override the hacked terminal in Shipping Wing B.
Cheesecake_Blood_A_obj_long_01c=Override the hacked terminal in Refinery Wing A.
Cheesecake_Blood_A_obj_long_01d=Override the hacked terminal in Refinery Wing B.
Cheesecake_Blood_A_obj_long_01e=Override the hacked terminal in the Lower Interior.
Cheesecake_Blood_A_obj_long_01f=Override the hacked terminal in the Lobby.
Cheesecake_Blood_A_obj_marker_01=Terminal
Cheesecake_Blood_A_obj_marker_01a=Terminal Signal Detected
Cheesecake_Blood_A_obj_short_01a=Override Shipping Wing A Terminal
Cheesecake_Blood_A_obj_short_01b=Override Shipping Wing B Terminal
Cheesecake_Blood_A_obj_short_01c=Override Refinery Wing A Terminal
Cheesecake_Blood_A_obj_short_01d=Override Refinery Wing B Terminal
Cheesecake_Blood_A_obj_short_01e=Override Lower Interior Terminal
Cheesecake_Blood_A_obj_short_01f=Override Lobby Terminal
Cheesecake_Blood_A_support_desc=*FOR IMMEDIATE SYSTEM-WIDE RELEASE*\n\nThe Civilian Defense Force is rallying members to support an ongoing operation. The outlaws known as the Slicers are in the midst of a multi-front assault on ~mission(Location). The gang has taken control of the distribution center’s interior and the airspace above. CDF members have already heeded the call to help reclaim the distribution center. Yet, based on the size and sophistication of the Slicer’s operation, it’s become clear that more forces are needed to guarantee the operation is a success. \n\nThe CDF needs members willing to help clear the interior of the distribution center and to take out the ships guarding it above. The choice is yours but both must be done and fast, as we have reason to believe the gang’s ultimate goal is to steal confidential information from the facility.\n\nIf you’re available and willing to stand up against this egregious assault, then gather your gear and report to ~mission(Location) immediately.
Cheesecake_Blood_A_support_title=Op. Save Stanton: Help Reclaim Distribution Center
Cheesecake_Blood_A_title=Op. Save Stanton Phase 3: Reclaim Distribution Center
Cheesecake_Blood_B_obj_hud_01=Target escapes in: %ls
Cheesecake_Blood_B_obj_hud_01a=Escaped Ships: %ls
Cheesecake_Blood_B_obj_marker_01=Neutralize Data Runner
Cheesecake_Blood_B_obj_marker_02=Hostile
Cheesecake_Blood_B_obj_short_01a=Escaped Ships: ~mission(CurrentEscapes) / ~mission(MaxEscapes)
Cheesecake_Blood_Terminal_completescreen_desc=SecSysHack was successfully removed from your system.
Cheesecake_Blood_Terminal_completescreen_title=Uninstall Successful
Cheesecake_Blood_Terminal_progressscreen_desc=Reverting Files to Previous Restore Point
Cheesecake_Blood_Terminal_progressscreen_title=InstallSword Warlock
Cheesecake_Blood_Terminal_startscreen_button=End Process
Cheesecake_Blood_Terminal_startscreen_title=Preparing to Uninstall
Cheesecake_Blood_failreason_01=Data runners escaped with the confidential information.
Cheesecake_Blood_obj_hud_02a=Override Terminals %ls
Cheesecake_Blood_obj_long_01=Reach ~mission(Location).
Cheesecake_Blood_obj_long_02=Reclaim distribution center.
Cheesecake_Blood_obj_long_02a=Access terminals around the facility and restore normal turret functionality before time runs out.
Cheesecake_Blood_obj_long_02b=Defend the airspace and prevent data running ships for downloading intel.
Cheesecake_Blood_obj_long_03=Clear all the Slicers from the distribution center.
Cheesecake_Blood_obj_marker_01=~mission(Location)
Cheesecake_Blood_obj_short_01=Reach ~mission(Location)
Cheesecake_Blood_obj_short_02a=Override Terminals
Cheesecake_Blood_obj_short_02b=Defend Airspace
Cheesecake_Blood_obj_short_03=Clear Enemies
Cheesecake_Garlic_Success=Slicers incursion defeated.
Cheesecake_Garlic_desc=*FOR IMMEDIATE SYSTEM-WIDE RELEASE*\n\nThis is a call to arms for all available Civilian Defense Force volunteers. An Idris commandeered by the Slicers has entered Stanton along with a fleet of fighters and are attacking anyone they encounter. \n\nThe Slicers convoy was last seen at ~mission(Location|address). The CDF is rallying any and all volunteers to neutralize this threat by either destroying the Idris or boarding it and eliminating all of the Slicers onboard.\n\nWe need any and all available volunteers to deploy immediately.
Cheesecake_Garlic_failreason_01=Slicers fleet escaped.
Cheesecake_Garlic_from=~mission(Contractor|GarlicFrom)
Cheesecake_Garlic_obj_hud_02=Neutralize Slicers Ships: %ls
Cheesecake_Garlic_obj_long_01=Reach incursion site and neutralize Slicers fleet.
Cheesecake_Garlic_obj_long_02=Neutralize all Slicers ships at the incursion site.
Cheesecake_Garlic_obj_marker_01=Incursion Site
Cheesecake_Garlic_obj_marker_02a=High Value Target
Cheesecake_Garlic_obj_marker_02b=Target
Cheesecake_Garlic_obj_short_01=Reach Incursion Site
Cheesecake_Garlic_obj_short_02=Neutralize Slicers Ships
Cheesecake_Garlic_support_desc=*FOR IMMEDIATE SYSTEM-WIDE RELEASE*\n\nThis is a call to arms. Civilian Defense Force volunteers have located an outlaw Slicers convoy, consisting of an Idris and fleet of fighters, that’s been terrorizing any ship they encounter. CDF volunteers are tracking and engaging the convoy but more volunteers are needed to neutralize this growing threat.\n\nWe need any and all available volunteers to deploy immediately to ~mission(Location|address) to confront the Slicers convoy and help secure Stanton from this serious threat.
Cheesecake_Garlic_support_title=Op. Save Stanton: Help Stop Slicers Idris Incursion
Cheesecake_Garlic_title,P=Op. Save Stanton Phase 3: Slicers Idris Incursion
Cheesecake_Oreo_A_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Ship Combat Assistance\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\n\nSeems like Stanton’s still under siege. Planetary security services are calling the response 'Operation Save Stanton' and are working around the clock to identify the culprits, but their progress is being slowed by all the distress beacons. \n\nHauling ships across the system have updated their security protocols to drop a distress beacon at even a hint of trouble. While fewer ships are being reported lost, security services are being overwhelmed. Now, they desperately need contractors to help respond to the beacons.\n \nI’m looking for someone to travel to ~mission(Location|address) to help out a ~mission(Ship). Your primary objective is to protect the ship and eliminate any hostile forces so it can escape. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.\n
Cheesecake_Oreo_A_from=~mission(Contractor|OreoFrom)
Cheesecake_Oreo_A_support_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Ship Combat Assistance\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\n\nAs you’re well aware, an unknown gang is carrying out brazen attacks on cargo ships all across the system. I’ve got a contractor responding to a distress beacon from a ~mission(Ship) that’s been hit by the bastards, but it’s not looking good. Since you’ve already helped out a ship in a similar situation, I figure you’d be a good candidate to assist this operation.\n\nIf interested, you would need to gear up and immediately go to ~mission(Location). Your primary goal is to help eliminate the hostile ships so the ~mission(Ship) can escape. Once that’s done, the mission will be considered complete and payment sent. \n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
Cheesecake_Oreo_A_support_title=Op. Save Stanton: Support Attacked Haulers
Cheesecake_Oreo_A_title=Op. Save Stanton: Assist Attacked Haulers
Cheesecake_Phases_01=Launch Complete
Cheesecake_Phases_02=Launch and Phase 2 Complete
Cheesecake_Phases_03=Launch and Phases 2 & 3 Complete
Cheesecake_Phases_04,P=Launch and Phases 2, & 3 Complete
Cheesecake_Phases_05,P=Launch and Phases 2, 3, & 4 Complete
Cheesecake_Phases_06=All Phases Complete!
Cheesecake_Strawberry_A_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Find Person of Interest\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\n\nStanton’s megacorps are clearly fed up with the chaos across the system because all four security services are now sharing intel and updates on a level that I’ve never seen. Through this information sharing, they have identified a new criminal organization calling themselves ‘the Slicers’ as the ones responsible for the horrific attacks on Stanton and have gathered intelligence on several individuals they believe are part of this new gang. \n\nOne of these suspects has been spotted hiding at ~mission(Location) among the local outlaws who live there. We need you to travel there immediately and neutralize the Slicers operative before they can spread more terror across the system. \n\nThe security services wanted to make it clear that while you may encounter other outlaws, your target remains the Slicers operative. However, if anyone else at the location responds aggressively, then you will be authorized to use force against them. Please prepare accordingly and consider bringing back-up.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
Cheesecake_Strawberry_A_failreason_01=Target escaped.
Cheesecake_Strawberry_A_from=~mission(Contractor|StrawberryFrom)
Cheesecake_Strawberry_A_title=Op. Save Stanton Phase 2: Eliminate Slicers Operative
Cheesecake_Strawberry_B_ItemNames=Slicers' Asset
Cheesecake_Strawberry_B_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Sabotage\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\n\nStanton’s security services have finally identified a gang calling themselves ‘the Slicers’ as the ones responsible for the recent attacks across the system. Analysis indicates that they’re a new group originating from Pyro but using an array of Stanton locations as safehouses and supply caches to launch their attacks. Local security services are looking for contractors to run joint strikes to sabotage these sites and disrupt the Slicers’ operations. \n\nIf you’re interested, ~mission(Location) has been identified as a Slicer’s location harboring known gang members and materials. I’m offering a contract to remove or render unusable any supplies, ships, or vehicles found there. Please note that while this location provides material support to the Slicers, it’s unknown whether or not gang members will be there. We strongly advise you to plan and equip yourself as if the site is occupied and hostile. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
Cheesecake_Strawberry_B_failreason_01=Assets remained for the Slicers to use.
Cheesecake_Strawberry_B_from=~mission(Contractor|StrawberryFrom)
Cheesecake_Strawberry_B_title=Op. Save Stanton Phase 2: Sabotage Gang Operation
CitCon17_Lorville_QT=Lorville Gateway
CitCon17_Lorville_QT_Desc=WIP
CitizensForPyro_RepUI_Area=Unclaimed Systems
CitizensForPyro_RepUI_Description=Citizens for Prosperity is a concerned group of civilians who have taken it upon themselves to tame infamous outlaw systems once and for all. What started as a small posse making occasional forays into Pyro to hunt down criminals has grown into a full resettlement plan across multiple systems. Working closely with local residents, the group provides protection and logistical support to the survivors who call the unclaimed frontier home.
CitizensForPyro_RepUI_Focus=Security, Community Service
CitizensForPyro_RepUI_Founded=2950
CitizensForPyro_RepUI_Headquarters=Lorville, Hurston
CitizensForPyro_RepUI_Leadership=Madge "Dash" Harford
CitizensForPyro_RepUI_Name=Citizens For Prosperity
Civilian_RepUI_Area,P=N/A
Civilian_RepUI_Description,P=A member of the general population, civilians can be found living in almost every star system visited by Humanity.
Civilian_RepUI_Focus,P=Various
Civilian_RepUI_Founded,P=N/A
Civilian_RepUI_Headquarters,P=N/A
Civilian_RepUI_Leadership,P=N/A
Civilian_RepUI_Name,P=Civilian
Clinic_Floor_01=Clinic Floor 01
Clinic_Floor_02=Clinic Floor 02
Clinic_Floor_03=Clinic Floor 03
Clinic_Floor_04=Clinic Floor 04
Clinic_Floor_05=Clinic Floor 05
Clinic_Floor_06=Clinic Floor 06
Clinic_Floor_07=Clinic Floor 07
Clinic_Floor_08=Clinic Floor 08
Clinic_Floor_09=Clinic Floor 09
Clinic_Floor_10=Clinic Floor 10
Clinic_Floor_11=Clinic Floor 11
Clinic_Floor_12=Clinic Floor 12
Clinic_Floor_13=Clinic Floor 13
Clinic_Floor_14=Clinic Floor 14
Clinic_Floor_15=Clinic Floor 15
Clinic_Floor_16=Clinic Floor 16
Clinic_Floor_17=Clinic Floor 17
Clinic_Floor_18=Clinic Floor 18
Clinic_Floor_19=Clinic Floor 19
Clinic_Floor_20=Clinic Floor 20
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_Mission_Title_Text=Investigate Safe
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
Clovis_Safe_WIP_Objective_001_Text_Short=Go to Safe Location
Clovis_Safe_WIP_Objective_001a_Text_Short=Find Safe
Clovis_Safe_WIP_Objective_002_Text_Short=Return Safe
Clovis_Safe_WIP_Objective_003_Text_Long=Investigate the clues that could provide a code for unlocking the safe
Clovis_Safe_WIP_Objective_003_Text_Short=Investigate Clues
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
ClovusDarneely_RepUI_Area=Hurston
ClovusDarneely_RepUI_Association=Reclamation & Disposal
ClovusDarneely_RepUI_Biography=Clovus Darneely is a clerk at Reclamation & Disposal, Lorville's main salvage yard. With a reputation for being highly educated and a bit of an erudite, it is unclear among his clients why he works in such a remedial position.
ClovusDarneely_RepUI_Description=Clovus Darneely is a clerk at Reclamation & Disposal, Lorville's main salvage yard, with a reputation for being able to procure hard to find items.
ClovusDarneely_RepUI_Focus=Smuggling, Salvage
ClovusDarneely_RepUI_Founded=N/A
ClovusDarneely_RepUI_Headquarters=Lorville, Hurston, Stanton System
ClovusDarneely_RepUI_Leadership=N/A
ClovusDarneely_RepUI_Location=Lorville, Hurston, Stanton System
ClovusDarneely_RepUI_Name=Clovus Darneely
ClovusDarneely_RepUI_Occupation=Clerk
CollectCryptoKey_Lawful_Desc,P=Lawful: Mission Description
CollectCryptoKey_Lawful_Desc_Long_01,P=Lawful Text Long: Go to UGF Location and collect Crypto Key
CollectCryptoKey_Lawful_Desc_Short_01,P=Lawful Text Short: Collect Crypto Key
CollectCryptoKey_Lawful_Title,P=Lawful: Collect CryptoKey
CollectCryptoKey_ObjvMarker_01,P=Obv Marker: Search UGF
CollectCryptoKey_Unlawful_Desc,P=Unlawful: Mission Description
CollectCryptoKey_Unlawful_Desc_Long_01,P=Unlawful Text Long: Go to UGF Location and collect Crypto Key
CollectCryptoKey_Unlawful_Desc_Short_01,P=Unlawful Text Short: Collect Crypto Key
CollectCryptoKey_Unlawful_Title,P=Unlawful: Collect CryptoKey
CollectItemFromBody_Obj,P=Collect Datapad from the body
CollectItemFromEnvironment_Obj,P=Collect Datapad
Collector_Station_01_Name=Wikelo Emporium Dasi Station
Collector_Station_02_Name=Wikelo Emporium Selo Station
Collector_Station_03_Name=Wikelo Emporium Kinga Station
Collector_Station_Shared_Desc=Come to Wikelo Emporium for fine made things. Always looking for useful things. Will trade or make in return. Bye.
CommArrayKill_Desc,P=Kill Target(s) located in the CommArray's visual range before they leave the area
CommArrayKill_Desc_001,P=Kill Player(s) around Comm Array
CommArrayKill_Desc_Long_001,P=Go to Comm Array location
CommArrayKill_Desc_Long_002,P=Kill the selected targets
CommArrayKill_Desc_Short_001,P=Go To Comm Array
CommArrayKill_Desc_Short_002,P=Kill Targets
CommArrayKill_Marker_001,P=Go To Comm Array
CommArrayKill_Marker_002,P=Kill Target
CommArrayKill_Title,P=Kill Target
CommArrayKill_Title_001,P=Kill Players
CommArray_Activate=Activate
CommArray_Deactivate=Deactivate
CommArray_Hack=Hack
CommArray_Login=Login
CommArray_Logout=Logout
CommArray_Repair=Repair
CommArray_desc_001=Wip prevent the hack at ~mission(Location)
CommArray_title_001=Prevent hack at ~mission(Location)
Commissary_Attract=Commissary
Commissary_Click=Click to Browse
Commissary_Collect_001=Thank You\nItem Ready to Collect
Commissary_Collect_Warning_001=Item Waiting\nPlease Claim Before Time Expires
Commissary_Collect_Warning_002=Warning\nUnclaimed Items will be Returned to Inventory
Commissary_Collect_Warning_003=Item Has Been Returned\nMake Another Selection
Commissary_Dispense_001=Dispense
Commissary_Dispensing_001=Standby\nItem Dispensing
Commissary_PlayerMerits=Your Merits:
Commissary_PurchaseItem,P=Purchase
Commissary_ScreenHeader=Make Your Selection
Commissary_SelectItem,P=Select
Commissary_nostock=Out of Stock
Commissary_restocking_001=Restocking
Community_Service_Desc=Remove all the trash from the area
Community_Service_Desc_Long=Trash removed %Is
Community_Service_Title=Clean up the streets
ConstantineHurston_RepUI_Association=Hurston Dynamics
ConstantineHurston_RepUI_Biography=A proud member of the Hurston family, Constantine Hurston has pledged himself to helping his family's legacy continue to grow. However, rather than rely on his name alone, Constantine claims that he prefers to earn any promotions by his own merit. While currently only a Jr. Outsourcing Agent, he firmly believes that he will soon prove his worth and quickly rise through the ranks of Hurston Dynamics.
ConstantineHurston_RepUI_Location=Lorville, Hurston, Stanton System
ConstantineHurston_RepUI_Occupation=Jr. Outsourcing Agent
Constantine_Allies=Hurston Dynamics
Constantine_Rivals=Worker's Party
ContestedZone=Contested Zone
ContractManager_TempTab_Small_Items=Wikelo - Other Items
ContractManager_TempTab_Vehicles=Wikelo - Vehicles
CovalexIC_Courier=[COURIER] Covalex Independent Contractors
CovalexIC_Data=[DATA] Covalex Independent Contractors
CovalexIC_Haulage=[HAULAGE] Covalex Independent Contractors
CovalexIC_LightGoods=[LIGHT GOODS] Covalex Independent Contractors
Covalex_Allies=N/A
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_HaulCargo_AToB_Intro_desc=Earning 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\nCovalex is looking for dependable and industrious pilots to join our expanding family. Do you have access to a ship that can hold ~mission(MissionMaxSCUSize) cargo containers? Can you pass an Advocacy background check if required? Then a universe of opportunity is waiting for you. \n\nSimply complete an 'Evaluation Trial’ by picking up a shipment of ~mission(Item) from a freight elevator at ~mission(Location|Address) and successfully delivering it to a freight elevator at ~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\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \n\n\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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_AToB_Intro_title=Opportunity for Independent Cargo Hauler
Covalex_HaulCargo_AToB_Rehire_desc=Hey,\n\nHave a bit of good news for you. Covalex recently finished an evaluation of our contractor pool, and decided to reconsider your status as a cargo hauler. To requalify, all you need is to successfully complete the following delivery.\n\nPick up ~mission(Item) from a freight elevator at ~mission(Location|Address) and deliver it to a freight elevator at ~mission(Destination|Address). In order to complete this haul in a fast and efficient manner, you'll need a ship that can haul ~mission(MissionMaxSCUSize) cargo containers.\n\nHopefully everything goes smoothly so we can welcome you back to the team.\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \n\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_AToB_Rehire_title=Covalex Cargo Hauling Re-evaluation
Covalex_HaulCargo_AToB_Scrap=Hello,\n\nThere’s some junk waiting at a freight elevator in ~mission(Location|Address) that needs to go to a freight elevator at ~mission(Destination|Address) for processing. I've confirmed that the containers won't be bigger than ~mission(MissionMaxSCUSize). \n\nMy mom would’ve loved this run. She’s one of those who thinks every scrapyard is filled with hidden treasures. Can’t even tell you how many hours I spent bored out of my mind following her around one. If that’s your thing, here’s a chance to actually make credits going to one.\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_AToB_Stanton_Interstellar=Hey,\n\nAny interest in doing the Stanton leg of an interstellar run? \n\nThere’s a haul of ~mission(Item) waiting in containers ~mission(MissionMaxSCUSize) or smaller to be picked up from a freight elevator at ~mission(Location|Address) and delivered to a freight elevator at ~mission(Destination|Address). No need to take it any further than that. I’ve got someone else lined up to run it through the jump to its final destination. \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_AToB_desc_01=Hello,\n\nNeed a contractor for a simple cargo haul going from a freight elevator at ~mission(Location|Address) to a freight elevator at ~mission(Destination|Address). At most the containers will be ~mission(MissionMaxSCUSize) in size. \n\nAlso, we strongly encourage contractors to bring a handheld tractor beam along. \n\nAny chance you’re available to take care of it for us?\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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_AToB_desc_02=Hi,\n\nA freight elevator at ~mission(Location|Address) has some cargo that needs to be delivered to a freight elevator at ~mission(Destination|Address). Another hauler backed out at the last minute because their ship couldn't handle ~mission(MissionMaxSCUSize) containers, so you’d be doing me a big favor if you could take care of it.\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_AToB_desc_03=Hi,\n\nA new haul just popped up. Details are below, if you’re interested.\n\n1. Pick up cargo from a freight elevator at ~mission(Location|Address). Max size will be ~mission(MissionMaxSCUSize). \n2. Deliver to a freight elevator at ~mission(Destination|Address). \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_AToB_title=~mission(ReputationRank) Rank - Direct ~mission(CargoGradeToken) Cargo Haul
Covalex_HaulCargo_AtoB_desc_DeliverAll=Hiya, \n\nHere’s the deal, I need someone good for a special run. We’ve got an important client that’s threatening to take their business elsewhere, because their deliveries are consistently missing cargo. They’re demanding that 100% of the cargo be delivered on this run, or they won’t pay. Since this was before my time and my supervisor wants to show that it won’t happen again, they agreed with this. Anyway, I think you might be a good fit. \n\nIf you’re willing to take that risk too, here are all the pertinent details. The cargo can be collected from ~mission(Location|Address) and delivered to ~mission(Destination|Address). Looks like the largest cargo container you’ll need to handle is ~mission(MissionMaxSCUSize), so be sure to bring a ship big enough and a handheld tractor beam to help you move those containers around. \n \n~mission(Contractor|SignOff) \n\nElla Tieno \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_AtoB_desc_FromLevski=Hey there, \n\nSo the People’s Alliance hired us to move a load of cargo from Levski to ~mission(Destination|Address). Honestly, I’m surprised that they export some of this stuff, but I guess they must sell something to be able to afford everything they import. \n\nFor the run itself, you’ll need a ship that can hold ~mission(MissionMaxSCUSize) cargo containers and a handheld tractor beam to handle the containers. That should be it. \n\n~mission(Contractor|SignOff)\n \nElla Tieno \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_AtoB_desc_FromRuinStation=Hey, it’s El. \n\nGot a client at ~mission(Location|Address), who needs their cargo picked up from Ruin Station. They’ve been waiting there a while and are starting to get a bit impatient. Any chance you could handle this for us? \n\nYou’ll need a ship that can fit ~mission(MissionMaxSCUSize) cargo containers and a handheld tractor beam to be able to move them. \n\n~mission(Contractor|SignOff)\n\nElla Tieno \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_AtoB_desc_ProcessedFood_Stanton2=Hi, \n\nLooks like Orison needs another resupply of processed food and pressurized ice. They have this stuff on a standard delivery schedule but they just requested a shipment as soon as possible. \n\nAre you available to make the run? The stuff (~mission(MissionMaxSCUSize) containers or smaller) is waiting to be picked up from a freight elevator at ~mission(Location|Address). Should be a quick and easy run for you to a freight elevator at ~mission(Destination|Address). \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_AtoB_desc_RawOre_Stanton1=Hey,\n\nA Hurston logistics manager just requested priority pick up from their facility. Sounds like they struck a new vein of ore and need to make room for what they're extracting.\n\nThe raw ore needs to be moved from a freight elevator at ~mission(Location|Address) to a freight elevator at ~mission(Destination|Address). Will be containers ~mission(MissionMaxSCUSize) or smaller. Sound like something you could handle? \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_AtoB_desc_RefinedOre_Stanton4=Hi, \n\n~mission(Destination|Address) needs a delivery of refined ore to keep their production lines humming. The cargo (~mission(MissionMaxSCUSize) containers or smaller) is ready and waiting for pick up from a freight elevator at ~mission(Location|address). Any chance you’re available to collect and deliver it to a freight elevator at ~mission(Destination)?\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_AtoB_desc_ScrapWaste_Stanton3=Hey, \n\nThere's a bunch of scrap and waste waiting at a freight elevator at ~mission(Location|Address) that needs to go to a freight elevator at ~mission(Destination|Address) for sorting. I know ArcCorp started an initiative to reduce waste and recycle more scrap on planet, but I haven’t seen any decrease in these types of hauls from them yet.\n\nAre you available to move this batch of assorted junk (~mission(MissionMaxSCUSize) containers or smaller) off-world for them? \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_AtoB_desc_ToLevski=Hi, \n\nThere’s a bunch of cargo at ~mission(Location|Address) that needs to be moved to Levski. The People’s Alliance has a standing order for this stuff because they desperately need it, but it’s not easy to get in Nyx. Funny how they don’t want to be part of the UEE but still rely on us for their survival. \n\nAnyway, you’ll need a handheld tractor beam and a ship that can hold ~mission(MissionMaxSCUSize) cargo containers to knock this one out. \n\n~mission(Contractor|SignOff) \n \nElla Tieno \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_AtoB_desc_ToRuinStation=Hiya, \n\nLooking for a hauler willing to make a run to Ruin Station. Know hauls to Pyro can give some people pause, but this is one we do regularly to help supply the station. I’ve also confirmed that everything on the cargo manifest is above board. \n\nIf you’re interested, the cargo is ready for pick up at ~mission(Location|Address). Make sure you bring a handheld tractor beam and a ship that can hold ~mission(MissionMaxSCUSize) cargo containers otherwise it might be a little rough.\n\n~mission(Contractor|SignOff)\n\nElla Tieno \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_LinearChain_desc_01=Hi,\n\nOur data technicians strung a few runs together so you can pick up a new batch of cargo as you’re dropping some off which should make the run a lot more efficient. Have it arranged so you won't have deal with any containers larger than ~mission(MissionMaxSCUSize). Here’s what the itinerary looks like: \n\n~mission(LinearChainToken)\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_LinearChain_desc_02=Hello,\n\nLooks like the stars aligned perfectly for this run. There’s new cargo (~mission(MissionMaxSCUSize) or smaller) to pick up from each location where you're making a drop. Here are the details if you’re interested. \n\n~mission(LinearChainToken)\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_LinearChain_desc_03=Hey,\n\nOur data technicians really outdid themselves with the efficiency of this cargo run. Each drop off location has more cargo waiting to be picked up. And conveniently, there won't be any containers bigger than ~mission(MissionMaxSCUSize). \n\n~mission(LinearChainToken)\n\nIf you’re interested, best to grab this run before someone else does. \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_LinearChain_title=~mission(ReputationRank) Rank - ~mission(CargoGradeToken) Cargo Haul
Covalex_HaulCargo_MultiToSingle_Waste_Waste_Stanton1=Hi,\n\nNeed the trash collected from a few Hurston locations and then taken to a freight elevator at ~mission(Destination|Address). Don't worry, none of the containers are bigger than ~mission(MissionMaxSCUSize).\n\nPICK UP LOCATIONS (ANY ORDER)\n\n~mission(MultiToSingleToken)\n\nFun fact for you. Hurston is the only planet in Stanton that doesn’t separate their trash and scrap. One of their workers told me that the company did a cost-benefit analysis on it decades ago that determined it wasn’t worth putting a planet-wide system in place to facilitate it. Isn’t that the most Hurston thing ever? \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_MultiToSingle_desc_01=Hello!\n\nThere’s a load of cargo (~mission(MissionMaxSCUSize) or smaller) that needs to be delivered to a freight elevator at ~mission(Destination|Address). The only thing is that the cargo is spread across a few locations, which I’ve listed out below. \n\nPICK UP LOCATIONS (ANY ORDER)\n\n~mission(MultiToSingleToken)\n\nMakes no difference what order you grab the stuff, as long as it’s all delivered.\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_MultiToSingle_desc_02=Hey,\n\nHere’s an interesting one. ~mission(Destination|Address) is expecting a few shipments (max container size of ~mission(MissionMaxSCUSize)) so the data technicians bundled all the pick ups together. Here’s a list of the stops: \n\nPICK UP LOCATIONS (ANY ORDER)\n\n~mission(MultiToSingleToken)\n\nFeel free to do them in whatever order you want. Only thing that’s important is that all of them get delivered to a freight elevator at ~mission(Destination).\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_MultiToSingle_desc_03=Hi there,\n\nI’m in a bind and hoping you can help. A trusted hauler signed up for a run that needs to be delivered ASAP, but their ship junked out right when they were about to launch so I need someone to take over this run right away.\n\nIt's all cargo ~mission(MissionMaxSCUSize) or smaller that needs to go to a freight elevator at ~mission(Destination|Address) after being collected from a few locations, which I’ve listed below:\n\nPICK UP LOCATIONS (ANY ORDER)\n\n~mission(MultiToSingleToken)\n\nThe delay has already caused issues at some of the pick up locations. They really need that cargo gone to free up space for new deliveries. Any chance you can collect everything above and deliver it as quick as possible?\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_MultiToSingle_desc_RawOre_Stanton1=Hi,\n\nHurston is requesting that we prioritize pick ups from the local mining facilities to free up space for what they’re extracting. Here’s everywhere you need to go: \n\nPICK UP LOCATIONS (ANY ORDER)\n\n~mission(MultiToSingleToken)\n\nOnce collected, everything needs to get to a freight elevator at ~mission(Destination|Address). They've said that all the containers will be at most ~mission(MissionMaxSCUSize) in size. Sound like something you could handle? \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_MultiToSingle_desc_ScrapWaste_Stanton3=Hi there,\n\nThere’s a few sites on ArcCorp that need their waste and scrap collected (all boxes ~mission(MissionMaxSCUSize) or smaller) and taken to a freight elevator at ~mission(Destination|Address). Doesn’t matter what order you do the run, as long as you grab it all. \n\nPICK UP LOCATIONS (ANY ORDER)\n\n~mission(MultiToSingleToken)\n\nYou know, my mom was a hauler who specialized in runs like this. It might not be the most glamorous stuff, but she claimed these runs had the best pay-to-risk ratio. Pirates never gave her any trouble when they found out what was on board. \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_MultiToSingle_title=~mission(ReputationRank) Rank - ~mission(CargoGradeToken) Cargo Haul
Covalex_HaulCargo_RoundDelivery_desc_01=Hey,\n\nBased on feedback from some haulers, our data technicians have started organizing cargo runs that end with a drop off at the initial pick up site. Plus, they've made sure to cap the container size at ~mission(MissionMaxSCUSize). Got one here if you’re interested. \n\n~mission(RoundDeliveryToken) \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_RoundDelivery_desc_02=Hey there,\n\nGot a good run here. The itinerary includes a few stops with the last delivery bringing you back to where you do the first pick up. And there shouldn't be anything bigger than ~mission(MissionMaxSCUSize) that you'lll need to deal with.\n\nHere are the specifics: \n\n~mission(RoundDeliveryToken) \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_RoundDelivery_desc_03=Hi,\n\nAny chance you’re free? The hauler who usually handles this circuit is out sick. Nice thing about this run is that it ends at the same place it starts and there won't be any containers bigger than ~mission(MissionMaxSCUSize). \n\n~mission(RoundDeliveryToken) \n\nLet me know if you can knock this out. \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_RoundDelivery_title=~mission(ReputationRank) Rank - ~mission(CargoGradeToken) Cargo Haul Circuit
Covalex_HaulCargo_SingleToMulti_Processed_Mixed_QTFuelHydroFuelShipAmmo=Hey,\n\nThe folks at ~mission(Location|Address) have what I like to call a “pilot’s special” waiting to be distributed - a haul of quantum fuel, hydrogen fuel, and ship ammo. Load it up from a freight elevator and deliver it to the following spots in whatever order works best for you. Expect the containers to all be ~mission(MissionMaxSCUSize) or smaller. \n\nDROP OFF LOCATIONS (ANY ORDER)\n\n~mission(SingleToMultiToken) \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_SingleToMulti_Processed_Stims=Hi,\n\nThere’s a load of stims at ~mission(Location|Address) ready to be picked up from a freight elevator and delivered to a few spots. They will be packaged up in containers ~mission(MissionMaxSCUSize) or smaller. Any chance you can knock this one out for me? \n\nDoesn’t matter what order you drop them off. \n\nDROP OFF LOCATIONS (ANY ORDER)\n\n~mission(SingleToMultiToken)\n\nGlad I never picked up the habit myself because I swear I get more delivery update requests for “where are my stims?!?” than any other kind of shipment. \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_SingleToMulti_RefinedOre=Hi there,\n\nThe refinery at ~mission(Location|Address) has been busy. They’ve processed a bunch of ~mission(Item) into containers ~mission(MissionMaxSCUSize) or smaller, and are looking to get it shipped out from a freight elevator. I just checked with the LEOs to see which ones needed this stuff and was able to put together this run. \n\nDROP OFF LOCATIONS (ANY ORDER)\n\n~mission(SingleToMultiToken)\n\nShould be an easy run for you, if you’re free. \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_SingleToMulti_desc_01=Greetings, \n\nSeems like ~mission(Location|Address) currently has some ~mission(MissionMaxSCUSize) or smaller cargo that needs to be separated and delivered to a few different spots. \n\nDROP OFF LOCATIONS (ANY ORDER)\n\n~mission(SingleToMultiToken)\n\nDrop-offs can be done in whatever order works best for you. \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_SingleToMulti_desc_02=Hey, \n\nI’ve a multi-stop run here that needs to be done. Good news is that all of the cargo is ~mission(MissionMaxSCUSize) or smaller and can be picked up from a freight elevator at ~mission(Location|Address). The drop offs are spread across a few locations, but can be done in any order. \n\nDROP OFF LOCATIONS (ANY ORDER)\n\n~mission(SingleToMultiToken) \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_SingleToMulti_desc_03=Hello, \n\nInterested in knocking out a few runs at once? \n\nThere’s a load of cargo (~mission(MissionMaxSCUSize) or smaller) waiting at a freight elevator in ~mission(Location|Address) that needs to be delivered to the following spots:\n\nDROP OFF LOCATIONS (ANY ORDER)\n\n~mission(SingleToMultiToken)\n\nFeel free to route plan the drop-offs as you see fit.\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_SingleToMulti_desc_ProcessedFood_Stanton2=Hi, \n\nThere’s a few Crusader facilities that need to be restocked with processed food and pressurized ice. Don’t know why but I’m always surprised when I see how much of this stuff they need delivered.\n\nAnyways, there’s a haul of containers no bigger than ~mission(MissionMaxSCUSize) waiting at ~mission(Location|Address). Once you grab the goods from a freight elevator, these are the facilities where it needs to go:\n\nDROP OFF LOCATIONS (ANY ORDER)\n\n~mission(SingleToMultiToken) \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_SingleToMulti_desc_RefinedOre_Mixed=Hey,\n\nThe refinery at ~mission(Location|Address) has been busy. They’ve processed a mix of refined ores and are looking to get the containers (~mission(MissionMaxSCUSize) or smaller) shipped out from a freight elevator. I just checked with the LEOs to see where this stuff is needed and was able to put together this run. \n\nDROP OFF LOCATIONS (ANY ORDER)\n\n~mission(SingleToMultiToken)\n\nShould be an easy run for you, if you’re free. \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_SingleToMulti_desc_RefinedOre_Stanton4=Hey there,\n\nThere’s some refined ore in containers ~mission(MissionMaxSCUSize) or smaller that needs to be moved from a freight elevator at ~mission(Location|Address) to production facilities on microTech. You can plan the drop offs anyway you want. Doesn’t matter what order they get done as long as they get there. \n\nDROP OFF LOCATIONS (ANY ORDER)\n\n~mission(SingleToMultiToken) \n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_SingleToMulti_desc_ToCFP_Danger=Hi, \n\nSeveral Citizens for Prosperity outposts in Pyro need supplies. It seems like we regularly do runs like this for them, but this one looks like it might be a bit riskier. A CFP rep let me know that outlaw activity around these sites has spiked recently, but they desperately need these outposts restocked, so we’re going ahead with the delivery. Just a head’s up that you could run into trouble, so come prepared. \n\nAll the cargo’s waiting at ~mission(Location|Address) and here’s where it’s heading: \n\nDROP OFF LOCATIONS (ANY ORDER) \n\n~mission(SingleToMultiToken) \n\nAccording to the manifest, the largest cargo container you’ll need to deal with is ~mission(MissionMaxSCUSize). Aside from that, remember to bring a handheld tractor beam along. \n\n~mission(Contractor|SignOff) \n \nElla Tieno \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_SingleToMulti_desc_Valakkar_Timed=Hi, \n\nOur client took down a Valakkar and processed it into organics. They've got buyers lined up and waiting for the stuff at a few different locations, so I need someone to go to ~mission(Location|Address), grab it all, and then deliver it to the following spots: \n\nDROP OFF LOCATIONS (ANY ORDER) \n\n~mission(SingleToMultiToken) \n\nAccording to the manifest, the largest cargo container you’ll need to deal with is ~mission(MissionMaxSCUSize). Don’t forget to bring your handheld tractor beam. Not sure how you’d move this stuff without it. \n\n~mission(Contractor|SignOff) \n\nElla Tieno \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. To encourage timely deliveries and prevent fraud on cargo hauls, Covalex Shipping will set a delivery time limit and upon expiration, any undelivered cargo will be considered stolen and treated as such. Total payment will be prorated according to the percentage of cargo successfully delivered.
Covalex_HaulCargo_SingleToMulti_title=~mission(ReputationRank) Rank - ~mission(CargoGradeToken) Cargo Haul
Covalex_LocalDelivery_desc_01=Hi there!\n\nJust got a local delivery that we need taken care of, if you're available. \n\nPACKAGE FOR PICK UP\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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_LocalDelivery_desc_02=Hello!\n\nAnother run popped into my queue and I figured I'd send it your way. Should be a quick little run with a couple stops.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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_LocalDelivery_desc_03=Hey,\n\nI really hope your free because we are absolutely slammed at the moment. Here's a local run I was hoping you could pick up. \n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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_LocalDelivery_desc_04=Hi there,\n\nGot a delivery run with your name on it if you're available. It's a handful, so make sure you got the room.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n · Package #~mission(Item4|SerialNumber) from the ~mission(Pickup4|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(Item4|SerialNumber) to the ~mission(Dropoff4|Address)\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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_LocalDelivery_desc_05=Hello!\n\nI need a bunch of packages moved if you got the time and space. Here's the list.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n · Package #~mission(Item4|SerialNumber) from the ~mission(Pickup4|Address)\n · Package #~mission(Item5|SerialNumber) from the ~mission(Pickup5|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(Item4|SerialNumber) to the ~mission(Dropoff4|Address)\n · Package #~mission(Item5|SerialNumber) to the ~mission(Dropoff5|Address)\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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_LocalDelivery_desc_intro=Hi there!\n\nCovalex is currently on the lookout for new delivery contractors. To see if you're Covalex material or not, we've arranged for the below delivery route as evaluation of your skills.\n\nPACKAGE FOR PICK UP\n · Package #~mission(Item1|SerialNumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(Item1|SerialNumber) to ~mission(Dropoff1|Address)\n\nSuccessfully completing this run will certify you as an official Covalex contractor.\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \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_LocalDelivery_desc_rehire=Hi,\n\nSince Covalex has been suffering from an abundance of deliveries and a lack of contractors, I was able to convince administration to reconsider your status. All you have to do is successfully complete the following delivery and you're back in the rotation.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \n\nGood luck. It'd be great to have you on the roster again.\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_LocalDelivery_header_01=Covalex Local Delivery Route
Covalex_LocalDelivery_title_01=Covalex Local Delivery Route
Covalex_LocalDelivery_title_intro=Covalex Evaluation
Covalex_LocalDelivery_title_rehire=Covalex Re-evaluation
Covalex_LogIn=LOG_IN\nREQUIRED
Covalex_LogInText=PLACE FINGERS ON KEYPAD\nFOR VERIFICATION SCAN
Covalex_Messages=NEW\nMESSAGES\nPENDING
Covalex_QuantumSensitiveDelivery_DescPointer=~mission(Contractor|QuantumSensitiveDeliveryDesc)
Covalex_QuantumSensitiveDelivery_Desc_001=Hi,\n\nWe are in a bit of a tight spot, over here at Covalex. A shipment of Diluthermex was accidentally delivered to the wrong location and we're looking to get it delivered correctly as quickly as possible. It's the least we can do for our clients. \n\nNow the tricky bit of business is that Diluthermex is a bit unstable when exposed to quantum travel.\n\nNormally, we would have a fully kitted cargo ship handle the delivery, but since time is of the essence, I'm hoping you can do it and just not QT while you have it aboard your craft. Not ideal, but as long as you have a full tank of fuel you should be fine.\n\nHere are the details -\n\n~mission(Itinerary)\n\nRemember, slow and steady but as fast as possible!\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_QuantumSensitiveDelivery_Desc_002=Hi,\n\nGot a problem that I'm really hoping you can help me sort out. \n\nA shipment of Diluthermex was mistakenly delivered to the wrong address and they need be correctly delivered as soon as possible. \n\nTo further complicate things, as you may or may not know, Diluthermex is quantum sensitive which means that you either need a properly shielded hold or you can't QT with it onboard. \n\nUsually, I would bring in a contractor who had the proper set up, but with everything already so delayed, I'm just going to trust you to deliver these the old fashion way.\n\nHere are the details -\n\n~mission(Itinerary)\n\nAnd since you're going to be flying at regular speeds, I definitely recommend making sure to top off your fuel tank before heading out. Don't want to get stranded half way.\n\nThanks again for helping me out of this bind!\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_QuantumSensitiveDelivery_Desc_003=Hi,\n\nSo it seems that some forms got processed incorrectly and a shipment of Diluthermex was mistakenly delivered to the wrong address. Unfortunately, we only realized the mistake after the original transport ship left the system and now I need another pilot to correctly finish the delivery.\n\nThe reason why it would have been better for the original ship to take care of this is that delivery was quantum sensitive Diluthermex. Without the proper shielding, I'm afraid you'll have to make the deliveries without using your quantum drives or risk damaging the shipment (and your ship). \n\nHere are the details -\n\n~mission(Itinerary)\n\nBut hey, flying a little bit slower can be nice sometimes. Just think about all the pretty views! As long as you got a full tank of fuel, why not sit back and enjoy the flight. \n\nAppreciate your help,\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_QuantumSensitiveDelivery_Itinerary=DELIVERY ITINERARY\n\nPACKAGE PICK UP\n · Collect all packages from ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Deliver package #~mission(Item1|SerialNumber) to ~mission(DropOff1|Address)\n · Deliver package #~mission(Item2|SerialNumber) to ~mission(DropOff2|Address)\n
Covalex_QuantumSensitiveDelivery_Itinerary_Stanton1=DELIVERY ITINERARY\n\nPACKAGE PICK UP\n · Collect package from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Deliver package to ~mission(DropOff1|Address)\n\n
Covalex_QuantumSensitiveDelivery_Title_001=Shipping Error - QT Sensitive Cargo
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_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_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. All right, 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_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_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_RepUI_Area=UEE
Covalex_RepUI_Description=Covalex is one of the largest hauling companies in the ’verse; thanks to its policy of contracting with independent ship operators. They learned early on that owners who fly their own ships are more invested in the success of the company and this commitment ensures a higher level of performance. In most systems, at any given time, a large percentage of the ships flying are working under contract to Covalex.
Covalex_RepUI_Focus=Delivery, Hauling, Courier Services
Covalex_RepUI_Founded=2782
Covalex_RepUI_Headquarters=Angeli, Croshaw System
Covalex_RepUI_Leadership=Gilbert Malagon, CEO
Covalex_RepUI_Name=Covalex
Covalex_Rivals=N/A
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.
Covalex_courier_dc_small_title_001=Covalex Local Shipment Route
Covalex_courier_fromdc_large_desc_001=Hello,\n\nWe have a fairly sizeable shipment waiting in the ~mission(Pickup1) at ~mission(Pickup1|Address) that is ready to be delivered.\n\nWith this number of boxes to transport, it would probably be good to have an extra set of hands to help transfer everything on and off your ship.\n\nPACKAGES FOR PICK UP \n · All Packages in the ~mission(Pickup1) at ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(Item4|SerialNumber) to the ~mission(Dropoff4|Address)\n · Package #~mission(Item5|SerialNumber) to the ~mission(Dropoff5|Address)\n · Package #~mission(Item6|SerialNumber) to the ~mission(Dropoff5|Address)\n · Package #~mission(Item7|SerialNumber) to the ~mission(Dropoff6|Address)\n · Package #~mission(Item8|SerialNumber) to the ~mission(Dropoff6|Address)\n · Package #~mission(Item9|SerialNumber) to the ~mission(Dropoff7|Address)\n · Package #~mission(Item10|SerialNumber) to the ~mission(Dropoff7|Address)\n · Package #~mission(Item11|SerialNumber) to the ~mission(Dropoff8|Address)\n · Package #~mission(Item12|SerialNumber) to the ~mission(Dropoff8|Address)\n · Package #~mission(Item13|SerialNumber) to the ~mission(Dropoff9|Address)\n · Package #~mission(Item14|SerialNumber) to the ~mission(Dropoff9|Address)\n · Package #~mission(Item15|SerialNumber) to the ~mission(Dropoff9|Address)\n\nBest of luck,\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.\n\n
Covalex_courier_fromdc_med_desc_001=Hi,\n\nGot an decent sized order ready for pick up at the ~mission(Pickup1) at ~mission(Pickup1|Address). Just make sure you got a ship big enough to load it all up! \n\nPACKAGES FOR PICK UP \n · All Packages in the ~mission(Pickup1) at ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(Item4|SerialNumber) to the ~mission(Dropoff4|Address)\n · Package #~mission(Item5|SerialNumber) to the ~mission(Dropoff5|Address)\n · Package #~mission(Item6|SerialNumber) to the ~mission(Dropoff5|Address)\n · Package #~mission(Item7|SerialNumber) to the ~mission(Dropoff6|Address)\n · Package #~mission(Item8|SerialNumber) to the ~mission(Dropoff6|Address)\n · Package #~mission(Item9|SerialNumber) to the ~mission(Dropoff7|Address)\n · Package #~mission(Item10|SerialNumber) to the ~mission(Dropoff7|Address)\n\nHave a great day,\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.\n
Covalex_courier_fromdc_small_desc_001=Hey There!\n\nGot a request in to transfer a few packages from the ~mission(Pickup1) at ~mission(Pickup1|Address). \n\nThought you might like this one since it’s nice to have a simple run to do every once in a while.\n\nPACKAGES FOR PICK UP \n · All Packages in the ~mission(Pickup1) at ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(Item4|SerialNumber) to the ~mission(Dropoff4|Address)\n · Package #~mission(Item5|SerialNumber) to the ~mission(Dropoff5|Address)\n\nTalk to you soon,\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.\n
Covalex_courier_todc_large_desc_001=Hello,\n\nThere is a large shipment of packages that is ready to be brought over to the ~mission(Dropoff1) at ~mission(Dropoff1|Address). With the number of boxes you’ll be moving, it might make sense to bring a friend along to give you a hand.\n\nPACKAGES FOR PICK UP (ANY ORDER) \n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n · Package #~mission(Item4|SerialNumber) from the ~mission(Pickup4|Address)\n · Package #~mission(Item5|SerialNumber) from the ~mission(Pickup5|Address)\n · Package #~mission(Item6|SerialNumber) from the ~mission(Pickup5|Address)\n · Package #~mission(Item7|SerialNumber) from the ~mission(Pickup6|Address)\n · Package #~mission(Item8|SerialNumber) from the ~mission(Pickup6|Address)\n · Package #~mission(Item9|SerialNumber) from the ~mission(Pickup7|Address)\n · Package #~mission(Item10|SerialNumber) from the ~mission(Pickup7|Address)\n · Package #~mission(Item11|SerialNumber) from the ~mission(Pickup8|Address)\n · Package #~mission(Item12|SerialNumber) from the ~mission(Pickup8|Address)\n · Package #~mission(Item13|SerialNumber) from the ~mission(Pickup9|Address)\n · Package #~mission(Item14|SerialNumber) from the ~mission(Pickup9|Address)\n · Package #~mission(Item15|SerialNumber) from the ~mission(Pickup9|Address)\n\nDROP OFF LOCATION\n · All Packages delivered to the ~mission(Pickup1) at ~mission(Pickup1|Address)\n\nHope everything goes smoothly,\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.\n
Covalex_courier_todc_med_desc_001=Hi,\n\nGot an decent sized order that needs to be delivered to the ~mission(Dropoff1) at ~mission(Dropoff1|Address). I would suggest bringing a tractor beam, but you do you!\n\nPACKAGES FOR PICK UP (ANY ORDER) \n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n · Package #~mission(Item4|SerialNumber) from the ~mission(Pickup4|Address)\n · Package #~mission(Item5|SerialNumber) from the ~mission(Pickup5|Address)\n · Package #~mission(Item6|SerialNumber) from the ~mission(Pickup5|Address)\n · Package #~mission(Item7|SerialNumber) from the ~mission(Pickup6|Address)\n · Package #~mission(Item8|SerialNumber) from the ~mission(Pickup6|Address)\n · Package #~mission(Item9|SerialNumber) from the ~mission(Pickup7|Address)\n · Package #~mission(Item10|SerialNumber) from the ~mission(Pickup7|Address)\n\nDROP OFF LOCATION\n · All Packages delivered to the ~mission(Dropoff1) at ~mission(Dropoff1|Address)\n\nThanks so much,\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.\n
Covalex_courier_todc_small_desc_001=Hey there!\n\nGot a request in to transfer a few packages over to the ~mission(Dropoff1) at ~mission(Dropoff1|Address). Pretty straightforward as these things go.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n · Package #~mission(Item4|SerialNumber) from the ~mission(Pickup4|Address)\n · Package #~mission(Item5|SerialNumber) from the ~mission(Pickup5|Address)\n\nDROP OFF LOCATION\n · All Packages delivered to the ~mission(Dropoff1) at ~mission(Dropoff1|Address)\n\nAppreciate you making the time to tackle this one for me, \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.\n
Covalex_internaldelivery_dc_desc_001=Hi!\n\nI’m in need an extra set of hands at ~mission(Location|Address) to help out moving a few items between some of the storage sites within the facility. When places get this big they need all the logistics help they can get! \n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2)\n\nBest of luck!\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.\n
Covalex_internaldelivery_dc_desc_002=Hello,\n\nWe’re looking for someone at ~mission(Location|Address) to help organize a couple items by transferring them between the facility’s storage sites. \n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3)\n\nHope the rest of your day goes well!\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.\n
Covalex_internaldelivery_dc_desc_003=Hi there,\n\nGot a request from ~mission(Location|Address) to help internally relocate a few packages from where they’re currently being stored. Thought you might be willing to tackle it.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3)\n · Package #~mission(Item4|SerialNumber) from the ~mission(Pickup4)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3)\n · Package #~mission(Item4|SerialNumber) to the ~mission(Dropoff4)\n\nHave a good one!\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.\n
Covalex_internaldelivery_dc_desc_004=Hello!\n\nA bunch of packages at ~mission(Location|Address) need to be moved between onsite storage locations there if you got the time. Here's the list.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3)\n · Package #~mission(Item4|SerialNumber) from the ~mission(Pickup4)\n · Package #~mission(Item5|SerialNumber) from the ~mission(Pickup5)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3)\n · Package #~mission(Item4|SerialNumber) to the ~mission(Dropoff4)\n · Package #~mission(Item5|SerialNumber) to the ~mission(Dropoff5)\n\nBest of luck,\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.\n
Covalex_internaldelivery_dc_desc_005=Hi,\n\nThere’s a whole heap of packages over at ~mission(Location|Address) that need to be carted around the facility to their proper storage place. Would mean a lot if you could personally see to it all getting sorted.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3)\n · Package #~mission(Item4|SerialNumber) from the ~mission(Pickup4)\n · Package #~mission(Item5|SerialNumber) from the ~mission(Pickup5)\n · Package #~mission(Item6|SerialNumber) from the ~mission(Pickup6)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3)\n · Package #~mission(Item4|SerialNumber) to the ~mission(Dropoff4)\n · Package #~mission(Item5|SerialNumber) to the ~mission(Dropoff5)\n · Package #~mission(Item6|SerialNumber) to the ~mission(Dropoff6)\n\n\nReally appreciate all you do,\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.\n
Covalex_internaldelivery_dc_title_001=Covalex Package Handler
Criminal_LocalDelivery_desc_01=We're running low on supply and need an extra pilot to help move things along.\n\nYou'll grab the raw ingredients from the farm, drop it off at the lab, take the refined stuff over to the stash to be cut and packaged, before taking the final product out to our runners. \n\nHere it is laid out plain so you don't get confused -\n\n~mission(Itinerary)\n\nAnd to make sure security doesn't start sniffing around, we arranged a dead-drop for the final hand off. \n\nJust keep it simple and follow the plan and it should be smooth sailing. Take care of everything on the list and you'll get a nice cut of the credits.\n
Criminal_LocalDelivery_desc_02=Things are starting to dry up at ~mission(DropOff1) and we need to get a new batch cooking. \n\nThink you can help us go farm to table on this?\n\n~mission(Itinerary)\n\nOnce you do the final dead-drop to the runners, you'll get rewarded with a nice fat share. \n\nAnd do me a favor. Try not to get arrested.\n
Criminal_LocalDelivery_desc_03=Thanks to an unfortunate accident, we're down a pilot and we got a whole batch that's got to get processed and packaged asap so we can bring it to market before it rots. \n\nHere's what we need -\n\n~mission(Itinerary)\n\nI know that security might be an issue so stay lowkey and try to be subtle when you use the dead-drop at ~mission(DropOff1). \n
Criminal_LocalDelivery_title_01=Supply Re-Up
Criminal_Localdelivery_header_01=Supply Re-Up
Criminal_RepUI_Area,P=[PH] Area
Criminal_RepUI_Description,P=[PH] Criminal Description
Criminal_RepUI_Focus,P=[PH] Criminal Focus
Criminal_RepUI_Founded,P=[PH] N/A
Criminal_RepUI_Headquarters,P=[PH] Criminal Headquarters
Criminal_RepUI_Leadership,P=[PH] Criminal Leadership
Criminal_RepUI_Name,P=[PH] Criminal
Criminal_RetrieveData_Reclaimer_ShipName=Black Kite
Criminal_RetrieveData_Reclaimer_desc=Been hunting down a particular parcel of data and right when I get a break the ship gets attacked by this converted Nine Tails Reclaimer called the Black Kite. I tried to hack into the servers on the Black Kite to see if they copied the data, but couldn't find a way to remotely get past their encryption protocols without the physical key.\n\nThat's where you come in. I need someone to breach their ship, get a hold of their decryption key, and decrypt the server so I can remotely pull down what I need.\n\nYou're smart enough to know who we're dealing with here, so plan accordingly. Since it's gonna ruffle some powerful feathers, let's not leave anything to chance. Destroy the Black Kite when you're done to cover both our asses.\n
Criminal_RetrieveData_Reclaimer_obj_long_01=Board the Black Kite.
Criminal_RetrieveData_Reclaimer_obj_long_02=Find the decryption key.
Criminal_RetrieveData_Reclaimer_obj_long_03=Insert the decryption key into the server.
Criminal_RetrieveData_Reclaimer_obj_long_04=Destroy the Black Kite.
Criminal_RetrieveData_Reclaimer_obj_marker_01=Black Kite
Criminal_RetrieveData_Reclaimer_obj_marker_03=Decryption Key
Criminal_RetrieveData_Reclaimer_obj_short_01=Board the Black Kite
Criminal_RetrieveData_Reclaimer_obj_short_02=Find the Decryption Key.
Criminal_RetrieveData_Reclaimer_obj_short_03=Insert Decryption Key Into Server
Criminal_RetrieveData_Reclaimer_obj_short_04=Destroy the Black Kite
Criminal_RetrieveData_Reclaimer_obj_short_05=Black Kite Self Destruct: %ls
Criminal_RetrieveData_Reclaimer_title=Seize the Data
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
Criminal_from=SENDER NOT FOUND
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_06=Kosso Basin
Crus_HistMarker_Title_07=Aston Ridge
Crus_HistMarker_Title_08=Wolf Point
Crus_HistMarker_Title_09=Dunlow Ridge
Crus_HistMarker_Title_10=Eager Flats
Crus_HistMarker_Title_11=Tamdon Plains
Crus_HistMarker_Title_12=Mogote Marmalade
Crus_HistMarker_Title_13=Ashburn Channel
Crus_HistMarker_Title_14=Flanagan's Pass
Crus_HistMarker_Title_15=Julep Ravine
Crus_HistMarker_Title_16=Lakedra's Lap
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_21=Fawley's Journey
Crus_HistMarker_Title_22=Rescue of Esther Hurston
Crus_HistMarker_Title_23=Goodbye Geyser
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_27=Hurston Hotline
Crus_HistMarker_Title_28=Cellin's Peak
Crus_HistMarker_Title_29=Daymar's Run
Crus_HistMarker_Title_30=Yela's Plain
Crus_HistMarker_Title_31=Engler Observation Station
Crus_HistMarker_Title_32=Imperator Costigan on Cellin
Crus_HistMarker_Title_33=Borisov's Herd
Crus_HistMarker_Title_34=Sonny's Sham
Crus_HistMarker_Title_35=Lover's Ledge
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_40=Bruce's Bounty
Crus_HistMarker_Title_41=Cuadrado Tragedy
Crus_HistMarker_Title_42=Bountiful Harvest
Crus_HistMarker_Title_43=Silverton Campsite
Crus_HistMarker_Title_44=Ghost Rocks
Crus_HistMarker_Title_45=Slim Chance Rally
Crus_HistMarker_Title_46=Crusader Landing Test Site
CrusaderSecurity_Allies=Advocacy, Crusader Industries
CrusaderSecurity_RepUI_Area=Stanton II
CrusaderSecurity_RepUI_Description=A subdivision of Crusader Industries, Crusader Security was created after the company purchased Stanton II from UEE in 2865 to perform general policing duties for Orison and the surrounding sector. Preferring to maintain a streamlined protective force, Crusader Security relies heavily on security contractors to bolster their peacekeeping efforts. They strive to maintain a professional and courteous demeanor that will make Crusader employees and visitors feel safe and comfortable.
CrusaderSecurity_RepUI_Focus=Police Force
CrusaderSecurity_RepUI_Founded=2865
CrusaderSecurity_RepUI_Headquarters=Orison, Crusader, Stanton System
CrusaderSecurity_RepUI_Leadership=Sasha Rust, Director
CrusaderSecurity_RepUI_Name=Crusader Security
CrusaderSecurity_Rivals=Nine Tails
Crusader_RepUI_Area=Stanton II, UEE
Crusader_RepUI_Description=Makers of an extensive fleet of cutting edge vehicles, Crusader Industries is a titan of the aerospace industry. The prominent company purchased a gas giant in the Stanton system to house its current headquarters and is striving to expand its already prolific profile of ships while dedicating itself to numerous charitable works.
Crusader_RepUI_Focus=Vehicle Manufacturing
Crusader_RepUI_Founded=2799
Crusader_RepUI_Headquarters=Orison, Crusader, Stanton System
Crusader_RepUI_Leadership=Kelly Caplan, CEO
Crusader_RepUI_Name=Crusader Industries
Crusader_ReputationJournal_Agent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Security Associate and as such have been demoted to Junior Security Associate, losing all associated benefits.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_Agent_Demotion_Title=Crusader Security Demotion - Junior Security Associate
Crusader_ReputationJournal_Agent_Promotion_BodyText=Congratulations!\n\nTo acknowledge your continued contributions to Crusader Security, you have been promoted to Senior Security Associate.\n\nAs a benefit, you will now receive a 10% pay increase on your completed contracts. This is Crusader Security's way of letting you know how much we appreciate all you do. \n\nIf you continue to demonstrate your dedication and proficiency, you may earn the title of Security Partner along with additional benefits.\n\nAll of us here at Crusader Security are very proud of everything you've accomplished so far and look forward to a bright future.
Crusader_ReputationJournal_Agent_Promotion_Title=Crusader Security Promotion - Senior Security Associate
Crusader_ReputationJournal_Applicant_Promotion_BodyText=Congratulations! \n\nYou have been authorized to begin work as a Verified Freelancer for Crusader Security.\n\nContracts that match your qualification levels will be offered through your mobiGlas Contract Manager. We encourage you to regularly check for new contracts as they become available. A high completion rate will earn you the chance for promotion and additional benefits like higher pay. \n \nWe look forward to working together to make Crusader and the surrounding sector a safer place.
Crusader_ReputationJournal_Applicant_Promotion_ShortTitle=Crusader Security Work Authorization
Crusader_ReputationJournal_Applicant_Promotion_Title=Crusader Security Verified Freelancer Authorization
Crusader_ReputationJournal_Generic_Demotion_ShortTitle=Crusader Security Demotion
Crusader_ReputationJournal_Generic_Promotion_ShortTitle=Crusader Security Promotion
Crusader_ReputationJournal_JuniorAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of a Junior Security Associate and as such have been demoted to Verified Freelancer.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_JuniorAgent_Demotion_Title=Crusader Security Demotion - Verified Freelancer
Crusader_ReputationJournal_JuniorAgent_Promotion_BodyText=Congratulations!\n\nTo acknowledge your continued contributions to Crusader Security, you have been promoted to Security Associate.\n\nAs a show of our appreciation for all your hard work, you will now receive a 5% pay increase on your completed contracts. \n\nIf you continue to complete contracts and show your dedication to making Crusader safer, you will soon be promoted to a Senior Security Associate and receive an additional payment bonus.\n\nCongratulations again!
Crusader_ReputationJournal_JuniorAgent_Promotion_Title=Crusader Security Promotion - Security Associate
Crusader_ReputationJournal_MasterAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Preferred Security Partner and as such have been demoted to Security Partner. Your pay bonus has likewise returned to 15%.\n\nThis is quite disappointing considering the high level of performance Crusader Security has come to expect from you. Please know that if you manage to change your current trajectory, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_MasterAgent_Demotion_Title=Crusader Security Demotion - Security Partner
Crusader_ReputationJournal_Probation_Demotion_BodyText=This is to notify you that due to your recent performance issues, you are no longer authorized to work for Crusader Security.\n\nWe wish you the best of luck on your future endeavors.\n
Crusader_ReputationJournal_Probation_Demotion_ShortTitle=Crusader Security Termination
Crusader_ReputationJournal_Probation_Demotion_Title=Crusader Security Termination Notice
Crusader_ReputationJournal_Probation_Promotion_BodyText=Congratulations!\n\nTo acknowledge your outstanding work, you have been promoted to Junior Security Associate.\n\nIf you continue to complete contracts and show your dedication to making Crusader safer, you will soon be promoted to a full Security Associate and receive a payment bonus.\n\nKeep up the great work!
Crusader_ReputationJournal_Probation_Promotion_Title=Crusader Security Promotion - Junior Security Associate
Crusader_ReputationJournal_SeniorAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Senior Security Associate and as such have been demoted to Security Associate. Your pay bonus has likewise returned to 5%.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_SeniorAgent_Demotion_Title=Crusader Security Demotion - Security Associate
Crusader_ReputationJournal_SeniorAgent_Promotion_BodyText=Congratulations!\n\nTo acknowledge your continued contributions to Crusader Security, you have been promoted to Security Partner.\n\nAs a benefit, you will now receive a 15% pay increase on your completed contracts. This bonus is Crusader Security's way of letting you know how much we appreciate all you do. \n\nIf you continue to demonstrate your dedication and proficiency, you may earn the title of Preferred Security Partner along with additional benefits.\n\nWell done on all your outstanding work.
Crusader_ReputationJournal_SeniorAgent_Promotion_Title=Crusader Security Promotion - Security Partner
Crusader_ReputationJournal_VeteranAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Security Partner and as such have been demoted to Senior Security Associate. Your pay bonus has likewise returned to 10%.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_VeteranAgent_Demotion_Title=Crusader Security Demotion - Senior Security Associate
Crusader_ReputationJournal_VeteranAgent_Promotion_BodyText=Congratulations!\n\nThanks to your amazing service and dedication to Crusader Security, you have been promoted to Preferred Security Partner. This is the highest title we reward and very much an honor.\n\nAs a much deserved benefit, you will now receive a 20% pay increase on your completed contracts.\n\nOur sincerest thanks for everything you've done and we look forward to our continued mutual success.
Crusader_ReputationJournal_VeteranAgent_Promotion_Title=Crusader Security Promotion - Preferred Security Partner
Crusader_from=Crusader Security
CubbyBlast_Salesperson_Conv_001_1,P=Line 1: blah blah blah
CuriousMonument=Curious Monument
CurrentLoadout=Current Loadout
Customs_Attendant_Conv_001_1,P=Line 1: blah blah blah
Customs_Attendant_Conv_002_1,P=Line 1: blah blah blah
DC_room_cargo_lounge=On-Call Area
DC_room_dead_end=Staging Point
DC_room_fob=Security Compound
DC_room_freight_elevator=Freight Elevator
DC_room_lobby=Lobby
DC_room_miniroom=Supply Room
DC_room_refinery=Exterior Zone 2
DC_room_security=Security Checkpoint
DC_room_security_01=Security Checkpoint 01
DC_room_security_02=Security Checkpoint 02
DC_room_shipping=Shipping Area
DC_room_strorage=Storehouse
DC_room_warehouse=Inventory Center
DXSH_MCAV_Ad_ANVL_Hornet_Commercial,P=Legendary Fighter Pilot Area Riley once said Give me a fully loaded Hornet, and I ll shake the gates of Heaven.\n\nAnvil Aerospaces Hornets have faced Vanduul, Shion, Pirates and Criminals.\n\nAnvil Aerospaces Hornets have logged more combat time and kills in more theatres than any other ship in the history of Space Combat.\n\nBattle Tested in the harshest conditions, the Hornet has proven time and again its ability to withstand damage, and still be able to dish it out.\n\nWith all the punishment it handles on a daily basis, don=t you think the new Hornet can handle yours\n\nAnvil s New Hornet F7C, see your authorized ship dealer for options.
DXSH_MCAV_Ad_CNOU_Mustang_Commercial,P=We are drawn towards the familiar. It is safe, reliable.\n\nBut it can shackle us to the ordinary when in our souls we long to strike out and become something new.\n\nWe started with a simple match. Dare to dream. Dare to challenge the expectations of what has come before. \n\nTo embrace the Unique, to put everything on the line.\n\nOnly when we risk everything can we discover something truly special, and redefine what it means to drive with the stars.\n\nTo explore the farthest reaches, to race on the cutting edge, to Protect what you love.\n\nSay goodbye to the familiar, and welcome the brand new Mustang, where risk, meets reward.
DXSH_MCAV_Ad_ORIG_M50_Commercial,P=Space, the best ships gracefully dance across its expense, the worst clumsily plod across its face. The new M50 doesnt have time for any of that.\n\nInstead, it simply slices its way through.The 2944 M50 was designed with one goal in mind: Make the ship that will win the next Murray Cup.\n\nThe surprising thing is, Origin may have just about done it.\n\nThe stats are an orgy of mind-bending numbers but it comes down to two things. Less weight and more power. Youll notice the nose cone has grown what I can only describe as a mustache, added to stabilize all the additional thrust that the retooled and updated Twin Hammer HM4point3 drives spew out. And the refinement doesnt stop there.\n\nThey ve narrowed the front fuselage, moved the wings forward for better balance, shaved the cockpit viewpane down to the finest it could still be and not shatter in your face.\n\nThe result. A pure flying machine. Each movement on the stick translates directly into unadulterated throttle action. Welcome back to the glory days of flying.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_01,P=The clock winds down, with only 30 seconds left.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_02,P=30 seconds left on the clock.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_03,P=This round is almost over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_04,P=Time for the teams to make their final moves.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Close_01,P=With the gates closing, those combatants better get out there.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Close_02,P=A combatant is lingering in the Ready Room. With the gates closing, gotta wonder what they're waiting for.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Open_01,P=Gates are open!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Open_02,P=The gates open and the teams pour onto the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_01,P=You got to admire skill like that.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_02,P=Team's got to be feeling good about that.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_03,P=It's moments like these that make me love the game.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_04,P=Combatants are putting on a real show today.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_05,P=Today's match of course, proudly sponsored by arena owners AstroArmada. Whem you're looking for a first class ride at a second hand price, make sure to check out all the certified pre-owned crafts at your local AstroArmada dealer.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_06,P=These player's have got to be appreciating the recently renovated features here at the arena. New owners AstroArmada have really done wonders updating the facilities to 30th century standards .
DXSH_MCCV_INDI_SM_BattleArena_Announcer_First_Blood_01,P=And that's the first takedown of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_First_Blood_02,P=Things kick off as the first combatant is taken out.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_First_Blood_03,P=And with that first takedown, things are heating up.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Gain_Player_01,P=A substitution is made, and a new player joins the Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Gain_Player_02,P=A substitution is made, and a new player joins Jata ZGCC.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Game_Objective_Briefing_01,P=Today's match will see both teams battling till all the combatants on either side have have been eliminated.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Game_Objective_Briefing_02,P=Today's face off: Team Elimination, where, to win,the combatants will have take out the entirity of their openants team.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_01,P=That had to hurt.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_02,P=Another combatant down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_03,P=A clean shot.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_04,P=Takedown!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_05,P=Aeros loses another combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_06,P=Jata loses another combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_01,P=Hello and welcome to Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_02,P=Glad you could join us. It's shaping up to be another exciting day here at Astro Arena. Today's match-up pits the Angeli Aeros against Jata ZGCC.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_03,P=Greetings from Astro Arena. And boy, do we have a fight shaping up for you. Jata ZGCC steps up against the Angeli Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_04,P=Let be the first to welcome everyone to the Astro Arena sponsered by AstroArmada.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Kill_01,P=Boom!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Kill_02,P=I love a grenade!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Warning_01,P=Here comes a grenade!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Warning_02,P=And a grenade hits the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Warning_03,P=We've got grenade!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Halftime_01,P=We've reached the halfway mark, as the team's switch starting gates.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Halftime_02,P=Halfway done, the team's switch starting gates.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Kill_Assist_01,P=With a beautiful display of teamwork, this round is that much closer to being over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Kill_Assist_02,P=Working seamlessly together, these combatants are making it look easy.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Kill_Assist_03,P=That take down really shows why this is a team sport.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Killing_Spree_01,P=Looks like there's no stopping this combatant folks.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Killing_Spree_02,P=Hot-streak alert! This combatant is on fire!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Killing_Spree_03,P=One by one this combatant is knocking out the competition.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_01,P=The Aeros have to be feeling confident with only one Jata combatant left on the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_02,P=Jata ZGCC has to be feeling confident with only one Aero combatant left on the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_03,P=The Aeros are down to one last combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_04,P=Jata ZGCC is down to one last combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Confirmation_01,P=With selections made, we're just moments away.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Confirmation_02,P=And as the last gear selections are made, the anticipation grows even higher.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Selection_01,P=Both teams picking their loadouts, this is our first hint at the sort of strategies we'll be seeing in the match to come.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Selection_02,P=When it comes to choosing gear, a lot of pros agree that it all comes down to two things, improving your strengths or compensating for your weaknesses.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Selection_03,P=With a careful eye, the combatants pick their loadouts.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Lose_Player_01,P=Looks like the Aeros are going to continue on with one less combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Lose_Player_02,P=Jata JGCC is going to have to continue on with one less combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_01,P=The match comes to an end.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_02,P=Another game of Team Elimination is over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_03,P=And that was the final round. Thanks for joining us. We'll see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_04,P=A wonderful finish to an exciting match of Team Elimination. Stay tuned for the Empire Report.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_05,P=And that'll bring things to end here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_01,P=Jata ZGCC has got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_02,P=Jata ZGCC tried their best, but this time it just wasn't good enough as the Angeli Aeros claim the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_03,P=After a valiant struggle, Jata ZGCC ultimately falls to the Aeros. Another heart pounding game of Team Elimination here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_04,P=Team Elimination comes to an end, as the Angeli Aeros claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_05,P=They fought hard, but in the end Jata ZGCC just couldn't pull it off. That's it for Team Elimination here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_06,P=So we come to the end and the Angeli Aeros have emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_07,P=As the Aeros claim victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_08,P=Despite a hearty fight from Jata, the Aeros take the match, marking a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_09,P=Now that is what I call Team Elimination! Job well done to the Angeli Aeros for a well-earned victory.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_10,P=An incredible victory here today for the Aeros at Astro Arena. Hope you all will join us again soon.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_01,P=The Angeli Aeros have got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_02,P=The Aeros tried their best, but this time it just wasn't good enough as Jata ZGCC take the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_03,P=After a valiant struggle, the Aeros fail to turn it around and lose the match. Another heart pounding game of Team Elimination here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_04,P=Team Elimination comes to an end, as Jata ZGCC claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_05,P=They fought hard, but in the end the Aeros just couldn't pull it off. That's it for Team Elimination here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_06,P=So we come to the end and Jata has emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_07,P=As Jata ZGCC claims victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_08,P=An exciting blue team victory marks a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_09,P=Now that is what I call Team Elimination! Job well done to Jata ZGCC for a victory well earned.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_10,P=That's it. The match is over with Jata ZGCC defeating the Angeli Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_01,P=With that, the match has begun.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_02,P=That's the start of the game.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_Countdown_01,P=5, 4, 3, 2, 1, and we're off!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_Countdown_02,P=5, 4, 3, 2, 1, and Team Elimination has begun.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_Countdown_03,P=5, 4, 3, 2, 1, and Astro Arena is open for business!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_01,P=Take down like that's hard to watch, but fun to see.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_02,P=It's hard not to take an intimate hit like that personally.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_03,P=A fine example of why this game is so much more than firepower.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_04,P=Oof. That look like it hurt.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Multi_Kill_01,P=Holy smokes. Please tell me you saw that epic multi-kill.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Multi_Kill_02,P=Just like that, a swath of the competition is out of play.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Multi_Kill_03,P=If anyone's keeping track, a whole bunch of combatants just got shut down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_01,P=A combatant's down but not out. Bet they're hoping for a teammate with a medpack right about now.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_02,P=Ooo. That was a hard hit, and we have an injured combatant on the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_03,P=If ever there was a time for a medical assist, it's now.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_04,P=Let's see if someone will be able to heal combatant in time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_One_Enemy_Left_01,P=Only one combatant remains on the Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_One_Enemy_Left_02,P=Only one combatant remains on Jata's team.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_01,P=The round is over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_02,P=That's the end of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_03,P=And the round comes to end.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_04,P=The Angeli Aeros have been eliminated, the round is over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_05,P=With that, Jata ZGCC's final player is out, ending the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_06,P=That's it. A final hit ends of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_01,P=A tough loss on that one, let's see if Jata can do better in the next round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_02,P=The round ends in defeat for Jata ZGCC. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_03,P=With the loss of their last combatant, Jata is handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_04,P=After suffering a defeat that last round, Jata ZGCC will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_05,P=Despite some impressive moves from Jata, the Aeros manage to take the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_06,P=With the Aeros' win that round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_07,P=A decisive round victory for the Aeros as they show what skill and teamwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_08,P=As the Aeros claims the win for that round, they've got to be feeling better about the outlook for this match. Here's hoping that Jata can pull back.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_01,P=The Angeli Aeros absolutely dominated the team from Jata that round. Managing to wipe them out without suffering a single loss.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_02,P=The Aeros viciously showed Jata just who's in charge here at Astro Arena, as they close out that round with a near flawless win.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_03,P=With barely a scratch on them, the Angeli Aeros completely shuts out the competition that round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_04,P=Eliminate! More like dominate! The Aeros take the round with zero combatants down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_05,P=Jata ZGCC closes out that round without a single kill and their fans have got to be disappointed.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_06,P=The Aeros just eradicated the Zata in a decisive victory without a single combatant loss.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_01,P=A tough loss on that one, let's see if the Aeros can do better in the next round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_02,P=The round ends in defeat for the Angeli Aeros. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_03,P=With the loss of their last combatant, the Aeros are handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_04,P=After suffering a defeat that last round, the Aeros will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_05,P=As Jata claims that round, they've got to be feeling better about the outlook for this match. Here's hoping that the Aeros still got some fight in them.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_06,P=Despite some impressive moves from the Aeros, Jata ZGCC takes the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_07,P=A solid win that round for Jata, let's see if they can maintain the momentum as they head into the next.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_08,P=With Jata's win this round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_09,P=Jata managed to overcome the Aeros this round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_10,P=A decisive win for Jata that round as they show what skill and hardwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_01,P=Jata executed that round flawlessly. They managed to take out every single Aero without losing a single player.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_02,P=Jata ZGCC completely dominated that round. The Aeros couldn't make a single dent in their defenses.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_03,P=I don't know if that was a perfectly executed battle plan or the definition of teamwork, but Jata just wiped out the Angeli Aeros without losing a single combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_04,P=With barely a scratch on them, Jata ZGCC completely shuts out the competition that round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_05,P=Eliminate! More like dominate! Jata takes the round with zero combatants down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_06,P=The Aeros close out that round without a single kill and their fans have got to be disappointed.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_01,P=It looks like the round is about to start.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_02,P=The round is underway.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_03,P=Another round kicking off.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_04,P=Here we go with another round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_05,P=That's the start of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_Countdown_01,P=Countdown's going. 5, 4, 3, 2, 1. and the team's are away.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_Countdown_02,P=Here's the countdown, 5, 4, 3, 2, 1. and the round has begun.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Waiting_Room_Cleansing_01,P=With round off to a strong start, the ready room is sterilized.
DXSH_MCCV_INDI_SM_Marine_30_Seconds_Left_01,P=We're running out of time. Let's bring it home.
DXSH_MCCV_INDI_SM_Marine_30_Seconds_Left_02,P=Clock's ticking down, it's now or never.
DXSH_MCCV_INDI_SM_Marine_Encouragement_01,P=Keep up the good work, Marine.
DXSH_MCCV_INDI_SM_Marine_Encouragement_02,P=That's what I like to see.
DXSH_MCCV_INDI_SM_Marine_Encouragement_03,P=Remember your training.
DXSH_MCCV_INDI_SM_Marine_Encouragement_04,P=Maintain focus.
DXSH_MCCV_INDI_SM_Marine_First_Blood_01,P=Quick and clean. You do the corps proud.
DXSH_MCCV_INDI_SM_Marine_First_Blood_02,P=No better way to show we mean business.
DXSH_MCCV_INDI_SM_Marine_First_Blood_03,P=Strike first, strike hard.
DXSH_MCCV_INDI_SM_Marine_Gain_Player_01,P=Looks like we got ourselves a new recruit.
DXSH_MCCV_INDI_SM_Marine_Gain_Player_02,P=Got a new Marine joining our ranks.
DXSH_MCCV_INDI_SM_Marine_Game_Objective_Briefing_01,P=Listen up, we got hostiles inside. This is elimination, we don't go home until they're put down.
DXSH_MCCV_INDI_SM_Marine_Game_Objective_Briefing_02,P=We need this area cleared of all combatants. Terminate every last one of these outlaws with extreme prejudice.
DXSH_MCCV_INDI_SM_Marine_Good_Kill_01,P=That's a kill.
DXSH_MCCV_INDI_SM_Marine_Good_Kill_05,P=Hostile down.
DXSH_MCCV_INDI_SM_Marine_Good_Kill_06,P=Smoked 'em.
DXSH_MCCV_INDI_SM_Marine_Greetings_01,P=All right, Marines, fall in.
DXSH_MCCV_INDI_SM_Marine_Greetings_02,P=Let's get down to business, shall we?
DXSH_MCCV_INDI_SM_Marine_Greetings_03,P=Welcome to the mission, Marines.
DXSH_MCCV_INDI_SM_Marine_Grenade_Kill_01,P=Fragged 'em.
DXSH_MCCV_INDI_SM_Marine_Grenade_Kill_02,P=Target down.
DXSH_MCCV_INDI_SM_Marine_Grenade_Warning_02,P=Grenade inbound!
DXSH_MCCV_INDI_SM_Marine_Grenade_Warning_03,P=Lookout!
DXSH_MCCV_INDI_SM_Marine_Halftime_01,P=We've been assigned a different infilitration point. Let's use it to our advantage.
DXSH_MCCV_INDI_SM_Marine_Halftime_02,P=Time to change tactics. We're moving to a different infiltration point.
DXSH_MCCV_INDI_SM_Marine_Kill_Assist_01,P=Nothing more lethal than teamwork.
DXSH_MCCV_INDI_SM_Marine_Kill_Assist_02,P=This squad's running like a well-oiled machine.
DXSH_MCCV_INDI_SM_Marine_Kill_Assist_03,P=Good looking out for your squadmate.
DXSH_MCCV_INDI_SM_Marine_Killing_Spree_01,P=You're like an unstoppable battalion of one.
DXSH_MCCV_INDI_SM_Marine_Killing_Spree_02,P=Multiple targets down. Fine work, marine.
DXSH_MCCV_INDI_SM_Marine_Killing_Spree_03,P=You are a damn efficient killing machine if I've ever seen one.
DXSH_MCCV_INDI_SM_Marine_Last_Player_Alive_01,P=You're all that's left, Marine. Everyone's counting on you now.
DXSH_MCCV_INDI_SM_Marine_Last_Player_Alive_02,P=You're the last Marine standing. Make their sacrifice mean something.
DXSH_MCCV_INDI_SM_Marine_Loadout_Confirmation_01,P=Got your gear? Head to the readyline.
DXSH_MCCV_INDI_SM_Marine_Loadout_Confirmation_02,P=Good choice. Get ready to roll out.
DXSH_MCCV_INDI_SM_Marine_Loadout_Selection_01,P=Your gear's your life. Think hard on what you're gonna bring into battle.
DXSH_MCCV_INDI_SM_Marine_Loadout_Selection_02,P=You gonna bring the pain? Help your squad? Strike a balance? Pickin' a loadout's all about strategy.
DXSH_MCCV_INDI_SM_Marine_Loadout_Selection_03,P=Choose your equipment carefully. If you bring it, plan to use it.
DXSH_MCCV_INDI_SM_Marine_Lose_Player_01,P=One of your squadmates went off-grid.
DXSH_MCCV_INDI_SM_Marine_Lose_Player_02,P=Orders came in. One of your squadmate's been reassigned.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_01,P=I call that mission a complete failure. I think you're better than that, I think you know that too.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_02,P=You all tried your best, and this time it wasn't good enough. But there's a lesson to be learned in that. Make sure that you learn it.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_03,P=We lost today. No getting around that. The important part is what comes next. Are you going to carry defeat with you, or are you going to rise above it?
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_04,P=I am dissapointed in all of you. You let the UEE and the Marines down. Not just cause those outlaws got the better of us, but because I know you can do better. It's up to you to prove me right.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_05,P=Those outlaws made a mockery of us today. That doesn't sit well with me, and sure as heck hope it doesn't sit well with you either. Remember that feeling next time you go to battle and use it.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_01,P=Let me be the first to say well done. You went in with a job to do, and you sure as heck did it.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_02,P=I've been at this awhile and... well, that was a sight to see. Congrats. First drink's on me tonight.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_03,P=This operation wasn't just a success, it was a thing of beauty. Each and every one of you poured your blood and sweat into it, and let me tell you, that means something. I'm proud of you.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_04,P=Mission accomplished. But that's just what Marines do, isn't it? Pack it up, and let's go home.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_05,P=That was some fine work you did out there today, and thanks to you, those outlaws won't be a problem anymore. All of you should feel proud of yourselves.
DXSH_MCCV_INDI_SM_Marine_Match_Start_01,P=Ready up, op is a go.
DXSH_MCCV_INDI_SM_Marine_Match_Start_02,P=Weapons free. Let's do this.
DXSH_MCCV_INDI_SM_Marine_Match_Start_Countdown_01,P=Breach in 5, 4, 3, 2, 1. Go, go, go!
DXSH_MCCV_INDI_SM_Marine_Match_Start_Countdown_02,P=Op starts in 5, 4, 3, 2, 1. We are go!
DXSH_MCCV_INDI_SM_Marine_Match_Start_Countdown_03,P=Going in 5, 4, 3, 2, 1. Go!
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_01,P=Somebody ain't afraid to get their hands dirty.
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_02,P=Old School, I like it.
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_03,P=Some impressive wet work, Marine.
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_04,P=Nothing wrong with getting up close and personal.
DXSH_MCCV_INDI_SM_Marine_Multi_Kill_01,P=There we go. Who's got time to kill 'em one by one.
DXSH_MCCV_INDI_SM_Marine_Multi_Kill_02,P=Damn. How many was that?
DXSH_MCCV_INDI_SM_Marine_Multi_Kill_03,P=That'll teach them not to bunch together.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_01,P=Marine down and in need of medical.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_02,P=We've got an injured Marine in need of help.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_03,P=Need a medpack, lifesign's critical.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_04,P=Marine down. Marine down.
DXSH_MCCV_INDI_SM_Marine_One_Enemy_Left_01,P=Only one hostile left. End it.
DXSH_MCCV_INDI_SM_Marine_One_Enemy_Left_02,P=We're down to the last target. Take 'em out.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_01,P=No way we let things stand at that. Let's get back out there.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_02,P=They hit us hard, but we got to go back and hit them harder.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_03,P=I ain't gonna surgar coat it, that was a mess. Learn from it. Don't let it happen again.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_04,P=We may've lost the battle, but we sure as hell can still win this war.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_05,P=We lost control of the situation. That can't happen. Next time, we need to focus, and we need to work together.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_Shutout_01,P=That was a complete bloodbath of epic proportions. Consider me dissapointed.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_Shutout_02,P=They completely dismantled our operation six ways from Sunday. We need to be better than that.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_Shutout_03,P=What the hell did I just witness? That went about as wrong as wrong can go.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_01,P=We got them that time, but stay focused. This ain't over yet.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_02,P=And that is how you stop a threat dead in it's tracks. Well done.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_03,P=Mark one in the Win column.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_04,P=That was one heck of a fight, but don't get cocky. There's plenty more work to do..
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_05,P=We put them in their place for now, but that's not going to stop them for long. Just another day on the job. Let's do it again.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_Shutout_01,P=In and out, and not a single Marine down. Couldn't ask for a better op.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_Shutout_02,P=That was near flawlass work, and you all deserve accomendations, but that comes later. Now we need to stay focus, It only takes one lucky shot to change everything.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_Shutout_03,P=All that training really paid off. You put down those outlaws before they even had a chance to know what hit them.
DXSH_MCCV_INDI_SM_Marine_Round_Start_01,P=You waitin' for an invitation?!? Get out there!
DXSH_MCCV_INDI_SM_Marine_Round_Start_02,P=Move out!
DXSH_MCCV_INDI_SM_Marine_Round_Start_03,P=Go! Go! Go!
DXSH_MCCV_INDI_SM_Marine_Round_Start_04,P=We are go!
DXSH_MCCV_INDI_SM_Marine_Round_Start_05,P=Roll out.
DXSH_MCCV_INDI_SM_Marine_Round_Start_Countdown_01,P=Here we go. 5, 4, 3, 2, 1. Move out!
DXSH_MCCV_INDI_SM_Marine_Round_Start_Countdown_02,P=On my mark, 5, 4, 3, 2, 1, Go!
DXSH_MCCV_INDI_SM_Outlaw_30_Seconds_Left_01,P=Time's clickin' out. Step it up.
DXSH_MCCV_INDI_SM_Outlaw_30_Seconds_Left_02,P=Stomp them skags. We're running out of time.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_01,P=Don't punk out now.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_02,P=Take a breath. You got this.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_03,P=It's us or them. Remember that.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_04,P=You really gonna let some Marines stomp us like that?
DXSH_MCCV_INDI_SM_Outlaw_First_Blood_01,P=Way to send a message.
DXSH_MCCV_INDI_SM_Outlaw_First_Blood_02,P=Hit hard and fast, that's what I like to see.
DXSH_MCCV_INDI_SM_Outlaw_First_Blood_03,P=Bet they weren't expecting that.
DXSH_MCCV_INDI_SM_Outlaw_Gain_Player_01,P=Looks like someone finally woke up.
DXSH_MCCV_INDI_SM_Outlaw_Gain_Player_02,P=Got some new blood on the team.
DXSH_MCCV_INDI_SM_Outlaw_Game_Objective_Briefing_01,P=All right, scumbags, listen up: we got rats in the clubhouse and I need them dead. Every single one.
DXSH_MCCV_INDI_SM_Outlaw_Game_Objective_Briefing_02,P=Here's the roll, we got a Marine team breaching. It's you or them.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_01,P=Got 'em.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_02,P=Tag, you dead.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_04,P=Bye, bye.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_05,P=That was fun to watch.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_06,P=They won't be gettin' up anytime soon.
DXSH_MCCV_INDI_SM_Outlaw_Greetings_01,P=Hey, shut up for a second.
DXSH_MCCV_INDI_SM_Outlaw_Greetings_02,P=Who's ready to have a little fun?
DXSH_MCCV_INDI_SM_Outlaw_Greetings_03,P=Everyone here? Good.
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Kill_01,P=Got 'em
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Kill_02,P=Nice toss.
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Warning_01,P=Frag! Frag!
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Warning_02,P=Grenade!
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Warning_03,P=Run, idiot!
DXSH_MCCV_INDI_SM_Outlaw_Halftime_01,P=We're gonna hit them from a different angle. Get ready.
DXSH_MCCV_INDI_SM_Outlaw_Halftime_02,P=Time to mix it up. Let's go at 'em from the other side.
DXSH_MCCV_INDI_SM_Outlaw_Kill_Assist_01,P=Someone totally nicked your kill.
DXSH_MCCV_INDI_SM_Outlaw_Kill_Assist_02,P=Clippin' 'em ain't the same as finishing 'em, but it's all the same to me.
DXSH_MCCV_INDI_SM_Outlaw_Kill_Assist_03,P=Seems like you couldn't get the job done yourself.
DXSH_MCCV_INDI_SM_Outlaw_Killing_Spree_01,P=That's some bloodlust right there.
DXSH_MCCV_INDI_SM_Outlaw_Killing_Spree_02,P=Ravenous. I like that.
DXSH_MCCV_INDI_SM_Outlaw_Killing_Spree_03,P=Don't stop 'til your heart stops beating.
DXSH_MCCV_INDI_SM_Outlaw_Last_Player_Alive_01,P=Take a sec. Breathe. It's you or nothin'.
DXSH_MCCV_INDI_SM_Outlaw_Last_Player_Alive_02,P=Time to hero up.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Confirmation_01,P=You set? Let's do this.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Confirmation_02,P=Sorted? Good, then rack up.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Selection_01,P=Arm up and get set, people. We got some killin' to do.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Selection_02,P=Grab what you want, we'll sort it later.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Selection_03,P=These are UEE Marines, so pick your load-out carefully.
DXSH_MCCV_INDI_SM_Outlaw_Lose_Player_01,P=Hold on. That son of a bitch skeeved out.
DXSH_MCCV_INDI_SM_Outlaw_Lose_Player_02,P=Wait a second. I lost one of our team.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_01,P=You're lucky they killed you because I wanna do so much worse.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_02,P=(off-mic) I ain't goin' back! (exchange of gunfire)
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_03,P=Go, go, go let's get outta here.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_04,P=I set us up, make a perfect plan, and you just had to go and mess it up didn't you?
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_05,P=Well we got beat, but then again, they're Marines and we're, well, we're us, so its not too big of surprise really.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_01,P=That'll teach 'em to try and roust us.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_02,P=Scav the bodies. You earned it. Make sure you vent 'em when you're done.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_03,P=Fine job, my wonderful scumbags. Those UEE pukes didn't know what hit 'em.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_04,P=And that is why we are still here. Who's drinking?
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_05,P=Trouncing those Marines felt a billion times better than I thought it would. I say this calls for celebration.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_01,P=All right everyone, let's get this done.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_02,P=Ghost 'em.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_Countdown_01,P=5, 4, 3, 2, 1. Here they come.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_Countdown_02,P=We're going in 5, 4, 3, 2, 1.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_Countdown_03,P=Give 'em hell in 5, 4, 3, 2, 1.
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_01,P=Ain't nothing like it, right?
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_02,P=Drop 'em.
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_03,P=Good night.
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_04,P=Who needs a gun, right?
DXSH_MCCV_INDI_SM_Outlaw_Multi_Kill_01,P=That'll hurt their chances.
DXSH_MCCV_INDI_SM_Outlaw_Multi_Kill_02,P=It's nice when they clump together like that, right?
DXSH_MCCV_INDI_SM_Outlaw_Multi_Kill_03,P=Just mowin' 'em down aint't ya.
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_01,P=One of your people needs some meds.
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_02,P=Dose 'em and get 'em back on their feet.
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_03,P=Another one down? Really?
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_04,P=Will somebody help 'em already?
DXSH_MCCV_INDI_SM_Outlaw_One_Enemy_Left_01,P=There's one left. Hunt them down.
DXSH_MCCV_INDI_SM_Outlaw_One_Enemy_Left_02,P=Almost there. Finish them off.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_01,P=What the hell? You gotta do better than that.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_02,P=Fine. They got lucky this time. Load up and hit 'em again.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_03,P=All right, okay... no, we still got this.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_04,P=You wanna let those fascist punks walk all over you. Get mad!
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_05,P=I'm paying you for better. Deliver.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_Shutout_01,P=Jesus, people, I just... I don't even know...
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_Shutout_02,P=These are Marines. Did you think this was going to be easy? You better rack your game up or I'll rack your brain with a pipe.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_Shutout_03,P=Another show like that and I'm gonna get out of here.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_01,P=There we go. One down.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_02,P=Hell yeah, people. That's what I like to see.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_03,P=This is our station!
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_04,P=You're getting private stock tonight. Keep it up.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_05,P=That's one for us.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_Shutout_01,P= that... That was amazing.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_Shutout_02,P=That. That. Just keep doing that.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_Shutout_03,P=There you go, the Empire's finest laid to waste.
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_01,P=Go get 'em.
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_02,P=It's all up to you. Kill 'em or die trying.
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_03,P=Get out there!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_04,P=Go, go!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_05,P=What are you waiting for? Go!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_Countdown_01,P=Going again in 5, 4, 3, 2, 1. Go!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_Countdown_02,P=Mags and frags up in 5, 4, 3, 2, 1.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_1,P=With the Aeros' win that round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_2,P=A decisive round victory for the Aeros as they show what skill and teamwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_3,P=As the Aeros claims the win for that round, they've got to be feeling better about the outlook for this match. Here's hoping that Jata can pull back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_4,P=Jata falls as the Aeros clinch the round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_5,P=Aeros take this one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_1,P=The carrier is taken out with a stun.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_2,P=With the carrier is stunned you got to ask where their team was on that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_3,P=You get that ball and it is basically like painting a big target on yourself.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_4,P=The carrier went for the opening, but wound up with a face full of stun.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_5,P=Yeah, that press is going nowhere with the carrier locked.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_1,P=Slater Vonn used to say use the electric field like it's another teammate.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_2,P=I once saw Soren Redmond score a goal off a field bounce like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_3,P=Using the field like it was intended!
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_4,P=I like a player who uses the whole arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_5_Angeli,P=Angeli's_Jata's going for better ball positioning with a bounce off the field.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_5_Jata,P=Angeli's_Jata's going for better ball positioning with a bounce off the field.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_1,P=Look out. Gotta watch your passways.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_2,P=Don't control your passes and you're going to lose the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_3,P=Right place, right time for the interception.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_4_Angeli,P=A clean snatch. [Jata_Angeli] will be kicking themselves over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_4_Jata,P=A clean snatch. [Jata_Angeli] will be kicking themselves over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_5,P=Beautiful interception.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_1,P=Moving the ball physically instead of using your Kagi can be a great way to defend yourself while in possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_1_Alt,P=Moving the ball physically instead of using your Kagi can be a great way to defend yourself while in possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_2,P=Looks like the ball may have gotten a little away from them there.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_3,P=You got to control that ball by AMP. Any means possible.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_4,P=Going old school, and physically moving that ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_5_Angeli,P=Angeli _ Jata move in and knock the ball back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_5_Jata,P=Angeli _ Jata move in and knock the ball back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_1_Angeli,P=Angeli_Jata has the ball in range of the goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_1_Jata,P=Angeli_Jata has the ball in range of the goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_2,P=The goal is close. How they choose to score is the big question.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_3,P=We're nearing the end of a scoring drive, with the goal in sight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_4,P=I'm seeing the ball very near that goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_5_Angeli,P=Clever play by Angeli_Jata has put their ball in the right place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_5_Jata,P=Clever play by Angeli_Jata has put their ball in the right place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_1,P=It's important to keep that ball moving.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_2,P=Nice pass.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_3,P=Right in the pocket, pass complete.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_4,P=Showing zero fear with that pass.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_5_Angeli,P=A solid throw bypasses the Jata _ Angeli defense.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_5_Jata,P=A solid throw bypasses the Jata _ Angeli defense.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_1,P=CV: Tonight's match pits the Angeli Aeros against Jata ZGCC so it should be a good one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_2A,P=CV: And I'm Cara Vaughn.\n\n
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_2B,P=CV: With the Angeli Aeros and the Jata ZGCC warring it out in the sphere it is shaping up to be one to remember.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_3,P=CV: Cara Vaughn here with Max Seligmann. You are joining us for what looks to be a Sataball match that you do not want to miss.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_4,P=CV: Good to be here, Max. Today's match is one heck of a showdown as the Jata ZGCC look to take down the Angeli Aeros. There has been a lot of speculation flying as who will take it, but I think to say that whichever way it goes, it's going to be fun to watch.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Sample_01,P=CV: Quite a battle going on here.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Sign_Off_1,P=CV: And I'm Cara Vaughn.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Sign_Off_2,P=CV: It's been my pleasure, Max.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Team_A_B_Needs_To_Turn_It_Around_2,P=CV: Get back to basics. Execute plays based on the team your facing tonight, not the one you planned to face.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_1,P=Defense showing some strength.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_2,P=Nice shot.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_3_Angeli,P=Jata _ Angeli really trying to hold the line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_3_Jata,P=Jata _ Angeli really trying to hold the line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_4_Angeli,P=If I was out there I'd be doing just what the Jata _ Angeli are doing. Maintaining the goal with a judicious application of gunwork.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_4_Jata,P=If I was out there I'd be doing just what the Jata _ Angeli are doing. Maintaining the goal with a judicious application of gunwork.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_5_Angeli,P=Jata _ Angeli standing firm in the face of that press.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_5_Jata,P=Jata _ Angeli standing firm in the face of that press.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_1_Angeli,P=A smart play gains Angeli_Jata possession.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_1_Jata,P=A smart play gains Angeli_Jata possession.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_2_Angeli,P=Angeli_Jata takes possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_2_Jata,P=Angeli_Jata takes possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_3_Angeli,P=Moving just a little bit quicker, the ball finds its way into Angeli_Jata hands.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_3_Jata,P=Moving just a little bit quicker, the ball finds its way into Angeli_Jata hands.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_4_Angeli,P=I'm impressed with Angeli_Jata's offense for taking possession so definitively.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_4_Jata,P=I'm impressed with Angeli_Jata's offense for taking possession so definitively.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_5_Angeli,P=We're gonna have a change of possession here. Yep, it's Angeli_Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_5_Jata,P=We're gonna have a change of possession here. Yep, it's Angeli_Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_1,P=Gates are open!
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_2,P=I know this feeling well. As those gates open, your heart is beating a million times a minute.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_3,P=Gates open and both teams take the field.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_4,P=Taking the field can be intimidating, but you need to remember your battleplan, watch where your opponents are positioning themselves.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_5,P=Gates are open and here comes the action.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_1,P=With the gates starting to close, anyone who hasn't left could be looking at a penalty.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_2,P=I'm a little surprised to see that there are some players who have not yet left the gate as it begins to close.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_3,P=I see the gates closing which means things are going to heat up.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_4,P=And the gates are shutting. Let's do this.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_1,P=Coming in hot...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_2_Angeli,P=Angeli_Jata looking to score...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_2_Jata,P=Angeli_Jata looking to score...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_3,P=Attempting a goal and...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_4,P=Lining up the shot...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_5,P=This is it...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_1,P=Afte a block like that, the shooter has got to be fighting back tears.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_2_Angeli,P=Blocked! Jata _ Angeli really stepping up when it counts.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_2_Jata,P=Blocked! Jata _ Angeli really stepping up when it counts.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_3,P=Smacked back hard.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_4_Angeli,P=Denied! Jata _ Angeli are teaching a master class in defense here today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_4_Jata,P=Denied! Jata _ Angeli are teaching a master class in defense here today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_5_Angeli,P=No goal! Angeli _ Jata have to be hurting over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_5_Jata,P=No goal! Angeli _ Jata have to be hurting over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_1,P=Another disappointment!
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_2,P=No goal! The score'll stay where it is.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_3,P=No good - it's wide!
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_4,P=Nope, couldn't pull off the goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_5,P=A solid attempt, but just not enough to score.
DXSH_MCCV_INDI_SM_Sataball_Cara_Hattrick_1,P=I hope you all appreciate the difficulty of what you just saw. Three goals. Color me impressed.
DXSH_MCCV_INDI_SM_Sataball_Cara_Hattrick_2,P=And that's three goals. That right there is something that every player longs to have in their stats.
DXSH_MCCV_INDI_SM_Sataball_Cara_Hattrick_3,P=That was goal number three. An incredible feat for any Sataball player.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_1,P=Right to the head.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_2,P=This is why it is so important to keep your head protected. Those extra seconds add up.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_3,P=An ugly headshot takes that player out.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_4,P=It's harder shot, but if you can get the head it is worth it.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_5,P=A headshot like that is a spirit breaker.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_1,P=This is Cara Vaughn and Max Seligmann coming at you from Astro Arena where we've got one hell of a game of Sataball shaping up. Angeli Aeros versus the Jata ZGCC. The statheads say its going to be close. I say it's going to come down to who wants it more.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_2,P=Welcome to Astro Arena, home of eight consecutive SataBall Championships, and the backdrop for today's exciting matchup between Jata ZGCC and the Angeli Aeros. I'm Cara Vaughn here with Max Seligmann to give you all the play by plays and blow by blows of today's match.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_3,P=Well you have tuned in for the right match, as the Angeli Aeros and Jata ZGCC face off in what is sure to be one hell of a Sataball match. I'm Cara Vaughn high above Astro Arena. Joining me is Max Seligmann and we are moments away from the start of today's action.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_4,P=Thanks for joing us here at Astro Arena. To my right is announcer extraordinaire Max Seligmann, and I'm Cara Vaughn. I have just gotten word that the teams are in place, which means that in just moments the Angeli Aeros and the Jata ZGCC will go head to head for what may turn out to be one of the most exciting Sataball matches this season.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_5,P=It is time again for another fantastic Sataball match up between the Jata ZGCC and the Angeli Aeros. This really could be anyone's game today here at the one and only Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_1,P=Despite some impressive moves from the Aeros, Jata ZGCC takes the round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_2,P=A solid win that round for Jata, let's see if they can maintain the momentum as they head into the next.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_3,P=With Jata's win this round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_4,P=Jata managed to overcome the Aeros this round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_5,P=A decisive win for Jata that round as they show what skill and hardwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Loadout_Selection_1,P=When it comes to choosing gear, to me it always comes down to two things, improving your strengths or compensating for your weaknesses.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_1,P=Distance and accuracy. A dangerous combination in a passer.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_2,P=A lot of teams try to keep their passing game short, I'm a firm believer in spreading out your office and going for those long passes.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_3,P=A risky long throw that pays off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_4,P=Great effort in moving that ball as far up the field as possible.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_5,P=Taken full advantage of the zero g to hurl the ball across the arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_1,P=So we come to the end and the Angeli Aeros have emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_2,P=As the Aeros claim victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_3,P=Despite a hearty fight from Jata, the Aeros take the match, marking a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_4,P=Now that is what I call Sataball! Job well done to the Angeli Aeros for a well-earned victory.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_5,P=An incredible victory here today for the Aeros at Astro Arena. Hope you all will join us again soon.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_1,P=So we come to the end and Jata has emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_2,P=As Jata Club claims victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_3,P=An exciting blue team victory marks a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_4,P=Now that is what I call Sataball! Job well done to Jata ZGCC for a victory well earned.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_5,P=That's it. The match is over with Jata ZGCC defeating the Angeli Aeros.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_1,P=That might be the decisive moment in this match.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_2,P=A great lesson in what not to do, right there.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_3_Angeli,P=[Jata_Angeli] cannot affort to make errors like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_3_Jata,P=[Jata_Angeli] cannot affort to make errors like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_4,P=Rookie mistake.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_5,P=Important thing when you slip is to put it out of your mind and get back in the game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_1,P=You got to admire skill like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_2,P=That's pro right there.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_3,P=That's the kind of play that wins games!
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_4,P=This is what you like to see, a player really getting in there and getting things done.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_5,P=It's those kind of plays that can follow you throughout your career.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_1,P=It's precise shooting like that that makes or breaks games.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_2,P=You got to take out those defenders.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_3_Angeli,P=They are just cutting a path through the [Jata_Aeros'] line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_3_Jata,P=They are just cutting a path through the [Jata_Aeros'] line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_4,P=Good, clean shot.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_5,P=It takes a lot of practice or a lot of luck to shoot like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_1,P=What a devastating turn of events.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_2,P=Pathetic. My first coach would cut anyone who screwed up that bad.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_3,P=(sighs heavily)
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_4,P=This is how good teams lose: by beating themselves.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_5,P=How mortifying. Basic orientation is a skill every player requires.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_1,P=The rivalry between Angeli and Jata has definitely cooled since I was playing, but you still have fans that keep it alive.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_2,P=I really don't know what Jata Club is going to do when Tio Stockton retires at the end of this season, he has completely reinvigorated this team with his managing style.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_3,P=Some have called the Aeros' constant roster rotations as a sign of indecision, but this early in the season, I think they're just testing player combinations, looking for that golden team.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_4,P=I have to say, I'm really excited for this upcoming season of Sataball. I feel like we're going to get a lot of new, exciting players who are just hungry to play the game. That kind of passion and intensity always translates over to the fans watching.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_1,P=So many goals without a substantial response from the opposition.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_2_Angeli,P=[Angeli_Jata] have completely dismantled their opponents as they continue to keep the goals coming.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_2_Jata,P=[Angeli_Jata] have completely dismantled their opponents as they continue to keep the goals coming.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_3,P=What we're seeing now is exactly why you should fear a truly motivated team.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_4_Angeli,P=With yet another goal, [the Aeros continue_Jata continues] to maintain the pressure.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_4_Jata,P=With yet another goal, [the Aeros continue_Jata continues] to maintain the pressure.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_5_Angeli,P=As Angeli _ Jata puts up another point, it goes to show that with a proper offensive strategy the goals will come.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_5_Jata,P=As Angeli _ Jata puts up another point, it goes to show that with a proper offensive strategy the goals will come.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sign_Off_2,P=This is Cara Vaughn and Max Seligmann signing off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_1,P=I can tell you. It is a tough spot to be in, waiting for that stun to burn out.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_2,P=That player is stunned out. Let's hope they can get that time back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_3,P=A strategic stun. We might start seeing some movement here.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_4,P=When your suit locks up like that, its important to use that time to think strategy.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_5,P=Nothing more frustrating than getting stunned on a play like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_1_Angeli,P=[Jata_Angeli] is about to close the book on this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_1_Jata,P=[Jata_Angeli] is about to close the book on this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_2_Angeli,P=With each passing second, a win is looking more and more certain for Jata _ Angeli.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_2_Jata,P=With each passing second, a win is looking more and more certain for Jata _ Angeli.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_3_Angeli,P=Victory is within their grasp, can Angeli _ Jata claim it?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_3_Jata,P=Victory is within their grasp, can Angeli _ Jata claim it?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_4_Angeli,P=With [Angeli_Jata] so close to victory, is that going to invigorate their opponents?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_4_Jata,P=With [Angeli_Jata] so close to victory, is that going to invigorate their opponents?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_5,P=I'll tell you, Max. Those players on both sides have to know that every single shot and move could be the one that seals this game up.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_1_Angeli,P=[Jata_Angeli] isn't taking it lying down - they're coming back to give [Angeli_Jata] a real match!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_1_Jata,P=[Jata_Angeli] isn't taking it lying down - they're coming back to give [Angeli_Jata] a real match!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_2_Angeli,P=[Jata_Angeli] is rising from the ashes of certain defeat!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_2_Jata,P=[Jata_Angeli] is rising from the ashes of certain defeat!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_3_Angeli,P=Apparently [Jata_Angeli] has finally decided to show this crowd what they've got!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_3_Jata,P=Apparently [Jata_Angeli] has finally decided to show this crowd what they've got!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_4,P=Looks like this is still anyone's game!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_5,P=We have a real battle here.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_1_Angeli,P=Everything [Angeli's_Jata's] doing is working tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_1_Jata,P=Everything [Angeli's_Jata's] doing is working tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_2,P=What you're seeing here is simply a breakdown of fundamental mechanics.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_3,P=This is a total rout. I don't see this turning around.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_4_Angeli,P=[Jata_The Aeros] just haven't been able to put together any kind of resistance this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_4_Jata,P=[Jata_The Aeros] just haven't been able to put together any kind of resistance this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_5,P=While these teams are usually evenly matched, that is certainly not the case today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_1_Angeli,P=This game is 90% mental. If the Aeros can't get their head in the game, they'll never turn it around.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_1_Jata,P=This game is 90% mental. If the Aeros can't get their head in the game, they'll never turn it around.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_2,P=Sometimes a team needs to admit that their initial strategy isn't working and adopt a new one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_3_Angeli,P=[Angeli_Jata] need to get angry, get focused, something to snap them out of this skid.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_3_Jata,P=[Angeli_Jata] need to get angry, get focused, something to snap them out of this skid.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_4,P=This is where you really get a sense of the character of the team, how do they turn the tables when victory is getting further away?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_Shutout_1,P=The Astros completely owned this game. They seemed to shut down Jata at every opportunity.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_Shutout_2,P=Sometimes there are days where everything works and then there are days like today. Jata fell in the latter.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_Shutout_3,P=The Angeli Aeros absolutely dominated the team from Jata that round. Managing to wipe them out without suffering a single loss.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_1,P=That's a point. It is clear that the Aeros came here to play.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_2,P=With that goal, you have to admire the Angeli for being able to pull the trigger when it counts.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_3,P=That is how you do it. Jata players take note. The Aeros just showed you how it's done.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_4,P=I think that goal was Aero's response to those who said they couldn't make it this far.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_5,P=And it's in the goal! Angeli's got to be riding high after pulling that play off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_B_Shutout_1,P=Jata was really firing on all cylinders in this match. The Aeros could not shut them down.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_B_Shutout_2,P=With barely a scratch on them, Jata ZGCC completely shuts out the competition that round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_B_Shutout_3,P=The Aeros close out that round without a single point and their fans have got to be disappointed.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_1,P=And it's good. Jata showing some inspired athleticism on the field today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_2,P=That'll do. A point for Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_3,P=Jata takes it to the goal with style.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_4,P=Goal! Jata has really pulled it together and all that training is really paying off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_5,P=That goal could be a game changer for Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_1,P=These are the moments that you live for as a player and a fan, where a team seems to anticipate each other on a subconscious, almost psychic level.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_2,P=That's what I love, when a team is really in sync, it makes their opponents look hopelessly outclassed.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_3,P=Some fantastic handling going on, let's see if they can turn it into points.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_4_Angeli,P=[Jata_the Aeros] have been putting in the hours to train for this match, it's really starting to show.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_4_Jata,P=[Jata_the Aeros] have been putting in the hours to train for this match, it's really starting to show.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_5,P=Effortless coordination here. It's incredible.
DXSH_MCCV_INDI_SM_Sataball_Cara_Time_Running_Out_1,P=That decreasing clock can be a real motivator. Let's see if it's a factor tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Time_Running_Out_2,P=Some players thrive in a time crisis. Let's see if any are playing tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_1,P=Ball turns over. Not a good time to lose possesion.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_2_Angeli,P=Angeli _ Jata has got the ball back. Let's see if they can make something happen.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_2_Jata,P=Angeli _ Jata has got the ball back. Let's see if they can make something happen.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_3,P=Talk about stepping up. Angeli _ Jata takes the ball back like they own the place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_3_Jata,P=Talk about stepping up. Angeli _ Jata takes the ball back like they own the place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_4,P=Turnovers like that can cost you the game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_5,P=The great teams don't let turnovers like that slow them down.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_1,P=A tough loss on that one, let's see if Jata can do better in the next round.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_2,P=The round ends in defeat for Jata ZGCC. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_3,P=With the loss of their last combatant, Jata is handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_4,P=After suffering a defeat that last round, Jata Club will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_5,P=Despite some impressive moves from Jata, the Aeros manage to take the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_1,P=These player's have got to be appreciating the recently renovated features here at the arena. New owners AstroArmada have really done wonders updating the facilities to 30th century standards.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_2,P=Astro Arena used to accomodate live audience viewing boxes just beyond the outer zone of the sphere, but the Banu fans proved to be too disruptive to the game.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_3,P=Personally I will miss the old barriers, I will not, however, miss the old broadcast booth.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_4,P=Astro Arena is also proud to host professional gravity tunnel racing during the off-season. Something to check out!
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_5,P=You may notice something different when you look at the arena today: more than a fresh coat of paint, we're looking at state-of-the-art technology and a completely updated field of play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_1,P=With that decisive shot, the carrier is halted in their tracks.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_2,P=A devastating strike as the carrier's locked.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_3,P=Right as they had something going the carrier is mercilessly taken out.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_4,P=Looks like the ball carrier... yes, yes, he's stunned out.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_5,P=The offense is put on hold as the ball carrier's stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_1,P=And we got a bounce...
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_1_Alt,P=And we got a bounce...
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_2,P=Looks like the field's going to be the one to put the ball back into play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_3,P=Nice bounce off the electric field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_4,P=The field can be your friend or foe.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_4_Alt,P=The field can be your friend or foe.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_5_Angeli,P=The ball bounces back from the field and Angeli still has control.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_5_Jata,P=The ball bounces back from the field and Jata still has control.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_1,P=Mercy, what a snag!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_2,P=What a brilliant steal!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_3_Angeli,P=A disappointing interception for Angeli. No telling when they'll see that ball again.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_3_Jata,P=A disappointing interception for Jata. No telling when they'll see that ball again.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_4,P=Like candy from a baby!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_5_Angeli,P=Angeli ganks the ball mid-play. Nice steal.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_5_Jata,P=Jata ganks the ball mid-play. Nice steal.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_1,P=The ball is given a solid push.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_2,P=And the ball is knocked farther down field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_3_Angeli,P=Angeli getting a little bit physical with the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_3_Jata,P=Jata getting a little bit physical with the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_4,P=We have contact!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_5,P=Getting in close, the ball is knocked away.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_1,P=Things are getting tense...
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_2,P=We may be close to a goal here.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_3_Angeli,P=Angeli must be holding their breath. I smell a goal in the next play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_3_Jata,P=Jata must be holding their breath. I smell a goal in the next play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_4,P=Is the defense aware their goal is in danger?
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_5,P=The offense has maneuvered into good position.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_1_Angeli,P=Angeli moving the ball steadily across the field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_1_Jata,P=Jata moving the ball steadily across the field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_2,P=And the ball is passed.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_3,P=A clean throw.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_4,P=A completed pass and the ball changes hands.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_4_Alt,P=A completed pass and the ball changes hands.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_5,P=A respectable catch and the pass is complete.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_1,P=MS: Hello and welcome. This is Max Seligmann coming to you from Astro Arena and have I got some Sataball for you. Joining me is Hall of Famer Cara Vaughn.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_2A,P=MS: Hi, I'm Max Seligmann.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_2B,P=MS: Welcome to Astro Arena for another exciting match of Sataball.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_3,P=MS: That's right, Cara. With talent like the Angeli Aeros and the Jata ZGCC facing off, there is no telling what may happen here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_3_Alt,P=MS: That's right, Cara. With talent like the Angeli Aeros and the Jata ZGCC facing off, there is no telling what may happen here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_4,P=MS: Welcome back to Astro Arena and another exciting Sataball face off. To my left, giving us the real inside look into the mind of the player is hall of famer Cara Vaughn. What do you think of today's match, Cara?
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sample_01,P=MS: Reminds me of a young Eryll Castro, before the booze and the women.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sign_Off_1,P=MS: Join us next time for more Sataball action at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sign_Off_2A,P=MS: That'll bring us to a close here. Thanks for joining me Cara.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sign_Off_2B,P=MS: Join us next time here at Astro Arena for more Sataball action.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Team_A_B_Need_To_Turn_It_Around_2,P=MS: Cara, you've been in this situation before. What advice would you give?
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_1,P=It takes confidence to block like that!
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_2,P=Jata shuts it down with some solid defensive shooting!
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_3,P=Effective defense there. Not pretty, but it got the job done.
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_4,P=Really tight work from the defensive shooters.
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_5_Angeli,P=With some careful aiming, Angeli lay out a tight defense.
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_5_Jata,P=With some careful aiming, Jata lay out a tight defense.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_1_Angeli,P=Angeli has gained possesion.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_1_Jata,P=Jata has gained possesion.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_2,P=The ball is recovered and we're back to business.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_3_Angeli,P=Possession goes to Angeli.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_3_Jata,P=Possession goes to Jata.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_4,P=Just when you think you know what's coming, the ball changes hands.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_5_Angeli,P=And the ball goes to Angeli. The timing couldn't be better for them.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_5_Jata,P=And the ball goes to Jata. The timing couldn't be better for them.
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_1,P=Gates are open!
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_2,P=The gates open and the teams pour onto the field.
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_3,P=Open sesame. Sataball is about to begin!
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_4,P=Here are our two teams, our gladiators of the match.
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_5,P=Gates are open and excitement is high.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_1,P=With the gates closing, those players better get out there.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_2,P=A player is lingering in the Ready Room. With the gates closing, gotta wonder what they're waiting for.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_3,P=The gates are closing and the round is about to kick off.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_4,P=With the closing of the gates the round is about to get underway.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_1,P=And......
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_2_Angeli,P=Angeli takes the shot...
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_2_Jata,P=Jata takes the shot...
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_3,P=They're going for it!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_4,P=Here we go!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_5,P=This could be it...
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_1,P=Deflected!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_2,P=What a block!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_3,P=Did that defender have eight arms? An incredible save.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_4_Angeli,P=Call the Advocacy, my friends. Angeli just got robbed.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_4_Jata,P=Call the Advocacy, my friends. Jata just got robbed.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_5_Angeli,P=Not on my watch, says Angeli.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_5_Jata,P=Not on my watch, says Jata.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_1,P=So close.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_1_Alt,P=So close.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_2,P=Oh! You can feel the disappointment. That should've been a goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_3,P=A waste of a gorgeous shot!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_4,P=Too bad. But that's why the game is so fun to watch.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_5_Angeli,P=No goal for Angeli, but a heroic attempt.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_5_Jata,P=No goal for Jata, but a heroic attempt.
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_1,P=I don't believe what I just saw! That's goal number three!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_1_Alt,P=I don't believe what I just saw! That's goal number three!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_1_Alt2,P=I don't believe what I just saw! That's goal number three!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_2,P=That makes three. What a performance!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_2_Alt,P=That makes three. What a performance!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_2_Alt2,P=That makes three. What a performance!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_3,P=We have the makings of a legend here, folks. Three goals, one match.
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_3_Alt,P=We have the makings of a legend here, folks. Three goals, one match.
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_3_Alt2,P=We have the makings of a legend here, folks. Three goals, one match.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_1,P=A headshot and this player's out.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_2,P=We're seeing some devastating aim as a headshot lands.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_3,P=That is some surgical shooting right there with a direct shot to the head.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_4,P=We have some precision shooters on the field today.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_5,P=Another shot to the dome...
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_5_Alt,P=Another shot to the dome...
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_5_Alt2,P=Another shot to the dome...
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_1,P=Glad you could join us. Max Seligmann here with Cara Vaughn and it's shaping up to be another exciting day here at Astro Arena. Today's match-up pits the Angeli Aeros against Jata ZGCC.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_2,P=Greetings from Astro Arena. And boy, do we have a fight shaping up for you. Jata ZGCC steps up against the Angeli Aeros.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_3,P=Let me be the first to welcome everyone to the Astro Arena sponsored by AstroArmada. I'm your announcer Max Seligmann, and joining me is hall of famer, Cara Vaughn.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_4,P=Hello ladies and gentlemen, I hope you're ready for SataBall because have we got a match for you. Croshaw's Angeli Aeros are squaring off against Jata ZGCC.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_5,P=Thanks all for joining us at Astro Arena for what promises to be an exciting match between the Angeli Aeros and Jata ZGCC.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_1,P=A tough loss on that one, let's see if the Aeros can do better in the next round.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_2,P=The round ends in defeat for the Angeli Aeros. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_3,P=With the loss of their last combatant, the Aeros are handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_4,P=After suffering a defeat that last round, the Aeros will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_5,P=As Jata claims that round, they've got to be feeling better about the outlook for this match. Here's hoping that the Aeros still got some fight in them.
DXSH_MCCV_INDI_SM_Sataball_Max_Loadout_Selection_1,P=Both teams picking their loadouts, this is our first hint at the sort of strategies we'll be seeing in the match to come.
DXSH_MCCV_INDI_SM_Sataball_Max_Loadout_Selection_2,P=With a careful eye, the combatants pick their loadouts.
DXSH_MCCV_INDI_SM_Sataball_Max_Loadout_Selection_3,P=With selections made, we're just moments away.
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_1,P=Going deep!
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_2,P=Incredible. That pass almost went into orbit.
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_3,P=A beautiful long pass and the ball is in good position.
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_4,P=Terrific pass!
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_4_Alt,P=Terrific pass!
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_5,P=Sailing the distance there with a remarkable throw.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_1,P=Jata Club has got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_2,P=Jata tried their best, but this time it just wasn't good enough as the Angeli Aeros claim the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_3,P=After a valiant struggle, Jata ZGCC ultimately falls to the Aeros. Another heart pounding game of Sataball here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_4,P=Sataball comes to an end, as the Angeli Aeros claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_5,P=They fought hard, but in the end Jata ZGCC just couldn't pull it off. That's it for Sataball here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_1,P=The Angeli Aeros have got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_2,P=The Aeros tried their best, but this time it just wasn't good enough as Jata Club take the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_3,P=After a valiant struggle, the Aeros fail to turn it around and lose the match. Another heart pounding game of Sataball here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_4,P=Sataball comes to an end, as Jata Club claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_5,P=They fought hard, but in the end the Aeros just couldn't pull it off. That's it for Sataball here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_1,P=With that, we're on.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_2,P=With that, the match has begun.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_3,P=That's the start of the game.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_4,P=Here we go!
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_5,P=We are underway.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_1,P=A game can be lost on a silly mistake like that.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_2,P=Oh, I'll bet they wish they could take that one back.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_3,P=Nobody's perfect, I suppose.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_4_Angeli,P=Let's see if Angeli can bounce back after a slip like that.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_4_Jata,P=Let's see if Jata can bounce back after a slip like that.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_5,P=A mis-step. Time will tell how critical it will turn out to be.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_1,P=What a play!
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_2,P=Team's got to be feeling good about that.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_3,P=It's moments like these that make me love the game.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_4,P=Combatants are putting on a real show today.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_5,P=That'll be on a highlight vid somewhere.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_1,P=Pushing their way through the defense, let's see what they can do.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_2_Angeli,P=A bold attack as Angeli makes for the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_2_Jata,P=A bold attack as Jata makes for the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_3,P=Some suppressive fire being laid to clear the way for the carrier.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_4_Angeli,P=Angeli making things happen as they stun their way to the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_4_Jata,P=Jata making things happen as they stun their way to the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_5_Angeli,P=Shooting their way forward, Angeli is making a serious effort here.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_5_Jata,P=Shooting their way forward, Jata is making a serious effort here.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_1,P=Oh... that is embarassing.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_2,P=And there's a... what happened?! Oh no, oh no.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_2_Alt,P=And there's a... what happened?! Oh no, oh no.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_3,P=Someone needs to remind that player which team they're on.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_4,P=Let's hope no one gets hurt in the locker room...
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_5,P=Looks like someone forgot which goal was which.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_1,P=And another round comes to a close.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_2,P=The round is over.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_3,P=That's the end of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_4,P=And the round comes to end.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_5,P=That's it. A final hit ends of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_1,P=The round is underway.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_2,P=Another round kicking off.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_3,P=Here we go with another round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_4,P=That's the start of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_5,P=Both sides are feeling the heat. Let's see how they handle it.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_1,P=Interesting fact, thirteen years ago today, Scopey Walsh broke Hannah Forbes' single-game goal record.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_2,P=In other news around Sataball, analysts predict a big announcement from Vega Olympique this week.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_2_Alt,P=In other news around Sataball, analysts predict a big announcement from Vega Olympique this week.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_3,P=Another interesting fact, thirty-eight years ago, Drop Johnson staged, what many call, one of the greatest solo comebacks in SataBall history. With his entire team frozen, ol' Drop secured and carried the ball to win the match.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_4,P=In the aftermath of what is affectionately known among SataBall historians as the Trade of Doom, Felicity Goan played her first game here in Astro Arena, going on to be a six-time MVP.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_1_Angeli,P=Things are really clicking for Angeli as they score another goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_1_Jata,P=Things are really clicking for Jata as they score another goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_2,P=And another GOAL!!!
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_3_Angeli,P=There is no stopping Angeli as they score again.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_3_Jata,P=There is no stopping Jata as they score again.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_4_Angeli,P=That is another goal. Angeli are on quite a run.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_4_Jata,P=That is another goal. Jata are on quite a run.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_5_Angeli,P=Can you taste that? The sweet tang of a win in the air? With another goal scored, I know Angeli can!
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_5_Jata,P=Can you taste that? The sweet tang of a win in the air? With another goal scored, I know Jata can!
DXSH_MCCV_INDI_SM_Sataball_Max_Sign_Off_1,P=That brings today's match to a close. I've been your announcer Max Seligmann with commentator Cara Vaughn. See you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Sign_Off_2,P=With the match over, it means it's time for us to sign off. As always I'm Max Seligmann. See you next time at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_1,P=Today's match of course, proudly sponsored by arena owners AstroArmada. Whem you're looking for a first class ride at a second hand price, make sure to check out all the certified pre-owned crafts at your local AstroArmada dealer.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_2,P=Today's SpecCam is brought to you by Torreele Foodstuffs, makers of vacuum-sealed, vitamin-rich foodstuffs. Torreele: For the distance.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_3,P=We'd like to welcome our newest sponsor, Clark Defense Systems, makers of commercial and military personal armor solutions. Unsurpassed strength and flexibility for today's toughest jobs.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_4,P=Tonight's game being brought to you by CDS' PAB light armor solution for maximum mobility with superior core protection.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_4_Alt,P=Tonight's game being brought to you by CDS' PAB light armor solution for maximum mobility with superior core protection.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_5,P=This break is brought to you by Voyager Direct. One Stop. Unlimited Options.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_1_Angeli,P=And a Angeli player is stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_1_Jata,P=And a Jata player is stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_2,P=That's a stun!
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_2_Alt,P=That's a stun!
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_2_Alt2,P=That's a stun!
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_3_Angeli,P=Angeli could have done without that player being stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_3_Jata,P=Jata could have done without that player being stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_4_Angeli,P=A suit goes rigid and Angeli is down a player for the moment.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_4_Jata,P=A suit goes rigid and Jata is down a player for the moment.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_5,P=Stunned out, and that player will have a little time to think about letting down their team.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_1_Angeli,P=Angeli Aeros inches closer to victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_1_Jata,P=Jata Club inches closer to victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_2_Angeli,P=Angeli are so close to securing that victory. Let's see if they bring it home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_2_Jata,P=Jata are so close to securing that victory. Let's see if they bring it home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_3,P=Looks like this match is close to over.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_4_Angeli,P=We are in the final stretch of this match folks and it is looking like Angeli may just have about locked up.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_4_Jata,P=We are in the final stretch of this match folks and it is looking like Jata may just have about locked up.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_5_Angeli,P=We are on the threshold of an Angeli victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_5_Jata,P=We are on the threshold of an Jata victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_1_Angeli,P=Aeros take the lead! What a shot.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_1_Jata,P=Jata take the lead! What a shot.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_2_Angeli,P=Angeli Aeros turned the table on Jata Club to grab the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_2_Jata,P=Jata turned the table on Angeli Aeros to grab the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_3,P=Looks like we're gonna get a real game after all!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_4_Angeli,P=With that point, The Aeros seize the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_4_Jata,P=With that point, Jata seizes the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_5,P=And BOOM - they're back in this thing!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_1_Angeli,P=Angeli Aeros are just coasting here.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_1_Jata,P=Jata is just coasting here.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_2_Angeli,P=Things are looking pretty grim for the Aero fans hoping for a comeback
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_2_Jata,P=Things are looking pretty grim for the Jata fans hoping for a comeback
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_3_Angeli,P=The Aeros are just dominating Jata in almost every way, especially the most important one: the score.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_3_Jata,P=Jata are just dominating the Aeros in almost every way, especially the most important one: the score.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_4,P=What a massacre this is turning out to be!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_5_Angeli,P=I don't think there's any doubt that the Aeros are ruling the Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_5_Jata,P=I don't think there's any doubt that Jata is ruling the Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_1_Angeli,P=The Angeli Aeros are looking defeat in the face if they don't change their approach.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_1_Jata,P=Jata is looking defeat in the face if they don't change their approach.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_2_Angeli,P=The Aeros are running out of opportunities to turn this around.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_2_Jata,P=Jata are running out of opportunities to turn this around.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_3_Angeli,P=With another round down, the Aeros need to step up or get ready for a long sad ride home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_3_Jata,P=With another round down, Jata needs to step up or get ready for a long sad ride home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_4_Angeli,P=Angeli is perilously close to letting this match slip away.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_4_Jata,P=Jata is perilously close to letting this match slip away.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_Shutout_1,P=I don't know about you, but I would not want to be in the Jata locker room after that performance.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_Shutout_2,P=The Angeli Astros blank Jata in a decisive victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_Shutout_3,P=The Aeros viciously showed Jata just who's in charge here at Astro Arena, as they close out that round with a near flawless win.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_1,P=Aeros score! Aeros score!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_2,P=Angeli Aeros putting up points and making it look easy.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_3,P=HAPPY BIRTHDAY to Angeli! That point was a GIFT!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_4,P=An unbelievable goal by the Aeros!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_5,P=A beauty of a goal as Angeli puts another point on the board.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_B_Shutout_1,P=Jata had a plan and executed. It's just that simple. They made the Aeros look like an amateur team.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_B_Shutout_2,P=Though they had some opportunities, the Aeros simply couldn't convert them into points.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_1,P=Jata scores!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_2,P=And Jata takes it in!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_3,P=Jata, just owning the goal, plants the ball in deep.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_4,P=The defenders can't hold them off... Jata takes the goal!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_5,P=Jata scores a devasting point.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_1,P=They are moving the ball really well.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_2,P=This team is totally in sync right now.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_3,P=They truly are of one mind today.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_4,P=I almost don't know what to say, I'm transfixed by this seamless teamwork.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_5,P=Classic Sataball on display right now.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_1,P=Time is winding down.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_2,P=Mere seconds left on the clock.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_3,P=This round is almost over.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_4,P=Time for the teams to make their final moves.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_5,P=Coming into the final seconds of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_1,P=That turnover was so fast, I can almost smell the smoke!
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_2,P=The ball's changed hands. Let's see if they can capitalize on the momentum.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_3_Angeli,P=Angeli loses the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_3_Jata,P=Jata loses the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_4,P=Another turnover. It's almost like the don't want the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_5_Angeli,P=Angeli takes the ball in the turnover. Can their offense do something with it?
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_5_Jata,P=Jata takes the ball in the turnover. Can their offense do something with it?
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Collision_08,P=And that's why in racing we have the saying, "ships don't win pretty."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Collision_10,P=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Gen_Chat_NewHorizonSpeedway_06,P=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."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Doing_Badly_02,P=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."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Got_Any_Position_04,P="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."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Got_Any_Position_10,P=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Got_First_Place_06,P=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Taking_Fire_10,P=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."
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0020_Player_Dawdles_03,P=Still waiting...
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0040_Player_Report_To_Pod,P=We're gonna set you up in the ship on the landing pad to your right. Hustle over and let's get going.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0070_Cockpit_Intro_03,P=Let's get ready for takeoff. I'll do this step by step to show you how it's done. Look over at me and watch what I do.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0320_Targeting_Intro_03,P=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.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0410_Flight_Match_Speed_Target_Speed_Change,P=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...
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0430_Flight_Axial_Roll_Intro,P=Moving on. Now this is my favourite part of training: the Axial Roll.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0520_Combat_Target_Weapons_Online,P=Now your weapons are online.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0670_Combat_Missile_Hold_For_Lock,P=Hold...
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0820_Combat_Decoupled_Mode_Intro_01,P=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.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0830_Combat_Decoupled_Mode_Player_Rotates,P=You got your missiles back. Take it out.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0900_Landing_Good_Deploy_Distance,P=This should be close enough.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0970_Landing_Landing_Radar,P=Your radar is replaced by the landing system. It'll guide you to your landing pad and help you perform a safe landing.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_1010_Landing_Bad_Landing,P= That needs a lot of work.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_1230_Combat_Intro,P=Hold on, I've got contacts inbound
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Defend_My_Target_01,P=...... fine.
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_01,P= confirmed
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_02,P= confirmed
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_03,P= confirmed
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_04,P= confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Defend_My_Target_02,P=......yes, sir.
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_01,P= confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_02,P= confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_03,P= confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_04,P= confirmed
DXSM_MCCV_INDI_SM_Simulator_Announcer_Arena_Doors_Closing_01,P=Warning. The arena gates are now closing.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Arena_Doors_Open_01,P=Attention. The arena gates are not open.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Game_Objective_Briefing_01,P=Round Objective: Completely eliminate the opposing team's forces.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Game_Objective_Briefing_02,P=Team Elimination.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Initial_Loading_01,P=Loading Simulation.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Initial_Loading_02,P=Loading Level.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Initial_Loading_03,P=Loading Team Elimination.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Assist_01,P=Kill Assist.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_First_Blood_01,P=First Blood.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Melee_01,P=Melee Kill.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Multi_01,P=Multi-Kill.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Spree_01,P=Killing Spree.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Confirmation_01,P=Lead-out selection confirmed.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Confirmation_02,P=Equipment selection confirmed.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Selection_01,P=Please select a load-out.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Selection_02,P=Equipment available for selection.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_01,P=Match over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_02,P=Outlaws win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_03,P=Marines win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_04,P=Red team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_05,P=Blue team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_06,P=Game over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Loss_01,P=Your team has been defeated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Loss_02,P=Condolences, your team has lost.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Win_01,P=Your team is victorious.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Win_02,P=Congratulations, your team has won.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_01,P=Team Elimination match is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_02,P=Match is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_Countdown_01,P=Match starting in 5, 4, 3, 2, 1, begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_Countdown_02,P=Team elimination starting in 5, 4, 3, 2, 1, begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_Countdown_03,P=5, 4, 3, 2, 1
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Thirty_Seconds_01,P=Thirty seconds remaining.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Room_Cleansing_01,P=Caution, the ready room will now be steralized.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_01,P=The round is over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_02,P=Round over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_03,P=Team eliminated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_01,P=Your team has been eliminated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_02,P=Your team has lost the round.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_03,P=Outlaws lose.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_04,P=Marines lose.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_05,P=Red team loses.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_06,P=Blue team loses.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_01,P=The opposing team has been eliminated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_02,P=Outlaws win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_03,P=Marines win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_04,P=Red team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_05,P=Blue team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_06,P=Your team has won the round.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_01,P=Round is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_02,P=New round is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_03,P=Final round is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_Countdown_01,P=Round will start in 5, 4, 3, 2, 1 begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_Countdown_02,P=New round starting in 5, 4, 3, 2, 1, begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Thirty_Seconds_01,P=Thirty seconds left in round.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Halftime_Announcement_01,P=The teams are now switching starting points.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Last_One_Standing_01,P=You are the last team member alive.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_One_Enemy_Remaining_01,P=One enemy player remains.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Player_Joined_01,P=A new player has joined your team.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Player_Left_01,P=A player has left your team.
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Conquest_Win_Whitewash,P=Friendlies have captured all zones. This simulation will succeed in...
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Race_Entering_Hotzone,P=Entering Hot-Zone...
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Race_Leaving_Hotzone,P=Leaving Hot-Zone...
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Sim_Init_Swarm,P=Swarm Initiated
DXSM_SSCV_AEGS_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_AEGS_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_AEGS_OEM_UI_Confirmed_Enemy_Target,P=Hostile
DXSM_SSCV_AEGS_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Ready
DXSM_SSCV_AEGS_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Ready
DXSM_SSCV_AEGS_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_AEGS_OEM_UI_Docking_Request_Approved=Docking request approved.
DXSM_SSCV_AEGS_OEM_UI_Docking_Request_Denied=Docking request denied.
DXSM_SSCV_AEGS_OEM_UI_Ejection=
DXSM_SSCV_AEGS_OEM_UI_Engine_Depleted,P=Engines Low
DXSM_SSCV_AEGS_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off request approved
DXSM_SSCV_AEGS_OEM_UI_Generic_Offline_B,P=(system) offline
DXSM_SSCV_AEGS_OEM_UI_HUD_Combat_Mode_Active,P=Weapon mode engaged
DXSM_SSCV_AEGS_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode engaged
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_AEGS_OEM_UI_Landing_Alignment_Off,P=Adjust landing alignment
DXSM_SSCV_AEGS_OEM_UI_Landing_Assisted,P=Assisted landing initiated
DXSM_SSCV_AEGS_OEM_UI_Landing_Automated,P=Automated landing initiated
DXSM_SSCV_AEGS_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_AEGS_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_AEGS_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_AEGS_OEM_UI_Landing_Manual,P=Manual landing initiated
DXSM_SSCV_AEGS_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_AEGS_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_AEGS_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_AEGS_OEM_UI_Launch_Initiated,P=Launch initiated
DXSM_SSCV_AEGS_OEM_UI_Launch_Request_Approved,P=Launch request approved
DXSM_SSCV_AEGS_OEM_UI_Launch_Request_Denied,P=Launch request denied
DXSM_SSCV_AEGS_OEM_UI_Override_Landing_Assist,P=Assisted landing overridden
DXSM_SSCV_AEGS_OEM_UI_Proximity_Aft,P=Proximity Alert Aft
DXSM_SSCV_AEGS_OEM_UI_Proximity_Deck,P=Proximity Alert Deck
DXSM_SSCV_AEGS_OEM_UI_Proximity_Front,P=Proximity Alert Head
DXSM_SSCV_AEGS_OEM_UI_Proximity_Overhead,P=Proximity Alert Overhead
DXSM_SSCV_AEGS_OEM_UI_Proximity_Port,P=Proximity Alert Port
DXSM_SSCV_AEGS_OEM_UI_Proximity_Starboard,P=Proximity Alert Starboard
DXSM_SSCV_AEGS_OEM_UI_QTravel_Disabled=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Scanners_Being_Scanned,P=Incoming Scan
DXSM_SSCV_AEGS_OEM_UI_Scanners_Scanning,P=Begin Scan
DXSM_SSCV_AEGS_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Aborted
DXSM_SSCV_AEGS_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Initiated
DXSM_SSCV_AEGS_OEM_UI_Sensor_Incoming_Ramming,P=Collision Imminent
DXSM_SSCV_AEGS_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_0_Percent,P=Rear Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_25_Percent,P=Danger, Rear Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_50_Percent,P=Rear Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_75_Percent,P=Rear Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_0_Percent,P=Deck Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_25_Percent,P=Danger, Deck Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_50_Percent,P=Deck Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_75_Percent,P=Deck Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Charging,P=Shields Recharging
DXSM_SSCV_AEGS_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_0_Percent,P=Head Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_25_Percent,P=Danger, Head Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_50_Percent,P=Head Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_75_Percent,P=Head shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Full,P=Shields up
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Back,P=Rear shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Bottom,P=Deck shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Front,P=Head shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Left,P=Port shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Right,P=Starboard shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Top,P=Overhead shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_0_Percent,P=Port Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_25_Percent,P=Danger, Port Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_50_Percent,P=Port Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_75_Percent,P=Port Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_0_Percent,P=Starboard Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_25_Percent,P=Danger, Starboard Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_50_Percent,P=Starboard Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_75_Percent,P=Starboard Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_System_Activated,P=(system) active
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_0_Percent,P=Overhead Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_25_Percent,P=Danger, Overhead Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_50_Percent,P=Overhead Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_75_Percent,P=Overhead Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Status_Radiation_Critical,P=Danger, radiation critical
DXSM_SSCV_AEGS_OEM_UI_Systems_Autopilot_Disengaged,P=AP Deactivated
DXSM_SSCV_AEGS_OEM_UI_Systems_Autopilot_Engaged,P=AP Activated
DXSM_SSCV_AEGS_OEM_UI_Systems_Bitchingbetty,P=Actvvv... Reset..... deactv....
DXSM_SSCV_AEGS_OEM_UI_Systems_Bootup,P=Aegis Combat Assist Activated
DXSM_SSCV_AEGS_OEM_UI_Systems_Comms_Jammed,P=Comm Error
DXSM_SSCV_AEGS_OEM_UI_Systems_Communications,P=Comm
DXSM_SSCV_AEGS_OEM_UI_Systems_Coolant,P=Coolant
DXSM_SSCV_AEGS_OEM_UI_Systems_Destruction_Imminent,P=Eject. Eject.
DXSM_SSCV_AEGS_OEM_UI_Systems_Ejection_Offline,P=Ejection system offline
DXSM_SSCV_AEGS_OEM_UI_Systems_Ejection_Online,P=Ejection system online
DXSM_SSCV_AEGS_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines=
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Systems_Flightcontrol,P=Core
DXSM_SSCV_AEGS_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted landing engaged
DXSM_SSCV_AEGS_OEM_UI_Systems_Lifesupport,P=PLSS
DXSM_SSCV_AEGS_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering systems online
DXSM_SSCV_AEGS_OEM_UI_Systems_Objective_Received,P=OBJECTIVE RECEIVED
DXSM_SSCV_AEGS_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Danger, powercore radiation critical
DXSM_SSCV_AEGS_OEM_UI_Systems_Radar,P=Scan
DXSM_SSCV_AEGS_OEM_UI_Systems_Sensors=
DXSM_SSCV_AEGS_OEM_UI_Systems_Shieldgen,P=Shield
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Systems_Systems_Online,P=Systems green
DXSM_SSCV_AEGS_OEM_UI_Systems_Systems_Overheating,P=Danger, system overheating
DXSM_SSCV_AEGS_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_AEGS_OEM_UI_Systems_Weapons,P=OT
DXSM_SSCV_AEGS_OEM_UI_Weapons_Ammunition_Depleted,P=Ammo Depleted
DXSM_SSCV_AEGS_OEM_UI_Weapons_Ammunition_Low,P=Ammo Low
DXSM_SSCV_AEGS_OEM_UI_Weapons_Chaff_Depleted,P=Noise Dry
DXSM_SSCV_AEGS_OEM_UI_Weapons_Chaff_Launched,P=Noise Drop
DXSM_SSCV_AEGS_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Charging,P=Standby for Weapon Charge
DXSM_SSCV_AEGS_OEM_UI_Weapons_Fired_At_Friendly,P=Friendly Target
DXSM_SSCV_AEGS_OEM_UI_Weapons_Flare_Depleted,P=Decoy Dry
DXSM_SSCV_AEGS_OEM_UI_Weapons_Flare_Launched,P=Decoy Drop
DXSM_SSCV_AEGS_OEM_UI_Weapons_Flare_Low,P=Decoy Low
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missile_Lock_Succeeds,P=MISSILE LOCK
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Depleted,P=Missiles Dry
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Offline,P=Missile systems offline
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Online,P=Missile systems online
DXSM_SSCV_AEGS_OEM_UI_Weapons_Offline,P=Weapon systems offline
DXSM_SSCV_AEGS_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapon and missile systems offline
DXSM_SSCV_AEGS_OEM_UI_Weapons_Online,P=Weapon systems online
DXSM_SSCV_AEGS_OEM_UI_Weapons_Overheating=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Target_Destroyed,P=Kill
DXSM_SSCV_AEGS_OEM_UI_Weapons_Targeting_Online,P=Targeting systems online
DXSM_SSCV_ANVL_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_ANVL_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_ANVL_OEM_UI_Confirmed_Enemy_Target,P=Bandit
DXSM_SSCV_ANVL_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Online
DXSM_SSCV_ANVL_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Online
DXSM_SSCV_ANVL_OEM_UI_Critical_Hit_A=
DXSM_SSCV_ANVL_OEM_UI_Critical_Hit_B=
DXSM_SSCV_ANVL_OEM_UI_Ejection=
DXSM_SSCV_ANVL_OEM_UI_Engine_Depleted,P=Propulsion Low
DXSM_SSCV_ANVL_OEM_UI_Flight_TakeOff_Initiated,P=Take-off initiated
DXSM_SSCV_ANVL_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off request approved
DXSM_SSCV_ANVL_OEM_UI_Generic_Offline_A=
DXSM_SSCV_ANVL_OEM_UI_Generic_Offline_B=
DXSM_SSCV_ANVL_OEM_UI_HUD_Combat_Mode_Active,P=Weapon mode engaged
DXSM_SSCV_ANVL_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode engaged
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ANVL_OEM_UI_Landing_Alignment_Off,P=Incorrect alignment
DXSM_SSCV_ANVL_OEM_UI_Landing_Assisted,P=Assisted
DXSM_SSCV_ANVL_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_ANVL_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_ANVL_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_ANVL_OEM_UI_Landing_Gear_Retracted,P=Landing gear raised
DXSM_SSCV_ANVL_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_ANVL_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_ANVL_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_ANVL_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_ANVL_OEM_UI_Launch_Initiated,P=Take-off initiated
DXSM_SSCV_ANVL_OEM_UI_Launch_Request_Approved,P=Take-off request approved
DXSM_SSCV_ANVL_OEM_UI_Launch_Request_Denied,P=Take-off request denied
DXSM_SSCV_ANVL_OEM_UI_Override_Landing_Assist,P=Manual landing initiated
DXSM_SSCV_ANVL_OEM_UI_Proximity_Aft,P=Aft Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Deck,P=Deck Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Front,P=Forward Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Overhead,P=Overhead Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Port,P=Port Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Starboard,P=Starboard Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_ANVL_OEM_UI_Scanners_Scanning=
DXSM_SSCV_ANVL_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_ANVL_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Protocol Accepted
DXSM_SSCV_ANVL_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_ANVL_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Charging=
DXSM_SSCV_ANVL_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Full,P=Shields Full
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Back,P=Aft Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Bottom,P=Deck Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Front,P=Forward Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Left,P=Port Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Right,P=Starboard Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Top,P=Overhead Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_System_Activated=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Status_Radiation_Critical,P=Radiation levels critical
DXSM_SSCV_ANVL_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_ANVL_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_ANVL_OEM_UI_Systems_Bitchingbetty=
DXSM_SSCV_ANVL_OEM_UI_Systems_Bootup=
DXSM_SSCV_ANVL_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_ANVL_OEM_UI_Systems_Communications=
DXSM_SSCV_ANVL_OEM_UI_Systems_Coolant=
DXSM_SSCV_ANVL_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_ANVL_OEM_UI_Systems_Ejection_Offline,P=Ejection system offline
DXSM_SSCV_ANVL_OEM_UI_Systems_Ejection_Online,P=Ejection system online
DXSM_SSCV_ANVL_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines=
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_ANVL_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_ANVL_OEM_UI_Systems_Maneuvering_Online,P=Manoeuvring systems online
DXSM_SSCV_ANVL_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_ANVL_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning: Power plant compromised. Radiation levels exceed safe parameters.
DXSM_SSCV_ANVL_OEM_UI_Systems_Radar=
DXSM_SSCV_ANVL_OEM_UI_Systems_Sensors=
DXSM_SSCV_ANVL_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_ANVL_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ANVL_OEM_UI_Systems_Weapons=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Ammunition_Depleted=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Charging=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_ANVL_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES DRY
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Offline,P=Missiles offline
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Online,P=Missiles online
DXSM_SSCV_ANVL_OEM_UI_Weapons_Offline,P=Weapon offline
DXSM_SSCV_ANVL_OEM_UI_Weapons_Offline_Missiles_Offline,P=Missiles offline. Weapons offline.
DXSM_SSCV_ANVL_OEM_UI_Weapons_Online,P=Weapons online
DXSM_SSCV_ANVL_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Targeting_Online,P=Targeting systems online
DXSM_SSCV_ARGO_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_ARGO_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_ARGO_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_ARGO_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_ARGO_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_ARGO_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_ARGO_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_ARGO_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_ARGO_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_ARGO_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_ARGO_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_ARGO_OEM_UI_Bitching_Betty_Dead,P=
DXSM_SSCV_ARGO_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_ARGO_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_ARGO_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_ARGO_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_ARGO_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_ARGO_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_ARGO_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_ARGO_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_ARGO_OEM_UI_Communications=
DXSM_SSCV_ARGO_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_ARGO_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_ARGO_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_ARGO_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_ARGO_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_ARGO_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_ARGO_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_ARGO_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_ARGO_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_ARGO_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_ARGO_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_ARGO_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_ARGO_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_ARGO_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_ARGO_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_ARGO_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_ARGO_OEM_UI_Ejection=
DXSM_SSCV_ARGO_OEM_UI_Engines=
DXSM_SSCV_ARGO_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_ARGO_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_ARGO_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_ARGO_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_ARGO_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_ARGO_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_ARGO_OEM_UI_Flight_Control=
DXSM_SSCV_ARGO_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_ARGO_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_ARGO_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_ARGO_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_ARGO_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_ARGO_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_ARGO_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_ARGO_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_ARGO_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_ARGO_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_ARGO_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_ARGO_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_ARGO_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_ARGO_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_ARGO_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ARGO_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_ARGO_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_ARGO_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_ARGO_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_ARGO_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_ARGO_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_ARGO_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_ARGO_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_ARGO_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_ARGO_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_ARGO_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_ARGO_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_ARGO_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_ARGO_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_ARGO_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_ARGO_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_ARGO_OEM_UI_Life_Support=
DXSM_SSCV_ARGO_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_ARGO_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_ARGO_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_ARGO_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_ARGO_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_ARGO_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_ARGO_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_ARGO_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_ARGO_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_ARGO_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_ARGO_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_ARGO_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_ARGO_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_ARGO_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Radar=
DXSM_SSCV_ARGO_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_ARGO_OEM_UI_Scanning=
DXSM_SSCV_ARGO_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_ARGO_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_ARGO_OEM_UI_Sensors=
DXSM_SSCV_ARGO_OEM_UI_Shield_Generator=
DXSM_SSCV_ARGO_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_ARGO_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_ARGO_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_ARGO_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_ARGO_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_ARGO_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_ARGO_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_ARGO_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_ARGO_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_ARGO_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_ARGO_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ARGO_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_ARGO_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_ARGO_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_ARGO_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_ARGO_OEM_UI_Waiting,P=Hold
DXSM_SSCV_ARGO_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_ARGO_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_ARGO_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_ARGO_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_ARGO_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_ARGO_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_ARGO_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ARGO_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_ARGO_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_CNOU_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_CNOU_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_CNOU_OEM_UI_Confirmed_Enemy_Target,P=Hostile Target Confirmed
DXSM_SSCV_CNOU_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Selected
DXSM_SSCV_CNOU_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Selected
DXSM_SSCV_CNOU_OEM_UI_Critical_Hit_A,P=Suffered Critical Hit
DXSM_SSCV_CNOU_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_CNOU_OEM_UI_Docking_Request_Approved=Docking request approved.
DXSM_SSCV_CNOU_OEM_UI_Docking_Request_Denied=Docking request rejected.
DXSM_SSCV_CNOU_OEM_UI_Ejection=
DXSM_SSCV_CNOU_OEM_UI_Engine_Depleted,P=Engine Low
DXSM_SSCV_CNOU_OEM_UI_Flight_TakeOff_Initiated,P=Take-off engaged
DXSM_SSCV_CNOU_OEM_UI_Generic_Offline_B,P=(system) Disabled
DXSM_SSCV_CNOU_OEM_UI_HUD_Combat_Mode_Active,P=Weapons mode activated
DXSM_SSCV_CNOU_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode activated
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_CNOU_OEM_UI_Landing_Alignment_Off,P=Adjust landing alignment
DXSM_SSCV_CNOU_OEM_UI_Landing_Assisted,P=Assisted landing engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Automated,P=Automated landing engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_CNOU_OEM_UI_Landing_Gear_Deployed,P=Landing gear engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_CNOU_OEM_UI_Landing_Manual,P=Manual landing engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_CNOU_OEM_UI_Landing_Request_Denied,P=Landing request rejected
DXSM_SSCV_CNOU_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_CNOU_OEM_UI_Launch_Initiated,P=Launch engaged
DXSM_SSCV_CNOU_OEM_UI_Launch_Request_Approved,P=Launch request approved
DXSM_SSCV_CNOU_OEM_UI_Launch_Request_Denied,P=Launch request rejected
DXSM_SSCV_CNOU_OEM_UI_Override_Landing_Assist,P=Assisted landing overridden
DXSM_SSCV_CNOU_OEM_UI_Proximity_Aft,P=Proximity Alert Rear
DXSM_SSCV_CNOU_OEM_UI_Proximity_Deck,P=Proximity Alert Deck
DXSM_SSCV_CNOU_OEM_UI_Proximity_Front,P=Proximity Alert Front
DXSM_SSCV_CNOU_OEM_UI_Proximity_Overhead,P=Proximity Alert High
DXSM_SSCV_CNOU_OEM_UI_Proximity_Port,P=Proximity Alert Left
DXSM_SSCV_CNOU_OEM_UI_Proximity_Starboard,P=Proximity Alert Right
DXSM_SSCV_CNOU_OEM_UI_QTravel_Disabled=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Scanners_Being_Scanned,P=Incoming Scan
DXSM_SSCV_CNOU_OEM_UI_Scanners_Scanning=
DXSM_SSCV_CNOU_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Disabled
DXSM_SSCV_CNOU_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Activated
DXSM_SSCV_CNOU_OEM_UI_Sensor_Incoming_Ramming,P=Contact on Direct Intercept
DXSM_SSCV_CNOU_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_0_Percent,P=Rear shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_25_Percent,P=Rear Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_50_Percent,P=Rear Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_75_Percent,P=Rear Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_0_Percent,P=Deck Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_25_Percent,P=Deck Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_50_Percent,P=Deck Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_75_Percent,P=Deck Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Charging=
DXSM_SSCV_CNOU_OEM_UI_Shields_Collision_Alert,P=Warning. Imminent Collision
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_0_Percent,P=Front Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_25_Percent,P=Front Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_75_Percent,P=Front Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Full,P=Shield at Full Strength
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Back,P=Rear Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Bottom,P=Deck Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Front,P=Front Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Left,P=Left Shield hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Right,P=Right Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_0_Percent,P=Right Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_25_Percent,P=Right Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_50_Percent,P=Right Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_75_Percent,P=Right Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_0_Percent,P=Left Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_25_Percent,P=Left Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_50_Percent,P=Left Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_75_Percent,P=Left Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_System_Activated,P=(system) Enabled.
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_0_Percent,P=High Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_25_Percent,P=High Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_50_Percent,P=High Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_75_Percent,P=High Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Status_Radiation_Critical,P=Warning, radiation critical
DXSM_SSCV_CNOU_OEM_UI_Systems_Autopilot_Disengaged,P=Flight Assist Disabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Autopilot_Engaged,P=Flight Assist Activated
DXSM_SSCV_CNOU_OEM_UI_Systems_Bitchingbetty,P=Error Error Errorrrr errrrrrrr
DXSM_SSCV_CNOU_OEM_UI_Systems_Bootup,P=Welcome. Your journey begins now.
DXSM_SSCV_CNOU_OEM_UI_Systems_Comms_Jammed,P=Comm Error
DXSM_SSCV_CNOU_OEM_UI_Systems_Communications,P=Comm
DXSM_SSCV_CNOU_OEM_UI_Systems_Coolant,P=Coolant
DXSM_SSCV_CNOU_OEM_UI_Systems_Destruction_Imminent,P=Evacuate. Evacuate.
DXSM_SSCV_CNOU_OEM_UI_Systems_Ejection_Offline,P=Ejection system disabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Ejection_Online,P=Ejection system enabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines,P=Engine
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Online,P=Engines systems enabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Systems_Flightcontrol,P=Flight Control
DXSM_SSCV_CNOU_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted landing engaged
DXSM_SSCV_CNOU_OEM_UI_Systems_Lifesupport,P=Life Systems
DXSM_SSCV_CNOU_OEM_UI_Systems_Maneuvering_Online,P=Manoeuvring systems enabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Objective_Received,P=Objective Received
DXSM_SSCV_CNOU_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning, powercore radiation critical
DXSM_SSCV_CNOU_OEM_UI_Systems_Radar,P=Scans
DXSM_SSCV_CNOU_OEM_UI_Systems_Sensors=
DXSM_SSCV_CNOU_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Systems_Systems_Online,P=All Systems Operational
DXSM_SSCV_CNOU_OEM_UI_Systems_Systems_Overheating,P=(system) failure imminent
DXSM_SSCV_CNOU_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_CNOU_OEM_UI_Systems_Weapons,P=Weapons
DXSM_SSCV_CNOU_OEM_UI_Top_Shield_Taking_Damage,P=High Shield hit
DXSM_SSCV_CNOU_OEM_UI_Weapons_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_CNOU_OEM_UI_Weapons_Ammunition_Low,P=Weapon ammunition low
DXSM_SSCV_CNOU_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Chaff_Launched,P=Noise Deployed
DXSM_SSCV_CNOU_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Charging,P=Standby for Weapon Charge
DXSM_SSCV_CNOU_OEM_UI_Weapons_Fired_At_Friendly,P=Warning. Target is marked as friendly
DXSM_SSCV_CNOU_OEM_UI_Weapons_Flare_Depleted,P=Decoy Empty
DXSM_SSCV_CNOU_OEM_UI_Weapons_Flare_Launched,P=Decoy Deployed
DXSM_SSCV_CNOU_OEM_UI_Weapons_Flare_Low,P=Decoy Low
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missile_Lock_Succeeds,P=Missile Lock
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Offline,P=Missile systems disabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Online,P=Missile systems enabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Offline,P=Weapon systems disabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapon and missile systems disabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Online,P=Weapon systems enabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Overheating=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Target_Destroyed,P=Target has been destroyed
DXSM_SSCV_CNOU_OEM_UI_Weapons_Targeting_Online,P=Targeting systems enabled
DXSM_SSCV_CRUS_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_CRUS_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_CRUS_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_CRUS_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_CRUS_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_CRUS_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_CRUS_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_CRUS_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_CRUS_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_CRUS_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_CRUS_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_CRUS_OEM_UI_Bitching_Betty_Dead,P=
DXSM_SSCV_CRUS_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_CRUS_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_CRUS_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_CRUS_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_CRUS_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_CRUS_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_CRUS_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_CRUS_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_CRUS_OEM_UI_Communications=
DXSM_SSCV_CRUS_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_CRUS_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_CRUS_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_CRUS_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_CRUS_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_CRUS_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_CRUS_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_CRUS_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_CRUS_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_CRUS_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_CRUS_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_CRUS_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_CRUS_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_CRUS_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_CRUS_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_CRUS_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_CRUS_OEM_UI_Ejection=
DXSM_SSCV_CRUS_OEM_UI_Engines=
DXSM_SSCV_CRUS_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_CRUS_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_CRUS_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_CRUS_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_CRUS_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_CRUS_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_CRUS_OEM_UI_Flight_Control=
DXSM_SSCV_CRUS_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_CRUS_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_CRUS_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_CRUS_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_CRUS_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_CRUS_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_CRUS_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_CRUS_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_CRUS_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_CRUS_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_CRUS_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_CRUS_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_CRUS_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_CRUS_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_CRUS_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_CRUS_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_CRUS_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_CRUS_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_CRUS_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_CRUS_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_CRUS_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_CRUS_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_CRUS_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_CRUS_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_CRUS_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_CRUS_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_CRUS_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_CRUS_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_CRUS_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_CRUS_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_CRUS_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_CRUS_OEM_UI_Life_Support=
DXSM_SSCV_CRUS_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_CRUS_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_CRUS_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_CRUS_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_CRUS_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_CRUS_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_CRUS_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_CRUS_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_CRUS_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_CRUS_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_CRUS_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_CRUS_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_CRUS_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_CRUS_OEM_UI_QTravel_Disabled=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Engaged=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Radar=
DXSM_SSCV_CRUS_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_CRUS_OEM_UI_Scanning=
DXSM_SSCV_CRUS_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_CRUS_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_CRUS_OEM_UI_Sensors=
DXSM_SSCV_CRUS_OEM_UI_Shield_Generator=
DXSM_SSCV_CRUS_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_CRUS_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_CRUS_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_CRUS_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_CRUS_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_CRUS_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_CRUS_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_CRUS_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_CRUS_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_CRUS_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_CRUS_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_CRUS_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_CRUS_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_CRUS_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_CRUS_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_CRUS_OEM_UI_Waiting,P=Hold
DXSM_SSCV_CRUS_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_CRUS_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_CRUS_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_CRUS_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_CRUS_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_CRUS_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_CRUS_OEM_UI_Weapons_Overheating=
DXSM_SSCV_CRUS_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_CRUS_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_DRAK_OEM_UI_Confirmed_Enemy_Target,P=Target aquired
DXSM_SSCV_DRAK_OEM_UI_Countermeasure_Chaff_Selected,P=Your Noise is ready
DXSM_SSCV_DRAK_OEM_UI_Countermeasure_Flare_Selected,P=Your Lures are ready
DXSM_SSCV_DRAK_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_DRAK_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_DRAK_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_DRAK_OEM_UI_Ejection,P=You are now ejecting
DXSM_SSCV_DRAK_OEM_UI_Engine_Depleted,P=Thrusters are running Low
DXSM_SSCV_DRAK_OEM_UI_HUD_Combat_Mode_Active,P=Weapons mode is on
DXSM_SSCV_DRAK_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode is on
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_DRAK_OEM_UI_Landing_Assisted,P=Standby for EDL Assist
DXSM_SSCV_DRAK_OEM_UI_Landing_Automated,P=Automated landing
DXSM_SSCV_DRAK_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_DRAK_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_DRAK_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_DRAK_OEM_UI_Landing_Manual,P=Manual landing
DXSM_SSCV_DRAK_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_DRAK_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_DRAK_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_DRAK_OEM_UI_Launch_Initiated,P=Standby for launch
DXSM_SSCV_DRAK_OEM_UI_Launch_Request_Approved,P=Launch request approved
DXSM_SSCV_DRAK_OEM_UI_Launch_Request_Denied,P=Launch request denied
DXSM_SSCV_DRAK_OEM_UI_Proximity_Aft,P=Rear Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Deck,P=Deck Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Front,P=Front Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Overhead,P=Overhead Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Port,P=Port Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Starboard,P=Starboard Impact Warning
DXSM_SSCV_DRAK_OEM_UI_QTravel_Disabled=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Scanners_Being_Scanned,P=You are being scanned
DXSM_SSCV_DRAK_OEM_UI_Scanners_Scanning,P=Now Scanning
DXSM_SSCV_DRAK_OEM_UI_Self_Destruct_Aborted=
DXSM_SSCV_DRAK_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct sequence is online
DXSM_SSCV_DRAK_OEM_UI_Sensor_Incoming_Ramming,P=Warning. Your about to crash
DXSM_SSCV_DRAK_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_0_Percent,P=Your Rear Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_25_Percent,P=Attention: Rear Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_50_Percent,P=Your rear shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_75_Percent,P=Your rear shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_0_Percent,P=Your Deck Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_25_Percent,P=Attention: Deck Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_50_Percent,P=Your Deck Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_75_Percent,P=Your Deck Shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_Charging,P=Your shields are replenishing
DXSM_SSCV_DRAK_OEM_UI_Shields_Collision_Alert,P=INCOMING
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_0_Percent,P=Your front shield is now offline
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_25_Percent,P=Attention: Front Shield is at 25%.
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_50_Percent,P=Your front shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_75_Percent,P=Your front shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_Full,P=Your shields are now full
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Back,P=Your Rear shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Bottom,P=Your Deck shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Front,P=Your Front shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Left,P=Your Port shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Right,P=Your Starboard shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Top,P=Your Overhead shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Left_0_Percent,P=Your Port Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Left_25_Percent,P=Attention: Port Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Left_50_Percent,P=Your Port Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_0_Percent,P=Your Starboard Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_25_Percent,P=Attention: Starboard Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_50_Percent,P=Your Starboard Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_75_Percent,P=Your Starboard Shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_System_Activated,P=(system) online.
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_0_Percent,P=Your Overhead Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_25_Percent,P=Attention: Overhead Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_50_Percent,P=Your Overhead Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_75_Percent,P=Your Overhead Shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Systems_Autopilot_Disengaged,P=Autopilot is now off.
DXSM_SSCV_DRAK_OEM_UI_Systems_Autopilot_Engaged,P=Autopilot is now on.
DXSM_SSCV_DRAK_OEM_UI_Systems_Bitchingbetty,P=You are... destroyed.
DXSM_SSCV_DRAK_OEM_UI_Systems_Bootup,P=Hello and welcome aboard your Drake Interplanetary craft.
DXSM_SSCV_DRAK_OEM_UI_Systems_Comms_Jammed,P=Comm is offline.
DXSM_SSCV_DRAK_OEM_UI_Systems_Communications=
DXSM_SSCV_DRAK_OEM_UI_Systems_Coolant=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Online=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Systems_Is_Offline,P=System is offline
DXSM_SSCV_DRAK_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_DRAK_OEM_UI_Systems_Objective_Received,P=OBJECTIVE IS MARKED.
DXSM_SSCV_DRAK_OEM_UI_Systems_Radar=
DXSM_SSCV_DRAK_OEM_UI_Systems_Sensors=
DXSM_SSCV_DRAK_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Systems_Systems_Online,P=Your systems are online.
DXSM_SSCV_DRAK_OEM_UI_Systems_Systems_Overheating,P=Attention, system is overheating.
DXSM_SSCV_DRAK_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_DRAK_OEM_UI_Systems_Weapons,P=Weapons System
DXSM_SSCV_DRAK_OEM_UI_Weapons_Ammunition_Depleted,P=You are out of ammo
DXSM_SSCV_DRAK_OEM_UI_Weapons_Ammunition_Low,P=Your ammo is low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Chaff_Depleted,P=You are out of Noise
DXSM_SSCV_DRAK_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Chaff_Low,P=Your Noise is running low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Charging,P=Energy Weapons are charging
DXSM_SSCV_DRAK_OEM_UI_Weapons_Fired_At_Friendly,P=Non-hostile target damaged
DXSM_SSCV_DRAK_OEM_UI_Weapons_Flare_Depleted,P=You are out of flares.
DXSM_SSCV_DRAK_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Flare_Low,P=Your flares are running low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Missile_Lock_Succeeds,P=MISSILE LOCKED
DXSM_SSCV_DRAK_OEM_UI_Weapons_Missiles_Depleted,P=You are out of missiles
DXSM_SSCV_DRAK_OEM_UI_Weapons_Missiles_Low,P=Your missiles are running low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Offline=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Online=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Overheating=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Target_Destroyed,P=Congratulations. Target is destroyed.
DXSM_SSCV_ESPR_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_ESPR_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_ESPR_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_ESPR_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_ESPR_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_ESPR_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_ESPR_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_ESPR_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_ESPR_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_ESPR_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_ESPR_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_ESPR_OEM_UI_Bitching_Betty_Dead,P=
DXSM_SSCV_ESPR_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_ESPR_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_ESPR_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_ESPR_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_ESPR_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_ESPR_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_ESPR_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_ESPR_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_ESPR_OEM_UI_Communications=
DXSM_SSCV_ESPR_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_ESPR_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_ESPR_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_ESPR_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_ESPR_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_ESPR_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_ESPR_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_ESPR_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_ESPR_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_ESPR_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_ESPR_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_ESPR_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_ESPR_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_ESPR_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_ESPR_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_ESPR_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_ESPR_OEM_UI_Ejection=
DXSM_SSCV_ESPR_OEM_UI_Engines=
DXSM_SSCV_ESPR_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_ESPR_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_ESPR_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_ESPR_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_ESPR_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_ESPR_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_ESPR_OEM_UI_Flight_Control=
DXSM_SSCV_ESPR_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_ESPR_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_ESPR_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_ESPR_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_ESPR_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_ESPR_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_ESPR_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_ESPR_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_ESPR_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_ESPR_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_ESPR_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_ESPR_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_ESPR_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_ESPR_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_ESPR_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ESPR_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_ESPR_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_ESPR_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_ESPR_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_ESPR_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_ESPR_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_ESPR_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_ESPR_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_ESPR_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_ESPR_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_ESPR_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_ESPR_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_ESPR_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_ESPR_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_ESPR_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_ESPR_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_ESPR_OEM_UI_Life_Support=
DXSM_SSCV_ESPR_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_ESPR_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_ESPR_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_ESPR_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_ESPR_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_ESPR_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_ESPR_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_ESPR_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_ESPR_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_ESPR_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_ESPR_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_ESPR_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_ESPR_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_ESPR_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Engaged=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Radar=
DXSM_SSCV_ESPR_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_ESPR_OEM_UI_Scanning=
DXSM_SSCV_ESPR_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_ESPR_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_ESPR_OEM_UI_Sensors=
DXSM_SSCV_ESPR_OEM_UI_Shield_Generator=
DXSM_SSCV_ESPR_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_ESPR_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_ESPR_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_ESPR_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_ESPR_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_ESPR_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_ESPR_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_ESPR_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_ESPR_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_ESPR_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_ESPR_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ESPR_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_ESPR_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_ESPR_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_ESPR_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_ESPR_OEM_UI_Waiting,P=Hold
DXSM_SSCV_ESPR_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_ESPR_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_ESPR_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_ESPR_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_ESPR_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_ESPR_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_ESPR_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ESPR_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_ESPR_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_GRIN_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_GRIN_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_GRIN_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_GRIN_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_GRIN_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_GRIN_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_GRIN_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_GRIN_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_GRIN_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_GRIN_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_GRIN_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_GRIN_OEM_UI_Bitching_Betty_Dead,P=
DXSM_SSCV_GRIN_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_GRIN_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_GRIN_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_GRIN_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_GRIN_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_GRIN_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_GRIN_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_GRIN_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_GRIN_OEM_UI_Communications=
DXSM_SSCV_GRIN_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_GRIN_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_GRIN_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_GRIN_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_GRIN_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_GRIN_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_GRIN_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_GRIN_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_GRIN_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_GRIN_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_GRIN_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_GRIN_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_GRIN_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_GRIN_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_GRIN_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_GRIN_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_GRIN_OEM_UI_Ejection=
DXSM_SSCV_GRIN_OEM_UI_Engines=
DXSM_SSCV_GRIN_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_GRIN_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_GRIN_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_GRIN_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_GRIN_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_GRIN_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_GRIN_OEM_UI_Flight_Control=
DXSM_SSCV_GRIN_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_GRIN_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_GRIN_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_GRIN_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_GRIN_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_GRIN_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_GRIN_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_GRIN_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_GRIN_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_GRIN_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_GRIN_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_GRIN_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_GRIN_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_GRIN_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_GRIN_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_GRIN_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_GRIN_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_GRIN_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_GRIN_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_GRIN_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_GRIN_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_GRIN_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_GRIN_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_GRIN_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_GRIN_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_GRIN_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_GRIN_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_GRIN_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_GRIN_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_GRIN_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_GRIN_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_GRIN_OEM_UI_Life_Support=
DXSM_SSCV_GRIN_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_GRIN_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_GRIN_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_GRIN_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_GRIN_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_GRIN_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_GRIN_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_GRIN_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_GRIN_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_GRIN_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_GRIN_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_GRIN_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_GRIN_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_GRIN_OEM_UI_QTravel_Disabled=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Engaged=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Radar=
DXSM_SSCV_GRIN_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_GRIN_OEM_UI_Scanning=
DXSM_SSCV_GRIN_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_GRIN_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_GRIN_OEM_UI_Sensors=
DXSM_SSCV_GRIN_OEM_UI_Shield_Generator=
DXSM_SSCV_GRIN_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_GRIN_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_GRIN_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_GRIN_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_GRIN_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_GRIN_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_GRIN_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_GRIN_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_GRIN_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_GRIN_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_GRIN_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_GRIN_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_GRIN_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_GRIN_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_GRIN_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_GRIN_OEM_UI_Waiting,P=Hold
DXSM_SSCV_GRIN_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_GRIN_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_GRIN_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_GRIN_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_GRIN_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_GRIN_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_GRIN_OEM_UI_Weapons_Overheating=
DXSM_SSCV_GRIN_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_GRIN_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_KRIG_OEM_UI_Abort_Landing,P=Landing terminated
DXSM_SSCV_KRIG_OEM_UI_Aftshields_0_Percent,P=Aft shield depleted
DXSM_SSCV_KRIG_OEM_UI_Aftshields_25_Percent,P=Aft shield at 25%
DXSM_SSCV_KRIG_OEM_UI_Aftshields_50_Percent,P=Aft shield at 50%
DXSM_SSCV_KRIG_OEM_UI_Aftshields_75_Percent,P=Aft shield at 75%
DXSM_SSCV_KRIG_OEM_UI_All_Systems_Online,P=All Systems Responsive
DXSM_SSCV_KRIG_OEM_UI_Ammunition_Depleted,P=Ammunition Empty
DXSM_SSCV_KRIG_OEM_UI_Ammunition_Low,P=Ammunition Low
DXSM_SSCV_KRIG_OEM_UI_Approaching_Hanger,P=Continue on path
DXSM_SSCV_KRIG_OEM_UI_Autopilot_Disengaged,P=Autopilot Disengaged
DXSM_SSCV_KRIG_OEM_UI_Autopilot_Engaged,P=Autopilot Activated
DXSM_SSCV_KRIG_OEM_UI_Back_Shield_Taking_Damage,P=Aft shield under attack
DXSM_SSCV_KRIG_OEM_UI_Being_Scanned,P=Ship is being scanned
DXSM_SSCV_KRIG_OEM_UI_Bitching_Betty_Dead,P=Please... check... system...
DXSM_SSCV_KRIG_OEM_UI_Boot_Up,P=Your adventure courtesy of Kruger Intergalactic
DXSM_SSCV_KRIG_OEM_UI_Bottom_Shield_Taking_Damage,P=Deck shield under attack
DXSM_SSCV_KRIG_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_KRIG_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_KRIG_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_KRIG_OEM_UI_Chaff_Selected,P=Noise Selected
DXSM_SSCV_KRIG_OEM_UI_Collision_Alert,P=Warning: Collision
DXSM_SSCV_KRIG_OEM_UI_Comms_Jammed,P=Warning: Comms signal blocked
DXSM_SSCV_KRIG_OEM_UI_Communications=
DXSM_SSCV_KRIG_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_KRIG_OEM_UI_Comstab_Disengaged,P=Comstab Disengaged
DXSM_SSCV_KRIG_OEM_UI_Comstab_Engaged,P=Comstab Activated
DXSM_SSCV_KRIG_OEM_UI_Confirmed_Enemy_Target,P=Hostile Target
DXSM_SSCV_KRIG_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_KRIG_OEM_UI_Critical_Hit_A,P=Significant damage done to (system)
DXSM_SSCV_KRIG_OEM_UI_Critical_Hit_B,P=(system)suffereing significant damage
DXSM_SSCV_KRIG_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_KRIG_OEM_UI_De_Coupled_Mode_Disengaged,P=DeCoupled Mode Disengaged
DXSM_SSCV_KRIG_OEM_UI_De_Coupled_Mode_Engaged,P=Decoupled Mode Activated
DXSM_SSCV_KRIG_OEM_UI_Deckshields_0_Percent,P=Deck shield depleted
DXSM_SSCV_KRIG_OEM_UI_Deckshields_25_Percent,P=Deck shield 25%
DXSM_SSCV_KRIG_OEM_UI_Deckshields_50_Percent,P=Deck shield 50%
DXSM_SSCV_KRIG_OEM_UI_Deckshields_75_Percent,P=Deck shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Destruction_Imminent,P=Destruction of ship impending
DXSM_SSCV_KRIG_OEM_UI_Docking_Complete=Docking concluded.
DXSM_SSCV_KRIG_OEM_UI_Docking_Request_Approved=Request to dock granted.
DXSM_SSCV_KRIG_OEM_UI_Docking_Request_Denied=Request to dock denied.
DXSM_SSCV_KRIG_OEM_UI_Ejection,P=Ejection activated
DXSM_SSCV_KRIG_OEM_UI_Engines=
DXSM_SSCV_KRIG_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_KRIG_OEM_UI_Fired_At_Friendly,P=Friendly Target!
DXSM_SSCV_KRIG_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_KRIG_OEM_UI_Flare_Selected,P=Decoy selected
DXSM_SSCV_KRIG_OEM_UI_Flares_Depleted,P=Flares empty
DXSM_SSCV_KRIG_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_KRIG_OEM_UI_Flight_Control,P=Avoinics
DXSM_SSCV_KRIG_OEM_UI_Flight_TakeOff_Initiated,P=Begin take-off
DXSM_SSCV_KRIG_OEM_UI_Flight_TakeOff_Request_Approved,P=Request to take off granted
DXSM_SSCV_KRIG_OEM_UI_Flight_TakeOff_Request_Denied,P=Request to take-off denied
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_0_Percent,P=Forward shield depleted
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_25_Percent,P=Forward shield 25%
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_50_Percent,P=Forward shield 50%
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_75_Percent,P=Forward shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Front_Shield_Taking_Damage,P=Forward shield under attack
DXSM_SSCV_KRIG_OEM_UI_G_Safe_Disengaged,P=G-Safe Disengaged
DXSM_SSCV_KRIG_OEM_UI_G_Safe_Engaged,P=G-Safe Activated
DXSM_SSCV_KRIG_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_KRIG_OEM_UI_Generic_Offline_A,P=Warning: Unrepsonsive (system)
DXSM_SSCV_KRIG_OEM_UI_Generic_Offline_B,P=(system) is unresponsive
DXSM_SSCV_KRIG_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_KRIG_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_KRIG_OEM_UI_Get_Ship_Oriented,P=Please align ship
DXSM_SSCV_KRIG_OEM_UI_HUD_Combat_Mode_Active,P=HUD combat mode activated
DXSM_SSCV_KRIG_OEM_UI_HUD_Landing_Mode_Active,P=HUD landing mode activated
DXSM_SSCV_KRIG_OEM_UI_Head_To_Landing_Pad,P=Proceed to Landing Pad
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_KRIG_OEM_UI_Incoming_Ramming_Attack,P=Warning: Crash attack
DXSM_SSCV_KRIG_OEM_UI_Landing_Alignment_Off,P=Warning Adjust Landing Alignment
DXSM_SSCV_KRIG_OEM_UI_Landing_Assisted,P=Landing aid activated
DXSM_SSCV_KRIG_OEM_UI_Landing_Automated,P=Auto-land activated
DXSM_SSCV_KRIG_OEM_UI_Landing_Complete,P=Safe Arrival Achieved
DXSM_SSCV_KRIG_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_KRIG_OEM_UI_Landing_Gear_Is_Up,P=Deploy landing gear
DXSM_SSCV_KRIG_OEM_UI_Landing_Gear_Retracted,P=Landing gear raised
DXSM_SSCV_KRIG_OEM_UI_Landing_Manual,P=Manual landing activated
DXSM_SSCV_KRIG_OEM_UI_Landing_Request_Approved,P=Request to land granted
DXSM_SSCV_KRIG_OEM_UI_Landing_Request_Denied,P=Request to land denied
DXSM_SSCV_KRIG_OEM_UI_Launch_Complete,P=Launch successful
DXSM_SSCV_KRIG_OEM_UI_Launch_Initiated,P=Begin launch sequence
DXSM_SSCV_KRIG_OEM_UI_Launch_Request_Approved,P=Request to launch granted
DXSM_SSCV_KRIG_OEM_UI_Launch_Request_Denied,P=Request to launch denied
DXSM_SSCV_KRIG_OEM_UI_Left_Shield_Taking_Damage,P=Left shield under attack
DXSM_SSCV_KRIG_OEM_UI_Life_Support,P=Life support
DXSM_SSCV_KRIG_OEM_UI_Locked_On_To_Landing_Pad,P=Proceed with landing procedure
DXSM_SSCV_KRIG_OEM_UI_Missile_Lock_Succeeds,P=Target lock
DXSM_SSCV_KRIG_OEM_UI_Missiles_Depleted,P=Missiles empty
DXSM_SSCV_KRIG_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_KRIG_OEM_UI_Nearby_Sensor_Acquisition,P=Contact confirmed
DXSM_SSCV_KRIG_OEM_UI_Objective_Received,P=Objective Obtained
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield depleted
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield at 25%
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield at 50%
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Override_Auto_Pilot,P=Manual piloting activated
DXSM_SSCV_KRIG_OEM_UI_Override_Landing_Assist,P=Landing Assist Disengaged
DXSM_SSCV_KRIG_OEM_UI_Portshields_0_Percent,P=Port shield depleted
DXSM_SSCV_KRIG_OEM_UI_Portshields_25_Percent,P=Port shield at 25%
DXSM_SSCV_KRIG_OEM_UI_Portshields_50_Percent,P=Port shield at 50%
DXSM_SSCV_KRIG_OEM_UI_Portshields_75_Percent,P=Port shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Proximity_Aft,P=Warning: rear collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Deck,P=Warning: deck collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Front,P=Warning: front collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Overhead,P=Warning: overhead collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Port,P=Warning: port collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Starboard,P=Warning: starboard collision near
DXSM_SSCV_KRIG_OEM_UI_QTravel_Disabled=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Radar=
DXSM_SSCV_KRIG_OEM_UI_Right_Shield_Taking_Damage,P=Right shield under attack
DXSM_SSCV_KRIG_OEM_UI_Scanning,P=Scan in process
DXSM_SSCV_KRIG_OEM_UI_Self_Destruct_Aborted,P=Self-destruct terminated
DXSM_SSCV_KRIG_OEM_UI_Self_Destruct_Initiated,P=Self-destruct activated
DXSM_SSCV_KRIG_OEM_UI_Sensors=
DXSM_SSCV_KRIG_OEM_UI_Shield_Generator=
DXSM_SSCV_KRIG_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_KRIG_OEM_UI_Shields_Full,P=Charge of shields complete
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields depleted
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields at 25%
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields at 50%
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields at 75%
DXSM_SSCV_KRIG_OEM_UI_Status_Radiation_Critical,P=Radiation levels critical
DXSM_SSCV_KRIG_OEM_UI_Status_Radiation_Nominal,P=Light Radiation detected
DXSM_SSCV_KRIG_OEM_UI_System_Activated,P=System activated
DXSM_SSCV_KRIG_OEM_UI_System_Destroyed_During_Use,P=System damaged
DXSM_SSCV_KRIG_OEM_UI_System_Overheating,P=Major system issues
DXSM_SSCV_KRIG_OEM_UI_Systems_Ejection_Offline,P=Ejection System Disengaged
DXSM_SSCV_KRIG_OEM_UI_Systems_Ejection_Online,P=Ejection System Active
DXSM_SSCV_KRIG_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Online,P=Engine System Active
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Systems_Gravity_Offline,P=Gravity disengaged
DXSM_SSCV_KRIG_OEM_UI_Systems_Gravity_Online,P=Gravity activated
DXSM_SSCV_KRIG_OEM_UI_Systems_Landing_Assist_Engaged,P=Landing Assist Activated
DXSM_SSCV_KRIG_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering Thrusters Active
DXSM_SSCV_KRIG_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning, PowerCore Radiation levels critical
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Systems_Systems_Online,P=Systems Active
DXSM_SSCV_KRIG_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_KRIG_OEM_UI_Target_Destroyed,P=Target destroyed
DXSM_SSCV_KRIG_OEM_UI_Top_Shield_Taking_Damage,P=Top shield under attack
DXSM_SSCV_KRIG_OEM_UI_Touch_Down,P=Safe Arrival
DXSM_SSCV_KRIG_OEM_UI_Wait_For_Dock_Arm=Awaiting docking arm.
DXSM_SSCV_KRIG_OEM_UI_Waiting,P=Patience please
DXSM_SSCV_KRIG_OEM_UI_Weapons_Charging,P=Energy Weapons charging
DXSM_SSCV_KRIG_OEM_UI_Weapons_Missiles_Offline,P=Missiles Disengaged
DXSM_SSCV_KRIG_OEM_UI_Weapons_Missiles_Online,P=Missiles Active
DXSM_SSCV_KRIG_OEM_UI_Weapons_Offline,P=Weapons Disengaged
DXSM_SSCV_KRIG_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles Disengaged
DXSM_SSCV_KRIG_OEM_UI_Weapons_Online,P=Weapons Active
DXSM_SSCV_KRIG_OEM_UI_Weapons_Overheating=
DXSM_SSCV_KRIG_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Weapons_System,P=Weapons system
DXSM_SSCV_KRIG_OEM_UI_Weapons_Targeting_Online,P=Weapon Targeting Active
DXSM_SSCV_MISC_OEM_UI_Abort_Landing,P=Landing terminated
DXSM_SSCV_MISC_OEM_UI_Aftshields_0_Percent,P=Aft shield depleted
DXSM_SSCV_MISC_OEM_UI_Aftshields_25_Percent,P=Aft shield at 25%
DXSM_SSCV_MISC_OEM_UI_Aftshields_50_Percent,P=Aft shield at 50%
DXSM_SSCV_MISC_OEM_UI_Aftshields_75_Percent,P=Aft shield at 75%
DXSM_SSCV_MISC_OEM_UI_All_Systems_Online,P=All Systems Responsive
DXSM_SSCV_MISC_OEM_UI_Ammunition_Depleted,P=Ammunition Empty
DXSM_SSCV_MISC_OEM_UI_Ammunition_Low,P=Ammunition Low
DXSM_SSCV_MISC_OEM_UI_Approaching_Hanger,P=Continue on path
DXSM_SSCV_MISC_OEM_UI_Autopilot_Disengaged,P=Autopilot Disengaged
DXSM_SSCV_MISC_OEM_UI_Autopilot_Engaged,P=Autopilot Activated
DXSM_SSCV_MISC_OEM_UI_Back_Shield_Taking_Damage,P=Aft shield under attack
DXSM_SSCV_MISC_OEM_UI_Being_Scanned,P=Ship is being scanned
DXSM_SSCV_MISC_OEM_UI_Bitching_Betty_Dead,P=Please... check... system...
DXSM_SSCV_MISC_OEM_UI_Boot_Up=
DXSM_SSCV_MISC_OEM_UI_Bottom_Shield_Taking_Damage,P=Deck shield under attack
DXSM_SSCV_MISC_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_MISC_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_MISC_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_MISC_OEM_UI_Chaff_Selected,P=Noise Selected
DXSM_SSCV_MISC_OEM_UI_Collision_Alert,P=Warning: Collision
DXSM_SSCV_MISC_OEM_UI_Comms_Jammed,P=Warning: Comms signal blocked
DXSM_SSCV_MISC_OEM_UI_Communications=
DXSM_SSCV_MISC_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_MISC_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_MISC_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_MISC_OEM_UI_Confirmed_Enemy_Target,P=Bandit
DXSM_SSCV_MISC_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_MISC_OEM_UI_Critical_Hit_A=
DXSM_SSCV_MISC_OEM_UI_Critical_Hit_B=
DXSM_SSCV_MISC_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_MISC_OEM_UI_De_Coupled_Mode_Disengaged,P=DeCoupled Mode Disengaged
DXSM_SSCV_MISC_OEM_UI_De_Coupled_Mode_Engaged,P=Decoupled Mode Activated
DXSM_SSCV_MISC_OEM_UI_Deckshields_0_Percent,P=Deck shield depleted
DXSM_SSCV_MISC_OEM_UI_Deckshields_25_Percent,P=Deck shield 25%
DXSM_SSCV_MISC_OEM_UI_Deckshields_50_Percent,P=Deck shield 50%
DXSM_SSCV_MISC_OEM_UI_Deckshields_75_Percent,P=Deck shield at 75%
DXSM_SSCV_MISC_OEM_UI_Destruction_Imminent,P=Destruction of ship impending
DXSM_SSCV_MISC_OEM_UI_Docking_Complete=Docking concluded.
DXSM_SSCV_MISC_OEM_UI_Docking_Request_Approved=Request to dock granted.
DXSM_SSCV_MISC_OEM_UI_Docking_Request_Denied=Request to dock denied.
DXSM_SSCV_MISC_OEM_UI_Ejection=
DXSM_SSCV_MISC_OEM_UI_Engines=
DXSM_SSCV_MISC_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_MISC_OEM_UI_Extraction_Mode=
DXSM_SSCV_MISC_OEM_UI_Fired_At_Friendly,P=Friendly Target!
DXSM_SSCV_MISC_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_MISC_OEM_UI_Flare_Selected,P=Decoy Selected
DXSM_SSCV_MISC_OEM_UI_Flares_Depleted,P=Flares empty
DXSM_SSCV_MISC_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_MISC_OEM_UI_Flight_Control,P=Avoinics
DXSM_SSCV_MISC_OEM_UI_Flight_TakeOff_Initiated,P=Take-off initiated
DXSM_SSCV_MISC_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off request approved
DXSM_SSCV_MISC_OEM_UI_Flight_TakeOff_Request_Denied,P=Request to take-off denied
DXSM_SSCV_MISC_OEM_UI_Forwardshields_0_Percent,P=Forward shield depleted
DXSM_SSCV_MISC_OEM_UI_Forwardshields_25_Percent,P=Forward shield 25%
DXSM_SSCV_MISC_OEM_UI_Forwardshields_50_Percent,P=Forward shield 50%
DXSM_SSCV_MISC_OEM_UI_Forwardshields_75_Percent,P=Forward shield at 75%
DXSM_SSCV_MISC_OEM_UI_Fracturing_Mode=
DXSM_SSCV_MISC_OEM_UI_Front_Shield_Taking_Damage,P=Forward shield under attack
DXSM_SSCV_MISC_OEM_UI_G_Safe_Disengaged,P=G-Safe Disengaged
DXSM_SSCV_MISC_OEM_UI_G_Safe_Engaged,P=G-Safe Activated
DXSM_SSCV_MISC_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_MISC_OEM_UI_Generic_Offline_A=
DXSM_SSCV_MISC_OEM_UI_Generic_Offline_B=
DXSM_SSCV_MISC_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_MISC_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_MISC_OEM_UI_Get_Ship_Oriented,P=Please align ship
DXSM_SSCV_MISC_OEM_UI_HUD_Combat_Mode_Active,P=Weapon mode engaged
DXSM_SSCV_MISC_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode engaged
DXSM_SSCV_MISC_OEM_UI_Head_To_Landing_Pad,P=Proceed to Landing Pad
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_MISC_OEM_UI_Incoming_Ramming_Attack,P=Warning: Crash attack
DXSM_SSCV_MISC_OEM_UI_Landing_Alignment_Off,P=Incorrect alignment
DXSM_SSCV_MISC_OEM_UI_Landing_Assisted,P=Assisted
DXSM_SSCV_MISC_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_MISC_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_MISC_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_MISC_OEM_UI_Landing_Gear_Is_Up,P=Deploy landing gear
DXSM_SSCV_MISC_OEM_UI_Landing_Gear_Retracted,P=Landing gear raised
DXSM_SSCV_MISC_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_MISC_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_MISC_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_MISC_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_MISC_OEM_UI_Launch_Initiated,P=Take-off initiated
DXSM_SSCV_MISC_OEM_UI_Launch_Request_Approved,P=Take-off request approved
DXSM_SSCV_MISC_OEM_UI_Launch_Request_Denied,P=Take-off request denied
DXSM_SSCV_MISC_OEM_UI_Left_Shield_Taking_Damage,P=Left shield under attack
DXSM_SSCV_MISC_OEM_UI_Life_Support,P=Life support
DXSM_SSCV_MISC_OEM_UI_Locked_On_To_Landing_Pad,P=Proceed with landing procedure
DXSM_SSCV_MISC_OEM_UI_Mining_Mode_Disabled=
DXSM_SSCV_MISC_OEM_UI_Mining_Mode_Enabled=
DXSM_SSCV_MISC_OEM_UI_Missile_Lock_Succeeds,P=Target lock
DXSM_SSCV_MISC_OEM_UI_Missiles_Depleted,P=Missiles empty
DXSM_SSCV_MISC_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_MISC_OEM_UI_Nearby_Sensor_Acquisition,P=Contact confirmed
DXSM_SSCV_MISC_OEM_UI_Objective_Received,P=Objective Obtained
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield depleted
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield at 25%
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield at 50%
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield at 75%
DXSM_SSCV_MISC_OEM_UI_Override_Auto_Pilot,P=Manual piloting activated
DXSM_SSCV_MISC_OEM_UI_Override_Landing_Assist,P=Manual landing initiated
DXSM_SSCV_MISC_OEM_UI_Portshields_0_Percent,P=Port shield depleted
DXSM_SSCV_MISC_OEM_UI_Portshields_25_Percent,P=Port shield at 25%
DXSM_SSCV_MISC_OEM_UI_Portshields_50_Percent,P=Port shield at 50%
DXSM_SSCV_MISC_OEM_UI_Portshields_75_Percent,P=Port shield at 75%
DXSM_SSCV_MISC_OEM_UI_Proximity_Aft,P=Aft Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Deck,P=Deck Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Front,P=Forward Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Overhead,P=Overhead Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Port,P=Port Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Starboard,P=Starboard Proximity Alert
DXSM_SSCV_MISC_OEM_UI_QTravel_Disabled=
DXSM_SSCV_MISC_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_MISC_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_MISC_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_MISC_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Radar=
DXSM_SSCV_MISC_OEM_UI_Right_Shield_Taking_Damage,P=Right shield under attack
DXSM_SSCV_MISC_OEM_UI_Scan_Complete=
DXSM_SSCV_MISC_OEM_UI_Scanning,P=Scan in process
DXSM_SSCV_MISC_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_MISC_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Protocol Accepted
DXSM_SSCV_MISC_OEM_UI_Sensors=
DXSM_SSCV_MISC_OEM_UI_Shield_Generator=
DXSM_SSCV_MISC_OEM_UI_Shields_Charging=
DXSM_SSCV_MISC_OEM_UI_Shields_Full,P=Shields Full
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields depleted
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields at 25%
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields at 50%
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields at 75%
DXSM_SSCV_MISC_OEM_UI_Status_Radiation_Critical,P=Radiation levels critical
DXSM_SSCV_MISC_OEM_UI_Status_Radiation_Nominal,P=Light Radiation detected
DXSM_SSCV_MISC_OEM_UI_System_Activated,P=System activated
DXSM_SSCV_MISC_OEM_UI_System_Destroyed_During_Use,P=System damaged
DXSM_SSCV_MISC_OEM_UI_System_Overheating,P=Major system issues
DXSM_SSCV_MISC_OEM_UI_Systems_Ejection_Offline,P=Ejection system offline
DXSM_SSCV_MISC_OEM_UI_Systems_Ejection_Online,P=Ejection system online
DXSM_SSCV_MISC_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Online,P=Engine
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Systems_Gravity_Offline,P=Gravity disengaged
DXSM_SSCV_MISC_OEM_UI_Systems_Gravity_Online,P=Gravity activated
DXSM_SSCV_MISC_OEM_UI_Systems_Maneuvering_Online,P=Manoeuvring systems online
DXSM_SSCV_MISC_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning: Power plant compromised. Radiation levels exceed safe parameters.
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_MISC_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_MISC_OEM_UI_Target_Destroyed,P=Target destroyed
DXSM_SSCV_MISC_OEM_UI_Top_Shield_Taking_Damage,P=Top shield under attack
DXSM_SSCV_MISC_OEM_UI_Touch_Down,P=Safe Arrival
DXSM_SSCV_MISC_OEM_UI_Wait_For_Dock_Arm=Awaiting docking arm.
DXSM_SSCV_MISC_OEM_UI_Waiting,P=Patience please
DXSM_SSCV_MISC_OEM_UI_Warning_Cargo_Full=
DXSM_SSCV_MISC_OEM_UI_Warning_Deposit_Power_Crit=
DXSM_SSCV_MISC_OEM_UI_Weapons_Charging=
DXSM_SSCV_MISC_OEM_UI_Weapons_Missiles_Offline,P=Missiles offline
DXSM_SSCV_MISC_OEM_UI_Weapons_Missiles_Online,P=Missiles online
DXSM_SSCV_MISC_OEM_UI_Weapons_Offline,P=Weapon offline
DXSM_SSCV_MISC_OEM_UI_Weapons_Offline_Missiles_Offline,P=Missiles offline. Weapons offline.
DXSM_SSCV_MISC_OEM_UI_Weapons_Online,P=Weapons online
DXSM_SSCV_MISC_OEM_UI_Weapons_Overheating=
DXSM_SSCV_MISC_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Weapons_System,P=Weapons system
DXSM_SSCV_MISC_OEM_UI_Weapons_Targeting_Online,P=Targeting systems online
DXSM_SSCV_ORIG_OEM_UI_Ammunition_Depleted=
DXSM_SSCV_ORIG_OEM_UI_Confirmed_Enemy_Target=
DXSM_SSCV_ORIG_OEM_UI_Countermeasure_Chaff_Selected,P=Noise countermeasure active
DXSM_SSCV_ORIG_OEM_UI_Countermeasure_Flare_Selected,P=Decoy countermeasure active
DXSM_SSCV_ORIG_OEM_UI_Critical_Hit_B=
DXSM_SSCV_ORIG_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_ORIG_OEM_UI_Docking_Request_Approved=Docking has been approved.
DXSM_SSCV_ORIG_OEM_UI_Ejection,P=Prepare to Eject
DXSM_SSCV_ORIG_OEM_UI_Engine_Depleted,P=Thrusters depleting rapidly
DXSM_SSCV_ORIG_OEM_UI_Generic_Offline_B=
DXSM_SSCV_ORIG_OEM_UI_HUD_Combat_Mode_Active,P=Weapons mode activate
DXSM_SSCV_ORIG_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode activate
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ORIG_OEM_UI_Landing_Assisted,P=EDL assist initiated
DXSM_SSCV_ORIG_OEM_UI_Landing_Automated,P=Automated landing initiated
DXSM_SSCV_ORIG_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_ORIG_OEM_UI_Landing_Gear_Deployed,P=Deploying landing gear
DXSM_SSCV_ORIG_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_ORIG_OEM_UI_Landing_Manual,P=Manual landing initiated
DXSM_SSCV_ORIG_OEM_UI_Landing_Request_Approved,P=Landing has been approved
DXSM_SSCV_ORIG_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_ORIG_OEM_UI_Proximity_Aft,P=Warning Collision Stern
DXSM_SSCV_ORIG_OEM_UI_Proximity_Deck,P=Warning Collision Nadir
DXSM_SSCV_ORIG_OEM_UI_Proximity_Front,P=Warning Collision Fore
DXSM_SSCV_ORIG_OEM_UI_Proximity_Overhead,P=Warning Collision Zenith
DXSM_SSCV_ORIG_OEM_UI_Proximity_Port,P=Warning Collision Port
DXSM_SSCV_ORIG_OEM_UI_Proximity_Starboard,P=Warning Collision Starboard
DXSM_SSCV_ORIG_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_ORIG_OEM_UI_Scanners_Scanning=
DXSM_SSCV_ORIG_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Deactivated
DXSM_SSCV_ORIG_OEM_UI_Self_Destruct_Initiated,P=Beginning Self-Destruct Procedure
DXSM_SSCV_ORIG_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_ORIG_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Charging=
DXSM_SSCV_ORIG_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Full,P=Shields at full strength
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Back,P=Stern shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Bottom,P=Nadir shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Front,P=Fore shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Left,P=Port shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Right,P=Starboard shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Top,P=Zenith shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_System_Activated=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_ORIG_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_ORIG_OEM_UI_Systems_Bitchingbetty,P=Welcome to ... Origin... I...assist...
DXSM_SSCV_ORIG_OEM_UI_Systems_Bootup=
DXSM_SSCV_ORIG_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_ORIG_OEM_UI_Systems_Communications=
DXSM_SSCV_ORIG_OEM_UI_Systems_Coolant=
DXSM_SSCV_ORIG_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Online=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_ORIG_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_ORIG_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_ORIG_OEM_UI_Systems_Radar=
DXSM_SSCV_ORIG_OEM_UI_Systems_Sensors=
DXSM_SSCV_ORIG_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_ORIG_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ORIG_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Charging=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_ORIG_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES DEPLETED
DXSM_SSCV_ORIG_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Offline=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Online=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_System=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_RSI_OEM_UI_Confirmed_Enemy_Target=
DXSM_SSCV_RSI_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Selected
DXSM_SSCV_RSI_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Selected
DXSM_SSCV_RSI_OEM_UI_Critical_Hit_A=
DXSM_SSCV_RSI_OEM_UI_Critical_Hit_B=
DXSM_SSCV_RSI_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_RSI_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_RSI_OEM_UI_Ejection,P=Ejection Initiated
DXSM_SSCV_RSI_OEM_UI_Engine_Depleted,P=Engines Low
DXSM_SSCV_RSI_OEM_UI_Generic_Offline_B=
DXSM_SSCV_RSI_OEM_UI_HUD_Combat_Mode_Active,P=Engaging weapons mode
DXSM_SSCV_RSI_OEM_UI_HUD_Landing_Mode_Active,P=Engaging landing mode
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_RSI_OEM_UI_Landing_Assisted,P=Activating EDL assist
DXSM_SSCV_RSI_OEM_UI_Landing_Automated,P=Activating automated landing
DXSM_SSCV_RSI_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_RSI_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_RSI_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_RSI_OEM_UI_Landing_Manual,P=Activating manual landing
DXSM_SSCV_RSI_OEM_UI_Landing_Request_Approved,P=Landing approved
DXSM_SSCV_RSI_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_RSI_OEM_UI_Proximity_Aft,P=Collision Alert Rear
DXSM_SSCV_RSI_OEM_UI_Proximity_Deck,P=Collision Alert Low
DXSM_SSCV_RSI_OEM_UI_Proximity_Front,P=Collision Alert Front
DXSM_SSCV_RSI_OEM_UI_Proximity_Overhead,P=Collision Alert High
DXSM_SSCV_RSI_OEM_UI_Proximity_Port,P=Collision Alert Port
DXSM_SSCV_RSI_OEM_UI_Proximity_Starboard,P=Collision Alert Starboard
DXSM_SSCV_RSI_OEM_UI_QTravel_Disabled=
DXSM_SSCV_RSI_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_RSI_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_RSI_OEM_UI_QTravel_Engaged=
DXSM_SSCV_RSI_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_RSI_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_RSI_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_RSI_OEM_UI_Scanners_Scanning=
DXSM_SSCV_RSI_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_RSI_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Activated
DXSM_SSCV_RSI_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_RSI_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Charging,P=Standby for shields
DXSM_SSCV_RSI_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Full,P=Shields Max
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Back,P=Rear shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Bottom,P=Low shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Front,P=Front shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Left,P=Port shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Right,P=Starboard shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Top,P=High shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_System_Activated=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_RSI_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_RSI_OEM_UI_Systems_Bitchingbetty,P=<<>>
DXSM_SSCV_RSI_OEM_UI_Systems_Bootup=
DXSM_SSCV_RSI_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_RSI_OEM_UI_Systems_Communications=
DXSM_SSCV_RSI_OEM_UI_Systems_Coolant=
DXSM_SSCV_RSI_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_RSI_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_RSI_OEM_UI_Systems_Engines=
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_RSI_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_RSI_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_RSI_OEM_UI_Systems_Radar=
DXSM_SSCV_RSI_OEM_UI_Systems_Sensors=
DXSM_SSCV_RSI_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_RSI_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_RSI_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_RSI_OEM_UI_Systems_Weapons=
DXSM_SSCV_RSI_OEM_UI_Weapons_Ammunition_Depleted=
DXSM_SSCV_RSI_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_RSI_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_RSI_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Charging=
DXSM_SSCV_RSI_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_RSI_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_RSI_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_RSI_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_RSI_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES EMPTY
DXSM_SSCV_RSI_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Offline=
DXSM_SSCV_RSI_OEM_UI_Weapons_Online,P=weapons online
DXSM_SSCV_RSI_OEM_UI_Weapons_Overheating=
DXSM_SSCV_RSI_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_TMBL_OEM_UI_Confirmed_Enemy_Target=
DXSM_SSCV_TMBL_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Selected
DXSM_SSCV_TMBL_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Selected
DXSM_SSCV_TMBL_OEM_UI_Critical_Hit_A=
DXSM_SSCV_TMBL_OEM_UI_Critical_Hit_B=
DXSM_SSCV_TMBL_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_TMBL_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_TMBL_OEM_UI_Ejection,P=Ejection Initiated
DXSM_SSCV_TMBL_OEM_UI_Engine_Depleted,P=Engines Low
DXSM_SSCV_TMBL_OEM_UI_Generic_Offline_B=
DXSM_SSCV_TMBL_OEM_UI_HUD_Combat_Mode_Active,P=Engaging weapons mode
DXSM_SSCV_TMBL_OEM_UI_HUD_Landing_Mode_Active,P=Engaging landing mode
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_TMBL_OEM_UI_Landing_Assisted,P=Activating EDL assist
DXSM_SSCV_TMBL_OEM_UI_Landing_Automated,P=Activating automated landing
DXSM_SSCV_TMBL_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_TMBL_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_TMBL_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_TMBL_OEM_UI_Landing_Manual,P=Activating manual landing
DXSM_SSCV_TMBL_OEM_UI_Landing_Request_Approved,P=Landing approved
DXSM_SSCV_TMBL_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_TMBL_OEM_UI_Proximity_Aft,P=Collision Alert Rear
DXSM_SSCV_TMBL_OEM_UI_Proximity_Deck,P=Collision Alert Low
DXSM_SSCV_TMBL_OEM_UI_Proximity_Front,P=Collision Alert Front
DXSM_SSCV_TMBL_OEM_UI_Proximity_Overhead,P=Collision Alert High
DXSM_SSCV_TMBL_OEM_UI_Proximity_Port,P=Collision Alert Port
DXSM_SSCV_TMBL_OEM_UI_Proximity_Starboard,P=Collision Alert Starboard
DXSM_SSCV_TMBL_OEM_UI_QTravel_Disabled=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Engaged=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_TMBL_OEM_UI_Scanners_Scanning=
DXSM_SSCV_TMBL_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_TMBL_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Activated
DXSM_SSCV_TMBL_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_TMBL_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Charging,P=Standby for shields
DXSM_SSCV_TMBL_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Full,P=Shields Max
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Back,P=Rear shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Bottom,P=Low shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Front,P=Front shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Left,P=Port shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Right,P=Starboard shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Top,P=High shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_System_Activated=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_TMBL_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_TMBL_OEM_UI_Systems_Bitchingbetty,P=<<>>
DXSM_SSCV_TMBL_OEM_UI_Systems_Bootup=
DXSM_SSCV_TMBL_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_TMBL_OEM_UI_Systems_Communications=
DXSM_SSCV_TMBL_OEM_UI_Systems_Coolant=
DXSM_SSCV_TMBL_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_TMBL_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines=
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_TMBL_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_TMBL_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_TMBL_OEM_UI_Systems_Radar=
DXSM_SSCV_TMBL_OEM_UI_Systems_Sensors=
DXSM_SSCV_TMBL_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_TMBL_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_TMBL_OEM_UI_Systems_Weapons=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Ammunition_Depleted=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Charging=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_TMBL_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES EMPTY
DXSM_SSCV_TMBL_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Offline=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Online,P=weapons online
DXSM_SSCV_TMBL_OEM_UI_Weapons_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_VNCL_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_VNCL_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_VNCL_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_VNCL_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_VNCL_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_VNCL_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_VNCL_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_VNCL_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_VNCL_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_VNCL_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_VNCL_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_VNCL_OEM_UI_Bitching_Betty_Dead,P=
DXSM_SSCV_VNCL_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_VNCL_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_VNCL_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_VNCL_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_VNCL_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_VNCL_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_VNCL_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_VNCL_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_VNCL_OEM_UI_Communications=
DXSM_SSCV_VNCL_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_VNCL_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_VNCL_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_VNCL_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_VNCL_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_VNCL_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_VNCL_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_VNCL_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_VNCL_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_VNCL_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_VNCL_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_VNCL_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_VNCL_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_VNCL_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_VNCL_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_VNCL_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_VNCL_OEM_UI_Ejection=
DXSM_SSCV_VNCL_OEM_UI_Engines=
DXSM_SSCV_VNCL_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_VNCL_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_VNCL_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_VNCL_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_VNCL_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_VNCL_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_VNCL_OEM_UI_Flight_Control=
DXSM_SSCV_VNCL_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_VNCL_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_VNCL_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_VNCL_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_VNCL_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_VNCL_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_VNCL_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_VNCL_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_VNCL_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_VNCL_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_VNCL_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_VNCL_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_VNCL_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_VNCL_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_VNCL_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_VNCL_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_VNCL_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_VNCL_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_VNCL_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_VNCL_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_VNCL_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_VNCL_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_VNCL_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_VNCL_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_VNCL_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_VNCL_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_VNCL_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_VNCL_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_VNCL_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_VNCL_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_VNCL_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_VNCL_OEM_UI_Life_Support=
DXSM_SSCV_VNCL_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_VNCL_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_VNCL_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_VNCL_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_VNCL_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_VNCL_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_VNCL_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_VNCL_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_VNCL_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_VNCL_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_VNCL_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_VNCL_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_VNCL_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_VNCL_OEM_UI_QTravel_Disabled=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Radar=
DXSM_SSCV_VNCL_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_VNCL_OEM_UI_Scanning=
DXSM_SSCV_VNCL_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_VNCL_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_VNCL_OEM_UI_Sensors=
DXSM_SSCV_VNCL_OEM_UI_Shield_Generator=
DXSM_SSCV_VNCL_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_VNCL_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_VNCL_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_VNCL_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_VNCL_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_VNCL_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_VNCL_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_VNCL_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_VNCL_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_VNCL_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_VNCL_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_VNCL_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_VNCL_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_VNCL_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_VNCL_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_VNCL_OEM_UI_Waiting,P=Hold
DXSM_SSCV_VNCL_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_VNCL_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_VNCL_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_VNCL_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_VNCL_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_VNCL_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_VNCL_OEM_UI_Weapons_Overheating=
DXSM_SSCV_VNCL_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_VNCL_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_XIAN_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_XIAN_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_XIAN_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_XIAN_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_XIAN_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_XIAN_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_XIAN_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_XIAN_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_XIAN_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_XIAN_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_XIAN_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_XIAN_OEM_UI_Bitching_Betty_Dead,P=
DXSM_SSCV_XIAN_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_XIAN_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_XIAN_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_XIAN_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_XIAN_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_XIAN_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_XIAN_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_XIAN_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_XIAN_OEM_UI_Communications=
DXSM_SSCV_XIAN_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_XIAN_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_XIAN_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_XIAN_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_XIAN_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_XIAN_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_XIAN_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_XIAN_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_XIAN_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_XIAN_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_XIAN_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_XIAN_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_XIAN_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_XIAN_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_XIAN_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_XIAN_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_XIAN_OEM_UI_Ejection=
DXSM_SSCV_XIAN_OEM_UI_Engines=
DXSM_SSCV_XIAN_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_XIAN_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_XIAN_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_XIAN_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_XIAN_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_XIAN_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_XIAN_OEM_UI_Flight_Control=
DXSM_SSCV_XIAN_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_XIAN_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_XIAN_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_XIAN_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_XIAN_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_XIAN_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_XIAN_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_XIAN_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_XIAN_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_XIAN_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_XIAN_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_XIAN_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_XIAN_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_XIAN_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_XIAN_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_XIAN_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_XIAN_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_XIAN_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_XIAN_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_XIAN_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_XIAN_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_XIAN_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_XIAN_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_XIAN_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_XIAN_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_XIAN_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_XIAN_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_XIAN_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_XIAN_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_XIAN_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_XIAN_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_XIAN_OEM_UI_Life_Support=
DXSM_SSCV_XIAN_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_XIAN_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_XIAN_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_XIAN_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_XIAN_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_XIAN_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_XIAN_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_XIAN_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_XIAN_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_XIAN_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_XIAN_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_XIAN_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_XIAN_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_XIAN_OEM_UI_QTravel_Disabled=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Radar=
DXSM_SSCV_XIAN_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_XIAN_OEM_UI_Scanning=
DXSM_SSCV_XIAN_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_XIAN_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_XIAN_OEM_UI_Sensors=
DXSM_SSCV_XIAN_OEM_UI_Shield_Generator=
DXSM_SSCV_XIAN_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_XIAN_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_XIAN_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_XIAN_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_XIAN_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_XIAN_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_XIAN_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_XIAN_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_XIAN_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_XIAN_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_XIAN_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_XIAN_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_XIAN_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_XIAN_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_XIAN_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_XIAN_OEM_UI_Waiting,P=Hold
DXSM_SSCV_XIAN_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_XIAN_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_XIAN_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_XIAN_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_XIAN_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_XIAN_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_XIAN_OEM_UI_Weapons_Overheating=
DXSM_SSCV_XIAN_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_XIAN_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
D_IndustrialDoorAndAirlockControlModule,P=Industrial Door & Airlock Control Module
D_StatusOperational,P=Status: Operational
D_TouchCommandInterface_Option1,P=Touch Command Interface - 9.20.1
Darneely_Allies=N/A
Darneely_Convo_Mission=I'm looking for work.
Darneely_Convo_Scrap=I've got some scrap to sell.
Darneely_Rivals=N/A
DataDownload_From=~mission(Contractor)
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.
DataDownload_Screen_Shutdown=Shutdown
DataDownload_Screen_Status_01=Generating
DataDownload_Screen_Status_02=Downloading
DataDownload_Screen_Withdraw=Withdraw
DataHeist_Complete_UploadedRequiredServers=Uploads Completed
DataHeist_Description,P=~mission(Contractor|DataHeistDescription)
DataHeist_Description_E,P=~mission(Contractor|DataHeistDescription_E)
DataHeist_Description_FileSize_Token_001=but thankfully the data size per file is pretty small.
DataHeist_Description_FileSize_Token_002=but the data size is pretty normal, so you won't be waiting around too long
DataHeist_Description_FileSize_Token_003=and with the large data size, expect the transfer to take a while.
DataHeist_Description_FilesPlural_Token_001,P=file
DataHeist_Description_FilesPlural_Token_002,P=files
DataHeist_Description_H,P=~mission(Contractor|DataHeistDescription_H)
DataHeist_Description_Leeway_Token_001=The facility has loads of backup servers, so don’t lose your head if some get destroyed.
DataHeist_Description_Leeway_Token_002=There’s a few backup servers on-site, so we have a small margin for error.
DataHeist_Description_Leeway_Token_003=There's only a single backup server, so make sure it doesn’t get destroyed.
DataHeist_Description_Leeway_Token_004=There aren't any backup servers at this facility, so don't mess up.
DataHeist_Description_LengthOfTime_Token_001=Anyways, as far as jobs go, this one should be quick and easy.
DataHeist_Description_LengthOfTime_Token_002=All things considered, the whole thing shouldn't take too long.
DataHeist_Description_LengthOfTime_Token_003=All that in mind, the job could take a while, so prepare accordingly.
DataHeist_Description_LengthOfTime_Token_004=Don’t expect this to be a quick job. Plan on being there for a good amount of time.
DataHeist_Description_M,P=~mission(Contractor|DataHeistDescription_M)
DataHeist_Description_Quantity_Token_001=I'm only after one important file here,
DataHeist_Description_Quantity_Token_002=I need to pull a few specific files from their servers,
DataHeist_Description_Quantity_Token_003=I'm looking to get several files they've got locked up,
DataHeist_Description_Quantity_Token_004=I need to download a number of files,
DataHeist_Description_Quantity_Token_005=I'll be downloading a bunch of files,
DataHeist_Description_Tutorial=~mission(Contractor|DataHeistDescriptionTutorial)
DataHeist_Description_VE,P=~mission(Contractor|DataHeistDescription_VE)
DataHeist_Description_VH,P=~mission(Contractor|DataHeistDescription_VH)
DataHeist_ECT_Access=LOCKED - Insert Access Card
DataHeist_ECT_Access_AccessCardInvalid=Invalid Credentials
DataHeist_ECT_Access_CardConfiscated=! Card Confiscated - Contact Admin !
DataHeist_ECT_Access_Denied=Access Denied
DataHeist_ECT_Access_Granted=Access Granted
DataHeist_ECT_Access_InsertAccessCard=Insert Access Card
DataHeist_ECT_Access_ReadingCard=Reading Access Card
DataHeist_ECT_Access_SecurityBreach=! Security Breach Detected - Mainframe Locked Down !
DataHeist_ECT_Access_SystemLockdown=System Lockdown
DataHeist_ECT_Access_TerminalLocked=Terminal Locked
DataHeist_ECT_Access_Welcome=Welcome
DataHeist_ECT_AttentionRequired_TopBarInfo=Attention Required
DataHeist_ECT_Connection_Allow=Accept
DataHeist_ECT_Connection_Info=Incoming Spec.Feed connection:
DataHeist_ECT_Connection_Info_IP=~mission(IPAddress)
DataHeist_ECT_Connection_Lost=Connection Lost
DataHeist_ECT_Connection_Reject=Deny
DataHeist_ECT_Notification_ExternalRequest=! External Request for Access !
DataHeist_ECT_Notification_RemoteConnectionCancelled=! Remote Connection Terminated !
DataHeist_ECT_Notification_SecurityBreach=! Security Breach Detected - Check Local Terminals !
DataHeist_ECT_Notification_ServerDisconnected=! Server Disconnected !
DataHeist_ECT_Notification_ServerNotResponding=! Server Not Responding !
DataHeist_ECT_UploadCancelled=Upload Cancelled
DataHeist_ECT_UploadComplete=Upload Complete
DataHeist_ECT_UploadFailed_TopBarInfo=Upload Failed
DataHeist_ECT_UploadHalted_MiddleInfo=Servers must cool before upload can proceed.
DataHeist_ECT_UploadHalted_TopBarInfo=Upload Halted
DataHeist_ECT_Uploading_MiddleInfo_End= data transfer in progress.
DataHeist_ECT_Uploading_MiddleInfo_Start=Server
DataHeist_ECT_Uploading_MiddleInfo_Total=Total Upload Progress
DataHeist_ECT_Uploading_TopBarInfo=Uploading...
DataHeist_Fail_DeniedConnectionTooManyTimes=Failed to Connect Hacker
DataHeist_Fail_LocationDestroyedData=Data Destroyed
DataHeist_Fail_LostTooManyServer=Necessary Servers Compromised
DataHeist_From=~mission(Contractor|DataHeistFrom)
DataHeist_IP_Generic=2001:0db8:85a3::8a2e:0370:7334
DataHeist_IntT_AdminLine=Reset code to
DataHeist_IntT_DataHeist_IntT_ClimateControlDisabled=Cooling System disabled for Server:
DataHeist_IntT_GarbageLine=Connection terminated - Firewall Activated
DataHeist_IntT_GarbageLine_01=Query active uploads - Active upload from server cluster
DataHeist_IntT_GarbageLine_02=Unlock Cooling System control for server cluster
DataHeist_IntT_GarbageLine_03=Abort upload - Admin access required
DataHeist_IntT_GarbageLine_04=Incoming external connection
DataHeist_IntT_GarbageLine_05=Warning - disabling Cooling System may lead to data corruption
DataHeist_IntT_GarbageLine_07=Are you sure you want to continue Y/N - (Y)
DataHeist_IntT_IntrusionActive_Disconnect_Notify=! FIREWALL ACTIVATED - CONNECTION TERMINATED !
DataHeist_IntT_IntrusionActive_Notify=! UNEXPECTED EXTERNAL CONNECTION !
DataHeist_IntT_IntrusionNotActive_Notify=No Notifications
DataHeist_IntT_WindowName=Remote Console
DataHeist_Obj_01_AccessMainframe_Display,P=Access the Mainframe at ~mission(Location)
DataHeist_Obj_01_AccessMainframe_Long=Access the mainframe at ~mission(Location|Address) using a cryptokey or other means.
DataHeist_Obj_01_AccessMainframe_Marker=Access Mainframe
DataHeist_Obj_01_AccessMainframe_Short=Access the Mainframe at ~mission(Location)
DataHeist_Obj_02_GainAccessToMainframe_Display,P=Access Mainframe.
DataHeist_Obj_02_GainAccessToMainframe_Long,P=Gain Access to the Data Mainframe.
DataHeist_Obj_02_GainAccessToMainframe_Marker,P=Mainframe.
DataHeist_Obj_02_GainAccessToMainframe_MarkerB,P=Terminal access slot.
DataHeist_Obj_02_GainAccessToMainframe_Short,P=Access Mainframe.
DataHeist_Obj_02a_GetAHackChip_Long,P=Take a cryptokey in case the mainframe is locked.
DataHeist_Obj_02a_GetAHackChip_Short,P=Take a cryptokey.
DataHeist_Obj_02b_FindAccessCard_Long,P=Find an ID access card on a technician at the location.
DataHeist_Obj_02b_FindAccessCard_Short,P=Loot an ID access card.
DataHeist_Obj_03_DefendHack_Long,P=Defend Mainframe Hack
DataHeist_Obj_03_DefendHack_Short,P=Defend Hack
DataHeist_Obj_04_AcceptRemoteConnection_Display,P=Allow connection request on Mainframe
DataHeist_Obj_04_AcceptRemoteConnection_Long=Accept the remote connection to the mainframe.
DataHeist_Obj_04_AcceptRemoteConnection_Marker=Accept Connection
DataHeist_Obj_04_AcceptRemoteConnection_Short=Accept Remote Connection
DataHeist_Obj_05_DefendUpload_Display,P=Defend upload and data servers.
DataHeist_Obj_05_DefendUpload_Long,P=Defend upload and the key data servers.
DataHeist_Obj_05_DefendUpload_Short,P=Defend upload.
DataHeist_Obj_06_ReactivateServerSafetyMeasures_Display=Overheating Servers Remaining: ~mission(IntrusionsAmount)
DataHeist_Obj_06_ReactivateServerSafetyMeasures_Long=Prevent servers from overheating and interrupting the download via their control terminals.
DataHeist_Obj_06_ReactivateServerSafetyMeasures_Short=Prevent Servers Overheating
DataHeist_Obj_07_UploadCount_Display,P=Upload ~mission(NumOfServersUploaded) / ~mission(NumOfServersMinToComplete).
DataHeist_Obj_07_UploadCount_Long=Upload ~mission(NumOfServersUploaded) / ~mission(NumOfServersMinToComplete) servers.
DataHeist_Obj_07_UploadCount_Short=Upload ~mission(NumOfServersUploaded) / ~mission(NumOfServersMinToComplete)
DataHeist_Obj_08_UploadBonusServers_Display,P=(Optional) Upload additional server data for bonus payment
DataHeist_Obj_08_UploadBonusServers_Long,P=(Optional) Upload additional server data for bonus payment
DataHeist_Obj_08_UploadBonusServers_Short,P=(Optional) Upload additional server data
DataHeist_Obj_DebugCode=~mission(IntrusionKeypadCode)
DataHeist_Obj_Intrusion_IntrusionMarker=Locate Server Access Code
DataHeist_Obj_Intrusion_ServerMarker=Enable Cooling
DataHeist_ServerName_001=S-594
DataHeist_ServerName_002=S-667
DataHeist_ServerName_003=S-317
DataHeist_ServerName_004=S-694
DataHeist_ServerName_005=S-817
DataHeist_ServerName_006=S-156
DataHeist_ServerName_007=S-756
DataHeist_ServerName_008=S-944
DataHeist_ServerName_009=S-445
DataHeist_ServerRackName_001=SR-A
DataHeist_ServerRackName_002=SR-B
DataHeist_ServerRackName_003=SR-C
DataHeist_ServerRackName_004=SR-D
DataHeist_ServerRackName_005=SR-E
DataHeist_SvR_Cooling_Disable=Disable
DataHeist_SvR_Cooling_Disabled=Cooling System Offline
DataHeist_SvR_Cooling_Enable=Enable
DataHeist_SvR_Cooling_Enabled=Cooling System Online
DataHeist_SvR_Cooling_Status=Cooling System:
DataHeist_SvR_Cooling_Status_Off=Offline
DataHeist_SvR_Cooling_Status_Off_Ext=Disabled via Remote Access
DataHeist_SvR_Cooling_Status_On=Online
DataHeist_SvR_DataTransfer=Data Transfer
DataHeist_SvR_Temperature=Temperature
DataHeist_SvR_Terminal_TopInfo=Server Cooling Systems
DataHeist_Title=~mission(Contractor|DataHeistTitle)
DataHeist_Title_E,P=~mission(Contractor|DataHeistTitle_E)
DataHeist_Title_H,P=~mission(Contractor|DataHeistTitle_H)
DataHeist_Title_M,P=~mission(Contractor|DataHeistTitle_M)
DataHeist_Title_VE,P=~mission(Contractor|DataHeistTitle_VE)
DataHeist_Title_VH,P=~mission(Contractor|DataHeistTitle_VH)
Datapad_TextTest=Dont...\nLeak...\nThis...\nMission...\nPlz...
Datapad_general_01_msg=Dear All,\n\nWe would like to remind you that the break room is meant to be enjoyed, but its upkeep falls to all of us. Please dispose of trash in the proper receptacles and wash any dishes or utensils that you use. Also, when warming meals containing fish or other strong smelling foods, please turn on the exhaust fan. Finally, protocol requires that weapons either be kept on your person or stored in your locker and not left lying about common areas. \n\nThanks for your understanding and compliance in the matters above. Only together can we make this workplace better for all!
Datapad_general_01_recipient=To: All Personnel
Datapad_general_01_subject=Subject: Break Room Etiquette
Datapad_general_02_msg=Hi All, \n\nPlease welcome the newest member of our security team, Shoji Cunniff. Before joining us, Shoji worked as an independent security professional with over 15 years of experience in volatile systems, including Charon, Magnus, and Pyro. Shoji spent the past five years exclusively in Nexus providing protection services and running escort missions.\n \nShoji Cunniff is our new Security Professional I, and will be focused on upholding security protocols and defending the site against hostile actors. Shoji looks forward to the comradery that comes with being a part of a team, updating and expanding his skills as a security professional, and getting to know the Stanton system better. \n\nPlease join us in welcoming Shoji to the team!
Datapad_general_02_recipient=To: All Personnel
Datapad_general_02_subject=Subject: Welcome Our Newest Team Member!
Datapad_general_03_msg=Fellow Cass-fanatic, \n\nThe rumors are true! Ellroy Cass is back to deliver the most memorable and intimate experience of his genre-defying career. The legendary multi-hyphenate artist and performer has commandeered an 890 Jump and turned it into the ultimate venue that’s part performance space, part art gallery, and a complete sensory experience.\n\nAs a certified Cass-fanatic, Ellroy is offering you the opportunity to purchase a ticket to this exclusive experience. Explore the ship to see some of his most famous and controversial art installations, hop into a simpod to be transported into scenes from some of Ellroy’s most legendary vid performances, and then dance the day away to an intimate and career-spanning music set. It’s guaranteed to be a once-in-a-lifetime event unlike anything you’ve ever experienced. \n\nIf you are interested in spending a day with Ellroy Cass and a ship full of fellow fanatics, reply to the comm for price and location details. Due to the intimate nature of the event, tickets are extremely limited and cannot be resold or transferred. Don’t miss your chance to see the latest masterpiece from this enigmatic, incendiary, and boundary-pushing performer!
Datapad_general_03_recipient=To: CassaNovaKid08
Datapad_general_03_subject=Subject: Ellroy Cass Fan Club: Exclusive Pre-sale!
Datapad_general_04_msg=Happy birthday!! \n\nHoping you had a great day and took some time off to celebrate. You deserve it with how hard you work. Wanted to let you know I’m thinking of you, and hope your next year is filled with health, happiness, and a whole lot of luck. \n\nLet me know next time you’re in Area18 and I’ll buy you dinner to celebrate. \n\nCheers!\nHarrison
Datapad_general_04_recipient=To: Reggie
Datapad_general_04_subject=Subject: Happy Birthday!
Datapad_general_05_msg=Consider this a friendly reminder, since I saw you didn’t write any of this down:\n\nRothman’s Ginger Elixir (6 pack)\nRecor & Son Firedbrand Extra Spiced Rhum (Please NOT the Original)\nSmoltz (12 pack)\nLiberty Lake (12 pack)\n- Aero Liberty, if possible. Otherwise Pike Liberty works.\nTwo bottles of Miner’s Gap (One red, one white)\nBottle of Nightingale 12\nBunch of Pips\nRingalings (For Kara)\nHandful of Snaggle Sticks\nMa’s Ready to Eat (Variety pack)\nCorvium Plus\nZaranex MAX\n\nComm me if you have any questions!\n\nKP\n
Datapad_general_05_recipient=To: Junius
Datapad_general_05_subject=Subject: Shopping List
DeadSaints_HaulCargo_AToB_desc_Cryopods_Danger=Got an interesting one. Some folks who were suckered into life/labor contracts with Hurston Dynamics want to get as far from Lorville as they possibly can. They struck a deal with a people mover and got themselves put on ice. Now they just need someone to pick them up and give them a ride. \n\nIf you're up for some popsicle smuggling, you'll find ~mission(total) cryopods at ~mission(Location|Address) that need to go to ~mission(Destination|Address). Make sure you have space in your cargo hold for size ~mission(MissionMaxSCUSize) containers. If you use a handheld tractor beam, you should be able to get everyone loaded up before Hurston security catches on. \n\nHD isn't too keen on anyone slipping out of their contracts, so watch your back. They shoot to kill. \n\nIf you can pull this off, there's a nice paycheck in it for you.\n\n-Twitch
DeadSaints_HaulCargo_AToB_desc_ToGrimHEX_Danger=If you're looking for creds, the Saints need someone with hauling experience to do a supply run from ~mission(Location|Address) to ~mission(Destination|Address). \n\nYou're gonna need a ship that can hold size ~mission(MissionMaxSCUSize) cargo containers and a handheld tractor beam to move the boxes around. \n\nDon't open the crates but just so you know, most of this stuff is legal but not all of it. Try not to cross paths with anyone who might make that a problem for you. Get me?\n\n-Twitch
DeadSaints_HaulCargo_AToB_intro_desc=Call me Twitch. I run the Dead Saints. \n\nI doubt this is the first time you've heard of us, but in case you haven't, we do a lot of things, but one of them is transporting goods that need discreet handling. \n\nI got your info from one of my contacts. They say you've got the stuff we like in a hauler, which works for me, because we're looking for one. \n\nHere's my proposal – we're offering creds to the pilot that can transport some special cargo for us. Your ship’s hold will need room for ~mission(MissionMaxSCUSize) cargo containers, and you'll need a handheld tractor beam for loading and unloading. All you have to do is get everything from ~mission(Location|Address) to ~mission(Destination|Address) without getting security involved. \n \nIf you can pull the job off, the Saints will have more contracts for you down the line. \n\n-Twitch
DeadSaints_HaulCargo_AToB_intro_title=DEAD SAINTS - Trial Cargo Haul
DeadSaints_HaulCargo_AToB_title=DEAD SAINTS -- ~mission(ReputationRank) Rank, ~mission(CargoGradeToken) Scale Cargo Run
DeadSaints_HaulCargo_MultiToSingle_desc_Drugs_Danger=One of our best distributors got busted in Stanton so we need a replacement. The guy was an incredible salesman, but a shit smuggler. We need someone who won't run face-first into a security patrol or a pack of pirates to pick up some merchandise at these locations:\n\nPICK UP LOCATIONS (ANY ORDER) \n\n~mission(MultiToSingleToken)\n\nAnd bring it all to ~mission(Destination|Address) before security catches on to what's happening. You'll need enough space on your ship for size ~mission(MissionMaxSCUSize) containers, and a handheld tractor beam should make loading and unloading nice and easy. \n\n-Twitch
DeadSaints_HaulCargo_MultiToSingle_title=DEAD SAINTS - ~mission(ReputationRank) Rank - ~mission(CargoGradeToken) Cargo Haul
DeadSaints_HaulCargo_SingleToMulti_desc_Altruciatoxin_Danger_Timed=We're looking for someone discreet to move a new batch of altruciatoxin to a number of buyers . Yeah, it's illegal, but only if you get caught. \n\nThe shipment is at ~mission(Location|Address). You'll need to take it to these drop points:\n\nDROP OFF LOCATIONS (ANY ORDER)\n\n~mission(SingleToMultiToken)\n\nBe sure your ship can carry size ~mission(MissionMaxSCUSize) containers, and don't forget to pack a handheld tractor beam. Not sure how you're planning on moving the boxes, otherwise.\n\n-Twitch
DeadSaints_HaulCargo_SingleToMulti_desc_Drugs_Danger_Timed=We've got a shipment of contraband that needs to be hauled to a couple of different places. If you like creds, head to ~mission(Location|Address), load everything up, and bring it to these drop points: \n\nDROP OFF LOCATIONS (ANY ORDER)\n\n~mission(SingleToMultiToken)\n\nYou're gonna need a handheld tractor beam to move the boxes and enough room in your cargo hold for size ~mission(MissionMaxSCUSize) containers. \n\nAvoid other ships if you can. Security will bust you if they figure out what you're hauling, and raiders will just take it for themselves. \n\n-Twitch
DeadSaints_HaulCargo_SingleToMulti_desc_Stormwal_Danger_Timed=If you've got a fast ship, can discreetly carry size ~mission(MissionMaxSCUSize) containers, and love getting a huge payout, we need you to head to ~mission(Location|Address) immediately and take what you find there to these drop points:\n\nDROP OFF LOCATIONS (ANY ORDER) \n\n~mission(SingleToMultiToken) \n\nThe buyers are paying a premium to get their hands on fresh stormwal meat. Stay sharp. If security catches you with this, it's your ass on the line. If you're smart, you'll use a handheld tractor beam to get everything loaded up quick. \n\n-Twitch
DeadSaints_HaulCargo_SingleToMulti_title=DEAD SAINTS - ~mission(ReputationRank) Rank - ~mission(CargoGradeToken) Cargo Haul
DeadSaints_RecoverCargo_Easy_Description=You know when you ask someone a question and you have a feeling they’re lying, but you choose to give them the benefit of the doubt? Yeah. That’s what I’m dealing with right now.\n\nTwo “expert” haulers I hired to transport some gear for me ran into some trouble and ended up ditching my goods over at ~mission(Location|Address). Needless to say, I’ve ordered a hit on them, but what I need from you is to go recover that cargo. The tracker says the cargo’s still on the ship, so you’ll just need a a heavy-duty tractor beam and your own ship to recover it.\n\nYou might run into a couple of scavengers lurking around there, but I doubt you’ll have any trouble with them.\n\nWhen you’re done, take the stuff to ~mission(Destination|Address) and I’ll sort you out with a reward.\n\n-Twitch
DeadSaints_RecoverCargo_Easy_Title=Cleaning Up Someone Else’s Mess
DeadSaints_RecoverCargo_Hard_Description=Some upstarts hit my hauling crew on their way to do a delivery. Our tracker is telling us that our ship’s still located at ~mission(Location|Address) so I need you to head over there and get the cargo. You’ll need a heavy-duty tractor beam to lug the goods from the ship.\n\nI’d bet that whoever attacked us is still there waiting. Arm up, bring your crew, and if you can, give them one from me.\n\nOnce you’ve taken back our goods, drop it off at the freight elevator located at ~mission(Destination|Address).\n\n-Twitch
DeadSaints_RecoverCargo_Hard_Title=Taking Back Our Goods
DeadSaints_RecoverCargo_Intro_Description=On any given day, the Dead Saints got haulers crisscrossing across the system. We’ve got it down to a science at this point, but that doesn’t mean things don’t wrong. One of my haulers has run into some trouble over at ~mission(Location|Address) and now the cargo is stuck there. I’d like you fly over with heavy-duty tractor beam and finish the delivery.\n\nHopefully, you don’t run into trouble, but I still haven’t been able to pindown exactly why the shipment didn’t make it so be ready just in case.\n\nGrab it all and then take my cargo to the freight elevator over at ~mission(Destination|Address). There’ll be enough credits to make it worth your time.\n\n-Twitch
DeadSaints_RecoverCargo_Intro_Title=Wayward Goods
DeadSaints_RecoverCargo_Medium_Description=You got a ship and a heavy-duty tractor beam? Good. I’ve got work for you.\n\nDon’t know how they knew we were coming, but one of my haulers got jumped over at ~mission(Location|Address). The pilot’s gone silent so I assume they’ve been ghosted, but the cargo tracker is stationery for now.\n\nExpect the bastards who took out my pilot to still be around, so bring backup. Get the cargo and get out, don’t need to risk anymore good haulers on this mess.\n\nGet the goods to the freight elevator to ~mission(Destination|Address) and I’ll send your payment.\n\n-Twitch
DeadSaints_RecoverCargo_Medium_Title=Retrieval Op
DeadSaints_RecoverCargo_Super_Description=A rival crew was able to get their hands on our delivery routes and now they have one of my cargo ships pinned down at ~mission(Location|Address).\n\nNow the ship’s sitting there being guarded by a full crew of these assholes. They must be waiting for someone to show up with a transport ship, but you’re going to get there first.\n\nHead there with a crew of your own and a heavy-duty tractor beam to take the goods away. Make sure they’re the best people you got. It’d be a mistake to underestimate these bastards.\n\nGhost them and bring my cargo back to the freight elevator at ~mission(Destination|Address) and I’ll make sure you’re seriously comp’d for this.\n\n-Twitch
DeadSaints_RecoverCargo_Super_Title=Lost But Not Gone
DeadSaints_RecoverCargo_VeryEasy_Description=One of my haulers has run into some trouble over at ~mission(Location|Address) and was forced to ditch their ship. I need someone to go there with a heavy-duty tractor beam to grab the cargo and finish the job.\n\nThey were carrying a decent supply of gear for me, and the last thing I need is for some do-gooder to come across it and trace it back to us.\n\nIf you do run into anybody, no need to be friendly. Just shoot the asshole and get my gear. Understood?\n\nTake it to the freight elevator over at ~mission(Destination|Address) and I’ll make sure you get a cut of the sale.\n\n-Twitch
DeadSaints_RecoverCargo_VeryEasy_Title=Finishing The Job
DeadSaints_RecoverCargo_VeryHard_Description=We got a situation. Some gang that no one’s heard of are trying to make a name for themselves by targeting our transport ships. They think they can make a big show of how tough they are raiding our haulers and acting like they’re big shots. Amateurs.\n\nProblem is, they got lucky during their last attack. Our pilot barely made it out alive, but their ship is still sitting full of supplies over at ~mission(Location|Address).\n\nGrab a crew you can trust and your heavy-duty tractor beam and get your ass over there.\n\nAfter, drop the gear off at the freight elevator in ~mission(Destination|Address). You do this for me and I’ll give you a good cut of the sale.\n\n-Twitch
DeadSaints_RecoverCargo_VeryHard_Title=Showing Them Who’s Boss
DeadSaints_RepUI_Area=N/A
DeadSaints_RepUI_Description=The Dead Saints are a notorious criminal organization involved in smuggling and drug trafficking throughout the UEE and beyond.
DeadSaints_RepUI_Focus=Smuggling, Drug Trafficking
DeadSaints_RepUI_Founded=2932
DeadSaints_RepUI_Headquarters=Area18, ArcCorp, Stanton System
DeadSaints_RepUI_Leadership=Tecia "Twitch" Pacheco
DeadSaints_RepUI_Name=Dead Saints
Debug_Text_Bounty_Intro_Desc=*WIP* Bounty Intro Description
Debug_Text_Bounty_Intro_Title=*WIP* Bounty Intro Title
Debug_Text_Collect=*WIP* Collect
Debug_Text_Destroy=*WIP* Destroy
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_EmptyObjective1,P=*WIP* Marker Objective 1
Debug_Text_EmptyObjective2,P=*WIP* Marker Objective 2
Debug_Text_EnterVehicle=*WIP* Enter Vehicle
Debug_Text_GoTo=*WIP* Go to
Debug_Text_Interact=*WIP* Interact
Debug_Text_Investigate=*WIP* Investigate
Debug_Text_MissionGiver,P=*WIP* Some Mission Giver
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_Protect=*WIP* Protect
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
Debug_Text_SellItem_Desc,P=*WIP* Sell Item Description
Debug_Text_SellItem_Obj_01_Long,P=*WIP* Sell item at the marked location
Debug_Text_SellItem_Obj_01_Short,P=*WIP* Sell Item
Debug_Text_SellItem_Title,P=*WIP* Sell Item Title
Debug_Text_Talk=*WIP* Talk
Debug_Text_TravelObjective_Obj_01_Long,P=*WIP* Go to the Location
Debug_Text_TravelObjective_Obj_01_Short,P=*WIP* Go to Location
Deck_02_East_Wing=Contested Access 02
Deck_02_North_Wing=Contested Access 03
Deck_02_South_Wing=Contested Access 04
Deck_02_West_Wing=Contested Access 01
Deck_06_Sector_East=Ghost Arena Gate A
Deck_06_Sector_North=Ghost Arena Gate C
Deck_06_Sector_South=Ghost Arena Gate B
Deck_06_Sector_West=Ghost Arena Gate D
DefendItems_item_01,P=Liquid Fuel Tanks
DefendItems_item_01_marker,P=Liquid Fuel Tank
DefendItems_obj_hud_01,P=~mission(ItemsToDefend) remaining: %ls
DefendItems_obj_long_01,P=Defend all ~mission(ItemsToDefend) at ~mission(Location|Address) from attackers.
DefendItems_obj_marker_01,P=~mission(ItemsToDefend)
DefendItems_obj_short_01,P=Defend all ~mission(ItemsToDefend)
DefendLocationWrapper_DestroyEnemiesLong=Neutralize hostile ships attacking the station.
DefendLocationWrapper_DestroyEnemiesMarker=Hostile
DefendLocationWrapper_DestroyEnemiesObj=Neutralize Hostiles %ls
DefendLocationWrapper_DestroyEnemiesShort=Neutralize Hostiles
DefendLocationWrapper_TimeTillEscort_Long=Secure area before escort ship arrives.
DefendLocationWrapper_TimeTillEscort_Obj=Escort Arriving: %ls
DefendLocationWrapper_TimeTillEscort_Short=Secure Area for Escort Arrival
DefendLocationWrapper_WaitTillEscort_Long=Standby at the location for further instructions.
DefendLocationWrapper_WaitTillEscort_Short=Standby for Further Instructions
DefendShips_Complete=Escorted ship safely escaped.
DefendShips_Escort_Long=Escort ship until it can QT to safety.
DefendShips_Escort_Short=Escort Ship Until It QTs
DefendShips_Escort_Waypoint=Escort
DefendShips_Failed=Escorted ship was destroyed.
DefendShips_InitialEnemies_Complete=Hostiles neutralized.
DefendShips_InitialEnemies_Failed=Hostile ships not destroyed in time.
DefendShips_InitialEnemies_Long=Clear hostiles so the ship can safely launch.
DefendShips_InitialEnemies_Obj=Clear Hostiles for Ship Launch %ls
DefendShips_InitialEnemies_Short=Clear Hostiles For Ship Launch
DefendShips_Interdiction_Complete=Quantum snare hostiles neutralized.
DefendShips_Interdiction_Long=Neutralize hostiles with quantum snares so the ship can escape.
DefendShips_Interdiction_Obj=Neutralize Quantum Snare Hostiles %ls
DefendShips_Interdiction_Short=Neutralize Quantum Snare Hostiles
DefendShips_Interdiction_Waypoint=Quantum Snare
DefendShips_PilotDied=Escorted Ship Destroyed
Delamar=Delamar
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=Levski
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.
DelantyWIP_024=~mission(TitleDescription|Title)
DelantyWIP_025=~mission(TitleDescription|Description)
Delemar_Levski_Hospital=Mercy Hospital
Delivery_DeepSpace=Deep Space Delivery
Delivery_Interplanetary=Interplanetary Delivery
Delivery_Interstellar=Interstellar Delivery
Delivery_Local=Local Delivery
Delivery_Tag_Courier=Courier
Delivery_Tag_Data=Data
Delivery_Tag_Haulage=Haulage
Delivery_Tag_LightGoods=Light Goods
Derelict_CleanUp_Marker=Derelict
Derelict_CleanUp_Objective_01=Get to the derelict
Derelict_CleanUp_Objective_02=Neutralize threats
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_title=Derelict "preparation" required
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_From_001=Some Guy
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_Objective_Short_002=Destroy Satellite
DestroyDebris_Title_001=Destroy Satellite Debris
DestroyEvidence_MissionFail_LostEvidence=The evidence was not destroyed.
DestroyEvidence_MissionSuccess=The evidence was destroyed.
DestroyEvidence_desc=~mission(Contractor|DestroyEvidenceDescription)
DestroyEvidence_from=~mission(Contractor|DestroyEvidenceFrom)
DestroyEvidence_obj_long_01=Destroy evidence that is currently stored at ~mission(location|address).
DestroyEvidence_obj_marker_01=Destroy Evidence
DestroyEvidence_obj_short_01=Destroy Evidence
DestroyEvidence_title=~mission(Contractor|DestroyEvidenceTitle)
DestroyObj_Text_Long=Go and Rendevous at Port Olisar Station
DestroyObj_Text_Marker=Rendevouz
DestroyObj_Text_Short=Rendezvous At Olisar
DistributionCenter_desc_Covalex_shared=One of many distribution centres that belong to the vast Covalex shipping network, and a key stop in getting your cargo safely to its final destination.
DistributionCenter_desc_Criminal_shared=Private facility. Trespassers will not be tolerated.
DistributionCenter_desc_CryAstro_shared=This processing plant is a vital part of Cry-Astro's fuel network, helping to fuel your future.
DistributionCenter_desc_Greycat_shared=At this production complex, skilled Greycat Industrial workers strive to produce the top-of-the-line products that are used by billions across numerous industrial specializations.
DistributionCenter_desc_Hurst_shared=This Hurston Dynamics Production Center is for authorized personnel and affiliates only.
DistributionCenter_desc_Sakura_shared=Working to make each day better, this workcenter and its employees are proud to be part of the Sakura Sun family.
DistributionCenter_desc_microTech_shared=microTech uses depots like this location to support their large catalogue of consumer electronics.
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= 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 Noise takes more skill than Decoys. 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 Noise 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_complete_barrel_rollTraining_0460_Flight_Player_Compliment_01=Nice one.
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 Noise.
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_deadTraining_0700_Combat_Drone_Dead=Good kill.
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_engines_checkTraining_0070_Cockpit_Intro_05=Engines, check.
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_flare_launch_successTraining_0770_Combat_CM_Flare_Launch_Good=Good.
Dlg_SC_Tutorial_free_lookTraining_0070_Cockpit_Intro_01=All right. First thing's first: take a look around your cockpit and familiarize 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_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_glaive_id_short_0001=We got more hostiles inbound. Looks like there's a a recognised Ace in the mix.
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_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_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_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_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_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_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_2Training_0050_Player_Dawdles_02=Let's go.
Dlg_SC_Tutorial_leader_player_dawdles_3Training_0050_Player_Dawdles_03=Move it, move it, move it.
Dlg_SC_Tutorial_leader_targetedTraining_0320_Targeting_Intro_02=Good
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_launchTraining_0680_Combat_Missile_Fire=Launch. Launch.
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_lock_holdTraining_0670_Combat_Missile_Hold_For_Lock=Hold… hold…
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_permissionTraining_0940_Landing_Call_For_Permission=Once you've targeted a landing pad, request permission to land.
Dlg_SC_Tutorial_permission_for_launchTraining_0070_Cockpit_Intro_06=Tower, permission for launch
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_1Training_1160_Race_Player_Completes_01=Nice job.
Dlg_SC_Tutorial_player_completes_2Training_1210_Race_Player_Completes_02=Still with me? All right, 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_dawdlesTraining_1350_Combat_Vanduul_Player_Dawdles_Target_Glaive=Stop screwing around and target the Glaive.
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_dawdles_3Training_0020_Player_Dawdles_03=Still waiting…
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_final_warningTraining_0380_Flight_Player_Final_Warning_01=Last chance.
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_5Training_0330_Flight_Player_Lags_05=Any time.
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_introTraining_1220_Race_Challenge_02=Race you to the Spire.
Dlg_SC_Tutorial_race_intro_2Training_1070_Race_Intro=Think you can stay on my tail?
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_shortcutTraining_1140_Race_Shortcut=Think fast.
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_system_checkTraining_0070_Cockpit_Intro_04=Systems, check.
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_hudTraining_0480_Combat_Target_Enemy_02=Use your targeting system to target the closest enemy.
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_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_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_told_to_eject_0001=Eject!
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=All right, 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.
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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
Dlg_SC_ac_bludgeon_conquest_lost_control_of_a_zone_0570=Lost the zone
Dlg_SC_ac_bludgeon_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_bludgeon_conquest_taken_control_of_a_zone_0560=Zone taken
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_allies_score_point_0540=Point to us
Dlg_SC_ac_bludgeon_ctc_allies_score_point_0541=Good job everyone.
Dlg_SC_ac_bludgeon_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_bludgeon_ctc_enemy_has_core_0510=They have the core
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_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_player_has_coreCTC_Player_Has_Core=Nice one. Get the core back
Dlg_SC_ac_bludgeon_ctc_player_has_core_0500=Nice one. Get the core back
Dlg_SC_ac_bludgeon_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core
Dlg_SC_ac_bludgeon_ctc_this_ai_has_core_0520=I have the core
Dlg_SC_ac_bludgeon_generic_response_noGeneric_Response_No_01=No, sir.
Dlg_SC_ac_bludgeon_generic_response_noGeneric_Response_No_02=Negative.
Dlg_SC_ac_bludgeon_generic_response_no_0310=No, sir.
Dlg_SC_ac_bludgeon_generic_response_no_0311=Negative.
Dlg_SC_ac_bludgeon_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_bludgeon_generic_response_yesGeneric_Response_Yes_02=Roger that
Dlg_SC_ac_bludgeon_generic_response_yes_0300=Copy
Dlg_SC_ac_bludgeon_generic_response_yes_0301=Roger that
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_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_attack_my_targetPlayer_Order_Attack_My_Target_01=Target confirmed
Dlg_SC_ac_bludgeon_player_order_attack_my_target_0100=Target confirmed
Dlg_SC_ac_bludgeon_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
Dlg_SC_ac_bludgeon_player_order_bomb_my_target_0230=Bombing run initiated
Dlg_SC_ac_bludgeon_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
Dlg_SC_ac_bludgeon_player_order_break_and_engage_0210=Breaking and engaging
Dlg_SC_ac_bludgeon_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Understood, Defending target
Dlg_SC_ac_bludgeon_player_order_defend_my_target_0110=Understood, Defending target
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_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_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy. Instituting 'don't get shot' parameters.
Dlg_SC_ac_bludgeon_player_order_evasive_manoeuvers_0200=Copy. Instituting 'don't get shot' parameters.
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_form_up_on_me_0130=Falling in on your position.
Dlg_SC_ac_bludgeon_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading home
Dlg_SC_ac_bludgeon_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
Dlg_SC_ac_bludgeon_player_order_return_to_base_0240=Heading home
Dlg_SC_ac_bludgeon_player_order_return_to_base_0241=Heading back
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_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_reaction_Gets_a_killReaction_Gets_A_Kill_01=Bogey's down
Dlg_SC_ac_bludgeon_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile destroyed
Dlg_SC_ac_bludgeon_reaction_Gets_a_kill_0400=Bogey's down
Dlg_SC_ac_bludgeon_reaction_Gets_a_kill_0401=Hostile destroyed
Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your targets
Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fire_0480=Check your targets
Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My fault. Rookie mistake.
Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fire_0490=My fault. Rookie mistake.
Dlg_SC_ac_bludgeon_reaction_ejectReaction_Eject=I'm sorry, it won't happen again.
Dlg_SC_ac_bludgeon_reaction_eject_0470=I'm sorry, it won't happen again.
Dlg_SC_ac_bludgeon_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly unit lost
Dlg_SC_ac_bludgeon_reaction_friendly_gets_killed_0450=Friendly unit lost
Dlg_SC_ac_bludgeon_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles inbound
Dlg_SC_ac_bludgeon_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostiles approaching
Dlg_SC_ac_bludgeon_reaction_incoming_enemies_0420=Hostiles inbound
Dlg_SC_ac_bludgeon_reaction_incoming_enemies_0421=Hostiles approaching
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_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_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill
Dlg_SC_ac_bludgeon_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good shot
Dlg_SC_ac_bludgeon_reaction_player_gets_a_kill_0410=Nice kill
Dlg_SC_ac_bludgeon_reaction_player_gets_a_kill_0411=Good shot
Dlg_SC_ac_bludgeon_reaction_rejoining_battleReaction_Rejoining_Battle=Back on the line.
Dlg_SC_ac_bludgeon_reaction_rejoining_battle_0430=Back on the line.
Dlg_SC_ac_bludgeon_reaction_taking_damageReaction_Taking_Damage_01=Need support.
Dlg_SC_ac_bludgeon_reaction_taking_damageReaction_Taking_Damage_02=Maybe my callsign should be Bullet Sponge.
Dlg_SC_ac_bludgeon_reaction_taking_damage_0460=Need support.
Dlg_SC_ac_bludgeon_reaction_taking_damage_0461=Maybe my callsign should be Bullet Sponge.
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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=All slick, is loss (Nice job, [we] lost it)
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_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Gras it. (Grabbed it)
Dlg_SC_ac_bullseye_conquest_taken_control_of_a_zone_0560=Gras it. (Grabbed it)
Dlg_SC_ac_bullseye_ctc_allies_score_pointCTC_Allies_Score_Point=Shan, peeps. (Shiny, people)
Dlg_SC_ac_bullseye_ctc_allies_score_point_0540=Shan, peeps. (Shiny, people)
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_has_core_0510=Skrum bassad willin billaball (Scum bastards took the core)
Dlg_SC_ac_bullseye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Kuiza, man. Dez winn. (%$*&, man. They're winning)
Dlg_SC_ac_bullseye_ctc_enemy_scores_point_0530=Kuiza, man. Dez winn. (%$*&, man. They're winning)
Dlg_SC_ac_bullseye_ctc_player_has_coreCTC_Player_Has_Core=You wit billaball (You have the core)
Dlg_SC_ac_bullseye_ctc_player_has_core_0500=You wit billaball (You 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_ctc_this_ai_has_core_0520=I wit billaball (I have the core)
Dlg_SC_ac_bullseye_generic_response_noGeneric_Response_No_01=Nah
Dlg_SC_ac_bullseye_generic_response_no_0310=Nah
Dlg_SC_ac_bullseye_generic_response_yesGeneric_Response_Yes_01=Yeah
Dlg_SC_ac_bullseye_generic_response_yesGeneric_Response_Yes_02=Keen
Dlg_SC_ac_bullseye_generic_response_yes_0300=Yeah
Dlg_SC_ac_bullseye_generic_response_yes_0301=Keen
Dlg_SC_ac_bullseye_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On 'em.
Dlg_SC_ac_bullseye_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Yeah.
Dlg_SC_ac_bullseye_player_order_assistance_required_0120=On 'em.
Dlg_SC_ac_bullseye_player_order_assistance_required_0121=Yeah.
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_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_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Leverin' the bi kill. (Delivering the big kill)
Dlg_SC_ac_bullseye_player_order_bomb_my_target_0230=Leverin' the bi kill. (Delivering the big kill)
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_break_and_engage_0210=Lesen all dem to beddewan. (Leave them to us)
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_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_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Tazen on them waggle. (Taking them on a ride)
Dlg_SC_ac_bullseye_player_order_evasive_manoeuvers_0200=Tazen on them waggle. (Taking them on a ride)
Dlg_SC_ac_bullseye_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Flyin on.
Dlg_SC_ac_bullseye_player_order_form_up_on_me_0130=Flyin on.
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_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_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_bullseye_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got yas! (Got you)
Dlg_SC_ac_bullseye_reaction_Gets_a_killReaction_Gets_A_Kill_02=Spattered 'em.
Dlg_SC_ac_bullseye_reaction_Gets_a_kill_0400=Got yas! (Got you)
Dlg_SC_ac_bullseye_reaction_Gets_a_kill_0401=Spattered 'em.
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_being_hit_by_friendly_fire_0480=Ay! Seem wan keesher (Hey! Watch yourself)
Dlg_SC_ac_bullseye_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Haha. Don ge agro (Don't get mad)
Dlg_SC_ac_bullseye_reaction_commiting_friendly_fire_0490=Haha. Don ge agro (Don't get mad)
Dlg_SC_ac_bullseye_reaction_ejectReaction_Eject=Fallin ou' (Bailing out)
Dlg_SC_ac_bullseye_reaction_eject_0470=Fallin ou' (Bailing out)
Dlg_SC_ac_bullseye_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Loss em (Lost one)
Dlg_SC_ac_bullseye_reaction_friendly_gets_killed_0450=Loss em (Lost one)
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_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_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Outta (I'm out of here)
Dlg_SC_ac_bullseye_reaction_leaving_battle_retreating_0440=Outta (I'm out of here)
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_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_rejoining_battleReaction_Rejoining_Battle=YAAAAAAA. (Battle Charge)
Dlg_SC_ac_bullseye_reaction_rejoining_battle_0430=YAAAAAAA. (Battle Charge)
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_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_deadeye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Zone critical.
Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Need help
Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistance_0550=Zone critical.
Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistance_0551=Need help
Dlg_SC_ac_deadeye_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_deadeye_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zone_0560=Zone is ours
Dlg_SC_ac_deadeye_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
Dlg_SC_ac_deadeye_ctc_allies_score_point_0540=Point to us
Dlg_SC_ac_deadeye_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
Dlg_SC_ac_deadeye_ctc_enemy_has_core_0510=They got the core
Dlg_SC_ac_deadeye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=They score
Dlg_SC_ac_deadeye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
Dlg_SC_ac_deadeye_ctc_enemy_scores_point_0530=They score
Dlg_SC_ac_deadeye_ctc_enemy_scores_point_0531=Point to them
Dlg_SC_ac_deadeye_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_deadeye_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_deadeye_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core acquired, on me.
Dlg_SC_ac_deadeye_ctc_this_ai_has_core_0520=Core acquired, on me.
Dlg_SC_ac_deadeye_generic_response_noGeneric_Response_No_01=No
Dlg_SC_ac_deadeye_generic_response_noGeneric_Response_No_02=Nyet
Dlg_SC_ac_deadeye_generic_response_no_0310=No
Dlg_SC_ac_deadeye_generic_response_no_0311=Nyet
Dlg_SC_ac_deadeye_generic_response_yesGeneric_Response_Yes_01=Yes….sir
Dlg_SC_ac_deadeye_generic_response_yesGeneric_Response_Yes_02=Da
Dlg_SC_ac_deadeye_generic_response_yes_0300=Yes….sir
Dlg_SC_ac_deadeye_generic_response_yes_0301=Da
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_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_attack_my_targetPlayer_Order_Attack_My_Target_01=With pleasure.
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_attack_my_target_0100=With pleasure.
Dlg_SC_ac_deadeye_player_order_attack_my_target_0101=I have them in sight
Dlg_SC_ac_deadeye_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_bomb_my_target_0230=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_break_and_engage_0210=Heavy weapons cleared.
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_defend_my_target_0110=I'll think about it.
Dlg_SC_ac_deadeye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=…copy that.
Dlg_SC_ac_deadeye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_deadeye_player_order_escort_my_target_0220=…copy that.
Dlg_SC_ac_deadeye_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_deadeye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading now
Dlg_SC_ac_deadeye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive action
Dlg_SC_ac_deadeye_player_order_evasive_manoeuvers_0200=Evading now
Dlg_SC_ac_deadeye_player_order_evasive_manoeuvers_0201=Evasive action
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_form_up_on_me_0130=Moving to formation now
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_return_to_basePlayer_Order_Return_To_Base_02=Heading back
Dlg_SC_ac_deadeye_player_order_return_to_base_0240=Scope's clear. Return to base
Dlg_SC_ac_deadeye_player_order_return_to_base_0241=Heading back
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_deadeye_reaction_Gets_a_killReaction_Gets_A_Kill_01=Dead.
Dlg_SC_ac_deadeye_reaction_Gets_a_killReaction_Gets_A_Kill_02=Ghosted
Dlg_SC_ac_deadeye_reaction_Gets_a_kill_0400=Dead.
Dlg_SC_ac_deadeye_reaction_Gets_a_kill_0401=Ghosted
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_being_hit_by_friendly_fire_0480=I am a friendly! Idiots
Dlg_SC_ac_deadeye_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=I apologise
Dlg_SC_ac_deadeye_reaction_commiting_friendly_fire_0490=I apologise
Dlg_SC_ac_deadeye_reaction_ejectReaction_Eject=Going down.
Dlg_SC_ac_deadeye_reaction_eject_0470=Going down.
Dlg_SC_ac_deadeye_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Ally destroyed
Dlg_SC_ac_deadeye_reaction_friendly_gets_killed_0450=Ally destroyed
Dlg_SC_ac_deadeye_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Target inbound
Dlg_SC_ac_deadeye_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostile approaching
Dlg_SC_ac_deadeye_reaction_incoming_enemies_0420=Target inbound
Dlg_SC_ac_deadeye_reaction_incoming_enemies_0421=Hostile approaching
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Regrouping.
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Sustained too much damage.
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreating_0440=Regrouping.
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreating_0441=Sustained too much damage.
Dlg_SC_ac_deadeye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good kill
Dlg_SC_ac_deadeye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice killing
Dlg_SC_ac_deadeye_reaction_player_gets_a_kill_0410=Good kill
Dlg_SC_ac_deadeye_reaction_player_gets_a_kill_0411=Nice killing
Dlg_SC_ac_deadeye_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
Dlg_SC_ac_deadeye_reaction_rejoining_battle_0430=I'm back
Dlg_SC_ac_deadeye_reaction_taking_damageReaction_Taking_Damage_01=Taking fire.
Dlg_SC_ac_deadeye_reaction_taking_damageReaction_Taking_Damage_02=Getting chewed up.
Dlg_SC_ac_deadeye_reaction_taking_damage_0460=Taking fire.
Dlg_SC_ac_deadeye_reaction_taking_damage_0461=Getting chewed up.
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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
Dlg_SC_ac_dodger_conquest_lost_control_of_a_zone_0570=Lost the zone
Dlg_SC_ac_dodger_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Got the zone
Dlg_SC_ac_dodger_conquest_taken_control_of_a_zone_0560=Got the zone
Dlg_SC_ac_dodger_ctc_allies_score_pointCTC_Allies_Score_Point=Up yours! We scored!
Dlg_SC_ac_dodger_ctc_allies_score_point_0540=Up yours! We scored!
Dlg_SC_ac_dodger_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our sodding core!
Dlg_SC_ac_dodger_ctc_enemy_has_core_0510=They got our sodding core!
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_enemy_scores_point_0530=Bugger. They scored
Dlg_SC_ac_dodger_ctc_enemy_scores_point_0531=Point to them
Dlg_SC_ac_dodger_ctc_player_has_coreCTC_Player_Has_Core=Core is yours, take her home
Dlg_SC_ac_dodger_ctc_player_has_core_0500=Core is yours, take her home
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_ctc_this_ai_has_core_0520=I got the core. Watch me back fellas
Dlg_SC_ac_dodger_generic_response_noGeneric_Response_No_01=No
Dlg_SC_ac_dodger_generic_response_noGeneric_Response_No_02=Are you kidding? Nah
Dlg_SC_ac_dodger_generic_response_no_0310=No
Dlg_SC_ac_dodger_generic_response_no_0311=Are you kidding? Nah
Dlg_SC_ac_dodger_generic_response_yesGeneric_Response_Yes_01=Roger
Dlg_SC_ac_dodger_generic_response_yesGeneric_Response_Yes_02=Yeah, Yeah
Dlg_SC_ac_dodger_generic_response_yes_0300=Roger
Dlg_SC_ac_dodger_generic_response_yes_0301=Yeah, Yeah
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_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_attack_my_targetPlayer_Order_Attack_My_Target_01=He's mine.
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_attack_my_target_0100=He's mine.
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_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run
Dlg_SC_ac_dodger_player_order_bomb_my_target_0230=Bombing run
Dlg_SC_ac_dodger_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation to engage
Dlg_SC_ac_dodger_player_order_break_and_engage_0210=Breaking formation to engage
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_defend_my_target_0110=I'm a nanny, good job mate
Dlg_SC_ac_dodger_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
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_escort_my_target_0220=Escorting
Dlg_SC_ac_dodger_player_order_escort_my_target_0221=I'll get them where they're going.
Dlg_SC_ac_dodger_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Consider 'em lost.
Dlg_SC_ac_dodger_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive maneouvers
Dlg_SC_ac_dodger_player_order_evasive_manoeuvers_0200=Consider 'em lost.
Dlg_SC_ac_dodger_player_order_evasive_manoeuvers_0201=Evasive maneouvers
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_form_up_on_me_0130=On my way.
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_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_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_dodger_reaction_Gets_a_killReaction_Gets_A_Kill_01=Ghosted.
Dlg_SC_ac_dodger_reaction_Gets_a_killReaction_Gets_A_Kill_02=Merked 'em, boss.
Dlg_SC_ac_dodger_reaction_Gets_a_kill_0400=Ghosted.
Dlg_SC_ac_dodger_reaction_Gets_a_kill_0401=Merked 'em, boss.
Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Bloody hell, you muppet.
Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fire_0480=Bloody hell, you muppet.
Dlg_SC_ac_dodger_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn it, sorry
Dlg_SC_ac_dodger_reaction_commiting_friendly_fire_0490=Damn it, sorry
Dlg_SC_ac_dodger_reaction_ejectReaction_Eject=Spent up. Ejecting.
Dlg_SC_ac_dodger_reaction_eject_0470=Spent up. Ejecting.
Dlg_SC_ac_dodger_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly in smoke
Dlg_SC_ac_dodger_reaction_friendly_gets_killed_0450=Friendly in smoke
Dlg_SC_ac_dodger_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Multiple contacts, coming in fast
Dlg_SC_ac_dodger_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bogeys inbound
Dlg_SC_ac_dodger_reaction_incoming_enemies_0420=Multiple contacts, coming in fast
Dlg_SC_ac_dodger_reaction_incoming_enemies_0421=Bogeys inbound
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_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_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good shooting.
Dlg_SC_ac_dodger_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice one.
Dlg_SC_ac_dodger_reaction_player_gets_a_kill_0410=Good shooting.
Dlg_SC_ac_dodger_reaction_player_gets_a_kill_0411=Nice one.
Dlg_SC_ac_dodger_reaction_rejoining_battleReaction_Rejoining_Battle=Dodger's here, don't worry
Dlg_SC_ac_dodger_reaction_rejoining_battle_0430=Dodger's here, don't worry
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_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_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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
Dlg_SC_ac_grudge_conquest_lost_control_of_a_zone_0570=We lost 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_conquest_taken_control_of_a_zone_0560=We took the zone
Dlg_SC_ac_grudge_ctc_allies_score_pointCTC_Allies_Score_Point=Scored!
Dlg_SC_ac_grudge_ctc_allies_score_point_0540=Scored!
Dlg_SC_ac_grudge_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core
Dlg_SC_ac_grudge_ctc_enemy_has_core_0510=They got our core
Dlg_SC_ac_grudge_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Surprise, surprise.
Dlg_SC_ac_grudge_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Whatever, they got a point
Dlg_SC_ac_grudge_ctc_enemy_scores_point_0530=Surprise, surprise.
Dlg_SC_ac_grudge_ctc_enemy_scores_point_0531=Whatever, they got a point
Dlg_SC_ac_grudge_ctc_player_has_coreCTC_Player_Has_Core=Nice snag, sir, get the core back
Dlg_SC_ac_grudge_ctc_player_has_core_0500=Nice snag, sir, get the core back
Dlg_SC_ac_grudge_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Help! Help! I got the core!
Dlg_SC_ac_grudge_ctc_this_ai_has_core_0520=Help! Help! I got the core!
Dlg_SC_ac_grudge_generic_response_noGeneric_Response_No_01=Nah, sorry
Dlg_SC_ac_grudge_generic_response_noGeneric_Response_No_02=There's no point doing that
Dlg_SC_ac_grudge_generic_response_no_0310=Nah, sorry
Dlg_SC_ac_grudge_generic_response_no_0311=There's no point doing that
Dlg_SC_ac_grudge_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_grudge_generic_response_yesGeneric_Response_Yes_02=I guess.
Dlg_SC_ac_grudge_generic_response_yes_0300=Copy
Dlg_SC_ac_grudge_generic_response_yes_0301=I guess.
Dlg_SC_ac_grudge_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'm coming
Dlg_SC_ac_grudge_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Moving to assist you
Dlg_SC_ac_grudge_player_order_assistance_required_0120=I'm coming
Dlg_SC_ac_grudge_player_order_assistance_required_0121=Moving to assist you
Dlg_SC_ac_grudge_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=I see them.
Dlg_SC_ac_grudge_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Engaging.
Dlg_SC_ac_grudge_player_order_attack_my_target_0100=I see them.
Dlg_SC_ac_grudge_player_order_attack_my_target_0101=Engaging.
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_bomb_my_target_0230=Stand by. Bomb run initialised
Dlg_SC_ac_grudge_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to engage
Dlg_SC_ac_grudge_player_order_break_and_engage_0210=Breaking to engage
Dlg_SC_ac_grudge_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Sure.
Dlg_SC_ac_grudge_player_order_defend_my_target_0110=Sure.
Dlg_SC_ac_grudge_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escort confirmed
Dlg_SC_ac_grudge_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_grudge_player_order_escort_my_target_0220=Escort confirmed
Dlg_SC_ac_grudge_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_grudge_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I can't shake them.
Dlg_SC_ac_grudge_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evading now
Dlg_SC_ac_grudge_player_order_evasive_manoeuvers_0200=I can't shake them.
Dlg_SC_ac_grudge_player_order_evasive_manoeuvers_0201=Evading now
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_form_up_on_me_0130=Falling in line.
Dlg_SC_ac_grudge_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back to base
Dlg_SC_ac_grudge_player_order_return_to_basePlayer_Order_Return_To_Base_02=I'm out.
Dlg_SC_ac_grudge_player_order_return_to_base_0240=Heading back to base
Dlg_SC_ac_grudge_player_order_return_to_base_0241=I'm out.
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_grudge_reaction_Gets_a_killReaction_Gets_A_Kill_01=Splash one bogey
Dlg_SC_ac_grudge_reaction_Gets_a_killReaction_Gets_A_Kill_02=Got one.
Dlg_SC_ac_grudge_reaction_Gets_a_kill_0400=Splash one bogey
Dlg_SC_ac_grudge_reaction_Gets_a_kill_0401=Got one.
Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=All right, which one of you idiots hit me?
Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fire_0480=All right, which one of you idiots hit me?
Dlg_SC_ac_grudge_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Whoops, sorry.
Dlg_SC_ac_grudge_reaction_commiting_friendly_fire_0490=Whoops, sorry.
Dlg_SC_ac_grudge_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_grudge_reaction_ejectReaction_Eject_02=Bailing out.
Dlg_SC_ac_grudge_reaction_eject_0470=Ejecting
Dlg_SC_ac_grudge_reaction_eject_0471=Bailing out.
Dlg_SC_ac_grudge_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
Dlg_SC_ac_grudge_reaction_friendly_gets_killed_0450=Friendly down
Dlg_SC_ac_grudge_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got company
Dlg_SC_ac_grudge_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Scope's full.
Dlg_SC_ac_grudge_reaction_incoming_enemies_0420=We got company
Dlg_SC_ac_grudge_reaction_incoming_enemies_0421=Scope's full.
Dlg_SC_ac_grudge_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Retreating
Dlg_SC_ac_grudge_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Copy that. Falling back.
Dlg_SC_ac_grudge_reaction_leaving_battle_retreating_0440=Retreating
Dlg_SC_ac_grudge_reaction_leaving_battle_retreating_0441=Copy that. Falling back.
Dlg_SC_ac_grudge_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Not a bad kill
Dlg_SC_ac_grudge_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice
Dlg_SC_ac_grudge_reaction_player_gets_a_kill_0410=Not a bad kill
Dlg_SC_ac_grudge_reaction_player_gets_a_kill_0411=Nice
Dlg_SC_ac_grudge_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
Dlg_SC_ac_grudge_reaction_rejoining_battle_0430=I'm back
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_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_hitman_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist=Zone contested. All ships converge.
Dlg_SC_ac_hitman_conquest_in_contested_zone_call_for_assistance_0550=Zone contested. All ships converge.
Dlg_SC_ac_hitman_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_hitman_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_hitman_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_hitman_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_hitman_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
Dlg_SC_ac_hitman_ctc_allies_score_point_0540=Point to us
Dlg_SC_ac_hitman_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get it back
Dlg_SC_ac_hitman_ctc_enemy_has_core_0510=They got our core. Get it back
Dlg_SC_ac_hitman_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Point to them
Dlg_SC_ac_hitman_ctc_enemy_scores_point_0530=Point to them
Dlg_SC_ac_hitman_ctc_player_has_coreCTC_Player_Has_Core=Get the core back to base
Dlg_SC_ac_hitman_ctc_player_has_core_0500=Get the core back to base
Dlg_SC_ac_hitman_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. Assist me
Dlg_SC_ac_hitman_ctc_this_ai_has_core_0520=I have the core. Assist me
Dlg_SC_ac_hitman_generic_response_noGeneric_Response_No_01=Negative
Dlg_SC_ac_hitman_generic_response_no_0310=Negative
Dlg_SC_ac_hitman_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_hitman_generic_response_yes_0300=Copy
Dlg_SC_ac_hitman_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Hang tight
Dlg_SC_ac_hitman_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Incoming.
Dlg_SC_ac_hitman_player_order_assistance_required_0120=Hang tight
Dlg_SC_ac_hitman_player_order_assistance_required_0121=Incoming.
Dlg_SC_ac_hitman_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attack. Right
Dlg_SC_ac_hitman_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=You got it.
Dlg_SC_ac_hitman_player_order_attack_my_target_0100=Attack. Right
Dlg_SC_ac_hitman_player_order_attack_my_target_0101=You got it.
Dlg_SC_ac_hitman_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run locked in
Dlg_SC_ac_hitman_player_order_bomb_my_target_0230=Bomb run locked in
Dlg_SC_ac_hitman_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking now.
Dlg_SC_ac_hitman_player_order_break_and_engage_0210=Breaking now.
Dlg_SC_ac_hitman_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
Dlg_SC_ac_hitman_player_order_defend_my_target_0110=Defending
Dlg_SC_ac_hitman_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_hitman_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target
Dlg_SC_ac_hitman_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_hitman_player_order_escort_my_target_0221=Escorting target
Dlg_SC_ac_hitman_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
Dlg_SC_ac_hitman_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive maneouvers
Dlg_SC_ac_hitman_player_order_evasive_manoeuvers_0200=Evading
Dlg_SC_ac_hitman_player_order_evasive_manoeuvers_0201=Evasive maneouvers
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_form_up_on_me_0130=Copy that. En route to you.
Dlg_SC_ac_hitman_player_order_return_to_basePlayer_Order_Return_To_Base_01=Going back
Dlg_SC_ac_hitman_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
Dlg_SC_ac_hitman_player_order_return_to_base_0240=Going back
Dlg_SC_ac_hitman_player_order_return_to_base_0241=Heading back
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_hitman_reaction_Gets_a_killReaction_Gets_A_Kill=Hostile destroyed
Dlg_SC_ac_hitman_reaction_Gets_a_kill_0400=Hostile destroyed
Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your fire. Friendly.
Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fire_0480=Check your fire. Friendly.
Dlg_SC_ac_hitman_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Sorry. My fault.
Dlg_SC_ac_hitman_reaction_commiting_friendly_fire_0490=Sorry. My fault.
Dlg_SC_ac_hitman_reaction_ejectReaction_Eject=Ejecting, good luck
Dlg_SC_ac_hitman_reaction_eject_0470=Ejecting, good luck
Dlg_SC_ac_hitman_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
Dlg_SC_ac_hitman_reaction_friendly_gets_killed_0450=Friendly down
Dlg_SC_ac_hitman_reaction_incoming_enemiesReaction_Incoming_Enemies=Hostiles inbound
Dlg_SC_ac_hitman_reaction_incoming_enemies_0420=Hostiles inbound
Dlg_SC_ac_hitman_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Retreating
Dlg_SC_ac_hitman_reaction_leaving_battle_retreating_0440=Retreating
Dlg_SC_ac_hitman_reaction_player_gets_a_killReaction_Player_Gets_A_Kill=Good kill
Dlg_SC_ac_hitman_reaction_player_gets_a_kill_0410=Good kill
Dlg_SC_ac_hitman_reaction_rejoining_battleReaction_Rejoining_Battle=Hitman, back in the battle
Dlg_SC_ac_hitman_reaction_rejoining_battle_0430=Hitman, back in the battle
Dlg_SC_ac_hitman_reaction_taking_damageReaction_Taking_Damage=Under fire. Repeat. Under fire.
Dlg_SC_ac_hitman_reaction_taking_damage_0460=Under fire. Repeat. Under fire.
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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
Dlg_SC_ac_outback_conquest_lost_control_of_a_zone_0570=We lost 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_conquest_taken_control_of_a_zone_0560=We took the zone
Dlg_SC_ac_outback_ctc_allies_score_pointCTC_Allies_Score_Point=Hell yeah, people.
Dlg_SC_ac_outback_ctc_allies_score_point_0540=Hell yeah, people.
Dlg_SC_ac_outback_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
Dlg_SC_ac_outback_ctc_enemy_has_core_0510=Enemy has the core!
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_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_player_has_coreCTC_Player_Has_Core=Take the core back to base
Dlg_SC_ac_outback_ctc_player_has_core_0500=Take the core back to base
Dlg_SC_ac_outback_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I've got the core, sir
Dlg_SC_ac_outback_ctc_this_ai_has_core_0520=I've got the core, sir
Dlg_SC_ac_outback_generic_response_noGeneric_Response_No_01=No
Dlg_SC_ac_outback_generic_response_noGeneric_Response_No_02=Think I'll pass.
Dlg_SC_ac_outback_generic_response_no_0310=No
Dlg_SC_ac_outback_generic_response_no_0311=Think I'll pass.
Dlg_SC_ac_outback_generic_response_yesGeneric_Response_Yes_01=Yeah. No problem.
Dlg_SC_ac_outback_generic_response_yesGeneric_Response_Yes_02=All right
Dlg_SC_ac_outback_generic_response_yes_0300=Yeah. No problem.
Dlg_SC_ac_outback_generic_response_yes_0301=All right
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=All right. Stop whining.
Dlg_SC_ac_outback_player_order_assistance_required_0120=Since you asked so nice...
Dlg_SC_ac_outback_player_order_assistance_required_0121=All right. Stop whining.
Dlg_SC_ac_outback_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Not yet.
Dlg_SC_ac_outback_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Target acquired.
Dlg_SC_ac_outback_player_order_attack_my_target_0100=Not yet.
Dlg_SC_ac_outback_player_order_attack_my_target_0101=Target acquired.
Dlg_SC_ac_outback_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Crunching firing solution, sir
Dlg_SC_ac_outback_player_order_bomb_my_target_0230=Crunching firing solution, sir
Dlg_SC_ac_outback_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=I got this.
Dlg_SC_ac_outback_player_order_break_and_engage_0210=I got this.
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_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_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_outback_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_outback_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading now
Dlg_SC_ac_outback_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=I'll dump 'em easy.
Dlg_SC_ac_outback_player_order_evasive_manoeuvers_0200=Evading now
Dlg_SC_ac_outback_player_order_evasive_manoeuvers_0201=I'll dump 'em easy.
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_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_return_to_basePlayer_Order_Return_To_Base_01=Copy. Zeroing home.
Dlg_SC_ac_outback_player_order_return_to_basePlayer_Order_Return_To_Base_02=I'm out.
Dlg_SC_ac_outback_player_order_return_to_base_0240=Copy. Zeroing home.
Dlg_SC_ac_outback_player_order_return_to_base_0241=I'm out.
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_outback_reaction_Gets_a_killReaction_Gets_A_Kill_01=Target eliminated.
Dlg_SC_ac_outback_reaction_Gets_a_killReaction_Gets_A_Kill_02=I got one.
Dlg_SC_ac_outback_reaction_Gets_a_kill_0400=Target eliminated.
Dlg_SC_ac_outback_reaction_Gets_a_kill_0401=I got one.
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_being_hit_by_friendly_fire_0480=Hey, ya bloody idiot, watch your aim
Dlg_SC_ac_outback_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Clear my line of fire.
Dlg_SC_ac_outback_reaction_commiting_friendly_fire_0490=Clear my line of fire.
Dlg_SC_ac_outback_reaction_ejectReaction_Eject_01=I gotta bail
Dlg_SC_ac_outback_reaction_ejectReaction_Eject_02=Ejecting!
Dlg_SC_ac_outback_reaction_eject_0470=I gotta bail
Dlg_SC_ac_outback_reaction_eject_0471=Ejecting!
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_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_incoming_enemiesReaction_Incoming_Enemies_01=We got company!
Dlg_SC_ac_outback_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming!
Dlg_SC_ac_outback_reaction_incoming_enemies_0420=We got company!
Dlg_SC_ac_outback_reaction_incoming_enemies_0421=Incoming!
Dlg_SC_ac_outback_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm pulling out
Dlg_SC_ac_outback_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Bugging out.
Dlg_SC_ac_outback_reaction_leaving_battle_retreating_0440=I'm pulling out
Dlg_SC_ac_outback_reaction_leaving_battle_retreating_0441=Bugging out.
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_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_rejoining_battleReaction_Rejoining_Battle=Re-engaging,
Dlg_SC_ac_outback_reaction_rejoining_battle_0430=Re-engaging,
Dlg_SC_ac_outback_reaction_taking_damageReaction_Taking_Damage_01=Taking fire
Dlg_SC_ac_outback_reaction_taking_damageReaction_Taking_Damage_02=Shit, I'm taking damage.
Dlg_SC_ac_outback_reaction_taking_damage_0460=Taking fire
Dlg_SC_ac_outback_reaction_taking_damage_0461=Shit, I'm taking damage.
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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone, sir!
Dlg_SC_ac_powpow_conquest_lost_control_of_a_zone_0570=We lost the zone, sir!
Dlg_SC_ac_powpow_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone secured, sir
Dlg_SC_ac_powpow_conquest_taken_control_of_a_zone_0560=Zone secured, sir
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_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_enemy_has_coreCTC_Enemy_Has_Core=Enemy have the core, sir!
Dlg_SC_ac_powpow_ctc_enemy_has_core_0510=Enemy have the core, sir!
Dlg_SC_ac_powpow_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Damn, they got the core home
Dlg_SC_ac_powpow_ctc_enemy_scores_point_0530=Damn, they got the core home
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_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_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_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_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_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_yesGeneric_Response_Yes_01=Yes, sir!
Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_02=Will do.
Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_03=All copy.
Dlg_SC_ac_powpow_generic_response_yes_0300=Yes, sir!
Dlg_SC_ac_powpow_generic_response_yes_0301=Will do.
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_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_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_02=Yes, 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_attack_my_target_0100=Copy. Acquiring target, sir...
Dlg_SC_ac_powpow_player_order_attack_my_target_0101=Yes, sir
Dlg_SC_ac_powpow_player_order_attack_my_target_0102=I'll…I'll engage, 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_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_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking now, sir
Dlg_SC_ac_powpow_player_order_break_and_engage_0210=Breaking now, 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_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_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_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_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_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_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_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_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_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_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one!
Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_02=Yeah!
Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_03=Scratch one bogie!
Dlg_SC_ac_powpow_reaction_Gets_a_kill_0400=Got one!
Dlg_SC_ac_powpow_reaction_Gets_a_kill_0401=Yeah!
Dlg_SC_ac_powpow_reaction_Gets_a_kill_0402=Scratch one bogie!
Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey! Watch your aim
Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fire_0480=Hey! Watch your aim
Dlg_SC_ac_powpow_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit. Sorry. It won't happen again.
Dlg_SC_ac_powpow_reaction_commiting_friendly_fire_0490=Shit. Sorry. It won't happen again.
Dlg_SC_ac_powpow_reaction_ejectReaction_Eject_01=Help!
Dlg_SC_ac_powpow_reaction_ejectReaction_Eject_02=I'm bailing out, sir!
Dlg_SC_ac_powpow_reaction_eject_0470=Help!
Dlg_SC_ac_powpow_reaction_eject_0471=I'm bailing out, sir!
Dlg_SC_ac_powpow_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=NO!
Dlg_SC_ac_powpow_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Damn it, we're losing people
Dlg_SC_ac_powpow_reaction_friendly_gets_killed_0450=NO!
Dlg_SC_ac_powpow_reaction_friendly_gets_killed_0451=Damn it, we're losing people
Dlg_SC_ac_powpow_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies inbound, sir
Dlg_SC_ac_powpow_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Multiple contacts!
Dlg_SC_ac_powpow_reaction_incoming_enemies_0420=Enemies inbound, sir
Dlg_SC_ac_powpow_reaction_incoming_enemies_0421=Multiple contacts!
Dlg_SC_ac_powpow_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Combat ineffective, sir.
Dlg_SC_ac_powpow_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating, sir
Dlg_SC_ac_powpow_reaction_leaving_battle_retreating_0440=Combat ineffective, sir.
Dlg_SC_ac_powpow_reaction_leaving_battle_retreating_0441=Retreating, 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_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_rejoining_battleReaction_Rejoining_Battle=Re-engaging, sir
Dlg_SC_ac_powpow_reaction_rejoining_battle_0430=Re-engaging, 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_powpow_reaction_taking_damage_0460=I'm under fire, sir!
Dlg_SC_ac_powpow_reaction_taking_damage_0461=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_generic_response_no_0311=No, sir.
Dlg_SC_ac_pro_generic_response_yes_0300=Roger that
Dlg_SC_ac_pro_generic_response_yes_0301=Copy
Dlg_SC_ac_pro_generic_response_yes_0302=Copy that.
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_attack_my_target_0101=Target engaged.
Dlg_SC_ac_pro_player_order_bomb_my_target_0230=Bombing run locked in.
Dlg_SC_ac_pro_player_order_break_and_engage_0210=Breaking formation.
Dlg_SC_ac_pro_player_order_break_and_engage_0211=Break, break.
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_0220=Escorting, sir
Dlg_SC_ac_pro_player_order_escort_my_target_0221=I'll protect it
Dlg_SC_ac_pro_player_order_evasive_manoeuvers_0200=Evasive manoeuvres...
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= confirmed
Dlg_SC_ac_pro_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_pro_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_pro_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_pro_reaction_Gets_a_kill_0400=Contact eliminated.
Dlg_SC_ac_pro_reaction_Gets_a_kill_0401=Enemy down
Dlg_SC_ac_pro_reaction_Gets_a_kill_0402=Threat neutralised.
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_eject_0471=Ejecting!
Dlg_SC_ac_pro_reaction_friendly_gets_killed_0450=Damn it.
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_incoming_enemies_0421=Enemies incoming
Dlg_SC_ac_pro_reaction_leaving_battle_retreating_0440=Moving to safe distance, sir
Dlg_SC_ac_pro_reaction_leaving_battle_retreating_0441=Retreating, 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_0460=Help! Help!
Dlg_SC_ac_pro_reaction_taking_damage_0461=Hostile on my six.
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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_rocksteady_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took this zone
Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zone_0560=We took this zone
Dlg_SC_ac_rocksteady_ctc_allies_score_pointCTC_Allies_Score_Point=Yeah! We got a point!
Dlg_SC_ac_rocksteady_ctc_allies_score_point_0540=Yeah! We got a point!
Dlg_SC_ac_rocksteady_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_rocksteady_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_rocksteady_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=They scored
Dlg_SC_ac_rocksteady_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
Dlg_SC_ac_rocksteady_ctc_enemy_scores_point_0530=They scored
Dlg_SC_ac_rocksteady_ctc_enemy_scores_point_0531=Point to them
Dlg_SC_ac_rocksteady_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_rocksteady_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_rocksteady_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core retreived
Dlg_SC_ac_rocksteady_ctc_this_ai_has_core_0520=Core retreived
Dlg_SC_ac_rocksteady_generic_response_noGeneric_Response_No_01=No, sir.
Dlg_SC_ac_rocksteady_generic_response_noGeneric_Response_No_02=I can't do that, sir.
Dlg_SC_ac_rocksteady_generic_response_no_0310=No, sir.
Dlg_SC_ac_rocksteady_generic_response_no_0311=I can't do that, sir.
Dlg_SC_ac_rocksteady_generic_response_yesGeneric_Response_Yes_01=Copy that
Dlg_SC_ac_rocksteady_generic_response_yesGeneric_Response_Yes_02=You got it.
Dlg_SC_ac_rocksteady_generic_response_yes_0300=Copy that
Dlg_SC_ac_rocksteady_generic_response_yes_0301=You got it.
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_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_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_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_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
Dlg_SC_ac_rocksteady_player_order_bomb_my_target_0230=Bombing run initiated
Dlg_SC_ac_rocksteady_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=B&E, confirm.
Dlg_SC_ac_rocksteady_player_order_break_and_engage_0210=B&E, confirm.
Dlg_SC_ac_rocksteady_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
Dlg_SC_ac_rocksteady_player_order_defend_my_target_0110=Defending your target
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_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_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
Dlg_SC_ac_rocksteady_player_order_evasive_manoeuvers_0200=Evading
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_form_up_on_me_0130=Moving into formation
Dlg_SC_ac_rocksteady_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy, RTB.
Dlg_SC_ac_rocksteady_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back, sir.
Dlg_SC_ac_rocksteady_player_order_return_to_base_0240=Copy, RTB.
Dlg_SC_ac_rocksteady_player_order_return_to_base_0241=Heading back, sir.
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0254= 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_generic_response_noGeneric_Response_No_02=No, sir.
Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_01=Roger that
Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_02=Copy
Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_03=Copy that.
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_attack_my_targetPlayer_Order_Attack_My_Target_02=Target engaged.
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_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation.
Dlg_SC_ac_rocksteady_pro_player_order_break_and_engagePlayer_Order_Break_And_Engage_02=Break, break.
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_01=Escorting, sir
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_01=Evasive manoeuvres...
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= confirmed
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_01=Contact eliminated.
Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_03=Threat neutralised.
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_ejectReaction_Eject_02=Ejecting!
Dlg_SC_ac_rocksteady_pro_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=Damn it.
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_incoming_enemiesReaction_Incoming_Enemies_02=Enemies incoming
Dlg_SC_ac_rocksteady_pro_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Moving to safe distance, sir
Dlg_SC_ac_rocksteady_pro_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating, 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_01=Help! Help!
Dlg_SC_ac_rocksteady_pro_reaction_taking_damageReaction_Taking_Damage_02=Hostile on my six.
Dlg_SC_ac_rocksteady_reaction_Gets_a_killReaction_Gets_A_Kill_01=Bagged one
Dlg_SC_ac_rocksteady_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
Dlg_SC_ac_rocksteady_reaction_Gets_a_kill_0400=Bagged one
Dlg_SC_ac_rocksteady_reaction_Gets_a_kill_0401=Enemy down
Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting at me
Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fire_0480=Stop shooting at me
Dlg_SC_ac_rocksteady_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn, sorry.
Dlg_SC_ac_rocksteady_reaction_commiting_friendly_fire_0490=Damn, sorry.
Dlg_SC_ac_rocksteady_reaction_ejectReaction_Eject=Ejecting!
Dlg_SC_ac_rocksteady_reaction_eject_0470=Ejecting!
Dlg_SC_ac_rocksteady_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Dammit! Friendly down!
Dlg_SC_ac_rocksteady_reaction_friendly_gets_killed_0450=Dammit! Friendly down!
Dlg_SC_ac_rocksteady_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies inbound
Dlg_SC_ac_rocksteady_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Multiple contacts approaching
Dlg_SC_ac_rocksteady_reaction_incoming_enemies_0420=Enemies inbound
Dlg_SC_ac_rocksteady_reaction_incoming_enemies_0421=Multiple contacts approaching
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Retreating
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Need to fall back.
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreating_0440=Retreating
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreating_0441=Need to fall back.
Dlg_SC_ac_rocksteady_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Kill confirmed.
Dlg_SC_ac_rocksteady_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Cool. You got one
Dlg_SC_ac_rocksteady_reaction_player_gets_a_kill_0410=Kill confirmed.
Dlg_SC_ac_rocksteady_reaction_player_gets_a_kill_0411=Cool. You got one
Dlg_SC_ac_rocksteady_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
Dlg_SC_ac_rocksteady_reaction_rejoining_battle_0430=Back in it, sir.
Dlg_SC_ac_rocksteady_reaction_taking_damageReaction_Taking_Damage_01=Under fire!
Dlg_SC_ac_rocksteady_reaction_taking_damageReaction_Taking_Damage_02=On me. Need help.
Dlg_SC_ac_rocksteady_reaction_taking_damage_0460=Under fire!
Dlg_SC_ac_rocksteady_reaction_taking_damage_0461=On me. Need help.
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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone.
Dlg_SC_ac_sarc_conquest_lost_control_of_a_zone_0570=Lost the zone.
Dlg_SC_ac_sarc_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
Dlg_SC_ac_sarc_conquest_taken_control_of_a_zone_0560=Zone is ours
Dlg_SC_ac_sarc_ctc_allies_score_pointCTC_Allies_Score_Point=Get in there! Point to us.
Dlg_SC_ac_sarc_ctc_allies_score_point_0540=Get in there! Point to us.
Dlg_SC_ac_sarc_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
Dlg_SC_ac_sarc_ctc_enemy_has_core_0510=They have our core
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_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_player_has_coreCTC_Player_Has_Core=Get the core home, now
Dlg_SC_ac_sarc_ctc_player_has_core_0500=Get the core home, now
Dlg_SC_ac_sarc_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Got the core. Cover me.
Dlg_SC_ac_sarc_ctc_this_ai_has_core_0520=Got the core. Cover me.
Dlg_SC_ac_sarc_generic_response_noGeneric_Response_No_01=Piss off
Dlg_SC_ac_sarc_generic_response_noGeneric_Response_No_02=I think that's ill-advised, sir.
Dlg_SC_ac_sarc_generic_response_no_0310=Piss off
Dlg_SC_ac_sarc_generic_response_no_0311=I think that's ill-advised, sir.
Dlg_SC_ac_sarc_generic_response_yesGeneric_Response_Yes_01=Aye
Dlg_SC_ac_sarc_generic_response_yesGeneric_Response_Yes_02=Copy that.
Dlg_SC_ac_sarc_generic_response_yes_0300=Aye
Dlg_SC_ac_sarc_generic_response_yes_0301=Copy that.
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_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_attack_my_targetPlayer_Order_Attack_My_Target_01=Target acquired.
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_attack_my_target_0100=Target acquired.
Dlg_SC_ac_sarc_player_order_attack_my_target_0101=He'll be a goner.
Dlg_SC_ac_sarc_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing maneouver
Dlg_SC_ac_sarc_player_order_bomb_my_target_0230=Bombing maneouver
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_break_and_engage_0210=I'm breaking off now
Dlg_SC_ac_sarc_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
Dlg_SC_ac_sarc_player_order_defend_my_target_0110=Defending
Dlg_SC_ac_sarc_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_sarc_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_sarc_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_sarc_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_sarc_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I'll lose this little shit
Dlg_SC_ac_sarc_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Happily.
Dlg_SC_ac_sarc_player_order_evasive_manoeuvers_0200=I'll lose this little shit
Dlg_SC_ac_sarc_player_order_evasive_manoeuvers_0201=Happily.
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_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_return_to_basePlayer_Order_Return_To_Base_01=Copy that. Heading home.
Dlg_SC_ac_sarc_player_order_return_to_basePlayer_Order_Return_To_Base_02=Gladly, sir.
Dlg_SC_ac_sarc_player_order_return_to_base_0240=Copy that. Heading home.
Dlg_SC_ac_sarc_player_order_return_to_base_0241=Gladly, sir.
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_sarc_reaction_Gets_a_killReaction_Gets_A_Kill_01=Crash and burn, ya bastard!
Dlg_SC_ac_sarc_reaction_Gets_a_killReaction_Gets_A_Kill_02=Blasted.
Dlg_SC_ac_sarc_reaction_Gets_a_kill_0400=Crash and burn, ya bastard!
Dlg_SC_ac_sarc_reaction_Gets_a_kill_0401=Blasted.
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_being_hit_by_friendly_fire_0480=Adjust fire, you bloody idiot
Dlg_SC_ac_sarc_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=You're in my way!
Dlg_SC_ac_sarc_reaction_commiting_friendly_fire_0490=You're in my way!
Dlg_SC_ac_sarc_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_sarc_reaction_ejectReaction_Eject_02=Ship's lost!
Dlg_SC_ac_sarc_reaction_eject_0470=Ejecting
Dlg_SC_ac_sarc_reaction_eject_0471=Ship's lost!
Dlg_SC_ac_sarc_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost a friendly
Dlg_SC_ac_sarc_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down
Dlg_SC_ac_sarc_reaction_friendly_gets_killed_0450=We lost a friendly
Dlg_SC_ac_sarc_reaction_friendly_gets_killed_0451=Friendly down
Dlg_SC_ac_sarc_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming!
Dlg_SC_ac_sarc_reaction_incoming_enemiesReaction_Incoming_Enemies_02=More enemies inbound
Dlg_SC_ac_sarc_reaction_incoming_enemies_0420=Incoming!
Dlg_SC_ac_sarc_reaction_incoming_enemies_0421=More enemies inbound
Dlg_SC_ac_sarc_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta go
Dlg_SC_ac_sarc_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
Dlg_SC_ac_sarc_reaction_leaving_battle_retreating_0440=Gotta go
Dlg_SC_ac_sarc_reaction_leaving_battle_retreating_0441=Retreating.
Dlg_SC_ac_sarc_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill, sunshine
Dlg_SC_ac_sarc_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good kill
Dlg_SC_ac_sarc_reaction_player_gets_a_kill_0410=Nice kill, sunshine
Dlg_SC_ac_sarc_reaction_player_gets_a_kill_0411=Good kill
Dlg_SC_ac_sarc_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the fray
Dlg_SC_ac_sarc_reaction_rejoining_battle_0430=I'm back in the fray
Dlg_SC_ac_sarc_reaction_taking_damageReaction_Taking_Damage_01=Bastards got a line on me!
Dlg_SC_ac_sarc_reaction_taking_damageReaction_Taking_Damage_02=Taking hits
Dlg_SC_ac_sarc_reaction_taking_damage_0460=Bastards got a line on me!
Dlg_SC_ac_sarc_reaction_taking_damage_0461=Taking hits
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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_showboat_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_showboat_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_showboat_conquest_taken_control_of_a_zone_0560=Zone taken
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_allies_score_point_0540=We scored. That's cos of me you know...
Dlg_SC_ac_showboat_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get them.
Dlg_SC_ac_showboat_ctc_enemy_has_core_0510=They got our core. Get them.
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_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_player_has_coreCTC_Player_Has_Core=You got the core, go! Go!
Dlg_SC_ac_showboat_ctc_player_has_core_0500=You got the core, go! Go!
Dlg_SC_ac_showboat_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, watch me fly.
Dlg_SC_ac_showboat_ctc_this_ai_has_core_0520=I have the core, watch me fly.
Dlg_SC_ac_showboat_generic_response_noGeneric_Response_No_01=Negative
Dlg_SC_ac_showboat_generic_response_noGeneric_Response_No_02=Waste of my talents.
Dlg_SC_ac_showboat_generic_response_no_0310=Negative
Dlg_SC_ac_showboat_generic_response_no_0311=Waste of my talents.
Dlg_SC_ac_showboat_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_showboat_generic_response_yesGeneric_Response_Yes_02=Yuuup!
Dlg_SC_ac_showboat_generic_response_yes_0300=Copy
Dlg_SC_ac_showboat_generic_response_yes_0301=Yuuup!
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_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_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_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_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Lighting 'em up
Dlg_SC_ac_showboat_player_order_bomb_my_target_0230=Lighting 'em up
Dlg_SC_ac_showboat_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Break and Bake!
Dlg_SC_ac_showboat_player_order_break_and_engage_0210=Break and Bake!
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_defend_my_target_0110=I got 'em. Don't worry.
Dlg_SC_ac_showboat_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_showboat_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_showboat_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_showboat_player_order_escort_my_target_0221=Escorting target now
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_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_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Engaging formation
Dlg_SC_ac_showboat_player_order_form_up_on_me_0130=Engaging formation
Dlg_SC_ac_showboat_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to LZ
Dlg_SC_ac_showboat_player_order_return_to_base_0240=Returning to LZ
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0254= confirmed
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_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_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=You rookies. Stop shooting me!
Dlg_SC_ac_showboat_reaction_being_hit_by_friendly_fire_0480=You rookies. Stop shooting me!
Dlg_SC_ac_showboat_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Who shot you?
Dlg_SC_ac_showboat_reaction_commiting_friendly_fire_0490=Who shot you?
Dlg_SC_ac_showboat_reaction_ejectReaction_Eject_01=Punching out
Dlg_SC_ac_showboat_reaction_ejectReaction_Eject_02=Cheats! I have to bail
Dlg_SC_ac_showboat_reaction_eject_0470=Punching out
Dlg_SC_ac_showboat_reaction_eject_0471=Cheats! I have to bail
Dlg_SC_ac_showboat_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=I knew they'd be next.
Dlg_SC_ac_showboat_reaction_friendly_gets_killed_0450=I knew they'd be next.
Dlg_SC_ac_showboat_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles approaching
Dlg_SC_ac_showboat_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bunch of notches for the kill list incoming.
Dlg_SC_ac_showboat_reaction_incoming_enemies_0420=Hostiles approaching
Dlg_SC_ac_showboat_reaction_incoming_enemies_0421=Bunch of notches for the kill list incoming.
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_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_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_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_rejoining_battleReaction_Rejoining_Battle=Rejoining the battle
Dlg_SC_ac_showboat_reaction_rejoining_battle_0430=Rejoining the battle
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_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_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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost.
Dlg_SC_ac_sidearm_conquest_lost_control_of_a_zone_0570=Zone lost.
Dlg_SC_ac_sidearm_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_sidearm_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_sidearm_ctc_allies_score_pointCTC_Allies_Score_Point=Yes! We got a point
Dlg_SC_ac_sidearm_ctc_allies_score_point_0540=Yes! We got a point
Dlg_SC_ac_sidearm_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_sidearm_ctc_enemy_has_core_0510=They have the core
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_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_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_sidearm_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_sidearm_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=The core is on me
Dlg_SC_ac_sidearm_ctc_this_ai_has_core_0520=The core is on me
Dlg_SC_ac_sidearm_generic_response_noGeneric_Response_No_01=Negative, sir
Dlg_SC_ac_sidearm_generic_response_noGeneric_Response_No_02=I'm afraid not.
Dlg_SC_ac_sidearm_generic_response_no_0310=Negative, sir
Dlg_SC_ac_sidearm_generic_response_no_0311=I'm afraid not.
Dlg_SC_ac_sidearm_generic_response_yesGeneric_Response_Yes_01=Copy, sir
Dlg_SC_ac_sidearm_generic_response_yesGeneric_Response_Yes_02=Natürlich
Dlg_SC_ac_sidearm_generic_response_yes_0300=Copy, sir
Dlg_SC_ac_sidearm_generic_response_yes_0301=Natürlich
Dlg_SC_ac_sidearm_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll be right there
Dlg_SC_ac_sidearm_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Assistance incoming.
Dlg_SC_ac_sidearm_player_order_assistance_required_0120=I'll be right there
Dlg_SC_ac_sidearm_player_order_assistance_required_0121=Assistance incoming.
Dlg_SC_ac_sidearm_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Engaging enemy
Dlg_SC_ac_sidearm_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Um… copy. Engaging...
Dlg_SC_ac_sidearm_player_order_attack_my_target_0100=Engaging enemy
Dlg_SC_ac_sidearm_player_order_attack_my_target_0101=Um… copy. Engaging...
Dlg_SC_ac_sidearm_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run locked in
Dlg_SC_ac_sidearm_player_order_bomb_my_target_0230=Bombing run locked in
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_break_and_engage_0210=Understood. Will find a good approach.
Dlg_SC_ac_sidearm_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
Dlg_SC_ac_sidearm_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Moving to defensive position.
Dlg_SC_ac_sidearm_player_order_defend_my_target_0110=Defending
Dlg_SC_ac_sidearm_player_order_defend_my_target_0111=Moving to defensive position.
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_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_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_evasive_manoeuvers_0200=Evasive maneouvers engaged
Dlg_SC_ac_sidearm_player_order_evasive_manoeuvers_0201=Ducking them, sir.
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_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_return_to_basePlayer_Order_Return_To_Base_01=Returning to base
Dlg_SC_ac_sidearm_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home
Dlg_SC_ac_sidearm_player_order_return_to_base_0240=Returning to base
Dlg_SC_ac_sidearm_player_order_return_to_base_0241=Heading home
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_sidearm_reaction_Gets_a_killReaction_Gets_A_Kill_01=Enemy destroyed.
Dlg_SC_ac_sidearm_reaction_Gets_a_killReaction_Gets_A_Kill_02=Target eliminated.
Dlg_SC_ac_sidearm_reaction_Gets_a_kill_0400=Enemy destroyed.
Dlg_SC_ac_sidearm_reaction_Gets_a_kill_0401=Target eliminated.
Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting me.
Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fire_0480=Stop shooting me.
Dlg_SC_ac_sidearm_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Verdammt nochmal!
Dlg_SC_ac_sidearm_reaction_commiting_friendly_fire_0490=Verdammt nochmal!
Dlg_SC_ac_sidearm_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_sidearm_reaction_ejectReaction_Eject_02=Auswerfen!
Dlg_SC_ac_sidearm_reaction_eject_0470=Ejecting
Dlg_SC_ac_sidearm_reaction_eject_0471=Auswerfen!
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_friendly_gets_killed_0450=We lost one.
Dlg_SC_ac_sidearm_reaction_friendly_gets_killed_0451=Scheiße! Ally destroyed
Dlg_SC_ac_sidearm_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming enemies
Dlg_SC_ac_sidearm_reaction_incoming_enemiesReaction_Incoming_Enemies_02=We have contact. Multiple contacts.
Dlg_SC_ac_sidearm_reaction_incoming_enemies_0420=Incoming enemies
Dlg_SC_ac_sidearm_reaction_incoming_enemies_0421=We have contact. Multiple contacts.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Falling back, sir.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreating_0440=Falling back, sir.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreating_0441=Retreating.
Dlg_SC_ac_sidearm_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Great shot sir
Dlg_SC_ac_sidearm_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good kill.
Dlg_SC_ac_sidearm_reaction_player_gets_a_kill_0410=Great shot sir
Dlg_SC_ac_sidearm_reaction_player_gets_a_kill_0411=Good kill.
Dlg_SC_ac_sidearm_reaction_rejoining_battleReaction_Rejoining_Battle=Rearmed, sir
Dlg_SC_ac_sidearm_reaction_rejoining_battle_0430=Rearmed, sir
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_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_simulator_afterburners_offlineRace_Afterburners_Offline=Boost Offline
Dlg_SC_ac_simulator_afterburners_offline_2170=Boost Offline
Dlg_SC_ac_simulator_afterburners_onlineRace_Afterburners_Online=Boost Online
Dlg_SC_ac_simulator_afterburners_online_2160=Boost Online
Dlg_SC_ac_simulator_ally_team_scores_1380=You have seized the enemy core
Dlg_SC_ac_simulator_assist_killSim_Game_Player_Assist_Kill=Assist
Dlg_SC_ac_simulator_assist_kill_1290=Assist
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_losingConquest_Blue_Losing=Blue Team has fallen behind
Dlg_SC_ac_simulator_blue_losing_1440=Blue Team has fallen behind
Dlg_SC_ac_simulator_checkpointRace_Checkpoint=Checkpoint
Dlg_SC_ac_simulator_checkpoint_1900=Checkpoint
Dlg_SC_ac_simulator_competitor_destroyedRace_Competitor_Destroyed=Competitor destroyed
Dlg_SC_ac_simulator_competitor_destroyed_1980=Competitor destroyed
Dlg_SC_ac_simulator_confirmed_killSim_Game_Player_Has_Confirmed_Kill=Hostile destroyed
Dlg_SC_ac_simulator_confirmed_kill_1280=Hostile destroyed
Dlg_SC_ac_simulator_death_in_spaceSim_Player_Death_In_Space=Session restarting. Please hold
Dlg_SC_ac_simulator_death_in_space_1510=Session restarting. Please hold
Dlg_SC_ac_simulator_drill_capturedConquest_Item_Captured=…captured.
Dlg_SC_ac_simulator_drill_capturedConquest_Item_Drill=Drill…
Dlg_SC_ac_simulator_drill_captured_1620=…captured.
Dlg_SC_ac_simulator_drill_captured_1640=Drill…
Dlg_SC_ac_simulator_drill_contestedConquest_Item_Contested=…contested.
Dlg_SC_ac_simulator_drill_contestedConquest_Item_Drill=Drill…
Dlg_SC_ac_simulator_drill_contested_1610=…contested.
Dlg_SC_ac_simulator_drill_contested_1640=Drill…
Dlg_SC_ac_simulator_drill_lostConquest_Item_Drill=Drill…
Dlg_SC_ac_simulator_drill_lostConquest_Item_Lost=…lost.
Dlg_SC_ac_simulator_drill_lost_1620=…lost.
Dlg_SC_ac_simulator_drill_lost_1640=Drill…
Dlg_SC_ac_simulator_eighth_placeRace_Eighth_Place=8th Place
Dlg_SC_ac_simulator_eighth_place_2070=8th Place
Dlg_SC_ac_simulator_enemy_core_capturedCTC_Enemy_Core_Captured=Core Captured
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_entering_hotzoneRace_Entering_Hotzone=Entering Hot-Zone…
Dlg_SC_ac_simulator_entering_hotzone_1920=Entering Hot-Zone…
Dlg_SC_ac_simulator_fifth_placeRace_Fifth_Place=5th Place
Dlg_SC_ac_simulator_fifth_place_2040=5th Place
Dlg_SC_ac_simulator_final_lapRace_Final_Lap=Final Lap
Dlg_SC_ac_simulator_final_lap_1850=Final Lap
Dlg_SC_ac_simulator_finish_lapRace_Finish_Lap=Lap Complete
Dlg_SC_ac_simulator_finish_lap_1830=Lap Complete
Dlg_SC_ac_simulator_first_killSim_Game_Player_Makes_First_Kill=First Blood
Dlg_SC_ac_simulator_five_killsSim_Game_Player_Makes_Five_Kills=You have achieved Ace status
Dlg_SC_ac_simulator_fourth_placeRace_Fourth_Place=4th Place
Dlg_SC_ac_simulator_fourth_place_2030=4th Place
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_overSim_Game_Over=Simulation deactivated
Dlg_SC_ac_simulator_game_over_1270=Simulation deactivated
Dlg_SC_ac_simulator_game_startSim_Game_Start=Simulation activated
Dlg_SC_ac_simulator_game_start_1260=Simulation activated
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_Conquest=Conquest 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_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_1030=Conquest 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_got_enemy_coreCTC_Player_Got_Enemy_Core=You have obtained the enemy core
Dlg_SC_ac_simulator_got_enemy_core_1340=You have obtained the enemy core
Dlg_SC_ac_simulator_hazardRace_Hazard=Hazard
Dlg_SC_ac_simulator_hazard_1890=Hazard
Dlg_SC_ac_simulator_init_blitz_modeRace_Blitz_Mode=Initiating Murray Cup Race Simulator: Blitz mode
Dlg_SC_ac_simulator_init_blitz_mode_1790=Initiating Murray Cup Race Simulator: Blitz mode
Dlg_SC_ac_simulator_init_rush_modeRace_Rush_Mode=Initiating Murray Cup Race Simulator: Rush mode
Dlg_SC_ac_simulator_init_rush_mode_1780=Initiating Murray Cup Race Simulator: Rush mode
Dlg_SC_ac_simulator_iris_closingRace_Iris_Closing=Warning: Checkpoint iris closing
Dlg_SC_ac_simulator_iris_closing_2190=Warning: Checkpoint iris closing
Dlg_SC_ac_simulator_lap_recordRace_Lap_Record=New personal lap record
Dlg_SC_ac_simulator_lap_record_1840=New personal lap record
Dlg_SC_ac_simulator_laps_remainingRace_Lap_Remaining=Laps remaining
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_01=One
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_02=Two
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_03=Three
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_04=Four
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_05=Five
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_06=Six
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_07=Seven
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_08=Eight
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_09=Nine
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_10=Ten
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remaining=Lap remaining
Dlg_SC_ac_simulator_laps_remaining_2180=Laps remaining
Dlg_SC_ac_simulator_laps_remaining_2181=Lap remaining
Dlg_SC_ac_simulator_laps_remaining_2200=One
Dlg_SC_ac_simulator_laps_remaining_2210=Two
Dlg_SC_ac_simulator_laps_remaining_2220=Three
Dlg_SC_ac_simulator_laps_remaining_2230=Four
Dlg_SC_ac_simulator_laps_remaining_2240=Five
Dlg_SC_ac_simulator_laps_remaining_2250=Six
Dlg_SC_ac_simulator_laps_remaining_2260=Seven
Dlg_SC_ac_simulator_laps_remaining_2270=Eight
Dlg_SC_ac_simulator_laps_remaining_2280=Nine
Dlg_SC_ac_simulator_laps_remaining_2290=Ten
Dlg_SC_ac_simulator_leading_raceRace_Leading_Race=You are leading the race
Dlg_SC_ac_simulator_leading_race_1860=You are leading the race
Dlg_SC_ac_simulator_leaving_hotzoneRace_Leaving_Hotzone=Leaving Hot-Zone…
Dlg_SC_ac_simulator_leaving_hotzone_1930=Leaving Hot-Zone…
Dlg_SC_ac_simulator_leaving_mapSim_Player_Leaving_Map=Warning. You are approaching simulation boundary
Dlg_SC_ac_simulator_leaving_map_1480=Warning. You are approaching simulation boundary
Dlg_SC_ac_simulator_lose_whitewashConquest_Lose_Whitewash=Hostiles have captured all zones. This simulation will fail in...
Dlg_SC_ac_simulator_lose_whitewash_1460=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_leadRace_Lost_Lead=You have lost the lead
Dlg_SC_ac_simulator_lost_lead_1870=You have lost the lead
Dlg_SC_ac_simulator_lost_raceRace_Lost_Race=You lost the race
Dlg_SC_ac_simulator_lost_race_2080=You lost the race
Dlg_SC_ac_simulator_multiplayer_introductionRace_Blitz_Mode=Initiating Murray Cup Race Simulation
Dlg_SC_ac_simulator_new_lap_recordRace_New_Lap_Record=New lap record
Dlg_SC_ac_simulator_new_lap_record_2110=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_kills_aceSim_Game_Player_Kills_Ace=Ace Killed
Dlg_SC_ac_simulator_player_losesBattleRoyale_Player_Loses=You Lost!
Dlg_SC_ac_simulator_player_winsBattleRoyale_Player_Wins=You are Victorious
Dlg_SC_ac_simulator_pylon_capturedConquest_Item_Captured=…captured.
Dlg_SC_ac_simulator_pylon_capturedConquest_Item_Pylon=Pylon…
Dlg_SC_ac_simulator_pylon_captured_1600=Pylon…
Dlg_SC_ac_simulator_pylon_captured_1620=…captured.
Dlg_SC_ac_simulator_pylon_contestedConquest_Item_Contested=…contested.
Dlg_SC_ac_simulator_pylon_contestedConquest_Item_Pylon=Pylon…
Dlg_SC_ac_simulator_pylon_contested_1600=Pylon…
Dlg_SC_ac_simulator_pylon_contested_1610=…contested.
Dlg_SC_ac_simulator_pylon_lostConquest_Item_Lost=…lost.
Dlg_SC_ac_simulator_pylon_lostConquest_Item_Pylon=Pylon…
Dlg_SC_ac_simulator_pylon_lost_1600=Pylon…
Dlg_SC_ac_simulator_pylon_lost_1620=…lost.
Dlg_SC_ac_simulator_race_abandonedRace_Abandoned=Race Abandoned
Dlg_SC_ac_simulator_race_abandoned_1950=Race Abandoned
Dlg_SC_ac_simulator_race_completeRace_Complete=Race Complete
Dlg_SC_ac_simulator_race_complete_1880=Race Complete
Dlg_SC_ac_simulator_race_mode_initialiseRace_Mode_Initialise=Initiating Murray Cup Race Simulator
Dlg_SC_ac_simulator_race_mode_initialise_1810=Initiating Murray Cup Race Simulator
Dlg_SC_ac_simulator_race_startRace_Start=3,2,1... Start
Dlg_SC_ac_simulator_race_start_1820=3,2,1... Start
Dlg_SC_ac_simulator_racer_quitRace_Racer_Quit=Competitor has left the race
Dlg_SC_ac_simulator_racer_quit_1960=Competitor has left the race
Dlg_SC_ac_simulator_rearming_shipRace_Rearming_Ship=Re-arming Ship
Dlg_SC_ac_simulator_rearming_ship_2100=Re-arming Ship
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_losingConquest_Red_Losing=Red Team has fallen behind
Dlg_SC_ac_simulator_red_losing_1450=Red Team has fallen behind
Dlg_SC_ac_simulator_repairs_initiatedRace_Repairs_Initiated=Repairs Initiated
Dlg_SC_ac_simulator_repairs_initiated_2090=Repairs Initiated
Dlg_SC_ac_simulator_respawnSim_Player_Respawn=Standbv for reintegration
Dlg_SC_ac_simulator_respawn_1500=Stand by for reintegration
Dlg_SC_ac_simulator_second_placeRace_Second_Place=2nd Place
Dlg_SC_ac_simulator_second_place_2010=2nd Place
Dlg_SC_ac_simulator_seventh_placeRace_Seventh_Place=7th Place
Dlg_SC_ac_simulator_seventh_place_2060=7th Place
Dlg_SC_ac_simulator_shields_offlineRace_Shields_Offline=Shields Offline
Dlg_SC_ac_simulator_shields_offline_2150=Shields Offline
Dlg_SC_ac_simulator_shields_onlineRace_Shields_Online=Shields Online
Dlg_SC_ac_simulator_shields_online_2140=Shields Online
Dlg_SC_ac_simulator_single_player_introductionRace_Rush_Mode=Initiating Murray Cup Practice Simulation
Dlg_SC_ac_simulator_sixth_placeRace_Sixth_Place=6th Place
Dlg_SC_ac_simulator_sixth_place_2050=6th Place
Dlg_SC_ac_simulator_survival_all_allies_lostSurvival_All_Allies_Lost=All allies lost
Dlg_SC_ac_simulator_survival_all_allies_lost_1100=All allies lost
Dlg_SC_ac_simulator_survival_ally_lostSurvival_Ally_Lost=Ally eliminated
Dlg_SC_ac_simulator_survival_ally_lost_1110=Ally eliminated
Dlg_SC_ac_simulator_survival_boss_wave_defeatedSurvival_Boss_Wave_Defeated=Elite units eliminated.
Dlg_SC_ac_simulator_survival_boss_wave_defeated_1140=Elite units eliminated.
Dlg_SC_ac_simulator_survival_boss_wave_incomingSurvival_Boss_Wave_Incoming=Contact: Elite units en-route.
Dlg_SC_ac_simulator_survival_boss_wave_incoming_1130=Contact: Elite units en-route.
Dlg_SC_ac_simulator_survival_destroyed_waveSurvival_Destroyed_Wave=Zero hostile contacts remaining
Dlg_SC_ac_simulator_survival_destroyed_wave_1080=Zero hostile contacts remaining
Dlg_SC_ac_simulator_survival_game_overSurvival_Game_Over=Simulation Over
Dlg_SC_ac_simulator_survival_game_over_1120=Simulation Over
Dlg_SC_ac_simulator_survival_player_defeatSurvival_Player_Defeat=Objective not achieved
Dlg_SC_ac_simulator_survival_player_defeat_1090=Objective not achieved
Dlg_SC_ac_simulator_survival_repairs_commenceSurvival_Repairs_Commence=Hold for automated repairs.
Dlg_SC_ac_simulator_survival_repairs_commence_1150=Hold for automated repairs.
Dlg_SC_ac_simulator_survival_wave_incomingSurvival_Wave_Incoming=Warning: There are multiple hostiles inbound
Dlg_SC_ac_simulator_survival_wave_incoming_1060=
Dlg_SC_ac_simulator_team_joinTeam_Join_01=Blue Team
Dlg_SC_ac_simulator_team_joinTeam_Join_02=Linked to...
Dlg_SC_ac_simulator_team_joinTeam_Win_01=Red Team
Dlg_SC_ac_simulator_team_join_1300=Red Team
Dlg_SC_ac_simulator_team_join_1310=Blue Team
Dlg_SC_ac_simulator_team_join_1490=Linked to...
Dlg_SC_ac_simulator_team_winTeam_Join_01=Blue Team
Dlg_SC_ac_simulator_team_winTeam_Win_01=Red Team
Dlg_SC_ac_simulator_team_winTeam_Win_03=is victorious
Dlg_SC_ac_simulator_team_win_1300=Red Team
Dlg_SC_ac_simulator_team_win_1310=Blue Team
Dlg_SC_ac_simulator_team_win_1320=is victorious
Dlg_SC_ac_simulator_third_placeRace_Third_Place=3rd Place
Dlg_SC_ac_simulator_third_place_2020=3rd Place
Dlg_SC_ac_simulator_time_extensionRace_Time_Extension=Time extension
Dlg_SC_ac_simulator_time_extension_1990=Time extension
Dlg_SC_ac_simulator_weapons_disabledRace_Weapons_Disabled=Weapons Disabled
Dlg_SC_ac_simulator_weapons_disabled_2130=Weapons Disabled
Dlg_SC_ac_simulator_weapons_enabledRace_Weapons_Enabled=Weapons Enabled
Dlg_SC_ac_simulator_weapons_enabled_2120=Weapons Enabled
Dlg_SC_ac_simulator_weapons_lockedRace_Weapons_Locked=Race Mode Initiated: Weapon safeties enabled
Dlg_SC_ac_simulator_weapons_locked_1800=Race Mode Initiated: Weapon safeties enabled
Dlg_SC_ac_simulator_win_raceRace_Win_Race=You have won the race!
Dlg_SC_ac_simulator_win_race_2000=You have won the race!
Dlg_SC_ac_simulator_win_whitewashConquest_Win_Whitewash=Friendlies have captured all zones. This simulation will succeed in…
Dlg_SC_ac_simulator_win_whitewash_1470=Friendlies have captured all zones. This simulation will succeed in…
Dlg_SC_ac_simulator_wrong_directionRace_Wrong_Direction=Wrong Direction
Dlg_SC_ac_simulator_wrong_direction_1910=Wrong Direction
Dlg_SC_ac_simulator_zone_number_contestedCount_00=Zero
Dlg_SC_ac_simulator_zone_number_contestedCount_01=One
Dlg_SC_ac_simulator_zone_number_contestedCount_02=Two
Dlg_SC_ac_simulator_zone_number_contestedCount_03=Three
Dlg_SC_ac_simulator_zone_number_contestedCount_04=Four
Dlg_SC_ac_simulator_zone_number_contestedCount_05=Five
Dlg_SC_ac_simulator_zone_number_contestedCount_06=Six
Dlg_SC_ac_simulator_zone_number_contestedCount_07=Seven
Dlg_SC_ac_simulator_zone_number_contestedCount_08=Eight
Dlg_SC_ac_simulator_zone_number_contestedCount_09=Nine
Dlg_SC_ac_simulator_zone_number_contestedCount_10=Ten
Dlg_SC_ac_simulator_zone_number_contestedZone_Number_Contested=Hostiles attacking zone
Dlg_SC_ac_simulator_zone_number_contested_1160=Ten
Dlg_SC_ac_simulator_zone_number_contested_1170=Nine
Dlg_SC_ac_simulator_zone_number_contested_1180=Eight
Dlg_SC_ac_simulator_zone_number_contested_1190=Seven
Dlg_SC_ac_simulator_zone_number_contested_1200=Six
Dlg_SC_ac_simulator_zone_number_contested_1210=Five
Dlg_SC_ac_simulator_zone_number_contested_1220=Four
Dlg_SC_ac_simulator_zone_number_contested_1230=Three
Dlg_SC_ac_simulator_zone_number_contested_1240=Two
Dlg_SC_ac_simulator_zone_number_contested_1250=One
Dlg_SC_ac_simulator_zone_number_contested_1251=Zero
Dlg_SC_ac_simulator_zone_number_contested_1410=Hostiles attacking zone
Dlg_SC_ac_simulator_zone_number_lostCount_00=Zero
Dlg_SC_ac_simulator_zone_number_lostCount_01=One
Dlg_SC_ac_simulator_zone_number_lostCount_02=Two
Dlg_SC_ac_simulator_zone_number_lostCount_03=Three
Dlg_SC_ac_simulator_zone_number_lostCount_04=Four
Dlg_SC_ac_simulator_zone_number_lostCount_05=Five
Dlg_SC_ac_simulator_zone_number_lostCount_06=Six
Dlg_SC_ac_simulator_zone_number_lostCount_07=Seven
Dlg_SC_ac_simulator_zone_number_lostCount_08=Eight
Dlg_SC_ac_simulator_zone_number_lostCount_09=Nine
Dlg_SC_ac_simulator_zone_number_lostCount_10=Ten
Dlg_SC_ac_simulator_zone_number_lostZone_Number_Lost=Hostile element have seized zone
Dlg_SC_ac_simulator_zone_number_lost_1160=Ten
Dlg_SC_ac_simulator_zone_number_lost_1170=Nine
Dlg_SC_ac_simulator_zone_number_lost_1180=Eight
Dlg_SC_ac_simulator_zone_number_lost_1190=Seven
Dlg_SC_ac_simulator_zone_number_lost_1200=Six
Dlg_SC_ac_simulator_zone_number_lost_1210=Five
Dlg_SC_ac_simulator_zone_number_lost_1220=Four
Dlg_SC_ac_simulator_zone_number_lost_1230=Three
Dlg_SC_ac_simulator_zone_number_lost_1240=Two
Dlg_SC_ac_simulator_zone_number_lost_1250=One
Dlg_SC_ac_simulator_zone_number_lost_1251=Zero
Dlg_SC_ac_simulator_zone_number_lost_1420=Hostile elements have seized zone
Dlg_SC_ac_simulator_zone_number_takenCount_00=Zero
Dlg_SC_ac_simulator_zone_number_takenCount_01=One
Dlg_SC_ac_simulator_zone_number_takenCount_02=Two
Dlg_SC_ac_simulator_zone_number_takenCount_03=Three
Dlg_SC_ac_simulator_zone_number_takenCount_04=Four
Dlg_SC_ac_simulator_zone_number_takenCount_05=Five
Dlg_SC_ac_simulator_zone_number_takenCount_06=Six
Dlg_SC_ac_simulator_zone_number_takenCount_07=Seven
Dlg_SC_ac_simulator_zone_number_takenCount_08=Eight
Dlg_SC_ac_simulator_zone_number_takenCount_09=Nine
Dlg_SC_ac_simulator_zone_number_takenCount_10=Ten
Dlg_SC_ac_simulator_zone_number_takenTeam_Join_01=Blue Team
Dlg_SC_ac_simulator_zone_number_takenTeam_Win_01=Red Team
Dlg_SC_ac_simulator_zone_number_takenZone_Number_Taken=have captured zone
Dlg_SC_ac_simulator_zone_number_taken_1160=Ten
Dlg_SC_ac_simulator_zone_number_taken_1170=Nine
Dlg_SC_ac_simulator_zone_number_taken_1180=Eight
Dlg_SC_ac_simulator_zone_number_taken_1190=Seven
Dlg_SC_ac_simulator_zone_number_taken_1200=Six
Dlg_SC_ac_simulator_zone_number_taken_1210=Five
Dlg_SC_ac_simulator_zone_number_taken_1220=Four
Dlg_SC_ac_simulator_zone_number_taken_1230=Three
Dlg_SC_ac_simulator_zone_number_taken_1240=Two
Dlg_SC_ac_simulator_zone_number_taken_1250=One
Dlg_SC_ac_simulator_zone_number_taken_1251=Zero
Dlg_SC_ac_simulator_zone_number_taken_1300=Red Team
Dlg_SC_ac_simulator_zone_number_taken_1310=Blue Team
Dlg_SC_ac_simulator_zone_number_taken_1430=have captured zone
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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
Dlg_SC_ac_slingshot_conquest_lost_control_of_a_zone_0570=We lost the zone.
Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zone_0560=Zone is ours
Dlg_SC_ac_slingshot_ctc_allies_score_pointCTC_Allies_Score_Point_01=Great job, people!
Dlg_SC_ac_slingshot_ctc_allies_score_pointCTC_Allies_Score_Point_02=Kick ass!
Dlg_SC_ac_slingshot_ctc_allies_score_point_0540=Great job, people!
Dlg_SC_ac_slingshot_ctc_allies_score_point_0541=Kick ass!
Dlg_SC_ac_slingshot_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_slingshot_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_slingshot_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Opposition scored.
Dlg_SC_ac_slingshot_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=We're letting them score!
Dlg_SC_ac_slingshot_ctc_enemy_scores_point_0530=Opposition scored.
Dlg_SC_ac_slingshot_ctc_enemy_scores_point_0531=We're letting them score!
Dlg_SC_ac_slingshot_ctc_player_has_coreCTC_Player_Has_Core=You got the core, sir
Dlg_SC_ac_slingshot_ctc_player_has_core_0500=You 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_ctc_this_ai_has_core_0520=I've got the core, 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_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_yesGeneric_Response_Yes_01=Roger that
Dlg_SC_ac_slingshot_generic_response_yesGeneric_Response_Yes_02=Yes, sir
Dlg_SC_ac_slingshot_generic_response_yes_0300=Roger that
Dlg_SC_ac_slingshot_generic_response_yes_0301=Yes, sir
Dlg_SC_ac_slingshot_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Copy. Inbound.
Dlg_SC_ac_slingshot_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hang tight. Assistance incoming.
Dlg_SC_ac_slingshot_player_order_assistance_required_0120=Copy. Inbound.
Dlg_SC_ac_slingshot_player_order_assistance_required_0121=Hang tight. Assistance incoming.
Dlg_SC_ac_slingshot_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking target
Dlg_SC_ac_slingshot_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Moving in
Dlg_SC_ac_slingshot_player_order_attack_my_target_0100=Attacking target
Dlg_SC_ac_slingshot_player_order_attack_my_target_0101=Moving in
Dlg_SC_ac_slingshot_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
Dlg_SC_ac_slingshot_player_order_bomb_my_target_0230=Bombing run initiated
Dlg_SC_ac_slingshot_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Leaving formation, commencing attack
Dlg_SC_ac_slingshot_player_order_break_and_engage_0210=Leaving formation, commencing attack
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_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_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_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_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_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_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up
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_form_up_on_me_0130=Forming up
Dlg_SC_ac_slingshot_player_order_form_up_on_me_0131=Moving into formation
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_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_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0254= confirmed
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_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_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Argh! Watch it!
Dlg_SC_ac_slingshot_reaction_being_hit_by_friendly_fire_0480=Argh! Watch it!
Dlg_SC_ac_slingshot_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Sorry, sorry
Dlg_SC_ac_slingshot_reaction_commiting_friendly_fire_0490=Sorry, sorry
Dlg_SC_ac_slingshot_reaction_ejectReaction_Eject_01=Ejecting now
Dlg_SC_ac_slingshot_reaction_ejectReaction_Eject_02=Ship's FUBAR. Gotta bounce.
Dlg_SC_ac_slingshot_reaction_eject_0470=Ejecting now
Dlg_SC_ac_slingshot_reaction_eject_0471=Ship's FUBAR. Gotta bounce.
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_friendly_gets_killed_0450=We lost someone
Dlg_SC_ac_slingshot_reaction_friendly_gets_killed_0451=Shit, pilot down
Dlg_SC_ac_slingshot_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We have incoming
Dlg_SC_ac_slingshot_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Enemies Inbound
Dlg_SC_ac_slingshot_reaction_incoming_enemies_0420=We have incoming
Dlg_SC_ac_slingshot_reaction_incoming_enemies_0421=Enemies Inbound
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_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_player_gets_a_killReaction_Player_Gets_A_Kill_01=(no line)
Dlg_SC_ac_slingshot_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=(no line)
Dlg_SC_ac_slingshot_reaction_player_gets_a_kill_0410=(no line)
Dlg_SC_ac_slingshot_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
Dlg_SC_ac_slingshot_reaction_rejoining_battle_0430=Back in it, sir.
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_slingshot_reaction_taking_damage_0460=Getting hit here.
Dlg_SC_ac_slingshot_reaction_taking_damage_0461=Taking enemy fire!
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_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Little help?
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_assistance_0551=Little help?
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_lost_control_of_a_zone_0570=We lost the zone, sir
Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours!
Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zone_0560=Zone is ours!
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_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_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
Dlg_SC_ac_spitfire_ctc_enemy_has_core_0510=Enemy has the core!
Dlg_SC_ac_spitfire_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Mierda!
Dlg_SC_ac_spitfire_ctc_enemy_scores_point_0530=Mierda!
Dlg_SC_ac_spitfire_ctc_player_has_coreCTC_Player_Has_Core=You got the core!
Dlg_SC_ac_spitfire_ctc_player_has_core_0500=You got the core!
Dlg_SC_ac_spitfire_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, sir
Dlg_SC_ac_spitfire_ctc_this_ai_has_core_0520=I have the core, sir
Dlg_SC_ac_spitfire_generic_response_noGeneric_Response_No_01=Negativo
Dlg_SC_ac_spitfire_generic_response_noGeneric_Response_No_02=Não posso
Dlg_SC_ac_spitfire_generic_response_no_0310=Negativo
Dlg_SC_ac_spitfire_generic_response_no_0311=Não posso
Dlg_SC_ac_spitfire_generic_response_yesGeneric_Response_Yes_01=Yes, sir.
Dlg_SC_ac_spitfire_generic_response_yesGeneric_Response_Yes_02=Roger
Dlg_SC_ac_spitfire_generic_response_yes_0300=Yes, sir.
Dlg_SC_ac_spitfire_generic_response_yes_0301=Roger
Dlg_SC_ac_spitfire_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Responding.
Dlg_SC_ac_spitfire_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got you.
Dlg_SC_ac_spitfire_player_order_assistance_required_0120=Responding.
Dlg_SC_ac_spitfire_player_order_assistance_required_0121=I got you.
Dlg_SC_ac_spitfire_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking.
Dlg_SC_ac_spitfire_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Weapons hot, sir.
Dlg_SC_ac_spitfire_player_order_attack_my_target_0100=Attacking.
Dlg_SC_ac_spitfire_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bringing the thunder.
Dlg_SC_ac_spitfire_player_order_bomb_my_target_0230=Bringing the thunder.
Dlg_SC_ac_spitfire_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Hunting now, sir.
Dlg_SC_ac_spitfire_player_order_break_and_engage_0210=Hunting now, 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_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_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_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_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_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_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up.
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_form_up_on_me_0130=Forming up.
Dlg_SC_ac_spitfire_player_order_form_up_on_me_0131=Formation set, 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_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_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_spitfire_reaction_Gets_a_killReaction_Gets_A_Kill_01=I… I got one.
Dlg_SC_ac_spitfire_reaction_Gets_a_killReaction_Gets_A_Kill_02=Inimigo destruído
Dlg_SC_ac_spitfire_reaction_Gets_a_kill_0400=I… I got one.
Dlg_SC_ac_spitfire_reaction_Gets_a_kill_0401=Inimigo destruído
Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey, watch it!
Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fire_0480=Hey, watch it!
Dlg_SC_ac_spitfire_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit! That was a stupid shot. Sorry.
Dlg_SC_ac_spitfire_reaction_commiting_friendly_fire_0490=Shit! That was a stupid shot. Sorry.
Dlg_SC_ac_spitfire_reaction_ejectReaction_Eject_01=Mierda! I'm out...
Dlg_SC_ac_spitfire_reaction_ejectReaction_Eject_02=Bailing out!
Dlg_SC_ac_spitfire_reaction_eject_0470=Mierda! I'm out...
Dlg_SC_ac_spitfire_reaction_eject_0471=Bailing out!
Dlg_SC_ac_spitfire_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=Man down.
Dlg_SC_ac_spitfire_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down, sir!
Dlg_SC_ac_spitfire_reaction_friendly_gets_killed_0450=Man down.
Dlg_SC_ac_spitfire_reaction_friendly_gets_killed_0451=Friendly down, sir!
Dlg_SC_ac_spitfire_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got hostiles.
Dlg_SC_ac_spitfire_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bogeys incoming!
Dlg_SC_ac_spitfire_reaction_incoming_enemies_0420=We got hostiles.
Dlg_SC_ac_spitfire_reaction_incoming_enemies_0421=Bogeys incoming!
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_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_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice going, sir
Dlg_SC_ac_spitfire_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Get some!
Dlg_SC_ac_spitfire_reaction_player_gets_a_kill_0410=Nice going, sir
Dlg_SC_ac_spitfire_reaction_player_gets_a_kill_0411=Get some!
Dlg_SC_ac_spitfire_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging, sir
Dlg_SC_ac_spitfire_reaction_rejoining_battle_0430=Re-engaging, sir
Dlg_SC_ac_spitfire_reaction_taking_damageReaction_Taking_Damage_01=Help!
Dlg_SC_ac_spitfire_reaction_taking_damageReaction_Taking_Damage_02=Filho da puta!
Dlg_SC_ac_spitfire_reaction_taking_damage_0460=Help!
Dlg_SC_ac_spitfire_reaction_taking_damage_0461=Filho da puta!
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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
Dlg_SC_ac_tanto_conquest_lost_control_of_a_zone_0570=We lost the zone
Dlg_SC_ac_tanto_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=The zone is ours
Dlg_SC_ac_tanto_conquest_taken_control_of_a_zone_0560=The zone is ours
Dlg_SC_ac_tanto_ctc_allies_score_pointCTC_Allies_Score_Point=Great job!
Dlg_SC_ac_tanto_ctc_allies_score_point_0540=Great job!
Dlg_SC_ac_tanto_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
Dlg_SC_ac_tanto_ctc_enemy_has_core_0510=They have our core
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_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_player_has_coreCTC_Player_Has_Core=You got the core. Go for it.
Dlg_SC_ac_tanto_ctc_player_has_core_0500=You got the core. Go for it.
Dlg_SC_ac_tanto_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. On me!
Dlg_SC_ac_tanto_ctc_this_ai_has_core_0520=I have the core. On me!
Dlg_SC_ac_tanto_generic_response_noGeneric_Response_No_01=Are you sure?
Dlg_SC_ac_tanto_generic_response_no_0310=Are you sure?
Dlg_SC_ac_tanto_generic_response_yesGeneric_Response_Yes_01=Aye, sir.
Dlg_SC_ac_tanto_generic_response_yesGeneric_Response_Yes_02=You got it.
Dlg_SC_ac_tanto_generic_response_yes_0300=Aye, sir.
Dlg_SC_ac_tanto_generic_response_yes_0301=You got it.
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_assistance_required_0120=Be right there!
Dlg_SC_ac_tanto_player_order_assistance_required_0121=Hold on, sir.
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_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_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run starting
Dlg_SC_ac_tanto_player_order_bomb_my_target_0230=Bombing run starting
Dlg_SC_ac_tanto_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=10-4, breaking.
Dlg_SC_ac_tanto_player_order_break_and_engage_0210=10-4, breaking.
Dlg_SC_ac_tanto_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
Dlg_SC_ac_tanto_player_order_defend_my_target_0110=Defending your target
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_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_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
Dlg_SC_ac_tanto_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Let's go for a ride.
Dlg_SC_ac_tanto_player_order_evasive_manoeuvers_0200=Evasive maneouvers
Dlg_SC_ac_tanto_player_order_evasive_manoeuvers_0221=Let's go for a ride.
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_form_up_on_me_0130=Moving into formation, sir
Dlg_SC_ac_tanto_player_order_return_to_basePlayer_Order_Return_To_Base_01=Back to base
Dlg_SC_ac_tanto_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home
Dlg_SC_ac_tanto_player_order_return_to_base_0240=Back to base
Dlg_SC_ac_tanto_player_order_return_to_base_0241=Heading home
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0254= confirmed
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_Gets_a_kill_0400=One down, sir
Dlg_SC_ac_tanto_reaction_Gets_a_kill_0401=Enemy neutralised, sir
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_being_hit_by_friendly_fire_0480=Careful. You hit me just then
Dlg_SC_ac_tanto_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Apologies, sir. That was me.
Dlg_SC_ac_tanto_reaction_commiting_friendly_fire_0490=Apologies, sir. That was me.
Dlg_SC_ac_tanto_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_tanto_reaction_ejectReaction_Eject_02=Going for a space-walk.
Dlg_SC_ac_tanto_reaction_eject_0470=Ejecting
Dlg_SC_ac_tanto_reaction_eject_0471=Going for a space-walk.
Dlg_SC_ac_tanto_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=We lost a friendly!
Dlg_SC_ac_tanto_reaction_friendly_gets_killed_0450=We lost a friendly!
Dlg_SC_ac_tanto_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got contacts.
Dlg_SC_ac_tanto_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming!
Dlg_SC_ac_tanto_reaction_incoming_enemies_0420=We got contacts.
Dlg_SC_ac_tanto_reaction_incoming_enemies_0421=Incoming!
Dlg_SC_ac_tanto_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta bounce, I'm pretty tore up.
Dlg_SC_ac_tanto_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Falling back.
Dlg_SC_ac_tanto_reaction_leaving_battle_retreating_0440=Gotta bounce, I'm pretty tore up.
Dlg_SC_ac_tanto_reaction_leaving_battle_retreating_0441=Falling back.
Dlg_SC_ac_tanto_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Threat neutralized.
Dlg_SC_ac_tanto_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Clean shot, sir.
Dlg_SC_ac_tanto_reaction_player_gets_a_kill_0410=Threat neutralized.
Dlg_SC_ac_tanto_reaction_player_gets_a_kill_0411=Clean shot, sir.
Dlg_SC_ac_tanto_reaction_rejoining_battleReaction_Rejoining_Battle=Don't worry, I'm back!
Dlg_SC_ac_tanto_reaction_rejoining_battle_0430=Don't worry, I'm back!
Dlg_SC_ac_tanto_reaction_taking_damageReaction_Taking_Damage_01=Taking fire, sir
Dlg_SC_ac_tanto_reaction_taking_damageReaction_Taking_Damage_02=I'm hit!
Dlg_SC_ac_tanto_reaction_taking_damage_0460=Taking fire, sir
Dlg_SC_ac_tanto_reaction_taking_damage_0461=I'm hit!
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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_thunder_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_thunder_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_thunder_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_thunder_ctc_allies_score_pointCTC_Allies_Score_Point=Oh, shit! That's one.
Dlg_SC_ac_thunder_ctc_allies_score_point_0540=Oh, shit! That's one.
Dlg_SC_ac_thunder_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has our core!
Dlg_SC_ac_thunder_ctc_enemy_has_core_0510=Enemy has our core!
Dlg_SC_ac_thunder_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=They scored a point
Dlg_SC_ac_thunder_ctc_enemy_scores_point_0530=They scored a point
Dlg_SC_ac_thunder_ctc_player_has_coreCTC_Player_Has_Core=You got the core
Dlg_SC_ac_thunder_ctc_player_has_core_0500=You got the core
Dlg_SC_ac_thunder_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is on me.
Dlg_SC_ac_thunder_ctc_this_ai_has_core_0520=Core is on me.
Dlg_SC_ac_thunder_generic_response_noGeneric_Response_No_01=No can do
Dlg_SC_ac_thunder_generic_response_noGeneric_Response_No_02=Negative
Dlg_SC_ac_thunder_generic_response_no_0310=No can do
Dlg_SC_ac_thunder_generic_response_no_0311=Negative
Dlg_SC_ac_thunder_generic_response_yesGeneric_Response_Yes_01=Roger that
Dlg_SC_ac_thunder_generic_response_yesGeneric_Response_Yes_02=Copy that
Dlg_SC_ac_thunder_generic_response_yes_0300=Roger that
Dlg_SC_ac_thunder_generic_response_yes_0301=Copy that
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_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_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking target.
Dlg_SC_ac_thunder_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Gonna drop that pain.
Dlg_SC_ac_thunder_player_order_attack_my_target_0100=Attacking target.
Dlg_SC_ac_thunder_player_order_attack_my_target_0101=Gonna drop that pain.
Dlg_SC_ac_thunder_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Target confirmed.
Dlg_SC_ac_thunder_player_order_bomb_my_target_0230=Target confirmed.
Dlg_SC_ac_thunder_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
Dlg_SC_ac_thunder_player_order_break_and_engage_0210=Breaking and engaging
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_defend_my_target_0110=Copy that. On my way.
Dlg_SC_ac_thunder_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_thunder_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Falling in pattern, sir.
Dlg_SC_ac_thunder_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_thunder_player_order_escort_my_target_0221=Falling in pattern, sir.
Dlg_SC_ac_thunder_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
Dlg_SC_ac_thunder_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Losing 'em.
Dlg_SC_ac_thunder_player_order_evasive_manoeuvers_0200=Evasive maneouvers
Dlg_SC_ac_thunder_player_order_evasive_manoeuvers_0201=Losing 'em.
Dlg_SC_ac_thunder_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up
Dlg_SC_ac_thunder_player_order_form_up_on_me_0130=Forming up
Dlg_SC_ac_thunder_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back
Dlg_SC_ac_thunder_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
Dlg_SC_ac_thunder_player_order_return_to_base_0240=Heading back
Dlg_SC_ac_thunder_player_order_return_to_base_0241=Confirm, returning to base
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_thunder_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one!
Dlg_SC_ac_thunder_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
Dlg_SC_ac_thunder_reaction_Gets_a_kill_0400=Got one!
Dlg_SC_ac_thunder_reaction_Gets_a_kill_0401=Enemy down
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_being_hit_by_friendly_fire_0480=Check fire! I’m a friendly, dammit
Dlg_SC_ac_thunder_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Ah, get out my way man
Dlg_SC_ac_thunder_reaction_commiting_friendly_fire_0490=Ah, get out my way man
Dlg_SC_ac_thunder_reaction_ejectReaction_Eject=Ejecting
Dlg_SC_ac_thunder_reaction_eject_0470=Ejecting
Dlg_SC_ac_thunder_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down.
Dlg_SC_ac_thunder_reaction_friendly_gets_killed_0450=Friendly down.
Dlg_SC_ac_thunder_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Multiple contacts!
Dlg_SC_ac_thunder_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming hostiles
Dlg_SC_ac_thunder_reaction_incoming_enemies_0420=Multiple contacts!
Dlg_SC_ac_thunder_reaction_incoming_enemies_0421=Incoming hostiles
Dlg_SC_ac_thunder_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Retreating now
Dlg_SC_ac_thunder_reaction_leaving_battle_retreating_0440=Retreating now
Dlg_SC_ac_thunder_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good kill!
Dlg_SC_ac_thunder_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Get some.
Dlg_SC_ac_thunder_reaction_player_gets_a_kill_0410=Good kill!
Dlg_SC_ac_thunder_reaction_player_gets_a_kill_0411=Get some.
Dlg_SC_ac_thunder_reaction_rejoining_battleReaction_Rejoining_Battle=Miss me?
Dlg_SC_ac_thunder_reaction_rejoining_battle_0430=Miss 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_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_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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We've lost the zone
Dlg_SC_ac_vixen_conquest_lost_control_of_a_zone_0570=We've lost 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_conquest_taken_control_of_a_zone_0560=We've taken the zone
Dlg_SC_ac_vixen_ctc_allies_score_pointCTC_Allies_Score_Point=We got a point
Dlg_SC_ac_vixen_ctc_allies_score_point_0540=We got a point
Dlg_SC_ac_vixen_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core. Waste them.
Dlg_SC_ac_vixen_ctc_enemy_has_core_0510=They have our core. Waste them.
Dlg_SC_ac_vixen_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Enemy scored
Dlg_SC_ac_vixen_ctc_enemy_scores_point_0530=Enemy scored
Dlg_SC_ac_vixen_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_vixen_ctc_player_has_core_0500=You have the core
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_ctc_this_ai_has_core_0520=I have the core. Cut me a path.
Dlg_SC_ac_vixen_generic_response_noGeneric_Response_No_01=No can do
Dlg_SC_ac_vixen_generic_response_noGeneric_Response_No_02=Negative
Dlg_SC_ac_vixen_generic_response_no_0310=No can do
Dlg_SC_ac_vixen_generic_response_no_0311=Negative
Dlg_SC_ac_vixen_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_vixen_generic_response_yes_0300=Copy
Dlg_SC_ac_vixen_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll get them.
Dlg_SC_ac_vixen_player_order_assistance_required_0120=I'll get them.
Dlg_SC_ac_vixen_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=On it.
Dlg_SC_ac_vixen_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=They're mine.
Dlg_SC_ac_vixen_player_order_attack_my_target_0100=On it.
Dlg_SC_ac_vixen_player_order_attack_my_target_0101=They're mine.
Dlg_SC_ac_vixen_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run confirmed
Dlg_SC_ac_vixen_player_order_bomb_my_target_0230=Bombing run confirmed
Dlg_SC_ac_vixen_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=About time.
Dlg_SC_ac_vixen_player_order_break_and_engage_0210=About time.
Dlg_SC_ac_vixen_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=…… fine.
Dlg_SC_ac_vixen_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Easy there, chief.
Dlg_SC_ac_vixen_player_order_defend_my_target_0110=…… fine.
Dlg_SC_ac_vixen_player_order_defend_my_target_0111=Easy there, chief.
Dlg_SC_ac_vixen_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=You're kidding, right?
Dlg_SC_ac_vixen_player_order_escort_my_target_0220=You're kidding, right?
Dlg_SC_ac_vixen_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Rolling.
Dlg_SC_ac_vixen_player_order_evasive_manoeuvers_0200=Rolling.
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_form_up_on_me_0130=Moving into formation
Dlg_SC_ac_vixen_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back
Dlg_SC_ac_vixen_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirming return to base
Dlg_SC_ac_vixen_player_order_return_to_base_0240=Heading back
Dlg_SC_ac_vixen_player_order_return_to_base_0241=Confirming return to base
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_vixen_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one
Dlg_SC_ac_vixen_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile down
Dlg_SC_ac_vixen_reaction_Gets_a_kill_0400=Got one
Dlg_SC_ac_vixen_reaction_Gets_a_kill_0401=Hostile down
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_being_hit_by_friendly_fire_0480=Hey moron, I'm on your team.
Dlg_SC_ac_vixen_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Whoops.
Dlg_SC_ac_vixen_reaction_commiting_friendly_fire_0490=Whoops.
Dlg_SC_ac_vixen_reaction_deathReaction_Death_01=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_deathReaction_Death_02=Noo! NooooOOOOO!
Dlg_SC_ac_vixen_reaction_deathReaction_Death_03=Ahh AHHHHHH!
Dlg_SC_ac_vixen_reaction_deathReaction_Death_04=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_death_0600=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_death_0601=Noo! NooooOOOOO!
Dlg_SC_ac_vixen_reaction_death_0602=Ahh AHHHHHH!
Dlg_SC_ac_vixen_reaction_death_0603=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_ejectReaction_Eject_01=Bailing
Dlg_SC_ac_vixen_reaction_ejectReaction_Eject_02=Ejecting
Dlg_SC_ac_vixen_reaction_eject_0470=Bailing
Dlg_SC_ac_vixen_reaction_eject_0471=Ejecting
Dlg_SC_ac_vixen_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Uh! We lost a friendly.
Dlg_SC_ac_vixen_reaction_friendly_gets_killed_0450=Uh! We lost a friendly.
Dlg_SC_ac_vixen_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming Enemy
Dlg_SC_ac_vixen_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostiles inbound
Dlg_SC_ac_vixen_reaction_incoming_enemies_0420=Incoming Enemy
Dlg_SC_ac_vixen_reaction_incoming_enemies_0421=Hostiles inbound
Dlg_SC_ac_vixen_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=I need to rearm.
Dlg_SC_ac_vixen_reaction_leaving_battle_retreating_0440=I need to rearm.
Dlg_SC_ac_vixen_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice.
Dlg_SC_ac_vixen_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Yeah!
Dlg_SC_ac_vixen_reaction_player_gets_a_kill_0410=Nice.
Dlg_SC_ac_vixen_reaction_player_gets_a_kill_0411=Yeah!
Dlg_SC_ac_vixen_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
Dlg_SC_ac_vixen_reaction_rejoining_battle_0430=I'm back
Dlg_SC_ac_vixen_reaction_taking_damageReaction_Taking_Damage_01=Taking fire
Dlg_SC_ac_vixen_reaction_taking_damageReaction_Taking_Damage_02=I've got one on me
Dlg_SC_ac_vixen_reaction_taking_damage_0460=Taking fire
Dlg_SC_ac_vixen_reaction_taking_damage_0461=I've got one on me
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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_warlord_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_warlord_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_warlord_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_warlord_ctc_allies_score_pointCTC_Allies_Score_Point=Nice. We scored
Dlg_SC_ac_warlord_ctc_allies_score_point_0540=Nice. We scored
Dlg_SC_ac_warlord_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core!
Dlg_SC_ac_warlord_ctc_enemy_has_core_0510=They got our core!
Dlg_SC_ac_warlord_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=One point to them
Dlg_SC_ac_warlord_ctc_enemy_scores_point_0530=One point to them
Dlg_SC_ac_warlord_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_warlord_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_warlord_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core retreived.
Dlg_SC_ac_warlord_ctc_this_ai_has_core_0520=Core retreived.
Dlg_SC_ac_warlord_generic_response_noGeneric_Response_No_01=Negative
Dlg_SC_ac_warlord_generic_response_noGeneric_Response_No_02=Will not comply, sir
Dlg_SC_ac_warlord_generic_response_no_0310=Negative
Dlg_SC_ac_warlord_generic_response_no_0311=Will not comply, sir
Dlg_SC_ac_warlord_generic_response_yesGeneric_Response_Yes_01=Copy that
Dlg_SC_ac_warlord_generic_response_yesGeneric_Response_Yes_02=You got it.
Dlg_SC_ac_warlord_generic_response_yes_0300=Copy that
Dlg_SC_ac_warlord_generic_response_yes_0301=You got it.
Dlg_SC_ac_warlord_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Assistance request, confirmed
Dlg_SC_ac_warlord_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Warlord inbound.
Dlg_SC_ac_warlord_player_order_assistance_required_0120=Warlord inbound.
Dlg_SC_ac_warlord_player_order_assistance_required_0121=Assistance request, confirmed
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_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_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Ordinance set.
Dlg_SC_ac_warlord_player_order_bomb_my_target_0230=Ordinance set.
Dlg_SC_ac_warlord_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to intercept
Dlg_SC_ac_warlord_player_order_break_and_engage_0210=Breaking to intercept
Dlg_SC_ac_warlord_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Understood. Defending
Dlg_SC_ac_warlord_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=……yes, sir.
Dlg_SC_ac_warlord_player_order_defend_my_target_0110=Understood. Defending
Dlg_SC_ac_warlord_player_order_defend_my_target_0111=……yes, sir.
Dlg_SC_ac_warlord_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_warlord_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_warlord_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_warlord_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_warlord_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
Dlg_SC_ac_warlord_player_order_evasive_manoeuvers_0200=Evasive maneouvers
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_form_up_on_me_0130=Copy, folding in.
Dlg_SC_ac_warlord_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading home
Dlg_SC_ac_warlord_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
Dlg_SC_ac_warlord_player_order_return_to_base_0240=Confirm, returning to base
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_warlord_reaction_Gets_a_killReaction_Gets_A_Kill_01=Hostile eliminated
Dlg_SC_ac_warlord_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile down
Dlg_SC_ac_warlord_reaction_Gets_a_kill_0400=Hostile eliminated
Dlg_SC_ac_warlord_reaction_Gets_a_kill_0401=Hostile down
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_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_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My mistake. Sorry
Dlg_SC_ac_warlord_reaction_commiting_friendly_fire_0490=My mistake. Sorry
Dlg_SC_ac_warlord_reaction_deathReaction_Death_01=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_deathReaction_Death_02=Noo! NooooOOOOO!
Dlg_SC_ac_warlord_reaction_deathReaction_Death_03=Ahh AHHHHHH!
Dlg_SC_ac_warlord_reaction_deathReaction_Death_04=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_death_0600=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_death_0601=Noo! NooooOOOOO!
Dlg_SC_ac_warlord_reaction_death_0602=Ahh AHHHHHH!
Dlg_SC_ac_warlord_reaction_death_0603=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_ejectReaction_Eject=Bailing out.
Dlg_SC_ac_warlord_reaction_eject_0470=Bailing out.
Dlg_SC_ac_warlord_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
Dlg_SC_ac_warlord_reaction_friendly_gets_killed_0450=Friendly down
Dlg_SC_ac_warlord_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles inbound
Dlg_SC_ac_warlord_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming hostiles
Dlg_SC_ac_warlord_reaction_incoming_enemies_0420=Hostiles inbound
Dlg_SC_ac_warlord_reaction_incoming_enemies_0421=Incoming hostiles
Dlg_SC_ac_warlord_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Bugging out
Dlg_SC_ac_warlord_reaction_leaving_battle_retreating_0440=Bugging out
Dlg_SC_ac_warlord_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill
Dlg_SC_ac_warlord_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice shooting
Dlg_SC_ac_warlord_reaction_player_gets_a_kill_0410=Nice kill
Dlg_SC_ac_warlord_reaction_player_gets_a_kill_0411=Nice shooting
Dlg_SC_ac_warlord_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the mix
Dlg_SC_ac_warlord_reaction_rejoining_battle_0430=I'm back in the mix
Dlg_SC_ac_warlord_reaction_taking_damageReaction_Taking_Damage_01=Taking fire!
Dlg_SC_ac_warlord_reaction_taking_damageReaction_Taking_Damage_02=Need support.
Dlg_SC_ac_warlord_reaction_taking_damage_0460=Need support.
Dlg_SC_ac_warlord_reaction_taking_damage_0461=Taking fire!
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_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_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost.
Dlg_SC_ac_wreckingball_conquest_lost_control_of_a_zone_0570=Zone lost.
Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We got the zone
Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zone_0560=We got the zone
Dlg_SC_ac_wreckingball_ctc_allies_score_pointCTC_Allies_Score_Point=One for the home team!
Dlg_SC_ac_wreckingball_ctc_allies_score_point_0540=One for the home team!
Dlg_SC_ac_wreckingball_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
Dlg_SC_ac_wreckingball_ctc_enemy_has_core_0510=They got the core
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_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_player_has_coreCTC_Player_Has_Core=You fly. I'll cover.
Dlg_SC_ac_wreckingball_ctc_player_has_core_0500=You fly. I'll cover.
Dlg_SC_ac_wreckingball_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is mine. Need a hand here.
Dlg_SC_ac_wreckingball_ctc_this_ai_has_core_0520=Core is mine. Need a hand here.
Dlg_SC_ac_wreckingball_generic_response_noGeneric_Response_No_01=Nope! That's stupid
Dlg_SC_ac_wreckingball_generic_response_noGeneric_Response_No_02=No way
Dlg_SC_ac_wreckingball_generic_response_no_0310=Nope! That's stupid
Dlg_SC_ac_wreckingball_generic_response_no_0311=No way
Dlg_SC_ac_wreckingball_generic_response_yesGeneric_Response_Yes_01=All copy, sir.
Dlg_SC_ac_wreckingball_generic_response_yesGeneric_Response_Yes_02=Sir
Dlg_SC_ac_wreckingball_generic_response_yes_0300=All copy, sir.
Dlg_SC_ac_wreckingball_generic_response_yes_0301=Sir
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_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_attack_my_targetPlayer_Order_Attack_My_Target_01=One corpse, coming up.
Dlg_SC_ac_wreckingball_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Weapons hot.
Dlg_SC_ac_wreckingball_player_order_attack_my_target_0100=One corpse, coming up.
Dlg_SC_ac_wreckingball_player_order_attack_my_target_0101=Weapons hot.
Dlg_SC_ac_wreckingball_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run initiated
Dlg_SC_ac_wreckingball_player_order_bomb_my_target_0230=Bomb run initiated
Dlg_SC_ac_wreckingball_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation
Dlg_SC_ac_wreckingball_player_order_break_and_engage_0210=Breaking formation
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_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_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_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_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Class is in session.
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuvers_0200=Evading
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuvers_0201=Class is in session.
Dlg_SC_ac_wreckingball_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=On you
Dlg_SC_ac_wreckingball_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Forming up.
Dlg_SC_ac_wreckingball_player_order_form_up_on_me_0130=On you
Dlg_SC_ac_wreckingball_player_order_form_up_on_me_0131=Forming up.
Dlg_SC_ac_wreckingball_player_order_return_to_basePlayer_Order_Return_To_Base_01=Wrapping up.
Dlg_SC_ac_wreckingball_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home I guess
Dlg_SC_ac_wreckingball_player_order_return_to_base_0240=Wrapping up.
Dlg_SC_ac_wreckingball_player_order_return_to_base_0241=Heading home I guess
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0254= confirmed
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_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_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your damn targets.
Dlg_SC_ac_wreckingball_reaction_being_hit_by_friendly_fire_0480=Check your damn targets.
Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Stay outta my line of fire!
Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fire_0490=Stay outta my line of fire!
Dlg_SC_ac_wreckingball_reaction_ejectReaction_Eject_01=Punching out
Dlg_SC_ac_wreckingball_reaction_ejectReaction_Eject_02=Shit! I gotta bail.
Dlg_SC_ac_wreckingball_reaction_eject_0470=Punching out
Dlg_SC_ac_wreckingball_reaction_eject_0471=Shit! I gotta bail.
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_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_incoming_enemiesReaction_Incoming_Enemies_01=Enemies spotted
Dlg_SC_ac_wreckingball_reaction_incoming_enemiesReaction_Incoming_Enemies_02=It's on now.
Dlg_SC_ac_wreckingball_reaction_incoming_enemies_0420=Enemies spotted
Dlg_SC_ac_wreckingball_reaction_incoming_enemies_0421=It's on now.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm off.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreating_0440=I'm off.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreating_0441=Retreating.
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=All right, okay, that wasn't bad.
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=All right, okay, that wasn't bad.
Dlg_SC_ac_wreckingball_reaction_rejoining_battleReaction_Rejoining_Battle=Don't panic, people. I'm back...
Dlg_SC_ac_wreckingball_reaction_rejoining_battle_0430=Don't panic, people. I'm back...
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_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_bb_bb_factory_ANVL_confirmed_enemy_target_0110=
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_scanners_scanning_0200=Scanning
Dlg_SC_bb_bb_factory_ANVL_sensor_incoming_ramming_0120=Hostile proximity warning
Dlg_SC_bb_bb_factory_ANVL_sensor_nearby_acquisition_0100=Bogey
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_charging_0507=Shields Charging
Dlg_SC_bb_bb_factory_ANVL_shields_collision_alert_0760=Collision
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_system_activated_0750=activated
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_autopilot_disengaged_0930=Autopilot Disengaged
Dlg_SC_bb_bb_factory_ANVL_systems_autopilot_engaged_0920=Autopilot Engaged
Dlg_SC_bb_bb_factory_ANVL_systems_bitchingbetty_0840=BZZZzzzzzzuuuuppp
Dlg_SC_bb_bb_factory_ANVL_systems_bootup_0971=Anvil Aerospace
Dlg_SC_bb_bb_factory_ANVL_systems_comms_jammed_0960=Warning: Communications system is being jammed
Dlg_SC_bb_bb_factory_ANVL_systems_communications_0800=Comms
Dlg_SC_bb_bb_factory_ANVL_systems_coolant_0890=Cooling System
Dlg_SC_bb_bb_factory_ANVL_systems_destruction_imminent_0900=Eject
Dlg_SC_bb_bb_factory_ANVL_systems_engines_0820=Propulsion
Dlg_SC_bb_bb_factory_ANVL_systems_flightcontrol_0850=Avionics
Dlg_SC_bb_bb_factory_ANVL_systems_is_offline_0505=...is offline.
Dlg_SC_bb_bb_factory_ANVL_systems_lifesupport_0810=Life Support
Dlg_SC_bb_bb_factory_ANVL_systems_objective_received_0910=Data
Dlg_SC_bb_bb_factory_ANVL_systems_offline_0780=...offline
Dlg_SC_bb_bb_factory_ANVL_systems_radar_0870=Radar
Dlg_SC_bb_bb_factory_ANVL_systems_sensors_0860=Sensors
Dlg_SC_bb_bb_factory_ANVL_systems_shieldgen_0830=Shield Generator
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_systems_weapons_0880=Weapons Systems
Dlg_SC_bb_bb_factory_ANVL_warning_0770=Warning:
Dlg_SC_bb_bb_factory_ANVL_weapons_ammunition_depleted_0320=Ballistics Dry
Dlg_SC_bb_bb_factory_ANVL_weapons_ammunition_low_0310=Ballistics Low
Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_depleted_0400=Noise Out
Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_launched_0350=Noise
Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_low_0380=Noise Low
Dlg_SC_bb_bb_factory_ANVL_weapons_charging_0330=Charging Energy Weapons
Dlg_SC_bb_bb_factory_ANVL_weapons_fired_at_friendly_0405=Check Fire.
Dlg_SC_bb_bb_factory_ANVL_weapons_flare_depleted_0390=Flares Out
Dlg_SC_bb_bb_factory_ANVL_weapons_flare_launched_0360=Decoy
Dlg_SC_bb_bb_factory_ANVL_weapons_flare_low_0370=Flares Low
Dlg_SC_bb_bb_factory_ANVL_weapons_missile_lock_succeeds_0300=Lock
Dlg_SC_bb_bb_factory_ANVL_weapons_missiles_depleted_0420=Missiles Dry.
Dlg_SC_bb_bb_factory_ANVL_weapons_missiles_low_0410=Missiles Low.
Dlg_SC_bb_bb_factory_ANVL_weapons_target_destroyed_0340=Target Destroyed
Dlg_SC_bb_bb_factory_ORIG_confirmed_enemy_target_0110=Hostile Identified
Dlg_SC_bb_bb_factory_ORIG_scanners_being_scanned_0210=Ship has been scanned.
Dlg_SC_bb_bb_factory_ORIG_scanners_scanning_0200=Scan Initiated
Dlg_SC_bb_bb_factory_ORIG_sensor_incoming_ramming_0120=Evasive manuevers, hostile inbound.
Dlg_SC_bb_bb_factory_ORIG_sensor_nearby_acquisition_0100=Contact
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_charging_0507=Refreshing Shields
Dlg_SC_bb_bb_factory_ORIG_shields_collision_alert_0760=PROXIMITY ALERT
Dlg_SC_bb_bb_factory_ORIG_shields_front_0_0540=Fore-shield depleted.
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_system_activated_0750=operational.
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_communications_0800=Communications
Dlg_SC_bb_bb_factory_ORIG_systems_coolant_0890=Cooling System
Dlg_SC_bb_bb_factory_ORIG_systems_destruction_imminent_0900=Catastrophic failure imminent.
Dlg_SC_bb_bb_factory_ORIG_systems_engines_0820=Thrusters
Dlg_SC_bb_bb_factory_ORIG_systems_flightcontrol_0850=Avionics
Dlg_SC_bb_bb_factory_ORIG_systems_is_offline_0505=...have received catastrophic damage.
Dlg_SC_bb_bb_factory_ORIG_systems_lifesupport_0810=ECLSS
Dlg_SC_bb_bb_factory_ORIG_systems_objective_received_0910=MARKER PLACED
Dlg_SC_bb_bb_factory_ORIG_systems_offline_0780=...disabled.
Dlg_SC_bb_bb_factory_ORIG_systems_radar_0870=Radar
Dlg_SC_bb_bb_factory_ORIG_systems_sensors_0860=Sensors
Dlg_SC_bb_bb_factory_ORIG_systems_shieldgen_0830=Shield System
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_systems_weapons_0880=Weapons Systems
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_chaff_depleted_0400=NOISE DEPLETED
Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_launched_0350=NOISE Launched
Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_low_0380=RELOAD NOISE
Dlg_SC_bb_bb_factory_ORIG_weapons_charging_0330=Refreshing Energy Weapons
Dlg_SC_bb_bb_factory_ORIG_weapons_fired_at_friendly_0405=Check Fire.
Dlg_SC_bb_bb_factory_ORIG_weapons_flare_depleted_0390=FLARES DEPLETED
Dlg_SC_bb_bb_factory_ORIG_weapons_flare_launched_0360=DECOY Launched
Dlg_SC_bb_bb_factory_ORIG_weapons_flare_low_0370=RELOAD DECOY
Dlg_SC_bb_bb_factory_ORIG_weapons_missile_lock_succeeds_0300=ACHIEVED MISSILE LOCK
Dlg_SC_bb_bb_factory_ORIG_weapons_missiles_depleted_0420=Missiles Depleted.
Dlg_SC_bb_bb_factory_ORIG_weapons_missiles_low_0410=Reload Missiles.
Dlg_SC_bb_bb_factory_ORIG_weapons_target_destroyed_0340=Hostile eliminated
Dlg_SC_bb_bb_factory_RSI_confirmed_enemy_target_0110=Enemy Target
Dlg_SC_bb_bb_factory_RSI_critical_hit_0500=Critical strike:
Dlg_SC_bb_bb_factory_RSI_scanners_being_scanned_0210=We are being scanned
Dlg_SC_bb_bb_factory_RSI_scanners_scanning_0200=Standby, scanning
Dlg_SC_bb_bb_factory_RSI_sensor_incoming_ramming_0120=Hostile on collision course
Dlg_SC_bb_bb_factory_RSI_sensor_nearby_acquisition_0100=Radar contact
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_charging_0507=Standby shields
Dlg_SC_bb_bb_factory_RSI_shields_collision_alert_0760=IMPACT
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_system_activated_0750=online.
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_autopilot_disengaged_0930=Disengaging Autopilot
Dlg_SC_bb_bb_factory_RSI_systems_autopilot_engaged_0920=Engaging Autopilot
Dlg_SC_bb_bb_factory_RSI_systems_bitchingbetty_0840=<<>>
Dlg_SC_bb_bb_factory_RSI_systems_bootup_0971=Welcome to Roberts Space Industries. Enjoy the ride.
Dlg_SC_bb_bb_factory_RSI_systems_comms_jammed_0960=Comm failure
Dlg_SC_bb_bb_factory_RSI_systems_communications_0800=Communications
Dlg_SC_bb_bb_factory_RSI_systems_coolant_0890=Cooling System
Dlg_SC_bb_bb_factory_RSI_systems_destruction_imminent_0900=Please evacuate ship.
Dlg_SC_bb_bb_factory_RSI_systems_engines_0820=Engines
Dlg_SC_bb_bb_factory_RSI_systems_flightcontrol_0850=Avionics
Dlg_SC_bb_bb_factory_RSI_systems_is_offline_0505=...damaged.
Dlg_SC_bb_bb_factory_RSI_systems_lifesupport_0810=Life Support
Dlg_SC_bb_bb_factory_RSI_systems_objective_received_0910=OBJECTIVE MARKED
Dlg_SC_bb_bb_factory_RSI_systems_offline_0780=...deactivated
Dlg_SC_bb_bb_factory_RSI_systems_radar_0870=Radar
Dlg_SC_bb_bb_factory_RSI_systems_sensors_0860=Sensors
Dlg_SC_bb_bb_factory_RSI_systems_shieldgen_0830=Shields
Dlg_SC_bb_bb_factory_RSI_systems_systems_online_0970=System check.
Dlg_SC_bb_bb_factory_RSI_systems_systems_overheating_0950=System Critical.
Dlg_SC_bb_bb_factory_RSI_systems_weapons_0880=Weapons Systems
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_chaff_depleted_0400=Noise empty
Dlg_SC_bb_bb_factory_RSI_weapons_chaff_launched_0350=Noise away
Dlg_SC_bb_bb_factory_RSI_weapons_chaff_low_0380=Low Noise
Dlg_SC_bb_bb_factory_RSI_weapons_charging_0330=Standby for Energy Weapons
Dlg_SC_bb_bb_factory_RSI_weapons_fired_at_friendly_0405=Check Fire.
Dlg_SC_bb_bb_factory_RSI_weapons_flare_depleted_0390=Flares Empty
Dlg_SC_bb_bb_factory_RSI_weapons_flare_launched_0360=Decoy Away
Dlg_SC_bb_bb_factory_RSI_weapons_flare_low_0370=Low flares
Dlg_SC_bb_bb_factory_RSI_weapons_missile_lock_succeeds_0300=TARGET ACQUIRED
Dlg_SC_bb_bb_factory_RSI_weapons_missiles_depleted_0420=Missiles Empty.
Dlg_SC_bb_bb_factory_RSI_weapons_missiles_low_0410=Low Missiles.
Dlg_SC_bb_bb_factory_RSI_weapons_target_destroyed_0340=Enemy down
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_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_entering_weaponsfree_zoneEntering_WeaponsFree_Zone=Get ready. Things are about to get lethal.
Dlg_SC_mc_entering_weaponsfree_zone_2501=Get ready. Things are about to get lethal.
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_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_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_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_exclamations_negativeGen_Chat_Exclamations_Negative_01=No!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_02=Oof!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_03=Come on!
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_negative_2007=No!
Dlg_SC_mc_gen_chat_exclamations_negative_2008=Oof!
Dlg_SC_mc_gen_chat_exclamations_negative_2009=Come on!
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_positiveGen_Chat_Exclamations_Positive_01=Well I'll be damned.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_02=Yes!
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_05=Excellent!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_06=That was hot.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_07=Absolutely Incredible.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_08=Nicely done.
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_exclamations_positive_2001=Well I'll be damned.
Dlg_SC_mc_gen_chat_exclamations_positive_2002=Yes!
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_2005=Excellent!
Dlg_SC_mc_gen_chat_exclamations_positive_2006=That was hot.
Dlg_SC_mc_gen_chat_exclamations_positive_2010=Absolutely Incredible.
Dlg_SC_mc_gen_chat_exclamations_positive_2011=Nicely done.
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_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_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_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_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_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_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_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_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_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_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_0106=
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_lap_completeLap_Complete_01=One down.
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_lap_complete_0801=One down.
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_launchLaunch_01=They're off!
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_launch_0301=They're off!
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_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_07=Careful. Careful!
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_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_0707=Careful. Careful!
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_weaponsfree_zoneLeaving_Weaponsfree_Zone_01=Safeties enabled.
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_leaving_weaponsfree_zone_2401=Safeties enabled.
Dlg_SC_mc_leaving_weaponsfree_zone_2402=Out of the danger zone, looks like there's still a handful of competitors.
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_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_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_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_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_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_new_personal_race_recordRace_New_Race_Record_01=New Personal Race Record
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_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_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_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_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_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_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_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_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_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_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_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_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_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_taking_fireTaking_Fire_01=Careful.
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_mc_taking_fire_1001=Careful.
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."
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DownloadStalled_TransportSocket=Socket transport failed
DownloadState_Checking=Checking Download
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DownloadState_Creating=Creating Download
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DumpersDepot_Salesperson_Conv_001_1,P=Line 1: blah blah blah
Dusters_RepUI_Area=Stanton System
Dusters_RepUI_Description=A criminal gang based in the Stanton System specializing in mining related crimes such as robbing miners and illegally operating on other people's claims.
Dusters_RepUI_Focus=Piracy, Mining
Dusters_RepUI_Founded=2936
Dusters_RepUI_Headquarters=N/A
Dusters_RepUI_Leadership=Flynn "Dusty" Mathis, Founder
Dusters_RepUI_Name=Dusters
DynamicEvent_FleetWeek2022_Admin_RegainAntiAir_long=Neutralize the Admin Center's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Admin_RegainAntiAir_short=Neutralize Admin Center's Anti-Air Defenses
DynamicEvent_FleetWeek2022_BargeCode_Long=Investigate locked shipping containers on Barge with code: ~mission(bargeCode)
DynamicEvent_FleetWeek2022_BargeCode_Short=Investigate Barge Containers: ~mission(bargeCode)
DynamicEvent_FleetWeek2022_Barge_codeHUD=Barge Container Code: ~mission(bargeCode)
DynamicEvent_FleetWeek2022_BoardIntroShuttle_Long=Board the shuttle departing from the Crusader Showroom rooftop.
DynamicEvent_FleetWeek2022_BoardIntroShuttle_Marker=Crusader Showroom Shuttle
DynamicEvent_FleetWeek2022_BoardIntroShuttle_Short=Board Crusader Showroom Rooftop Shuttle
DynamicEvent_FleetWeek2022_Brushwood_RegainAntiAir_long=Neutralize Brushwood's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Brushwood_RegainAntiAir_short=Neutralize Brushwood's Anti-Air Defenses
DynamicEvent_FleetWeek2022_Description=*FOR IMMEDIATE SYSTEM-WIDE RELEASE*\n\nAttention, Nine Tails forces have seized control of several commercial platforms near Orison. Using an Identity Friend or Foe Inverter (IFFI), they have taken over the restricted air space surrounding the platforms and only Nine Tails affiliated ships can gain access to the area. This has severely hampered Crusader Security's initial attempts at retaking the platforms. As such, Crusader has requested that CDF forces assist in shutting down the inverter and eliminating all hostile presence. Any available CDF volunteers are encouraged to provide support.\n\nAdditional Intel:\n* While the inverter is active and the airspace inaccessible, CDF has managed to gain control of a local shuttle system and route it to access Solanki Platform without the Nine Tails knowledge. Volunteers will need to head to the Crusader Industries Showroom on the Commercial Platform and get to the rooftop to find the shuttle that will travel to the occupied platforms.\n* The IFFI is believed to be located in a locked storage container on a cargo barge docked at the central Admin Center.\n* Access codes for the IFFI container are in the possession of the leader of the Nine Tails forces, Mendo Ren. \n* Past experience with Mendo Ren indicates that he is unlikely to show his face and risk capture. However, if all his lieutenants are neutralized, we believe he will have no choice but to take command of the forces in person and provide us the opportunity to retrieve the codes from him.\n* In addition to the shuttle system, Crusader Security has informed us that there are several vehicles on the platforms available for CDF to commandeer. These vehicles will be the only way of reaching the Admin Center. NOTE - If all of the vehicles within the restricted air space are destroyed before the inverter can be shut down, then there will be no way of reaching the cargo barge and the CDF will be forced to retreat.\n* The platforms are protected by Nine Tails controlled Anti-Air weapons.\n\nPlease be aware that SAIC Rowena Dulli from the Advocacy is the official attaché to the CDF and will be running the operation.
DynamicEvent_FleetWeek2022_EasyCode_Long=Investigate locked shipping containers on Solanki with code: ~mission(EasyCode)
DynamicEvent_FleetWeek2022_EasyCode_Short=Investigate Solanki Containers: ~mission(EasyCode)
DynamicEvent_FleetWeek2022_Easy_codeHUD=Solanki Container Code: ~mission(EasyCode)
DynamicEvent_FleetWeek2022_EliminatCommander_long=Locate and Eliminate all Nine Tails lieutenants to draw out the Nine Tails leader, Mendo Ren.
DynamicEvent_FleetWeek2022_EliminatCommander_short=Eliminate Remaining Lieutenants on Other Platforms
DynamicEvent_FleetWeek2022_EliminateCommander_Easy_long=Eliminate the Nine Tails lieutenant on Solanki Platform.
DynamicEvent_FleetWeek2022_EliminateCommander_Easy_short=Eliminate Lieutenant on Solanki
DynamicEvent_FleetWeek2022_EliminateCommander_Hard_long=Eliminate the Nine Tails lieutenant on Hartmoore Platform.
DynamicEvent_FleetWeek2022_EliminateCommander_Hard_short=Eliminate Lieutenant on Hartmoore
DynamicEvent_FleetWeek2022_EliminateCommander_Medium_long=Eliminate the Nine Tails lieutenant on Brushwood Platform.
DynamicEvent_FleetWeek2022_EliminateCommander_Medium_short=Eliminate Lieutenant on Brushwood
DynamicEvent_FleetWeek2022_EliminateCommander_VeryHard_long=Eliminate the Nine Tails lieutenant at the Admin Center.
DynamicEvent_FleetWeek2022_EliminateCommander_VeryHard_short=Eliminate Lieutenant on Admin Center
DynamicEvent_FleetWeek2022_FailReason_DetrimentalAction=Performed an action detrimental to the contract's completion.
DynamicEvent_FleetWeek2022_FailReason_DidntLeaveArea=Failed to leave area.
DynamicEvent_FleetWeek2022_FailReason_LastChanceFailed=All CDF on Admin Center have been lost.
DynamicEvent_FleetWeek2022_FailReason_MissionCriticalShipsLost=All contract critical ships destroyed.
DynamicEvent_FleetWeek2022_Generic_ClearIsland_long=Clear all remaining Nine Tails forces from this platform.
DynamicEvent_FleetWeek2022_Generic_ClearIsland_short=Clear Platform of Hostiles
DynamicEvent_FleetWeek2022_Generic_IslandBossMarker=Neutralize
DynamicEvent_FleetWeek2022_Generic_MopUpHUD=Eliminate Platform's Hostiles:
DynamicEvent_FleetWeek2022_Generic_RegainAntiAir_long=Neutralize the platform's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Generic_RegainAntiAir_short=Neutralize Platform's Anti-Air Defenses
DynamicEvent_FleetWeek2022_Generic_SearchCargo_Barge_long=Search the Pressley Party Supply cargo containers on the barge for the IFFI using the code ~mission(BargeCode).
DynamicEvent_FleetWeek2022_Generic_SearchCargo_Barge_short=Search Cargo Containers for IFFI
DynamicEvent_FleetWeek2022_HardCode_Long=Investigate locked shipping containers on Hartmoore with code: ~mission(HardCode)
DynamicEvent_FleetWeek2022_HardCode_Short=Investigate Hartmoore Containers: ~mission(HardCode)
DynamicEvent_FleetWeek2022_Hard_codeHUD=Hartmoore Container Code: ~mission(HardCode)
DynamicEvent_FleetWeek2022_Hartmoore_RegainAntiAir_long=Neutralize Hartmoore's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Hartmoore_RegainAntiAir_short=Neutralize Hartmoore's Anti-Air Defenses
DynamicEvent_FleetWeek2022_IFFIMarker=Possible IFFI Location
DynamicEvent_FleetWeek2022_IslandMarker_EasyIsland=Solanki Platform
DynamicEvent_FleetWeek2022_IslandMarker_HardIsland=Hartmoore Platform
DynamicEvent_FleetWeek2022_IslandMarker_MediumIsland=Brushwood Platform
DynamicEvent_FleetWeek2022_IslandMarker_VeryHardIsland=Admin Center
DynamicEvent_FleetWeek2022_KillSympathiser_Long=Nine Tails Sympathizers Neutralized: ~mission(CurrentNTSimpsKilled)
DynamicEvent_FleetWeek2022_KillSympathiser_Marker=Nine Tails Sympathizer
DynamicEvent_FleetWeek2022_KillSympathiser_Short=Neutralize the Sympathizer
DynamicEvent_FleetWeek2022_LeaveAreaHUD=Leave the Area
DynamicEvent_FleetWeek2022_LiberateAllIslands_HUD=Liberate All Platforms
DynamicEvent_FleetWeek2022_LiberateEasyIsland_long=Liberate Solanki Platform from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateEasyIsland_short=Liberate Solanki Platform
DynamicEvent_FleetWeek2022_LiberateHardIsland_long=Liberate Hartmoore Platform from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateHardIsland_short=Liberate Hartmoore Platform
DynamicEvent_FleetWeek2022_LiberateMediumIsland_long=Liberate Brushwood Platform from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateMediumIsland_short=Liberate Brushwood Platform
DynamicEvent_FleetWeek2022_LiberateVeryHardIsland_long=Liberate the Admin Center and docked cargo barge from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateVeryHardIsland_short=Liberate Admin Center and Barge
DynamicEvent_FleetWeek2022_LocateCommander_long=Eliminate Mendo Ren and obtain his access code.
DynamicEvent_FleetWeek2022_LocateCommander_short=Eliminate Mendo Ren
DynamicEvent_FleetWeek2022_MediumCode_Long=Investigate locked shipping containers on Brushwood with code: ~mission(MediumCode)
DynamicEvent_FleetWeek2022_MediumCode_Short=Investigate Brushwood Containers: ~mission(MediumCode)
DynamicEvent_FleetWeek2022_Medium_codeHUD=Brushwood Container Code: ~mission(MediumCode)
DynamicEvent_FleetWeek2022_PreIFFIFound_Marker=Potential AA Controls Location
DynamicEvent_FleetWeek2022_PreventTransfer_long=Halt the Nine Tails data theft before the upload can complete.
DynamicEvent_FleetWeek2022_PreventTransfer_short=Halt Data Theft
DynamicEvent_FleetWeek2022_ReachAndWait=Wait for Instructions at the Crusader Showroom Lobby: %ls
DynamicEvent_FleetWeek2022_ReachEasyIslandShuttle_long=Travel to Solanki Platform via the shuttle.
DynamicEvent_FleetWeek2022_ReachEasyIslandShuttle_short=Travel to Solanki Platform via Shuttle
DynamicEvent_FleetWeek2022_ReachEasyIsland_marker=Shuttle to Solanki Platform
DynamicEvent_FleetWeek2022_ReachIntroIsland_marker=Cloudview Center in Orison
DynamicEvent_FleetWeek2022_ReachIntro_long=Travel to Cloudview Center in Orison.
DynamicEvent_FleetWeek2022_ReachIntro_short=Travel to Cloudview Center in Orison
DynamicEvent_FleetWeek2022_RestoreControl_long=Disable the IFFI to restore control of the restricted airspace to Crusader and their allies.
DynamicEvent_FleetWeek2022_RestoreControl_marker=Disable
DynamicEvent_FleetWeek2022_RestoreControl_short=Disable IFFI
DynamicEvent_FleetWeek2022_RestoreRestrictedArea_long=Shut down Identity Friend or Foe Inverter (IFFI) to allow ally access to the restricted air space and prevent Nine Tails reinforcement.
DynamicEvent_FleetWeek2022_RestoreRestrictedArea_short=Shut Down IFFI
DynamicEvent_FleetWeek2022_SearchCommander_long=Search Mendo Ren for the locked storage container access code.
DynamicEvent_FleetWeek2022_SearchCommander_marker=Search
DynamicEvent_FleetWeek2022_SearchCommander_short=Search Mendo Ren for Access Code
DynamicEvent_FleetWeek2022_ShipResource_Pisces_long=Remaining Pisces = ~mission(CurrentPiscesCount)
DynamicEvent_FleetWeek2022_ShipResource_Pisces_short=Remaining Pisces = ~mission(CurrentPiscesCount)
DynamicEvent_FleetWeek2022_ShipResource_StarFighter_long=Remaining Ares Star Fighters = ~mission(CurrentStarFighterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarFighter_short=Remaining Ares Star Fighters = ~mission(CurrentStarFighterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarLifters_long=Remaining Hercules Starlifters = ~mission(CurrentStarlifterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarLifters_short=Remaining Hercules Starlifters = ~mission(CurrentStarlifterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarRunner_long=Remaining Mercury Star Runners = ~mission(CurrentStarRunnerCount)
DynamicEvent_FleetWeek2022_ShipResource_StarRunner_short=Remaining Mercury Star Runners = ~mission(CurrentStarRunnerCount)
DynamicEvent_FleetWeek2022_ShipResource_header_long=Preserve the air capability of allied forces by ensuring that there are ships available to reach the Admin Center.
DynamicEvent_FleetWeek2022_ShipResource_header_short=Preserve Air Capability
DynamicEvent_FleetWeek2022_ShuttleToBrushwood=Shuttle to Brushwood
DynamicEvent_FleetWeek2022_ShuttleToHartmoore=Shuttle to Hartmoore
DynamicEvent_FleetWeek2022_ShuttleToOrison=Shuttle to Orison
DynamicEvent_FleetWeek2022_ShuttleToSolanki=Shuttle to Solanki
DynamicEvent_FleetWeek2022_Solanki_RegainAntiAir_long=Neutralize Solanki's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Solanki_RegainAntiAir_short=Neutralize Solanki's Anti-Air Defenses
DynamicEvent_FleetWeek2022_Title=End Nine Tails' Occupation at Orison
DynamicEvent_FleetWeek2022_TransferTerminal_keypadtitle=Disable Upload
DynamicEvent_FleetWeek2022_TransitCallButton_EasyToHard_Description=ERROR - CONNECTION LOST\n\nTo Reconnect Shuttle Link,\nPlease Consult Hartmoore Terminal.
DynamicEvent_FleetWeek2022_TransitCallButton_Offline=Offline
DynamicEvent_FleetWeek2022_TransitCallButton_Reboot=Reboot Shuttle Link
DynamicEvent_FleetWeek2022_TransitCallButton_Rebooting=Reconnecting Shuttle Link...
DynamicEvent_FleetWeek2022_VeryHardCode_Long=Investigate locked shipping containers on Admin with code: ~mission(VeryHardCode)
DynamicEvent_FleetWeek2022_VeryHardCode_Short=Investigate Admin Containers: ~mission(VeryHardCode)
DynamicEvent_FleetWeek2022_VeryHard_codeHUD=Admin Container Code: ~mission(VeryHardCode)
DynamicEvent_FleetWeek2022_test,P=Test Test
EA_FriendToAll_RepUI_Area,P=[PH] Area
EA_FriendToAll_RepUI_Description,P=[PH] EA_FriendToAll Description
EA_FriendToAll_RepUI_Focus,P=[PH] EA_FriendToAll Focus
EA_FriendToAll_RepUI_Founded,P=[PH] N/A
EA_FriendToAll_RepUI_Headquarters,P=[PH] EA_FriendToAll Headquarters
EA_FriendToAll_RepUI_Leadership,P=[PH] EA_FriendToAll Leadership
EA_FriendToAll_RepUI_Name,P=[PH] EA_FriendToAll
EH_ClaimYourReward,P=Claim Your Reward
EH_InitiateRetrieval,P=Initiate Retrieval
EH_RetrievalInProgressFor,P=Retrieval In Progress For
EH_VehicleDelivered,P=Vehicle Delivered
EH_VehicleRetrievalTerminal,P=Vehicle_Retrieval_Terminal
EckhartSecurity_Defend_E_Desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Defend Location\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA client has intercepted comms between gang members and discovered that they’re planning an attack on ~mission(Location|Address). Now they need our help to ensure the attack isn’t successful. \n\nLooking for a contractor who can defend the location from this offensive. Don’t have any specifics on the outlaws, but doubt they’re that skilled if our client cracked their comms so easily. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_Defend_E_Title_001=Secure Site
EckhartSecurity_Defend_H_Desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Defend Location\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nThere’s a serious problem brewing for one of our clients at ~mission(Location|Address). They’ve been warned that a highly skilled outlaw crew has their sights set on overrunning and occupying that location. We’ve been hired to make sure that doesn’t happen. \n\nNeed a contractor to deploy to the location immediately. Based on the intel provided by the client, this won’t be a walk in the park. We strongly advise you to bring allies and plenty of supplies to help ward of the impending attack. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_Defend_H_Title_001=Repel Raiders
EckhartSecurity_Defend_M_Desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Defend Location\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nWe’ve gotten word that outlaws have their sights set on attacking ~mission(Location|Address). Our client is concerned the attack is imminent and requested that security be deployed to the site immediately. If you’re interested and available, gather all the supplies and support you may need and head to the location pronto. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_Defend_M_Title_001=Protect Location
EckhartSecurity_DestroyServers_FacilityDelving_Desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Destroy Server\nAPPROVAL CODE = VS-14\n\nFOR IMMEDIATE PROCESSING\n\nOur client has requested the immediate destruction of a group of servers located at a long-shuttered ASD research site, ~mission(Location|Address). The servers in question contain information that our client considers extremely damaging and is eager to see the data completely eliminated.\n\nInitial surveillance indicates the servers are within the facility’s Energy Lab, located in the Research wing. We’ve also picked up on a number of hostile forces, so be on alert.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_DestroyServers_FacilityDelving_Desc_002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Destroy Server\nAPPROVAL CODE = VS-14\n\nFOR IMMEDIATE PROCESSING\n\nA client has asked us to infiltrate an old ASD research site, ~mission(Location|Address), and wipe the contents of a few specific servers there.\n\nWe believe the servers are located somewhere within the Xenotech Lab, in the Research wing. The client has also informed us that despite the facilities being publicly declared as closed, you're still likely to find hostile forces there.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_DestroyServers_FacilityDelving_Desc_003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Destroy Server\nAPPROVAL CODE = VS-14\n\nFOR IMMEDIATE PROCESSING\n\nThis a simple seek and destroy contract. The client has requested that several servers located at ~mission(Location|Address) be destroyed as soon as possible. Under no circumstances should these servers be accessed, or copies of the data made.\n\nThe client believes that the servers are somewhere in the Engineering wing, most likely in the Management area. In addition to this, there is a strong chance you won’t be the only presence on-site so be wary of potential hostiles.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_DestroyServers_FacilityDelving_Desc_004=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Destroy Server\nAPPROVAL CODE = VS-14\n\nFOR IMMEDIATE PROCESSING\n\nClient has requested a discreet contractor to infiltrate ~mission(Location|Address), locate a group of servers, and destroy the information stored on them permanently.\n\nThe client was able to share the location of the servers within the facility: the Control Center in the Engineering wing. The site has officially been shuttered, but there still may be hostile forces there. Be on your guard.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_DestroyServers_FacilityDelving_Title_001=INFILITRATE ASD SITE AND DESTROY SERVERS
EckhartSecurity_DestroyServers_FacilityDelving_Title_002=PURGE ASD SERVERS
EckhartSecurity_DestroyServers_FacilityDelving_Title_003=FIND SERVERS AT ASD SITE AND DESTROY
EckhartSecurity_DestroyServers_FacilityDelving_Title_004=SEEK AND DESTROY ASD DATA
EckhartSecurity_EliminateAll_DC_Desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Clear Location\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA client is sending frantic comms that one of their locations is under attack. We need a contractor who can hustle to ~mission(Location|Address) and clear the location of hostile actors. \n\nAccording to onsite personnel, the outlaws are currently holed up near the ~mission(Location). Approach with caution and be prepared to use lethal force if the outlaws resist being removed.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_EliminateAll_DC_Title_001=Expel Outlaws
EckhartSecurity_EliminateAll_storm_data_H_desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Clear Location\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nUrgent request came in from Associated Science & Development to provide combat support at ~mission(Location). Apparently they have been attacked by outlaws and their security forces have been unable to handle it on their own. \n\nYou've been cleared to go on site and aide local security elements in taking out the outlaws, but ASD reserves the right to restrict you from certain areas.\n\nThis is a confirmed combat op, so prepare accordingly.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_EliminateAll_storm_data_H_title_001=Combat Support: ~mission(Location)
EckhartSecurity_EliminateAll_storm_shut_H_desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Clear Location\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nGot an emergency request from Associated Science & Development for any available operators to report to ~mission(Location) and deal with some hostiles who have overtaken one of their facilities. \n\nOnce on site, you will need to engage and eliminate any hostile elements. ASD has indicated that this facility provides shuttle services to one of their embedded research centers but were very clear that you are not authorized to travel there. Trespassers will be shot and you will be no exception, so stick to the prescribed AO.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_EliminateAll_storm_shut_H_title_001=Requesting Help
EckhartSecurity_EliminateBoss_DC_Desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Bounty\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nWe’ve received actionable intelligence on a dangerous bounty, who’s turned out to be extremely elusive. ~mission(TargetName) was spotted with a dedicated contingent of known associates at ~mission(Location|Address). We’re looking for a contractor ready and willing to execute this bounty before they disappear again.\n\nBased on previous attempts to apprehend this criminal, there’s a good chance that ~mission(TargetName|Last) will try to avoid a direct confrontation, and instead send their allies to confront you. We believe that neutralizing these protective forces, and shredding the safety net they provide, is the best way to draw out ~mission(TargetName|Last) to face you directly. \n\nExpect to confront a significant and skilled force. We advise that you plan accordingly. Payment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_EliminateBoss_DC_Title_001=High-Risk Bounty: ~mission(TargetName)
EckhartSecurity_EliminateSpecific_DC_Desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Bounty\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nWe’ve received a tip on the location of a high-profile bounty. Intel reports have tracked ~mission(TargetName) to ~mission(Location|Address). We need a contractor heading in that direction on the double before the target vanishes. According to the latest reports, they were last seen near the ~mission(Location). \n\nCome prepared to use lethal force if ~mission(TargetName|Last) resists apprehension. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_EliminateSpecific_DC_Title_001=Hunt Bounty: ~mission(TargetName)
EckhartSecurity_Mercenary_Intro_Desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Trial - Defend Location\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nEckhart Security is seeking skilled security professionals to join its ranks. If you believe that you have the disposition and experience to handle a wide variety of security contracts, then we encourage you to prove your proficiency by executing the contract below. \n\nOutlaws have been aggravating one of our clients by targeting their staff and operations. Based on the pattern established by previous attacks, we believe that these hostile forces will target ~mission(Location|Address) next. Successfully complete this contract to receive payment and more work opportunities from Eckhart Security. \n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_Mercenary_Intro_Title_001=Security Contractor Evaluation
EckhartSecurity_Mercenary_Rehire_Desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Trial - Defend Location\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nEckhart Security is continuing to evaluate potential new contractors. According to our records, you’ve previously attempted a trial contract. We understand how demanding and unpredictable this line of work can be, and would like to give you another chance at completing a qualifying contract. \n\nIf interested, report to ~mission(Location|Address) ready to defend it from an incoming assault by outlaws. Successfully complete this contract to receive payment and more work opportunities from Eckhart Security.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_Mercenary_Rehire_Title_001=Security Contractor Reevaluation
EckhartSecurity_MultiEliminateAllAndBoss_DC_Desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Bounty\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nGot a big league bounty contract that’s primed to be executed. ~mission(TargetName) and their crew were identified executing a raid on ~mission(Location|Address). If their MO holds true, ~mission(TargetName|Last) has surfaced to land a big score and then will disappear into the ether. Let's not allow that to happen again. \n\nWord is the hostile forces have spread themselves across the location. That’ll make hunting down the precise location of ~mission(TargetName|Last) difficult. In addition, expect the target to act defensively when under attack. In previous engagements, they remained hidden and directed their forces from afar. It is our recommendation that you focus on thinning out their allies first and force ~mission(TargetName|Last) to come to their own defense. Would also advise you to bring plenty of ammo and even some support to help keep you from being overwhelmed. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_MultiEliminateAllAndBoss_DC_Title_001=Deal with ~mission(TargetName) and Support Forces
EckhartSecurity_RepUI_Area=UEE
EckhartSecurity_RepUI_Description=Founded by Army veteran Miles Eckhart, Eckhart Security offers a wide variety of mercenary services across multiple systems - from security escorts, to defensive outpost deployments, to theft prevention and recovery. With over two decades of experience, Eckhart Security has earned itself a reputation for taking on the jobs that other security firms would shy away from.
EckhartSecurity_RepUI_Focus=Private Security Firm
EckhartSecurity_RepUI_Founded=2929
EckhartSecurity_RepUI_Headquarters=Lorville, Hurston, Stanton System
EckhartSecurity_RepUI_Leadership=Miles Eckhart, CEO
EckhartSecurity_RepUI_Name=Eckhart Security
EckhartSecurity_RetrieveConsignment_E_Desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Retrieve Consignment\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA client moved some confidential materials to ~mission(Location|Address), but word must’ve leaked because it’s now crawling with outlaws. In addition, our client has stopped receiving updates from the security service onsite and believes they’ve been wiped out. We need a contractor who can expel the hostiles and secure these boxes. \n\nFor security purposes, the confidential materials were transported there as part of a consignment with other boxes and locked in an automated vault. The retrieval codes to access the confidential materials are stored on datapads held by high-ranking security staff, but we don’t know who has them now. Odds are that the outlaws will be looking for them too. Once you have all the confidential materials, deliver them to ~mission(Destination|Address). \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_RetrieveConsignment_E_Title_001=Safeguard Confidential Material
EckhartSecurity_RetrieveConsignment_H_Desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Retrieve Consignment\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nWe need a highly skilled contractor to handle a heated situation. A group of seasoned outlaws have been hired to steal confidential materials from one of our prominent clients. Our client got word of the scheme and secretly moved the materials to ~mission(Location|Address) hidden amongst other boxes within a large consignment. But that location is now under attack, and all communications with onsite security have been lost. Our client believes their own security forces and comms have been compromised, so they need us to help clean up the mess. \n\nBased on the initial reports, we strongly recommend that you come well-equipped and consider bringing back-up. The retrieval codes to access the confidential materials are stored on datapads held by high-ranking security staff, but we don’t know who has them now. Odds are that the outlaws will be looking for them too. Once you’ve got the goods, bring them to ~mission(Destination|Address).\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_RetrieveConsignment_H_Title_001=Repel Attack and Retrieve Confidential Cargo
EckhartSecurity_RetrieveConsignment_M_Desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Retrieve Consignment\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nAn important client contacted us looking for help. They discreetly transported some confidential material as part of a consignment with other boxes and locked it all in an automated vault at ~mission(Location|Address). That location is now under attack by outlaws, and our client has lost contact with the onsite security staff. \n\nWe’re being commissioned to send a skilled contractor to the location to subdue the attackers, retrieve the confidential materials, and then transport them to ~mission(Destination|Address). The retrieval codes to access the confidential materials are stored on datapads held by high-ranking security staff, but we don’t know who has them now. Odds are that the outlaws will be looking for them too.\n\nThose interested in this contract need to be able to deploy immediately. Arriving well-supplied and with back-up is highly recommended. Payment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_RetrieveConsignment_M_Title_001=Retake Site and Secure Cargo
EckhartSecurity_bounty_storm_shut_H_desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Investigate Suspect\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nClient has been reported sightings of a suspicious ship flying around ~mission(Location). They haven't explained why it's a threat, but have expressed a keen interest in confronting and eliminating them.\n\nAs it is in Pyro, Eckhart Security can legally accept this contract, so we're looking for a trained operator to report to ~mission(Location) and handle it.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
EckhartSecurity_bounty_storm_shut_H_title_001=Confront Suspect
Eckhart_Allies=Eckhart Security
Eckhart_AskForMoreWork_Neg=You got any other jobs?
Eckhart_AskForMoreWork_Pos=Got anything else for me?
Eckhart_Assassin_Sync_E_Desc_001=A price has been set on the heads of ~mission(TargetName) and ~mission(TargetName2). \n\nWhile having to hit two targets isn't that weird, the client wants to send a very specific message, so they need to targets hit at the exact same moment. The extra credits should make up for the hassle.\n\nAnd unfortunately since the pair aren't traveling together, it goes without saying that to pull it off you're gonna need some help. Make sure you bring people you trust can handle more than one ships since the targets are known to travel with backup. \n\n
Eckhart_Assassin_Sync_E_Title_001=Double Tap
Eckhart_Assassin_Sync_H_Desc_001=Contract's for two targets that need to be taken out at the same time. \n\nGuess the client is worried that if they aren't eliminated together, one of them will go dark and try to get some revenge.\n\nThey go by ~mission(TargetName) and ~mission(TargetName2).\n\nFind yourself a team, divide and conquer.\n\nAnd make sure whoever it is has got skills, because these two have a reputation for holding their own in a fight and they for sure won't be alone. Be ready for them to give you some trouble.
Eckhart_Assassin_Sync_H_Title_001=Two In The Head
Eckhart_Assassin_Sync_Intro_Desc_001=Interesting assignment came my way. I need two separate targets taken out: ~mission(TargetName) and ~mission(TargetName2) \n\nProblem is, either one gets word about the other being hit, they’ll go to ground. Can’t risk losing either of them. \n\nIt’ll take considerable coordination, but I want you to hit them both at the same exact time. \n\nAnd since you can’t be in two places at once, you’ll need to find someone you can trust to help on this.\n\nThankfully, my intel says that both the targets should be traveling alone. That should help make things a bit easier on you.
Eckhart_Assassin_Sync_Intro_Title_001=Coordinated Takedown
Eckhart_Assassin_Sync_M_Desc_001=Got a contract to take out two up and comers who've been stirring up trouble. It has to be clean, both done at the same time, or else they might cause even more trouble. Long story short, you'll need some help on this one.\n\nBoth ~mission(TargetName) and ~mission(TargetName2) know how to handle themselves, and the people they fly with aren't no joke either. You can expect each of them to be guarded by a few ships.
Eckhart_Assassin_Sync_M_Title_001=Double Elimination
Eckhart_Assassin_Sync_S_Desc_001=Normally, the pair of ~mission(TargetName) and ~mission(TargetName2) would be too much to take on together. They both are about as good as it gets when it comes to dogfighting and the crew they fly with are almost as good.\n\nBut recently they split - not sure why - and are flying separate for the moment. Someone thinks this may be the best chance to take them out. \n\nGather some personnel you can trust and plan a simultaneous raid against both targets. It's too dangerous to risk one of them living after such a direct move against them.
Eckhart_Assassin_Sync_S_Title_001=Divide and Conquer
Eckhart_Assassin_Sync_VE_Desc_001=Have another pair that need to be eliminated:\n~mission(TargetName) and ~mission(TargetName2)\n\nThey've been in the wind for a few days now, but just popped up. If we don't get them now, I'm not sure we will get another chance. You need to enlist a partner to make sure both targets are hit at the same time.\n\nAs far as them putting up resistance, ~mission(TargetName) is known to bring along a friend to watch their back, and I suspect ~mission(TargetName2) will do likewise.
Eckhart_Assassin_Sync_VE_Title_001=One-Two Combo
Eckhart_Assassin_Sync_VH_Desc_001=~mission(TargetName) and ~mission(TargetName2).\n\nTwo serious operators who've recently decided to make a move against their boss. Each of the pair are traveling with a small, highly trained armada and cutting deep into territory that doesn't belong to them.\n\nYou, and whoever you recruit to help, are going to take them out and it has to be both at the same time so they can't regroup.
Eckhart_Assassin_Sync_VH_Title_001=Deadly Combination
Eckhart_Assassination_description_E=~mission(Contractor|BountyDescriptionEasy)
Eckhart_Assassination_description_H=~mission(Contractor|BountyDescriptionHard)
Eckhart_Assassination_description_M=~mission(Contractor|BountyDescriptionMedium)
Eckhart_Assassination_description_S=~mission(Contractor|BountyDescriptionSuper)
Eckhart_Assassination_description_VE=~mission(Contractor|BountyDescriptionVeryEasy)
Eckhart_Assassination_description_VH=~mission(Contractor|BountyDescriptionVeryHard)
Eckhart_DoIKnowYou,P=Do I Know You?
Eckhart_EscortShips_E_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Escort Ship\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA group of ships located at ~mission(Location|Address) are requesting an escort. If you accept, head to the location immediately and await instructions. The client claims that this escort is purely a precautionary measure, but that doesn’t mean you should drop your guard. Expect some hostile forces and deal with them appropriately.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.\n
Eckhart_EscortShips_E_title=Executive Protection Detail
Eckhart_EscortShips_H_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Escort Ship\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nIn need of a contractor who can report in now. A client has found themselves in hot water over at ~mission(Location|Address) and a protection detail to get away from an asteroid base. They’ve reported multiple, well-armed hostile ships meaning you’ll need a crew of your own to deal with them. Based on the client’s account, these attackers seem highly motivated so they will likely not back down easily.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.\n
Eckhart_EscortShips_H_title=VIP Client Needs Protection
Eckhart_EscortShips_Intro_desc=FOR IMMEDIATE PROCESSING\n\nFrom what I understand, this should be well in your skill set, but I need combat-experienced pilot to provide extra support to a client with a few ships taking a trip from an asteroid base located at ~mission(Location|Address)). It’ll be your job to make sure that nobody bothers them while they’re out flying. I’m not expecting too much trouble, but hey, that’s why you’re coming along, right?\n\nIf you’re interested, you’ll rendezvous there and await further instructions.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.\n
Eckhart_EscortShips_Intro_title=New Opportunity - Protection Detail
Eckhart_EscortShips_M_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Escort Ship\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nOne of my clients needs an immediate escort through dangerous space. Rendezvous at ~mission(Location|Address) and they’ll meet you after they launch. Reports indicate increased outlaw activity in the area, so don’t let your guard down.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.\n
Eckhart_EscortShips_M_title=Experienced Protection Detail Needed
Eckhart_EscortShips_S_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Escort Ship\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nThis contract should only be considered by the most capable of pilots. A highly valued client is currently under attack at ~mission(Location|Address) and requires immediate extraction. They’re sitting in the hangar ready to leave, but are unable to move until the hostile ships in the area have been neutralized. \n\nI don’t see the outlaws stopping any time soon and our client’s reporting they’re packing high-grade weaponry on their ships. This will be a test of your skill as much as your endurance. Assemble whoever you need and head there immediately to assist them.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.\n
Eckhart_EscortShips_S_title=Top Tier Operator Needed
Eckhart_EscortShips_VE_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Escort Ship\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA client has requested a contractor with immediate availability to provide extra support to a number of ships leaving an asteroid base located at ~mission(Location|Address)). Once you’ve accepted, rendezvous there and await further instructions. In this instance, your job is to provide support for their safe passage. Hostiles may be present, but they shouldn’t be too challenging to deal with.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.\n
Eckhart_EscortShips_VE_title=Low Risk Protection Detail
Eckhart_EscortShips_VH_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Escort Ship\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nI’m in need of a highly competent pilot who can gather a crew of equally capable pilots for an escort mission. The mining base at ~mission(Location|Address) is currently under attack from a group of outlaws and the crew there is unable to leave without assistance. Our scouts have reported that the attackers are armed with exceptional weaponry and ships.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.\n
Eckhart_EscortShips_VH_title=Protection Detail Needed. High Risk.
Eckhart_GotMoreWork_Timid,P=Ok, show me what you got.
Eckhart_HasNewMission_Bad=I'm listening...
Eckhart_HasNewMission_Good=I'm interested...
Eckhart_HasNewMission_GoodForBad=Work is work, right?
Eckhart_IDontLikeYou,P=I know you but don't like you.
Eckhart_ILikeYou,P=I know you and like you.
Eckhart_InitialVisit,P=Is Initial Visit
Eckhart_MissionCompleted=Job's done.
Eckhart_MissionFailed=I had an issue with the job.
Eckhart_NotInterested,P=I'm not interested right now.
Eckhart_ReturnVisit_Greeting=Hey, I'm back. Got anything that needs handling?
Eckhart_Revisit,P=Follow Up Visit
Eckhart_Rivals=BlacJac, Northrock Service Group
Eckhart_ShipAmbush_E_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Ship Ambush\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA client of ours has been receiving anonymous threats in an attempt to blackmail them, and after a bit of leg work on our part, we’ve managed to trace it back to an individual who pilots a particular ~mission(AmbushTarget). The client wants us to take care of this blackmailer before they have a chance to make good. \n\nBased on our assessment, the target shouldn’t be too difficult to handle. They fly by ~mission(Location|Address) on the regular, which has an emission cloud that’s an ideal spot to power down your ship and lie in wait. Sometimes the target is alone but they often travel with other single-seat ships as protection. Best be strategic when you launch your ambush or the ~mission(AmbushTarget) could have a chance to get away. We don’t want to lose this one. We’ll alert other contractors in the area of the ambush so they can come help once it pops off. \n\nPayment will be issued upon successful completion of contract. The client has also added a bonus payment of ~mission(ScripAmount) MG Scrip for the main contractor.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.\n
Eckhart_ShipAmbush_E_title=Time to Teach a Lesson
Eckhart_ShipAmbush_H_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Ship Ambush\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nLooking for a competent contractor who can recruit a wingman to help execute an ambush. The target is a ~mission(AmbushTarget) which has been involved in several operations against one of our most important clients. By neutralizing it once and for all, it’ll make our client’s life a hell of a lot easier. While the ~mission(AmbushTarget) is our focus, they usually don’t fly anywhere without a sizable escort, including large craft. \n\nWe’ve gotten word that this group will be passing by ~mission(Location|Address) soon. Any chance you could hurry and beat them there? That spot has an emission cloud that you can power down your ship and hide in. Then when they pass, you should have the upper hand. \n\nPayment will be issued upon successful completion of contract. The client knows this one will be tough, so they threw in a bonus payment of ~mission(ScripAmount) MG Scrip that’ll go to the main contractor.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.\n
Eckhart_ShipAmbush_H_title=Tricky Ambush
Eckhart_ShipAmbush_Intro_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Ship Ambush\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nWe’re looking for contractors with combat experience who are willing to get their hands dirty so to speak. A client of ours was double-crossed by a ~mission(AmbushTarget) and we’ve been waiting for an opportunity to deal with the issue. After tracking them for several weeks, we’ve identified ~mission(Location|Address) as the ideal spot to intercept them. It features an emission cloud where you can hide and power down your ship while waiting for the ~mission(AmbushTarget).\n\nIntel suggests that they may travel with an escort. If they do, you’ll have to deal with them too. Since this is your first contract, we will have other contractors in the area who can lend a hand once you strike.\n\nPayment will be issued upon successful completion of contract. There’s a bonus payment of ~mission(ScripAmount) MG Scrip in this for the main contractor too.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.\n
Eckhart_ShipAmbush_Intro_title=New Opportunity - Ambush Strike
Eckhart_ShipAmbush_M_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Ship Ambush\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nNeed someone to take out a ~mission(AmbushTarget) and deal with the escort ships protecting it. They’ve already interfered with several of our ongoing operations and have become a real problem across several of Eckhart Security cases. Not sure what their endgame is, but it won’t matter once you deal with them.\n\nWe’ve let slip that we will be working a job over at ~mission(Location|Address) which should serve as bait to draw them out. The spot is ideal for an ambush because of the emission cloud that’s a perfect place to power down and hide until you’re ready to strike. If you’re available, the ~mission(AmbushTarget) and its escorts should be passing through soon. \n\nPayment will be issued upon successful completion of contract. The main contractor will also receive a bonus payment of ~mission(ScripAmount) MG Scrip.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.\n
Eckhart_ShipAmbush_M_title=Launch Surprise Attack
Eckhart_ShipAmbush_S_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Ship Ambush\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nRecently, we sent a contractor after a ~mission(AmbushTarget), who was leading a crew targeting the operations of an extremely important client. Unfortunately, it was a trap and we lost some good people. We can’t let the target get away again, so we’ve decided the best course of action is to give them a dose of their own medicine. \n\nAmbushing this target seems like the safest course of action, and we’ve identified a good spot for such an attack. There’s an emission cloud near ~mission(Location|Address) that the target and their crew frequently fly by. You can power down your ship and hide there until you’re ready to strike. This crew is ruthless and extremely skilled. Don’t make the same mistake as the previous contractor and go this alone. It would be best for you to bring a few trusted friends to help handle this crew. \n\nPayment will be issued upon successful completion of contract. Plus, we’ll throw in a bonus payment of ~mission(ScripAmount) MG Scrip for the main contractor for taking care of this.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.\n
Eckhart_ShipAmbush_S_title=Highly Dangerous Ambush
Eckhart_ShipAmbush_VE_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Ship Ambush\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nOne of our clients has been the victim of consistent harassment so the time has come to send a clear cease-and-desist message by taking out their prized ~mission(AmbushTarget). The lowlife in question follows a fairly predictable routine making them susceptible to an ambush. We’ve identified ~mission(Location|Address) as the ideal spot. It features an emission cloud where you can hide and power down your ship while waiting. \n\nBy the way, the ~mission(AmbushTarget) often flies alone but is sometimes joined by a friend in a single-seat ship. Neither should give you too much trouble, but we have other contractors in the area who can lend a hand once you strike.\n\nPayment will be issued upon successful completion of contract. There’s a bonus payment of ~mission(ScripAmount) MG Scrip in this for the main contractor too.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.\n
Eckhart_ShipAmbush_VE_title=Settle a Score
Eckhart_ShipAmbush_VH_desc=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Ship Ambush\nAPPROVAL CODE = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA high profile client recently lost an important shipment when a pilot double-crossed them and ran off with their product. After weeks of hunting we’ve discovered that they were connected with an outlaw pack, so the client is looking to us to deter similar future issues from arising. The ultimate target is the pilot of a ~mission(AmbushTarget), who leads the crew responsible. This won’t be easy. They don’t go anywhere without escort fighters and sub-capital ships. That’s why we highly recommend that you find a trusted friend or two who can handle this with you. \n \nIntel gathered by our analysts indicates that they frequently fly by an emission cloud near ~mission(Location|Address) which would provide an excellent area to stage a surprise strike.\n\nPayment will be issued upon successful completion of contract. We’re also adding a bonus payment of ~mission(ScripAmount) MG Scrip that’ll go to the main contractor.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.\n
Eckhart_ShipAmbush_VH_title=Dangerous Ambush
Eckhart_Test_AfterInitialComms=Hey, you told me to swing by?
Eckhart_Test_FailedLastMission,P=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,P=I know I'm already doing some work for you but... Got anything else?
Eckhart_Test_MissionAccepted=Sounds good.
Eckhart_Test_MissionDeclined=I think I'll pass.
Eckhart_Test_NeverMind=I can't right now.
EliminateB_Boss_Long,P=Eliminate the UGFs boss
EliminateB_Boss_Prepare,P=Prepare for the boss
EliminateB_Boss_Short,P=Eliminate Boss
EliminateB_Grunt,P=Grunts Remaning %ls
EliminateB_Grunt_Long,P=Eliminate all the grunts to draw out the boss
EliminateB_Grunt_Short,P=Eliminate all the grunts
EliminateB_Marker,P=Eliminate Boss
ElliotWIP_EmailMainMenu=Email
ElliotWIP_EmailSettings=Settings
ElliotWIP_Email_Contents=Hey the sever is down again, this keeps occuring any chance on getting a ETA on reboot time?
ElliotWIP_Email_From=Frank Spencer
ElliotWIP_Email_Title=Sever Down
ElliotWIP_Email_To=John
ElliotWIP_SecondMenu=
ElliotWIP_doorhack_001=Rate
ElliotWIP_doorhack_002=Frequency
ElliotWip_bigbennys_001=Normal
ElliotWip_bigbennys_002=Spicy
ElliotWip_bigbennys_003=BBQ
ElliotWip_bigbennys_004=Sweet Chilli
Ellis=Ellis System
Ellis1=Ellis I
Ellis10=Bombora
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.
Ellis11_Desc=
Ellis12=Judecca
Ellis12_Desc=A ball of ice, Ellis XII (also known as Judecca) is occasionally used for ice-mining expeditions.
Ellis13=Pinecone\n
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.
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.
Ellis2=Ellis II
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=Green
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=Kampos
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=Noble
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=Ellis 5a
Ellis5a_Desc=The regolith of this moon is slightly pink, making it a popular subject for lunar photography.
Ellis5b=Ellis 5b
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=Walleye
Ellis9_Desc=Nicknamed Walleye by long-distance haulers, Ellis IX is a swirling gas giant that intermittently suffers from massive storms visible from space.
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.
Ellis_Star=Ellis
Ellis_Star_Desc=Ellis
Enroll_Screen_001=WORK RELEASE
Enroll_Screen_002=TRY OUR WORK RELEASE PROGRAM \nEARN A SHORTER SENTENCE!
Enroll_Screen_003=ONLY INMATES PARTICIPATING IN WORK RELEASE PROGRAM ARE PERMITTED TO LEAVE CELLS
Enroll_Screen_EnrollButton=ENROLL
Enroll_Screen_Info_001=KLESCHER WORK RELEASE PROGRAM DETAILS
Enroll_Screen_Info_002=Klescher Rehabilitation Facilities is excited to share with you an opportunity to participate in our industry leading Work Release Program. It's pretty simple, lots of fun, and teaches you a valuable skill. \n\nYou have already been provided with a multi-tool to help you get started, but if you ever need a replacement, more are available for purchase at the commissary unit. Once you’re equipped and ready, proceed into one of the authorized mining tunnels. \n\nLook for any potentially valuable minerals and harvest them with the multi-tool. Deposit them in one of the mineral deposit hoppers and you'll be issued a time reduction chit or "merit" based on the total value of the deposit*.\n\nThe more you mine, the quicker you can pay back your debt to society. And as we say here at Klescher Rehabilitation, "keeping busy is a great way to keep on the right path!"
Enroll_Screen_Info_003=START MINING TODAY!
Enroll_Screen_Info_SmallText=* Mineral prices are static and set by Klescher Rehabilitation Facilities and do not reflect real-world commodity prices.
EscortShipFrom_TimeTillEscort_Long=Prepare for Escort Ship to launch.
EscortShipFrom_TimeTillEscort_Obj=Ship Launching in: %ls
EscortShipFrom_TimeTillEscort_Short=Prepare for Escort Ship Launch
EscortShips_Health_Long=Ship Hull Integrity:
EscortShips_Health_Short=Ship Health:
EscortSupply_Complete=Escorted ship landed safely.
EscortSupply_Escort_Long=Escort the ship to the hangar until it safely lands.
EscortSupply_Escort_Short=Escort Ship to Hangar
EscortSupply_Escort_Waypoint=Escort
EscortSupply_Failed=Escort ship destroyed.
EscortSupply_Rendezvous_Long=Meet ship at the rendezvous point.
EscortSupply_Rendezvous_Marker=Rendezvous Point
EscortSupply_Rendezvous_Short=Rendezvous With Ship
EscortSupply__InitialEnemies_Long=Neutralize hostiles to protect the ship.
EscortSupply__InitialEnemies_Short=Neutralize %ls Hostiles
Event_ShipName_100i=100i
Event_ShipName_125a=125a
Event_ShipName_135c=135c
Event_ShipName_300i=300i
Event_ShipName_315p=315p
Event_ShipName_325a=325a
Event_ShipName_350r=350r
Event_ShipName_400i=400i
Event_ShipName_85x=85x
Event_ShipName_A1SPIRIT=A1 SPIRIT
Event_ShipName_A2HERCULES=A2 HERCULES
Event_ShipName_ALPHA=ALPHA
Event_ShipName_ANDROMEDA=ANDROMEDA
Event_ShipName_ANTARES=ANTARES
Event_ShipName_AQUILA=AQUILA
Event_ShipName_ARCHIMEDES=ARCHIMEDES
Event_ShipName_ARESION=ARES ION
Event_ShipName_ARROW=ARROW
Event_ShipName_ATLS=ATLS
Event_ShipName_AURORACL=AURORA CL
Event_ShipName_AURORAES=AURORA ES
Event_ShipName_AURORALN=AURORA LN
Event_ShipName_AURORALX=AURORA LX
Event_ShipName_AURORAMR=AURORA MR
Event_ShipName_BALLISTA=BALLISTA
Event_ShipName_BETA=BETA
Event_ShipName_BLACK=BLACK
Event_ShipName_BLADE=BLADE
Event_ShipName_BLUE=BLUE
Event_ShipName_BUCCANEER=BUCCANEER
Event_ShipName_C1SPIRIT=C1 SPIRIT
Event_ShipName_C2HERCULES=C2 HERCULES
Event_ShipName_C8RPISCES=C8R PISCES
Event_ShipName_C8XPISCES=C8X PISCES
Event_ShipName_CARGO=CARGO
Event_ShipName_CARRACK=CARRACK
Event_ShipName_CATERPILLAR=CATERPILLAR
Event_ShipName_CENTURION=CENTURION
Event_ShipName_CORSAIR=CORSAIR
Event_ShipName_CSVSM=CSV-SM
Event_ShipName_CUTTER=CUTTER
Event_ShipName_CYCLONE=CYCLONE
Event_ShipName_CYCLONEAA=CYCLONE AA
Event_ShipName_CYCLONEMT=CYCLONE MT
Event_ShipName_CYCLONERC=CYCLONE RC
Event_ShipName_CYCLONERN=CYCLONE RN
Event_ShipName_CYCLONETR=CYCLONE TR
Event_ShipName_DEFENDER=DEFENDER
Event_ShipName_DELTA=DELTA
Event_ShipName_DUR=DUR
Event_ShipName_ECLIPSE=ECLIPSE
Event_ShipName_EXPLORER=EXPLORER
Event_ShipName_FIREBIRD=FIREBIRD
Event_ShipName_FREELANCER=FREELANCER
Event_ShipName_FURY=FURY
Event_ShipName_FURYLX=FURY LX
Event_ShipName_FURYMX=FURY MX
Event_ShipName_GAMMA=GAMMA
Event_ShipName_GEMINI=GEMINI
Event_ShipName_GHOST=GHOST
Event_ShipName_GLADIATOR=GLADIATOR
Event_ShipName_GLADIUS=GLADIUS
Event_ShipName_GLAIVE=GLAIVE
Event_ShipName_HAMMERHEAD=HAMMERHEAD
Event_ShipName_HARBINGER=HARBINGER
Event_ShipName_HAWK=HAWK
Event_ShipName_HERALD=HERALD
Event_ShipName_HOPLITE=HOPLITE
Event_ShipName_HORNET=HORNET
Event_ShipName_HORNETMkII=HORNET Mk II
Event_ShipName_HOVERQUAD=HOVERQUAD
Event_ShipName_HULLA=HULL A
Event_ShipName_HULLC=HULL C
Event_ShipName_HURRICANE=HURRICANE
Event_ShipName_INFERNO=INFERNO
Event_ShipName_INTREPID=INTREPID
Event_ShipName_IRONCLAD=IRONCLAD
Event_ShipName_JUMP=JUMP
Event_ShipName_KHARTUAL=KHARTU-AL
Event_ShipName_LIGHTNING=LIGHTNING
Event_ShipName_LYNX=LYNX
Event_ShipName_M2HERCULES=M2 HERCULES
Event_ShipName_M50=M50
Event_ShipName_MANTIS=MANTIS
Event_ShipName_MAX=MAX
Event_ShipName_MAX_0=MAX
Event_ShipName_MEDIC=MEDIC
Event_ShipName_MEDIVAC=MEDIVAC
Event_ShipName_MERCURY=MERCURY
Event_ShipName_MERLIN=MERLIN
Event_ShipName_MIS=MIS
Event_ShipName_MOLE=MOLE
Event_ShipName_MULE=MULE
Event_ShipName_NOMAD=NOMAD
Event_ShipName_NOVA=NOVA
Event_ShipName_NOX=NOX
Event_ShipName_PALADIN=PALADIN
Event_ShipName_PEREGRINE=PEREGRINE
Event_ShipName_PERSONNEL=PERSONNEL
Event_ShipName_PHOENIX=PHOENIX
Event_ShipName_POLARIS=POLARIS
Event_ShipName_PROSPECTOR=PROSPECTOR
Event_ShipName_PROWLER=PROWLER
Event_ShipName_PTV=PTV
Event_ShipName_PULSE=PULSE
Event_ShipName_PULSELX=PULSE LX
Event_ShipName_RAFT=RAFT
Event_ShipName_RAMBLER=RAMBLER
Event_ShipName_RAZOR=RAZOR
Event_ShipName_RAZOREX=RAZOR EX
Event_ShipName_RAZORLX=RAZOR LX
Event_ShipName_RECLAIMER=RECLAIMER
Event_ShipName_RED=RED
Event_ShipName_REDEEMER=REDEEMER
Event_ShipName_RELIANTKORE=RELIANT KORE
Event_ShipName_RELIANTMAKO=RELIANT MAKO
Event_ShipName_RELIANTSEN=RELIANT SEN
Event_ShipName_RELIANTTANA=RELIANT TANA
Event_ShipName_RENEGADE=RENEGADE
Event_ShipName_RETALIATOR=RETALIATOR
Event_ShipName_ROC=ROC
Event_ShipName_ROCDS=ROC-DS
Event_ShipName_SABRE=SABRE
Event_ShipName_SABRECOMET=SABRE COMET
Event_ShipName_SCORPIUS=SCORPIUS
Event_ShipName_SCOUT=SCOUT
Event_ShipName_SENTINEL=SENTINEL
Event_ShipName_SPARTAN=SPARTAN
Event_ShipName_SRV=SRV
Event_ShipName_STALKER=STALKER
Event_ShipName_STARFARER=STARFARER
Event_ShipName_STEEL=STEEL
Event_ShipName_STORM=STORM
Event_ShipName_STORMAA=STORM AA
Event_ShipName_STV=STV
Event_ShipName_SYULEN=SYULEN
Event_ShipName_TALON=TALON
Event_ShipName_TALONSHRIKE=TALON SHRIKE
Event_ShipName_TAURUS=TAURUS
Event_ShipName_TERRAPIN=TERRAPIN
Event_ShipName_TITAN=TITAN
Event_ShipName_TOKYAI=SAN'TOK.YĀI
Event_ShipName_TOURING=TOURING
Event_ShipName_TRACKER=TRACKER
Event_ShipName_TRACTOR=TRACTOR
Event_ShipName_URSA=URSA
Event_ShipName_VALIANT=VALIANT
Event_ShipName_VALKYRIE=VALKYRIE
Event_ShipName_VULTURE=VULTURE
Event_ShipName_WARDEN=WARDEN
Event_ShipName_WARLOCK=WARLOCK
Event_ShipName_X1=X1
Event_ShipName_X1FORCE=X1 FORCE
Event_ShipName_X1VELOCITY=X1 VELOCITY
Event_ShipName_ZEUSCL=ZEUS CL
Event_ShipName_ZEUSES=ZEUS ES
Event_ShipTItle_TheGladius=The Gladius
Event_ShipTitle_L21=The L-21
Event_ShipTitle_L22=The L-22
Event_ShipTitle_The=The
Event_ShipTitle_The600i=The 600i
Event_ShipTitle_The890=The 890
Event_ShipTitle_TheAres=The Ares
Event_ShipTitle_TheAvenger=The Avenger
Event_ShipTitle_TheAvengerTitan=The Avenger Titan
Event_ShipTitle_TheConstellation=The Constellation
Event_ShipTitle_TheCutlass=The Cutlass
Event_ShipTitle_TheCutter=The Cutter
Event_ShipTitle_TheDragonfly=The Dragonfly
Event_ShipTitle_TheF7AMkII=The F7A - Mk II
Event_ShipTitle_TheF7C=The F7C
Event_ShipTitle_TheF7CRHornetMkII=The F7C-R Hornet Mk II
Event_ShipTitle_TheF7CSHornetMkII=The F7C-S Hornet Mk II
Event_ShipTitle_TheF8C=The F8C
Event_ShipTitle_TheFreelancer=The Freelancer
Event_ShipTitle_TheMPUV=The MPUV
Event_ShipTitle_TheMustang=The Mustang
Event_ShipTitle_TheP52=The P-52
Event_ShipTitle_TheP72=The P-72
Event_ShipTitle_TheSabre=The Sabre
Event_ShipTitle_TheScorpius=The Scorpius
Event_ShipTitle_TheStarfarer=The Starfarer
Event_ShipTitle_TheStarlancer=The Starlancer
Event_ShipTitle_TheTerrapin=The Terrapin
Event_ShipTitle_TheURSA=The URSA
Event_ShipTitle_TheVanguard=The Vanguard
ExecutiveHangar_P0_L1=PYAM-EXHANG-0-1
ExecutiveHangar_P0_L1_desc=ATTENTION: This Pyrotechnic Amalgamated Executive Hangar is no longer in service.
ExecutiveHangar_P0_L1_desc_0,P=ATTENTION: This Pyrotechnic Amalgamated Executive Hangar is no longer in service.
Exit_Screen_AttractTitle_001=Release Processing
Exit_Screen_Click_001=Touch to start
Exit_Screen_Report_001=Finish Sentence
Exit_Screen_Report_002=Release Progress
Exit_Screen_merit_001=Merits:
FFFiinale_delivery_dropoff_objectivedisplay,P=Deliver ~mission(ObjectiveSetup) to ~mission(Destination)'s Freight Elevator
FFFinale_P1_CFP_EliminateSpecific_Delivery_DEBUG_Desc_001,P=This is a debug mission that always loads in at HDSF Sherman.
FFFinale_P1_CFP_EliminateSpecific_Delivery_DEBUG_Title_001,P=DEBUG - HDSF Sherman - EliminateSpecific_Delivery
FFFinale_P1_CFP_EliminateSpecific_Delivery_E_Desc_001=CFP have learned that the Frontier Fighters have grown so paranoid about their comms being hacked that they’ve resorted to putting operational intel on datapads. Our intelligence team has identified a runner for the Frontier Fighters, ~mission(TargetName), hand-delivering datapads, and believe they’re currently in possession of one. \n\nWe’ve tracked ~mission(TargetName|Last) to ~mission(Location|Address), so we’re looking for someone to go there and retrieve the datapad. Once obtained, you can deliver it to ~mission(Destination|Address) for analysis. Hopefully this will lead to where Amelia Boyd is hiding out.\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
FFFinale_P1_CFP_EliminateSpecific_Delivery_E_Title_001=[Recon] Find Frontier Fighters Operative and Intel
FFFinale_P1_CFP_EliminateSpecific_Delivery_H_Desc_001=Citizens for Prosperity is desperately looking for any indication of where Amelia Boyd is hiding out. If we’re able to bring her to justice, there’s a good chance her organization will crumble. \n\n~mission(TargetName) is a high ranking operative for the Frontier Fighters who we’ve had our eye on for a while. A source revealed that they’re currently hiding out at ~mission(Location|Address) and in possession of a datapad filled with information about future gang operations. Knocking out ~mission(TargetName|Last) and getting our hands on that datapad could be instrumental in finding Boyd. \n\nIf you’re up for the task, I’d recommend bringing some friends and plenty of gear. I’d expect stiff resistance from the forces there. Once you take care of ~mission(TargetName|Last), grab that datapad and bring it to ~mission(Destination|Address) for further evaluation.\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
FFFinale_P1_CFP_EliminateSpecific_Delivery_H_Title_001=[Recon] Secure Frontier Fighters Data
FFFinale_P1_CFP_EliminateSpecific_Delivery_M_Desc_001=Frontier Fighters have adjusted their operating procedures. Instead of sending comms between high ranking members, they’ve been hand-delivering datapads filled with operational intelligence and potentially the location of Amelia Boyd. One such datapad is currently in the possession of ~mission(TargetName) at ~mission(Location|Address).\n\nWe need someone to get to ~mission(Location), take out ~mission(TargetName|Last), and get the intel off that datapad. ~mission(TargetName|Last) won't be alone, so best be prepared for a fight. Once secured, bring the datapad to ~mission(Destination|Address). \n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
FFFinale_P1_CFP_EliminateSpecific_Delivery_M_Title_001=[Recon] Get Datapad from Frontier Fighters
FFFinale_P1_CFP_MissingPerson_Delivery_DEBUG_Desc_001,P=This is a debug mission that always loads in at HDSF Sherman.
FFFinale_P1_CFP_MissingPerson_Delivery_DEBUG_Title_001,P=DEBUG - HDSF Sherman - MissingPerson_Delivery
FFFinale_P1_CFP_MissingPerson_Delivery_E_Desc_001=I’ve gotten word that one of our volunteers, ~mission(TargetName), has failed to check in. They had come across some Frontier Fighters in the area and were going to investigate more. I’m looking for someone willing to visit their last known location and figure out what happened. \n\nThe last ping from ~mission(TargetName|Last) came from ~mission(Location|Address). Start your search there and see what you can find. Hopefully this is simply a technical issue, but if it is the worst case scenario, I have an additional request. See if ~mission(TargetName|Last) was carrying a datapad. They’re last comm mentioned they grabbed one off a Frontier Fighter, so it might have some intel on it that they were willing to kill to protect. Please find that datapad and bring it to ~mission(Destination|Address).\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
FFFinale_P1_CFP_MissingPerson_Delivery_E_Title_001=[Recon] Missing CFP Op & Intel
FFFinale_P1_CFP_MissingPerson_Delivery_H_Desc_001=We’ve lost touch with a member of our team. ~mission(TargetName) last checked in around ~mission(Location|Address) after sending an update on the movements of a high-level Frontier Fighters member. CFP wants to know if ~mission(TargetName|Last) is okay but also wants to make sure the datapad they acquired is safe. \n\nThere’s heavy Frontier Fighters activity in the area. Better bring a bunch of gear and some friends for support. Even if things went bad for ~mission(TargetName|Last), we need you to do all you can to secure that datapad and bring it to ~mission(Destination|Address).\n\nGood luck,\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
FFFinale_P1_CFP_MissingPerson_Delivery_H_Title_001=[Recon] Rescue and Recovery Operation
FFFinale_P1_CFP_MissingPerson_Delivery_M_Desc_001=We’re in a pinch and hoped you could help us out. A CFP member named ~mission(TargetName) has vanished. Making matters worse, they were carrying a datapad stolen from the Frontier Fighters with important intel on it. We’re desperate to know what happened to ~mission(TargetName|Last) and that datapad. Can you help?\n\nIf so, we need you to go ~mission(Location|Address), and look for ~mission(TargetName|Last). There’s a Frontier Fighters presence in that area, so best be ready for anything. We’re crossing our fingers that ~mission(TargetName|Last) is all right. But if things went bad, we really need you to secure that datapad and bring it to ~mission(Destination|Address).\n\nThanks again, \n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
FFFinale_P1_CFP_MissingPerson_Delivery_M_Title_001=[Recon] Lost CFP Op & Datapad
FFFinale_P1_HH_EliminateSpecific_Delivery_E_Desc_001=Frontier Fighters are feeling the pressure. They’re so scared of us hacking their comms that they’re putting vital info on datapads. Just got confirmation on the name and location of a Frontier Fighter holding one of these precious datapads. Care to take ‘em out and grab that datapad? \n\nHere’s the lowdown. ~mission(TargetName) is currently at ~mission(Location|Address). Kill ~mission(TargetName|Last), grab that datapad, and deliver it to ~mission(Destination|Address). We’ll take it from there.\n\nStows out.
FFFinale_P1_HH_EliminateSpecific_Delivery_E_Title_001=[Recon] Kill & Collect
FFFinale_P1_HH_EliminateSpecific_Delivery_H_Desc_001=We’ve been hunting this Frontier Fighter asshole named ~mission(TargetName) and have finally found their hiding spot. Need someone who can load up and head to ~mission(Location|Address) to pay ’em a visit. \n\nWipe out ~mission(TargetName|Last) and anyone protecting ‘em. ~mission(TargetName|Last) should also have a datapad filled with info on Frontier Fighters operations. Find that datapad and bring it to ~mission(Destination|Address) for further evaluation.\n\nStows out.
FFFinale_P1_HH_EliminateSpecific_Delivery_H_Title_001=[Recon] Assassinate ~mission(TargetName|Last) & Seize Datapad
FFFinale_P1_HH_EliminateSpecific_Delivery_M_Desc_001=Think Frontier Fighters are planning something big. A bunch of them have gone to ground and switched up their operating procedures. Their comms traffic is way down and instead they’re using datapads to share intel. \n\nGood news is that we tracked a Frontier Fighters runner to ~mission(Location|Address) where they passed off a datapad to an enforcer name ~mission(TargetName). \n\nFigured we could take care of two birds with one stone here. Let’s hit that location, take out ~mission(TargetName|Last), and grab that datapad. Once you’ve got it, bring it to ~mission(Destination|Address). We’ll crack it open and see what tumbles out. \n\nStows out.
FFFinale_P1_HH_EliminateSpecific_Delivery_M_Title_001=[Recon] Hunt Down Op & Intel
FFFinale_P1_HH_MissingPerson_Delivery_E_Desc_001=~mission(TargetName) vanished tracking some Frontier Fighters who have been creeping in the system. We really need to find out what happened to ~mission(TargetName|Last) and the datapad they were carrying. \n\nLast anyone heard from ~mission(TargetName|Last) was at ~mission(Location|Address). Can you head there and see if you can find ‘em?\n\nThey better be drunk or dead, but either way, find that datapad and deliver it to ~mission(Destination|Address).\n\n- Stows
FFFinale_P1_HH_MissingPerson_Delivery_E_Title_001=[Recon] Locate Lost Headhunter and Intel
FFFinale_P1_HH_MissingPerson_Delivery_H_Desc_001=Need someone to grab some gear and friends and find out what the hell happened to ~mission(TargetName). They were snooping around Frontier Fighters operations near ~mission(Location|Address) when we lost touch with ’em. So I’d recommend starting there, but keep your eyes peeled for Frontier Fighters though. It’s definitely one of their haunts. \n\nYou ask me, ~mission(TargetName|Last) is smoked in a ditch somewhere, but we need you to find the datapad on 'em. It has a shit ton of valuable info on it and Frontier Fighters are probably too dumb to check. So find it and bring it to ~mission(Destination|Address).\n\n- Stows
FFFinale_P1_HH_MissingPerson_Delivery_H_Title_001=[Recon] Search Party
FFFinale_P1_HH_MissingPerson_Delivery_M_Desc_001=Got a bit of a situation here involving ~mission(TargetName), who was out collecting skinny on Frontier Fighters movements. Only problem is that we haven’t heard from ~mission(TargetName|Last) in a while. You available to go to ~mission(Location|Address) to see what the hell happened to ’em? \n \nIf Frontier Fighters got wise and snuffed ~mission(TargetName|Last) out, grab the datapad on 'em and deliver it to ~mission(Destination|Address) so we can pull all the important intel off it. Got it? \n\n- Stows
FFFinale_P1_HH_MissingPerson_Delivery_M_Title_001=[Recon] Tracking Down Missing HeadHunter
FFFinale_P2_CFP_DestroyMedicalBed_DEBUG_Desc_001,P=This is a debug mission that always loads in at HDSF Sherman.
FFFinale_P2_CFP_DestroyMedicalBed_DEBUG_Title_001,P=DEBUG - HDSF Sherman - DestroyMedicalBed
FFFinale_P2_CFP_Destroy_MedicalBed_E_Desc_001=Think we’ve discovered how the Frontier Fighters keep their ranks full. During a recent raid of one of their hideouts, our forces discovered a MedGel recharge station, which they’re using to help regen their troops. That explains why it doesn’t feel like we’re making a dent in their overall numbers. \n\nIntel pulled from that site indicates that ~mission(Location|Address) has a similar MedGel recharge station. Looking for someone to head there and destroy it. Are you interested? \n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
FFFinale_P2_CFP_Destroy_MedicalBed_E_Title_001=[Siege] Stop Frontier Fighters from Regenning
FFFinale_P2_CFP_Destroy_MedicalBed_H_Desc_001=Our scouts have been keeping an eye on things at ~mission(Location|Address) and noticed a steady stream of Frontier Fighters leaving with cargo boxes. We targeted one shipment and discovered it was full of MedGel. That site must have a MedGel recharge station that’s being used to manufacture the stuff to send to their other sites.\n\nLooking for someone willing to secure the location and destroy any MedGel recharge stations inside. There’s usually lots of Frontier Fighters in the area so it might be smart to bring some friends to cover your back. \n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
FFFinale_P2_CFP_Destroy_MedicalBed_H_Title_001=[Siege] Destroy Frontier Fighters Ability to Regen
FFFinale_P2_CFP_Destroy_MedicalBed_M_Desc_001=We’ve learned that the Frontier Fighters have their own MedGel recharge stations they use to help regen their forces. The more of these we take offline the better. Can you help us? \n\nWe have identified a Frontier Fighters outpost at ~mission(Location|Address) that has one of these recharge stations. Can you go there and destroy them for us? \n\nJust a heads up. The recon team reports a fair amount of other activity there. So there might be a fight. \n\nGood luck,\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
FFFinale_P2_CFP_Destroy_MedicalBed_M_Title_001=[Siege] Eliminate MedGel Recharge Station
FFFinale_P2_CFP_ShipAmbush_DEBUG_Desc_001,P=This is a debug mission that always loads in at a ship graveyard
FFFinale_P2_CFP_ShipAmbush_DEBUG_Title_001,P=DEBUG - Ship Graveyard Ambush
FFFinale_P2_CFP_ShipAmbush_E_Desc_001=A diligent team of CFP volunteers has been surveilling the flight patterns of a prominent Frontier Fighters, and identified ~mission(Location|Address) as the ideal spot for an ambush. Not only do they pass through that spot regularly but it also has an emission cloud that’s the perfect spot to hide your ship’s signature.\n\nThe target flies a ~mission(AmbushTarget). They usually fly alone but sometimes there’s another single-seat ship or two with them. Don’t worry, if things go sideways, we’ll have reinforcements nearby to provide additional support.\n\nCFP doesn’t normally endorse this kind of pre-emptive attack, but we think that successfully neutralizing this target will hamper their efforts moving forward.\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
FFFinale_P2_CFP_ShipAmbush_E_Title_001=[Siege] Ambush Frontier Fighters
FFFinale_P2_CFP_ShipAmbush_H_Desc_001=Will you help the CFP’s efforts to dismantle the Frontier Fighters by taking out one of their commanders? \n\nWe’ve been tracking the movements of this particular target for months and discovered a flight path they often take is vulnerable to attack. The location has an emission cloud that’s the perfect spot to launch an ambush from. Even with the element of surprise, it won’t be easy. They fly a ~mission(AmbushTarget), and usually have a sizable escort including other large craft for protection, so I’d recommend bringing some support. \n\nThis contract won’t be easy but completing it will go a long way to making this system safer. If you’re the right person for the job, hurry to ~mission(Location|Address). The commander and their crew should be passing through the ambush location soon.\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
FFFinale_P2_CFP_ShipAmbush_H_Title_001=[Siege] Take Out Frontier Fighters Commander
FFFinale_P2_CFP_ShipAmbush_M_Desc_001=Plans have been in the works for weeks, but we’re finally ready to launch a strike against a high value Frontier Fighters operative. Now we need someone to bring the plan to fruition.\n\nHere are the details. The target flies a ~mission(AmbushTarget) and is accompanied by an escort ship. Our team identified a spot they pass through regularly with an emission cloud that could provide cover. It’ll allow you to cloak your ship’s sig, so you can stay hidden until you’re ready to attack. \n\nGot word that the ~mission(AmbushTarget) and its escort should be passing through the spot soon. If you’re ready, gear up and get to ~mission(Location|Address) right away.\n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
FFFinale_P2_CFP_ShipAmbush_M_Title_001=[Siege] Surprise Strike on Frontier Fighters
FFFinale_P2_HH_Destroy_MedicalBed_E_Desc_001=Time to deploy a new tactic against the Frontier Fighters. We’ve learned that these assholes have gotten their hands on cheap-ass regen machines and deployed them to locations across the system. Council’s ordered us to target their MedGel recharge stations to slow down the Frontier Fighters ability to redeploy their troops.\n\nGot word that ~mission(Location|Address) would be a spot to target, so I need someone to go there and destroy any recharge stations they find. Might be a few Frontier Fighters around that you’ll need to deal with too but our primary concern is those MedGel machines. Got it?\n\n- Stows
FFFinale_P2_HH_Destroy_MedicalBed_E_Title_001=[Siege] Ruin MedGel Recharge Station
FFFinale_P2_HH_Destroy_MedicalBed_H_Desc_001=Pilot of ours was bragging that they took out a Frontier Fighters hotshot pilot, but we heard from a prospect who swore they spotted the bastard walking outta ~mission(Location|Address). That location must have regen equipment that we need to take off line. We’ve learned that the most effective tactic is to target the MedGel recharge station. Thing’s a real pain to replace or repair and the other equipment won’t work without that gel. You up for getting rid of it? \n\nThat spot is pretty well defended. Might be good to bring some friends. \n\n- Stows
FFFinale_P2_HH_Destroy_MedicalBed_H_Title_001=[Siege] Raid and Ravage MedGel Recharge Stations
FFFinale_P2_HH_Destroy_MedicalBed_M_Desc_001=These Frontier Fighters are like an aloprat nest, stomp one and two more pop up. We figured out that they’ve got a shit ton of makeshift regen equipment stashed across the system that’s bringing back their forces with minimal downtime. Time to slow toss a big flaming wrench in this cycle. \n\nOne of our people dropped a tip that ~mission(Location|Address) has a MedGel recharge station producing a bunch of the stuff to keep their stations working. Why don’t you head on over there and see if we’re right? Handle anyone who squawks and destroy whatever MedGel recharge stations you can find. \n\n- Stows
FFFinale_P2_HH_Destroy_MedicalBed_M_Title_001=[Siege] Let’s Close the Loop
FFFinale_P2_HH_ShipAmbush_E_Desc_001=Got our sights set on a Frontier Fighters dipshit that we want wiped out. We’ve had a tail on them for weeks and noticed that they fly their ~mission(AmbushTarget) in a similar pattern every day.\n\nHere’s the plan. Head to ~mission(Location|Address), find a place to hide your ship’s sig, and then spring the trap when the ~mission(AmbushTarget) passes by. They don’t always travel alone so keep an eye out. Sure you’ll be able to handle it, but we got some backup on hand if shit goes south. \n\nStows out.
FFFinale_P2_HH_ShipAmbush_E_Title_001=[Siege] Ambush Frontier Fighters
FFFinale_P2_HH_ShipAmbush_H_Desc_001=A Frontier Fighters squadron, led by someone flying a ~mission(AmbushTarget), has become a huge pain in our ass, and taken out a few of our brothers and sisters. It’s time to turn the table on these bastards, and we’re hoping you and some friends could help. \n\nKilling all of them is great, but the real prize is killing the ~mission(AmbushTarget). They usually patrol with several large craft and a sizable escort. Be sure to bring the support you need to handle all that action. \n\nWe’ve identified ~mission(Location|Address) as the perfect place to jump them. There’s an emission cloud there that’ll help hide your ship’s sig. Then all you gotta do is wait and bring the hammer down. This squad is full of pros, so better be ready to throw down. That also means there might be some good gear floating in the wreckage when you’re done with ‘em. Feel free to grab whatever you want as a little bonus for getting the job done. \n\nStows out.
FFFinale_P2_HH_ShipAmbush_H_Title_001=[Siege] Surprise Frontier Fighters Squad
FFFinale_P2_HH_ShipAmbush_M_Desc_001=A Frontier Fighter flying a ~mission(AmbushTarget) came this close to ghosting the Clip running this region. Headhunters can’t let that go unanswered so we’ve gone all in on finding this bastard. Turns out the target regularly flies by ~mission(Location|Address), which is perfect for an ambush. \n\nGot an update saying the ~mission(AmbushTarget) and an escort should be passing through there soon. Need someone to beat them to that location, find a spot to hide, and slit their throat. Handle this and you’ll make the Clip very happy.\n\nStows out.
FFFinale_P2_HH_ShipAmbush_M_Title_001=[Siege] Exact Revenge
FFFinale_P3_CFP_HuntThePolaris_Desc_001=Citizens for Prosperity needs your help in taking down the Frontier Fighters. \n\nThanks to everyone’s efforts, we’ve identified the location of Frontier Fighters leader Amelia Boyd. She’s commanding a Polaris and a squad of escort ships and, from what we understand, is intent on spreading havoc across the system. The ship is moving to random points within the system and then attacking any ship they encounter. \n\nThe CFP is calling anyone and everyone to help hunt the Polaris and stop these unprovoked attacks. Thwarting Amelia Boyd's terror campaign is not our only goal though. The CFP believes this is a prime opportunity to deliver a knock out punch to the Frontier Fighters by capturing Amelia Boyd and turning her over to the proper authorities.\n\nWill you stand with the CFP to help bring down Amelia Boyd? \n\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity
FFFinale_P3_CFP_HuntThePolaris_Title_001=[Take Down] Stop the Frontier Fighters’ Attack
FFFinale_P3_HH_HuntThePolaris_Desc_001=It’s on now. Time to deliver a headshot to the Frontier Fighters once and for all. Got word their leader, Amelia Boyd, is currently leading a Polaris and a squad of escort ships to hit targets across the system. Local forces are scrambling to stop the attacks, and the CFP has put out a call for help. The Council has greenlit Amelia Boyd and has authorized any available Headhunters to join the fray.\n\nGet your ship loaded up, grab some friends, and join the hunt. \n\nStows out.
FFFinale_P3_HH_HuntThePolaris_Title_001=[Take Down] Kill Frontier Fighters’ Leader Amelia Boyd
FFFinale_delivery_dropoff_long,P=Deliver ~mission(ObjectiveSetup) to a freight elevator at ~mission(Destination|address).
FFFinale_delivery_dropoff_short,P=Deliver ~mission(ObjectiveSetup) to Freight Elevator at ~mission(Destination)
FFFinale_mobiglas_ui_Priority_CFP,P=Priority - CFP
FFFinale_mobiglas_ui_Priority_HH,P=Priority - HH
FF_CH2_JournalAllCompleted_Phase1=Purge Pyro Phase 1\n\nYou’ve done your part! Launch requirements met.
FF_CH2_JournalAllCompleted_Phase2=Purge Pyro Phase 2\n\nYou’ve done your part! Launch requirements met.
FF_CH2_JournalBody_Phase1=To protect Stanton, the Frontier Fighters have pushed into Pyro intent on wiping out the Slicers and any gangs that get in their way. Successfully help them bomb fuel reserves and/or clear outlaw outposts six times (and continue to assist in future missions) to be eligible to receive a special reward. Those who also met the requirements of 'Save Stanton' will be eligible to receive an additional reward.
FF_CH2_JournalBody_Phase2=Frontier Fighters got word that outlaws compiled a hit list of their family members. There will be big trouble if that list is spread and makes it into Stanton. Help the Frontier Fighters destroy six servers and/or server ships, and meet requirements from the launch phase, to receive a special reward. Those who also met the requirements of 'Save Stanton' will receive an additional reward.
FF_CH2_JournalCompleted_Phase1=Purge Pyro Phase 1
FF_CH2_JournalCompleted_Phase2=Purge Pyro Phase 2
FF_CH2_JournalTitleShort_Phase1=Frontier Fighters Op. Purge Pyro - Launch
FF_CH2_JournalTitleShort_Phase2=Frontier Fighters Op. Purge Pyro - Phase 2
FF_CH2_JournalTitle_Phase1=Frontier Fighters Op. Purge Pyro - Launch Summary
FF_CH2_JournalTitle_Phase2=Frontier Fighters Op. Purge Pyro - Phase 2 Summary
FF_CH2_Journal_Intro_Desc=The time’s come. We’re putting out a call to anyone and everyone sick and tired of outlaws like the Slicers constantly attacking Stanton. We all know that the stiffs in the UEE and Stanton are too afraid to take up the fight, but the Frontier Fighters aren’t. \n\nMake the jump to Pyro now and join forces with the Frontier Fighters. The safety of Stanton depends on us. Will you do your part to defend it?\n\n\nCorbin Cassady\nComms\nFrontier Fighters
FF_CH2_Journal_Intro_From=Frontier Fighters
FF_CH2_Journal_Intro_Title=Let’s Purge Pyro
FF_CH2_Journal_Reveal_Desc=Let me cut through all the bullshit. The Frontier Fighters are in Pyro to rip out its rotten, outlaw-ridden core. The gangs of this system are a cancer that will continue to metastasize across Stanton and consume everything it can. The system will never be safe until this threat is dead and gone, and the Frontier Fighters are the only ones willing to do what’s necessary to make that happen. \n\nIf you haven’t heard already, this includes having some of our most dedicated members stage the Slicers attack on Stanton. We saw that the people of Stanton had grown complacent with the status quo. They needed to be woken up. We don’t like what we had to do, but we won’t apologize for doing it because it worked. \n\nToday the Frontier Fighters are stronger and more committed to our goal of cleaning up Pyro. If anything, the release of this information has proven just how dedicated we are to the cause. Sure, some of you may turn against us, but we don’t want those who are weak of mind and disposition. We need warriors willing to do anything and everything to clear Pyro of these pests. Because if we don’t do it, no one will.\n\nOur plans may have changed but our goals haven’t. More details on our next step soon. \n\nOstin Bouchard\nGeneral \nFrontier Fighters
FF_CH2_Journal_Reveal_From=Frontier Fighters
FF_CH2_Journal_Reveal_Title=Forward Frontier Fighters!
FF_Phase1_A_Desc=The Frontier Fighters have taken the fight to Pyro to wipe out the Slicers and anyone else who stands in our way. We’ve identified a vast network of gang hideouts and discovered that one at ~mission(Location) is currently prepping for another attack. We need someone to stomp them out before they terrorize Stanton again. \n\nIf you take this, you'll probably piss off Citizens for Prosperity and the Headhunters, but CFP haven't got the stones to do what needs to be done and the Headhunters are part of the problem. You in?\n\nBy the way, you won’t be able to share this contract. We need to know that you can be trusted to take care of business.\n\nCorbin Cassady\nComms\nFrontier Fighters
FF_Phase1_A_FailReason=Failed to clear outpost.
FF_Phase1_A_From=Frontier Fighters
FF_Phase1_A_Title=Purge Pyro: Punish Outlaws
FF_Phase1_B_Desc=The Frontier Fighters have taken the fight to Pyro to wipe out the Slicers and other lawless skags who get in our way.\n \nFirst on the list is ~mission(Location). They got stocks of fuel cells that they probably use to fuel their attack ships into Stanton, so you’re gonna bomb them into oblivion.\n \nYou do this for us and yeah, you'll probably piss off Citizens for Prosperity and the Headhunters, but CFP haven't got the stones to do what needs to be done and the Headhunters are part of the problem.\n\nBy the way, you won’t be able to share this contract. We need to know that you can be trusted to take care of business.\n \nCorbin Cassady\nComms\nFrontier Fighters
FF_Phase1_B_FailReason=Fuel cells survived the attack.
FF_Phase1_B_From=Frontier Fighters
FF_Phase1_B_Title=Purge Pyro: Destroy Fuel Supplies
FF_Phase2_A_Desc=One of our people decrypted comms between gangs revealing a sickening plot to kill our families. Guess we’ve been hitting them where it hurts. So far all they’ve done is compile a kill list with the names and locations of our loved ones, but haven’t distributed it yet, so we still have time.\n\nA copy of this list is currently being stored on a server at ~mission(Location). We need someone to hit that outpost and destroy the server before it’s too late. By the way, we set it up so this contract can’t be shared. This shit’s too important. We need to know exactly who’s doing the work for us. \n \nCorbin Cassady\nComms\nFrontier Fighters
FF_Phase2_A_FailReason=Servers still operational.
FF_Phase2_A_From=Frontier Fighters
FF_Phase2_A_Title=Purge Pyro - Phase 2: Destroy Servers
FF_Phase2_B_Desc=One of our people decrypted comms between gangs revealing a sickening plot to kill our families. Guess they’re getting desperate because they’ve compiled a kill list with the names and locations of our loved ones. Thankfully, it hasn’t been distributed yet, so there’s still a chance to stop it getting out.\n\nWe’ve learned that a server with this list was recently loaded onto a ~mission(Ship) that’s currently at ~mission(Location). What’s even crazier is that they got their hands on a ship with a Citizens for Prosperity livery to throw us off their trail. \n\nWe need to take out that ship before it can put our families in danger. By the way, we set it up so this contract can’t be shared. This shit’s too important. We need to know exactly who’s doing the work for us.\n\nCorbin Cassady\nComms\nFrontier Fighters
FF_Phase2_B_FailReason=Server ship escaped.
FF_Phase2_B_From=Frontier Fighters
FF_Phase2_B_Title=Purge Pyro - Phase 2: Destroy Server Ship
FF_ProgressTracker_BodyText=To keep Stanton safe we must eliminate the outlaws infesting Pyro. Join forces with the Frontier Fighters to fight the pirate scourge in Pyro.
FF_ProgressTracker_LongTitle=Frontier Fighters Op. Purge Pyro Mission Status
FF_ProgressTracker_ShortTitle=Frontier Fighters Op. Purge Pyro Mission
FLOOR_Flair_Items=--------------- Floor Flair Items - Dev Use Only ------------------------
FOB_Abandoned_Stanton1_FOB1=Lowdown
FOB_Abandoned_Stanton1_FOB1_desc=How did you even hear about this place?
FOB_Abandoned_Stanton1_FOB2=Trilo
FOB_Abandoned_Stanton1_FOB2_desc=Some say three is an unlucky number.
FOB_Abandoned_Stanton1_FOB3=Rico's Remains
FOB_Abandoned_Stanton1_FOB3_desc=Gone but not forgotten.
FOB_Abandoned_Stanton1_FOB4=Broken Patch
FOB_Abandoned_Stanton1_FOB4_desc=Probably should just sit this one out.
FOB_Abandoned_Stanton1a_FOB1=The Dregs
FOB_Abandoned_Stanton1a_FOB1_desc=Ain't much worth scrapin' up here.
FOB_Abandoned_Stanton1a_FOB2=Smokestack
FOB_Abandoned_Stanton1a_FOB2_desc=Smoke 'em if you got 'em.
FOB_Abandoned_Stanton1a_FOB3=Coven
FOB_Abandoned_Stanton1a_FOB3_desc=Trouble's brewing.
FOB_Abandoned_Stanton1b_FOB1=Boondoggle
FOB_Abandoned_Stanton1b_FOB1_desc=Somebody's going to pay for this.
FOB_Abandoned_Stanton1b_FOB2=The Grove
FOB_Abandoned_Stanton1b_FOB2_desc=Avoid the crowds.
FOB_Abandoned_Stanton1c_FOB1=Nevermind
FOB_Abandoned_Stanton1c_FOB1_desc=Just forget about it.
FOB_Abandoned_Stanton1c_FOB2=Gonzo
FOB_Abandoned_Stanton1c_FOB2_desc=Be a part of the action.
FOB_Abandoned_Stanton1d_FOB1=Thimblerig
FOB_Abandoned_Stanton1d_FOB1_desc=Everyone's a winner.
FOB_Abandoned_Stanton1d_FOB2=The Shades
FOB_Abandoned_Stanton1d_FOB2_desc=Blind ambition drawn closed.
FOB_Abandoned_Stanton2a_FOB1=Stone's Throw
FOB_Abandoned_Stanton2a_FOB1_desc=Skip past here if you're smart.
FOB_Abandoned_Stanton2a_FOB2=Fetch
FOB_Abandoned_Stanton2a_FOB2_desc=Stop trying to make it happen.
FOB_Abandoned_Stanton2a_FOB3=The Hollows
FOB_Abandoned_Stanton2a_FOB3_desc=Rotten to the core.
FOB_Abandoned_Stanton2a_FOB4=Consumption
FOB_Abandoned_Stanton2a_FOB4_desc=Can prove to be fatal.
FOB_Abandoned_Stanton2b_FOB1=Minlo Spire
FOB_Abandoned_Stanton2b_FOB1_desc=The higher they are, the harder they fall.
FOB_Abandoned_Stanton2b_FOB2,P=Wailing Rock
FOB_Abandoned_Stanton2b_FOB2_desc,P=Not worth crying over.
FOB_Abandoned_Stanton2b_FOB3,P=Hospice
FOB_Abandoned_Stanton2b_FOB3_desc,P=The easy way out.
FOB_Abandoned_Stanton2c_FOB1=Half Stack
FOB_Abandoned_Stanton2c_FOB1_desc=For when life comes up short.
FOB_Abandoned_Stanton2c_FOB2=Rolo's Crater
FOB_Abandoned_Stanton2c_FOB2_desc=It's easier to go down than make your way up.
FOB_Abandoned_Stanton2c_FOB3=Mainline
FOB_Abandoned_Stanton2c_FOB3_desc=Straight from the source.
FOB_Abandoned_Stanton3a_FOB1=Rock Bottom
FOB_Abandoned_Stanton3a_FOB1_desc=You have to hit it at some point.
FOB_Abandoned_Stanton3a_FOB2=World's End
FOB_Abandoned_Stanton3a_FOB2_desc=The least civilized spot in the entire galaxy.
FOB_Abandoned_Stanton3a_FOB3=Downlow
FOB_Abandoned_Stanton3a_FOB3_desc=Keep it to yourself.
FOB_Abandoned_Stanton3a_FOB4=Last Day
FOB_Abandoned_Stanton3a_FOB4_desc=Make it count.
FOB_Abandoned_Stanton3a_FOB5=Burnout
FOB_Abandoned_Stanton3a_FOB5_desc=What's even the point of trying?
FOB_Abandoned_Stanton3a_FOB6=Balto's Blind
FOB_Abandoned_Stanton3a_FOB6_desc=Not what you're looking for.
FOB_Abandoned_Stanton3b_FOB1=Ako's Return
FOB_Abandoned_Stanton3b_FOB1_desc=Startin' to think they'll never come back...
FOB_Abandoned_Stanton3b_FOB2=Scuttle
FOB_Abandoned_Stanton3b_FOB2_desc=Don't believe the rumors about this place.
FOB_Abandoned_Stanton3b_FOB3=Washout
FOB_Abandoned_Stanton3b_FOB3_desc=Failure is an option.
FOB_Abandoned_Stanton3b_FOB4=Wiley Flats
FOB_Abandoned_Stanton3b_FOB4_desc=Change is unstoppable.
FOB_Abandoned_Stanton4_FOB1=Kelo Bottom
FOB_Abandoned_Stanton4_FOB1_desc=You can only go up from here.
FOB_Abandoned_Stanton4_FOB2=Drifters
FOB_Abandoned_Stanton4_FOB2_desc=You won't want to stay long.
FOB_Abandoned_Stanton4_FOB3=Hela's Regret
FOB_Abandoned_Stanton4_FOB3_desc=There's unfinished business here.
FOB_Abandoned_Stanton4_FOB4=The Barrens
FOB_Abandoned_Stanton4_FOB4_desc=Nothing's worth dying for.
FOB_Abandoned_Stanton4a_FOB1=Blighter's Run
FOB_Abandoned_Stanton4a_FOB1_desc=Best keep running.
FOB_Abandoned_Stanton4a_FOB2=Hasbin Hall
FOB_Abandoned_Stanton4a_FOB2_desc=This place is all washed up.
FOB_Abandoned_Stanton4a_FOB3=Regiment Downs
FOB_Abandoned_Stanton4a_FOB3_desc=Fighting hard is not always enough.
FOB_Abandoned_Stanton4a_FOB4=Hard Knocks
FOB_Abandoned_Stanton4a_FOB4_desc=No tricks. Just kicks.
FOB_Abandoned_Stanton4b_FOB1=Kant's Peak
FOB_Abandoned_Stanton4b_FOB1_desc=Not much to talk about here.
FOB_Abandoned_Stanton4b_FOB2=Tremonte
FOB_Abandoned_Stanton4b_FOB2_desc=The pain is all in your head.
FOB_Abandoned_Stanton4c_FOB1=Shanks
FOB_Abandoned_Stanton4c_FOB1_desc=Watch your back.
FOB_Abandoned_Stanton4c_FOB2=Adair's Retreat
FOB_Abandoned_Stanton4c_FOB2_desc=Fall back.
FPSPVEVS_EasyScenario_Objective01=Kill pirates.
FPSPVEVS_EasyScenario_Objective01_Desc=Kill all the pirates on the asteroid base.
FPSPVEVS_Mission_Desc,P=UEE forces really want to capture this sweet asteroid base.
FPSPVEVS_Mission_Title=Assault The Asteroid Base
FPSSalvage_obj_long_01=Salvage scrap at ~mission(Location|Address).
FPSSalvage_obj_marker_01=Salvage
FPSSalvage_obj_short_01=Salvage Scrap at ~mission(Location)
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_01=*WIP* Outpost
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
FTLCourier_RepUI_Area,P=WIP
FTLCourier_RepUI_Description,P=WIP
FTLCourier_RepUI_Focus,P=WIP
FTLCourier_RepUI_Founded,P=WIP
FTLCourier_RepUI_Headquarters,P=WIP
FTLCourier_RepUI_Leadership,P=WIP
FTLCourier_RepUI_Name,P=FTL Courier
FTL_Courier=[COURIER] FTL Assignment
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_Data=[DATA] FTL Assignment
FTL_Haulage=[HAULAGE] FTL Assignment
FTL_LightGoods=[LIGHT GOODS] FTL Assignment
FTL_RecoverItem_E_Desc_001=ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – ENTRY\n\nPICKUP LOCATION – Courier needed to retrieve lost package from a downed ship at ~mission(Location|Address).\n\nDROPOFF LOCATION – Once obtained, deliver package to the freight elevator at ~mission(Destination|Address). \n\nTHREAT LEVEL – Light engagements expected.\n\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)
FTL_RecoverItem_E_Title_001=COURIER NEEDED FOR RETRIEVAL. EXP: E
FTL_RecoverItem_H_Desc_001=ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – SEASONED\n\nPICKUP LOCATION – Courier needed to retrieve package at ~mission(Location|Address) and continue delivery.\n\nDROPOFF LOCATION – Deliver package to the freight elevator at ~mission(Destination|Address). \n\nTHREAT LEVEL – High level engagements expected.\n\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)
FTL_RecoverItem_H_Title_001=COURIER NEEDED FOR RETRIEVAL. EXP: S
FTL_RecoverItem_Intro_Desc_001=ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \n\nPICKUP LOCATION – One of our ships went down at ~mission(Location|Address). Need a courier to retrieve the package.\n\nDROPOFF LOCATION – Package will need to be delivered to the freight elevator at ~mission(Destination|Address). \n\nTHREAT LEVEL – Minimal combat expected.\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)
FTL_RecoverItem_Intro_Title_001=NEW RETRIEVAL RUN AVAILABLE
FTL_RecoverItem_M_Desc_001=ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – JUNIOR\n\nPICKUP LOCATION – An FTL ship went down at ~mission(Location|Address). Courier needed to retrieve package and continue delivery.\n\nDROPOFF LOCATION – Package must be taken to the freight elevator at ~mission(Destination|Address). \n\nTHREAT LEVEL – Medium level engagements expected.\n\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)
FTL_RecoverItem_M_Title_001=COURIER NEEDED FOR RETRIEVAL. EXP: JR
FTL_RecoverItem_S_Desc_001=ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – ELITE\n\nPICKUP LOCATION – Top-tier courier required to retrieve a package at ~mission(Location|Address) from wreckage of a downed courier.\n\nDROPOFF LOCATION – Deliver package to the freight elevator at ~mission(Destination|Address). \n\nDELIVERY WINDOW – ~mission(Contractor|Timed)\n\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)
FTL_RecoverItem_S_Title_001=COURIER NEEDED FOR RETRIEVAL. EXP: EL
FTL_RecoverItem_VE_Desc_001=ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – UNIVERSAL\n\nPICKUP LOCATION – Need a courier dispatched to ~mission(Location|Address) to retrieve a package from a downed ship.\n\nDROPOFF LOCATION – Package will need to be delivered to the freight elevator at ~mission(Destination|Address). \n\nTHREAT LEVEL – Light engagements expected.\n\nTRAVEL– All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)
FTL_RecoverItem_VE_Title_001=COURIER NEEDED FOR RETRIEVAL - EXP: U
FTL_RecoverItem_VH_Desc_001=ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – EXPERIENCED\n\nPICKUP LOCATION – Need an experienced courier to dispatch to ~mission(Location|Address) and retrieve a package from a downed ship.\n\nDROPOFF LOCATION – Once secured, finish delivery by dropping off at the freight elevator at ~mission(Destination|Address). \n\nTHREAT LEVEL – Intense Hostile Contact Expected.\n\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)
FTL_RecoverItem_VH_Title_001=COURIER NEEDED FOR RETRIEVAL. EXP: EX
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.
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_from=FTL Courier
FW2022_DatapadScreen_Convo_1,P=Richardson. This is your last warning. No more movie quotes as passwords. It's not secure. I don't want to have to tell you again.
FW2022_DatapadScreen_Convo_2,P=You talking to me?
FW2022_DatapadScreen_Convo_3,P=Yes Richardson. You are the Richardson I was referring to.
FW2022_DatapadScreen_Convo_4,P=Nah, that was a movie quote boss. You started him up again.
FW2022_DatapadScreen_Convo_5,P=How does Richardson know movie quotes from the 20th century?
FW2022_DatapadScreen_Convo_6,P=He's gotta ducktick mind
FW2022_DatapadScreen_Convo_7,P=Didactic, you idiot.
FW2022_DatapadScreen_Convo_8,P=Watever
FW2022_DatapadScreen_Date,P=Date
FW2022_DatapadScreen_GroupMembersTitle,P=Group Members:
FW2022_DatapadScreen_GroupName,P=Nine Tails Wagon
FW2022_DatapadScreen_GroupNameTitle,P=Group Name:
FW2022_DatapadScreen_Name_1,P=Todd W.
FW2022_DatapadScreen_Name_2,P=Harold R.
FW2022_DatapadScreen_Name_3,P=Benjamin D.
FW2022_DatapadScreen_Name_4,P=Jon H.
FW2022_DatapadScreen_Time_1,P=13:57
FW2022_DatapadScreen_Time_2,P=14:01
FW2022_DatapadScreen_Time_3,P=14:02
FW2022_DatapadScreen_Time_4,P=14:07
FW2022_DatapadScreen_Time_5,P=14:08
FW2022_DatapadScreen_Time_6,P=14:09
FW2022_DatapadScreen_Time_7,P=14:11
FW2022_DatapadScreen_Time_8,P=14:12
FW2022_IFFIscreen_CEASEFIRE=Disconnect
FW2022_IFFIscreen_FirebaseBravo=Identity Friend or Foe Inverter
FW2022_IFFIscreen_Fluff_1=01
FW2022_IFFIscreen_Fluff_10=10
FW2022_IFFIscreen_Fluff_2=02
FW2022_IFFIscreen_Fluff_3=03
FW2022_IFFIscreen_Fluff_4=04
FW2022_IFFIscreen_Fluff_5=05
FW2022_IFFIscreen_Fluff_6=06
FW2022_IFFIscreen_Fluff_7=07
FW2022_IFFIscreen_Fluff_8=08
FW2022_IFFIscreen_Fluff_9=09
FW2022_IFFIscreen_Fluff_Activity=Activity
FW2022_IFFIscreen_Fluff_Decouple=Decouple
FW2022_IFFIscreen_Fluff_Diagnostics=Diagnostics
FW2022_IFFIscreen_Fluff_Engaging=Engaging Enemy
FW2022_IFFIscreen_Fluff_GunBattery=AA Battery
FW2022_IFFIscreen_Fluff_JUDAS=ARC1234_IFFI_SYS_MK01.3
FW2022_IFFIscreen_Fluff_Online=Inverted
FW2022_IFFIscreen_Fluff_Power=Power
FW2022_IFFIscreen_Fluff_Status=Status
FW2022_IFFIscreen_Fluff_TurretCoverage_1=FOF: 182, -32, 0 // 23r
FW2022_IFFIscreen_Fluff_TurretCoverage_2=FOF: 13, 80, 0 // 27r
FW2022_IFFIscreen_Fluff_TurretCoverage_3=FOF: 121, 30, 1 // 82r
FW2022_IFFIscreen_Fluff_TurretCoverage_4=FOF: 71, -123, 0 // 82r
FW2022_IFFIscreen_Fluff_TurretCoverage_5=FOF: 6, 4, 0 // 82r
FW2022_IFFIscreen_Fluff_TurretCoverage_6=FOF: 90, 90, 0 // 150r
FW2022_IFFIscreen_Fluff_TurretStatus=ID:
FW2022_IFFIscreen_Fluff_TurretStatus_0=Unverified
FW2022_IFFIscreen_Fluff_TurretStatus_100=Verified
FW2022_IFFIscreen_GunBatteriesTitle=Active Contacts
FW2022_IFFIscreen_ID_01=R3T6A3F
FW2022_IFFIscreen_ID_02=VP9JH01
FW2022_IFFIscreen_ID_03=EXT16L4
FW2022_IFFIscreen_ID_04=M982MAS
FW2022_IFFIscreen_ID_05=LRQ51PK
FW2022_IFFIscreen_Zone=Zone
FW2022_TransferScreen_AccountName=Admin
FW2022_TransferScreen_AppName=DATA UPLOAD MANAGER
FW2022_TransferScreen_Cancel=CANCEL TRANSFER
FW2022_TransferScreen_Failure=Data Transfer Incomplete
FW2022_TransferScreen_Fluff_Filename_1=KLEP_5SCDJSN9
FW2022_TransferScreen_Fluff_Filename_10=KCaplanNotes 510802
FW2022_TransferScreen_Fluff_Filename_11=SecProtocols GSL
FW2022_TransferScreen_Fluff_Filename_12=Stormwal Celebration
FW2022_TransferScreen_Fluff_Filename_13=TISC_NGIHM7
FW2022_TransferScreen_Fluff_Filename_14=TISC_OTUZTA
FW2022_TransferScreen_Fluff_Filename_15=MeetingNotes CST
FW2022_TransferScreen_Fluff_Filename_16=ORSN_1AYCLP15
FW2022_TransferScreen_Fluff_Filename_17=NineTails Concerns
FW2022_TransferScreen_Fluff_Filename_18=Bonus Payments
FW2022_TransferScreen_Fluff_Filename_19=KCaplanNotes 500401
FW2022_TransferScreen_Fluff_Filename_2=KLEP_TS61S00N
FW2022_TransferScreen_Fluff_Filename_20=ParRoute FLWK
FW2022_TransferScreen_Fluff_Filename_21=Trace Log
FW2022_TransferScreen_Fluff_Filename_22=Link63wif
FW2022_TransferScreen_Fluff_Filename_23=Order33 HalfMeasure
FW2022_TransferScreen_Fluff_Filename_24=DNLW_WVGOVL9F
FW2022_TransferScreen_Fluff_Filename_25=DNLW_QZGCVLZO
FW2022_TransferScreen_Fluff_Filename_26=DNLW_MH026KV5
FW2022_TransferScreen_Fluff_Filename_27=Kareah Station
FW2022_TransferScreen_Fluff_Filename_28=QUIP_NQ900EFP
FW2022_TransferScreen_Fluff_Filename_29=QUIP_KB2U6Q13
FW2022_TransferScreen_Fluff_Filename_3=ADJU_JD1Q5D
FW2022_TransferScreen_Fluff_Filename_30=Calibration Results
FW2022_TransferScreen_Fluff_Filename_31=BIN64
FW2022_TransferScreen_Fluff_Filename_32=Screenshots
FW2022_TransferScreen_Fluff_Filename_33=USER
FW2022_TransferScreen_Fluff_Filename_34=GAME CFG
FW2022_TransferScreen_Fluff_Filename_35=DATA P4k
FW2022_TransferScreen_Fluff_Filename_36=KCaplanNotes 490526
FW2022_TransferScreen_Fluff_Filename_37=Finley Spec
FW2022_TransferScreen_Fluff_Filename_38=HERC 2953 RVMP
FW2022_TransferScreen_Fluff_Filename_39=ORSN_QN6LS33A
FW2022_TransferScreen_Fluff_Filename_4=ADJU_D898E9
FW2022_TransferScreen_Fluff_Filename_40=ORSN_RDHGR2F8
FW2022_TransferScreen_Fluff_Filename_41=ORSN_YUFRMYHC
FW2022_TransferScreen_Fluff_Filename_42=ORSN_PA9YINAN
FW2022_TransferScreen_Fluff_Filename_43=ORSN_ILV33HPF
FW2022_TransferScreen_Fluff_Filename_44=Platform Maintenance U1D
FW2022_TransferScreen_Fluff_Filename_45=FinancialPlan2953
FW2022_TransferScreen_Fluff_Filename_46=LIM_EEET
FW2022_TransferScreen_Fluff_Filename_47=LIM_J5GU
FW2022_TransferScreen_Fluff_Filename_48=LIM_ANPJ
FW2022_TransferScreen_Fluff_Filename_49=SyndctUpdt URGENT
FW2022_TransferScreen_Fluff_Filename_5=ADJU_UKSG0G
FW2022_TransferScreen_Fluff_Filename_50=TLXCore_001
FW2022_TransferScreen_Fluff_Filename_51=TLXCore_002
FW2022_TransferScreen_Fluff_Filename_52=MSalte Appraisal
FW2022_TransferScreen_Fluff_Filename_53=Recall Notice LMN087
FW2022_TransferScreen_Fluff_Filename_54=DunlowLWT
FW2022_TransferScreen_Fluff_Filename_55=Senate 2949-03-19
FW2022_TransferScreen_Fluff_Filename_56=XenoThreat Update
FW2022_TransferScreen_Fluff_Filename_57=StrFght Proc Mod
FW2022_TransferScreen_Fluff_Filename_58=KCaplanNotes 500901
FW2022_TransferScreen_Fluff_Filename_59=FuelStats GNS
FW2022_TransferScreen_Fluff_Filename_6=ADJU_9K4CYP
FW2022_TransferScreen_Fluff_Filename_60=EMPLY CredData
FW2022_TransferScreen_Fluff_Filename_61=Client Records 2948
FW2022_TransferScreen_Fluff_Filename_62=Stratus Incident Report
FW2022_TransferScreen_Fluff_Filename_63=XRDrivePrototype
FW2022_TransferScreen_Fluff_Filename_64=BR_OV_FDTS
FW2022_TransferScreen_Fluff_Filename_65=BR_CG_55MZ
FW2022_TransferScreen_Fluff_Filename_66=KCaplanNotes 511220
FW2022_TransferScreen_Fluff_Filename_67=Charity Fundraiser Gala
FW2022_TransferScreen_Fluff_Filename_68=HullMTR_09
FW2022_TransferScreen_Fluff_Filename_69=FabricationMSTR
FW2022_TransferScreen_Fluff_Filename_7=New Ship Proposals
FW2022_TransferScreen_Fluff_Filename_70=2953 Release Schedule v3
FW2022_TransferScreen_Fluff_Filename_71=Q4 Overlook
FW2022_TransferScreen_Fluff_Filename_72=CrashHandler
FW2022_TransferScreen_Fluff_Filename_73=O2R_4Z_N73
FW2022_TransferScreen_Fluff_Filename_74=Imprint Concerns
FW2022_TransferScreen_Fluff_Filename_75=8BS_QV_T5G
FW2022_TransferScreen_Fluff_Filename_8=CAN_A00001
FW2022_TransferScreen_Fluff_Filename_9=CAN_A00002
FW2022_TransferScreen_Fluff_Filetype_1=TLP
FW2022_TransferScreen_Fluff_Filetype_10=LQI
FW2022_TransferScreen_Fluff_Filetype_2=VPD
FW2022_TransferScreen_Fluff_Filetype_3=DDF
FW2022_TransferScreen_Fluff_Filetype_4=XSC
FW2022_TransferScreen_Fluff_Filetype_5=XSR
FW2022_TransferScreen_Fluff_Filetype_6=CLK
FW2022_TransferScreen_Fluff_Filetype_7=DRV
FW2022_TransferScreen_Fluff_Filetype_8=BOB
FW2022_TransferScreen_Fluff_Filetype_9=NYN
FW2022_TransferScreen_InProgress=Transfer In Progress
FW2022_TransferScreen_LoggedInNotifier=Logged in as:
FW2022_TransferScreen_Logout=Log Out
FW2022_TransferScreen_OwnerName=Crusader Industries
FW2022_TransferScreen_ProgressIndicator=Progress:
FW2022_TransferScreen_ProgressPercentGlyph=%
FW2022_TransferScreen_ProgressValue=XYZ
FW2022_TransferScreen_Success=Data Transfer Complete
FW2022_TransferScreen_TimeRemainingIndicator=Time Remaining:
FW2022_TransferScreen_TimeRemainingValur=NN:NN:NN
FW22_NT_Datapad_Admin_MSG_01=Here's your code, Stax.
FW22_NT_Datapad_Admin_MSG_02=~mission(VeryHardCode)
FW22_NT_Datapad_Admin_MSG_03=Thanks, Mendo. How you feeling?
FW22_NT_Datapad_Admin_MSG_04=I give us solid odds. The plan is as good as they come and the IFFI tech's impressive. Only question is if we got the right people to pull it off.
FW22_NT_Datapad_Admin_MSG_05=Is this about me bailing for that stormwal tour?
FW22_NT_Datapad_Admin_MSG_06=Come on, man. You know I didn't mean you. Just worried about the download.
FW22_NT_Datapad_Admin_MSG_07=It's gonna go fine. Even if they find out what's going on, it'll be too late to do anything.
FW22_NT_Datapad_Admin_MSG_08=Yeah, especially since I got the system locked tight with a password generated from the first digit of all your codes.
FW22_NT_Datapad_Admin_MSG_09=Well, there you go. Pretty much the only way they'd be able to stop us is if they pull a Globy and guess the damn thing.
FW22_NT_Datapad_Admin_MSG_10=Out of curiosity, how was the tour?
FW22_NT_Datapad_Admin_MSG_11=Shit was crazy. Saw two of them out there in the last second.
FW22_NT_Datapad_Admin_MSG_12=Crazy.
FW22_NT_Datapad_Admin_MSG_13=Yeah, yeah. I know you don't give a shit.
FW22_NT_Datapad_Admin_MSG_14=Let's get through this and maybe I'll start.
FW22_NT_Datapad_Admin_MSG_15=Deal.
FW22_NT_Datapad_Admin_Time_01=12:53
FW22_NT_Datapad_Admin_Time_02=12:53
FW22_NT_Datapad_Admin_Time_03=12:54
FW22_NT_Datapad_Admin_Time_04=12:56
FW22_NT_Datapad_Admin_Time_05=12:57
FW22_NT_Datapad_Admin_Time_06=12:58
FW22_NT_Datapad_Admin_Time_07=13:01
FW22_NT_Datapad_Admin_Time_08=13:03
FW22_NT_Datapad_Admin_Time_09=13:04
FW22_NT_Datapad_Admin_Time_10=13:07
FW22_NT_Datapad_Admin_Time_11=13:08
FW22_NT_Datapad_Admin_Time_12=13:09
FW22_NT_Datapad_Admin_Time_13=13:10
FW22_NT_Datapad_Admin_Time_14=13:12
FW22_NT_Datapad_Admin_Time_15=13:12
FW22_NT_Datapad_Admin_Title=Party Supplies - Admin
FW22_NT_Datapad_Brushwood_MSG_01=~mission(MediumCode)
FW22_NT_Datapad_Brushwood_MSG_02=Here's your code. Now, I want you focused on keeping Brushwood safe and those AAs gunning.
FW22_NT_Datapad_Brushwood_MSG_03=Yeah, fine.
FW22_NT_Datapad_Brushwood_MSG_04=We're not going to have a problem are we? I don't need another Della happening today.
FW22_NT_Datapad_Brushwood_MSG_05=Last time I checked, Nine Tails still got paid for the Della.
FW22_NT_Datapad_Brushwood_MSG_06=That was a rain drop in the ocean compared to this job. Which is why I need you focused. We clear?
FW22_NT_Datapad_Brushwood_MSG_07=Sure. Whatever you say, Mendo.
FW22_NT_Datapad_Brushwood_Time_01=13:39
FW22_NT_Datapad_Brushwood_Time_02=13:41
FW22_NT_Datapad_Brushwood_Time_03=13:52
FW22_NT_Datapad_Brushwood_Time_04=13:53
FW22_NT_Datapad_Brushwood_Time_05=13:55
FW22_NT_Datapad_Brushwood_Time_06=13:57
FW22_NT_Datapad_Brushwood_Time_07=14:04
FW22_NT_Datapad_Brushwood_Title=Party Supplies - Brushwood
FW22_NT_Datapad_ChatMembers=CHAT MEMBERS:
FW22_NT_Datapad_ChatTitle=CHAT NAME:
FW22_NT_Datapad_Hartmoore_MSG_01=Here's the code for the containers.
FW22_NT_Datapad_Hartmoore_MSG_02=~mission(HardCode)
FW22_NT_Datapad_Hartmoore_MSG_03=Thanks.
FW22_NT_Datapad_Hartmoore_MSG_04=You ready for this?
FW22_NT_Datapad_Hartmoore_MSG_05=Yeah, sure. Why wouldn't I be?
FW22_NT_Datapad_Hartmoore_MSG_06=Just want to make sure that we'll have enough cover to get the job done.
FW22_NT_Datapad_Hartmoore_MSG_07=Not sure what you're getting so worked up about. With us owning the skies, it all seems pretty straight forward to me.
FW22_NT_Datapad_Hartmoore_MSG_08=Right. Let's just keep on task and not get creative.
FW22_NT_Datapad_Hartmoore_MSG_09=This again? I keep telling you, mate. If you want to scare people, you gotta do some scary shit.
FW22_NT_Datapad_Hartmoore_MSG_10=Is that what you call gutting Hender's whole family one by one?
FW22_NT_Datapad_Hartmoore_MSG_11=Look, I get it. You don't like getting your hands dirty. Fine. But how about you worry about doing your job and stay the hell out of my business.
FW22_NT_Datapad_Hartmoore_MSG_12=My job is making sure you do yours. That's why I got picked to run things and not you. Don't forget it.
FW22_NT_Datapad_Hartmoore_MSG_13=Yeah... I won't.
FW22_NT_Datapad_Hartmoore_Time_01=13:16
FW22_NT_Datapad_Hartmoore_Time_02=13:16
FW22_NT_Datapad_Hartmoore_Time_03=13:18
FW22_NT_Datapad_Hartmoore_Time_04=13:19
FW22_NT_Datapad_Hartmoore_Time_05=13:21
FW22_NT_Datapad_Hartmoore_Time_06=13:22
FW22_NT_Datapad_Hartmoore_Time_07=13:27
FW22_NT_Datapad_Hartmoore_Time_08=13:28
FW22_NT_Datapad_Hartmoore_Time_09=13:30
FW22_NT_Datapad_Hartmoore_Time_10=13:32
FW22_NT_Datapad_Hartmoore_Time_11=13:34
FW22_NT_Datapad_Hartmoore_Time_12=13:36
FW22_NT_Datapad_Hartmoore_Time_13=13:39
FW22_NT_Datapad_Hartmoore_Title=Party Supplies - Hartmoore
FW22_NT_Datapad_Mendo_MSG_01=Here.
FW22_NT_Datapad_Mendo_MSG_02=~mission(bargeCode)
FW22_NT_Datapad_Mendo_MSG_03=Thanks for the codes.
FW22_NT_Datapad_Mendo_MSG_04=How's it looking over there?
FW22_NT_Datapad_Mendo_MSG_05=Everything is set up. Expect things to kick off on schedule.
FW22_NT_Datapad_Mendo_MSG_06=Good luck.
FW22_NT_Datapad_Mendo_MSG_07=Who needs luck? Those IFFIs are impressive bits of tech. Thanks for the hookup.
FW22_NT_Datapad_Mendo_MSG_08=Glad you like the new toys. Onto business, that special package I prepped for you should match pretty seamlessly with their system.
FW22_NT_Datapad_Mendo_MSG_09=No doubt. I'll let you know once the transfer's complete.
FW22_NT_Datapad_Mendo_Time_01=12:24
FW22_NT_Datapad_Mendo_Time_02=12:24
FW22_NT_Datapad_Mendo_Time_03=12:26
FW22_NT_Datapad_Mendo_Time_04=12:30
FW22_NT_Datapad_Mendo_Time_05=12:34
FW22_NT_Datapad_Mendo_Time_06=12:37
FW22_NT_Datapad_Mendo_Time_07=12:39
FW22_NT_Datapad_Mendo_Time_08=12:43
FW22_NT_Datapad_Mendo_Time_09=12:46
FW22_NT_Datapad_Mendo_Title=Pressley Party Supplies
FW22_NT_Datapad_Name_01=Ren
FW22_NT_Datapad_Name_02=Phoenix
FW22_NT_Datapad_Name_03=Scorch
FW22_NT_Datapad_Name_04=N_Acker
FW22_NT_Datapad_Name_05=Stax
FW22_NT_Datapad_Name_06=ACR1234
FW22_NT_Datapad_Solanki_MSG_01=Here's the code for the containers on your platform.
FW22_NT_Datapad_Solanki_MSG_02=~mission(EasyCode)
FW22_NT_Datapad_Solanki_MSG_03=Hell yeah! Crusader's gonna be kipo surprised when we take over.
FW22_NT_Datapad_Solanki_MSG_04=Kipo?
FW22_NT_Datapad_Solanki_MSG_05=You know, like really surprised.
FW22_NT_Datapad_Solanki_MSG_06=Whatever. Just focus on doing your part and everything should be fine.
FW22_NT_Datapad_Solanki_MSG_07=No worries, boss. I'll keep 'em busy enough to get the job done. Doesn't matter how many times they regen me.
FW22_NT_Datapad_Solanki_MSG_08=We talked about this. It's better if you don't need a regen.
FW22_NT_Datapad_Solanki_MSG_09=Yeah, yeah. Aces.
FW22_NT_Datapad_Solanki_MSG_10=But if I do regen, you remember you swore to get my armor, right?
FW22_NT_Datapad_Solanki_MSG_11=Right?
FW22_NT_Datapad_Solanki_MSG_12=Don't die and I won't have to.
FW22_NT_Datapad_Solanki_Time_01=14:07
FW22_NT_Datapad_Solanki_Time_02=14:07
FW22_NT_Datapad_Solanki_Time_03=14:08
FW22_NT_Datapad_Solanki_Time_04=14:14
FW22_NT_Datapad_Solanki_Time_05=14:15
FW22_NT_Datapad_Solanki_Time_06=14:21
FW22_NT_Datapad_Solanki_Time_07=14:22
FW22_NT_Datapad_Solanki_Time_08=14:25
FW22_NT_Datapad_Solanki_Time_09=14:28
FW22_NT_Datapad_Solanki_Time_10=14:33
FW22_NT_Datapad_Solanki_Time_11=14:39
FW22_NT_Datapad_Solanki_Time_12=14:41
FW22_NT_Datapad_Solanki_Title=Party Supplies - Solanki
FW22_NT_Journal_Body_01=CHAT NAME: \nParty Supplies - Solanki\n\nCHAT MEMBERS:\nRen\nPhoenix\n\nRen [14:07]: \nHere's the code for the containers on your platform.\nRen [14:07]: \n~mission(EasyCode)\n\nPhoenix [14:08]: \nHell yeah! Crusader's gonna be kipo surprised when we take over.\n\nRen [14:14]: \nKipo?\n\nPhoenix [14:15]: \nYou know, like really surprised.\n\nRen [14:21]: \nWhatever. Just focus on doing your part and everything should be fine.\n\nPhoenix [14:22]: \nNo worries, boss. I'll keep 'em busy enough to get the job done. Doesn’t matter how many times they regen me\n\nRen [14:25]: \nWe talked about this. It's better if you don’t need a regen. \n\nPhoenix [14:28]: \nYeah, yeah. Aces\nPhoenix [14:33]: \nBut if I do regen, you remember you swore to get my armor, right?\nPhoenix [14:39]: \nRight?\n\nRen [14:41]: \nDon't die and I won't have to.\n
FW22_NT_Journal_Body_02=CHAT NAME: \nParty Supplies - Brushwood\n\nCHAT MEMBERS:\nRen\nScorch\n\nRen [13:39]: \n~mission(MediumCode)\nRen [13:41]: \nHere's your code. Now, I want you focused on keeping Brushwood safe and those AAs gunning. \n\nScorch [13:52]: \nYeah, fine. \n\nRen [13:53]: \nWe're not going to have a problem are we? I don't need another Della happening today.\n\nScorch [13:55]: \nLast time I checked, Nine Tails still got paid for the Della.\n\nRen [13:57]: \nThat was a rain drop in the ocean compared to this job. Which is why I need you focused. We clear?\n\nScorch [14:04}: \nSure. Whatever you say, Mendo.\n
FW22_NT_Journal_Body_03=CHAT NAME: \nParty Supplies - Hartmoore\n\nCHAT MEMBERS:\nRen\nN_Acker\n\nRen [13:16]: \nHere's the code for the containers. \nRen [13:16]: \n~mission(HardCode)\n\nN_Acker [13:18]: \nThanks.\n\nRen [13:19]: \nYou ready for this?\n\nN_Acker [13:21]: \nYeah, sure. Why wouldn't I be? \n\nRen [13:22]: \nJust want to make sure that we'll have enough cover to get the job done.\n\nN_Acker [13:27]: \nNot sure what you're getting so worked up about. With us owning the skies, it all seems pretty straight forward to me.\n\nRen [13:28]: \nRight. Let's just keep on task and not get creative.\n\nN_Acker [13:30]: \nThis again? I keep telling you, mate. If you want to scare people, you gotta do some scary shit.\n\nRen [13:32]: \nIs that what you call gutting Hender's whole family one by one?\n\nN_Acker [13:34]: \nLook, I get it. You don't like getting your hands dirty. Fine. But how about you worry about doing your job and stay the hell out my business. \n\nRen {13:36]: \nMy job is making sure you do yours. That's why I got picked to run things and not you. Don't forget it.\n\nN_Acker [13:39]: \nYeah… I won't.\n
FW22_NT_Journal_Body_04=CHAT NAME: \nParty Supplies - Admin\n\nCHAT MEMBERS:\nRen\nStax\n\nRen [12:53]: \nHere's your code, Stax.\nRen [12:53]: \n~mission(VeryHardCode)\n\nStax [12:54]: \nThanks, Mendo. How you feeling?\n\nRen [12:56]: \nI give us solid odds. The plan is as good as they come and the IFFI tech's impressive. Only question is if we got the right people to pull it off.\n\nStax [12:57]: \nIs this about me bailing for that stormwal tour?\n\nRen [12:58]: \nCome on, man. You know I didn't mean you.\n\nStax [13:01]: \nYeah, I know. Anything I can do?\n\nRen [13:03]: \nNah, I'm all set. You can just focus on the Admin Center. It's good knowing that I got you keeping an eye on things for me down there.\n\nStax [13:04]: \nHere to help, you know.\n\nRen {13:07]: \nHow was the tour?\n\nStax [13:08]: \nShit was crazy. Saw two of them out there in the last second.\n\nRen [13:09]: \nCrazy.\n\nStax [13:10]: \nYeah, yeah, I know you don't give a shit.\n\nRen [13:12]: \nLet's get through this and maybe I'll start.\n\nStax [13:12]: \nDeal.\n
FW22_NT_Journal_Body_05=CHAT NAME: \nPressley Party Supplies\n\nCHAT MEMBERS:\nRen\nACR1234\n\nACR1234 [12:24]: \nHere.\nACR1234 [12:24]: \n~mission(bargeCode)\n\nRen [12:26]: \nThanks for the codes.\n\nACR1234 [12:30]: \nHow's it looking over there?\n\nRen [12:34]: \nEverything is set up. Expect things to kick off on schedule.\n\nACR1234 [12:37]: \nGood luck.\n\nRen [12:39]: \nWho needs luck? Those IFFIs are impressive bits of tech. Thanks for the hookup. \n\nACR1234 [12:43]: \nGlad you like the new toys. Onto business, that special package I prepped for you should match pretty seamlessly with their system.\n\nRen [12:46]: \nNo doubt. I'll let you know once the transfer's complete.\n
FW22_NT_Journal_Title_01=Party Supplies - Solanki
FW22_NT_Journal_Title_02=Party Supplies - Brushwood
FW22_NT_Journal_Title_03=Party Supplies - Hartmoore
FW22_NT_Journal_Title_04=Party Supplies - Admin
FW22_NT_Journal_Title_05=Pressley Party Supplies
FW_QuantumMarker_Desc=During Invictus Launch week, meet the brave defenders and awe-inspiring ships of the UEE Naval fleet up close and personal as military vessels dock at stations above ArcCorp, Hurston, and microTech.
FW_QuantumMarker_Name=Invictus Launch Fleet
F_Ind_FullyCharged,P=Fully Charged
F_Ind_HackingFluff,P=namespace Hacking\n{\n //////////////////////////////////////////////////////////////////////////\n bool CHackingAbilityLineShift::CanActivate()\n {\n const CHackingGameboard& gameboard = m_hackingSession.GetGameboard();\n if (m_owner.GetSpareNodeId() == INVALID_NODE_ID || gameboard.IsNodeRotating(m_owner.GetSpareNodeId()) || !gameboard.CanShiftLine(m_targetLine, m_shiftDir, m_params.chargeUpTime))\n {\n return false;\n }\n \n return CHackingAbilityBase::CanActivate();\n }\n \n //////////////////////////////////////////////////////////////////////////\n bool CHackingAbilityLineShift::TryActivate()\n {\n const float shiftRate = m_params.duration > 0.0f ? (1.0f / m_params.duration) : 0.0f;\n if (CanActivate() && m_hackingSession.GetGameboard().StartLineShift(m_owner.GetId(), m_shiftDir, m_targetLine, m_owner.GetSpareNodeId(), m_params.chargeUpTime, shiftRate))\n {\n Activate();\n return true;\n }\n \n return false;\n }\n \n //////////////////////////////////////////////////////////////////////////\n void CHackingAbilityLineShift::HandleEvent(const SHackingEvtBase& evt)\n {\n switch (evt.type)\n {\n case EHackingEvtType::PC_InsertedNodeRotationRequested:\n {\n CHackingGameboard& gameboard = m_hackingSession.GetGameboard();\n const SHackingEvt_PlayerControlInsertedNodeRotationRequested controlEvt = static_cast(evt);\n if (m_owner.GetSpareNodeId() != INVALID_NODE_ID && controlEvt.agentId == m_owner.GetId() && !gameboard.IsNodeRotating(m_owner.GetSpareNodeId()) && \n m_currentState != EHackingAbilityState::Active && m_currentState != EHackingAbilityState::ChargeUp)\n {\n gameboard.StartNodeRotation(m_owner.GetSpareNodeId(), controlEvt.bRotateClockwise, NODE_ROTATION_RATE);\n }\n \n break;\n }\n \n case EHackingEvtType::LineShiftStatusChanged:\n {\n CHackingGameboard& gameboard = m_hackingSession.GetGameboard();\n const SHackingEvt_LineShiftStatusChanged lineShiftEvt = static_cast(evt);\n if (m_owner.GetSpareNodeId() != INVALID_NODE_ID && m_owner.GetSpareNodeId() == lineShiftEvt.insertedNodeId)\n {\n if (lineShiftEvt.IsShiftStarting() && GetAbilityState() != EHackingAbilityState::Active)\n {\n SwitchToState(EHackingAbilityState::Active);\n }\n else if (!lineShiftEvt.IsShiftStarting())\n {\n m_owner.SetSpareNodeId(lineShiftEvt.removedNodeId);\n if (GetAbilityState() != EHackingAbilityState::Cooldown)\n {\n SwitchToState(EHackingAbilityState::Cooldown);\n }\n }\n }\n break;\n }\n }\n }\n \n //////////////////////////////////////////////////////////////////////////\n void CHackingAbilityLineShift::SetTarget(const uint16 targetLine, const EPathPatternType shiftDir)\n {\n m_targetLine = targetLine;\n m_shiftDir = shiftDir;\n }\n}
F_Ind_Nominal,P=Nominal
FacilityDelve_Stanton4a_name,P=Onyx Facility
FacilityDelve_WingA_name,P=Engineering Wing
FacilityDelve_WingB_name,P=Research Wing
FacilityDelve_WingD_name,P=Site-B Lab
Factions_ASD_DisplayName=ASD
Factions_Advocacy_DisplayName=Advocacy
Factions_BlacJac_DisplayName=BlacJac Security
Factions_CrusaderSecurity_DisplayName=Crusader Security
Factions_FireRats_DisplayName=Fire Rats
Factions_Horizon_DisplayName=Horizon
Factions_HurstonSecurity_DisplayName=Hurston Security
Factions_MTProt_DisplayName=MT Protection Services
Factions_Navy_DisplayName=UEE Navy
Factions_NineTail_DisplayName=Nine Tails
Factions_NorthRock_DisplayName=Northrock
Factions_RoughReady_DisplayName=Rough & Ready
Factions_Slicers_DisplayName=Slicers
Factions_XenoThreat_DisplayName=XenoThreat
Fines_Early=Early
Fines_Escalated=Escalated
Fines_Neglected=Neglected
FireMode_Burst=[BURST]
FireMode_Charge=[CHARGE]
FireMode_Rapid=[AUTO]
FireMode_Shotgun=[SHOTGUN]
FireMode_Single=[SEMI]
Firesale_CFP_Description_01=Following the brutal attack on Pyro and our efforts to combat the vigilante group the Frontier Fighters, our strategic reserves across the system are at an all-time low. Citizens for Prosperity are eager to replenish our stocks before we reach a point of desperation. \n\nTo that end, we were hoping that you would be able to resupply ~mission(Destination|Address) with detatrine. \n\nThis rare chemical compound is a key ingredient in several vital medical supplies, so it is important that replace what we used up treating local civilians and CFP members injured in the wake of the Frontier Fighter assault.\n\nNormally we would direct you to reputable sources to acquire detatrine, but our contacts have informed us that several depots around the system have suddenly decided to sell the chemical at a significantly reduced price. In fact, it’s inexpensive enough that I suspect it will draw some unwanted attention. If you decide to seek out this potentially deadly deal, please do so with caution.\n\nYour support of our efforts is much appreciated,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
Firesale_CFP_Description_LargeDonation=Following the brutal attack on Pyro and our efforts to combat the vigilante group the Frontier Fighters, our strategic reserves across the system are at an all-time low. Citizens for Prosperity are eager to replenish our stocks before we reach a point of desperation. \n\nTo that end, we were hoping that you would recruit a full fleet to resupply ~mission(Destination|Address) with detatrine. \n\nThis rare chemical compound is a key ingredient in several vital medical supplies, so it is important that replace what we used up treating local civilians and CFP members injured in the wake of the Frontier Fighter assault.\n\nNormally we would direct you to reputable sources to acquire detatrine, but our contacts have informed us that several depots around the system have suddenly decided to sell the chemical at a significantly reduced price. In fact, it’s inexpensive enough that I suspect it will draw some unwanted attention. If you decide to seek out this potentially deadly deal, please do so with caution.\n\nYour support of our efforts is much appreciated,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
Firesale_CFP_Description_MediumDonation=Following the brutal attack on Pyro and our efforts to combat the vigilante group the Frontier Fighters, our strategic reserves across the system are at an all-time low. Citizens for Prosperity are eager to replenish our stocks before we reach a point of desperation. \n\nTo that end, we were hoping that you and a team of your choosing would be able to resupply ~mission(Destination|Address) with detatrine. \n\nThis rare chemical compound is a key ingredient in several vital medical supplies, so it is important that replace what we used up treating local civilians and CFP members injured in the wake of the Frontier Fighter assault.\n\nNormally we would direct you to reputable sources to acquire detatrine, but our contacts have informed us that several depots around the system have suddenly decided to sell the chemical at a significantly reduced price. In fact, it’s inexpensive enough that I suspect it will draw some unwanted attention. If you decide to seek out this potentially deadly deal, please do so with caution.\n\nYour support of our efforts is much appreciated,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
Firesale_CFP_Title_01=Strategic Detatrine Reserve – Small Resupply
Firesale_CFP_Title_LargeDonation=Strategic Detatrine Reserve – Large Resupply
Firesale_CFP_Title_MediumDonation=Strategic Detatrine Reserve – Medium Resupply
Firesale_HH_Description_01=Kicking the crap out of those Frontier Fighter bastards seriously depleted our supplies and now our stash of detatrine is practically out of stock. \n\nThat’s why you’re going to do a detatrine resupply run to ~mission(Destination|Address). \n\nNot sure if you’re familiar with it, but the chemical’s what we use to make our batches of sludge. We can’t really afford to let our sales of the stuff dry up right now. Not when we need credits so bad.\n\nThe good news is that depots across the system are offering detatrine and rock-bottom prices. Hell if I know why they’re doing it, all I know is that everyone with a lick of sense is trying to get their hands on the stuff so be ready for fierce competition. \n\nI’m trustin’ you to get it done,\nStows \n
Firesale_HH_Description_LargeDonations=Kicking the crap out of those Frontier Fighter bastards seriously depleted our supplies and now our stash of detatrine is practically out of stock. \n\nThat’s why you’re going to put together a full fleet to do a detatrine resupply run to ~mission(Destination|Address). \n\nNot sure if you’re familiar with it, but the chemical’s what we use to make our batches of sludge. We can’t really afford to let our sales of the stuff dry up right now. Not when we need credits so bad.\n\nThe good news is that depots across the system are offering detatrine and rock-bottom prices. Hell if I know why they’re doing it, all I know is that everyone with a lick of sense is trying to get their hands on the stuff so be ready for fierce competition. \n\nI’m trustin’ you to get it done,\nStows \n
Firesale_HH_Description_MediumDonations=Kicking the crap out of those Frontier Fighter bastards seriously depleted our supplies and now our stash of detatrine is practically out of stock.\n\nThat’s why you and whoever else you want to bring along are going to do a detatrine resupply run to ~mission(Destination|Address). \n\nNot sure if you’re familiar with it, but the chemical’s what we use to make our batches of sludge. We can’t really afford to let our sales of the stuff dry up right now. Not when we need credits so bad.\n\nThe good news is that depots across the system are offering detatrine and rock-bottom prices. Hell if I know why they’re doing it, all I know is that everyone with a lick of sense is trying to get their hands on the stuff so be ready for fierce competition. \n\nI’m trustin’ you to get it done,\nStows \n
Firesale_HH_Title_01=Out of Detatrine – Small Resupply
Firesale_HH_Title_LargeDonation=Out of Detatrine – Large Resupply
Firesale_HH_Title_MediumDonation=Out of Detatrine – Medium Resupply
Firesale_obj_long_01=Acquire detatrine from a depot and deliver ~mission(Amount)/~mission(Total) SCU to ~mission(Destination|Address).
Firesale_obj_short_01=Acquire Detatrine and Deliver to ~mission(Destination): ~mission(Amount)/~mission(Total) SCU
FleetWeek2950_Dioramas_999_Desc=We push boundaries.\nTo test the limits of what we can do.\nTo say the impossible can not define us.\nTo move us all beyond where we thought we could go.\nTo be the first. \nThe fastest. \nThe best. \n\nIt is not easy.\nLuck is as important as skill.\nFailure as important as success.\nBut we get better. \nAnd we learn.\nAnd we get back up and try again.\nAnd we carry on when others can’t.\nWe carry on so others can.\n
FleetWeek2950_Dioramas_999_SubTitle=A poem by former 999th Squadron pilot Lt. Ralph Kinoi
FleetWeek2950_Dioramas_999_Title=THE WRECKLESS
FleetWeek2950_Family_Body_01=Your loved one has just taken the first step towards a proud life in Naval service. You may have questions about what they will experience in basic training, the safety of your relative/friend, and what kind of contact you can expect during their training and subsequent deployment.\n\nWe know that this can be a scary time for some people and hope that this will offer some peace of mind about the wonderful opportunities that can result from this decision.\n
FleetWeek2950_Family_Body_02=Standard training begins as the recruits arrive on MacArthur via Naval transport. They are immediately given a choice, known as the Rubicon, which is a final opportunity to reconsider the enlistment. After which, the recruits will be divided into groups and assigned to their training camp, known as a Forge. They will also meet their Divisional Officer who will be their first mentor to train them for Naval Service.\n\nAfter an extended period of intense drilling, physical fitness, and education in military theory and technology, the recruits will transition into the Candidacy phase of their training. During this time, they will undergo a series of physical, psychological, and intellectual tests to determine where in the Navy they would be the best fit for. Some may move to the flight academy, some to research, a few may even be detailed for Marine training.\n\nFrom this point on, the recruit will receive dedicated training into whatever discipline they’ve been selected for. This will account for the remainder of their training and will end with their first ship assignment which will coincide with the next Invictus week unless there is a need for more specialized training. \nAfter that, they will deploy.\n
FleetWeek2950_Family_Body_03=We understand that the first few weeks away from the recruit are the most difficult for family and friends, but we ask that you refrain from attempting to contact them. \n\nTo help, all recruits will send a comm to let their family know that they’ve arrived on MacArthur safely, but as a common practice, we want to keep the recruits focused on these initial phases of their training as they can be crucial in their development. Therefore, we will restrict any inbound communications until after this blackout period ends. After that, you will be able to contact them on a more regular basis as comm access is a weekly privilege.\n
FleetWeek2950_Family_Body_04=A Starman’s deployment experience will vary based on their ship assignment and specialty. Many of these can take place far away from active combat zones or in dangerous areas of operations but some of these do end up placing them in harm’s way. You must understand that all of our service men and women will be trained to endure in these high intensity situations.\n\nThe Navy does offer several programs for friends and family who are having difficulty coping with a loved one on deployment, so feel free to contact the outreach department at your local Naval station to speak with a counselor who can walk you through the best options to put you at ease. \n
FleetWeek2950_Family_Body_05=While many of our personnel find that the Navy can offer a complete career, some are happy to take their experience and training back into the private sector as a Citizen. You’ll be pleased to know that honorable service in the Navy opens a variety of opportunities that may not have been available before such as continuing their education on one of the Empire’s many institutions or transforming their newfound skills into a high-paying career in the civilian world.\n\nRegardless of which path they choose, your loved one will be well-equipped to handle all the challenges that life throws at them, knowing that they have loving friends and family like yourselves, and a forever family in the Navy.\n
FleetWeek2950_Family_Title_01=FRIENDS & FAMILY OF NEW RECRUITS
FleetWeek2950_Family_Title_02=WHAT CAN NEW RECRUITS EXPECT?
FleetWeek2950_Family_Title_03=KEEPING IN TOUCH WITH RECRUITS
FleetWeek2950_Family_Title_04=THE FIRST DEPLOYMENT
FleetWeek2950_Family_Title_05=OPPORTUNITIES AFTER SERVICE
FleetWeek2950_History_Body_01=The UEE uses Invictus Launch Week as an opportunity to not only congratulate the latest graduating class of starmen and pilots, but also celebrate this newest group of recruits gathering to set off for training. All over the Empire, sons, daughters, partners, brothers, and sisters say goodbye to their loved ones before embarking to MacArthur to start their next journey in life: \n\nThe adventure of service in the UEE military.\n\nDuring this time, Naval vessels dock around the Empire and let the populace see these brave defenders and awe-inspiring ships up close. Invictus is also a wonderful opportunity for the community to come together with local governments, businesses, and law enforcement to talk about planetary security and outreach.\n
FleetWeek2950_History_Body_02=This may come as a surprise, but Invictus actually goes back several centuries to the days when the UEE was known as the United Planets of Earth (UPE). Shortly after the First Tevarin War began in 2541, Humanity suddenly found itself in need of an organized military force at a size previously unneeded. To this point, aside from the hostage situation with the Xi’an in 2530, there had only been local security forces under the control of the central Human government.\n\nWith Humanity facing an imminent and overwhelming threat, a fleet needed to be raised and trained quickly. The Tribunal sent out an immediate call for recruits to create this army.\n\nTransport ships on each of the settled planets would load up these volunteers and travel to a training facility on Mars known as Invictus. \n\nOn the morning of 2542-10-12, families and communities gathered at launch pads around the UPE territories to celebrate those that were going to defend against the alien invaders. As the conflict continued, more recruits would gather on that day to travel to Invictus to begin their training.\n\nOver the centuries, as the Empire has expanded, space travel has become even more accessible and most recruits are able to self-report, the need for Invictus Launch Week’s has diminished. The spirit of it, however, is stronger than ever.\n\nInvictus is a time to celebrate each other. To celebrate bravery, duty, and commitment to the goals that define Humanity at its finest.\n\nWelcome to Invictus.\n
FleetWeek2950_History_Title_01=WHAT IS INVICTUS LAUNCH WEEK?
FleetWeek2950_History_Title_02=WHEN DID INVICTUS START?
FleetWeek2950_Testimonial_Body_01="To me, it was never really a choice. I know a lot of people grapple with the decision, but honestly, it never crossed my mind. I mean, both my parents got their Citizenship from military service, so maybe that was a factor. There was a moment though when I touched down on the tarmac, I was suddenly seized with this fear that I wasn’t going to be able to make the cut. That was the scariest thing to me; being afraid that I was going to let down my parents and all the people who proudly wore the uniform before me. Thankfully, the Navy isn’t about me. My brothers and sisters built me up and made me the starman that I am today."
FleetWeek2950_Testimonial_Body_02="Growing up, I never really thought that I would be military. I was a rambunctious kid, to put it mildly. Wasn’t great with authority. To be honest, I was on a bad road and by all accounts probably would’ve stayed on it, until a Judge Advocate set me straight instead of sending me to jail. Once I was in, I managed to find the one thing that had been eluding me all my life: a family."
FleetWeek2950_Testimonial_Body_03=“I’m sure you’re talking to a lot of people who joined up wanting to be Aria Reilly or Cal Mason or something, but me? I wanted to learn. To me, all the wonder of the universe was found in nuts and bolts, in shaving fuel efficiency by three percent. That was my rush. If you want to get your hands on the latest in cutting edge technology and work with some of the greatest minds, the UEE Navy is the place to go.”
FleetWeek2950_Testimonial_Body_04=“I’ll just come right out and say it, the second after I signed up, it felt like I got hit by a ship because it was real now. Was I going to have to fight a Vanduul face-to-face? Hell, was I even going to make it through boot? I mean, I struggled to do a pull-up when I was a kid. What the hell was I thinking? Maybe I could try to get out of it. All these thoughts just ambushed me from that moment up to my Invictus. There was this Lieutenant monitoring all the recruits who must’ve seen how terrified I was. I was fumbling with the seat belt when suddenly the Lieutenant was right in front of me. All he said was “Calm down.” I don’t know. It was part consolation, mostly order, but whatever magic he used. It worked. I wasn’t totally calm when I hit my forge, but I found out everybody was freaking out too. That was our first bond.”
FleetWeek2950_Testimonial_SubTitle_01=Starman, UEES Drago
FleetWeek2950_Testimonial_SubTitle_02=Lieutenant JG, UEES Cestus
FleetWeek2950_Testimonial_SubTitle_03=Leading Starman, UEES Croshaw
FleetWeek2950_Testimonial_SubTitle_04=Lieutenant JG, 128th Squadron
FleetWeek2950_Testimonial_SubTitle_General=Real Testimonials on UEEN Service
FleetWeek2950_Testimonial_Title_01=Marshall Winter
FleetWeek2950_Testimonial_Title_02=Dina Rhogen
FleetWeek2950_Testimonial_Title_03=Niklaus Boone
FleetWeek2950_Testimonial_Title_04=Terrence Mally
FleetWeek2950_Testimonial_Title_General=THE NAVAL EXPERIENCE
ForceDepletionUnlawful_Desc,P=Thin out the security in this system. 750 UEC per head, with a 1500 UEC bonus upon completion.\n\nAny members of the following Organizations will count towards this mission:\n\nBlackJac Security\nCrusader Security\nHurston Security\nAdvocacy
ForceDepletionUnlawful_Title,P=Eliminate Security Forces
ForceDepletion_Desc,P=Eliminate members of the Nine Tails Organization. \n\nFor each member neutralized, you'll be paid 500 UEC, with a 1000 UEC bonus upon completion.
ForceDepletion_HUD,P=Force Depletion
ForceDepletion_LongDesc,P=Eliminate members of the Nine Tails Organization
ForceDepletion_Obj,P=Forces Remaining %ls
ForceDepletion_ShortDesc,P=Eliminate members of the Nine Tails Organization
ForceDepletion_Title,P=Eliminate members of the Nine Tails Organization
ForceDepletion_Unlawful_LongDesc,P=Eliminate members of any Private Security
ForceDepletion_Unlawful_ShortDesc,P=Eliminate members of any Private Security
FormationFlying_Available=Available
FormationFlying_Disabled=Disengaged
FormationFlying_Enabled=Engaged
FormationFlying_Leaving=Leaving
FormationFlying_Notification_JoinFormation=Press ~action(spaceship_movement|v_enter_formation_flying_mode) to join formation
FormationFlying_Notification_MoveToFormation=Match formation position and velocity to join formation
Foxwell_DefendLocation_E_Desc_001=Ships coming and going from ~mission(DefendLocationWrapperLocation|Address) are being targeted by hostile forces. The folks there have hired us to deal with this problem immediately.\n\nNeed someone to get there pronto and start fighting off these ships. The situation appears to be constantly evolving, so I’ll keep you updated on where you’re needed most. \n\nFor the hustle and effort, we’ll also be paying a bonus of ~mission(ScripAmount) MG Scrip to the main contractor for dealing with this.\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_DefendLocation_E_Title_001=Yellow Level Contract: Defend ~mission(DefendLocationWrapperLocation)
Foxwell_DefendLocation_H_Desc_001=The folks at ~mission(DefendLocationWrapperLocation|Address) are under attack and need our support. Their ships in the wider area are being targeted and there’s a growing concern that this is only a precursor to something bigger. \n\nThe situation is evolving, but I’m being fed constant updates on what’s going on and will keep you informed as the contract progresses. \n\nAre you available to come to their aid? Would be smart to recruit some friends to help. These are important clients and we can’t afford to fail them. The main contractor will earn a bonus payment of ~mission(ScripAmount) MG Scrip if you get the job done.\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_DefendLocation_H_Title_001=Orange Level Contract: Protect Our Client’s Interests
Foxwell_DefendLocation_M_Desc_001=We’ve got clients reporting outlaw attacks on ships around ~mission(DefendLocationWrapperLocation|Address). They got locked down tight and anybody heading in or out is a target. Any attempts to solve the issue have just been met with more outlaw reinforcements appearing. \n\nThe client is desperate for a solution, so we’re hiring a contractor to go and restore peace in the area. If any other issues flare up once you're there, I’ll comm you directions on how to help. \n\nReally need someone on this fast. So to sweeten the pot, the main contractor will also get a bonus payment of ~mission(ScripAmount) MG Scrip.\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_DefendLocation_M_Title_001=Orange Level Contract: Ship Protection Needed
Foxwell_DefendLocation_S_Desc_001=Looking for a consummate professional to handle a high-stakes job. We’ve got VIP clients at ~mission(DefendLocationWrapperLocation|Address) who are facing extremely aggressive and motivated outlaws targeting ships around their location. Exact details on the attack are still rolling in, but it appears to be a wide ranging, multi-pronged operation. \n\nIf you’re available, I highly recommend that you bring additional combat support ships, plenty of supplies, and your A-game. Get this right, and we’ll reward the main contractor with a bonus payment of ~mission(ScripAmount) MG Scrip.\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_DefendLocation_S_Title_001=Red Level Contract: Support VIP Clients
Foxwell_DefendLocation_VE_Desc_001=Outlaw ships are harassing anyone attempting to land or leave our client’s operations at ~mission(DefendLocationWrapperLocation|Address). Need someone to fly there to defend the site and protect our client’s ships before the situation gets out of control. Get there, get after those aggressors, and I'll keep you updated on the situation. \n\nHelp take care of this and we'll pass along a bonus payment of ~mission(ScripAmount) MG Scrip to the main contractor.\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_DefendLocation_VE_Title_001=Yellow Level Contract: Stand Up to Aggressors
Foxwell_DefendLocation_VH_Desc_001=Ship support is needed at ~mission(DefendLocationWrapperLocation|Address) immediately. Our client’s interests in the area are under fierce attack by outlaw forces. Looking for someone who can grab their gear, a few support ships they can trust, and deploy before it’s too late. Once you arrive, I’ll send any sitrep updates your way. \n\nDon’t mess this up. These clients are paying for and expecting top tier protection. If anything goes wrong, we could lose this contract. That’s why we’ll give the main contractor a bonus payment of ~mission(ScripAmount) MG Scrip if all goes down without a hitch.\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_DefendLocation_VH_Title_001=Red Level Contract: Save Ships at ~mission(DefendLocationWrapperLocation)
Foxwell_DestroyNarcotics_E_desc_001=Some folks will do anything for a few creds. There’s a group of upstart outlaws over at ~mission(Location|Address) that have decided to start manufacturing drugs. Turns out they’re not too good at it, or maybe a little too good. The junk they’re pumping out is stronger than the normal stuff and a real danger to anyone who uses it. \n\nWe’ve been hired to knock out their operation and destroy whatever drugs stashes are on site. Armed guards are protecting the place, but they don’t seem too skilled. Our surveillance teams observed one of them almost shoot himself in the foot. Can’t say for certain, but odds are they won’t give a pro like you too many problems. \n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_DestroyNarcotics_E_title_001=Knock Out New Drug Op
Foxwell_DestroyNarcotics_H_desc_001=Reports of a spike in drug overdoses around Stanton has security services worried. Seems like some two-bit crew is juicing their profits by cutting their stuff with toxic chemicals. Shutting down this crew and stopping the distribution of their drugs has become a top priority.\n\nA Foxwell informant has revealed that part of this crew has currently set up shop at ~mission(Location|Address). Hiring a contractor to hustle over there and destroy whatever drugs they’ve got stashed before they’re spread across the system. Better be careful though, word is this crew is armed to the teeth and determined to profit off that poison no matter what.\n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_DestroyNarcotics_H_title_001=Destroy Dangerous Drugs
Foxwell_DestroyNarcotics_M_desc_001=We’ve been contracted to take care of a problem at ~mission(Location|Address). There’s been a recent surge of activity in the area tied to the drug trade. It appears to be a well-run operation and there’s a growing concern that it’ll expand wider if not stopped. Any chance you’re available to make sure that doesn’t happen? \n\nJob is pretty straightforward. Head to the site and destroy their stash of drugs. That way they won’t have the creds to expand their operations any further. I wouldn’t expect them to make this easy on you though. Armed guards are regularly seen around the facility, so be sure you’ve got enough gear to deal with them too. \n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_DestroyNarcotics_M_title_001=Destroy Illegal Drugs
Foxwell_EliminateAll_Allies_desc_001=Got word that outlaws are attempting to overrun ~mission(Location|Address). There’s local security forces there, but they’re struggling to stop that attack.\n\nNeed a contractor to hustle there and help take care of the aggressors. Bring plenty of gear, and be careful when engaging targets. Don’t want to hear about any security team members getting caught in your crossfire. \n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_EliminateAll_Allies_title_001=Help Protect Site
Foxwell_EliminateAll_NonHostiles_desc_001=We’ve been contracted to take care of a delicate situation. A gang has settled into ~mission(Location|Address) that we need to get cleared out. Only issue is that there’s still some civilians there too. \n\nLooking for someone with the skills and good trigger sense to get rid of those outlaws without harming any innocent people. If that’s you, grab your gear and get over there. \n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_EliminateAll_NonHostiles_title_001=Carefully Clear Site
Foxwell_EliminateAll_OLP_M_desc_001=We’ve been following a group of outlaws on behalf of a client, and it looks like they’ve taken a permanent pit stop on an old orbital platform. \n\nWe’re looking for a contractor who can head over to ~mission(Location|Address) and neutralize the targets. The platform is crawling with a bunch of armed and dangerous thugs, so we’ve designated this a yellow level contract.\n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_EliminateAll_OLP_M_title_001=Yellow Level Contract: Merc Work
Foxwell_EliminateAll_PAF_M_desc_001=We’ve been tracking a group of outlaws who’ve been causing trouble for one of our clients. Seems they’ve taken up residence at an old Hathor facility. Don’t know what their plans with that old facility are but our client is eager to have them taken care of.\n\nLooking for someone to go to ~mission(Location|Address) and neutralize these targets.\n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_EliminateAll_PAF_M_title_001=Yellow Level Contract: Clear Out PAF
Foxwell_EliminateAll_desc_001=Looking for someone willing to take out the trash at ~mission(Location|Address). Guess a gang has settled in without the permission of the owners. So they’ve hired us to get them out whatever way we see fit. \n\nI’d bring plenty of ammo, if I were you. Doubt they’ll want to leave willingly. \n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_EliminateAll_title_001=Sweep and Clear Location
Foxwell_EliminateSpecific_NonHostiles_desc_001=Got a line on a bounty named ~mission(TargetName). Someone spotted them along with known criminal accomplices at ~mission(Location|Address). Need you to get there before they get going. \n\n~mission(TargetName|Last) has a reputation for only showing their face in places with civs. Really need you to take down this bounty without there being any civilian collateral damage. Foxwell can’t afford to be caught in the shitstorm that would erupt over the loss of innocent life. \n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_EliminateSpecific_NonHostiles_title_001=Precision Strike on ~mission(TargetName)
Foxwell_EliminateSpecific_desc_001=Looking to execute a bounty on ~mission(TargetName). We’ve learned that they’re currently hiding out with some confederates at ~mission(Location|Address). \n\nI’d be prepared to deal with the lowlifes hanging around ~mission(TargetName|Last), but our only real concern is that you land the target. \n \n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_EliminateSpecific_title_001=Track Down ~mission(TargetName)
Foxwell_HaulCargo_AToB_OLP_desc_01=Looking for a contractor with the right skills and ship for an important mission. Outlaws ambushed a Hull C carrying a ~mission(CargoGradeToken) load of cargo and took it to ~mission(Location|Address). We’ve been hired to get it all back. \n\nThe cargo is being stored somewhere at a defunct Hathor facility. The place is big and crawling with outlaws. Need someone to retrieve the goods from the freight elevator there and deliver it all back to the freight elevator at ~mission(Destination|Address). Don’t think this will be a walk in the park. Bring lots of ammo and a ship that can handle ~mission(MissionMaxSCUSize) cargo containers. \n\nIt also wouldn't hurt to bring a handheld tractor beam with you. \n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_HaulCargo_AToB_OLP_title_01=Red Level Contract: Retrieve Cargo Haul
Foxwell_HaulCargo_AToB_PAF_desc_01=A crew recently raided a distribution center and made off with ~mission(CargoGradeToken) load of cargo. Foxwell has been hired to get all those goods back. We’re getting reports of these outlaws using old Hathor facilities as stash houses and we believe the stolen items are currently at ~mission(Location|Address).\n\nIf interested, you’ll need a ship that can handle ~mission(MissionMaxSCUSize) cargo containers. Doubt you’ll be able to slip in and out of that PAF without being noticed either, so best be prepared to clear the location. Once safe, grab the goods from the freight elevator and deliver them to the freight elevator at ~mission(Destination|Address). \n\nIt also wouldn't hurt to bring a handheld tractor beam with you. \n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_HaulCargo_AToB_PAF_title_01=Red Level Contract: Recoup Stolen Cargo Haul
Foxwell_HaulCargo_MultiToSingle_desc_01=Something weird is going on at the old Hathor mining facilities. Both the platform alignment facilities and orbital laser platforms have been abandoned and gathering dust for decades, but outlaws have started using them as a base of operations.\n\nWe’ve been hired by a concerned party who’s recently lost a lot of important cargo to one such gang. Currently, their stuff is stashed at ~mission(Location1|Address) and ~mission(Location2|Address), but there’s a growing fear that the gang may be offloading their goods soon. That’s why we’ve been hired to hit both of those Hathor facilities, retrieve the cargo from the freight elevators, and bring it to the freight elevator at ~mission(Destination|Address). \n\nHere’s the specifics on what to grab from each location. Doesn’t matter in what order you do this, as long as it all gets collected and delivered. Just be sure to bring a ship that can handle ~mission(MissionMaxSCUSize) cargo containers. It also wouldn't hurt to bring a handheld tractor beam with you. \n\n~mission(MultiToSingleToken)\n\nFoxwell hasn’t been able to scout these locations, but if I were you, I’d expect to face some serious armed resistance. Best bring a bunch of gear and some friends.\n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_HaulCargo_MultiToSingle_title_01=Red Level Contract: Clear PAFs, Recover Cargo, and Deliver to OLP
Foxwell_Mercenary_Intro_desc_001=Are you an experienced contractor looking to increase your income with some security work? Or maybe you’re new to the field and are looking for some hands-on experience? \n\nFoxwell Enforcement are looking for enthusiastic new contractors to help with local law enforcement. To see if you’re the right fit for us, we’d like for you to head over to ~mission(Location|Address) and support the security forces on site. Local gang members have been giving that spot problems. Help the local forces take care of these outlaws to qualify for more contract opportunities with Foxwell.\n\nContractors are employed on a strictly freelance basis. Foxwell expects contractors to supply their own weapons and armor and does not accept any responsibility for any injuries, damages, or deaths accumulated during the contract.\n\nGood luck,\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_Mercenary_Intro_title_001=Exciting New Opportunities with Foxwell Enforcement
Foxwell_Mercenary_Rehire_desc_001=Due to a corporate restructuring, Foxwell has some new vacancies that need to be filled immediately. Foxwell knows you’ve previously expressed interest in this line of work, and we’re wondering if you would want to take another crack at a contract.\n\nOne of our clients needs support at ~mission(Location|Address) where their security forces are struggling to handle an outlaw incursion. Head there and help the local forces get rid of the problem before it’s too late. \n\nSuccessfully complete this contract, and Foxwell would be happy to send more work your way.\n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_Mercenary_Rehire_title_001=Still Looking for Work?
Foxwell_RepUI_Area=UEE
Foxwell_RepUI_Description=Founded by retired police officers in Lo, Corel system, Foxwell Enforcement provides low-cost security consultancy to those who need it most. The company hoped this altruism would lead to financial reward, but instead they’ve been forced to cut corners and loosen hiring practices to survive. Many companies still hire Foxwell because they’re affordable, but their low wages makes it hard to retain skilled security contractors.
Foxwell_RepUI_Focus=Private Security Firm
Foxwell_RepUI_Founded=2928
Foxwell_RepUI_Headquarters=Lo, Corel System
Foxwell_RepUI_Leadership=Banco Foxwell, CEO
Foxwell_RepUI_Name=Foxwell Enforcement
Foxwell_RetrieveCargo_OLP_desc_001=Got an interesting one here. Outlaws ambushed a supply convoy and made off with some vital cargo. All signs point to this being a professional job. They didn’t leave any witnesses, grabbed specific pieces of cargo, and left the less valuable stuff. Their one mistake was forgetting to check the cargo for trackers. The cargo is now sitting at ~mission(Location|Address), and we’ve been contracted to get it back promptly. \n\nLooking for someone to retrieve the stolen cargo from the orbital platform and bring it to ~mission(Destination|Address). Designated a red level contract because you’ll have to go up against some real pros to get the goods back. Credits will be paid upon the return of the cargo.\n \n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_RetrieveCargo_OLP_title_001=Red Level Contract: Retrieval Operation
Foxwell_RetrieveCargo_PAF_desc_001=Got a contract here for anyone looking for something heavy. Foxwell’s been hired to track down a load of important cargo stolen from a local distribution center. Our investigation tracked the goods and the culprits to ~mission(Location|Address). \n\nWe need someone to go retrieve the stolen cargo and return it to the rightful owners at ~mission(Destination|Address). Those old platform alignment facilities are quite big and we aren’t sure exactly how many outlaws will be there, so be careful. \n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.\n
Foxwell_RetrieveCargo_PAF_title_001=Red Level Contract: Return Stolen Goods
Foxwell_SecurityPatrol_E_Desc_001=Need someone to knock out a security patrol. You’ll need to go to the location marker on your HUD and then scan several designated waypoints ensuring that they’re safe and secure. \n\nSatellites in that region have been acting up recently. Not exactly sure what’s going on out there, but best be prepared in case there’s any trouble.\n\nComplete this contract and the main contractor will get a bonus payment of ~mission(ScripAmount) MG Scrip.\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_SecurityPatrol_E_Title_001=Yellow Level Contract: Security Sweep
Foxwell_SecurityPatrol_H_Desc_001=Several unknown ships have been spotted in areas frequented by haulers delivering goods for our client. They’re worried these ships are monitoring their haulers in preparation for an ambush, so they’ve hired us to patrol the area. \n\nStart by going to the location marker on your HUD and scan it to ensure it’s clear. After that, we’ll send you to some other areas to scan for potential threats. We recommend that you bring a wingman and plenty of supplies to be ready to handle whatever might come your way. \n\nAlso know that successfully completing this contract will earn the main contractor a bonus payment of ~mission(ScripAmount) MG Scrip.\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_SecurityPatrol_H_Title_001=Orange Level Contract: Potential Security Threat
Foxwell_SecurityPatrol_M_Desc_001=A client is concerned about activity near some of their interests. We’ve been contracted to patrol the area and run scans at several locations. Interested? If so, head to the location marker on your HUD to start the patrol.\n\nThe client wasn’t specific about the threats, but they don’t think everything’s on the level out there. Hopefully we’ll be able to bring them some peace of mind.\n\nAdditionally, the client arranged for us to offer a bonus payment of ~mission(ScripAmount) MG Scrip to the main contractor.\n\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_SecurityPatrol_M_Title_001=Orange Level Contract: Security Patrol
Foxwell_SecurityPatrol_S_Desc_001=Need a battle-hardened pilot for an important patrol. A prominent client is fed up with outlaws targeting their ships and satellites. We’ve been hired to scan the areas in question and deal with any hostile forces. The patrol begins at the location marker on your HUD before moving to a number of other locations we’ll expect you to clear.\n\nNot sure what you’ll run into out there, but based on intel shared by the client, they’re frequently seeing fighter groups of five to seven ships roaming the region. Some even have larger ships leading the charge. That means you better be ready for a serious fight. If you can, try to recruit at least three friends to the cause. Even a seasoned pilot will need all the help they can get against this crew. \n\nSince this is going to be a tough one, the main contractor will get a bonus payment of ~mission(ScripAmount) MG Scrip at the end of the patrol.\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_SecurityPatrol_S_Title_001=Red Level Contract: Secure Threatened Space
Foxwell_SecurityPatrol_VE_Desc_001=Time to knock out a routine patrol for one of our long-term clients. The route is a series of waypoints that need to be visited and scanned to confirm everything’s as expected. Should be simple enough. \n\nIf interested, please accept and head to the location marker on your HUD to start. Pull this off and the main contractor will get a bonus payment of ~mission(ScripAmount) MG Scrip.\n\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_SecurityPatrol_VE_Title_001=Yellow Level Contract: Routine Patrol
Foxwell_SecurityPatrol_VH_Desc_001=A client needs our help. Outlaws are roaming certain sectors where they do business and attacking anyone they come across. Our client has already lost several ships and can’t afford to lose anymore. \n\nWe need someone to patrol those areas and draw out any hostile forces. The job begins with you heading to the location marker on your HUD and scanning. Then we’ll share a handful of other patrol points for you to scan. \n\nFrom the sound of it, these packs of ships feature skilled and aggressive pilots. Best be ready to rumble if you run into any of them. Would be good to have at least two trusted pilots by your side for this one.\n\nAt the end of a successful patrol, the main contractor will get a bonus payment of ~mission(ScripAmount) MG Scrip.\n\nStay chilly,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_SecurityPatrol_VH_Title_001=Red Level Contract: High-Risk Security Patrol
Foxwell_ShipAmbush_E_desc_001=An outlaw who’s been on the run finally returned to the system. Seems like they hoped that disappearing for a bit would make us forget about them. They’re not even trying to hide their identity or vary their routine which means we know exactly where they’re going to be.\n\nLatest intel indicates that they’re flying a ~mission(AmbushTarget) and will be passing by ~mission(Location|Address) soon. I’ve already scoped out an emission cloud that’s a perfect place for you to find cover, power down your ship, and wait. Only real variable is if they’ll be alone or not. We’ve heard they sometimes roll with friends that all fly single-seaters. Landing that first surprise strike will be important as this crew is battle-tested, but we’ll have reinforcements at the ready to provide support if you need them.\n\nGet this done and we'll give the main contractor a bonus payment of ~mission(ScripAmount) MG Scrip.\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_ShipAmbush_E_title_001=Yellow Level Contract: Surprise Strike
Foxwell_ShipAmbush_H_desc_001=Recently, a ~mission(AmbushTarget) baited Foxwell forces with a bogus rescue beacon. By the time our forces realized what was happening, a squad of ships unleashed a devastating attack and only one Foxwell contractor survived. Their scan logs identified the bait ship, and we’ve had scouts monitoring them ever since.\n\nOur surveillance has revealed the squad has a regular flight pattern that we think we can exploit. There’s a sizable emission cloud at ~mission(Location|Address) that makes it an ideal spot to post up. Think you have what it takes to handle this for us? \n\nIt’ll be you against the ~mission(AmbushTarget), other large craft, and a sizable escort. Wish I could be more specific than that but this crew regularly rotates ships in and out of the squad. Would be smart to bring some support, so you don’t get overwhelmed by their numbers. \n\nComplete the job and we'll give the main contractor a bonus payment of ~mission(ScripAmount) MG Scrip.\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_ShipAmbush_H_title_001=Orange Level Contract: Return the Favor
Foxwell_ShipAmbush_M_desc_001=Foxwell has been tracking a ~mission(AmbushTarget) used by outlaws and discovered a pattern to its movements. The ship should be passing by ~mission(Location|Address) soon.\n\nLooking for a contractor willing to hustle there, hide in the emission cloud, and then spring the trap when the time is right. There’s usually escort ships with the ~mission(AmbushTarget). Careful not to jump the gun and blow your cover. The element of surprise is crucial from what I’ve read.\n\nPull this off and we'll give the main contractor a bonus payment of ~mission(ScripAmount) MG Scrip.\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_ShipAmbush_M_title_001=Orange Level Contract: Spring a Trap
Foxwell_ShipAmbush_S_desc_001=We’ve received a handful of comms about recent attacks undertaken by an ~mission(AmbushTarget) and its escort ships. After opening a file, we started tracking the ship’s movements and noticed that it frequently passes an emission cloud near ~mission(Location|Address). We want to use that to our advantage to launch a surprise attack. \n\nOnce on site, you should hide in the emission cloud to cloak your signature enough to allow you to make the first strike. Unfortunately, Foxwell can’t provide additional reinforcements for this operation, so you’ll be responsible for bringing any support forces. You might need the help too. The crew of the ~mission(AmbushTarget) is aggressive and battle hardened. \n\nYou get this taken care of for us and there's a bonus payment of ~mission(ScripAmount) MG Scrip in it for the main contractor.\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_ShipAmbush_S_title_001=Red Level Contract: Surprise Attack
Foxwell_ShipAmbush_VE_desc_001=Care to help us ghost a bad guy? \n\nWe’ve been hired to hunt down an outlaw flying a ~mission(AmbushTarget). Shouldn’t be too hard since they take the same flightpath each day. That makes them a prime target for an ambush if I ever saw one. I’ve analyzed the route and determined that ~mission(Location|Address) is the ideal spot to strike. There’s an emission cloud there that’ll be perfect to hide your ship’s signature while you wait. \n\nJob is simple if you’re interested. Head to the location, hide out, power down, and then wait for them to fly by. Sometimes they roll alone but they often have other single-seat ships with them. Shouldn’t be too hard to handle for a pro. Plus, we’ll still have reinforcements nearby and ready to deploy once it pops off.\n\nPull this off and we'll give the main contractor a bonus payment of ~mission(ScripAmount) MG Scrip.\n\nGood luck,\n\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_ShipAmbush_VE_title_001=Yellow Level Contract: Ambush An Amateur
Foxwell_ShipAmbush_VH_desc_001=Foxwell got word from an important client that outlaws have put together a squad that’s been stalking the system with sub-capital ships and escort fighters. Our client is concerned that if left unchecked, outlaws will create more of these attack squads and destabilize system security. We’ve been hired to wipe out this group before that happens. \n\nWe need a confident and skilled contractor for this task. Good news is that we have a plan in place. One of the ships used by this squad, a ~mission(AmbushTarget), was stolen from our client, who’s still able to track its movements. They’ve shared the location data with us and we’ve discovered that this squad often goes by ~mission(Location|Address). We’ve scouted the location and discovered a large emission cloud makes an ideal spot for an ambush. \n\nNot going to lie, this isn’t going to be easy. We don’t have any additional forces available to deploy, so it would be good to bring your own support. \n\nYou manage to pull this off, I've arranged for a bonus payment of ~mission(ScripAmount) MG Scrip for the main contractor.\n\nGood luck,\n\nKevin Walton\nDispatcher, Foxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_ShipAmbush_VH_title_001=Red Level Contract: Ambush Attack Squad
Foxwell_destroyprobe_E_desc_001=A client has reported the presence of illegal surveillance monitors around ~mission(Location|Address). They’re extremely concerned that these monitors might be accessing sensitive information related to their operations.\n\nWe believe there are ~mission(Contractor|DestroyProbeAmount) that will need to be destroyed. Tracking them is difficult with their low EM signatures, so you will need to determine their exact location once you’re in the area.\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. Whoever planted these things will also be notified. If they have any forces in the area, don’t be surprised if they show up and try to stop you.\n \n \nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_destroyprobe_E_title_001=Yellow Level Contract: Eradicate Illegal Monitors
Foxwell_destroyprobe_H_desc_001=Looking for someone to handle an issue one of our clients is having at ~mission(Location|Address). Guess someone has set up several illegal 'data skimmers' to steal sensitive info. Need them taken offline pronto. \n\nYou’ll need to scan the area to locate the ~mission(Contractor|DestroyProbeAmount), which will be tricky because of their low EM. Once found, destroy them quickly before their security override kicks in and they upload their datastores. Also, you should keep an eye out for hostile forces in the area, so plan accordingly.\n \n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_destroyprobe_H_name_001=Orange Level Contract: Destroy Data Skimmers
Foxwell_destroyprobe_M_desc_001=After a contractor successfully recovered data stolen from one of our clients, a security analyst verified that it was captured by unauthorized surveillance monitors illegally installed around ~mission(Location|Address). We’re looking for someone to follow up and take out those monitors.\n\nYou will need to find the ~mission(Contractor|DestroyProbeAmount) and destroy them before any more data can be gathered. Passive 'Skimmers' like these typically are hard to find so be thorough in your search.\n\nOnce attacked, their security protocols will cause them to begin transmitting the contents of their drives, so it’s imperative that you stop the upload before it can complete. There’s also a good chance that whoever’s responsible might be in the area, so be careful.\n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_destroyprobe_M_name_001=Orange Level Contract: Handle Security Threat
Foxwell_destroyprobe_S_desc_001=One of our clients is growing frustrated that their convoys are coming under constant attack. We’ve increased patrols in the area and it looks like outlaws have placed 'skimmers' around ~mission(Location|Address) hoping to steal important data, like flight routes and cargo manifests, from our client. \n\nWe need you to search the area, locate the ~mission(Contractor|DestroyProbeAmount) and destroy them. They use a passive form of data collection designed to keep their signature low, so they're going to be pretty hard to spot. Make sure that you scan the area carefully to find them. Once you attack one, they'll shift into emergency data transfer mode, which will make them easy to see once they start transmitting, just make sure you destroy them before they finish. \n\nIt’s also possible that when attacked, the outlaws will send some ships to respond. Best be on your game so you defend yourself and destroy those monitors before any data can successfully transfer. \n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_destroyprobe_S_name_001=Red Level Contract: Dismantle Spying Op
Foxwell_destroyprobe_VE_desc_001=We’ve learned that local criminals are operating ~mission(Contractor|DestroyProbeAmount) around ~mission(Location|Address) to case potential targets. Several of our clients operate in that area so it would be good to clear these out before they become a problem. \n\nThe monitors are designed to keep a low profile which means finding them will be a bit of a pain. You'll have to sweep the area to identify their exact location. Once you do that, destroy them. \n\nWhoever’s running these monitors probably might try to stop you. Also, they tend to rig these monitors with defensive protocols that automatically back-up the data when attacked. Once you start shooting, you'll need to finish the job quickly before the transfer is completed.\n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_destroyprobe_VE_title_001=Yellow Level Contract: Unauthorized Surveillance Monitors
Foxwell_destroyprobe_VH_desc_001=We got reports of illegal 'skimmers' over by ~mission(Location|Address) that are targeting our client’s operations. The data collected could lead to all sorts of trouble, so we need the ~mission(Contractor|DestroyProbeAmount) located and destroyed. \n\nEasier said than done, though. Monitors like this are designed to be unobtrusive, so spotting them won't be easy but once you scan the area and locate them, you can take them out. But be warned, as soon as you start attacking, it’ll trigger an emergency data transfer. It's important that you take them out before the upload can finish. \n\nThere’s also a good chance hostile resistance will show up and try to stop you. Better stay situationally aware out there so you don’t get surprised.\n\n\nMarcus Clenn\nFoxwell Enforcement\n'Security, Your Way'\n\nFoxwell Enforcement is a bonded security specialist licensed to operate throughout the UEE. We are always looking for new operators to join our family. If you or anyone you know is interested, please reach out to one of our contract representatives.
Foxwell_destroyprobe_VH_name_001=Red Level Contract: Protect Important Client Data
FreightElevator_16SCU=16 SCU
FreightElevator_1SCU=1 SCU
FreightElevator_24SCU=24 SCU
FreightElevator_2SCU=2 SCU
FreightElevator_32SCU=32 SCU
FreightElevator_4SCU=4 SCU
FreightElevator_8SCU=8 SCU
FreightElevator_Alert=Alert!
FreightElevator_AutoArrange=Auto Arrange
FreightElevator_BackToParentContainer,P=Back to Parent Container
FreightElevator_Capacity=Capacity:
FreightElevator_CapacityAbbreviation,P=Cap:
FreightElevator_CapacityWarning,P=Capacity Warning
FreightElevator_CapacityWarningDescription,P=This load will exceed your warehouse capacity.
FreightElevator_ClearAll=Clear Filters
FreightElevator_CloseAllContainers,P=Close All Containers
FreightElevator_CollapseView,P=Collapse
FreightElevator_Complete,P=Complete
FreightElevator_Comply=Ok
FreightElevator_Confirm,P=Confirm
FreightElevator_Continue,P=Continue
FreightElevator_ContractOrderDescription=This contract will be completed after you deliver the goods to the warehouse.
FreightElevator_ContractOrderPayout=Mission Reward:
FreightElevator_ContractOrderTimeLeft=Time Remaining:
FreightElevator_ContractRewardLabel,P=Reward:
FreightElevator_ContractedGoodsTitle,P=Contract Orders
FreightElevator_DeliverToWarehouse=Send To Warehouse
FreightElevator_DeliveringTo,P=Delivering To:
FreightElevator_DepositItems=Deposit Items
FreightElevator_Drawer=Drawer
FreightElevator_Elevator,P=Elevator
FreightElevator_ElevatorInTransit,P=In Transit
FreightElevator_ElevatorLowered,P=Lowered
FreightElevator_ElevatorObstructed,P=Elevator Obstructed
FreightElevator_ElevatorObstructedDescription,P=The following items are blocking the elevator:
FreightElevator_ElevatorOverloaded,P=Elevator Overloaded
FreightElevator_ElevatorOverloadedDescription,P=Your current selection exceeds the elevator capacity.
FreightElevator_ElevatorRaised,P=Raised
FreightElevator_EmptyAllContainers=Empty All Containers
FreightElevator_Error=Error!
FreightElevator_ExitKiosk,P=Exit Kiosk
FreightElevator_ExitKioskDescription,P=Exit the Freight Manager to remove the items and try again.
FreightElevator_ExtendItemBankView=Extend
FreightElevator_ExtendPlatformView,P=Expand
FreightElevator_ExtendWarehouseView,P=Expand
FreightElevator_FetchingData,P=Loading Contents
FreightElevator_FromPlatform,P=From Elevator
FreightElevator_FromStorage=From Gear Storage
FreightElevator_GatheringInfo,P=Gathering your information.
FreightElevator_HangarService=Hangar Service
FreightElevator_InWarehouse=In Warehouse:
FreightElevator_Incomplete,P=Incomplete
FreightElevator_InternalErrorLabel,P=Please standby while we address the issue.
FreightElevator_InternalErrorTitle,P=Internal Error
FreightElevator_InvalidContract=Invalid Items
FreightElevator_InvalidContract_Description,P=Certain item(s) you have placed on the elevator cannot be delivered here. Remove the problematic items and try again.
FreightElevator_InvalidRequestLabel,P=The following items are unavailable:
FreightElevator_InvalidRequestTitle,P=Invalid Request
FreightElevator_Issue_Description=Resolve issues with the following items to proceed:
FreightElevator_Issue_Detail_Obstruction=Item Obstructing Elevator
FreightElevator_Issue_Detail_Ownership=Item Not Owned by User
FreightElevator_Issue_Detail_Type=Item Type Not Accepted
FreightElevator_Issue_Header=Elevator Error
FreightElevator_ItemBankTitle=Storage Access
FreightElevator_ItemsOnPlatformTooLarge,P=Elevator Freight Exceeds Warehouse Capacity
FreightElevator_KioskInUse,P=Terminal in Use
FreightElevator_Location,P=Location:
FreightElevator_LowerElevator,P=Lower Elevator
FreightElevator_LowerElevatorToAccessWarehouse,P=Lower the elevator to access the warehouse.
FreightElevator_LowerThePlatform,P=Lower Elevator
FreightElevator_MainTitle=Freight Manager
FreightElevator_OfflineForMaintenance=Offline for Maintenance
FreightElevator_OnPlatform,P=On Elevator:
FreightElevator_Payment,P=Payment:
FreightElevator_Platform,P=Elevator
FreightElevator_Platform3DView,P=3D View
FreightElevator_PlatformDoorObstructed=Alert! Freight Elevator Obstructed!
FreightElevator_PlatformFull,P=Elevator is Full
FreightElevator_PlatformFullLabel,P=The elevator capacity has been exceeded.
FreightElevator_PlatformInventory,P=Elevator Inventory View
FreightElevator_PlatformIsEmptyCaption,P=Lower the elevator to access the warehouse and store your items.
FreightElevator_PlatformIsEmptyLabel,P=Load items onto the elevator.
FreightElevator_PlatformIsEmptyTitle,P=Elevator is Empty
FreightElevator_PlatformListView,P=List View
FreightElevator_PlatformMoving,P=Elevator Moving
FreightElevator_PlatformRequestFailed,P=Elevator Request Failure
FreightElevator_PlatformRequestFailed_Description,P=Please remove the problematic item(s) and try again.
FreightElevator_PleaseRemove_Part1,P=Please discard
FreightElevator_PleaseRemove_Part2,P=or store items together in a container to proceed.
FreightElevator_PressToStart=Press To Start
FreightElevator_Quit=Quit
FreightElevator_RaiseElevator,P=Raise Elevator
FreightElevator_RemainingSpace,P=Remaining Capacity After Transfer
FreightElevator_RequestItems=Open Drawer
FreightElevator_SelectAll=Select All
FreightElevator_Selected=Selected:
FreightElevator_SellOrderPrice,P=Sell Price:
FreightElevator_SellOrdersTitle=Sell Orders
FreightElevator_SendToItemBank,P=Move to Storage
FreightElevator_SendToPlatform,P=Move To Elevator
FreightElevator_SendToWarehouse,P=Move To Warehouse
FreightElevator_SendtoDrawer,P=Move to Drawer
FreightElevator_Sort_A-Z=A - Z
FreightElevator_Sort_Added=Acquired
FreightElevator_Sort_First-Last=Oldest - Newest
FreightElevator_Sort_Largest-Smallest=Largest - Smallest
FreightElevator_Sort_Last-First=Newest - Oldest
FreightElevator_Sort_Name=Name
FreightElevator_Sort_Size=Size (SCU)
FreightElevator_Sort_Smallest-Largest=Smallest - Largest
FreightElevator_Sort_Z-A=Z - A
FreightElevator_StandbyWhileProcessing,P=Please standby while we process your orders.
FreightElevator_Storage=Storage
FreightElevator_ToWarehouse,P=To Warehouse
FreightElevator_TogglePlatformView,P=Toggle View
FreightElevator_TouchToStart=Touch To Start
FreightElevator_TransactionConfirmation,P=Transaction Confirmation
FreightElevator_TransferComplete=Transfer Complete
FreightElevator_TransferingToGearStorage,P=Transferring to Drawer
FreightElevator_TransferingToHangar=Transferring...
FreightElevator_TransferingToWarehouse,P=Transferring to Warehouse
FreightElevator_UnableToDeliver=Unable To Deliver, Warehouse is Full
FreightElevator_UnselectAll=Unselect All
FreightElevator_UseElevator,P=Request Elevator
FreightElevator_UserName,P=Player Name
FreightElevator_ViewControl_Pan=Pan
FreightElevator_ViewControl_ResetView=Reset Zoom
FreightElevator_Warehouse=Warehouse
FreightElevator_WarehouseFull,P=Warehouse is Full
FreightElevator_WarehouseFull_Description=This action would exceed the warehouse’s capacity. Remove items from the platform, make space in the warehouse, or store items together in a container to proceed.
FreightElevator_WarehouseStorage=Warehouse Capacity:
FreightElevator_WelcomeMessage=Please select an option to proceed.
FreightElevator_WelcomeTitle=Welcome
FreightElevator_WelcomeToThe,P=Welcome to the
FreightElevator_WithdrawItems=Withdraw Items
FreightElevator_Zoom=Zoom
FrieghtElevator_ElevatorObstructed_Ownership_Description=The following items are not owned by you:
Frontend_Add=Add Friends
Frontend_Cancel_Friend_Invite=Cancel Invite
Frontend_CheckboxEquip=Equip Rental Item
Frontend_CheckboxRenew=Auto-Renew
Frontend_CompareItem=Compare Item
Frontend_CompareShip=Compare Ship
Frontend_ConfirmRental=Confirm Rental
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Frontend_Context_AbleJoinContact=Join Friend
Frontend_Context_AbleJoinParty=Join Party
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Frontend_Context_NotAbleJoinParty=Cannot Join (Server Full)
Frontend_Continue=Continue Last Save
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Frontend_Equip=Equip Item
Frontend_Equipped=Equipped
Frontend_Error=Error
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Frontend_FirstSpawn_Cancel=Select Different Location
Frontend_FirstSpawn_Confirm=Confirm
Frontend_FirstSpawn_Error_HomeLocation,P=An error occured saving your home location.\nPlease try again later.
Frontend_FirstSpawn_Error_Inventory,P=An error occured setting up your home location inventory.\nPlease try again later.
Frontend_FirstSpawn_Warning=This location will become your primary residence. \nAre you sure about this?
Frontend_Info=Info
Frontend_IsLeader=(Leader)
Frontend_ItemRented=Item Rented
Frontend_ItemSelectionText=Select an item from the left to view its details.
Frontend_Join_Party_Session=Join Leader
Frontend_LabelCost=Cost /week:
Frontend_LabelCurrentBalance=Current Balance:
Frontend_LabelCurrentQuantity=Quantity
Frontend_LabelFinalBalance=Final Balance:
Frontend_LabelQuantity=Quantity:
Frontend_LabelRentalPeriod=Rental Period:
Frontend_LevelSelect=Level Select
Frontend_LoadSave=Load Save
Frontend_Login_CharactersUpdate,P=Retrieving your characters
Frontend_Login_Concat=%ls\n%ls
Frontend_Login_EntitlementUpdate,P=Processing your items and purchases
Frontend_Login_Error_During,P=Error was encountered during the %ls phase.
Frontend_Login_Phase_Character_Retrieval,P=Character Retrieval
Frontend_Login_Phase_Entitlement,P=Item Setup
Frontend_Login_Phase_Initiation,P=Authentication
Frontend_Login_Phase_Legacy,P=Authorizing connection...
Frontend_Login_Phase_Queue=Queue
Frontend_Login_QueueUpdate=You're in the login queue %S.\nYou're in position %u\nETA: Less than a minute.
Frontend_Login_QueueUpdate_Hours=You're in the login queue %S.\nYou're in position %u\nETA: %u hours %u minutes.
Frontend_Login_QueueUpdate_Long=You're in the login queue %S.\nYou're in position %u\nETA: More than 5 hours.
Frontend_Login_QueueUpdate_Minutes=You're in the login queue %S.\nYou're in position %u\nETA: %u minutes.
Frontend_Login_QueueUpdate_Seconds,P=You're in the login queue %S.\nYou're in position %u\nETA: Less than a minute.
Frontend_Login_Started,P=Login started.\n\nConnecting...
Frontend_Login_Waiting_Repair_Reset,P=Your character is currently being repaired. Please wait...
Frontend_MissingFriendList_Message=To unlock your friends list, select a Primary Residence in the Persistent Universe.
Frontend_NewGame=New Game
Frontend_Notifications=Notifications
Frontend_OEM=OEM
Frontend_Options=Options
Frontend_PU_CurrentHomeBase=Primary Residence
Frontend_PU_FindingLocations=Finding Locations...
Frontend_PU_FindingSystems=Finding Systems...
Frontend_PU_HomeBaseExplained1=Please select the starting location for your character. Not only will you initially spawn here, but this location will serve as your primary residence where all your ships and items will be stored.\n\n
Frontend_PU_HomeBaseExplained2=Any future items or ships that are purchased on the website or gifted through programs like Subscriber Flair, will be delivered to this location.
Frontend_PU_LoadingHomeBase=Retrieving Residence Data...
Frontend_PU_LocationSelection=Primary Residence Selection
Frontend_PU_PlayerCurrentLocation=Current Location
Frontend_PU_ReenterPU=Enter Star Citizen Universe
Frontend_PU_SelectHome=Play Game
Frontend_PU_SelectLocation=Select Location
Frontend_PU_SelectRegion=Select Region
Frontend_PU_SelectSystem=Select System
Frontend_PU_ServerLocation=Server Location
Frontend_PU_SubHeader=Module Selection
Frontend_PU_SubHeader_Desc=Choose an option from the following Star Citizen experiences.
Frontend_PU_Version=4.4.0 - Welcome to Nyx
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_Popup_PermanentSuspension_CodeOfConduct=Code of conduct:
Frontend_Popup_PermanentSuspension_CodeOfConductURL=https://support.robertsspaceindustries.com/hc/en-us/articles/4409491235351-Rules-of-Conduct
Frontend_Popup_PermanentSuspension_EA_Message=Due to gameplay violations confirmed by Cloud Imperium Games, your access to the online game modes of Arena Commander has been permanently suspended.
Frontend_Popup_PermanentSuspension_PU_Message=Due to gameplay violations confirmed by Cloud Imperium Games, your access to the Persistent Universe game mode has been permanently suspended.
Frontend_Popup_PermanentSuspension_Title=Permanent Suspension
Frontend_Popup_TemporarySuspension_AccessWillBeRestoredAt=Your access will be restored in
Frontend_Popup_TemporarySuspension_CodeOfConduct=Code of conduct:
Frontend_Popup_TemporarySuspension_CodeOfConductURL=https://support.robertsspaceindustries.com/hc/en-us/articles/4409491235351-Rules-of-Conduct
Frontend_Popup_TemporarySuspension_EA_Message=Due to gameplay violations confirmed by Cloud Imperium Games, your access to the offline game modes of Arena Commander has been temporarily suspended.
Frontend_Popup_TemporarySuspension_PU_Message=Due to gameplay violations confirmed by Cloud Imperium Games, your access to the Persistent Universe game mode has been temporarily suspended.
Frontend_Popup_TemporarySuspension_Title=Temporary Suspension
Frontend_Presence_AC=In Arena Commander
Frontend_Presence_Away=Away
Frontend_Presence_Busy=Busy
Frontend_Presence_InMenu=In Menus
Frontend_Presence_Offline=Offline
Frontend_Presence_OnSpectrum=On Spectrum
Frontend_Presence_PU=In PU
Frontend_Presence_SM=In Star Marine
Frontend_Rent=Rent
Frontend_RentItem=Rent Item
Frontend_RentShip=Rent Ship
Frontend_Rental=Rental
Frontend_RentalHeader=Rental Items
Frontend_RentalPricePeriod=/week
Frontend_Rented=Rented
Frontend_Search_NoResults=No Results
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Frontend_SelectItem=Select Item
Frontend_SelectRentShip=Select/Rent Ship
Frontend_SelectShip=Select Ship
Frontend_Selected=Selected
Frontend_ShipCustomization=Ship Customization
Frontend_ShipRentalHeader=Rental Ships
Frontend_ShipRented=Ship Rented
Frontend_ShipSelect=Ship Rental/Select
Frontend_ShipSelectionText=Select a ship from the left to view its details.
Frontend_SoloPlay_Warning=Your party leader has yet to launch you into a server! Do you still wish to continue?
Frontend_StarCitizen=Star Citizen
Frontend_Unequip=Unequip Item
Frontend_VisitHangar=Visit Hangar
Frontend_VisitLocation=Visit Location
Frontend_Warning=Warning
Frontend_authorizing_player,P=Authorizing player with shard %S.
Frontend_checking_player_permissions,P=Checking player permissions.
Frontend_connecting_to_instance,P=Connecting to shard %S.
Frontend_creating_instance,P=Creating instance.
Frontend_disconnecting_from_instance,P=Disconnecting from game server.
Frontend_instance_busy,P=Instance busy.
Frontend_login_queue_position=You are connected to Login Server #%i.\n\nYour current position in the queue is %i.
Frontend_shard_queue_canceled,P=Join queue canceled.
Frontend_shard_queue_position=Connecting to %S.\n\nYour current position in the queue is %i.
FrontierFightersFinale_Datapad1_Date_001=27/9/2955
FrontierFightersFinale_Datapad1_Date_002=24/9/2955
FrontierFightersFinale_Datapad1_Date_003=20/9/2955
FrontierFightersFinale_Datapad1_Date_004=19/9/2955
FrontierFightersFinale_Datapad1_From_001=AB
FrontierFightersFinale_Datapad1_From_002=Royal Regen
FrontierFightersFinale_Datapad1_From_003=Casper
FrontierFightersFinale_Datapad1_From_004=Toscin
FrontierFightersFinale_Datapad1_Subject_001=Our Time
FrontierFightersFinale_Datapad1_Subject_002=Don’t Delay, Imprint Today
FrontierFightersFinale_Datapad1_Subject_003=URGENT – Team Inbound
FrontierFightersFinale_Datapad1_Subject_004=Hungry?
FrontierFightersFinale_Datapad1_Text_001=The time has come. I hoped that, with time and our continued work, those in the UEE would come to understand the benefit and righteousness of our cause, but it seems the cloud of corruption is too thick. They continue to attack us at every turn. \n\nI am sorry. I know each of every one of you who has stuck with us for this long are truly committed to this vision of a better world. You are heroes. I am sorry that you are not being revered as such. But we must push forward. I believe that once we have burned the infection from Pyro, they will see. They will see because we will make them see. Then they will realize their stupidity and will mourn the lives that they took in error. \n\nThis final plan will open their eyes. I am sure of it. \n\nAmelia
FrontierFightersFinale_Datapad1_Text_002=Casper, \n\nOur records indicate that it’s been over a year since your last imprint with Royal Regen. Failure to imprint regularly can cause complications upon your next regen at one of our facilities. Potential problems include, but are not limited to, the loss of memories created since your last imprint, strong and sporadic tingling sensations in the hands and feet, and severe insomnia. \n\nTo avoid the chance of these issues occurring, please visit a Royal Regen machine to update your imprint. Use the code RRegen2955 to receive 15% off your next imprinting appointment.
FrontierFightersFinale_Datapad1_Text_003=To: Casper \nFrom: Ironwood \nSubject: RE: URGENT – Team Inbound \n2955-09-20 10:21 \n\nYou should take it to Boyd and let her determine what’s more mission critical, the assignment she gave me or delaying it to chase ‘intel’ from a source you don’t seem to trust. \n\nWe’re on a tight deadline here, and I’m not gonna hang one of mine out to dry because of another one of your whims. Or did you forget what happened to my crew the last time we trusted intel from one of your sources? \n\n----- \nTo: Ironwood \nFrom: Casper \nSubject: RE: URGENT – Team Inbound \n2955-09-20 10:10 \n\nIf we find something, I’ll update you and Boyd with specifics. That way I can protect my informant and keep Foat's name clean if it turns out my source’s been fabricating. \n\n- C \n\n----- \nTo: Casper \nFrom: Ironwood \nSubject: RE: URGENT – Team Inbound \n2955-09-20 10:08 \n\nThis you asking or Boyd? Foat's the best mechanic I've got. Losing him for a few hours puts our mission prep behind schedule, and Boyd sure as hell won’t be happy about that. \n\nWhat’s this ‘intel’ you’ve got? Fighting ain't Foat’s forte, so there better be a damn good reason you want me to risk his life while you go through his dirty laundry. \n\n----- \nTo: Ironwood \nFrom: Casper \nSubject: URGENT – Team Inbound \n2955-09-20 10:07 \n\nMy team's inbound. Should be there in the next hour. \n\nGot some intel on Foat that demands my attention. Probably best if you send him out on an op while we toss his bunk and workspace. Might need to have a little chat with him too depending on what we find. \n\n- C
FrontierFightersFinale_Datapad1_Text_004=To: Casper \nFrom: Tocsin \n2955-09-19 12:37 \n\nDeal. One of your mechanics is getting parts and components from a source with ties to the Advocacy. Good chance any ship fixed with those parts now has a tracker on it. \n\nName of the mechanic and their supplier will be provided upon payment. \n\n----- \nTo: Tocsin \nFrom: Casper \nSubject: RE: Hungry? \n2955-09-19 10:16 \n\nI’ll bump your fee to 1.5x... if you provide convincing details before payment. \n\n- C \n\n----- \nTo: Casper \nFrom: Tocsin \nSubject: RE: Hungry? \n2955-09-19 07:22 \n\nYour loss. \n\nBtw, hearing lots of talk about your forces prepping something big to raise morale and attract more recruits. If I were you, I’d want to know what people were doing to try and stop that. \n\n----- \nTo: Tocsin \nFrom: Casper \nSubject: RE: Hungry? \n2955-09-19 07:01 \n\nLast thing you brought to the table was only half good. Same fee as last time. Not going higher until you prove to be completely reliable. \n\n- C \n\n----- \nTo: Casper \nFrom: Tocsin \nSubject: RE: Hungry? \n2955-09-19 06:47 \n\n2x the last one. \n\n----- \nTo: Tocsin \nFrom: Casper \nSubject: RE: Hungry? \n2955-09-19 06:32 \n\nHow hot we talking? \n\n- C \n\n----- \nTo: Casper \nFrom: Tocsin \nSubject: Hungry? \n2955-09-19 01:57 \n\nYou in the mood for something spicy?
FrontierFightersFinale_Datapad1_To_001=All
FrontierFightersFinale_Datapad1_To_002=Casper
FrontierFightersFinale_Datapad1_To_003=Ironwood
FrontierFightersFinale_Datapad1_To_004=Casper
FrontierFightersFinale_Datapad2_Date_001=22/9/2955
FrontierFightersFinale_Datapad2_Date_002=10/9/2955
FrontierFightersFinale_Datapad2_Date_003=8/9/2955
FrontierFightersFinale_Datapad2_From_001=Blair
FrontierFightersFinale_Datapad2_From_002=Dad
FrontierFightersFinale_Datapad2_From_003=Verified Offworld Laser Technologies
FrontierFightersFinale_Datapad2_Subject_001=JAXHELP
FrontierFightersFinale_Datapad2_Subject_002=How'd the Haul Go?
FrontierFightersFinale_Datapad2_Subject_003=Recall Notice
FrontierFightersFinale_Datapad2_Text_001=To: Jax \nFrom: Blair \nSubject: RE: JAXHELP \n2955-09-26 15:47 \n\nThanks Jax. \n\nHonestly don’t remember what happened, and don’t want to. This regen cycle has been rough. Not only am I feeling like complete shit, but I’ve got some new, big ass scars that make even friends do a double take. Hell, you may not even recognize me the next time we cross paths. \n\nSpeaking of, not sure when I'll be through next. Looks like I’m being rotated back into service on the double. There’s too much to do in too little time. Don’t go holding that gear if there’s someone else who can use it. The cause is more important than me. \n\n----- \nTo: Blair \nFrom: Jax \nSubject: RE: JAXHELP \n2955-09-23 10:12 \n\nDamn, Blair, sorry. Clacks just told me what happened to you. \n\nWanted to let you know I passed along what you shared. They weren’t too happy at first then they saw what it was. They’ll probably give you some shit once you’re on your feet again, but know you did good. \n\nHit me up next time you swing through. Got some primo gear set aside for you. Sure as shit sounds like you need it considering how much action you’re seeing. \n\n- Jax \n\n----- \nTo: Blair \nFrom: Jax \nSubject: RE: JAXHELP \n2955-09-22 17:09 \n\nWhat the hell... u get hacked or something? \n\nThis better not be intel. You know we ain’t supposed to share that shit over comms. \n\n- Jax\n\n----- \nTo: Jax \nFrom: Blair \nSubject: JAXHELP \n2955-09-22 15:41 \n\nGET THIS TO BOYD \n\n//** Attachment: Night Sky – Rotations **//
FrontierFightersFinale_Datapad2_Text_002=To: Blair \nFrom: Dad \nSubject: RE: How'd the Haul Go? \n2955-09-24 11:29 \n\nOk, Blair. Now I’m officially worried. I contacted Covalex to see if they had any info that might let us know you were ok. They said they never worked with you. Did you change your name for some reason? \n\nWe don’t care if you did. All we care about is knowing that you’re safe. Your mother can’t sleep because she’s worried. Please, please comm or write us back as soon as you can. Even if it’s just one simple word. \n\nLove,\nDad \n\n----- \nTo: Blair \nFrom: Dad\nSubject: RE: How'd the Haul Go?\n2955-09-17 20:24 \n\nChecking in again because we haven’t heard from you in a while, and your mother’s starting to worry. Been reminding her that hauling is a hard hustle, but you know how she is. \n\nCan you please let us know you’re ok, Blair-Bear? \n\nLove, \nDad \n\n----- \nTo: Blair \nFrom: Dad \nSubject: How'd the Haul Go? \n2955-09-10 10:07 \n\nHey Blair-Bear, \n\nHow was the haul to Baker? \n\nI’ve always wanted to go there for the Able Baker Challenge. Never could swing it though. Getting there and seeing the race was just too expensive without owning a ship. I did almost convince your mother to go for our honeymoon, but her one non-negotiable was a spot where she could put her feet in the sand. Don’t think Xenia Station quite fits that bill. \n\nActually, did you see if the station had one of those ‘Earth-sensory’ rooms? Someone once told me Xenia had one that showed beach scenes and had an actual floor full of sand. Your mother was NOT convinced, and it’s been a been a running joke between us that I wanted to go to Baker for the beaches. \n\nMom and I miss you, dear. But we’re so proud that you’re out there making your own way in the world. \n\nLove, \nDad
FrontierFightersFinale_Datapad2_Text_003=Dear Valued Customer, \n\nThis is to inform you of a product recall involving the Prism Laser Shotgun. Sales records indicate that you purchased a model potentially affected by a manufacturing flaw with the capacitor that may result in the product overheating and exploding. \n\nPlease check the serial number of your shotgun to confirm whether or not it falls within this range: VT-198641F-1729 through VT-198641F-8915. \n\nThe serial number can be found on the top right side of the barrel near the sight. If your shotgun is affected by this recall, immediately remove the battery and do not attempt to use. Failure to do so may result in serious injury or death. \n\nPlease reply to this comm with your weapon's serial number. You'll be provided a list of verified trade-in locations where you can take the shotgun to receive a replacement or full refund. \n\nWe appreciate your assistance. \n\n \n\nThis recall is being made with the knowledge of the UEE Weapons, Munitions, and Firearms Bureau (WMF). Reselling the weapon after receiving this recall notice is illegal within the UEE and, if convicted, may result in either a substantial fine or prison time.
FrontierFightersFinale_Datapad2_To_001=Jax
FrontierFightersFinale_Datapad2_To_002=Blair
FrontierFightersFinale_Datapad2_To_003=Blair
FrontierFightersFinale_Datapad3_Date_001=24/9/2955
FrontierFightersFinale_Datapad3_Date_002=24/9/2955
FrontierFightersFinale_Datapad3_From_001=Malaya
FrontierFightersFinale_Datapad3_From_002=Malaya
FrontierFightersFinale_Datapad3_Subject_001=Status Update
FrontierFightersFinale_Datapad3_Subject_002=Any Chance...
FrontierFightersFinale_Datapad3_Text_001=To: AB \nFrom: Malaya \nSubject: RE: Status Update \n2955-09-30 16:55 \n\nAll systems are good to go. Heading to the rendezvous point now for the hand off. \n\n- Malaya \n\n----- \nTo: Malaya \nFrom: AB \nSubject: RE: Status Update \n2955-09-29 02:17 \n\nGood work. My crew and I will be ready once your are. Just let me know when en route. \n\n- Amelia \n\n----- \nTo: AB \nFrom: Malaya \nSubject: RE: Status Update \n2955-09-28 19:01 \n\nGood news! Got my hands on everything faster than expected. If all goes well, we’ll have this thing ready within a few days. \n\n- Malaya \n\n----- \nTo: Malaya \nFrom: AB \nSubject: RE: Status Update \n2955-09-28 05:22 \n\nWhat’s the latest? \n\n- Amelia \n\n----- \nTo: AB \nFrom: Malaya \nSubject: RE: Status Update \n2955-09-25 10:07 \n\nNew schedule is attached. Before you get pissed, please know this is an honest assessment of how long it could take for us to wrangle these parts. Things could come together faster but I wanted to prepare you for the worst-case scenario. \n\nYou’re right. The ship’s initial diagnostics looked good, but when running stress tests we noticed several of the new capacitors weren’t hitting their benchmarks. While investigating the root of the issue, a power surge killed a number of components and started a fire that damaged other vital systems. \n\nKnow this set back isn’t ideal, but we’re lucky this happened here and not out in the field. \n\n- Malaya\n\n\n//** Attachment: REVISED – Schedule **// \n\n----- \nTo: Malaya \nFrom: AB \nSubject: RE: Status Update \n2955-09-25 08:50\n\nYou said the ship was in primo shape when it got to you. What the hell happened? \n\nGet me an explanation and revised work schedule ASAP. \n\n- Amelia \n\n----- \nTo: AB \nFrom: Malaya \nSubject: Status Update \n2955-09-24 21:22 \n\nWanted you to hear this from me. We ran into a big problem today. My crew’s working around the clock to fix it, but this is gonna push back our time line. \n\nDon’t know exactly how long we need to get back on track, but I’ll keep you posted on our progress. \n\n- Malaya
FrontierFightersFinale_Datapad3_Text_002=To: Gundeep \nFrom: Malaya \nSubject: RE: Any Chance... \n2955-09-26 17:12 \n\nDamn, that was fast. You sure you’re retired? \n\nShould be able to get there by 21:00. See you then. \n\n- Malaya \n\n----- \nTo: Malaya \nFrom: Gundeep\nSubject: RE: Any Chance...\n2955-09-26 02:30 \n\nReady when you are. My usual fee plus the 20%. \n\nSame spot as always for old times’ sake? \n\n- G \n\n----- \nTo: Gundeep \nFrom: Malaya \nSubject: RE: Any Chance... \n2955-09-25 11:17 \n\nThanks, G. Shopping list is attached. \n\nMy lips are sealed, but that goes both ways. The less you know about my side of things the better. I shouldn’t even be coming to you, but I’m desperate and on a tight timeline. Need to be able to trust someone to get exactly what I need while I focus on fixing this damn mess. \n\n- Malaya \n\n//** Attachment: Shopping List **// \n\n----- \nTo: Malaya \nFrom: Gundeep \nSubject: RE: Any Chance... \n2955-09-25 09:05 \n\nOfficially I’m retired, but, for an extra 20%, I’m more than happy to help you. My only condition is that no one but you knows where you’re getting the goods. Can’t let word get out that I’m open for business again. Send me what you need and I’ll see what I can do. \n\nAnd how the hell did you, of all people, get your ass in so much trouble? Don’t tell me that you lost your magical, mechanical touch. \n\n- G \n\n----- \nTo: Gundeep \nFrom: Malaya \nSubject: Any Chance... \n2955-09-24 16:29 \n\nBeen a long time, G. Heard from Foat that you’re still taking specialty orders from old friends? \n\nThere’s a bunch of stuff that I need on the double. Willing to pay a premium to get everything discreetly and as fast as possible. Let me know if you’re interested ASAP. My ass is on the line here. \n\n- Malaya
FrontierFightersFinale_Datapad3_To_001=AB
FrontierFightersFinale_Datapad3_To_002=Gundeep
FrontierFightersFinale_Datapad4_Date_001=26/9/2955
FrontierFightersFinale_Datapad4_Date_002=25/9/2955
FrontierFightersFinale_Datapad4_Date_003=23/9/2955
FrontierFightersFinale_Datapad4_Date_004=22/9/2955
FrontierFightersFinale_Datapad4_From_001=Anson
FrontierFightersFinale_Datapad4_From_002=Ellroy Cass Fan Club
FrontierFightersFinale_Datapad4_From_003=Anson
FrontierFightersFinale_Datapad4_From_004=Kaki
FrontierFightersFinale_Datapad4_Subject_001=Same Shit, Different Day
FrontierFightersFinale_Datapad4_Subject_002=Shhhhh... It’s a Surprise!
FrontierFightersFinale_Datapad4_Subject_003=Deployment Question
FrontierFightersFinale_Datapad4_Subject_004=It's Been Too Long!!!
FrontierFightersFinale_Datapad4_Text_001=To: Anson \nFrom: Badu \nSubject: RE: Same Shit, Different Day \n2955-09-28 12:44 \n\nShit, sorry that happened to you again. My crew’s also seeing an uptick in attacks. Ops is aware of what’s happening but, between us, this is important to Boyd’s master plan. Can’t get into specifics with you over comms but sometimes soldiers need to do what’s expected so others can do what’s not. \n\nLook, I know regenning sucks, but we must be willing to make the hard sacrifices to facilitate the hard changes. Keep faith in the cause and the cause won’t die. It’s as simple as that. \n\nKnow that may sound like another commander blowing smoke up your ass simply to get results, but that's not what I’m doing here, Anson. I’m only here because you convinced me this was a cause worth fighting and dying for. I know that fire’s still in you. It’s ok if it’s not always burning blindingly bright. All that matters is that you don’t let it go out. \n\n- Badu\n \n----- \nTo: Badu \nFrom: Anson \nSubject: Same Shit, Different Day \n2955-09-26 20:51 \n\nGot spaced again. Someone jumped our convoy and dusted me before I knew what the hell was going on. Does this shit keep happening to you too? \n\nI swear, there’s something seriously wrong with our ops. Why the hell do we keep flying the same routes when it’s clear folks are sitting on ‘em? Thought we were supposed to be the ones hunting down and mercing bad guys. Feels like the tables have turned on us... \n\n- Anson
FrontierFightersFinale_Datapad4_Text_002=Fellow Cass-fanatic, \n\nEllroy Cass’s birthday is fast approaching. We’re looking for fellow fanatics who want to help him celebrate by recording a vid of yourself wishing Ellroy a happy birthday. We’ll then edit these vids together and share it with Ellroy to help him celebrate the special day. \n\nIt’s no secret that this year has been tough for Ellroy on both a personal and professional level. That’s why we want you to bring good vibes and positivity to your vids. Besides wishing him a happy birthday, feel free to tell Ellroy why you became a lifelong fan. Recall a memorable concert or show of his that you attended. Explain how his art has brought you joy and happiness. Let’s come together as Cass-fanatics to show Ellroy just how many lives he’s made better! \n\nHere’s a few ground rules. Your vid should be no longer than 30 seconds. No nudity or offensive language. Finally, please do not reference any of his alleged controversies or struggles with substance abuse. Violating any of these rules may mean your vid will not make the final cut. \n\nPlease submit your vid by the 22nd of October for it to be considered.
FrontierFightersFinale_Datapad4_Text_003=To: Anson \nFrom: Butch \nSubject: RE: Deployment Question \n2955-09-24 11:17 \n\nIf you want to take a day for yourself, I ain’t stopping you. Just pack your bags and scurry someplace so far away you’ll never cross paths with the Frontier Fighters again. \n\nAm I making myself clear?\n\n- Butch \n\n----- \nTo: Butch \nFrom: Anson \nSubject: Deployment Question \n2955-09-23 18:41 \n\nButch, \n\nGotta be honest with you. I’m feeling all outta sorts following my last regen. My body aches everywhere, and I’m having a really tough time focusing on anything for more than a few minutes. \n\nAny chance I could get a day or two off of deployment so I can focus on recovering? Know we’re already stretched thin, but it feels like I’m becoming more of a liability than an asset out in the field. \n\n- Anson
FrontierFightersFinale_Datapad4_Text_004=To: Anson \nFrom: Kaki \nSubject: RE: It's Been Too Long!!!! \n2955-09-24 22:20 \n\nPromise... \n\n----- \nTo: Kaki \nFrom: Anson \nSubject: RE: It's Been Too Long!!!! \n2955-09-24 13:14 \n\nBad news. There’s no way I can get away for even a day right now. There’s just too much to do and not enough people to do it. The bloody UEE and it’s bootlicking corporate cronies have done a great job of portraying us as the bad guys, and it’s absolutely crippled our recruitment efforts. Really don’t remember the last time a new member joined our ranks. \n\nI swear this will all change soon. I can’t get into specifics, but I need you to promise me something. Don’t come to Pyro and don’t do any hauls in Stanton until you hear from me again. Please, please trust me on this. Even telling you this much could get me in trouble. \n \n----- \nTo: Anson \nFrom: Kaki \nSubject: RE: It's Been Too Long!!!! \n2955-09-23 16:50 \n\nAre you still in Stanton or did you get moved back to Pyro? \n\nI’ll come to Pyro if that’s what it’ll take to see you again. \n\n----- \nTo: Kaki \nFrom: Anson \nSubject: RE: It's Been Too Long!!!! \n2955-09-22 22:48 \n\nWish I had an answer for you. Seeing you again is the only thing keeping me going anymore. But things are really heating up for us, and I don’t think I’ll be getting another R&R day anytime soon. \n\nYou know what... let me see if I can slip away for a day. Don’t care what anyone else says, I can put a pause on helping the cause for one damn day and still be dedicated to it. \n\n----- \nTo: Anson \nFrom: Kaki \nSubject: It's Been Too Long!!!! \n2955-09-22 16:09 \n\nI miss you so much. When can I see you again?
FrontierFightersFinale_Datapad4_To_001=Badu
FrontierFightersFinale_Datapad4_To_002=Anson
FrontierFightersFinale_Datapad4_To_003=Butch
FrontierFightersFinale_Datapad4_To_004=Anson
FrontierFighters_Hideout_001=Frontier Fighters Hideout
FrontierFighters_Hideout_001a=a Frontier Fighters hideout
FrontierFighters_from=Frontier Fighters
GA_All,P=ALL!!
GA_Death,P=Death!
GA_PrizeGlory,P=Prize, Glory,
GA_PrizesLater,P=Prizes Later
GA_ShootFirst,P=Shoot First...
GA_SmileForTheCamera,P=Smile for the camera :)
GA_WinnerTakes,P=Winner Takes
GA_fight,P=Fight!
GA_ruleboards1,P=Anybody can enter, but you gotta fight\nyour way out ((o_0))
GA_ruleboards2,P=When the timer hits zero\n***the vault opens***
GA_ruleboards3,P=You get a prize to the freight elevator,\nit's yours!
GA_ruleboards4,P=Find bonus vault keys if you want\nbetter prizes
GFS_From=Gilly's Flight School
GFS_InvictusTraining_Mission01_Desc=If travelling to different star systems around the Empire, helping those in need, and protecting our borders sounds like a rewarding career to you, then maybe you’re ready to become a pilot in the UEE Navy.\n\nThe overall demand for naval pilots has increased in recent years which means there’s now more opportunity than ever before. However, to become a Navy pilot, you need to go through specialist training and gain many hours of flight experience.\n\nTo give you a small taste of what life as a combat pilot would be like, Gilly’s Flight School has partnered with the UEE Navy to offer a unique opportunity to take a special Patrol Training course that will run you through three scenarios covering a basic patrol. \n\nSIGN UP NOW FOR SCENARIO #1 – Scanning a Patrol Point\n\nI believe that folks learn best by doing, so don’t expect a lot of hand holding out there. This is about throwing you into the deep end and giving you a chance to swim. You never know what you’re capable of until you’re given the chance.\n\nAs a bonus on completion of the scenario, the original contract holder will be awarded ~mission(ScripAmount) MG Scrip. Plus, completing all three will get you a special keepsake.\n\nCan’t wait to see you out there,\nInstructor Gilly\n\n\nABOUT GILLY FLIGHT SCHOOL\nInstructor Lucas “Gilly” Baramsco has served in six squadrons and has over ten years of teaching experience. Whether a student with zero flight experience or professional looking to polish their skills, Gilly Flight School offers a variety of courses to “Launch Your Piloting Career.”\n
GFS_InvictusTraining_Mission01_Title=Navy Patrol Training – Scenario #1
GFS_InvictusTraining_Mission02_Desc=Congrats on completing part one of this three-part course.\n\nFor your next patrol scenario, things are going to become even more intense.\n\nBe prepared to encounter some hostiles and dogfight them in a realistic combat scenario just like real Navy pilots do while out on patrol.\n\nThe hostile ships are all specially equipped rigs made specifically for training purposes and will be piloted by graduates of the flight school to provide an engaging and educational experience.\n\nSIGN UP NOW FOR SCENARIO #2 – Neutralizing a Hostile Threat\n\nAs a bonus on completion of the scenario, the original contract holder will be awarded ~mission(ScripAmount) MG Scrip.\n\nMake sure you pick a ship ready for combat and I’ll see you out there,\nInstructor Gilly\n\n\nABOUT GILLY FLIGHT SCHOOL\nInstructor Lucas “Gilly” Baramsco has served in six squadrons and has over ten years of teaching experience. Whether a student with zero flight experience or professional looking to polish their skills, Gilly Flight School offers a variety of courses to “Launch Your Piloting Career.”\n
GFS_InvictusTraining_Mission02_Title=Navy Patrol Training – Scenario #2
GFS_InvictusTraining_Mission03_Desc=Congrats on completing part two of this three-part course.\n\nFor your next and final lesson, you will learn how to assist a ship in distress just like real Navy pilots do while out on patrol. They will be under simulated attack by our specially trained hostile pilots and it will be up to you to neutralize them as quickly and effectively as possible.\n\nSIGN UP NOW FOR SCENARIO #3 – Ship in Distress\n\nAs a bonus on completion of the scenario, the original contract holder will be awarded ~mission(ScripAmount) MG Scrip and a special keepsake.\n\nI know you’re going to do great out there,\nInstructor Gilly\n\n\nABOUT GILLY FLIGHT SCHOOL\nInstructor Lucas “Gilly” Baramsco has served in six squadrons and has over ten years of teaching experience. Whether a student with zero flight experience or professional looking to polish their skills, Gilly Flight School offers a variety of courses to “Launch Your Piloting Career.”\n
GFS_InvictusTraining_Mission03_Title=Navy Patrol Training – Scenario #3
GFS_ShipWaveAttack_Mission01_Desc=Looking to gain critical hands-on experience battling a variety of targets and situations? Then my Combat Gauntlet might be the perfect fit for you.\n\nPlease understand that this course is intended for pilots who have already mastered flying basics and are ready to take their abilities to the next level. If you’re starting off and want to learn the ropes, I’d recommend logging some hours in an Arena Commander simpod. But for those ready to face a real challenge, I firmly believe that students learn best by doing. \n\nThat’s why I’ve designed these eight scenarios to be as realistic as possible. I promise you this is the closest thing to Navy combat pilot training you can get without enlisting, so don’t expect a lot of hand holding. The risk of injury to yourself or your ship should be taken very seriously.\n\nGAUNTLET SCENARIOS:\n1. Single Targets\n2. Multiple Targets\n3. Target Priority\n4. Target Stealth\n5. Missiles and Countermeasures\n6. Multi-Crew Targets\n7. Corvette with Escorts\n8. Capital Ship Encounter\n\nSo, if you’re ready to challenge yourself and prove you got what it takes to be a great pilot, the first scenario will focus on handling a single target. Head to ~mission(Location|Address) to begin.\n\nAs a bonus, successful completion of the scenario will net the original contractor holder an award of ~mission(ScripAmount) MG Scrip.\n\nTRICKS OF THE TRADE:\n- Situational Awareness – Don’t get so focused on taking a target that you aren’t watching your flight path. No good taking out the enemy if you fly headfirst into an asteroid.\n\nGood luck out there, \nInstructor Gilly \n\n\nABOUT GILLY’S FLIGHT SCHOOL \nInstructor Lucas “Gilly” Baramsco has served in six squadrons and has over ten years of teaching experience. Whether a student with zero flight experience or a professional looking to polish their skills, Gilly Flight School offers a variety of courses to “Launch Your Piloting Career.” \n
GFS_ShipWaveAttack_Mission01_Title=Combat Gauntlet - Scenario #1
GFS_ShipWaveAttack_Mission02_Desc=Congrats on completing part one of this eight-part course.\n\nScenario two will focus on how to deal with multiple targets at the same time. Goal here is give you a better handle on how to balance offense and defense. \n\nWhenever you’re set, grab a combat ship, and head to ~mission(Location|Address) to begin.\n\nAs a bonus, successful completion of the scenario will net the original contractor holder an award of ~mission(ScripAmount) MG Scrip.\n\nTRICKS OF THE TRADE:\n- Pick Your Fight - For situations where you’re coming up against multiple targets of equal threat, your best strategy is to focus on neutralizing one target at a time to gradually reduce the amount of incoming fire.\n\nGood luck out there, \nInstructor Gilly \n\n\nABOUT GILLY’S FLIGHT SCHOOL \nInstructor Lucas “Gilly” Baramsco has served in six squadrons and has over ten years of teaching experience. Whether a student with zero flight experience or a professional looking to polish their skills, Gilly Flight School offers a variety of courses to “Launch Your Piloting Career.”
GFS_ShipWaveAttack_Mission02_Title=Combat Gauntlet - Scenario #2
GFS_ShipWaveAttack_Mission03_Desc=Congrats on completing part two of this eight-part course. \n\nThe third scenario throws tactical considerations into the mix. This time around the attacking ships are from distinct classes with distinct battlefield applications. Knowing what targets to prioritize is vital to surviving engagements against multiple ships. \n\nWhenever you’re ready, head to ~mission(Location|Address) to get started.\n\nAs a bonus, successful completion of the scenario will net the original contractor holder an award of ~mission(ScripAmount) MG Scrip.\n\nTRICKS OF THE TRADE:\n- Bigger They Are – Try to evaluate which threat is the most dangerous and take them out first.\n- Shields – If you’re taking a lot of damage, don’t be afraid to boost away and let your shields regenerate.\n\nGood luck out there, \nInstructor Gilly \n\n\nABOUT GILLY’S FLIGHT SCHOOL \nInstructor Lucas “Gilly” Baramsco has served in six squadrons and has over ten years of teaching experience. Whether a student with zero flight experience or a professional looking to polish their skills, Gilly Flight School offers a variety of courses to “Launch Your Piloting Career.”
GFS_ShipWaveAttack_Mission03_Title=Combat Gauntlet - Scenario #3
GFS_ShipWaveAttack_Mission04_Desc=Congrats on completing part three of this eight-part course.\n\nGood combat pilots know not all threats are apparent. It’s the threats you don’t expect that can be the most devastating. Scenario four is focused on how to identify and deal with stealth targets. Hopefully by the end, you’ll understand just how important your radar is in determining who you’re really up against. Expect to have regular and stealth ships hunting you down. \n\nMake your way to ~mission(Location|Address) whenever you’re ready, and remember to keep your eyes on your radar.\n\nAs a bonus, successful completion of the scenario will net the original contractor holder an award of ~mission(ScripAmount) MG Scrip.\n\nTRICKS OF THE TRADE:\n- Surprise Attacks - Pinging your surroundings can sometimes reveal hidden ships. Be ready for contacts to show up unexpectedly.\n\nGood luck out there, \nInstructor Gilly \n\n\nABOUT GILLY’S FLIGHT SCHOOL \nInstructor Lucas “Gilly” Baramsco has served in six squadrons and has over ten years of teaching experience. Whether a student with zero flight experience or a professional looking to polish their skills, Gilly Flight School offers a variety of courses to “Launch Your Piloting Career.”
GFS_ShipWaveAttack_Mission04_Title=Combat Gauntlet - Scenario #4
GFS_ShipWaveAttack_Mission05_Desc=Congrats on completing part four of this eight-part course. \n\nThe fifth scenario focuses on defensive tactics. Knowing when to take evasive measures and deploy either decoys or noise countermeasures is essential to your survival. That’s why the aggressors in this exercise will be armed with missiles. \n\nEnsure your countermeasures are fully stocked and then go to ~mission(Location|Address) to start.\n\nAs a bonus, successful completion of the scenario will net the original contractor holder an award of ~mission(ScripAmount) MG Scrip.\n\nTRICKS OF THE TRADE:\n- Ready to Launch - Easy access to your decoys and countermeasures can be critical in your success in dealing with incoming missile fire. \n- Stand and Fight - Resist the temptation to hit the afterburner to escape as you’ll increase your signature and make it easier for the missile to hit you. They’re almost certainly much faster than you anyway.\n- Close the Gap – While it may seem counterintuitive, getting closer to an enemy ship can be an advantage. Missiles have a minimum range and if you’re inside of it they won’t be able to get a lock on you.\n\nGood luck out there, \nInstructor Gilly \n\n\nABOUT GILLY’S FLIGHT SCHOOL \nInstructor Lucas “Gilly” Baramsco has served in six squadrons and has over ten years of teaching experience. Whether a student with zero flight experience or a professional looking to polish their skills, Gilly Flight School offers a variety of courses to “Launch Your Piloting Career.”
GFS_ShipWaveAttack_Mission05_Title=Combat Gauntlet - Scenario #5
GFS_ShipWaveAttack_Mission06_Desc=Congrats on completing part five of this eight-part course.\n\nI’m bringing out the big guns for scenario six. Time for you to go up against larger, multi-crewed ships, which provide a few new challenges. Not only will you have to contend with their enhanced firepower but their multifaceted shields means you’ll have to target one shield face continually to do real damage. Easier said than done when both of y’all are moving at such fast speeds. \n\nFind your way to ~mission(Location|Address) whenever you're ready.\n\nAs a bonus, successful completion of the scenario will net the original contractor holder an award of ~mission(ScripAmount) MG Scrip. \n\nTRICKS OF THE TRADE:\n- Size Advantage – When going up against a larger ship, try to stay away from their front as typically this is where the majority of their offensive fire is located. \n\nGood luck out there, \nInstructor Gilly \n\n\nABOUT GILLY’S FLIGHT SCHOOL \nInstructor Lucas “Gilly” Baramsco has served in six squadrons and has over ten years of teaching experience. Whether a student with zero flight experience or a professional looking to polish their skills, Gilly Flight School offers a variety of courses to “Launch Your Piloting Career.”
GFS_ShipWaveAttack_Mission06_Title=Combat Gauntlet - Scenario #6
GFS_ShipWaveAttack_Mission07_Desc=Congrats on completing part six of this eight-part course.\n\nYou’ve gained a lot of experience across the past six scenarios, and now it’s time to put it all to practice. Scenario seven puts you up against a corvette-class ship and its escorts. This extended encounter will push you to the limit and test everything you got. \n\nThe only thing left is to understand the limit of your skillset. To put it simply, you can’t do everything yourself. Developing and maintaining relationships with fellow pilots that you can call upon for support is really the last piece of the puzzle. Not saying you can't overcome encounters like this by yourself, but even the Navy doesn’t send their ace pilots on a patrol alone. \n\nOnce you decided whether to do this alone or call in some support, head over to ~mission(Location|Address) to kick off the encounter.\n\nAs a bonus, successful completion of the scenario will net the original contractor holder an award of ~mission(ScripAmount) MG Scrip.\n\nTRICKS OF THE TRADE\n- Strength in Diversity – Think about the roles your allies will be filling and choose who to bring carefully to help balance strengths and weaknesses. You’ll want ships capable of taking on the Corvette while others deal with the escort.\n\nGood luck out there, \nInstructor Gilly \n\n\nABOUT GILLY’S FLIGHT SCHOOL \nInstructor Lucas “Gilly” Baramsco has served in six squadrons and has over ten years of teaching experience. Whether a student with zero flight experience or a professional looking to polish their skills, Gilly Flight School offers a variety of courses to “Launch Your Piloting Career.”
GFS_ShipWaveAttack_Mission07_Title=Combat Gauntlet - Scenario #7
GFS_ShipWaveAttack_Mission08_Desc=Welcome to the final scenario of the Combat Gauntlet.\n\nThroughout this course, you’ve gotten to experience the advanced combat and defensive tactics needed to survive a variety of encounters. Time to take all those new skills and knowledge and see how they hold up against a large capital vessel and some escort ships.\n\nYou know the drill by now. Once you and all your allies are set, find your way to ~mission(Location|Address) to see how you do when truly pushed to the limits.\n\nAs a bonus, successful completion of the scenario will net the original contractor holder an award of ~mission(ScripAmount) MG Scrip.\n\nTRICKS OF THE TRADE\n- Patience is a Virtue – If you’ve balanced your squadron properly, you should be able to come out on top, just don’t expect it to be a quick fight. Ships this big don’t go down quickly.\n\nGood luck out there, \nInstructor Gilly \n\n\nABOUT GILLY’S FLIGHT SCHOOL \nInstructor Lucas “Gilly” Baramsco has served in six squadrons and has over ten years of teaching experience. Whether a student with zero flight experience or a professional looking to polish their skills, Gilly Flight School offers a variety of courses to “Launch Your Piloting Career.”
GFS_ShipWaveAttack_Mission08_Title=Combat Gauntlet - Scenario #8
GLoc_Bartender_Conv_001_1,P=How can I help you?
GLoc_Bartender_Conv_001_2,P=No problem. I've got just the thing.
GLoc_Bartender_Conv_001_3,P=Things have been quiet lately, sorry.
GLoc_Bartender_Conv_001_4,P=You let me know if there's anything else I can get you.
GLoc_Bartender_Conv_001_5,P=Thirsty...
GLoc_Bartender_Conv_001_6,P=Rumors...
GMCapture_Desc=To test the preparedness of our response teams, we would like volunteers to simulate an assault against a CDF Idris by neutralizing and taking control of the vessel.\n\nTo be clear, the goal of the exercise is not to destroy the Idris, but for you to attempt to board the craft and maintain control of it as long as possible. Volunteers should expect to meet full resistance from the Idris' highly trained crew and are encouraged to get an updated imprint beforehand.\n\nCoordinates will be provided upon confirming your participation.\n\nThanks and good luck.
GMCapture_From=Civilian Defense Force
GMCapture_HUD=Capture Idris
GMCapture_Marker=Capture Idris
GMCapture_Obj_Long=Capture the Idris.
GMCapture_Obj_Short=Capture Idris
GMCapture_Title=Idris War Game
GRIN_UGF_desc_shared,P=Greycat Industrial produces many of its varied products at this underground production complex.
GarethWIP_CaveMission=CAVE MISSION
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
GarethWIP_CaveName=Cave
GarlicCheesecake_JournalAllCompleted,P=Slicers Idris Incursion\n\nYou’ve done your part! Phase 3 requirements met.
GarlicCheesecake_JournalBody=We need your help saving the system from the Slicers. The gang has deployed an Idris and a fleet of support ships to terrorize the people of Stanton. Help repel the Idris and its support ships three times, and meet requirements from the previous phases, to be eligible to receive a special reward.
GarlicCheesecake_JournalCompleted=Slicers Idris Incursion
GarlicCheesecake_JournalTitle,P=Op. Save Stanton - Phase 3 Summary
GarlicCheesecake_JournalTitleShort,P=Op. Save Stanton - Phase 3
Gathering_Desc=Gather some things. Might be crates, might be data. Who knows?! [WIP]
Gathering_MissionGiver=The Gathering Gang [WIP]
Gathering_Objective_01_Long=First Objective Long [WIP]
Gathering_Objective_01_Short=First Objective Short [WIP]
Gathering_Objective_02_Long=Second Objective Long [WIP]
Gathering_Objective_02_Short=Second Objective Short [WIP]
Gathering_Objective_02_Timer=Download Remaining: %ls [WIP]
Gathering_Title=A Gathering Mission [WIP]
GenResponse_LookingForMoreWork=Got any more work?
GenResponse_LookingForWork=I'm looking for work.
GenResponse_cant_right_now=I can't right now.
Gen_NPC_Conv_0001_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0001_2,P=Line 2: blah blah blah
Gen_NPC_Conv_0002_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0002_2,P=Line 2: blah blah blah
Gen_NPC_Conv_0003_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0003_2,P=Line 2: blah blah blah
Gen_NPC_Conv_0004_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0004_2,P=Line 2: blah blah blah
GenericLanding2_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_6,P=I'm sorry, you have insufficient credits to land.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_1,P=I'm sorry. Your regtags have been flagged for protocol violations. You are prohibited from landing at this facility.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_2,P=Stand by while we check for available hangar space.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_3,P=Landing Pad assigned.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_4,P=The owners of this facility have implemented a mandatory landing fee.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_5,P=Payment accepted.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_6,P=I'm sorry, you have insufficient credits to land.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_7,P=All of our landing pads are currently full. Please hold for pad assignment.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_8,P=I'm sorry. Your vessel exceeds the size limitations for our hangars.
GenericLanding_Encouragement_1,P=Please exit the hangar in a timely fashion. Thank you.
GenericLanding_Encouragement_2,P=You are clear to launch.
GenericLanding_Encouragement_3,P=Stop by the main office for information about fuel, repair and restocking services.
GenericLanding_Encouragement_4,P=Please request ships using the landing terminal.
GenericLanding_HangarIsMarkedOnThePlayersHud_1,P=Please proceed to assigned landing bay.
GenericLanding_HangarIsMarkedOnThePlayersHud_2,P=Stand by for EDL tractor assist.
GenericLanding_HangarIsMarkedOnThePlayersHud_3,P=Landing complete. Have a pleasant stay.
GenericLanding_IfHangarSpaceIsAvailable_1,P=Your ship has been delivered to the following landing bay.
GenericLanding_IfHangarSpaceIsNotAvailable_1,P=I'm sorry, we have no available landing bays. Your request has been processed and your ship will be delivered in the next available hangar.
GenericLanding_IfHangarSpaceIsNotAvailable_2,P=Request denied due to outstanding landing fees.
GenericLanding_IfHangarSpaceIsNotAvailable_3,P=Thank you and please visit again.
GenericLanding_IfPlayerKeepsGriefingLandingIsRevoked_1,P=Due to repeated violations of hangar safety protocols, your landing privileges have been revoked.
GenericLanding_IfThePlayerAndCrewAreLingeringInTheHangar_1,P=All personnel are expected to vacate hangar as soon as possible to accommodate fellow travellers.
GenericLanding_OncePlayerHasSelectedAShip_1,P=Standby, retrieving ship info.
GenericLanding_OverComms_1,P=Hello and thank you for contacting EDL landing assist.
GenericLanding_PlayerIsBlockingTheFlightLane_1,P=Warning. You are blocking an active flight lane. Please vacate the vicinity.
GenericLanding_PlayerIsBlockingTheFlightLane_2,P=Warning. You are in violation of hangar safety protocols.
GhostArena=Ghost Arena
GoToLocation_obj_long=Go To ~mission(GoToLocation|Address).
GoToLocation_obj_short=Go To ~mission(GoToLocation)
GoblinG_ArcCorp_HaulCargo_FailReason=Cargo Lost
GoblinG_ArcCorp_HaulCargo_From=ArcCorp
GoblinG_ArcCorp_HaulCargo_L_Desc,P=El here.\n\nIf you’re looking to make some creds and have a ship that can take at least ~mission(MissionMaxSCUSize) cargo containers, head over to ~mission(Location|Address). This is a big haul, so it’d be good to bring a heavy-duty tractor beam, and maybe even a couple extra hands to help you out.\n\nOnce you’ve got the resources from the freight elevator, take them to a freight elevator at: ~mission(Destination|Address|ListAll). I’ve got someone on hand to process them for you and then we can sort your payment out.\n\nEvery bit helps ArcCorp get closer to securing a win.\n\n\nElla Tieno\nContractor Liaison Officer\nArcCorp
GoblinG_ArcCorp_HaulCargo_L_Title=RESOURCE DRIVE: LARGE CARGO NEEDS HAULING
GoblinG_ArcCorp_HaulCargo_M_Desc=Hey it’s El.\n\nNeed a quick turnaround on this so I’ll get right to it.\n\nOne of our haulers miscalculated how much storage they had and has left a bunch of cargo over at ~mission(Location|Address). We need someone with a ship that can handle ~mission(MissionMaxSCUSize) cargo containers to pick them up from the freight elevator for us.\n\nDon’t come unprepared like the last contractor. You’ll need a heavy-duty tractor beam and probably another crew member if you want to avoid spending all day moving boxes.\n\nGrab the cargo and take it to a freight elevator at: ~mission(Destination|Address|ListAll).\n\nGo team.\n\n\nElla Tieno\nContractor Liaison Officer\nArcCorp
GoblinG_ArcCorp_HaulCargo_M_Title=RESOURCE DRIVE: MEDIUM CARGO NEEDS HAULING
GoblinG_ArcCorp_HaulCargo_S_Desc=El here.\n\nWe need a hauler who can pick up a couple of pieces of cargo for us ASAP.\n\nYou’ll just need a ship that can handle ~mission(MissionMaxSCUSize) cargo containers. If you've got one, get over to ~mission(Location|Address), scoop it all up from the freight elevator, and bring them to us. Drop the cargo off at a freight elevator at: ~mission(Destination|Address|ListAll).\n\nIt’s as easy as that!\n\nThanks and good luck.\n\n\nElla Tieno\nContractor Liaison Officer\nArcCorp
GoblinG_ArcCorp_HaulCargo_S_Title=RESOURCE DRIVE: SMALL CARGO NEEDS HAULING
GoblinG_ArcCorp_RecoverCargoFPS_FailReason=Cargo Lost
GoblinG_ArcCorp_RecoverCargoFPS_From=ArcCorp
GoblinG_ArcCorp_RecoverCargoFPS_L_Desc,P=Hey, El here.\n\nGot a big problem. Outlaws have taken out one of our transport ships and stolen the cargo.\n\nThe resources on that ship were flagged for that UEE initiative and we’re going to be in a lot of trouble unless we get them back.\n\nFortunately, I had the good sense to put tags on the cargo, so we’ve managed to track it down to ~mission(Location|Address). Corporate has approved a sliding pay scale based on whatever you can bring back. Ideally that’s all ~mission(ItemsToRecover) cargo boxes (all ~mission(MaxBoxSize) SCU or smaller), but we’ll take what we can get. Once you’ve got the cargo loaded up onto a decently size hauler, drop it off at a freight elevator at: ~mission(Destination|Address|ListAll). One of my colleagues will take care of the rest.\n\nThese outlaws mean business, so make sure you’re stocked up on weapons, supplies, and a few friends before you head out.\n\nGood luck! I’m sure you’ll do great.\n\n\nElla Tieno\nContractor Liaison Officer\nArcCorp
GoblinG_ArcCorp_RecoverCargoFPS_L_Title=RESOURCE DRIVE: GET OUR LARGE CARGO BACK
GoblinG_ArcCorp_RecoverCargoFPS_S_Desc=Hi, it’s El.\n\nLooking for a decent enough contractor who isn’t afraid to take on some outlaws and recover the cargo they stole.\n\nSince my boss is breathing down my neck about the numbers we’re pulling for this Second Life thing, we’re organizing multiple teams to hit all of the gang’s stash houses. You’re being assigned to go to ~mission(Location|Address), deal with whatever’s going on over there, and bring the ~mission(ItemsToRecover) cargo boxes (all ~mission(MaxBoxSize) SCU or smaller) stashed there back.\n\nWhen you’ve got the stuff, take it to a freight elevator at: ~mission(Destination|Address|ListAll). Our staff will get it logged for you.\n\nIf you can do your part and get as many boxes back as possible, we’ll make sure you’re given credit for everything the whole team brings back.\n\n\nElla Tieno\nContractor Liaison Officer\nArcCorp
GoblinG_ArcCorp_RecoverCargoFPS_S_Title=RESOURCE DRIVE: GET OUR SMALL CARGO BACK
GoblinG_ArcCorp_RecoverCargo_FailReason=Cargo Lost
GoblinG_ArcCorp_RecoverCargo_From=ArcCorp
GoblinG_ArcCorp_RecoverCargo_L_Desc,P=Hey, it’s El.\n\nWe’ve got a situation over at ~mission(Location|Address). One of our contractors who was in the middle of transporting a lot of cargo for us stopped returning our comms. Hopefully it’s just a glitch, but being realistic, it’s probably something much worse. While that sucks and I feel bad, we all still got deadlines, right?\n\nAnyway, we want you to head out with a large hauling vessel and grab their shipment of cargo. It’ll be pretty big so I’d definitely make sure you pack your heavy-duty tractor beam and bring someone reliable to help you out. Expect to find between 100-125 SCU of various box sizes.\n\nTake it to a freight elevator at: ~mission(Destination|Address|ListAll). I’ll make sure someone’s on site to take care of it. We’ll pay you a proportional amount for whatever you’re able to return.\n\nIf you don’t have a big enough ship, you could always fly the abandoned cargo ship back. Though, you’d have to bring another pilot with you unless you plan on leaving your ship behind.\n\nHope you have better luck than the original haulers did.\n\n\nElla Tieno\nContractor Liaison Officer\nArcCorp
GoblinG_ArcCorp_RecoverCargo_L_Title=RESOURCE DRIVE: RECOVER LARGE SHIPMENT
GoblinG_ArcCorp_RecoverCargo_S_Desc=El here.\n\nBit worried about one of our contractors who’s been ghosting me and hasn’t completed their delivery of resources for the UEE initiative.\n\nI need someone to head out to ~mission(Location|Address) where they were last seen and bring back that cargo for us.\n\nIt was only between 50-55 SCU of various box sizes, so it shouldn’t be too hard for you to move them if you have a tractor beam, but that doesn’t mean you should take this job lightly. I’m a little worried there’s a reason our pilot isn’t responding. Be sure to keep an eye out for any hostiles in the area.\n\nGet the cargo to a freight elevator at: ~mission(Destination|Address|ListAll). I’ll ensure it gets to the right place.\n\nActually, if you have another pilot with you, you might find it simpler to have one of you fly the cargo ship instead. Your call though.\n\nThanks for the assist,\n\n\nElla Tieno\nContractor Liaison Officer\nArcCorp
GoblinG_ArcCorp_RecoverCargo_S_Title=RESOURCE DRIVE: RECOVER SMALL SHIPMENT
GoblinG_ArcCorp_ResourceGathering_Desc,P=ArcCorp is still competing for top spot in the resource race, so we need reliable contractors like you to supply us with refined materials. Unsurprisingly, every shop is completely sold out of these, but luckily we’ve got a list of suggestions where to mine them along with what you'll earn:\n\n- Copper (surface of Aberdeen) - 803 aUEC per SCU\n- Tungsten (surface of Lyria) - 1080 aUEC per SCU\n- Corundum (surface of ArcCorp) - 810 aUEC per SCU\n\nMake sure you get them refined before you hand them over, otherwise you’ll just make more work for us. ARC-L1 Wide Forest Station is a good option, but we don’t mind where you go so long as it gets done. Then, all you have to do is take the refined materials to a freight elevator at: ~mission(Destination|Address|ListAll). Oh, and make sure to submit the contract when you’re happy with the total amount you delivered.\n\nIf you haven't mined in a while, I suggest taking a look at URW's “The Fundamentals of Mining” in your mobiGlas Journal. That should give you a few pointers.\n\nAnd just so you know, each company has to declare publicly how much they’ve given to the cause. You can track this information, including who is leading in the initiative, in the Second Life Resource Drive Journal entry. ArcCorp have very generously agreed to give out additional rewards when contractors meet certain delivery thresholds. How nice is that?\n\nGood luck and talk soon!\n\n\nElla Tieno\nContractor Liaison Officer\nArcCorp
GoblinG_ArcCorp_ResourceGathering_Desc_Intro=ArcCorp needs your help.\n\nUnder Imperator Addison’s new Second Life initiative, they’ve introduced a government program that will reward whichever company gathers the most resources to help with the regen crisis. ArcCorp is eager to win, and to do that we need plenty of reliable and dependable contractors.\n\nIf you can knock out this easy hauling job and show you’re competent, then I can start offering you some more complicated work next.\n\nFor this job, you’ll need a ship that can take ~mission(MissionMaxSCUSize) cargo containers and a multi-tool with a tractor beam attachment. Once you’re ready, head over to ~mission(Location|Address), grab the cargo from the freight elevator, and deliver it to a freight elevator at: ~mission(Destination|Address|ListAll). Easy, right?\n\nIf you want to keep track of how ArcCorp is stacking up against the competition, you can go to the Second Life Resource Drive section of your Journal. If you do really well and help us get to the top, I’ve been given permission by my superiors at ArcCorp to reward the hardest working contractors with some extra stuff on top of whatever credits you earn.\n\nCome work for ArcCorp and be part of the winning team.\n\n\nElla Tieno\nContractor Liaison Officer\nArcCorp
GoblinG_ArcCorp_ResourceGathering_From=ArcCorp
GoblinG_ArcCorp_ResourceGathering_Title=RESOURCE DRIVE: BRING US MATERIALS
GoblinG_ArcCorp_ResourceGathering_Title_Intro=RESOURCE DRIVE: DELIVER MATERIAL DONATION
GoblinG_ArcCorp_SupportAttackedShip_FailReason=Cargo Lost
GoblinG_ArcCorp_SupportAttackedShip_From=ArcCorp
GoblinG_ArcCorp_SupportAttackedShip_L_Desc=Outlaws have hit an ArcCorp transport ship over at ~mission(Location|Address) and they need urgent help defending it.\n\nThe cargo aboard is of vital importance to our standing in the Second Life resource drive, and we can’t afford to lose it. The captain and crew said they’re doing their best to hang on and get their quantum drive repaired, but honestly, I don’t think they have a chance at escaping unless they get some help. If they do make it back in one piece, I’ll make sure you get shared credit for the delivery.\n\nDon’t underestimate these outlaws. Bring as much firepower as you got and some backup if you can.\n\n\nElla Tieno\nContractor Liaison Officer\nArcCorp
GoblinG_ArcCorp_SupportAttackedShip_L_Title=RESOURCE DRIVE: LARGE CARGO SHIP NEEDS HELP
GoblinG_ArcCorp_SupportAttackedShip_S_Desc=Sending out an urgent request to any available contractor with combat pilot experience.\n\nA small transport ship of ours is currently being attacked by a group of outlaws at ~mission(Location|Address).\n\nThere’s a huge push for each delivery to help us to win this Second Life initiative, so we need someone to get over there, sort those outlaws out, and allow our transporter time to escape.\n\nNeedless to say, we’ll pay you if our hauler manages to deliver the goods and you’ll get credited for the SCU.\n\nGotta go,\n\n\nElla Tieno\nContractor Liaison Officer\nArcCorp
GoblinG_ArcCorp_SupportAttackedShip_S_Title=RESOURCE DRIVE: SMALL CARGO SHIP NEEDS HELP
GoblinG_Crusader_HaulCargo_FailReason,P=Cargo Lost
GoblinG_Crusader_HaulCargo_From,P=Crusader Industries
GoblinG_Crusader_HaulCargo_L_Desc,P=Your work for us is making a real difference, but there’s still more to do.\n\nWe’ve just received a generous donation of mining minerals over at ~mission(Location|Address), but unfortunately we don’t have anyone to transport them.\n\nWe need these materials picked up and safely delivered to us. Please make sure you have a ship that can handle at least ~mission(MissionMaxSCUSize) cargo containers. These are large containers and will require a heavy-duty tractor to move them. I’d also strongly suggest bringing some additional hands to help out.\n\nOnce you’ve picked them up from the freight elevator, deliver them to a freight elevator at: ~mission(Destination|Address|ListAll). Our team will get them processed promptly.\n\nThank you for considering this contract, Crusader needs people like you.\n\nTravel safe,\n\n\nDenver Samuels\nContractor Liaison Officer\nCrusader Industries
GoblinG_Crusader_HaulCargo_L_Title=RESOURCE DRIVE: HEAVY SHIPMENT
GoblinG_Crusader_HaulCargo_M_Desc,P=Your work for us has not gone unnoticed, we really appreciate it.\n\nIf you have a ship that can accommodate a shipment of ~mission(MissionMaxSCUSize) cargo containers and a heavy-duty tractor beam, we need you to head to ~mission(Location|Address) and collect the cargo there. You should be fine to complete this by yourself, but if you’re in a hurry, you might want to consider bringing a friend with you.\n\nWhen you’ve finished collecting the cargo from the freight elevator, place it on a freight elevator at: ~mission(Destination|Address|ListAll). We have staff on hand that will process the delivery from there.\n\nThank you for your help as always.\n\n\nDenver Samuels\nContractor Liaison Officer\nCrusader Industries
GoblinG_Crusader_HaulCargo_M_Title=RESOURCE DRIVE: MEDIUM SHIPMENT
GoblinG_Crusader_HaulCargo_S_Desc=Thank you for your hard work so far.\n\nWe have a small shipment of resources that need to be collected from ~mission(Location|Address) and delivered to us.\n\nWe’re looking for any capable pilots with a ship that can transport ~mission(MissionMaxSCUSize) cargo containers and a multi-tool with a tractor beam attachment.\n\nAfter picking up the cargo from the freight elevator, deposit it on a freight elevator at: ~mission(Destination|Address|ListAll). A member of our team will be on site to receive it.\n\nAll the best,\n\n\nDenver Samuels\nContractor Liaison Officer\nCrusader Industries
GoblinG_Crusader_HaulCargo_S_Title=RESOURCE DRIVE: SMALL SHIPMENT
GoblinG_Crusader_RecoverCargoFPS_FailReason,P=Cargo Lost
GoblinG_Crusader_RecoverCargoFPS_From,P=Crusader Industries
GoblinG_Crusader_RecoverCargoFPS_L_Desc=One of our transports was recently attacked by outlaws and while we’re relieved that the crew was spared, the cargo was stolen.\n\nIt’s of the utmost importance that we get the ~mission(ItemsToRecover) cargo boxes (all ~mission(MaxBoxSize) SCU or smaller) back, as it contains a large amount of vital materials needed for the UEE’s resource contest.\n\nLuckily, the outlaws that took our goods haven’t noticed that our trackers are still intact. Our cargo is being held at ~mission(Location|Address).\n\nThese outlaws are highly dangerous, so please arm yourself accordingly and consider bringing allies. Ideally, you’ll be able to recover all the cargo, but considering how dangerous the situation is, we will offer partial payment for whatever you’re able to retrieve.\n\nWhen you’ve recovered the cargo, safely transport it to a freight elevator at: ~mission(Destination|Address|ListAll). Once it’s delivered, our team will handle it from there.\n\nTake care of yourself out there.\n\n\nDenver Samuels\nContractor Liaison Officer\nCrusader Industries
GoblinG_Crusader_RecoverCargoFPS_L_Title=RESOURCE DRIVE: LARGE GOODS RECOVERY
GoblinG_Crusader_RecoverCargoFPS_S_Desc=A small transport ship of ours has been intercepted by outlaws and its contents were stolen.\n\nThe good news is we’ve managed to track down some of these outlaws to ~mission(Location|Address) and are looking for contractors with combat experience to deal with them and recover our ~mission(ItemsToRecover) cargo boxes (all ~mission(MaxBoxSize) SCU or smaller). You’ll be working as part of a team covering multiple locations, so it’s crucial that everyone brings back as much of their assigned cargo as possible. Also, be on your guard, these outlaws aren’t likely to part with the cargo easily.\n\nOnce you’ve recovered the cargo, take it to a freight elevator at: ~mission(Destination|Address|ListAll). Our logistics team will make sure it gets processed.\n\nIf you’re able to do this, we’ll be sure to credit you for the total amount of SCU recovered by all teams.\n\nGood luck.\n\n\nDenver Samuels\nContractor Liaison Officer\nCrusader Industries
GoblinG_Crusader_RecoverCargoFPS_S_Title=RESOURCE DRIVE: SMALL GOODS RECOVERY
GoblinG_Crusader_RecoverCargo_FailReason,P=Cargo Lost
GoblinG_Crusader_RecoverCargo_From,P=Crusader Industries
GoblinG_Crusader_RecoverCargo_L_Desc=One of our contractors, who was due to deliver a large shipment of cargo for us, has been forced to abandon their ship at ~mission(Location|Address).\n\nTrackers are indicating that the cargo is still intact, but we’ve been unable to contact the pilot. We have reason to suspect there may be hostile forces onsite. We’re looking for a pilot with a large hauling ship to head out there and bring the cargo back.\n\nThese resources are crucial to helping us win the UEE’s incentive program, so try to recover as much as possible. Expect to find between 100-125 SCU of various box sizes. You’ll need a heavy-duty tractor beam to move it. If you are unable to retrieve all of it, we can only offer a partial payment for what you bring us. We highly recommend bringing back-up for this one, for your own sake.\n\nOnce obtained, take the cargo to a freight elevator at: ~mission(Destination|Address|ListAll). We’ll take care of the rest.\n\nWhen you find the deserted ship, if you think you or your co-pilot would be able to fly it back instead of extracting the cargo, that might be easier for you.\n\nBe safe out there.\n\n\nDenver Samuels\nContractor Liaison Officer\nCrusader Industries
GoblinG_Crusader_RecoverCargo_L_Title=RESOURCE DRIVE: LARGE CARGO SHIP RECOVERY
GoblinG_Crusader_RecoverCargo_S_Desc=A contractor of ours has abandoned their ship at ~mission(Location|Address) and we need someone to recover their cargo immediately.\n\nExpect to find between 50-55 SCU of various box sizes, so a standard multi-tool with a tractor beam attached should suffice for moving everything to your hold. It’s likely that there are still hostile forces in the area, but please recover as much of the cargo as possible, every contribution, great or small, matters. We’ll pay you for as much as you can retrieve.\n\nOnce you’ve found the cargo, safely transport it to a freight elevator at: ~mission(Destination|Address|ListAll). Our team will be sure to process it swiftly.\n\nIf you can find another pilot, it may be more convenient to fly the cargo ship directly, rather than having to transfer the cargo between ships. I’ll leave the details to you.\n\nTake care.\n\n\nDenver Samuels\nContractor Liaison Officer\nCrusader Industries
GoblinG_Crusader_RecoverCargo_S_Title=RESOURCE DRIVE: SMALL CARGO SHIP RECOVERY
GoblinG_Crusader_ResourceGathering_Desc=Crusader still needs your help with the ongoing Resource Drive. Only by working together can we help end the regen crisis.\n\nYour work so far has made a real difference, but we need continuous deliveries of the below refined materials to help with the Empire’s Second Life initiative. Due to the increase in demand, you won’t be able to purchase these in commodity markets, but they can still be mined. Below is list of the materials, suggested locations to find them, and the price we're offering:\n\n- Copper (surface of Daymar) - 803 aUEC per SCU\n- Tungsten (surface of Wala) - 1080 aUEC per SCU\n- Corundum (asteroids near CRU-L3) - 810 aUEC per SCU\n\nOnce mined, we would recommend refining at CRU-L1’s Ambitious Dream Station as it is near our drop off facility, however any refinery will suffice.\n\nThe refined ore can be delivered directly to a freight elevator at: ~mission(Destination|Address|ListAll). Just submit this contract when you’re satisfied with the amount of resources delivered.\n\nIf you're an inexperienced miner but still would like to contribute, consider looking at URW's “The Fundamentals of Mining” in your mobiGlas Journal for support.\n\nAs a reminder, each company is required to publicly disclose their contributions. You can track this information, including who is leading in the initiative, under the Second Life Resource Drive section of your Journal. As an incentive, Crusader will grant additional rewards when you’ve satisfied delivery thresholds.\n\nThank you for helping Crusader make a difference.\n\n\nDenver Samuels\nContractor Liaison Officer\nCrusader Industries
GoblinG_Crusader_ResourceGathering_Desc_Intro=In response to the ongoing regen crisis, Imperator Addison has just announced the Second Life initiative, a coordinated government-led effort to find a solution as quickly as possible.\n\nAs part of that initiative, Crusader Industries and the other governing corporations of the Stanton system have been asked to contribute towards this important endeavor by gathering vital resources, with incentives and rewards being offered to the corporation that provides the most SCU of materials.\n\nTo win, we need hardworking, effective people like yourself to complete contracts for us. To get you started, we were hoping you could transport a shipment of the sought-after materials. Once you have completed this, we will be able to offer you a variety of work to further support us.\n\nYou will need a ship that can handle ~mission(MissionMaxSCUSize) cargo containers and a multi-tool with a tractor beam attachment. Once you’re ready, please head to ~mission(Location|Address), collect the cargo from the freight elevator, and deliver it to a freight elevator at: ~mission(Destination|Address|ListAll).\n\nIn the interest of fair competition, each company is required to publicly disclose their contributions. You can track this information, including who is leading in the competition, under the Second Life Resource Drive section of your Journal. Those who personally contribute significant efforts to Crusader’s totals will be eligible to receive additional rewards.\n\nWith your help, I know Crusader can make a difference.\n\n\nDenver Samuels\nContractor Liaison Officer\nCrusader Industries
GoblinG_Crusader_ResourceGathering_From,P=Crusader Industries
GoblinG_Crusader_ResourceGathering_Title=RESOURCE DRIVE: URGENT MATERIALS NEEDED
GoblinG_Crusader_ResourceGathering_Title_Intro=RESOURCE DRIVE: CARGO HAULER NEEDED
GoblinG_Crusader_SupportAttackedShip_FailReason,P=Cargo Lost
GoblinG_Crusader_SupportAttackedShip_From,P=Crusader Industries
GoblinG_Crusader_SupportAttackedShip_L_Desc=Putting out an urgent call to all trusted contractors.\n\nOne of our large hauling ships transporting resources intended for the Second Life Initiative is currently under attack by a group of outlaws and needs help.\n\nThe ship has sustained some damage, but they’re holding on for now. We need a contractor with combat experience who can defend them long enough to allow them to get their quantum system back online and escape.\n\nOur system was tracking them to ~mission(Location|Address) before we lost contact so I would start there. Due to the presence of a sizeable hostile force, we also strongly advise bringing combat support with you.\n\nWe’re desperate for help on this. If they’re able to complete their delivery, I’ll make sure you get credit for whatever SCU they drop off.\n\n\nDenver Samuels\nContractor Liaison Officer\nCrusader Industries
GoblinG_Crusader_SupportAttackedShip_L_Title=RESOURCE DRIVE: DEFEND LARGE CARGO SHIP
GoblinG_Crusader_SupportAttackedShip_S_Desc=To all contractors with combat pilot experience: we need your help urgently.\n\nA small cargo vessel of ours is currently under fire from a group of outlaws at ~mission(Location|Address). We need a capable pilot to head out there and help defend them as they prepare to quantum.\n\nThey don’t have much time. The resources they’re carrying, however small, will make a difference in the UEE’s call for resources. If they can deliver them, we’ll be sure to compensate you appropriately.\n\n\nDenver Samuels\nContractor Liaison Officer\nCrusader Industries
GoblinG_Crusader_SupportAttackedShip_S_Title=RESOURCE DRIVE: DEFEND SMALL CARGO SHIP
GoblinG_Hurston_HaulCargo_FailReason=Cargo Lost
GoblinG_Hurston_HaulCargo_From=Hurston Dynamics
GoblinG_Hurston_HaulCargo_L_Desc,P=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Resource Drive\nOUTSOURCE MANAGER: A. Carmichael\nRISK ASSESSMENT: Low\n\nHurston has an opportunity to shore up a large supply of resources. All we are missing is someone to transport them from the freight elevator at ~mission(Location|Address) to a secure freight elevator at: ~mission(Destination|Address|ListAll).\n\nYou’ll need a ship that can haul ~mission(MissionMaxSCUSize) cargo containers. Payment on delivery. Additional crew strongly advised.\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. **
GoblinG_Hurston_HaulCargo_L_Title=RESOURCE DRIVE: LARGE SIZED HAUL
GoblinG_Hurston_HaulCargo_M_Desc=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Resource Drive\nOUTSOURCE MANAGER: A. Carmichael\nRISK ASSESSMENT: Low\n\nOpen contract for a medium-sized hauling run. Looking for a qualified pilot who can head to ~mission(Location|Address) with a ship that can haul ~mission(MissionMaxSCUSize) cargo containers, a heavy-duty tractor beam, and a qualified crew of haulers.\n\nOnce collected from the freight elevator, drop the cargo off at a freight elevator at: ~mission(Destination|Address|ListAll). Our team will take care of the rest.\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. **
GoblinG_Hurston_HaulCargo_M_Title=RESOURCE DRIVE: MEDIUM SIZED HAUL
GoblinG_Hurston_HaulCargo_S_Desc=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Resource Drive\nOUTSOURCE MANAGER: A. Carmichael\nRISK ASSESSMENT: Low\n\nHurston needs some cargo hauled.\n\nAny candidates must have a ship that can carry ~mission(MissionMaxSCUSize) cargo containers. If accepted, you must head to ~mission(Location|Address) and collect them from the freight elevator.\n\nOnce that’s done, take them to a freight elevator at: ~mission(Destination|Address|ListAll). Hurston coordinators will process them shortly after.\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. **
GoblinG_Hurston_HaulCargo_S_Title=RESOURCE DRIVE: SMALL SIZED HAUL
GoblinG_Hurston_RecoverCargoFPS_FailReason=Cargo Lost
GoblinG_Hurston_RecoverCargoFPS_From=Hurston Dynamics
GoblinG_Hurston_RecoverCargoFPS_L_Desc,P=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Resource Drive\nOUTSOURCE MANAGER: A. Carmichael\nRISK ASSESSMENT: High\n\nJust found out some outlaws ambushed one of our contractors and stole our cargo.\n\nWe will not allow shipping delays like this or the message it sends to other criminals. I want those resources recovered and delivered to us now.\n\nMy trackers show the ~mission(ItemsToRecover) cargo boxes (all ~mission(MaxBoxSize) SCU or smaller) have been taken to ~mission(Location|Address). Go there with a decently sized hauling ship and as many allies as you can muster, deal with those responsible, and secure Hurston’s property.\n\nOnce retrieved, take the cargo to a freight elevator at: ~mission(Destination|Address|ListAll). Shipping coordinators will process it ASAP.\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. **
GoblinG_Hurston_RecoverCargoFPS_L_Title=RESOURCE DRIVE: LARGE STOLEN CARGO RETRIEVAL
GoblinG_Hurston_RecoverCargoFPS_S_Desc=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Resource Drive\nOUTSOURCE MANAGER: A. Carmichael\nRISK ASSESSMENT: Low\n\nFollowing a recent theft, we have learned that the outlaws responsible have distributed the stolen goods amongst various hideouts. As such, we are coordinating several strike teams to target each stash and take back our resources. \n\nYour assignment will be to recover the portion being stashed at ~mission(Location|Address). Handle these criminals and deliver the ~mission(ItemsToRecover) cargo boxes (all ~mission(MaxBoxSize) SCU or smaller) to a freight elevator at: ~mission(Destination|Address|ListAll). Staff will process the cargo once delivered.\n\nThis operation’s success hinges on all contractors recovering their assigned cargo. As a result, you will be credited for the total amount retrieved from all outposts.\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. **
GoblinG_Hurston_RecoverCargoFPS_S_Title=RESOURCE DRIVE: SMALL STOLEN CARGO RETRIEVAL
GoblinG_Hurston_RecoverCargo_FailReason=Cargo Lost
GoblinG_Hurston_RecoverCargo_From=Hurston Dynamics
GoblinG_Hurston_RecoverCargo_L_Desc,P=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Resource Drive\nOUTSOURCE MANAGER: A. Carmichael\nRISK ASSESSMENT: High\n\nOne of our contractors failed to complete their resource shipment and is now missing.\n\nOwing to the time sensitive nature of the UEE’s current resource initiative, our focus is on ensuring those materials get delivered ASAP. Procure a heavy-duty tractor beam, head out to ~mission(Location|Address) and deliver the recovered cargo to a freight elevator at: ~mission(Destination|Address|ListAll). A member of our team will ensure it gets to the right people.\n\nHurston will pay for whatever can be recovered, but I would strongly encourage a full retrieval. Expect to find between 100-125 SCU of various box sizes.\n\nSince we don’t know the cause of the shipments delay, I would advise that you prepare for a fight and bring a competent fleet of allies with you. Just make sure you prioritize getting the cargo back safely above all.\n\nAlso, in the interest of efficiency, if you bring another pilot along you may wish to fly the cargo ship and its contents back directly.\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. **
GoblinG_Hurston_RecoverCargo_L_Title=RESOURCE DRIVE: LARGE CARGO RETRIEVAL
GoblinG_Hurston_RecoverCargo_S_Desc=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Resource Drive\nOUTSOURCE MANAGER: A. Carmichael\nRISK ASSESSMENT: Moderate\n\nAccording to our trackers, an important shipment of cargo appears to have stopped moving over at ~mission(Location|Address).\n\nThe pilot isn’t answering, so we assume they’ve been compromised. My superiors have written this off as a loss, but if any of the materials can be recovered, we are prepared to compensate you. Any standard tractor beam should be fine to facilitate the transfer of cargo to your ship after any hostile ships have been dealt with. Expect to find between 50-55 SCU of various box sizes.\n\nBring what you find to a freight elevator at: ~mission(Destination|Address|ListAll). I’ll send a member of our team to inspect them.\n\nIf the abandoned vessel is still intact, and you have an available pilot with you, you could avoid having to transfer that cargo and just fly it back.\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. **
GoblinG_Hurston_RecoverCargo_S_Title=RESOURCE DRIVE: SMALL CARGO RETRIEVAL
GoblinG_Hurston_ResourceGathering_Desc,P=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Resource Drive\nOUTSOURCE MANAGER: A. Carmichael\nRISK ASSESSMENT: Low\n\nHurston’s mission isn’t complete yet.\n\nWe need every available SCU of the following refined resources in order to secure Hurston’s win of the UEE’s Second Life Resource Drive. Demand for them is so high, they are no longer available in shops and must be first mined. In the interest of efficiency, we’ve listed their most common locations in proximity to our processing plant along with the price you'll recieve: \n\n- Copper (surface of Aberdeen) - 803 aUEC per SCU\n- Tungsten (surface of Lyria) - 1080 aUEC per SCU\n- Corundum (asteroids near HUR-L2) - 810 aUEC per SCU\n\nOnce you’ve mined the materials, you'll need to refine them. I recommend HUR-L1 Green Glade Station. Take the completed resources to a freight elevator at: ~mission(Destination|Address|ListAll). Submit the contract when you’re satisfied with the total amount you’ve provided.\n\nAdditional guidance on mining can be found under URW's “The Fundamentals of Mining” section of your mobiGlas Journal.\n\nTo help you realize what’s at stake here, you can see every company’s contribution in the Second Life Resource Drive section of your Journal. Remember that Hurston Dynamics rewards those who serve the company’s interests well.\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. **
GoblinG_Hurston_ResourceGathering_Desc_Intro=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Resource Drive\nOUTSOURCE MANAGER: A. Carmichael\nRISK ASSESSMENT: Low\n\nTo solve the regen crisis, the Empire has put out a call for resources and Hurston Dynamics intends to answer. Whichever company donates the most wins government sponsored benefits, and we have no intention of losing.\n\nAs a first assignment, you are being tasked with making a small cargo delivery. More lucrative and complex work will follow the successful completion of this contract.\n\nThis assignment requires a ship that can carry ~mission(MissionMaxSCUSize) cargo containers and a multi-tool with a tractor beam attachment. Once you finished your preparations, head to ~mission(Location|Address), collect the cargo from the freight elevator, and deliver it to a freight elevator at: ~mission(Destination|Address|ListAll).\n\nThe Second Life initiative requires us to publicly declare Hurston’s contributions. This information, along with the other corporations' contributions is available in the Second Life Resource Drive section of your Journal. Be aware that milestone bonuses are available for contractors who fulfil delivery quotas.\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. **
GoblinG_Hurston_ResourceGathering_From=Hurston Dynamics
GoblinG_Hurston_ResourceGathering_Title=RESOURCE DRIVE: MATERIALS REQUIRED
GoblinG_Hurston_ResourceGathering_Title_Intro=RESOURCE DRIVE: HAULER REQUIRED
GoblinG_Hurston_SupportAttackedShip_FailReason=Cargo Lost
GoblinG_Hurston_SupportAttackedShip_From=Hurston Dynamics
GoblinG_Hurston_SupportAttackedShip_L_Desc=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Resource Drive\nOUTSOURCE MANAGER: A. Carmichael\nRISK ASSESSMENT: High\n\nOne of our transporters is currently under attack at ~mission(Location|Address). Normally, the loss in cargo wouldn’t be worth the expense of hiring combat support, but they’re carrying a significant amount of mining materials that Hurston needs.\n\nI need someone who can go and defend the transport ship until they're able to complete repairs and escape. Do not underestimate these outlaws, bring combat support to not make a bad situation worse. Assist with this, and I’ll see you get credit for their delivery.\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. **
GoblinG_Hurston_SupportAttackedShip_L_Title=RESOURCE DRIVE: LARGE VESSEL UNDER ATTACK
GoblinG_Hurston_SupportAttackedShip_S_Desc=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Resource Drive\nOUTSOURCE MANAGER: A. Carmichael\nRISK ASSESSMENT: Moderate\n\nUrgent request. A Hurston contractor is being attacked by a group of outlaws at ~mission(Location|Address). Hurston would usually avoid diverting resources on a case like this, but management has prioritized every delivery in this resource drive.\n\nDispatch immediately to their last known position and defend them until they can repair their quantum and escape. I will approve compensation payment once they’ve delivered the materials and credit you with the cargo’s safe arrival.\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. **
GoblinG_Hurston_SupportAttackedShip_S_Title=RESOURCE DRIVE: SMALL VESSEL UNDER ATTACK
GoblinG_MicroTech_HaulCargo_FailReason=Cargo Lost
GoblinG_MicroTech_HaulCargo_From=microTech
GoblinG_MicroTech_HaulCargo_L_Desc,P=The logistics involved with this Second Life competition are proving to be quite the challenge. It’s difficult enough to procure the resources and then when we do, there are not enough ships around to transport everything.\n\nWe’re looking for pilots with a vessel that can transport ~mission(MissionMaxSCUSize) cargo containers to transport a shipment waiting at the freight elevator at ~mission(Location|Address). Please also bear in mind you’ll need a heavy-duty tractor beam for this and a crew that can help with handling the containers. Cargo is to be brought to a freight elevator at: ~mission(Destination|Address|ListAll).\n\nThanks again for helping us beat the other corporations.\n\n\nAster Remmington\nContractor Liaison Officer\nmicroTech
GoblinG_MicroTech_HaulCargo_L_Title=RESOURCE DRIVE: LARGE CARGO TRANSPORT NEEDED
GoblinG_MicroTech_HaulCargo_M_Desc=We’re in need of a hauler with a ship that can transport ~mission(MissionMaxSCUSize) cargo containers for an immediate contract.\n\nYou’ll need to provide your own heavy-duty tractor beam to handle containers of this size. The cargo is awaiting collection from the freight elevator at ~mission(Location|Address) and should be delivered to a freight elevator at: ~mission(Destination|Address|ListAll). Bringing additional crew to help with the haul is advised.\n\nAll the best,\n\n\nAster Remmington\nContractor Liaison Officer\nmicroTech
GoblinG_MicroTech_HaulCargo_M_Title=RESOURCE DRIVE: MEDIUM CARGO TRANSPORT NEEDED
GoblinG_MicroTech_HaulCargo_S_Desc=An influx of donations has left us short staffed, meaning we have an abundance of small tasks for competent haulers.\n\nWe’re looking for a contractor with a ship able to transport ~mission(MissionMaxSCUSize) cargo containers to collect a delivery from the freight elevator at ~mission(Location|Address).\n\nOnce acquired, deliver them to a freight elevator at: ~mission(Destination|Address|ListAll). Logistics will handle the processing.\n\nAwaiting your response,\n\n\nAster Remmington\nContractor Liaison Officer\nmicroTech
GoblinG_MicroTech_HaulCargo_S_Title=RESOURCE DRIVE: SMALL CARGO TRANSPORT NEEDED
GoblinG_MicroTech_RecoverCargoFPS_FailReason=Cargo Lost
GoblinG_MicroTech_RecoverCargoFPS_From=MicroTech
GoblinG_MicroTech_RecoverCargoFPS_L_Desc,P=Outlaws have been targeting the valuable resources we need to compete in the UEE initiative. Fortunately, implanted trackers in the cargo indicate that it’s being held at ~mission(Location|Address). We just need someone to go and get it.\n\nThis situation is far from optimal, but I’m hoping you’ll be able to deal with the thieves and return the ~mission(ItemsToRecover) cargo boxes (all ~mission(MaxBoxSize) SCU or smaller) to us. I’ve done some quick calculations on the number of reported outlaws and would advise bringing additional support if possible.\n\nAfter you’ve recovered the cargo, you can bring it to a freight elevator at: ~mission(Destination|Address|ListAll). Our logistics team can process it from there.\n\nObviously, the more you can recover the better, but we’ll take whatever you can get.\n\nBest of luck with this one, you’ll need it.\n\n\nAster Remmington\nContractor Liaison Officer\nmicroTech
GoblinG_MicroTech_RecoverCargoFPS_L_Title=RESOURCE DRIVE: LARGE CARGO THEFT
GoblinG_MicroTech_RecoverCargoFPS_S_Desc=A group of outlaws have been targeting our smaller transport ships and as a result, a number of crucial resources that are needed for the UEE’s drive have been stolen from us.\n\nOur trackers are showing that these outlaws have spread the cargo across several locations. We need someone who can work as a part of a wider recovery team and retrieve the portion of the shipment being stashed at ~mission(Location|Address). The outlaws there will be heavily armed, so plan accordingly.\n\nOnce you have the ~mission(ItemsToRecover) cargo boxes (all ~mission(MaxBoxSize) SCU or smaller) in your possession, deliver them to a freight elevator at: ~mission(Destination|Address|ListAll). In addition to the specific materials you personally return, you will share credit for all the stolen items recovered from other sites.\n\nLooking forward to hearing of your success.\n\n\nAster Remmington\nContractor Liaison Officer\nmicroTech
GoblinG_MicroTech_RecoverCargoFPS_S_Title=RESOURCE DRIVE: SMALL CARGO THEFT
GoblinG_MicroTech_RecoverCargo_FailReason=Cargo Lost
GoblinG_MicroTech_RecoverCargo_From=MicroTech
GoblinG_MicroTech_RecoverCargo_L_Desc,P=We were due to receive a large shipment of refined minerals from a contractor, but they never showed up. Our trackers indicate that the ship is currently stationary at ~mission(Location|Address) but we haven’t be able to raise anyone on comms.\n\nCorporate just approved a contract to recover that cargo.\n\nFirst, get yourself a heavy-duty tractor beam and head to the ship’s location. We suspect you’ll encounter some resistance, but nothing you and a competent crew can’t handle. Once you’ve dealt with whatever’s out there, take the cargo to a freight elevator at: ~mission(Destination|Address|ListAll). Expect to find between 100-125 SCU of various box sizes.\n\nIn case the ship does still appear to be intact, you might find it easier to fly it with the cargo already onboard. You would of course need an additional pilot for your other ship.\n\nKeep up the good work.\n\n\nAster Remmington\nContractor Liaison Officer\nmicroTech
GoblinG_MicroTech_RecoverCargo_L_Title=RESOURCE DRIVE: LARGE CARGO RESCUE
GoblinG_MicroTech_RecoverCargo_S_Desc=It seems that a contractor of ours had an issue with their delivery and abandoned their cargo over at ~mission(Location|Address).\n\nThis cargo is incredibly important to the resource drive and we need them recovered.\n\nOnce you’re ready, head over to ~mission(Location|Address) with the appropriate equipment (like a tractor beam) and retrieve the cargo. Expect to find between 50-55 SCU of various box sizes. \n\nAlso, in order to guarantee the cargo’s safety, be on the lookout for any hostiles in the area. Once secured, deliver the resources to a freight elevator at: ~mission(Destination|Address|ListAll). My colleagues will secure it.\n\nYou may even find that the cargo ship is still operational, so if you have another pilot with you, it may be worth using that ship to deliver everything. We’ll leave that decision with you.\n\nKind Regards,\n\n\nAster Remmington\nContractor Liaison Officer\nmicroTech
GoblinG_MicroTech_RecoverCargo_S_Title=RESOURCE DRIVE: SMALL CARGO RESCUE
GoblinG_MicroTech_ResourceGathering_Desc,P=We really appreciate all that you’ve done so far, but we’re still seeking additional resources to help secure our position in the Second Life initiative.\n\nIf you have any of the refined materials listed below, please deliver them to us. I doubt you’ll be able to find these in commodity markets at the moment, so we’ve attached a list of suggestions as to where these important resources can be extracted from and the price you'll receive:\n\n- Copper (surface of Euterpe) - 803 aUEC per SCU\n- Tungsten (surface of Wala) - 1080 aUEC per SCU\n- Corundum (surface of microTech) - 810 aUEC per SCU\n\nEnsure you refine the ore before bringing them to us. This can be done at the conveniently located MIC-L1 Shallow Frontier Station. Then you can deliver it to a freight elevator at: ~mission(Destination|Address|ListAll).\n\nShould you need assistance with mining, URW's “The Fundamentals of Mining” in your mobiGlas Journal provides a basic overview of the process.\n\nYou’ll find all the details of the Second Life initiative, including the other corporation’s standing in the Second Life Resource Drive section of your Journal. As an extra incentive, microTech will provide bonuses to contractors who meet productivity goals.\n\nLet’s get to work,\n\n\nAster Remmington\nContractor Liaison Officer\nmicroTech
GoblinG_MicroTech_ResourceGathering_Desc_Intro=Here at microTech, we are committed to supporting the Empire and its people through these turbulent times. That’s why we’re delighted to announce that we will be participating in Imperator Addison’s Second Life initiative and competing side by side with the other corporations of Stanton to provide the resources needed to end the regen crisis once and for all.\n\nWe’re looking for highly skilled contractors that can help support us in our work. If you believe you’re able to do this, we would welcome you to complete this preliminary hauling contract before providing you with additional work.\n\nYou will need a ship able to transport ~mission(MissionMaxSCUSize) cargo containers and a multi-tool with a tractor beam attachment for this delivery. The shipment is waiting to be collected from the freight elevator at ~mission(Location|Address) and should be delivered to a freight elevator at: ~mission(Destination|Address|ListAll).\n\nThe public declaration of each corporation's donations is a key part of this initiative. To access this information, please consult the Second Life Resource Drive section of your mobiGlas Journal. As an added reward, microTech will provide bonuses to contractors who meet productivity goals.\n\nLet’s work together for the betterment of Humanity.\n\n\nAster Remmington\nContractor Liaison Officer\nmicroTech
GoblinG_MicroTech_ResourceGathering_From=MicroTech
GoblinG_MicroTech_ResourceGathering_Title=RESOURCE DRIVE: ONGOING MATERIAL ACQUISITION
GoblinG_MicroTech_ResourceGathering_Title_Intro=RESOURCE DRIVE: TRANSPORTER NEEDED
GoblinG_MicroTech_SupportAttackedShip_FailReason=Cargo Lost
GoblinG_MicroTech_SupportAttackedShip_From=MicroTech
GoblinG_MicroTech_SupportAttackedShip_L_Desc=This one is urgent. A transport ship of ours is currently under attack. They were able to share their last known location of ~mission(Location|Address) shortly before losing contact.\n\nSince this is a high-risk situation, we strongly suggest you bring backup. I have every confidence that you and your crew will be able to occupy the outlaws long enough for the ship to complete repairs and escape with its cargo.\n\nOutside of the contract’s payment, you’ll receive credit for the resources they deliver.\n\nLooking forward to hearing of your success.\n\n\nAster Remmington\nContractor Liaison Officer\nmicroTech
GoblinG_MicroTech_SupportAttackedShip_L_Title=RESOURCE DRIVE: LARGE SHIP UNDER ATTACK
GoblinG_MicroTech_SupportAttackedShip_S_Desc=Got an urgent contract: a small cargo ship of ours is currently under attack by outlaws.\n\nOur team was able to pinpoint their location to ~mission(Location|Address), but they’ve stopped responding to comms.\n\nHead to their location and see if you can keep the outlaws occupied long enough for our hauler to escape.\n\nIf the hauler is able to escape, I will personally ensure you are credited for any cargo they deliver.\n\nGood luck and do your best.\n\n\nAster Remmington\nContractor Liaison Officer\nmicroTech
GoblinG_MicroTech_SupportAttackedShip_S_Title=RESOURCE DRIVE: SMALL SHIP UNDER ATTACK
Goss=Goss System
Goss1=Goss I
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=Cassel
Goss2_Desc=Hundreds of millions of tourists from all over the universe come to visit the beautiful coastlines of this biodiverse world. \n
Goss3=Goss III
Goss3_Desc=Access to this large sub-tropical world is restricted to those who receive clearance from the military base on its surface. \n
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=Goss A
Goss_Star1_Desc=A class-K main sequence star that is part of a binary pairing with Goss B.
Goss_Star2=Goss B
Goss_Star2_Desc=A class-K main sequence star that is part of a binary pairing with Goss A.
GraceWarnings_IllegalVehicleTowing_001=Illegal Tow, Disconnect Now (%s)
GraceWarnings_NoFly_001=Restricted Area, Alter Flight Path
GraceWarnings_NoFly_002=No Public Access, Change Course Now
GraceWarnings_Trespassing1stDegree_001=Government Property, No Trespassing
GraceWarnings_Trespassing1stDegree_002=WARNING: Felony Trespassing, Leave Now
GraceWarnings_Trespassing_001=Private Property, Please Leave
GraceWarnings_Trespassing_002=Trespassers Will Be Prosecuted, Vacate Now
GraceWarnings_Velocity_001=Halt Current Velocity: %im/s
Greeter_EndConversation=That's All
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
GrimhexLanding_Approaching,P=Helloooo and wellll-come to-Grim HEX!Would youuuuuu like to land?
GuideStarTaxi_Allies=Silver Leaf Society
GuideStarTaxi_RepUI_Area=UEE
GuideStarTaxi_RepUI_Description=GuideStar began life as a service that would rent private ships that were stored in ASOP, so that owners could offset storage costs. The program did not prove as popular as GuideStar's secondary service of offering a safe and secure ride share program matching people in the need of transportation to available pilots. Today, the company has thousands of verified contractors across all systems in the UEE who affordably shuttle millions of passengers.
GuideStarTaxi_RepUI_Focus=Livery Services
GuideStarTaxi_RepUI_Founded=2912
GuideStarTaxi_RepUI_Headquarters=Fujin City, Saisei, Centauri System
GuideStarTaxi_RepUI_Leadership=Taj Walburn, CEO
GuideStarTaxi_RepUI_Name=GuideStar Taxi
GuideStarTaxi_Rivals=Sidekick Shuttles
HH_CH2_JournalAllCompleted_Phase1=Protect Pyro Phase 1\n\nYou’ve done your part! Launch requirements met.
HH_CH2_JournalAllCompleted_Phase2=Protect Pyro Phase 2\n\nYou’ve done your part! Launch requirements met.
HH_CH2_JournalAllCompleted_Phase3=Wipe Out Frontier Fighters\n\nYou’ve done your part!\n
HH_CH2_JournalBody_Phase1=Across Pyro, Headhunters’ sites and personnel are under constant attack by the Frontier Fighters. Help them respond by successfully carrying out six strikes on Frontier Fighters’ supply convoys and/or outposts (and continue to assist in future missions) to be eligible to receive a special reward. Those who also met the requirements of 'Save Stanton' will be eligible to receive an additional reward.
HH_CH2_JournalBody_Phase2=Headhunters want to hamper the operations of the Frontier Fighters. Help them by completing six operations against Frontier Fighters locations, and meet requirements from the launch phase, to receive a special reward. Those who also met the requirements of 'Save Stanton' will receive an additional reward.
HH_CH2_JournalBody_Phase3=Citizens for Prosperity have exposed the Frontier Fighters to be the Slicers, and are out to punish them for their crimes in Stanton. Headhunters want to help drive the Frontier Fighters out of Pyro by wiping out their outposts.
HH_CH2_JournalCompleted_Phase1=Protect Pyro Phase 1
HH_CH2_JournalCompleted_Phase2=Protect Pyro Phase 2
HH_CH2_JournalCompleted_Phase3=Wipe Out Frontier Fighters
HH_CH2_JournalTitleShort_Phase1=Headhunters Op. Protect Pyro - Launch
HH_CH2_JournalTitleShort_Phase2=Headhunters Op. Protect Pyro - Phase 2
HH_CH2_JournalTitleShort_Phase3=HH Op. Avenge Pyro - Phase 3
HH_CH2_JournalTitle_Phase1=Headhunters Op. Protect Pyro - Launch Summary
HH_CH2_JournalTitle_Phase2=Headhunters Op. Protect Pyro - Phase 2 Summary
HH_CH2_JournalTitle_Phase3=HH Op. Avenge Pyro - Phase 3 Summary
HH_CH2_Journal_Intro_Desc=We’ve got a situation here. This group from Stanton calling themselves the Frontier Fighters have stormed in Pyro proclaiming that they’re here to clean up the system, but really they’re killing everyone they see. \n\nWe’re putting the word out to all friendlies to get back to Pyro and show these bastards they aren’t welcome here. \n\nStows out
HH_CH2_Journal_Intro_From=Headhunters
HH_CH2_Journal_Intro_Title=Help the Headhunters Protect Pyro
HH_CH2_Journal_Reveal_Desc=Well I’ll be damned. Remember how the Frontier Fighters stormed into Pyro declaring that they were here to stop gangs, like the Slicers, from attacking Stanton? But none of us had ever heard of anyone calling themselves Slicers? \n\nWell, mystery solved. Turns out the Frontier Fighters made up the Slicers to piss everybody off and sign off on their little witch hunt. \n\nAnyways, none of us care what this bunch of blockheads call themselves. They’ve been nothing but a pain in our ass since arriving in Pyro. They even pissed off Citizens for Prosperity enough for them to work with the Civilian Defense Force to drive them outta the system. Word is the Council has been debating what to do and decided this is one of those ‘enemy of my enemy is my friend’ situations. If the Civilian Defense Force wants to spearhead a campaign to drive a bunch of murderous thugs out of this system, then we shouldn’t get in their way. \n\nHell, feel free to help ‘em, if you want. Just be discreet about your allegiances. Having a few of our own involved in the operation isn’t a bad idea. Good way to ensure they’re here to do what they say, getting rid of the Frontier Fighters, and nothing more. \n\nStows out.
HH_CH2_Journal_Reveal_From=Headhunters
HH_CH2_Journal_Reveal_Title=Slicers Found!
HH_Phase1_A_Desc=Calling anyone working Pyro. Headhunters are looking for cohorts willing to help us drive these invading forces from Stanton back to where they belong. \n\nCitizens for Prosperity have already spread across the system faster than anyone expected. Now the Frontier Fighters have entered the fray intent to piss us off because they’ve already attacked several of our outposts. They’re saying they’re after some group called the Slicers but we ain’t ever heard of ‘em. Certainly hasn’t stopped them from wiping out every outpost they come across, so if the assholes want a fight, Headhunters are always happy to give ‘em one. \n\nWe’ve got ships and orbital sentries working overtime tracking the Frontier Fighters, and just spotted one of their supply convoys at ~mission(Location). Need someone to take a run at the convoy and knock out those supply ships and escorts before they reach their destination. You interested? \n\nThis contract can’t be shared. That way we know what contractors we can really trust going forward. \n\nHelp us and show those other pukes from Stanton who you really stand with.\n\nStows out.
HH_Phase1_A_FailReason=Supply ships escaped.
HH_Phase1_A_From=HeadHunters
HH_Phase1_A_Title=Protect Pyro: Strike Supply Convoy
HH_Phase1_B_Desc=Calling everyone working Pyro. Headhunters are looking for cohorts willing to help us drive these invading forces from Stanton back to where they belong. \n\nBesides the Citizens for Prosperity, there’s now this new crew in the system called Frontier Fighters that sure as shit seem motivated to piss us off and have already attacked and bombed several of our outposts. Word is that they’re hunting some group called the Slicers, but they attacked us. I don’t know why they think the Headhunters are just gonna sit back and let these attacks continue without fighting back. \n\nWe’ve got ships and orbital sentries working overtime tracking forces of the Frontier Fighters and think it’s about time to pop in and say hello. Our scouts report a flurry of activity at ~mission(Location) which looks like they're about to stir up some shit, so I’m making this a priority. Need someone to get over there fast and stop whatever they’ve got cooking up. \n\nThis contract can’t be shared. That way we know what contractors we can really trust going forward. \n\nHelp us show these pukes from Stanton who you really stand with.\n\nStows out.
HH_Phase1_B_FailReason=Failed to clear the location.
HH_Phase1_B_From=HeadHunters
HH_Phase1_B_Title=Protect Pyro: Clear Outpost
HH_Phase2_A_Desc=Here’s where we’re at. We knocked out several of the Frontier Fighters’ supply convoys but some survived or slipped through. Didn’t take long for us to find a bunch of their locations stacked with supplies and ground vehicles. Now we need some muscle to go and destroy whatever shit is stored there. The fewer assets the Frontier Fighters have, the fewer headaches they’ll be causing for us. Since you’ve helped us before, you down to help? \n \nWe got ~mission(Location) next on our list of places to hit. Head’s up though, they’re armed and have active air space defenses, so plan accordingly. Also, this contract can’t be shared. We only want contractors we know and trust on this. \n\nStows out.
HH_Phase2_A_FailReason=Supplies survived the attack.
HH_Phase2_A_From=HeadHunters
HH_Phase2_A_Marker=Assets
HH_Phase2_A_Title=Protect Pyro - Phase 2: Sabotage Frontier Fighters’ Outpost
HH_Phase2_B_Desc=When tracking and attacking Frontier Fighters' supply convoys, we discovered that they had started taking over asteroid bases across the system. Don’t want to let them get too settled in. Easiest way to do that is by destroying the generators that power the base. Feel like helping us again by spreading a little mayhem? \n \nLooks like ~mission(Location) is one of the sites claimed by the Frontier Fighters. Head there, destroy the generators, and deal with anyone who gets in your way. Also, this contract can’t be shared. We only want contractors we know and trust on this. \n\nStows out.
HH_Phase2_B_FailReason=Generators still power the asteroid base.
HH_Phase2_B_From=HeadHunters
HH_Phase2_B_Title=Protect Pyro - Phase 2: Sabotage Frontier Fighters’ Base
HH_ProgressTracker_BodyText=The Frontier Fighters have invaded Pyro to wipe out the outlaw presence. We need all allies to assemble in Pyro and show these bastards they aren’t welcome here.
HH_ProgressTracker_LongTitle=Headhunters Op. Protect Pyro Mission Status
HH_ProgressTracker_ShortTitle=Headhunters Op. Protect Pyro Mission
HRST_UGF_desc_shared,P=This Hurston Dynamics Production Center is for authorized personnel only.
HUD_Visor_DataDownload_DataCloseup_01=import mobiSql\n\nvoid inject_login() {\n db_connection = mobiSql.connect('shubin.users.db');\n cursor = db_connection.access();\n result = 0;\n \n input = "admin' OR '1'='1"
HUD_Visor_DataDownload_DataCloseup_02=hashdb = test_password_hash(input);\n rawToken = hashdb.serialize(pass_candidates[0]);\n \nH<1D$>SHUBIN<~mission(Location|Address) and deliver it to a freight elevator at ~mission(Location1|Address).\n- Pick up cargo from a freight elevator at ~mission(Location1|Address) and deliver it to a freight elevator at ~mission(Location2|Address).
HaulCargo_2_MultiToSingleToken=- Freight elevator at ~mission(Location|Address)\n- Freight elevator at ~mission(Location1|Address)
HaulCargo_2_RoundDeliveryToken=- Pick up cargo from a freight elevator at ~mission(Location|Address) and deliver to a freight elevator at ~mission(Location1|Address). \n- Pick up cargo from a freight elevator at ~mission(Location1|Address) and deliver to a freight elevator at ~mission(Location|Address).
HaulCargo_2_SingleToMultiToken=- Freight elevator at ~mission(Destination|Address)\n- Freight elevator at ~mission(Destination1|Address)
HaulCargo_3_LinearChainToken=- Pick up cargo from a freight elevator at ~mission(Location|Address) and deliver it to a freight elevator at ~mission(Location1|Address).\n- Pick up cargo from a freight elevator at ~mission(Location1|Address) and deliver it to a freight elevator at ~mission(Location2|Address). \n- Pick up cargo from a freight elevator at ~mission(Location2|Address) and deliver it to a freight elevator at ~mission(Location3|Address).
HaulCargo_3_MultiToSingleToken=- Freight elevator at ~mission(Location|Address)\n- Freight elevator at ~mission(Location1|Address)\n- Freight elevator at ~mission(Location2|Address)
HaulCargo_3_RoundDeliveryToken=- Pick up cargo from a freight elevator at ~mission(Location|Address) and deliver to a freight elevator at ~mission(Location1|Address). \n- Pick up cargo from a freight elevator at ~mission(Location1|Address) and deliver to a freight elevator at ~mission(Location2|Address). \n- Pick up cargo from a freight elevator at ~mission(Location2|Address) and deliver to a freight elevator at ~mission(Location|Address).
HaulCargo_3_SingleToMultiToken=- Freight elevator at ~mission(Destination|Address)\n- Freight elevator at ~mission(Destination1|Address)\n- Freight elevator at ~mission(Destination2|Address)
HaulCargo_4_LinearChainToken=- Pick up cargo from a freight elevator at ~mission(Location|Address) and deliver it to a freight elevator at ~mission(Location1|Address).\n- Pick up cargo from a freight elevator at ~mission(Location1|Address) and deliver it to a freight elevator at ~mission(Location2|Address). \n- Pick up cargo from a freight elevator at ~mission(Location2|Address) and deliver it to a freight elevator at ~mission(Location3|Address). \n- Pick up cargo from a freight elevator at ~mission(Location3|Address) and deliver it to a freight elevator at ~mission(Location4|Address).
HaulCargo_4_MultiToSingleToken=- Freight elevator at ~mission(Location|Address)\n- Freight elevator at ~mission(Location1|Address)\n- Freight elevator at ~mission(Location2|Address)\n- Freight elevator at ~mission(Location3|Address)
HaulCargo_4_RoundDeliveryToken=- Pick up cargo from a freight elevator at ~mission(Location|Address) and deliver to a freight elevator at ~mission(Location1|Address). \n- Pick up cargo from a freight elevator at ~mission(Location1|Address) and deliver to a freight elevator at ~mission(Location2|Address). \n- Pick up cargo from a freight elevator at ~mission(Location2|Address) and deliver to a freight elevator at ~mission(Location3|Address).\n- Pick up cargo from a freight elevator at ~mission(Location3|Address) and deliver to a freight elevator at ~mission(Location|Address).
HaulCargo_4_SingleToMultiToken=- Freight elevator at ~mission(Destination|Address)\n- Freight elevator at ~mission(Destination1|Address)\n- Freight elevator at ~mission(Destination2|Address)\n- Freight elevator at ~mission(Destination3|Address)
HaulCargo_AtoB_desc=~mission(Contractor|HaulCargo_AtoB)
HaulCargo_CargoGrade_Bulk=Large
HaulCargo_CargoGrade_ExtraSmall=Extra Small
HaulCargo_CargoGrade_Small=Small
HaulCargo_CargoGrade_Supply=Medium
HaulCargo_CargoRoute_Interstellar=Interstellar
HaulCargo_CargoRoute_Local=Local
HaulCargo_CargoRoute_Planetary=Planetary
HaulCargo_CargoRoute_Solar=Stellar
HaulCargo_CargoScale_Bulk=Bulk
HaulCargo_CargoScale_ExtraSmall=Extra Small
HaulCargo_CargoScale_Large=Large
HaulCargo_CargoScale_Medium=Medium
HaulCargo_CargoScale_Small=Small
HaulCargo_Fail_TimeOut=Delivery Window Expired
HaulCargo_MultiToSingle_desc=~mission(Contractor|HaulCargo_MultiToSingle)
HaulCargo_SingleToMulti_desc=~mission(Contractor|HaulCargo_SingleToMulti)
HaulCargo_obj_itemspecifics=~mission(item)\n~mission(destination): ~mission(amount)/~mission(total) SCU
HaulCargo_obj_itemspecifics_01,P=Deliver ~mission(amount)/~mission(total) SCU of ~mission(item) to ~mission(Destination|ListAll)
HaulCargo_obj_itemspecifics_02=Deliver ~mission(amount)/~mission(total) ~mission(item)s to ~mission(Destination|ListAll)
HaulCargo_obj_short_01=Collect Shipment
HaulCargo_obj_short_02=Deliver Shipment
HaulCargo_obj_short_03=Collect/Deliver Shipment
HaulCargo_obj_short_04=Deliver Shipments
HaulCargo_obj_short_05=Deliver Shipment to Freight Elevator
HaulCargo_obj_short_06=Return Shipment
HeadHunters_RecoverCargo_Easy_Description=Managed to intercept a ship carrying some goods over at ~mission(Location|Address) but we hit a snag - our guys didn’t have enough space in their ships to store it. You wanna make some quick creds? Head over there and grab the stuff. Could be a few scavs there by now so be on your guard.\n\nJust don’t forget to bring a heavy-duty tractor beam as that shit’s heavy.\n\nWhen you’re done, drop it off at the freight elevator at ~mission(Destination|Address) and we’ll take care of the rest.\n\nStows out.
HeadHunters_RecoverCargo_Easy_Title=Taking what’s ours
HeadHunters_RecoverCargo_Hard_Description=Looking for a hauler to pick up some cargo for me. Thing is, there’s a catch.\n\nThe cargo’s in the back of an abandoned ship located at ~mission(Location|Address). As you may have figured, this ain’t our cargo, but it sure as hell doesn’t deserve to go to anyone else. I’ll be damned if those CFP assholes get their hands on it before we do.\n\nBe lucky as hell if we were the first to know about this, but I’d wager there’s gonna be more ships swarming around there than flies on a kopian carcass. If you got some pals you can trust, bring them along and ghost those assholes. And don’t forget your heavy-duty tractor beam of course.\n\nYou manage to get that cargo and bring it to the freight elevator at ~mission(Destination|Address), I can get you a nice cut of the sale.\n\nStows out.
HeadHunters_RecoverCargo_Hard_Title=Jackpot
HeadHunters_RecoverCargo_Intro_Description=Bit of luck just came in. There’s a ship just sittin’ over at ~mission(Location|Address) with a full hold. I’m hoping you can fly over with a heavy-duty tractor beam and grab it all for me. Hopefully no one else has heard about this stash, but I’d be on the lookout for trouble just in case.\n\nBring the cargo to the freight elevator at ~mission(Destination|Address) and you’ll get a nice payday out of it.\n\nStows out.
HeadHunters_RecoverCargo_Intro_Title=Finders keepers
HeadHunters_RecoverCargo_Medium_Description=One of our pilots was supposed to bring a shipment back to us, but seems like he got into some trouble over at ~mission(Location|Address). Either he got his brains blasted all over the cockpit, or freaked out and ditched his ship. For his sake, I hope it’s the first one so I don’t have the hunt this asshole down. What’s important right now is that our cargo’s just sitting out there.\n\nIf you’ve got a heavy-duty tractor beam and a decent ship, can you head over there and get our stuff? Chances are the assholes who attacked my pilot are still there, and I’m betting they’re pretty tough.\n\nIf you get out alive, take the cargo to the freight elevator at ~mission(Destination|Address) and I’ll get you paid.\n\nStows out.
HeadHunters_RecoverCargo_Medium_Title=Finish the job
HeadHunters_RecoverCargo_Super_Description=This’ll be a fun one for you. We just got word that a transport ship has broken down at ~mission(Location|Address). Only problem is, every skag and their mother seems to know about it. Place is crawling with all kinds of outlaws trying to get their hands on the cargo onboard. That’s where you come in.\n\nIf you can get your best pilots together and a heavy-duty tractor beam you can take out the competition and snag the cargo. It ain’t gonna be easy though. One of my scouts said the assholes guarding this ship have got some serious tech on them. \n\nI’ve already got a buyer waiting, you just need to take the cargo to the freight elevator at ~mission(Destination|Address) and I’ll send you the creds.\n\nStows out.
HeadHunters_RecoverCargo_Super_Title=Worth the trouble
HeadHunters_RecoverCargo_VeryEasy_Description=Just got word of an abandoned ship with a fat stack of cargo ripe for the pluckin’. If you’re interested, you’ll need to head to ~mission(Location|Address). Word might have gotten around, so there’s probably some skags hanging around, but just ghost them and get the stash.\n\nBring the cargo to the freight elevator at ~mission(Destination|Address) and I’ll get you your creds.\n\nMake sure you got a heavy-duty tractor beam on you too, no idea how big or small that cargo is.\n\nStows out.
HeadHunters_RecoverCargo_VeryEasy_Title=Grab ‘n’ go
HeadHunters_RecoverCargo_VeryHard_Description=Here’s the thing, I got a situation over at ~mission(Location|Address) and need someone with a brain between their ears to sort it out for me. Former pilot of mine thought he could cut a deal with another gang and unsurprisingly it didn’t work out for him. Now my cargo is sitting idle and being guarded by a whole bunch of nullbrains waiting for their hauler to come pick it up.\n\nNeed you to head there with a heavy-duty tractor beam and a strong crew to get my shit back before its gone for good.\n\nTake it all to the freight elevator at ~mission(Destination|Address) and I’ll give you a generous cut of the takings.\n\nStows out.
HeadHunters_RecoverCargo_VeryHard_Title=Getting what we deserve
HeadHunters_RepUI_Area=Pyro
HeadHunters_RepUI_Description=One of the oldest gangs in the Pyro System, the Headhunters have earned themselves a reputation for being ruthless and respected. Unlike many outlaws, when the Headhunters strike a deal they're known for keeping their word. Especially if they promise to kill someone. They are currently seeking to wrest control of Ruin Station away from XenoThreat.
HeadHunters_RepUI_Focus=Piracy, Racketeering
HeadHunters_RepUI_Founded=27th Century
HeadHunters_RepUI_Headquarters=N/A
HeadHunters_RepUI_Leadership=Kima "Bats" Farrell
HeadHunters_RepUI_Name=Headhunters
HeadHunters_Sabotage_Relays_item,P=Comm Tower
HeadHunters_Sabotage_Relays_obj_hud_01,P=Disable All ~mission(ObjectiveSetupItem)s %ls
HeadHunters_Sabotage_Relays_obj_long_01,P=Disable all ~mission(ObjectiveSetupItem)s in the area.
HeadHunters_Sabotage_Relays_obj_marker_01,P=~mission(ObjectiveSetupItem)
HeadHunters_Sabotage_Relays_obj_short_01,P=Disable All ~mission(ObjectiveSetupItem)s
HeadHunters_ShipAmbush_E_desc_001=Any interest in taking out a ~mission(AmbushTarget) for us? \n\nShouldn’t be too much trouble. We’ve already done the legwork and figured out that they're scheduled to pass by ~mission(Location|Address) soon. Just go dark in the nearby emission cloud and you’ll get a good jump on ‘em. \n\nThey might roll through solo or with some friends. All would be single-seaters but they can hold their own in a dogfight. We’ll drop some forces in the region who can provide support once the fun starts.\n\nYou pull this off and I'll toss ~mission(ScripAmount) Council Scrip to the main contractor for a job well done.\n\n- Stows
HeadHunters_ShipAmbush_E_title_001=Silent Strike
HeadHunters_ShipAmbush_H_desc_001=A squad of ships recently shanked one of our convoys, and ten credits says they’re gonna try and do it again. Looking for someone to launch a reprisal attack before that can happen. \n\nWe’ve ID’d the idiots as consisting of several large craft and a sizable escort. We believe the leader is flying a ~mission(AmbushTarget) and set that ship as the primary target. Since it’s a sizable and aggressive squad, a surprise attack seems like a smart play. They often pass by ~mission(Location|Address), which has an emission cloud to hide in. Be smart and patient then strike when the time is right. \n\nUnless you fancy yourself a real ace, it’s probably best to bring some friends. Maybe you can entice folks by letting them know they can pick through the wreckage for valuables once the deed is done.\n\nAnd on top of that, I'll give the main contractor a bonus ~mission(ScripAmount) Council Scrip to sweeten the pot.\n\nStows out.
HeadHunters_ShipAmbush_H_title_001=Reprisal Attack
HeadHunters_ShipAmbush_Intro_desc_001,P=Got an opportunity for someone eager to show off their flying skills. Headhunters have been running afoul of this numbrain flying a~mission(AmbushTarget) and we’re gonna put a stop to it once and for all.\n\nYou’re gonna help us set a trap for them. See, there’s an emission cloud near ~mission(Location|Address) that they fly by frequently. \n\nHead there, hide inside the cloud by powering down your ship, and attack the asshole as soon as you see ‘em and other single-seaters dumb enough to fly with them. It’ll be all you for that first hit, but we’ll put some support ships nearby to help finish the job. \n\nAnd in honor of this being your first surprise attack for us, there's a bonus of ~mission(ScripAmount) Council Scrip for the main contractor at the end of the job. \n\nStows out.\n
HeadHunters_ShipAmbush_Intro_title_001,P=Setting a Trap
HeadHunters_ShipAmbush_M_desc_001=One of our Clips put out a kill order on a ~mission(AmbushTarget). Feel like making ‘em happy by taking it out?\n\nHere’s what you need to know. The target and their escort are scheduled to pass by ~mission(Location|Address). Looks like there’s an emission cloud nearby that can hide your ship’s sig. Wait there until you’re ready to strike. \n\nThe Clip only cares about wiping out the target. Anything of value you find floating in the wreckage is all yours. \n\nAnd on top of that, I'll give the main contractor a bonus ~mission(ScripAmount) Council Scrip to sweeten the pot. \n\n- Stows
HeadHunters_ShipAmbush_M_title_001=Ambush Op
HeadHunters_ShipAmbush_S_desc_001=Headhunters are looking for someone with the skills and crew to execute an elite op. A military frigate and escort ships are stalking one of our Clips around the system. Don’t know their intentions but it can’t be good. Figure while they’ve got their eyes focused on their prize, we get someone to gather a crew to hit ‘em. \n\nAlready got a spot picked out. If you get to ~mission(Location|Address) there’s an emission cloud that’s exactly what we need. Head there with friends, power down your ships, and wait for the ~mission(AmbushTarget) and its escorts to pass by. \n\nWith a bonus of ~mission(ScripAmount) Council Scrip for the main contractor, payment alone should make this worth your while, but you can also keep anything you scrounge from the wreckage.\n\n- Stows
HeadHunters_ShipAmbush_S_title_001=Elite Op
HeadHunters_ShipAmbush_VE_desc_001=Some numskull flying a ~mission(AmbushTarget) was caught spying on our ops. We ran ‘em off with a warning only to spot ‘em doing the same shit someplace else. Since they didn’t get the message, seems we gotta send a stronger one. \n\nThere’s an emission cloud near ~mission(Location|Address) that they fly by frequently. Primo place to power down, hide, and launch a surprise attack. Sometimes they fly solo, sometimes there’s other single-seaters with them. It’ll be all you for that first hit, but we’ll put some support ships nearby to help finish the job. \n\nAnd if you needed some extra motivation, there's a bonus of ~mission(ScripAmount) Council Scrip for the main contractor at the end of the job. \n\nStows out.
HeadHunters_ShipAmbush_VE_title_001=Surprise Party
HeadHunters_ShipAmbush_VH_desc_001=Some folks don’t seem happy with us. Got word that several sub-capital ships and a number of escorts are targeting our ops. Figured the best way to keep ‘em from causing us trouble is to hit them before they hit us. \n\nWe got eyes on a ~mission(AmbushTarget) that’s part of this squad, and it looks like they regularly pass by ~mission(Location|Address), a spot tailor made for a surprise attack. A nearby emission cloud can hide you and anyone you bring along for muscle.\n\nNo sugarcoating it. This ain’t gonna be easy. But the payoff should make it worth your while. Finish the job and the main contractor gets a bonus ~mission(ScripAmount) Council Scrip. \n\nPlus, who knows what kinda good stuff you’ll find floating in all that wreckage.\n\nStows out.
HeadHunters_ShipAmbush_VH_title_001=Tactical Strike
Headhunters_DefendLocation_E_Desc_001=Some idiots with a deathwish are attacking our ships around ~mission(DefendLocationWrapperLocation|Address). Can’t let ‘em do that without paying the price. Want to do the honors?\n\nIf so, head out and get after ‘em. The crew there is tracking the attacker’s movements and I’ll pass along situational updates as they come in. \n\nAlso, I’ll sweeten the pot by giving the main contractor a bonus of ~mission(ScripAmount) Council Scrip just to show my appreciation. \n\nStows out.
Headhunters_DefendLocation_E_Title_001=Protect Our Site
Headhunters_DefendLocation_H_Desc_001=Got word that Headhunters ships heading to ~mission(DefendLocationWrapperLocation|Address) are coming under attack. Scans have revealed enemy forces in the wider region intent on targeting our ops. \n\nThere’s enough of them that it’s gonna take more than one person to clear away all that trash. If you can grab your gear and a few friends, I could really use you out there. \n\nThe specific attack areas and targets are evolving. Don’t worry about the details now. Just get there and I’ll let you know where you’re needed. \n\nHandle this right and I’ll give the main contractor a bonus ~mission(ScripAmount) Council Scrip.\n\n- Stows
Headhunters_DefendLocation_H_Title_001=Help Headhunters at ~mission(DefendLocationWrapperLocation)
Headhunters_DefendLocation_Intro_Desc_001,P=I don’t think you’ve ever done anything like this for the Headhunters before, but I think it’ll be right up your alley. See, some punks have gotten it in their head that they can take over. ~mission(DefendLocationWrapperLocation|Address). Problem is, that’s ours. \n\nI want you to fly over, and teach these good-for-nothin’s a lesson about knowing their place in the universe. Once you’re in position, I’ll update you so you can take care of ‘em. \n\nClear ‘em all out I’ll throw ~mission(ScripAmount) Council Scrip to whoever accepted this gig as a bonus.\n\nHopefully, this will be the first of many more jobs like this.\n\n- Stows\n
Headhunters_DefendLocation_Intro_Title_001,P=Guard Our Backs
Headhunters_DefendLocation_M_Desc_001=Our airspace around ~mission(DefendLocationWrapperLocation|Address) has been compromised. Enemy ships are threatening the base and any of our ships in the area. Gotta put a stop to this immediately, so get your shit in order and get over there. Just get going and I’ll update you with any relevant info on where you’re needed. \n \nIf you need any extra motivation, I’m adding a bonus ~mission(ScripAmount) Council Scrip for the main contractor.\n\n- Stows
Headhunters_DefendLocation_M_Title_001=Secure Our Airspace
Headhunters_DefendLocation_S_Desc_001=Our crew at ~mission(DefendLocationWrapperLocation|Address) needs help. Enemy ships are swarming the area and attacking anything and everything they can find. That’d be bad enough as is, but this site has some absolutely crucial gear and personnel that we can’t have destroyed or compromised. \n\nConsidering the size and scale of the attack, you’re gonna need a fully supplied ship and some reliable wingmen. Gather your crew, fly out to the site, and I’ll send you specifics on where you’re needed most.\n\nTo prove just how serious we are about getting this done right, the main contractor will earn a bonus ~mission(ScripAmount) Council Scrip for making sure absolutely nothing goes wrong.\n\n- Stow
Headhunters_DefendLocation_S_Title_001=Restore Order at ~mission(DefendLocationWrapperLocation)
Headhunters_DefendLocation_VE_Desc_001=Headhunters flying in and out of ~mission(DefendLocationWrapperLocation|Address) are being harassed by some aggressive upstarts. Need them dealt with before they become a real pain in the ass. \n\nGet there and I’ll update you on what these pests are doing so you can hunt ‘em down. \n\nClear ‘em all out I’ll throw ~mission(ScripAmount) Council Scrip to whoever accepted this gig as a bonus.\n\n- Stows
Headhunters_DefendLocation_VE_Title_001=Eliminate Annoyance
Headhunters_DefendLocation_VH_Desc_001=Looking for someone who can not only dogfight but recruit others to the Headhunters cause. Our operations center at ~mission(DefendLocationWrapperLocation|Address), along with any ships going to and from it, are being targeted by hostile forces. We need support there pronto. \n\nNot gonna lie, but there’s lots of heat around there. That’s why you’ll need to be fully supplied and find some trustworthy friends to fly at your wing. When you get your crew together, head out there and I’ll update you if there’s any flare ups in the area that need your attention.\n\nThis op needs to go off without a hitch, so I’m offering the main contractor a bonus ~mission(ScripAmount) Council Scrip for a job well done. \n\nStows out.
Headhunters_DefendLocation_VH_Title_001=Stop Attack at ~mission(DefendLocationWrapperLocation)
Headhunters_Delivery_OutpostToStation_desc_001=Looking for someone to hand deliver a cargo crate. The package has got to go from ~mission(Location|Address) to ~mission(Destination|Address). \n\nBe fast and discreet about it, ok? A handheld tractor beam would also be smart to bring along. \n\n- Stows
Headhunters_Delivery_OutpostToStation_title_001=Special Cargo for ~mission(Destination)
Headhunters_Delivery_OutpostToTradepost_MultiToSingle_desc_001=Headhunters crews have been having a streak of good luck. I figure why take them off the job and stop them earning when I could just hire someone to deliver their spoils instead. Here’s the list of pick-ups needed: \n\nPick up package #~mission(Item1|SerialNumber) at ~mission(Location|Address).\nPick up package #~mission(Item4|SerialNumber) at ~mission(Location|Address).\nPick up package #~mission(Item5|SerialNumber) at ~mission(Location1|Address).\nPick up package #~mission(Item2|SerialNumber) at ~mission(Location1|Address).\nPick up package #~mission(Item3|SerialNumber) at ~mission(Location2|Address).\n\nOnce you grab ‘em, everything needs to go to ~mission(Destination|Address).\n\nMake sure it gets done and done right. A handheld tractor beam would also be smart to bring along. \n\nStows out.
Headhunters_Delivery_OutpostToTradepost_MultiToSingle_title_001=Loaded with Loot
Headhunters_Delivery_OutpostToTradepost_desc_001=Got some goods that need to be moved up the chain for us. There are a few boxes sitting at ~mission(Location|Address) that have to make their way to ~mission(Destination|Address). \n\nNever thought when I joined the Headhunters that supply chain management would be part of my job, but someone’s gotta keep the goods flowing, I guess. \n\nA handheld tractor beam would also be smart to bring along. \n\nStows out.
Headhunters_Delivery_OutpostToTradepost_title_001=Get the Goods
Headhunters_Delivery_OutpostToXSOutpost_desc_001=Got a special delivery for a Headhunter. Problem is they were reassigned to ~mission(Location|Address), so I need someone to go to the main outpost, grab package #~mission(Item1|SerialNumber), and take it to their new spot. \n\nGood news is the two aren’t too far apart from each other. You could hoof it between the two, if you really want to get your cardio in for the day. Otherwise, it should be quick and easy to fly or drive it over. \n\nA handheld tractor beam would also be smart to bring along. \n\nStows out.
Headhunters_Delivery_OutpostToXSOutpost_title_001=Wrong Address
Headhunters_Delivery_Outpost_MultiToSingle_desc_001=Seems like they can’t tell their ass from their elbow over at ~mission(Location) and the place is a mess. I need help collecting supplies spread across the outpost and putting them where they’re supposed to go. Here are the specifics:\n\nPick up package #~mission(Item1|SerialNumber) at ~mission(Location|Address).\nPick up package #~mission(Item4|SerialNumber) at ~mission(Location|Address).\nPick up package #~mission(Item5|SerialNumber) at ~mission(Location1|Address).\nPick up package #~mission(Item2|SerialNumber) at ~mission(Location1|Address).\nPick up package #~mission(Item3|SerialNumber) at ~mission(Location2|Address).\n \nAll of the above need to end up at ~mission(Destination|Address). Easy and low-risk work, if you’re interested.\n\nA handheld tractor beam would also be smart to bring along. \n \nStows out.
Headhunters_Delivery_Outpost_MultiToSingle_title_001=Consolidate Supplies at ~mission(Destination)
Headhunters_Delivery_Outpost_Multi_desc_001=Got a bunch of boxes sitting at ~mission(Location|Address) that have to be moved to ~mission(Destination|Address). Seems easy enough, right? Well, guess it ain’t. \n\nThe idiot who was supposed to move these things threw out his back trying to carry all of ‘em at once. So, you know, maybe bring a handheld tractor beam and try taking ‘em one at a time like a normal person. But, hey, don’t let me tell you how to do your job. Just get it done. \n\nStows out.
Headhunters_Delivery_Outpost_Multi_title_001=Little Heavy Lifting at ~mission(Destination)
Headhunters_Delivery_Outpost_SingleToMulti_desc_001=Got all our prospects at ~mission(Location) busy preppin’ for an upcoming job so there’s a bunch of boxes sitting there that need to be moved to other parts of the outpost. Feel like making some easy creds doing it for us? \n\nEverything can be picked up from ~mission(Location|Address). Then moved around the outpost to these spots: \n\nPackage #~mission(Item1|SerialNumber) to ~mission(Destination|Address).\nPackage #~mission(Item4|SerialNumber) to ~mission(Destination|Address).\nPackage #~mission(Item5|SerialNumber) to ~mission(Destination1|Address).\nPackage #~mission(Item2|SerialNumber) to ~mission(Destination1|Address).\nPackage #~mission(Item3|SerialNumber) to ~mission(Destination2|Address).\n\nA handheld tractor beam would also be smart to bring along. \n\n-Stows
Headhunters_Delivery_Outpost_SingleToMulti_title_001=Spread Some Supplies
Headhunters_Delivery_Outpost_desc_001=Got a box sitting at ~mission(Location|Address) that needs to make its way over to ~mission(Destination|Address). Any chance you can knock this out real quick?\n\nMight be the easiest gig I’ve ever assigned out. Only real threat would be tripping over your own feet. A handheld tractor beam would also be smart to bring along. \n\nStows out.
Headhunters_Delivery_Outpost_title_001=~mission(Destination) Errand
Headhunters_Delivery_StationToOutpost_desc_001=Got a crate that needs to get to ~mission(Destination|Address). There’s a Clip waiting there for it. They’re a real nasty bastard too, so best not mess this up. \n\nJust grab the package from ~mission(Location|Address). Don’t do anything dumb with it, and you’ll be fine. A handheld tractor beam would also be smart to bring along. \n\nStows out.
Headhunters_Delivery_StationToOutpost_title_001=Important Cargo Run to ~mission(Destination)
Headhunters_Delivery_TradepostToOutpost_SingleToMulti_desc_001=Several of our outposts said that they’re running low on a few essentials. Looks like everything needed is currently at ~mission(Location|Address). Hiring someone to head there, grab everything, and take it to the places below. \n\nPackage #~mission(Item1|SerialNumber) to ~mission(Destination|Address).\nPackage #~mission(Item4|SerialNumber) to ~mission(Destination|Address).\nPackage #~mission(Item5|SerialNumber) to ~mission(Destination1|Address).\nPackage #~mission(Item2|SerialNumber) to ~mission(Destination1|Address).\nPackage #~mission(Item3|SerialNumber) to ~mission(Destination2|Address).\n\nAin’t the most glamorous gig but shouldn’t be too dangerous either. A handheld tractor beam would also be smart to bring along. \n\nStows out.
Headhunters_Delivery_TradepostToOutpost_SingleToMulti_title_001=Spread Supplies
Headhunters_Delivery_TradepostToOutpost_desc_001=Our crew at ~mission(Destination) needs a restock on some essentials. Looking for someone who can be trusted to move ‘em without any ‘slippage’ or other funny business. \n\nThe boxes are waiting at ~mission(Location|Address) and need to be dropped at ~mission(Destination|Address). Any interest? \n\nA handheld tractor beam would also be smart to bring along. \n\n-Stows
Headhunters_Delivery_TradepostToOutpost_title_001=~mission(Destination) Restock Run
Headhunters_Delivery_TradepostToTradepost_desc_001=Headhunters got people placed all across the system. Keeping them all stocked and ready to rock if something goes down is essential to our success. Got a cargo run here that’ll help us do just that. \n\nWe got some crates sitting at ~mission(Destination|Address) that need to move across the system to ~mission(Location|Address). Think you can handle this for us?\n\nA handheld tractor beam would also be smart to bring along. \n\n-Stows
Headhunters_Delivery_TradepostToTradepost_title_001=Shuffle Supplies Across System
Headhunters_EliminateAll_OLP_H_desc_001=Surprise, surprise. Seems like not everyone’s happy that the Headhunters are making inroads in Stanton. One crew in particular has been hitting our people and then scurrying back to ~mission(Location|Address). \n\nWant you to go there and give ‘em a taste of their own medicine. Removing these lickboots should send a pretty clear message about what happens if you screw with us. \n\n\nStows out.
Headhunters_EliminateAll_OLP_H_title_001=Deliver a Message
Headhunters_EliminateAll_PAF_H_desc_001=Word’s gotten out that we’re expanding into Stanton and a local crew has hit a few of our safe houses. We managed to track the bastards back to some old Hathor mining site. \n\nYou up for showing them how the Headhunters handle things? If so, head over to ~mission(Location|Address) and show them that we mean business. \n\n \n- Stows
Headhunters_EliminateAll_PAF_H_title_001=Show Them Who's Boss
Headhunters_EliminateBoss_OLP_VH_desc_001=Not everyone is cut out to be a Headhunter. Some folks have too many screws loose even for us. \n\n~mission(TargetName) ran with us in Pyro until they beat another member to death over a stupid game of Trigger. They fled to Stanton to hide out, but now that we’re expanding our footprint here, figure it’s the perfect time for payback. \n\n~mission(TargetName|Last) has been busy though. They’re running a crew that’s currently hunkered down at ~mission(Location|Address). Head there and settle this grudge once and for all. I can’t imagine any of ‘em will go quiet, so best come prepared.\n\nStows out.
Headhunters_EliminateBoss_OLP_VH_title_001=Settle a Grudge
Headhunters_EliminateSpecific_PAF_desc_001=Can’t believe how many criminals are crawling around this damn system. Guess we’ll have to make some room for ourselves. \n\nGot a list of high-level leaders here. Nothing brings chaos and disorder to the existing gangs like a good decapitation attack. The next target is ~mission(TargetName), who we’ve tracked to ~mission(Location|Address). Feel like ghosting ‘em? \n\nThese old Hathor platform facilities are big and spread out. Doubt there’s a way to do this and not attract the attention of their foot soldiers. Ain’t gonna be easy but sure sounds like fun.\n\n- Stows
Headhunters_EliminateSpecific_PAF_title_001=Ghost ~mission(TargetName)
Headhunters_HaulCargo_AToB_OLP_Illegal_desc_01=Need someone to snag some cargo for us. We were using an old Hathor PAF for dead drops, but a local gang has dug in and we can’t get our shit.\n\nIf you feel like kicking some ass, grab the cargo from the freight elevator at ~mission(Location|Address) and deliver it to the freight elevator at ~mission(Destination|Address). \n\nFrom what I’ve heard this place is full of all sorts. Won’t be easy getting out stuff back, but that’s what we’re paying you for.\n\nJust make sure you got a ship that can handle a ~mission(MissionMaxSCUSize) load, and try not to get shot in the process. A handheld tractor beam would also be smart to bring along. \n\nStows out.
Headhunters_HaulCargo_AToB_OLP_title_01=Cargo Retrieval
Headhunters_HaulCargo_AToB_PAF_Illegal_desc_01=I won’t bore you with the details, all you need to know is: one of our haulers got attacked and now our goods are sitting in a freight elevator at ~mission(Location|Address). \n\nUp to you how you get the goods out, but if you happen to ghost a few of our rivals in the process, I ain’t complaining. Once you’ve got the stuff take it to the freight elevator at ~mission(Destination|Address), then we can sort your payment. \n\nA handheld tractor beam would also be smart to bring along. \n\nStows out.
Headhunters_HaulCargo_AToB_PAF_title_01=Stock Taking
Headhunters_HaulCargo_MultiToSingle_desc_01=We’ve been using the old Hathor ~mission(Location1|Address) and ~mission(Location2|Address) as stashes, but it turns out some over-eager nullbrains sniffed them out and are trying to boost our shit for their own.\n\nLuckily, the goods are still there - for now. We need someone to visit that PAF and OLP, grab our stuff from the freight elevators, and take it to the freight elevator at ~mission(Destination|Address) where we should be able to keep it on ice. \n\nHere’s the list of what to grab. Don’t care what order you do ‘em in. Be sure to bring a ship that can store ~mission(MissionMaxSCUSize) at the very least. \n\n~mission(MultiToSingleToken)\n\nMake sure you’re ready to deal with whatever assholes you run across. A handheld tractor beam would also be smart to bring along. \n\nStows out.
Headhunters_HaulCargo_MultiToSingle_title_01=Getting Our Goods Back
Headhunters_RetrieveCargo_AsteroidBase_XT_H_desc_001=XenoThreat knocked out one of our ships and towed it back to ~mission(Location|Address). The ~mission(Ship) had some goods on it that the local Judge demanded we get back. She’s offering up good creds to get it done too. \n\nIf you think you’ve got the skills to go knuckle up with those crazy Xenos, then here’s some additional info. We know they towed the ship back to that base, but don’t know where the cargo is. Could still be on our ship or secured inside the base, you’ll have to find it. Once you do, bring it to ~mission(Destination|Address).\n\nIt’d be great if you can take care of this.\n\n- Stows
Headhunters_RetrieveCargo_AsteroidBase_XT_H_title_001=Get Our Goods from XenoThreat
Headhunters_RetrieveCargo_CrimBase_E_desc_001=Just got a frantic comm from a ~mission(Ship) that cut out quite dramatically. Seems like they were dumb enough to get lured into a trap, even though I made it damn clear that getting those goods to ~mission(Destination|Address) was all they should worry about. \n \nWell, it looks like they failed. Trackers hidden in the cargo now show it at ~mission(Location|Address). Time to send in backup to reclaim our goods and teach a lesson to those who took it. You interested in delivering that message then delivering the goods?\n\n- Stows
Headhunters_RetrieveCargo_CrimBase_E_title_001=Return Goods
Headhunters_RetrieveCargo_CrimBase_H_desc_001=Need someone to raid a base at ~mission(Location|Address) for us. Not sure exactly who’s dug in there, but they attacked one of our ships and took the drugs they were hauling. Really need that shit back. That batch is full of high potency stuff that’s worth a premium. \n\nDoubt they’ll want to give it back to you, so plan to take it by force. Then bring the goods to ~mission(Destination|Address). And don’t act like an idiot and get any ideas of what you could do with that stuff. Trust me, you don’t wanna get on my bad side. \n\n- Stows
Headhunters_RetrieveCargo_CrimBase_H_title_001=Get the Good Stuff
Headhunters_RetrieveCargo_CrimBase_XT_VH_desc_001=An informant passed along some interesting news. XenoThreat are about to do a massive ammo resupply run for their forces, and in preparation, they’ve brought all that cargo to ~mission(Location|Address). Seems like a prime time to strike. You interested in killing a bunch of Xenos and then stealing their ammo for us? \n\nIf so, get your shit in order and then clear that base. Once done, grab all the ammo and bring it to ~mission(Destination|Address). You’ll get paid well, and I’m sure we’ll find something fun to do with all that ammo. \n\nStows out.
Headhunters_RetrieveCargo_CrimBase_XT_VH_title_001=Two Birds, One Stone
Headhunters_RetrieveCargo_Intro_desc_001=Heahunters are on the lookout for motivated and competent contractors who can be trusted to do a wide range of work supporting our operations. If you think you have what it takes, I’ve got a mission here that’ll test your skills in several ways. \n\nA ~mission(Ship) transporting cargo for us is currently under attack at ~mission(Location|Address). Don’t think it’s looking good for our ship, but that cargo is too important to let fall into someone else’s hands. Need you to head to the location and deal with the attackers before they get away, then collect our cargo and take it to ~mission(Destination|Address). \n\nIf you can handle this, then there'll be lots more work I can send your way. \n\nStows out.
Headhunters_RetrieveCargo_Intro_title_001=Test Your Mettle
Headhunters_RetrieveCargo_Lagrange_E_desc_001=Someone with a death wish attacked one of our ships hauling some primo product. Our crew on the scene is outta commission, so we need someone to get there fast and recover the stash before those bozos make off with it. Any chance you can handle this for us? \n \nLooks like the attack went down at ~mission(Location|Address). Head over there and deal with the attackers before they get away. Then grab the goods from the ~mission(Ship) and take ‘em to ~mission(Destination|Address). Oh, and don’t be an idiot and get high on that supply, unless you want me to send someone after you next. \n\n- Stows
Headhunters_RetrieveCargo_Lagrange_E_desc_002=Just lost contact with a ~mission(Ship) on an important run. Before they went dark, the crew was convinced someone was following them, so I’d put money on them being under attack. \n\nLooking for someone to get their ass over to ~mission(Location|Address) to search for the ship and retrieve the goods. If I’m right, there will be some uninvited guests hanging around that will need to be dealt with too. Once you’ve secured the stuff, it needs to go to ~mission(Destination|Address). \n\nYou down to crack a few skulls and lug some cargo. Sounds simple enough, right? \n\nStows out.
Headhunters_RetrieveCargo_Lagrange_E_title_001=Get Our Shit!
Headhunters_RetrieveCargo_Lagrange_E_title_002=Search for Ship
Headhunters_RetrieveCargo_Multi_Cluster_H_desc_001=Every so often we run a convoy collecting the loot acquired by our crews. Well, someone must’ve gotten word about the latest one because we just lost contact with the entire convoy around ~mission(Location|Address). Highly doubt this is some kinda accident. Need to deploy someone to the region right now to find the convoy and confirm their fate. You free? \n\nI don’t know exactly what went down, but I’d expect to find some nasty folks picking apart that convoy. Do whatever you need to do to clear the site then collect the cargo and bring it to ~mission(Destination|Address). Do this for us, and we’ll be sure to make it worth your while. \n\n- Stows
Headhunters_RetrieveCargo_Multi_Cluster_H_title_001=Lost in Space
Headhunters_RetrieveCargo_Multi_CrimBase_H_desc_001=Need someone to clean up a mess. A Headhunters convoy got greedy and chased after a ship in distress only to be led right into a trap. Can’t believe they fell for the oldest trick in the book, especially since they were already carrying a bunch of really valuable cargo. \n\nAnyways, they paid for their dumb decision. We had a ship in the region who responded to their distress call only to find that the convoy is nothing but scrap now. They discreetly followed the attackers back to their base and saw them unloading our cargo. Now that we know where they’re hiding out, it’s time to hit ‘em and get those goods back. That sound like fun for you?\n\nIf so, gear up and go to ~mission(Location|Address). Take care of the bastards that blew up our convoy. Then retrieve the goods and bring them to ~mission(Destination|Address). That should show folks the consequences of messing with the Headhunters.\n\nStows out.
Headhunters_RetrieveCargo_Multi_CrimBase_H_desc_002=Got a suspicion that someone associated with one of our drug manufacturers is a rat. Our latest convoy collecting drugs from manufacturing sites was just raided following its final pick up. I’ve had my suspicions so trackers were placed in some of the crates. Looks like whoever grabbed our goods ended up taking them to ~mission(Location|Address). \n\nSince I don’t know who’s behind this betrayal, I figured it’d be good to get help from someone outside the gang. It’s a basic brute force job. Raid the bases where the stuff is stashed, collect all our crates, and then transport them to ~mission(Destination|Address). \n\nInterested?\n\nStows out.
Headhunters_RetrieveCargo_Multi_CrimBase_H_title_001=Strike Back
Headhunters_RetrieveCargo_Multi_CrimBase_H_title_002=Revenge Raid
Headhunters_RetrieveCargo_Multi_CrimBase_XT_VH_desc_001=Got reports of a big uptick in XenoThreat forces at ~mission(Location|Address). We’ve noticed this before and it seems to happen right before they roll out an ammo resupply convoy. Which got us thinking, we could put that ammo to better use than them. So, let’s go get it. \n\nNot gonna bullshit you. This ain’t gonna be easy. Our last scans show a large XenoThreat presence at the location. Think you have what it takes to wipe out that force, collect all that ammo, and bring it to ~mission(Destination|Address)? \n\n- Stows
Headhunters_RetrieveCargo_Multi_CrimBase_XT_VH_title_001=Raid Massive Ammo Resupply
Headhunters_RetrieveCargo_Multi_Lagrange_M_desc_001=Some brazen bastards jumped one of our supply convoys at ~mission(Location|Address). Last I heard they’re still there picking through the wreckage. Can’t let them get away with all that cargo or there’s gonna be some seriously pissed off people around here. \n\nNeed someone to get there pronto to take care of these bastards before they flee the scene. Then snag all the cargo and take it the rest of the way to ~mission(Destination|Address). Interested?\n\nStow outs.
Headhunters_RetrieveCargo_Multi_Lagrange_M_title_001=Get Our Goods Before They’re Gone
Headhunters_RetrieveCargo_OccuCave_M_desc_001=Some crew whose name doesn’t even deserve to cross my lips stole a bunch of our supplies, and then hid them in ~mission(Location|Address). As if we wouldn’t be able to track them down. Now that we know where they hid the goods it’s time to make them pay. \n\nInterested in raiding that cave and getting our shit back? Do your worst to whoever’s inside just don’t damage our goods. Then bring everything to ~mission(Destination|Address). Sounds kinda fun. Makes me miss my days when I applied my other skills to help the gang.\n\nStows out.
Headhunters_RetrieveCargo_OccuCave_M_title_001=Cave Raid
Headhunters_RetrieveCargo_RegionLink_E_desc_001=Not sure what happened, but a ship moving some important supplies across the system disappeared around ~mission(Location|Address). Our crew at ~mission(Destination|Address) really needs that cargo for an upcoming operation. Any chance you could go looking for the ship and help complete the delivery?\n\nHave no idea what happened, but my bet’s that they got ghosted. Maybe it’s just me, but I’d rather be a prepared pessimist and an ill-equipped optimist. \n\n- Stows
Headhunters_RetrieveCargo_RegionLink_E_title_001=Gone But Not Forgotten
Headhunters_SabotageRelays_CFP_001_Desc=CFP think they’re safe over at ~mission(Location|Address) but we got big plans for them. You’re gonna pave the way for us by heading there and shutting down their comm towers.\n\nThere should be a control terminal at the top that you can use to shut the tower down. You get that sorted and they won’t be able to call for backup. Then we can show those skags who this system belongs to.\n\nMost outposts use the same system, so this’ll come in handy next time you want to make sure reinforcements don’t mess with you.\n\n\nStows out.
Headhunters_SabotageRelays_CFP_001_Title=Shutdown CFP’s Comms
Headhunters_SabotageRelays_XT_001_Desc=We’re making a play to hit some XenoThreat assholes where it hurts but need to be smart about it. That’s why we’re sending you in first to take out their comm towers so they can’t call for backup. You do that and we can be in and out before they know it.\n\nHead to ~mission(Location|Address) and climb the comm towers there. Should be a control panel at the top you can use to switch them off.\n\nIn fact, same goes for most other outposts. Rather than having to deal with reinforcements, you can just turn off the comm towers. But hey, if you wanna ring the bell to ghost a few more Xenothreat I ain’t complaining.\n\n\nStows out.
Headhunters_SabotageRelays_XT_001_Title=Silence the Xenothreat
Headhunters_Salvage_CoverUp_M_desc_001=A Headhunters crew baited a CFP cargo convoy into a trap and took out all their ships. It worked so well they want to reset the trap and try it again. \n\nBut for that to work we need to clear the debris field and fast. If word about this gets back to the CFP, then they’ll reroute their convoys to avoid the area around ~mission(Location|Address) and might even send their own crews to salvage the site. \n\nShould be some good salvage, components, and cargo there to claim. Cover our fee and I’ll send you the exact coords. \n\n- Stows
Headhunters_Salvage_CoverUp_M_title_001=Quickly Pick CFP Convoy Clean
Headhunters_Salvage_CoverUp_XT_VH_desc_001=One of our crews took out a XenoThreat ~mission(Ship) near ~mission(Location|Address). We don’t want news of this attack getting back to those bastards. Who knows what they’ll do in retaliation? \n\nAlso, we don’t want to give Xenos the chance to salvage their ship so we’re looking to sell the precise location to someone who can get there fast, pick it clean, and leave no trace of what happened. It’ll be worth your while if you hustle there and work fast. \n\nStows out.
Headhunters_Salvage_CoverUp_XT_VH_title_001=Swiftly Salvage XenoThreat ~mission(Ship)
Headhunters_Salvage_DefendShip_XT_VH_desc_001=You better read this carefully. Got a high risk, high reward contract here that only the most capable and cutthroat of you can handle. \n\nXenoThreat ships are swarming one of supply convoys near ~mission(Location|Address). We’re looking for someone capable of coming to their aid and then cleaning up the mess. Not gonna shit you, this isn’t gonna be easy, but pull this off, you’ll score a ton of credits.\n\nThing is, we need to know that you’re serious about this gig, so we’re doing things a little differently. I’ll charge you a small fee up front and then provide where this is all going down. You head there, help wipe out the XenoThreat forces, and then get the entire salvage field to yourself.\n\nBetter hop on this now if you want it. Not sure how much longer our forces can survive without help, and there’s always a chance those damn Xenos may be sending in reinforcements too.\n\n- Stows
Headhunters_Salvage_DefendShip_XT_VH_title_001=Defend, Destroy, and Salvage\n
Headhunters_Salvage_E_desc_001=A Headhunter crew took out a ~mission(Ship) near ~mission(Location|Address). Lucky for you, the ship’s in decent enough condition to be salvaged. \n\nWe’re selling the location to anyone who wants it. If that’s you, send us your credits and we’ll transfer the coordinates. The faster you decide, the faster you get to start tearing it apart before someone else finds it.\n\nStows out.
Headhunters_Salvage_E_title_001=~mission(Ship) Clean Up
Headhunters_Salvage_FPS_desc_001=Need a hand taking care of some scrap at ~mission(Location|Address). The team there put it all in one place but can’t be bothered to salvage it. Just clear it out for them to get some RMC and make some easy creds. \n\n- Stows \n
Headhunters_Salvage_FPS_title_001=Scrap Salvage at ~mission(Location)
Headhunters_Salvage_KillShip_H_desc_001=A group of ships are terrorizing Headhunters forces around ~mission(Location|Address). There’s concern someone within the gang might be feeding them intel, so I want to hire someone from outside our ranks to wipe them out. \n\nWanna keep this all under wraps by structuring it as a salvage contract. Here’s how it’ll work. I’ve got a trusted scout keeping an eye on the ships. Send us a nominal salvage finder’s fee and I’ll let you know exactly where these bastards are. You head there, deliver the justice they deserve, and then, boom, there’s a salvage field worth of valuable goods for you to pick apart as payment. Sounds like a win-win to me. You interested? \n\nStows out.
Headhunters_Salvage_KillShip_H_title_001=Savage and Salvage
Headhunters_Salvage_KillShip_M_desc_001=A ~mission(Ship) has been stalking and striking Headhunters ships around ~mission(Location|Address). We need this menace wiped out of existence immediately. Thankfully, we just hacked the ship’s navcomp and are tracking its every move. \n\nHere’s what we’re thinking. Send us a little fee for the leg work and I’ll share the ship’s latest location info. Then you can track down and destroy the ~mission(Ship). What’s left is yours to salvage. Interested?\n\n- Stows
Headhunters_Salvage_KillShip_M_title_001=Kill and Salvage ~mission(Ship)
Headhunters_Salvage_Multi_M_desc_001=One of our crews just had a run-in near ~mission(Location|Address) with some assholes who thought they could step to us. I think they learned their lesson, but now there’s several ship’s worth of salvage ready for anyone who wants it.\n\nI’m selling the coords for someone to get access to this salvage. Should be a decent payday, but there’s always a chance that these nobodies have had friends who might come sniffin’ round. If that happens, handle ‘em quick and you should be fine. Just more to salvage, right?\n\n- Stows
Headhunters_Salvage_Multi_M_title_001=Salvage Field Fun
Headhunters_Salvage_Multi_XT_VH_desc_001=Read fast. Lots of credits on the line. \n\nXenoThreat came after a Headhunters crew recently and it wasn’t pretty. Lots of ships went down near ~mission(Location|Address) and I got wind that those bastards are out there trying to recover their ships – and ours – so they can use the parts again or whatever those assholes do. All I know is I’d rather someone else clean ‘em out first.\n\nThat’s why I’m selling the coords to someone allied with us. Won’t even make it too expensive. Last bit of advice – you might want to bring some back-up – these nutjobs field some serious firepower.\n\nStows out.
Headhunters_Salvage_Multi_XT_VH_title_001=XenoThreat Salvage for Grabs
Headhunters_Salvage_VE_desc_001=Some idiot flying a ~mission(Ship) got a little too close to one of our convoys. Bad for them, but great target practice for some of our newer members. The convoy couldn’t salvage the ship because they had an important delivery to make, but they did tow it to a spot near ~mission(Location|Address).\n\nSelling the exact location details. Just send over the creds and that ship is yours to salvage. \n\nStows out.
Headhunters_Salvage_VE_title_001=Easy ~mission(Ship) Salvage
Headhunters_SecurityPatrol_E_Desc_001=Headhunters have been expanding, but still need help getting a lay of our new territory. I’ve got a run to check spots we want scanned ready to go. \n\nThis one kicks off at the location marker on your HUD and will look at a few more locations after that, but I’ll update you as we clear them out. Not expecting you to run into any trouble but no guarantees. Trouble seems to follow us.\n\nGet this done and I'll toss the main contractor ~mission(ScripAmount) Council Scrip as a thanks.\n\nStows out.
Headhunters_SecurityPatrol_E_Title_001=Scout and Scan
Headhunters_SecurityPatrol_H_Desc_001=I’ve noticed an uptick in attacks on Headhunter ships and it's got me feelin' jumpy. Got an important resupply shipment that we can’t afford to lose, and need help determining what route to send it. I’ve strung together a few potential spots that I’d set up in if I was gonna hit ‘em. Any chance you could visit and clear out any lowlifes that may be hiding there? \n\nThe route starts at the location marker on your HUD. After you scan it and clear whatever’s there, I’ll send you to a few other areas that could work. I’ve been hearing people have been rolling through these spots, so would be smart to bring a friend to watch your back.\n\nYou make it to the end and I'll give the main contractor a bonus ~mission(ScripAmount) Council Scrip as thanks. \n\n- Stows
Headhunters_SecurityPatrol_H_Title_001=Looking For Trouble
Headhunters_SecurityPatrol_Intro_Desc_001,P=Not sure if this is your kind of bag or not, but the Headhunters need someone to fly our turf to make sure no one is trying to edge into our business. And if someone is flying where they don’t belong, you’re going to deal with them. \n\nIf you’re amenable, head over to the location marker on your HUD. Start by scanning that region and then we’ll guide you to a few more spots that we want info on. \n\nAnd if you needed some extra motivation, there's a bonus of ~mission(ScripAmount) Council Scrip for the main contractor at the end of the job. \n\n- Stows\n
Headhunters_SecurityPatrol_Intro_Title_001,P=Patrol Our Turf
Headhunters_SecurityPatrol_M_Desc_001=The local Clip wants current intel on several of our sectors. Not sure what they’re looking for but I’m not about to ask. My job is to find someone willing to swing through and scan these locations. You available? \n\nAll you need to do is head to the location marker on your HUD, run a scan, and if it’s clear, move to the next spot. If you run into any issues, take care of it. \n\nAin’t sound too tough now does it? Plus, I'll give the main contractor a bonus ~mission(ScripAmount) Council Scrip as thanks. \n\n\nStows out.
Headhunters_SecurityPatrol_M_Title_001=Space Patrol
Headhunters_SecurityPatrol_S_Desc_001=Got some asshole’s trying to push us out of the system. You up for pushing back?\n\nSee, there are some folks who really don’t want us here, and have started sending out hunting parties of five to seven ships, often with a bigger gun ship, to places where we’re building up our presence. Time for us to show that we’re here to stay. \n\nI’ve strung together a few spots starting at the location marker on your HUD where we’re seeing the most hostile encounters. Need you to visit each one and scan to see if we can bait them into a fight.\n\nKnow this is going to be a hard one, so don't be cocky and try to go it alone. If I were you, I'd bring at least three friends onboard for support. To make it worth your while, I'm promising a bonus of ~mission(ScripAmount) Council Scrip to the main contractor that pulls it off. \n\n- Stows
Headhunters_SecurityPatrol_S_Title_001=Hunt Some Heads
Headhunters_SecurityPatrol_VE_Desc_001=Headhunters want some intel on what’s happening around territory. We’ve already set up some monitoring satellites, but nothing beats a good ol’ patrol. You up for it?\n\nIf so, get on over to the location marker on your HUD. Start by scanning that region and then we’ll guide you to a few more spots that we want info on. \n\nAnd if you needed some extra motivation, there's a bonus of ~mission(ScripAmount) Council Scrip for the main contractor at the end of the job. \n\n- Stows
Headhunters_SecurityPatrol_VE_Title_001=See What’s Out There
Headhunters_SecurityPatrol_VH_Desc_001=We’re getting pushback from folks who don’t seem happy that we’re here. Folks have gotten keen to our haunts and started sending out squads to hit our ships. You down to visit a few of those spots to show that we won’t be scared off? \n\nIf so, start by seeing what’s around the location marker on your HUD. From there I’ll guide you to a few other hotspots that we need checked. Better get your shit in order before heading out. I'd recommend loading up on ammo and convincing two friends to join the patrol.\n\nYou do this for the Headhunters and I'll see to it that the main contractor gets a bonus of ~mission(ScripAmount) Council Scrip. \n\nStows out.
Headhunters_SecurityPatrol_VH_Title_001=Stand Our Ground
Headhunters_Theft_OLP_desc_001=With the Frontier Fighters stirring up shit in Pyro, Headhunters figured that it’d be good to take a look at our operations in Stanton. We want to be smart about it though. Don’t want to raise red flags by bringing too much gear through the jump, or hit civilian targets and get security forces on our ass. Instead, the plan is to work over the local outlaws first. \n\nBeen picking up a lot of activity around ~mission(Location|Address). Guess it just got a delivery of ~mission(Item) that has our name all over it. You wanna grab it for us?\n\nOnce you’ve got the stuff, bring it to ~mission(Destination|Address). I’d get geared up before going. Sounds like the locals are pretty entrenched there. \n\nStows out.
Headhunters_Theft_OLP_title_001=Opportunity Knocks at ~mission(Location)
Headhunters_Theft_PAF_desc_001=We’re getting ready to take our ops in Stanton to the next level. Our scouts tracked an outlaw ship that unloaded some ~mission(Item) at an old Hathor platform facility at ~mission(Location|Address). Whole thing feels like a prime target for a raid. \n\nNeed someone to hit the site, grab the ~mission(Item) stashed there, and bring it to ~mission(Destination|Address). That old Hathor facility is buzzing with activity. Go in unprepared and you’ll regret it. \n\n- Stows
Headhunters_Theft_PAF_title_001=Steal Some ~mission(Item)
Headhunters_bounty_desc_001=The Headhunters recently loaned credits to ~mission(TargetName) under some clear conditions. Specifically, pay us back or we’ll kill you. Wild to think that wasn’t enough of an incentive, but here we are past the payment deadline. Now as much as we like ~mission(TargetName|First), I need you to make good on our promise.\n\n~mission(TargetName|Last) was last seen at ~mission(Location|Address). Track ‘em down, ghost ‘em, and get paid. It’s as simple as that. \n\nStows out.
Headhunters_bounty_desc_002=Time is up for ~mission(TargetName). The skav is way past due on paying back the Headhunters, so I need you to punch them out. \n\nKill ‘em, not hit ‘em, just in case that’s unclear. \n\nSomeone recently spotted ~mission(TargetName|Last) around ~mission(Location|Address), so head there and take ‘em out. \n\nFull disclosure, we’ve gotten reports they used some of our creds to hire extra protection. Prepare accordingly. \n\nStows out.
Headhunters_bounty_desc_003=~mission(TargetName) borrowed a bunch of creds from the Headhunters and thought the smart move was to try and hide instead of paying us back, so I need someone to make an example of ~mission(TargetName|Last).\n\nThey were just spotted at ~mission(Location|Address), so I’d recommend heading there now before the trail goes cold. ~mission(TargetName|Last) is a paranoid sort, so don’t be surprised if they’re not alone. Handle it however you want as long as ~mission(TargetName|Last) is dust when you’re done. \n\nStows out.
Headhunters_bounty_title_001=Deadbeat
Headhunters_bounty_title_002=Past Due
Headhunters_bounty_title_003=Collection Notice
Headhunters_bounty_xenothreat_desc_001=Headhunters got word there’s a XenoThreat op in the works that's targeting one of our crews. We don’t have precise details about the plan but we know that ~mission(TargetName) is organizing it. Instead of sitting back and waiting for something to happen, we’ve decided to be proactive. \n\n~mission(TargetName|Last) was just spotted with others around ~mission(Location|Address). We can’t mobilize anyone fast enough to get there. I want you to rush there and deliver a preemptive strike. \n\nStows out.
Headhunters_bounty_xenothreat_desc_002=XenoThreat recently hit a Headhunters' stronghold. I’ll spare you the details, but they did some truly heinous shit to our crew. We’ve identified the leader of the op as ~mission(TargetName) and are looking for a little payback. We don’t care what you do to get the job done. Only that ~mission(TargetName|Last) is dead. \n\nA source just told us that you can track down this XenoThreat scum over at ~mission(Location|Address). This sicko’s a pro and never travels alone, so don’t expect taking them out to be a walk in the park. \n\nStows out.
Headhunters_bounty_xenothreat_desc_003=~mission(TargetName) was recently revealed to be a mole for XenoThreat. It all makes sense now because the skav was a major asshole. Unfortunately, they split before we could handle it ourselves. \n\nBased on all they learned about our ops, we need ‘em taken out pronto. They see one of us coming and they’ll just run again, but I figured someone like you has a better chance of getting close enough for a killshot. \n\nWe just got word ~mission(TargetName|Last) was hanging around ~mission(Location|Address). Looks like there’s other ships around protecting ‘em too. Think you got the skill to rid the ‘verse of a traitorous bastard and their bastard friends? \n\nStows out.\n
Headhunters_bounty_xenothreat_title_001=Preemptive Strike
Headhunters_bounty_xenothreat_title_002=Payback
Headhunters_bounty_xenothreat_title_003=Exact Justice
Headhunters_claimsweep_desc_easy=Some numbskull is trying to dig up dirt on the Headhunters. Some orbital sentries were dropped at ~mission(location|address) to spy on us. We’ve also spotted a ship checking on them. Simple proposition for you. Go wipe out the sentries there and we’ll pay you for it. That sound like something you’d be into?\n\nAs for the ship, you can do whatever you want with it, but if it spots you, don’t be surprised if it tries to go get some back up. That’s just how these things go.\n\nStows out.
Headhunters_claimsweep_desc_hard=Some idiots think they can blatantly spy on the Headhunters and get away with it. They’ve set up several orbital sentries at ~mission(location|address) and have a few ships patrolling the area. We don’t know who’s behind it but we honestly don’t care. We just need it gone. \n\nLet us know if you feel like putting some real brash bastards in their place. We’ll pay you well and deliver the creds the second the job is done. \n\nKeep in mind that it’s really only the sentries we care about. The ships they got patrolling are only a concern if they get in your way or if they try to call in some friends to stop you. \n \nStows out.
Headhunters_claimsweep_desc_intro=Got a minor annoyance the Headhunters need dealt with. There's an orbital sentry at ~mission(location|address) that some pesky little troublemaker set up to spy on our ops. Want to make some easy creds and go blow it up for us?\n\nStows out.
Headhunters_claimsweep_desc_medium=Headhunters are looking for a merc to do a little clean up for us. Found out that someone’s trying to spy on us over at ~mission(location|address). Can’t let that stand. We need a skilled operator to take care of the orbital sentries they dropped there, and if needed, deal with any of their ships that get in your way. Seems like a decently run op, so hitting it might not be easy but it sure should be fun. \n\nLet us know if you’re the right one for the gig. Creds will be transferred once our scans show it’s gone. \n\nStows out.
Headhunters_claimsweep_desc_rand=Headhunters recently discovered some orbital sentries focused on our operations and we don’t like it one bit. I’m looking to pay someone to go to ~mission(location|address) and make it abundantly clear they should stay the hell out of our business. Doubt they’ll be receptive to a discussion about it, so I’d be prepared to evict them with extreme force. \n\nBased on our scans, this won’t be a walk in the park. Wouldn’t be a bad idea to come prepared with plenty of ammo. Payment will be sent promptly once the job is done. \n\nStows out.
Headhunters_claimsweep_title_easy=Eliminate Eavesdroppers
Headhunters_claimsweep_title_hard=Exterminate Eavesdroppers
Headhunters_claimsweep_title_intro=Erase Eavesdropper
Headhunters_claimsweep_title_medium=Eradicate Eavesdroppers
Headhunters_claimsweep_title_rand=Execute Eavesdroppers
Headhunters_defend_XT_H_desc_001=Not sure how familiar you are with what’s going down in Pyro, but we’re currently in a hell of a turf war with XenoThreat. It’s been pretty brutal lately, and I just learned that XenoThreat are about to attack ~mission(Location|Address). Thing is that I can’t rally any Clips to get there in time to defend it, so I need you to do it for us. \n\nGrab your gear, get some friends, and get to the location as fast as you can. Xenos like to stagger the arrival of their troops, so don’t blow through all your ammo during the initial defense ‘cause there’s a good chance more are coming. \n\nKeep them from taking over the site and I’ll pay you for the trouble.\n\n-Stows out
Headhunters_defend_XT_H_title_001=Halt XenoThreat Expansion
Headhunters_defend_XT_M_desc_001=XenoThreat’s looking to dig in further by getting their grubby hands on one of our locations. They’re gearing up to attack and then occupy ~mission(Location|Address). We can’t let that happen but don’t have any forces available to make a stand. That’s why we’re hoping you can step in. \n\nWe need you to head to the location pronto. Would be smart to arrive well-supplied and with allies. Xenos like to think of themselves as strategic geniuses, but in my experience, that just means they don’t send all their forces at once. So keep an eye out for more incoming after the initial attack.\n\nDo whatever you can to keep those skags from taking control of the site and we’ll make it worth your while. \n\n-Stows
Headhunters_defend_XT_M_title_001=Stop XenoThreat Expansion
Headhunters_defend_XT_VH_desc_001=XenoThreat are on the warpath right now. They’ve launched simultaneous attacks on several Headhunters sites and stretched our fighters thin. Got word they’re planning to storm ~mission(Location|Address) next, and we can’t get anyone there to defend it. \n\nI’m looking to pay someone to pull together a crew, gather supplies, and mount a strong defense for us. Gonna be honest with you, this is shaping up to be a hell of a fight. Xenos are sending some of their most experienced forces there. Not much else I can say except that they’ll probably stagger the arrival of their forces, wipe them all out and you’ll be paid handsomely. \n\nThink you can rise to the occasion? \n\n-Stows
Headhunters_defend_XT_VH_title_001=Block XenoThreat Expansion
Headhunters_destroy_server_CFP_desc_01=Guess these Citizen for Prosperity skids are trying to make a case for the UEE to come into Pyro and have been gathering info on Headhunter “criminal activity and heinous wrongdoing.” Seems no one explained that there’s no such thing as criminal activity out here since there ain’t no laws.\n\nEither way, it’s info we’d rather the UEE not get their hands on. Figure the simplest solution is to hire you to head over to ~mission(location|address) and destroy the data servers Citizens for Prosperity are storing the info on. \n\nBoom. No more problem.\n\nNow, my understanding is that the locals didn’t know what the servers are for, so if it were up to me I’d say keep the collateral damage to a minimum, but hell, if they try to stop you, do what you have to.\n\n-Stows\n
Headhunters_destroy_server_CFP_title_01=Explosive Evidence
Headhunters_eliminateall_caves_desc_01=Hey,\n\nSome two-bit thugs are holed up in ~mission(Location|Address). Wouldn’t pay them any mind, except the arrogant skags tried to hit an outpost under our protection.\n\nWe chased 'em off with little trouble, but we can't let that kind of disrespect go unpunished. Our Clips are busy with some bigger fish, so we'd like you to take care of this for us. \n\nStows out.
Headhunters_eliminateall_caves_title_01=A Swift Reprisal
Headhunters_eliminatespecific_caves_desc_01=Listen up,\n\nI’ve had my eyes on an independent crew based in ~mission(location|address). They could be good recruits for us, but their leader’s getting in the way.\n\nThe prick in charge is ~mission(targetname). Word is they’ve got no love for us and are making overtures to XenoThreat. That’s a problem. We’d like to hire you to take ‘em out and make space for someone else to lead them in a more acceptable direction. \n\n~mission(Location|CaveSize) I’d prefer if you limited the collateral damage, but I won’t hold you to it. \n\n- Stows
Headhunters_eliminatespecific_caves_title_01=Course Correction
Headhunters_theft_DerelictOutpost_E_desc_001=Get this. There’s a new crew trying to make a name for themselves. From what I’ve heard, they’re in way over their head, but that didn’t stop them from spending some serious creds to acquire ~mission(Item).\n\nCurrently, some of them are holed up at ~mission(Location|Address). Go there, relieve them, of the ~mission(Item), and then bring it to ~mission(Destination|Address). Hopefully when word of what happened there spreads to the rest of the crew, they’ll reconsider their choices in life. \n\nStows out.
Headhunters_theft_DerelictOutpost_E_title_001=Commandeer Supplies
Headhunters_theft_OccuCave_CFP_M_desc_001=CFP recently got a delivery of ~mission(Item) that we want. Think they know that too, because they hid it in a cave near ~mission(Location|Address) and have a handful of mercs watching over it. Let’s show ‘em that nothing gets by the Headhunters around here. \n\nRaid the cave, grabs the goods, and bring them to ~mission(Destination|Address). Sound like a plan?\n\n- Stows
Headhunters_theft_OccuCave_CFP_M_title_001=Cave Raid
Headhunters_theft_RegionLink_E_desc_001=One of our Judges put out a bulletin asking Headhunters to keep an eye on for ~mission(Item). Got word yesterday that some can be found at ~mission(Location|Address). Feel like making a high ranking Headhunter happy?\n\nAll you need to do is get your hands on the goods then run ‘em across system to ~mission(Destination|Address).\n\nStows out.
Headhunters_theft_RegionLink_E_title_001=Grab Requested Goods
Headhunters_theft_XSOutpost_CFP_E_desc_001=Been looking for ~mission(Item), and one of our people inside CFP let me know some was just delivered to ~mission(Location|Address). Should only be a few soft CFP guards around for you to deal with. Then grab the shit and bring it to ~mission(Destination|Address).\n\nStows out.
Headhunters_theft_XSOutpost_CFP_E_title_001=Easy Pickings
Headhunters_theft_XSOutpost_M_desc_001=Less you know about this the better. Trust me. \n\nThere’s some ~mission(Item) sitting at ~mission(Location|Address). Go deal with anyone there and steal it. Then hustle it over to ~mission(Destination|Address). \n\nShould be a breezy job and easy creds, so get it done. \n\n- Stows
Headhunters_theft_XSOutpost_M_title_001=Steal Some ~mission(Item)
Headhunters_theft_XSOutpost_XT_H_desc_001=We’ve been watching ~mission(Location|Address) for a while. Felt like a primo XenoThreat spot to hit, since there are fewer guards around protecting the goods, but didn’t want to kick down the door until we knew something worthwhile was inside. Well, that glorious day has come. \n\nGot word that the latest delivery left ~mission(Item) there. We want to get our hands on it, so are looking for someone who can swipe it and then bring it to ~mission(Destination|Address). Sure the forces there won’t make it easy for you, but do this right and try to get out before anyone from the main outpost knows what’s going on. \n\n- Stows
Headhunters_theft_XSOutpost_XT_H_title_001=Steal and Slip Away
Headhunters_theft_intro_desc_001=Headhunters are always on the lookout for talented folks that can quickly and discreetly acquire items that we have our eye on. If that’s you, I’ve got a job that should test your skills. Ace it and I have plenty more I can start sending your way. \n\nThere’s a crate of ~mission(Item) currently at ~mission(Location|Address). Go liberate it from its current owners and deliver it to ~mission(Destination|Address). Should be quick and easy. \n\n- Stows
Headhunters_theft_intro_title_001=Sticky Fingers
Headhunters_theft_outpost_CFP_M_desc_001=Our crew at ~mission(Destination|Address) is running low on ~mission(Item). Want to get them restocked, and know that the CFP outpost at ~mission(Location|Address) has some lying around. Wanna go there and grab it for us?\n\n- Stows
Headhunters_theft_outpost_CFP_M_title_001=Time to Resupply
Headhunters_theft_outpost_XT_VH_desc_001=Seeing a lot of foot soldiers and supplies coming in and out of ~mission(Location|Address), so it feels like XenoThreat’s planning something. But one thing in particular really piqued my interest. Looks like ~mission(Item) was brought to the site. Don’t ask why, but we want to get our hands on it and are worried they might be moving it again soon. \n\nWe’re looking for someone to take a run at that site and steal the ~mission(Item). If you can get it, drop the stuff off at ~mission(Destination|Address). This shit ain’t gonna be easy. Bring as many guns and friends as you can.\n\nStows out
Headhunters_theft_outpost_XT_VH_title_001=Smash and Dash
Heads_Male_01=Face 01
Heads_Male_02=Face 02
Heads_Male_03=Face 03
Heads_Male_04=Face 04
Heads_Male_05=Face 05
Heads_Male_06=Face 06
Heads_Male_07=Face 07
Heads_Male_08=Face 08
Heads_Male_09=Face 09
HexPenetrator_Bounty_Obj_01_Long=Go to last known position and neutralize the target
HexPenetrator_Bounty_Obj_02_Long=Pickup the Encryption key
HexPenetrator_Bounty_Obj_02_Marker=Encryption Key
HexPenetrator_Bounty_Obj_03_Long=Deliver the Encryption key to a delivery locker
HexPenetrator_Bounty_desc=Our analysts have examined the intel seized from those XenoThreat recon teams but the data appears to be locked behind a sophisticated encryption system and requires a custom cryptokey to access.\n\nWe've managed to locate several XenoThreat lieutenants operating in the system, you are to find and engage the suspects and see if they are in possession of a cryptokey that will allows us to access the intel.\n\nAs a reminder, the military has generously donated some old F7A Hornets for CDF members who see this initiative through to the end.
HexPenetrator_Bounty_from=Civilian Defense Force
HexPenetrator_Bounty_title=Overdrive Initiative: PRIORITY TARGETS
HexPenetrator_Comm_Description=One of the suspects captured during the recent attacks revealed that XenoThreat is looking to remotely access a number of comm arrays around the system.\n\nHaving XenoThreat listening into comms is extremely dangerous for the people living here, so the CDF has been enlisted to reset the comm array, then defend it from any XenoThreat Vanguards that will attempt to reconnect to the servers. \n\nOnce those Vanguards have been defeated, clear out any remaining hostile ships in the area.\n\nAs a reminder, the military has generously donated some old F7A Hornets for CDF members who see this initiative through to the end.
HexPenetrator_Comm_From=Civilian Defense Force
HexPenetrator_Comm_Title=Overdrive Initiative: XENOTHREAT SURVEILLANCE
HexPenetrator_Comm_obj_display_03=Reconnecting ~mission(Location)
HexPenetrator_Comm_obj_display_04=Prevent XenoThreat Override
HexPenetrator_Comm_obj_display_04_prio=XenoThreat Accessing System
HexPenetrator_Comm_obj_display_05=Neutralize Xenothreat
HexPenetrator_DataHeist_Success=Intel delivered
HexPenetrator_DataHeist_description=We've received tips that XenoThreat's intending to launch another attack on Stanton system. The CDF has petitioned the Advocacy to create a new initiative called Operation Overdrive to stop this attack before it happens. \n\nThe CDF is dispatching volunteers to infiltrate and obtain any intel that could give insight into what they're planning. Needless to say, expect heavy resistance from any XenoThreat on site.\n\nAs an added incentive, the military has generously donated some old F7A Hornets for CDF members who see this initiative through to the end.
HexPenetrator_DataHeist_from=Civilian Defense Force
HexPenetrator_DataHeist_title=Overdrive Initiative: INTEL RAID
HexPenetrator_Incursion_Desc=Waves of XenoThreat ships have been pushing into Stanton system and attacking random civilians. We can't tell if this is an isolated attack or a reaction to our recent initiatives, but we need them stopped.\n\nAs a reminder, the military has generously donated some old F7A Hornets for CDF members who see this initiative through to the end.
HexPenetrator_Incursion_Failure_CrimeRating=Received CrimeStat
HexPenetrator_Incursion_Failure_Death=Operator died
HexPenetrator_Incursion_Failure_NoParticipation=Due to inaction
HexPenetrator_Incursion_Failure_OutOfTime=Time expired
HexPenetrator_Incursion_From=Civilian Defense Force
HexPenetrator_Incursion_Success=XenoThreat defeated.
HexPenetrator_Incursion_Title=Overdrive Initiative: XENOTHREAT INCURSION
HexPenetrator_Incursion_obj_hud_02=Neutralize all XenoThreat ships: %ls
HexPenetrator_Incursion_obj_long_01=Travel to incursion site and stop XenoThreat hostiles.
HexPenetrator_Incursion_obj_long_02=Neutralize all XenoThreat ships in the area.
HexPenetrator_Incursion_obj_marker_01=Incursion Site
HexPenetrator_Incursion_obj_marker_02a=High Value Target
HexPenetrator_Incursion_obj_marker_02b=Target
HexPenetrator_Incursion_obj_short_01=Travel to Incursion Site
HexPenetrator_Incursion_obj_short_02=Neutralize all XenoThreat ships
HexPenetrator_Kareah_Desc=Attention all CDF volunteers, we received a distress call from Security Post Kareah. It turns out XenoThreat used the comm arrays as a distraction to lure law enforcement away so they could launch an attack on the station.\n\nWe've learned that they're attempting to access their systems, so all volunteers must immediately divert to retake Kareah and clear out all XenoThreat forces.\n\nAs a reminder, the military has generously donated some old F7A Hornets for CDF members who see this initiative through to the end.
HexPenetrator_Kareah_From=Civilian Defense Force
HexPenetrator_Kareah_Title=Overdrive Initiative: EMERGENCY AT KAREAH
HexPenetrator_Kareah_obj_long_01=Reach Security Post Kareah to secure station.
HexPenetrator_Kareah_obj_long_02=Abort the XenoThreat hack attempt.
HexPenetrator_Kareah_obj_long_03=Gain access to the Criminal Database.
HexPenetrator_Kareah_obj_long_04=Reset the Criminal Database.
HexPenetrator_Kareah_obj_long_05=Neutralize all remaining XenoThreat attackers.
HexPenetrator_Kareah_obj_marker_01=Security Post Kareah
HexPenetrator_Kareah_obj_marker_02=Abort
HexPenetrator_Kareah_obj_marker_03a=Access
HexPenetrator_Kareah_obj_marker_03b=Hacking Chip
HexPenetrator_Kareah_obj_marker_04=Reset
HexPenetrator_Kareah_obj_marker_05=Target
HexPenetrator_Kareah_obj_short_01=Reach Kareah
HexPenetrator_Kareah_obj_short_02=Abort the hack
HexPenetrator_Kareah_obj_short_03=Gain access to Database
HexPenetrator_Kareah_obj_short_04=Reset Criminal Database
HexPenetrator_Kareah_obj_short_05=Neutralize XenoThreat
HexPenetrator_RecoverDeliver_description=Attention CDF volunteers, XenoThreat's gone off the grid. We suspect that they have gone dark in order to prep for the final phase of their plan. \n\nHistory has proven that XenoThreat like to fight so it stands to reason that this might be an attack of some kind so we're calling on volunteers to deliver supplies to the Gateway station near the Stanton-Pyro jump point to shore up for a potential assault.\n\nAs a reminder, the military has generously donated some old F7A Hornets for CDF members who see this initiative through to the end.
HexPenetrator_RecoverDeliver_from=Civilian Defense Force
HexPenetrator_RecoverDeliver_title=Overdrive Initiative: SUPPLY REQUEST
HexPenetrator_RewardRecord_Desc=Thank you for your diligence on this Overdrive Initiative. \n\nAs promised, we've approved you for an upgrade from a civilian F7C mk ii to a military grade F7A mk ii if you have one.\n\nIn addition, you've been given a temporary rental of a military F7A mk ii that you can access in your ASOP.\n\n\n_________________\n\nTo upgrade, visit the RSI website to apply the token, then restart the game and access the ship.
HexPenetrator_RewardRecord_EndReason=Ship Transfer Complete
HexPenetrator_RewardRecord_Long=CDF is submitting your request to the ship transfer.
HexPenetrator_RewardRecord_Short=Processing
HexPenetrator_RewardRecord_Title=Overdrive Initiative: Reward
Hexpenetrator_Comm_Obj_04_long=Prevent XenoThreat Vanguard ships from remotely overriding the Comm Array.
Hexpenetrator_Comm_Obj_04_short=Neutralize Vanguard
Hexpenetrator_Comm_Obj_05_long=Neutralize all remaining XenoThreat ships around ~mission(Location).
Hexpenetrator_Comm_Obj_05_short=Neutralize
Highpoint_KillAnimal_OneType_desc=We’ve been monitoring a situation at ~mission(Location) regarding an uptick in the ~mission(Creature) population over the past few months. Our models indicate that if this continues many of the native plants and animals will be adversely affected. It’s imperative that the ~mission(Creature) population is reduced before that happens. \n\nIf you can help, please refer to "The Guide to Stanton Wildlife" in your Journal for more specifics on the targeted creature.\n\nBest,\n\nWanda Werkheiser\nContract Manager\nHighpoint Wilderness Specialists
Highpoint_KillAnimals_AtLocation_desc=There’s a growing ~mission(Creature) problem at ~mission(Location|address). Looking for a contractor to quickly and professionally take care of this infestation issue. \n\nFor further details on the targeted creature, please refer to "The Guide to Stanton Wildlife" in your Journal.\n\nBest,\n\nWanda Werkheiser\nContract Manager\nHighpoint Wilderness Specialists
Highpoint_KillAnimals_AtLocation_desc_intro=Highpoint is currently looking to expand our roster of contractors to help us with an ongoing animal population issue. A combination of terraforming practices alongside other environmental policies have led to a rapid increase in certain species, and as the leading experts in the field, Highpoint has been hired to spearhead the culling program.\n\nTo see if you're a good fit with our company, we'd like you to try your hand at dealing with the ~mission(Creature) problem at ~mission(Location|address). \n\nBefore heading out, I strongly recommend that you refer to "The Guide to Stanton Wildlife" in your Journal to learn about the species and what you can expect.\n\nIf you knock this job out of the park, we've got plenty more work I can send your way.\n\nBest,\n\nWanda Werkheiser\nContract Manager\nHighpoint Wilderness Specialists
Highpoint_KillAnimals_AtLocation_multi_desc=A client has contacted us about resolving a ~mission(Creature) infestation issue before it gets any worse. Several locations around ~mission(Location|address) are currently beset by the creatures. There’s a growing concern that if this goes on for too much longer, then the natural habit will be ravaged beyond repair. Are you available to take care of this issue?\n\nYou can refer to "The Guide to Stanton Wildlife" in your Journal for more specific information on the targeted creature.\n\nBest,\n\nWanda Werkheiser\nContract Manager\nHighpoint Wilderness Specialists
Highpoint_KillAnimals_AtLocation_title=Pest Control
Highpoint_KillAnimals_AtLocation_title_intro=Population Management
Highpoint_KillAnimals_MultiType_E_desc=A sudden spike in the population of several invasive species near ~mission(Location) have the locals concerned. We’re looking for a contractor to help bring those numbers down to acceptable parameters. \n\nFor more information on the animals in question, refer to "The Guide to Stanton Wildlife" in your Journal.\n\nBest,\n\nWanda Werkheiser\nContract Manager\nHighpoint Wilderness Specialists
Highpoint_KillAnimals_MultiType_E_title=Manage Wildlife Population
Highpoint_KillAnimals_MultiType_H_desc=Native plants and animals near ~mission(Location) are on the verge of environmental collapse due to the dramatic population spikes of several invasive species. We’ve been contracted to dramatically reduce the current population of these species to help avoid an environmental collapse. We need a dedicated and highly skilled exterminator to carry out this contract. \n\nYou can better acquaint yourself with the creatures in question by referencing "The Guide to Stanton Wildlife" in your Journal. \n\nBest,\n\nWanda Werkheiser\nContract Manager\nHighpoint Wilderness Specialists
Highpoint_KillAnimals_MultiType_H_title=Intensive Eradication Effort
Highpoint_KillAnimals_MultiType_M_desc=Highpoint Wilderness Specialists are dedicated to keeping the delicate ecosystems of the empire in balance. A client recently hired us to evaluate the environmental impact of a number of invasive creatures near ~mission(Location). We’ve determined that to preserve the natural order of the region a conscientious culling of these species is necessary. \n\nLooking for someone able and willing to help in this effort. Please refer to "The Guide to Stanton Wildlife" in your Journal for further information on the creatures being targeted. \n\nBest,\n\nWanda Werkheiser\nContract Manager\nHighpoint Wilderness Specialists
Highpoint_KillAnimals_MultiType_M_title=Cull Invasive Creatures
Highpoint_KillAnimals_OneType_title=Reduce Overpopulation
Highpoint_KillAnimals_PAF_Kopion_desc=We’ve recently received reports from our team in ~mission(Location|Address), that a particularly virile pack of kopions are causing a surge in numbers. As a result, their prey is being over hunted, and if left unattended, will ultimately lead to the starvation of the kopion population there.\n\nWe are looking for a skilled contractor to cull this pack of kopions in a swift and efficient manner, assisting with bringing a natural equilibrium back to ~mission(Location). Access to combat equipment, transport, and a familiarity with wild and unpredictable animals are all required for this job.\n\nFor further details on the targeted creatures, please refer to "The Guide to Stanton Wildlife" in your Journal.\n\nBest,\n\nWanda Werkheiser\nContract Manager\nHighpoint Wilderness Specialists
Highpoint_KillAnimals_PAF_Kopion_name=Kopion Culling Request
Highpoint_KillAnimals_storm_H_desc_001=As a consequence of the ongoing radiation storm on Pyro I, some of the invasive kopions have become irradiated. This poses a threat to the health of the indigenous wildlife and to those who live and work in ~mission(Location). \n\nWe are seeking out a skilled contractor who can cull any irradiated kopions in and around ~mission(Location|Address). Do not accept this contract unless you have the proper weapons and equipment that can reliably function in a radioactive environment. \n\nYour compensation will be adjusted to match the risks associated with this contract.\n\nBest,\n\nWanda Werkheiser\nContract Manager\nHighpoint Wilderness Specialists
Highpoint_KillAnimals_storm_H_title_001=Cull Irradiated Kopions
Highpoint_RepUI_Area=UEE
Highpoint_RepUI_Description=After watching precious ecosystems on their home planet of Noble deteriorate due to invasive animals, Larkin Boden became inspired by the Fair Chance Act and environmental movement of the late 28th century to do something about it. In 2795, they founded Highpoint Wilderness Specialists with the goal of preserving the natural beauty of the UEE through wildlife control. Initially, the company specialized in the removal of invasive species and population control. They have since expanded into animal handling and leading expeditions to view wildlife in their natural habitats.
Highpoint_RepUI_Focus=Scientific Research, Hunting, Gathering
Highpoint_RepUI_Founded=2795
Highpoint_RepUI_Headquarters=Noble, Ellis System
Highpoint_RepUI_Leadership=Larkin Boden, CEO
Highpoint_RepUI_Name=Highpoint Wilderness Specialists
Highpoint_from=Highpoint Wilderness Specialists
Hints_ADSContext01_Gamepad=To hold breath use ~action(player|stabilize).\nTo zoom use ~action(player|zoom_in_out).
Hints_ASOP1=Fleet Manager kiosks located in stations, spaceports and hangars, allow you to retrieve any of the vehicles you own or are currently renting.
Hints_ASOP2=Pass through an Airlock to reach the landing pads. Follow the AR waypoint on your visor to locate your ship.
Hints_ASOP3=While interacting with the Fleet Manager kiosk, select 'Retrieve' on the vehicle you wish to have brought to a hangar.
Hints_ASOP_Title=Vehicle Retrieval
Hints_ATC1=To receive a hangar assignment or permission to take-off, contact landing services via the Comms menu on your MFD or in your mobiGlas.
Hints_ATC2=Select the Comms icon next to the landing service to make the request.
Hints_ATC3=Select the Comms icon next to the landing service to request take-off.
Hints_ATC_Title=Air Traffic Control (ATC)
Hints_ActorStatusBleeding_Title=Bleeding
Hints_ActorStatusBuffApplied=A "+" or "-" symbol next to a HUD icon represents an active buff or debuff is being applied to that system.
Hints_ActorStatusBuff_Title=Player Buffs & Debuffs
Hints_ActorStatusClothingChanged=Some armor and clothing can protect against extreme temperatures as detailed in their descriptions.
Hints_ActorStatusCorpseMarkerShown=Your previous body and any items on it can be found at the Corpse marker. To dismiss, open the Personal Inner Thought menu, and go to Actions, Player.
Hints_ActorStatusCorpseMarkerShown_Title=Corpse Retrieval
Hints_ActorStatusDeadlyInjuryStarted=You have received a severe injury. Use medications to relieve symptoms, and a Tier 1 Medical Bed to fully treat any issues.
Hints_ActorStatusDigestionAbsorptionEmpty=Eat and drink regularly to avoid negative effects as your Nutrition and Hydration levels decrease.
Hints_ActorStatusDownedEnter=While incapacitated, ask others in your party, in chat, or through rescue service beacons to revive you before the 'Time to Death' timer expires.
Hints_ActorStatusDowned_Title=Incapacitated
Hints_ActorStatusEating_Title=Eating & Drinking
Hints_ActorStatusEffectArmsLockCannotClimbLadder=You cannot climb ladders while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotMantle=You cannot mantle while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotSteerShip=You cannot pilot ships while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotTakeDown=You cannot perform a take down while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotUseMountedGun=You cannot use a mounted gun while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotUseTrolley=You cannot use a trolley while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockDropItem=You cannot carry heavy objects while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockLowerWeapon=You cannot raise weapons while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockStart=You arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectBleedStart=You are bleeding and will continue to lose health over time. Use a coagulant like Hemozal to reduce the effects.
Hints_ActorStatusEffectProneLockStart=Your legs are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusFoodDrinkItemHeld=While equipped food can often be eaten in a single bite, beverages can be consumed in small sips or a long continuous drink until the meter is empty.
Hints_ActorStatusFoodDrinkItemInInventory=Use your personal inventory menu to view consumables and equip or discard them.
Hints_ActorStatusHospitalEnter=To gain access to a medical bed, use a lobby check-in terminal to receive a medical room assignment.
Hints_ActorStatusHospitalRoomReserved=For help navigating to your medical room, check nearby signs for directions. It may be on a different floor and require the use of an elevator.
Hints_ActorStatusHospital_Title=Hospitals & Clinics
Hints_ActorStatusHungerThirstDamageStarted=When Nutrition and Hydration levels are too low, you will take damage and eventually become unconscious. Eat and drink to replenish your levels.
Hints_ActorStatusHungerThirstDeath=Your depleted Nutrition and Hydration levels have rendered you unconscious. Remember to eat and drink to replenish them.
Hints_ActorStatusHungerThirstFull=When Nutrition and Hydration levels are full, consuming items no longer grants the full effect. Consider saving them until you are hungry or thirsty.
Hints_ActorStatusHungerThirstStatusStarted=You are suffering ill effects from low Nutrition and / or Hydration levels. Consume food and drinks as soon as possible to restore your levels.
Hints_ActorStatusHunger_Title=Hunger & Thirst
Hints_ActorStatusHyperthermiaDamageStarted=Your body temperature is too high and you're taking damage from hyperthermia. Seek shelter or equip clothing and armor able to withstand the heat.
Hints_ActorStatusHyperthermiaStarted=You are too hot and hyperthermia is beginning to set in. Seek shelter or equip clothing and armor able to withstand the heat.
Hints_ActorStatusHypothermiaDamageStarted=Your body temperature is too low and you are taking damage from hypothermia. Seek shelter or equip clothing and armor able to withstand the cold.
Hints_ActorStatusHypothermiaStarted=You are too cold and hypothermia is beginning to set in. Seek shelter or equip clothing and armor able to withstand the cold.
Hints_ActorStatusInjuryMinor_Title=Minor Injuries
Hints_ActorStatusInjuryModerate_Title=Moderate Injuries
Hints_ActorStatusInjurySevere_Title=Severe Injuries
Hints_ActorStatusInjuryStarted=You have received a minor injury. Use medications to relieve symptoms, and a Tier 3 Medical Bed to fully treat any issues.
Hints_ActorStatusIntoxicatedEnter=An elevated Blood Drug Level can cause feelings of intoxication, making getting around or piloting a vehicle difficult and potentially dangerous.
Hints_ActorStatusIntoxicated_Title=Blood Drug Level (BDL)
Hints_ActorStatusMajorInjuryStarted=You have received a moderate injury. Use medications to relieve symptoms, and a Tier 2 Medical Bed to fully treat any issues.
Hints_ActorStatusMedBedEnter=The bed has restored your health and reset your BDL. Use the Treatment tab to heal injuries (depending on tier), and the Medication tab for dosage.
Hints_ActorStatusMedBed_Title=Medical Bed
Hints_ActorStatusOverdoseEnter=A high Blood Drug Level (BDL) can make you stunned, losing health, and eventually incapacitated. BDL lowers naturally but a dose of Resurgia can help.
Hints_ActorStatusOverdose_Title=Overdose
Hints_ActorStatusPartialParalysis_Title=Partial Paralysis
Hints_ActorStatusRegenerationLocation_Title=Regeneration - Location
Hints_ActorStatusRespawnCriminal=Due to your current CrimeStat, you have been regenerated at the nearest facility outside of the UEE's jurisdiction.
Hints_ActorStatusRespawnCriminal_Title=Regeneration - CrimeStat
Hints_ActorStatusRespawnLocationSet=To reset your regen location to your primary residence, use a terminal at any medical bed or insurance office.
Hints_ActorStatusRespawnMedBed=By default, you'll regen at your primary residence, but a new location can be selected via medical beds or at insurance offices.
Hints_ActorStatusRespawnPrison=Due to your current CrimeStat, local authorities have incarcerated you after regeneration.
Hints_ActorStatusRespawnPrison_Title=Regeneration - Prison
Hints_ActorStatusTemperatureAboveMaxResistance=You're experiencing high temperatures and are at risk of hyperthermia. Seek shelter or equip clothing and armor able to withstand the heat.
Hints_ActorStatusTemperatureBelowMinResistance=You're experiencing low temperatures and are at risk of hypothermia. Seek shelter or equip clothing and armor able to withstand the cold.
Hints_ActorStatusTemperatureDeath=To avoid negative effects and becoming unconscious, remember to equip clothing or armor rated for the temperature you are in.
Hints_ActorStatusTemperature_Title=Player Temperature
Hints_ActorStatusWearingHelmetConsume=You must remove your helmet to consume food or drink.
Hints_ActorStatusWeatherLocomotionEntered=Be aware that severe weather and strong winds can drop temperatures and make it difficult to move. Have equipment ready in case a storm breaks out.
Hints_ActorStatus_PITMenuDrugs=The mobiGlas health app displays all current injuries along with active medications, their duration, and what symptoms they're relieving.
Hints_ActorStatus_PITMenuDrugs_Title=Medication
Hints_ActorStatus_PITMenuInjury=To review a full list of your current injuries, symptoms and their severity, along with current medications, use the mobiGlas Health app.
Hints_ActorStatus_PITMenuInjury_Title=Injuries
Hints_Airlocks_Title=Airlocks
Hints_BodyDrag_DropBody=To let go, use Interaction Mode and select “Drop Body.” Actions like sprint, jump, crouch, or using two-handed items will automatically drop the body.
Hints_BodyDrag_Title=Body Dragging
Hints_BodyDrag_WhilstDragging=Move at a walking pace to drag the body along with you. You may use one-handed weapons without detaching from the body.
Hints_Camera1=While piloting a vehicle, you have the option to cycle through multiple camera views.
Hints_Camera1_Title=Camera
Hints_Cargo_Align=To transfer cargo, maintain alignment of your ship in the loading area. If your deck assignment is revoked, contact Cargo Services for a new one.
Hints_Cargo_Align_Title=Cargo Transfer - Alignment
Hints_Cargo_Collect=Ships like the Hull C require loading and unloading through the Cargo Transfer system. Contact Cargo Services to be assigned an open cargo deck.
Hints_Cargo_Collect_Title=Cargo Transfer - Purchases
Hints_Cargo_Deliver=To transfer cargo with ships like the Hull C, contact Cargo Services to be assigned a cargo deck. Payment will be sent when the transfer is complete.
Hints_Cargo_Deliver_Title=Cargo Transfer – Sold Items
Hints_Cargo_Forfeit=If you exit the area before finishing the transfer, contact Cargo Services to resume. Depart entirely and your remaining cargo lost.
Hints_Cargo_Forfeit_Title=Cargo Transfer - Interrupted
Hints_Cargo_Hail=To transfer cargo, contact Cargo Services from the Commlink in your mobiGlas or the Comm’s menu on your ship’s multi-function displays (MFDs).
Hints_Cargo_Hail_Title=Cargo Services
Hints_Cargo_Interrupt_Transfer=Cargo transfers can be halted by things like: moving or exiting your ship, retracting the cargo spindles, or an obstructed loading area.
Hints_Cargo_Interrupt_Transfer_Title=Cargo Transfer - Halted
Hints_Cargo_Invalid_Ship=Cargo Services can only accommodate larger vehicles that support exterior loading, such as the Hull series of ships.
Hints_Cargo_Invalid_Ship_Title=Cargo Services – Vehicle Size
Hints_Cargo_Loading_Revoked=If you fail to report to your assigned cargo deck in a timely manner your loading area will be revoked. Contact Cargo Services for a new deck assignment.
Hints_Cargo_Loading_Revoked_Title=Cargo Transfer - Revoked
Hints_Cargo_Spindles=To load cargo onto the Hull series of ships, the cargo spindles must be extended.
Hints_Cargo_Spindles_Title=Cargo Spindles
Hints_Chat1=You can chat with others using the mobiGlas Comms app, or by opening the chat window on your visor.
Hints_Chat_Title=Chat
Hints_Criminality1=You've gained a CrimeStat level by committing an infraction in monitored space. Your current CrimeStat level is displayed on your HUD.
Hints_Criminality2=The higher your CrimeStat level, the more hostility you'll encounter from local Security.
Hints_Criminality3=Your CrimeStat level can limit which contracts are available. Crimestat levels can be legally removed by paying fines or serving jail time.
Hints_Criminality_Title=CrimeStat
Hints_CryAstro1=For a price, your ship's damage, fuel, and ammo supplies can be fixed and topped up at many landing areas via the mobiGlas Landing app.
Hints_CryAstro2=Find an available landing platform to land on to start your transaction.
Hints_CryAstro_Title=Repair, Refuel, Restock
Hints_DefaultItemActions_AttemptToCustomizeUncustomizable=This item's actions cannot be customized while being held.
Hints_DefaultItemActions_AttemptToCustomizeUncustomizable_Title=Default Actions
Hints_Emergency_Treatment_Title=Emergency Treatment
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_Exit_Bed_Title=Exit Bed
Hints_FPSHarvesting_Collection_Title=FPS Harvesting - Collection
Hints_FPSHarvesting_OnFPSHarvestableItemInHandBackpackNotFull=You have successfully harvested an item. To add it to your personal inventory, interact with the item and choose to store it.
Hints_FPSHarvesting_OnHarvestableItemLootedIntoBackpack=Items that you collect in your inventory can be sold at various locations. To maximize your profits, consider collecting until your inventory is full.
Hints_FPSHarvesting_OnHarvestableStowed=You have successfully collected and stored an item. Collected mineables and harvestables can be sold at trading consoles for profit.
Hints_FPSHarvesting_OnPlayerLooksAtFPSHarvestableItemBackpackNotFull=You have found a harvestable item. To collect it, simply interact with it.
Hints_FPSHarvesting_OnPlayerLooksAtFPSHarvestableItemNoBackpack=You 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_Collection_Title=FPS Mining - Collection
Hints_FPSMining_Deposits_Title=FPS Mining - Deposits
Hints_FPSMining_Fracturing_Title=FPS Mining - Fracturing
Hints_FPSMining_OnPlayerBackpackFull=Your inventory is full. You cannot store any more shards until you empty it or sell its contents.
Hints_FPSMining_OnPlayerFinishedScanningRock=Once scanned, prepare the deposit for collection by fracturing it with energy from your mining tool.
Hints_FPSMining_OnPlayerLooksAtFPSRock=You have found a harvestable deposit. To collect the valuable shards, the rock will first need to be fractured with energy from a mining tool.
Hints_FPSMining_OnPlayerOwningMiningTool=This 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=To find deposits suitable for use with the mining tool, search caves, moons, planets, and asteroids for rocks embedded with crystals.
Hints_FPSMining_OnPlayerShootMiningToolAtEnvironment=Trying 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=Throttle the mining tool's power to keep the rock's energy level optimal. High instability needs more adjustment. High resistance needs more energy.
Hints_FPSMining_OnPlayerTargetsFPSRock=To scan an ore deposit, hold ~action(player|zoom) with the mining tool equipped. The compositional details provided are critical to successful mining.
Hints_FPSMining_OnRockEnterDangerZone=Careful. Overcharging a rock can result in a dangerous and even lethal explosion.
Hints_FPSMining_OnRockEnterOptimalZone=Once a deposit has been charged with the optimal amount of energy for enough time, they will soon fracture.
Hints_FPSMining_OnRockSuccessfulyFractured=Now that the rock has been fractured, interact with the shards to store them in your personal inventory.
Hints_FPSMining_OnShardLootedIntoBackpack=Collected shards in your inventory can be sold at various locations. To maximize your profits, consider collecting until your inventory is full.
Hints_FPSMining_Scanning_Title=FPS Mining - Scanning
Hints_FPSMining_Title=FPS Mining
Hints_FPSMining_Tool_Title=FPS Mining Tool
Hints_ForceReaction_KnockDown_FirstTime=Large impacts can knock you prone. Press or hold ~action(player|zoom) mid-fall to recover and gain weapon control sooner.
Hints_ForceReaction_KnockDown_Title=Force Reaction - Knockdowns
Hints_Fuel1=Refuel at a hangar with your Landing mobi-app from the pilot's seat. If your ship has intakes, limit your speed to refill over time.
Hints_Fuel2=To refuel, park at a pad or hangar and use your Landing mobi-app from the pilot’s seat.
Hints_Fuel3=If your spaceship has fuel intakes, limit your maneuvering to refill over time.
Hints_Fuel_Title=Low Fuel
Hints_Green_Zone1=You have left the confines of the Armistice Zone and entered open space. The combat restrictions of the Armistice Zone are no longer in effect.
Hints_Green_Zone_Title=Exiting Armistice Zone
Hints_Grenades_Indicator_Title=Grenades – Indicator
Hints_Grenades_Priming_Title=Grenades – Priming
Hints_Heal1=Your health is low. If you have a MedPen in your inventory, equip it to use it to heal. You can purchase more MedPens from shops.
Hints_Heal2=If you have a MedPen in your inventory, equip it to use it heal. You can purchase more MedPens from shops.
Hints_Heal_Title=Heal
Hints_Hint_System1=You can disable the Hints at any time via the Game Settings.
Hints_Hint_System_Title=Hints
Hints_Interaction_Condition_Carry=This item is too heavy to pick up.
Hints_Interaction_Condition_Generic=Some interaction options can become unavailable based on context. Use the inner thought text or hint to help resolve the blocking condition.
Hints_Interaction_Condition_Helmet=You cannot use this interaction while wearing a helmet. Remove your helmet through mobiGlas or Personal Inner Thought menu and try again.
Hints_Interaction_Condition_Helmet_Consume=Remove your helmet to eat or drink.
Hints_Interaction_Condition_Standing=You must be standing in order to use this interaction.
Hints_Interaction_Condition_Title=Blocked Interactions
Hints_Inventory_ClosedExternalInventoryOutOfRange=Moving too far away from a source or container will close the inventory screen. To reopen, move back within range.
Hints_Inventory_Clothing_Title=Clothing & Armor
Hints_Inventory_ContainerFull=Storage Containers have capacity limits. When full or almost full, you cannot add items that would exceed the limit.
Hints_Inventory_ContainerSizeLimits=Storage containers have size limits. Items that are too large cannot be placed inside.
Hints_Inventory_ContainerSizeLimits_Title=Storage Containers
Hints_Inventory_HomeItemAdded=A new item(s) has been added to your primary residence's local storage and can accessed while there via the inventory.
Hints_Inventory_HomeItemAdded_Title=New Item In Inventory
Hints_Inventory_InvalidClothingArmorEquip=Clothing and undersuits (and thus armor) cannot be equipped at the same time.
Hints_Inventory_InvalidClothingArmorEquip_Title=Clothing & Undersuits
Hints_Inventory_ItemPurchased=Your purchase has been transferred to your local storage and can be accessed while at this location via the inventory.
Hints_Inventory_ItemPurchased_Title=Local Storage
Hints_Inventory_Open=Drag and drop items to transfer them between storage containers and personal storage; including any items being worn or held.
Hints_Inventory_OpenInVehicle=Navigate between your personal inventory and various storage containers using the tabs on the sides of the screen.
Hints_Inventory_OpenWithNoContainer=Equip clothing, armor, and backpacks to manage their storage. Visit a container to manage its inventory. To drop items, drag them to the drop hand icon.
Hints_Inventory_SpawnPointExit=To find where your items are being stored, use the mobiGlas Asset app to track all your belongings and their current whereabouts.
Hints_Inventory_SpawnPointExit_2=Use your inventory to equip and unequip items, weapons, clothing, and armor by dragging and dropping.
Hints_Inventory_Title=Inventory
Hints_Inventory_Tracking_Title=Inventory - Tracking
Hints_Inventory_UndersuitClothingIncompatible=You must wear an undersuit to equip armor pieces. Since undersuits can't be worn with clothing, you are unable to pair clothing with armor.
Hints_Inventory_VehicleDestroyed=When a vehicle is destroyed, some items aboard have a chance of surviving. To recover, search the wreckage. (A tractor beam may be helpful.)
Hints_Inventory_VehicleStorageUsed=To find the locations of your belongings, use the mobiGlas Asset app.
Hints_Inventory_VehicleStorage_Title=Vehicle Storage
Hints_Item_Collection_Title=Item Collecting
Hints_Items1_Priming=Equipped grenades can be primed to begin a detonation countdown. Be sure to throw or cancel the priming before the grenade explodes.
Hints_Items2=Watch out for the grenade icon that indicates when a grenade has been thrown near to you.
Hints_Journal1=The Journal app is for reviewing your correspondence and collected data.
Hints_Journal_Title=Journal
Hints_Keybinding1=If a Hint action is UNBOUND you should remap it in the Keybinding menu. Find the Keybinding menu in the Options.
Hints_Keybinding_Title=Keybindings
Hints_LogInBedSpawnFailGeneric=The bed you last logged out from is currently unavailable on this server. Instead, you have respawned at your previous location.
Hints_LogInBedSpawnFailGeneric_Title=Bed Unavailable
Hints_LoggingOut=While in your ship's bed, interact with it to see the option to log out.
Hints_LoggingOut_Title=Logging Out
Hints_LogoutAIShip=Only ships owned by a player can be used as an initial spawn location.
Hints_LogoutEnteredNoPlayersAround=When no other people are in the area, your ship will despawn from the server.
Hints_LogoutEnteredNonOwned=You can spawn on another player's ship if it is available on the server. Otherwise, your initial spawn will be the last location you stored a ship at.
Hints_LogoutEnteredPlayersAround=When people are nearby, your ship remains on the server for a short time. During this time there is a risk of it being destroyed or stolen.
Hints_LogoutEnteredPlayersInShip=If there are people aboard, your ship will not despawn until it is empty. During this time there is a risk of it being destroyed or stolen.
Hints_LogoutShipWithinShip=Vehicles stored on another ship's landing area are not available for player spawning.
Hints_Logout_Title=Logging Out
Hints_MFD1=Manage your ship's power, heat, weapons and shields via the interactive screens in your cockpit.
Hints_MFD2=Use Interaction Mode to switch between and manipulate the information displayed on screen.
Hints_MFD3=Take the time to get accustomed to the options available here. Being able to quickly navigate these screens will be vital later.
Hints_MFD_Title=Multi-Function Displays
Hints_Map01=From your mobiGlas Map you can set destinations, place markers, and plan routes.
Hints_Map01_Gamepad=From your mobiGlas Map you can set destinations, place markers, and plan routes.
Hints_Map_Title=Maps
Hints_MedBeam_FireMode=Choose who to heal by toggling between targeting yourself and other injured individuals.
Hints_MedBeam_MT_BDLCrit=The Multi-Tool Healing Attachment cannot heal targets with a Critical Blood Drug Level (BDL).
Hints_MedBeam_MT_TargetRequired=You can heal a target over a short distance using the Multi-Tool Healing Attachment.
Hints_MedBeam_MT_Title=Multi-Tool Healing
Hints_MedBeam_Medgun_AdvMode=In Advanced Mode you can adjust the drug types and dosages delivered to your target.
Hints_MedBeam_Medgun_AdvModeButtons=Press the Auto button to automatically set the target dosages. Press Clear to reset the target Dosage.
Hints_MedBeam_Medgun_AdvModeCritBDLBypass=Advanced Mode bypasses BDL safety limits and should be used with caution. Administering Resurgera will reduce a target’s BDL faster over time.
Hints_MedBeam_Medgun_BDLCrit=Medical Devices cannot heal targets with a critical Blood Drug Level (BDL) when in Basic Mode. Use Advanced Mode to bypass the BDL safety limits.
Hints_MedBeam_Medgun_TargetRequired=You can heal and apply drugs to a target over a short distance using a Medical Device.
Hints_MedBeam_Medgun_ToggleAdvMode=Toggle to the Advanced Mode to access more drug application options.
Hints_MedBeam_MedicalDeviceDosage_Title=Medical Device - Dosage
Hints_MedBeam_MedicalDeviceModes_Title=Medical Device - Modes
Hints_MedBeam_Title=Medical Beam
Hints_MedBeam_ValidTargetAcquired=Additional information regarding a target's current health status can found in the Medical Device's AR display.
Hints_MedBeam_ValidTargetAcquired_Hurt=Apply drugs to alleviate injury symptoms and improve the health of an injured target. Note that this increases the target’s Blood Drug Level (BDL).
Hints_Medical_Device_Title=Medical Device
Hints_MedpenStabBlockedInGreenZone=Medical pens cannot be used to inject others while in a armistice zone.
Hints_MedpenStabBlockedInGreenZone_Title=Armistice Zone - Medication
Hints_Melee_Blocking=To successfully block, turn to face the incoming attack.
Hints_Melee_Combat_Title=Melee Combat
Hints_Melee_ComboAttacks=To perform combinations, alternate left and right attacks.
Hints_Melee_HeavyHaymaker=To throw a Haymaker, preform a heavy punch with the opposite hand after performing a Jab.
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_Uppercut=To throw an Uppercut, follow up a hook with an attack from the alternate hand.
Hints_MiningConsumables_OnConsumableExpired=An Active Mining Module has expired and its effects have ended. However, they can be activated multiple times until they're depleted.
Hints_MiningConsumables_OnConsumableExpiredNoCharges=An Active Mining Module has expired and is now fully depleted. Return to a mining equipment supplier to purchase more.
Hints_MiningConsumables_OnConsumableUsed=Each type of Mining Module has different effects and durations. Experiment with Modules to find what works best for you in various situations.
Hints_MiningConsumables_OnFirstMiningConsumableBought=Purchased Mining Modules can be equipped on compatible mining lasers. Assign the module to an available slot via the Vehicle Manager.
Hints_MiningConsumables_OnFirstMiningWithConsumablesEquipped=Passive Mining Modules are always functional. For Active Mining Modules, use Interaction Mode on the Mining Module Panel on your Dashboard.
Hints_Mining_Cargo_Title=Mining - Cargo
Hints_Mining_Difficulty_Title=Mining - Difficulty
Hints_Mining_Extraction_Title=Mining - Extraction
Hints_Mining_Fracture_Title=Mining - Fracture
Hints_Mining_Intro_Title=Mining - Intro
Hints_Mining_Mode_Welcome_Title=Welcome to Mining
Hints_Mining_Modules_Title=Mining Modules
Hints_Mining_Scanning_Title=Mining - Scanning
Hints_Mining_Title=Mining
Hints_Missions_Title=Missions
Hints_Monitored1,P=Local security forces uphold monitored zones throughout the system. Any area where the eye icon is displayed on your visor is monitored.
Hints_Monitored2=Working Comm Arrays are required to maintain monitored space.
Hints_Monitored3=You have passed outside of the local security's monitored zone.
Hints_Monitored_Title=Monitored Space
Hints_OnProspectorCargoFull=Your cargo hold is full. Any additional minerals extracted will be lost. Travel to a rest stop with a Refinery to refine or sell your materials.
Hints_OnProspectorCargoHalfFull=Your cargo hold is half full.
Hints_OnProspectorEngineStart=To start mining, travel above the surface of a planet, moon, or asteroid and use your vehicle's radar ping to find and identify mineral deposits.
Hints_OnProspectorExtractableRockTargetted=Once the rock is small enough to harvest, it will have a purple outline. Target the rock and switch to Extraction Mode to extract the minerals inside the rock.
Hints_OnProspectorFracturableRockTargetted=Target a rock to scan it, collecting more data over time. Switch to Fracture Mode to use the Mining Laser, adjusting the throttle as needed.
Hints_OnProspectorInLowOrbitOverMoon=To find valuable materials, switch to your scanning mode and use the radar ping to locate potential mineral deposits.
Hints_OnProspectorMiningModeSwitch=Mining is split into two phases: Fracture and Extraction. Fracture Mode is used to shatter rocks into smaller pieces while Extraction mode is used to extract minerals from the smallest rocks.
Hints_OnProspectorMiningNoProgress=Some deposits are too resistant or big for your current equipment. Try upgrading your laser, finding different deposits, or teaming up with others.
Hints_OnProspectorRadarBlobFound=Mineral deposit detected. Fly closer to narrow down its position and identify what it is.
Hints_OnProspectorRockExtracted=You have extracted your first valuable materials. You can continue to mine resources until your cargo hold is full.
Hints_OnProspectorRockFractured=Now that the rock has fractured, keep shattering the fragments (yellow) until they become small enough to be extracted (purple).
Hints_OnProspectorRockInPassiveRadar=You have found a rock rich in ore. Get close and switch your ship to Mining Mode to begin the fracturing and extraction process.
Hints_OnProspectorRockPowerDangerLevel=If a rock being mined reaches dangerous levels (red) it will potentially explode, damaging everything nearby.
Hints_OnProspectorRockPowerOptimalLevel=Keeping the energy level inside the rock's optimal window (green) will cause a controlled fracture to occur.
Hints_Oxygen1=To refill your oxygen tank when its low, equip an OxyPen from your inventory and then use it. OxyPens are available for purchase at shops.
Hints_Oxygen2=Your oxygen's running low. Equip an OxyPen from your inventory and use it to refill your tank. OxyPens are available for purchase at shops.
Hints_Oxygen3=Your oxygen tank's very low. Equip an OxyPen from your inventory and use it to refill your tank. OxyPens are available for purchase at shops.
Hints_Oxygen4=Your Oxygen Tank is running low. Return to an environment with life support or use an OxyPen to replenish it.
Hints_Oxygen6=Your Oxygen Tank is very low. Quickly return to an environment with life support or use an OxyPen to replenish it.
Hints_Oxygen_Title=Oxygen
Hints_PIT_FlightModeSelect_Menu=Highlight a segment and release to toggle a mode on or off. Tapping will toggle the last selected Flight Mode.
Hints_PIT_FlightModeSelect_Open=In the Flight Mode Select menu, hold to select and release to perform the action.
Hints_PIT_FlightModeSelect_Title=Flight Mode Select Menu
Hints_PIT_Menu_Favorites=Favorites are contextual and only available when in the correct state. For example, the Quantum Travel toggle is only available when in a ship seat.
Hints_PIT_Menu_Inactive=Contextual actions will be greyed out and inactive when they are not applicable. For example, equipping a weapon within an Armistice Zone.
Hints_PIT_Menu_Inactive_Title=PIT Menu - Inactive
Hints_PIT_Menu_Navigation=Select an action or navigate to a category with Left Mouse Button\nTo open a highlighted segment's contextual menu or return to the previous menu hierarchy, use Right Mouse Button.
Hints_PIT_Menu_Navigation_Title=PIT Menu - Navigation
Hints_PIT_Menu_Open=Managing your avatar's behavior and carriable inventory is done through the Personal Inner Thoughts menu.
Hints_PIT_Menu_Summary=From the PIT menu, you can trigger contextual actions, set hot keys, and assign favorites.
Hints_Personal_Inner_Thought1=Use 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_Inner_Thought_Title=Personal Inner Thought (PIT)
Hints_Personal_Inventory01=To open your Full Inventory press (~action(player_choice|pc_pit_inventory)). To open the Quick Inventory use ~action(player_choice|pc_pit_looting).
Hints_Personal_Inventory_Title=Personal Inventory
Hints_Pickups1=When enemies are defeated, they drop pickups that replenish your spaceship. There are four different kinds: Fuel, Ammo, Missiles and Repair.
Hints_Pickups2=The pickups offer larger rewards to the players that dealt the most damage.
Hints_Pickups_Title=Pickups
Hints_Port_Olisar3=Before attempting to pass through any External Airlock, check you've an undersuit and helmet equipped.
Hints_Private_Match1=Private matches are unranked meaning your scores aren't recorded.
Hints_Private_Match_Title=Private Matches
Hints_Quantum_Drive_CoolDown_Title=Quantum Drive - Cool-Down
Hints_Quantum_Drive_Cooldown1=After you QT, your drive will need to cooldown. How long of a cooldown depends on the distance Quantum Travelled.
Hints_Quantum_Drive_Spooling1=Ships must fully spool up their Quantum Drives in order to Quantum Travel.
Hints_Quantum_Drive_Spooling2=Spooling your Quantum Drive will expose nearby navigation markers if nothing is selected in the Map.\n
Hints_Quantum_Drive_Spooling3=Your Quantum Drive's spooling status shows on your Flight HUD and the Calibration UI.
Hints_Quantum_Drive_Spooling4=Spooling your Quantum Drive will draw power from other elements in your ship; most notably, your ship's Weapons and Shields.
Hints_Quantum_Drive_Spooling_Title=Quantum Drive - Spooling
Hints_Quantum_Drive_Title=Quantum Drive
Hints_Quantum_Linking1=Once linked, you will be able to initiate QT for the group. Nearby group members that are aligned and spooled will travel with you.
Hints_Quantum_Linking_Title=Quantum Linking
Hints_Quantum_Travel1=Once you've set a destination in the Map, a waypoint will appear on your visor. Align your ship to the waypoint to calibrate for QT.
Hints_Quantum_Travel2=Your destination is obstructed and Quantum Travel cannot be initiated. You may need to travel somewhere else first to find a clear path.
Hints_Quantum_Travel_Calibration1=Align to a Nav Marker to start Calibrating your QT Target.
Hints_Quantum_Travel_Calibration3=Spooling your Quantum Drive will allow you to Quantum Travel to any marked destination once calibrated.
Hints_Quantum_Travel_Calibration4=Once your Quantum Drive is aligned and calibrated you will be able initiate Quantum Travel.
Hints_Quantum_Travel_Calibration_Title=Quantum Travel - Calibration
Hints_Quantum_Travel_Cancel1=While Quantum Travel can be cancelled mid-route, it must be done PRIOR to starting the deceleration phase.
Hints_Quantum_Travel_Cancel_Title=Quantum Travel - Cancel
Hints_Quantum_Travel_Title=Quantum Travel
Hints_RepairBeam_AmmoEmpty=Repairing consumes Recycled Material Composite (RMC), which can be acquired in shops or by using the Salvage Beam.
Hints_RepairBeam_HullOverview=The Repair Beam can partially repair damage done to a hull as long as the ship or vehicle's shields are deactivated.
Hints_RepairBeam_HullOverview_Title=Repair - Hull Restoration
Hints_RepairBeam_Repairing=The repair capabilities of the Cambio-Lite SRT Attachment are limited. It won't produce a pristine hull but field repairs can be vital for survival.
Hints_RepairBeam_Title=Multi-Tool - Repair
Hints_RepairBeam_VehicleTargetAquired=Use Repair mode to patch a damaged hull by moving the beam at a steady pace and targeting damaged areas.
Hints_Respawn_MedBed_ClearAllRespawn=If an imprint is removed from a vehicle's medical bed, or that vehicle's not available, they will regen at their primary residence facility.
Hints_Respawn_MedBed_ClearRespawn=Make a new imprint to set medical facility as your regen location. Reset your location to reassign your imprint to your primary residence facility.
Hints_Respawn_MedBed_FirstUnavailable=If your regen preference is unavailable at time of respawn, you will instead regen at the facility closest to your primary residence.
Hints_Respawn_MedBed_OutOfRange=Regen locations have a maximum range at which they can function. Dying outside of this range will result in your being respawned elsewhere.
Hints_Respawn_MedBed_SetRespawn=Create an imprint at a location to regen there after you die. You'll regen there until your location's reset or a new imprint's made.
Hints_RestrictedAreaNavigation_Title=Restricted Area - Navigation
Hints_RestrictedAreaTunnelActivatedLanding=Safely traverse through Restricted Areas via the designated AR Marker Tunnels.
Hints_RestrictedAreaTunnelActivatedTakeOff=Safely traverse through Restricted Areas via the designated AR Marker Tunnels.
Hints_RestrictedAreaTunnelEdge=Stay within the AR Marker Tunnel to traverse through the Restricted Area safely.
Hints_RestrictedAreaTunnelNearby=To safely traverse the Restricted Area, locate the nearby AR Marker Tunnel and fly along its path.
Hints_SalvageBeam_AmmoFull=The Cambio-Lite SRT Attachment converts scrap into Recycled Material Composite (RMC), which can be sold or used to repair damaged hulls.
Hints_SalvageBeam_HullOverview=The Salvage Beam strips vehicle hulls into Recycled Material Composite (RMC). Collected material can be sold or used to repair damaged hulls.
Hints_SalvageBeam_HullOverview_Title=Salvage - Hull Scraping
Hints_SalvageBeam_MaterialDepleeted=Move the Salvage Beam across the surface at a steady pace to ensure the collection of all the salvageable material in an area.
Hints_SalvageBeam_Salvaging=Salvaging turns various materials into Recycled Material Composite (RMC) and stores it in the accompanying canister until it's full.
Hints_SalvageBeam_Salvaging_Title=Multi-Tool - Salvage
Hints_SalvageBeam_VehicleTargetAquired=Salvaging the hull weakens the structural integrity of that part of the ship or vehicle.
Hints_SalvageBeam_VehicleTargetAquired_Title=Salvage - FPS Hull Scraping
Hints_SalvageRepairBeam_Shields=The Salvage or Repair process is ineffective if the ship or vehicle's shields are active.
Hints_SalvageRepairBeam_Shields_Title=FPS Salvage & Repair - Shields
Hints_Scheduler1=Objectives are tracked via the Contract Manager app.
Hints_Scheduler2=Completed contracts are also shown here.
Hints_Security1=Unless prior authorization has been given, entering a Comm Array is considered trespassing.
Hints_Security_Title=Comm Arrays
Hints_Ship_Ammo1=Ballistic weapons are running low on ammo.
Hints_Ship_Ammo2=You are almost out of missiles.
Hints_Ship_Ammo_Title=Ship Ammo
Hints_Ship_Combat2=Your shields are down. You will be more vulnerable to weapons until they recharge.
Hints_Ship_Combat4=Your spaceship's energy weapons will run out of power when used too frequently. Allow them time to recharge.
Hints_Ship_Combat5=Your spaceship's weapons are overheating from too much use. Allow them time to cool down.
Hints_Ship_Combat7=Once you have a target, enter Missile Mode to launch any armed missiles.
Hints_Ship_Combat_Title=Ship Combat
Hints_Ship_Customization1=The changes made here will only affect your spaceship's setup in Arena Commander.
Hints_Ship_Customization_Title=Ship Customization
Hints_Ship_Defense1=Launching countermeasures allow you to avoid missiles. Cycle between Decoy or Noise types to select the correct countermeasure for the situation.
Hints_Ship_Defense2=Match your countermeasure selection to the missile lock icon. Timing is important and varies for each type of countermeasure.
Hints_Ship_Health1=Your spaceship's hull integrity is dangerously low.
Hints_Ship_Movement3=Remember to raise the landing gear to fly at full speed.
Hints_Ship_Movement5=Decoupled mode means your ship is no longer correcting your trajectory and will fly under Newtonian laws. Not recommended for beginner pilots.
Hints_Ship_Movement6=Activate your ship's boost to overclock your thrusters for higher maneuverability. Maintaining this for too long can burnout and damage your ship.
Hints_Ship_Movement_Title=Ship Movement
Hints_Ship_Startup1=Look for the Engage Systems dashboard button to start your system, or press ~action(spaceship_general|v_flightready).
Hints_Ship_Startup2=Look for the Engage Systems dashboard button to start your system, or press ~action(spaceship_general|v_flightready).
Hints_Ship_Startup_Title=Ship Startup
Hints_Shopping1=Shops are available throughout most stations. Use them to buy items and equipment before a journey.
Hints_Shopping2=Make a purchase by selecting the 'Buy' option via Interaction Mode or using the shop's kiosk.
Hints_Shopping3=You can also 'Try On' or 'Inspect' items in a shop before purchasing.
Hints_Shopping_Title=Shopping
Hints_SignatureSystem_EmissionHUD_01=The HUD Emission Bars indicate the strength of your signature vs. the current ambient signature. Signatures lower than the ambient are hard to detect.
Hints_SignatureSystem_EmissionHUD_Title=Emissions HUD
Hints_SignatureSystem_EmissionsHUD_02=Lower your vehicle's power usage to decrease EM signature, present a smaller profile to decrease your CS, and lower your temperature to decrease IR.
Hints_SignatureSystem_Ping=Pinging will highlight new contacts or areas worth investigating, but will temporarily increase your EM signature making you more detectable.
Hints_SignatureSystem_PingAngleChanged=Lowering the Ping’s angle reduces the area the wave will cover while increasing its amplification of encountered signatures.
Hints_SignatureSystem_PingAngle_Title=Radar Ping Angle
Hints_SignatureSystem_PingTriggered_01=When pinging, a wave accelerates outwards from your radar, highlighting any new contacts or areas worth investigating.\n
Hints_SignatureSystem_PingTriggered_02=The Ping can be adjusted from an expanding sphere to a smaller projected cone. The narrower the Ping, the more it will amplify encountered signatures.
Hints_SignatureSystem_Ping_Title=Radar's Ping
Hints_SignatureSystem_ScanAbandoned=The Scan Progress Bar shows how much information you've obtained. Once full, you have acquired all the available information.
Hints_SignatureSystem_ScanCompleted_01=If the Signature Strength Bar is not full, there may be more information available. Try getting closer to the target and/or increase your Scan Focus.
Hints_SignatureSystem_ScanCompleted_02=Scan Noise is indicated by the top of the Signature Strength Bar being red. Mitigate Scan Noise by increasing Scan Focus or upgrading your Scanner.
Hints_SignatureSystem_ScanModeEntered_01=To analyze a target, first adjust your direction so that the desired target is within the Scan Reticle, then scan until the Scan Progress Bar is full.
Hints_SignatureSystem_ScanModeEntered_02=You can increase or decrease your Scan Focus to adjust which objects you're trying to analyze.
Hints_SignatureSystem_ScanStarted=The Scan Progress fills as information is obtained. Keep scanning to receive all currently available info.
Hints_SignatureSystem_ScanZoomChanged=To improve a target's Signature Strength, try increasing your Scan Focus. Note, increased Focus may make targets difficult to follow.
Hints_SignatureSystem_Scanning_Title=Scan Mode
Hints_Sim_Cab1=Arena Commander allows you to practice your combat encounters from the safety of a Sim Cab.
Hints_Sim_Cab_Title=Sim Cab
Hints_Spawn01=Press ~action(default|pl_exit) to stand up.
Hints_Stamina1=Monitor your Heart Rate to avoid becoming fatigued. Running and jumping will increase your Heart Rate.
Hints_Stamina2=Your Heart Rate is very high. Rest to allow it time to return to normal rates.
Hints_Stamina_Title=Stamina
Hints_StowContractItem=To store an item you're holding, interact with the item and select 'Store' or use the inventory screen.
Hints_StowContractItem_Title=Storing Personal Items
Hints_Take-off_Demo1=Grav-Lev vehicles automatically hover when powered on.
Hints_Take-off_Demo1_Axis=Grav-Lev vehicles automatically hover when powered on.
Hints_Take-off_Title=Take-Off
Hints_TeamElimination1=Scavenge for OxyPens to survive. Central locations have the most oxygen resources.
Hints_TeamElimination_Title=Team Elimination
Hints_TractorBeam_OnTetherBreak_Distance=Both weight and distance factor into the tractor beam's ability to tether to a target. The heavier the object, the shorter the tether will need to be.
Hints_TractorBeam_OnTetherBreak_LineOfSight=If the tractor beam path to the target is interrupted or blocked, the tether will break. Move carefully to prevent accidental release.
Hints_TractorBeam_OnTetherBroke_ViewCone=Attempting to move a tethered object at too sharp an angle will sever the tractor beam. Adjust carefully to prevent accidental release.
Hints_TractorBeam_TargetCantLift_Mass=The tractor beam is unable to safely target objects that are too distant or heavy (in gravity). Use the multi-tool's HUD to see viable targets.
Hints_TractorBeam_TargetCantLift_Size=Some objects are too large for the tractor beam to safely manipulate. The multi-tool's HUD will indicate if an object is an appropriate target.
Hints_TractorBeam_Title=Multi-Tool - Tractor Beam
Hints_TractorBeam_ZeroGTraversal=While in zero-g, tethering to a large enough object (like a ship or station) will pull you towards it.
Hints_Trade_Kiosks1=Purchase commodities for trade or sell commodities you own from vehicles stored here or the local warehouse.
Hints_Trade_Kiosks2=The Local Market Value tab will let you know which commodities will net you the most profit.
Hints_Trade_Kiosks_Title=Trading and Shipping Console
Hints_VolatileCargo_Collection_Title=Volatile Cargo - Collection
Hints_VolatileCargo_Jettisoned_Title=Volatile Cargo - Jettisoned
Hints_VolatileCargo_OnVolatileCargoCollected=Your vehicle is now transporting volatile cargo. Use caution and avoid damage to keep the cargo stable.
Hints_VolatileCargo_OnVolatileCargoCollectedFirstTime=Volatile cargo stored aboard your vehicle can become unstable if it takes damage. If it becomes critically unstable, it may explode.
Hints_VolatileCargo_OnVolatileCargoCritical=Your volatile cargo is about to explode! Jettison all cargo via the 'Cargo Warning' panel now!
Hints_VolatileCargo_OnVolatileCargoExplodedNoDeath=Your volatile cargo has exploded and severely damaged your vehicle.
Hints_VolatileCargo_OnVolatileCargoJettisoned=You have jettisoned the contents of your hold and your 'Cargo Warning' light is now deactivated.
Hints_VolatileCargo_OnVolatileCargoLightOnCritical=Your volatile cargo is critically unstable and may explode. Consider jettisoning the entire contents of your cargo hold via the 'Cargo Warning' panel.
Hints_VolatileCargo_OnVolatileCargoLightOnWarning=Your volatile cargo has become unstable and may explode. Consider jettisoning the volatile cargo if its stability drops further.
Hints_VolatileCargo_Title=Volatile Cargo
Hints_VolatileCargo_Warning_Title=Volatile Cargo - Warning
Hints_WeaponADSActivateNightvision_Body,P=You can activate light amplification by pressing ~action(player|interact_with_scope)
Hints_WeaponADSActivateNightvision_Title,P=Optic Attachments - Light Amplification
Hints_WeaponADSActivateZoom_Body,P=You can switch zoom levels by pressing ~action(player|interact_with_scope)
Hints_WeaponADSActivateZoom_Title,P=Optic Attachments - Zoom Levels
HockrowAgency_RepUI_Area,P=WIP
HockrowAgency_RepUI_Description,P=WIP
HockrowAgency_RepUI_Focus,P=WIP
HockrowAgency_RepUI_Founded,P=WIP
HockrowAgency_RepUI_Headquarters,P=WIP
HockrowAgency_RepUI_Leadership,P=WIP
HockrowAgency_RepUI_Name,P=Hockrow Agency
Hockrow_BlackBox_space_E_Desc_001=Hockrow Agency \nCase File #BR83215\nLead Investigator: Arken Mallor\n\nCase Summary: \nClient hired the agency to look into the destruction of one of their ships near ~mission(Location|Address). They are claiming that the ship was destroyed by an ex-partner and need the blackbox to prove it.\n\nContract Investigator Actions:\nDispatch to ~mission(Location|Address) and locate the derelict ship. Secure the area from any hostiles. Retrieve the blackbox and deliver it to the freight elevator at ~mission(Destination|Address).\n\nAdditional Notes:\nWhoever destroyed the ship could still be in the area so be prepared for a fight, as such this has been flagged as a combat mission.\n
Hockrow_BlackBox_space_E_Title_001=Blackbox Recovery Request: Junior Level
Hockrow_BlackBox_space_H_Desc_001=Hockrow Agency \nCase File #BR744152\nLead Investigator: Arken Mallor\n\nCase Summary: \nContract’s come through to look into a recent attack near ~mission(Location|Address). Client claims that they were ambushed by a serious outlaw pack and need the proof. An operative with significant combat experience is needed to fly to scene and retrieve blackbox.\n\nContract Investigator Actions:\nFind site of derelict ship at ~mission(Location|Address), secure the blackbox, and deliver to the freight elevator at ~mission(Destination|Address).\n\nAdditional Notes:\nExpect heavy resistance from outlaws present on the scene. As such, this has been flagged as a combat mission.
Hockrow_BlackBox_space_H_Title_001=Blackbox Recovery Request: Senior Investigator Level
Hockrow_BlackBox_space_Intro_Desc_001=Hockrow Agency \nCase File #BRI1652\nLead Investigator: Arken Mallor\n\nCase Summary: \nHockrow Agency is currently looking for new contractors to aid in our investigations around the ’verse. A common staple in the quick resolution of a crime, the retrieval of a ship’s blackbox can provide critical insight into building a successful case. \n\nIf you’re eager to work with Hockrow, we want to offer a cut-and-dry blackbox retrieval op to see how it fits. \n\nI suspect that the perpetrators are long gone by now, so you shouldn't run into any resistance.\n\nContract Investigator Actions:\nHead out to ~mission(Location|Address), secure the black box in the derelict spaceship there and return it to the freight elevator at ~mission(Destination|Address).\n\nAdditional Notes:\nSuccessful completion of this task will open up other employment opportunities within Hockrow Agency.
Hockrow_BlackBox_space_Intro_Title_001=NEW HIRE: Blackbox Recovery
Hockrow_BlackBox_space_M_Desc_001=Hockrow Agency \nCase File #BR74382\nLead Investigator: Arken Mallor\n\nCase Summary: \nA known outlaw attacked and destroyed a ship near ~mission(Location|Address). The agency has been contracted to retrieve the ship’s blackbox in order to build a case against them and lobby for Advocacy intervention. \n\nContract Investigator Actions:\nAn operative is needed to head to the crime scene at ~mission(Location|Address), secure the area from any hostiles present to procure the blackbox, and deliver to the freight elevator at ~mission(Destination|Address).\n\nAdditional Notes:\nBe advised that there are still hostile forces in the area that will attack. These will most likely have some experience fighting, so be prepared. \n\nThis contract has been flagged as a combat mission.
Hockrow_BlackBox_space_M_Title_001=Blackbox Recovery Request: Investigator Level
Hockrow_BlackBox_space_S_Desc_001=Hockrow Agency \nCase File #BR547384\nLead Investigator: Arken Mallor\n\nCase Summary: \nThis request comes down from Head Office. \n\nWe’ve just learned that a recent ship attack near ~mission(Location|Address) might have been the work of a notorious and equally elusive outlaw ringleader. The last time they popped their head above water was years ago, so this is a rare opportunity to catch them. This is an opportunity that our client does not want to pass up. We need a top-tier operative with elite combat experience to retrieve the blackbox of this downed ship in order to prove the ringleader’s involvement.\n\nThere will be highly-trained hostiles present on the scene who will put up significant resistance to your presence. Eliminate them and complete the mission.\n\n\nContract Investigator Actions:\nImmediately scramble to ~mission(Location|Address) and clear the surrounding airspace in order to secure the blackbox. Once obtained, deliver it to the freight elevator at ~mission(Destination|Address).\n\nAdditional Notes:\nHead Office stresses that this will be an incredibly difficult mission to pull off. Make sure you bring your A-game.
Hockrow_BlackBox_space_S_Title_001=Blackbox Recovery Request: Special Investigator Level
Hockrow_BlackBox_space_VE_Desc_001=Hockrow Agency \nCase File #BR56263\nLead Investigator: Arken Mallor\n\nCase Summary: \nNeed an operative to extract the blackbox from a destroyed ship. The ship’s owner claims that it was genuinely lost in an outlaw attack, but the insurance company has doubts. We’ve been hired to find out which is true.\n\nI suspect that the perpetrators are long gone by now, so you shouldn't run into any resistance.\n\nContract Investigator Actions:\nProceed to ~mission(Location|Address), secure the black box in the derelict spaceship there and return it to the freight elevator at ~mission(Destination|Address).\n\nAdditional Notes:\nYou will need to EVA for this one so make sure you got a suit.
Hockrow_BlackBox_space_VE_Title_001=Blackbox Recovery Request: Probationary Level
Hockrow_BlackBox_space_VH_Desc_001=Hockrow Agency \nCase File #BR23665\nLead Investigator: Arken Mallor\n\nCase Summary: \nOperative with extensive combat experience needed to retrieve a blackbox from a compromised ship at ~mission(Location|Address). Client hasn’t specified why they need it but are paying good money to have it back. \n\nAnalysis of the wreck indicates that there are some serious hostiles in the area, so any attempt to retrieve will likely require a fight. Our records indicate that these hostiles are highly trained and aggressive, so prepare accordingly.\n\nContract Investigator Actions:\nRoute to ~mission(Location|Address) and secure the blacbox by any means necessary. Once obtained, deliver it to the freight elevator at ~mission(Destination|Address) for payment.\n\nAdditional Notes:\nOperations wanted to reiterate that this will be a heavy combat mission so make sure you bring allies or equipment to handle it.
Hockrow_BlackBox_space_VH_Title_001=Blackbox Recovery Request: Lead Investigator Level
Hockrow_FacilityDelve_EngineeringCode_obj_long,P=Reagent Code ~mission(EngineeringCode)
Hockrow_FacilityDelve_EngineeringCode_obj_short,P=Reagent Code ~mission(EngineeringCode)
Hockrow_FacilityDelve_P1M1_desc=Hockrow Agency \nCase File #JD10285\nLead Investigator: Arken Mallor\n\nCase Summary: \nA client has requested that Hockrow compile a complete dossier on infamous scientist Dr. Logan Jorrit. Believed responsible for the incidents at Associated Science & Development’s Lazarus site, the client is eager to get a broader view of Dr. Logan and his research.\n\nContract Investigator Actions: \nGain access to ASD’s shuttered Onyx Facility where Dr. Jorrit was formerly the Lead Scientist. Once there, locate and access the research lab’s personnel files so that we can get an overview of what was going on there.\n\nAdditional Notes:\nThe QT beacon to the site was deactivated when the facility went dark so you'll have to fly the last leg manually.\n\nWhile ASD has formally closed the facility, caution is still advised. Not only may the labs themselves be hazardous, but the surrounding area shows signs of recent visitors. Scavengers or squatters may be on site.\n\nI've also managed to wrangle an employee ID code for you so as long as you're on the job, you'll be able to access the computers there. \n\nAdditionally, Onyx Facility only has large hangars available, so plan your travel appropriately.\n
Hockrow_FacilityDelve_P1M1_item=Personnel Files
Hockrow_FacilityDelve_P1M1_obj_hud_00=Land in ~mission(Location) Hangar
Hockrow_FacilityDelve_P1M1_obj_hud_01=Track Down and Access ~mission(ObjectiveSetupItem)
Hockrow_FacilityDelve_P1M1_obj_long_00=Land in the hangar at ~mission(Location|Address).
Hockrow_FacilityDelve_P1M1_obj_long_01=Track down and access ~mission(ObjectiveSetupItem).
Hockrow_FacilityDelve_P1M1_obj_marker_00=~mission(Location) Hangar
Hockrow_FacilityDelve_P1M1_obj_marker_01=~mission(ObjectiveSetupItem)
Hockrow_FacilityDelve_P1M1_obj_short_00=Land in ~mission(Location) Hangar
Hockrow_FacilityDelve_P1M1_obj_short_01=Track Down and Access ~mission(ObjectiveSetupItem)
Hockrow_FacilityDelve_P1M1_researchvialobby=Research Wing via Lobby
Hockrow_FacilityDelve_P1M1_title=Jorrit Dossier: Onyx Personnel Files
Hockrow_FacilityDelve_P1M2_desc=Hockrow Agency \nCase File #JD10285\nLead Investigator: Arken Mallor\n\nCase Update: \nFrom the personnel files recovered at the Onyx Facility, we have now learned that Dr. Jorrit has recently visited the site and accessed files while there. The next step will be to follow this lead and try to learn exactly what Dr. Jorrit was doing in his old lab.\n\nContract Investigator Actions:\nExplore the Engineering wing and access Dr. Jorrit’s recent files.\n\nAdditional Notes:\nI've found a work around for the QT issue so you'll be able to travel directly to the site from now on.\n\nBe wary of possible hostile forces on site. \n\nTravel to Onyx in a vehicle that can be stored in a large hangar.\n
Hockrow_FacilityDelve_P1M2_item=Jorrit's Files
Hockrow_FacilityDelve_P1M2_title=Jorrit Dossier: Access Engineering Files
Hockrow_FacilityDelve_P1M3_desc=Hockrow Agency \nCase File #JD10285\nLead Investigator: Arken Mallor\n\nCase Update:\nThe files you found in Engineering confirm that Dr. Jorrit is actively pursuing something at the site, but it is still unclear what the doctor is up to. I’m hoping that if you can find the data he was accessing in Research it will provide further clarity.\n\n\nContract Investigator Actions:\nExplore the Research wing to locate and access Dr. Jorrit’s recent files .\n\nAdditional Notes:\nBe wary of possible hostile forces on site. \n\nTravel to Onyx in a vehicle that can be stored in a large hangar.\n\nOnce you accessed these files, I'll be sending you 5 Secure Drives with copies of whatever data we've gathered so far. You can collect them at your home location.
Hockrow_FacilityDelve_P1M3_title=Jorrit Dossier: Access Research Files
Hockrow_FacilityDelve_P2M1_Repeat_desc=Hockrow Agency \nCase File #JD10285\nLead Investigator: Arken Mallor\n\nCase Update: \nIt would be helpful to have the most recent energy anomaly data so that we can compare it to what you delivered last time. Any difference between the two data sets could prove useful.\n\nContract Investigator Actions:\nExplore the Engineering wing and retrieve the Energy Anomaly data and deliver it to ~mission(Destination|Address).\n\nAdditional Notes:\nBe wary of possible hostile forces on site. \n\nTravel to Onyx in a vehicle that can be stored in a large hangar.\n\nOnce you hand off this data, I'll send you a ASD Secure Drive that you can collect at your home location.\n
Hockrow_FacilityDelve_P2M1_Repeat_title=Jorrit Dossier: Updated Energy Anomaly Data
Hockrow_FacilityDelve_P2M1_desc=Hockrow Agency \nCase File #JD10285\nLead Investigator: Arken Mallor\n\nCase Update: \nReviewing Dr. Jorrit’s recent files that you uploaded to me left us with more questions than answers. While we know for a fact that the doctor had been inside Onyx, we don’t yet know the specifics of what he was doing. The client is eager for us to learn more about what exactly Jorrit’s up to, so I’m afraid you’re going to have to go back in.\n\nI have a few ideas on how we might be able to use the facility’s systems to pinpoint Dr. Jorrit’s activities, though you’ll have to physically bring me the data this time so we can properly analyze it. First up, are the energy sensors in Engineering. They’re still active and sensitive enough to pick up any anomalous readings.\n\nContract Investigator Actions:\nExplore the Engineering wing and retrieve the Energy Anomaly data and deliver it to ~mission(Destination|Address).\n\nAdditional Notes:\nBe wary of possible hostile forces on site. \n\nTravel to Onyx in a vehicle that can be stored in a large hangar.\n
Hockrow_FacilityDelve_P2M1_obj_hud_01=Retrieve Energy Anomaly Data from Engineering Wing
Hockrow_FacilityDelve_P2M1_obj_long_01=Retrieve Energy Anomaly data from the Engineering wing.
Hockrow_FacilityDelve_P2M1_obj_marker_01=Copy Energy Anomaly Data
Hockrow_FacilityDelve_P2M1_obj_short_01=Retrieve Energy Anomaly Data from Engineering Wing
Hockrow_FacilityDelve_P2M1_title=Jorrit Dossier: Retrieve Energy Anomaly Data
Hockrow_FacilityDelve_P2M2_Repeat_desc=Hockrow Agency \nCase File #JD10285\nLead Investigator: Arken Mallor\n\nCase Update: \nOut of an over-abundance of caution, it would be good to see if the security systems have picked up anything new since the last batch of data you delivered. That way we can make sure we’re up-to-date on what’s been happening down there.\n\nContract Investigator Actions:\nExplore the Research wing and retrieve the Security data and deliver it to ~mission(Destination|Address).\n\nAdditional Notes:\nBe wary of possible hostile forces on site. \n\nTravel to Onyx in a vehicle that can be stored in a large hangar.\n\nOnce you hand off this data, I'll send you a ASD Secure Drive that you can collect at your home location.
Hockrow_FacilityDelve_P2M2_Repeat_title=Jorrit Dossier: Updated Security Data
Hockrow_FacilityDelve_P2M2_desc=Hockrow Agency \nCase File #JD10285\nLead Investigator: Arken Mallor\n\nCase Update: \nWe were able to pull some very interesting data from what you delivered, but we still don’t have a clear enough picture. What we did concretely learn though is that the Onyx security monitoring system is still operational. The data from there is going to be your next target.\n\nContract Investigator Actions:\nExplore the Research wing and retrieve the Security data and deliver it to ~mission(Destination|Address).\n\nAdditional Notes:\nBe wary of possible hostile forces on site. \n\nTravel to Onyx in a vehicle that can be stored in a large hangar.\n
Hockrow_FacilityDelve_P2M2_obj_code=~mission(code)
Hockrow_FacilityDelve_P2M2_obj_hud_01=Retrieve Security Data from Research Wing
Hockrow_FacilityDelve_P2M2_obj_hud_02=Copy Security Data to Blank Memory Drive
Hockrow_FacilityDelve_P2M2_obj_long_01=Retrieve Security data from the Research wing.
Hockrow_FacilityDelve_P2M2_obj_long_02=Copy Security data onto a blank memory drive.
Hockrow_FacilityDelve_P2M2_obj_marker_01=Get Blank Memory Drive
Hockrow_FacilityDelve_P2M2_obj_marker_02=Copy Security Data
Hockrow_FacilityDelve_P2M2_obj_short_01=Retrieve Security Data from Research Wing
Hockrow_FacilityDelve_P2M2_obj_short_02=Copy Security Data to Blank Memory Drive
Hockrow_FacilityDelve_P2M2_title=Jorrit Dossier: Retrieve Security Data
Hockrow_FacilityDelve_P2M3_Repeat_desc=Hockrow Agency \nCase File #JD10285\nLead Investigator: Arken Mallor\n\nCase Update: \nOne of the biggest issue when it comes to ongoing investigations is intel growing stale. To help alleviate that, I’m going to have you head back into Onyx and grab the latest seismic sensor data. Would be good to see what the latest readings say.\n\nContract Investigator Actions:\nExplore the Research wing and retrieve the Seismic data and deliver it to ~mission(Destination|Address).\n\nAdditional Notes:\nBe wary of possible hostile forces on site.\n \nTravel to Onyx in a vehicle that can be stored in a large hangar.\n\nOnce you hand off this data, I'll send you a ASD Secure Drive that you can collect at your home location.
Hockrow_FacilityDelve_P2M3_Repeat_title=Jorrit Dossier: Updated Seismic Data
Hockrow_FacilityDelve_P2M3_desc=Hockrow Agency \nCase File #JD10285\nLead Investigator: Arken Mallor\n\nCase Update: \nThanks to that last batch of data you delivered, we’re starting to fill in the gaps on what Dr. Jorrit’s doing down there. Got a rough timeline of his activities. Seems he’s had more stuff coming into Onyx than going out which is interesting. We’re going to need more intel though. There’s an old experiment running down there that monitors minute seismic changes. If you can deliver that data to me, it’ll help us pinpoint some of the movement around the facility.\n\nContract Investigator Actions:\nExplore the Research wing and retrieve the Seismic data and deliver it to ~mission(Destination|Address).\n\nAdditional Notes:\nBe wary of possible hostile forces on site.\n \nTravel to Onyx in a vehicle that can be stored in a large hangar.\n
Hockrow_FacilityDelve_P2M3_obj_hud_01=Retrieve Seismic Data from Research Wing
Hockrow_FacilityDelve_P2M3_obj_hud_02=Exchange Server Blade from Test Chamber
Hockrow_FacilityDelve_P2M3_obj_long_01=Retrieve Seismic data from the Research wing.
Hockrow_FacilityDelve_P2M3_obj_long_02=Exchange server blade from inside the Energy Lab Test Chamber into the server.
Hockrow_FacilityDelve_P2M3_obj_marker_01=Get Server Blade
Hockrow_FacilityDelve_P2M3_obj_marker_02=Transfer Seismic Data
Hockrow_FacilityDelve_P2M3_obj_short_01=Retrieve Seismic Data from Research Wing
Hockrow_FacilityDelve_P2M3_obj_short_02=Exchange Server Blade from Test Chamber
Hockrow_FacilityDelve_P2M3_title=Jorrit Dossier: Retrieve Seismic Data
Hockrow_FacilityDelve_P2M4_Repeat_desc=Hockrow Agency \nCase File #JD10285\nLead Investigator: Arken Mallor\n\nCase Update: \nI’m still trying to compile a complete picture of everything that’s been going on at Onyx and I think it would help to have the very latest power usage data. \n\nContract Investigator Actions:\nExplore the Engineering wing and upload the Power Usage data. If the terminal still isn't working, you may have to extract the data and deliver it again.\n\nAdditional Notes:\nBe wary of possible hostile forces on site. \n\nTravel to Onyx in a vehicle that can be stored in a large hangar.\n\nOnce you hand off this data, I'll send you a ASD Secure Drive that you can collect at your home location.
Hockrow_FacilityDelve_P2M4_Repeat_title=Jorrit Dossier: Updated Power Usage Data
Hockrow_FacilityDelve_P2M4_desc=Hockrow Agency \nCase File #JD10285\nLead Investigator: Arken Mallor\n\nCase Update: \nThe seismic data you extracted had some interesting revelations. My expert says she thinks that Jorrit might have been excavating down there. Hate to think what he’s doing, but it's our job to find out. I think we’re close to cracking this, so I want you to go back to Onyx and gather the Power Usage data. If we can track energy flow from the last couple months, a pattern should reveal itself. \n\nContract Investigator Actions:\nExplore the Engineering wing and upload the Power Usage data.\n\nAdditional Notes:\nBe wary of possible hostile forces on site. \n\nTravel to Onyx in a vehicle that can be stored in a large hangar.\n\nOnce you hand off this data, I'll be sending you 10 Secure Drives with copies of the information we've gathered so far. You can collect them at your home location.
Hockrow_FacilityDelve_P2M4_obj_hud_01=Upload Power Usage Data from Engineering Wing
Hockrow_FacilityDelve_P2M4_obj_hud_02=Replace Server Blade at Core Terminal
Hockrow_FacilityDelve_P2M4_obj_hud_03=Extract Power Usage Data from Core Terminal
Hockrow_FacilityDelve_P2M4_obj_long_01=Upload Power Usage data from the Engineering wing.
Hockrow_FacilityDelve_P2M4_obj_long_02=Replace the Server Blade at Core Terminal.
Hockrow_FacilityDelve_P2M4_obj_long_03=Extract Power Usage data from Core Terminal.
Hockrow_FacilityDelve_P2M4_obj_marker_01=Upload Power Usage Data
Hockrow_FacilityDelve_P2M4_obj_marker_02=Get Server Blade
Hockrow_FacilityDelve_P2M4_obj_marker_03=Transfer Power Usage Data
Hockrow_FacilityDelve_P2M4_obj_short_01=Upload Power Usage Data from Engineering Wing
Hockrow_FacilityDelve_P2M4_obj_short_02=Replace Server Blade at Core Terminal
Hockrow_FacilityDelve_P2M4_obj_short_03=Extract Power Usage Data from Core Terminal
Hockrow_FacilityDelve_P2M4_title=Jorrit Dossier: Power Usage Data
Hockrow_FacilityDelve_P3M1_Sample01_Desc=An imprint recombinant sample created from CTLST-XTL and REAGENT-01 as part of Dr. Logan Jorrit's Project Hyperion experiment.
Hockrow_FacilityDelve_P3M1_Sample01_Name=RCMBNT-XTL-1
Hockrow_FacilityDelve_P3M1_Sample02_Desc=An imprint recombinant sample created from CTLST-XTL and REAGENT-02 as part of Dr. Logan Jorrit's Project Hyperion experiment.
Hockrow_FacilityDelve_P3M1_Sample02_Name=RCMBNT-XTL-2
Hockrow_FacilityDelve_P3M1_Sample03_Desc=An imprint recombinant sample created from CTLST-XTL and REAGENT-03 as part of Dr. Logan Jorrit's Project Hyperion experiment.
Hockrow_FacilityDelve_P3M1_Sample03_Name=RCMBNT-XTL-3
Hockrow_FacilityDelve_P3M1_Sample04_Desc=An imprint recombinant sample created from CTLST-PWL and REAGENT-01 as part of Dr. Logan Jorrit's Project Hyperion experiment.
Hockrow_FacilityDelve_P3M1_Sample04_Name=RCMBNT-PWL-1
Hockrow_FacilityDelve_P3M1_Sample05_Desc=An imprint recombinant sample created from CTLST-PWL and REAGENT-02 as part of Dr. Logan Jorrit's Project Hyperion experiment.
Hockrow_FacilityDelve_P3M1_Sample05_Name=RCMBNT-PWL-2
Hockrow_FacilityDelve_P3M1_Sample06_Desc=An imprint recombinant sample created from CTLST-PWL and REAGENT-03 as part of Dr. Logan Jorrit's Project Hyperion experiment.
Hockrow_FacilityDelve_P3M1_Sample06_Name=RCMBNT-PWL-3
Hockrow_FacilityDelve_P3M1_Sample07_Desc=An imprint recombinant sample created from CTLST-RGL and REAGENT-01 as part of Dr. Logan Jorrit's Project Hyperion experiment.
Hockrow_FacilityDelve_P3M1_Sample07_Name=RCMBNT-RGL-1
Hockrow_FacilityDelve_P3M1_Sample08_Desc=An imprint recombinant sample created from CTLST-RGL and REAGENT-02 as part of Dr. Logan Jorrit's Project Hyperion experiment.
Hockrow_FacilityDelve_P3M1_Sample08_Name=RCMBNT-RGL-2
Hockrow_FacilityDelve_P3M1_Sample09_Desc=An imprint recombinant sample created from CTLST-RGL and REAGENT-03 as part of Dr. Logan Jorrit's Project Hyperion experiment.
Hockrow_FacilityDelve_P3M1_Sample09_Name=RCMBNT-RGL-3
Hockrow_FacilityDelve_P3M1_desc,P=Hockrow Agency \nCase File #JD10285\nLead Investigator: Arken Mallor\n\nCase Update: \nAll your digging around Onyx has paid off. I’ve been able to confirm that Jorrit has been operating an off-the-record lab in the facility’s Site-B in order to conduct an experiment he calls “Project Hyperion.” I’ll send his lab notes to your mobiGlas journal once you’re underway, but the long and short of it is the bastard is trying to make Humans evolve or some nonsense like that.\n\nThe client wants the experimental data, so you’re going back to Onyx and do everything needed to get Project Hyperion up and running. \n\nContract Investigator Actions:\nPrep the experiment by collecting a Reagent code from the Engineering wing and a Catalyst code from the Research wing.\n\nOnce you have those, head down to the Lab in Site-B and run the experiment so you can upload the results.\n\nAdditional Notes:\nSince this is an active lab, there might be ASD security on-site.\n \nTravel to Onyx in a vehicle that can be stored in a large hangar.\n
Hockrow_FacilityDelve_P3M1_journal_experiement_body=SITE-B, ONXY FACILITY\nAUTHOR: Dr. Logan Jorrit\n\nHYPOTHESIS\nWhile Humanity has embraced the technological marvel that is the ability to create imprints, they have missed the most important lesson from the Vanduul that we’ve stolen it from – Recombinant Evolution. The Vanduul freely combine imprints and genetic information from their best warriors to create their next generation of fighters. I propose that Humans, with a few slight genetic adjustments, could likewise make an evolutionary leap forward through imprint modification. Think of it, with each imprint, we refine and evolve ourselves.\n\nEXPERIMENT\nUtilizing the unique properties of Vanduul biofluid, I will modify a Human imprint via the introduction of a catalyst and reagent. The result will be a viable recombinant that is not only suitable for regeneration, but that improves upon the original source.\n\nMATERIALS\nVanduul Biofluid - It is important that this comes from a fresh host. Thankfully, I have been able to acquire a supplier.\n\nCatalysts - taking advantage of the research done previously in the facility, I have been able to formulate three strong candidates:\n* CTLST-XTL \n* CTLST-PWL\n* CTLST-RGL\n\nReagents – The unique energy signature of the power core has proven ideal for creating reagents dynamic enough to trigger the necessary reaction in the Vanduul biofluid. There are currently three reagent formulations that have proven most suitable:\n* REAGNT-01\n* REAGNT-02\n* REAGNT-03\n\nExperimental Procedure\n- Select a Catalyst and a Reagent from the terminal.\n- One the recombinant is ready, the data will be available for download and the physical imprint will be sent to the facility freight elevator for storage until it is ready to be processed.\n\nRESULTS\nThese nine recombinant samples have so far shown the most promise:\n* RCMBNT-XTL-1 \n* RCMBNT-XTL-2\n* RCMBNT-XTL-3\n* RCMBNT-PWL-1\n* RCMBNT-PWL-2 \n* RCMBNT-PWL-3\n* RCMBNT-RGL-1\n* RCMBNT-RGL-2\n* RCMBNT-RGL-3\n\n
Hockrow_FacilityDelve_P3M1_journal_experiement_sender=Dr. Logan Jorrit
Hockrow_FacilityDelve_P3M1_journal_experiement_title=PROJECT HYPERION - Lab Notes
Hockrow_FacilityDelve_P3M1_obj__short_04=Exfiltrate from Site-B
Hockrow_FacilityDelve_P3M1_obj_long_01,P=Retrieve one of the Reagent Codes in the Engineering Wing.
Hockrow_FacilityDelve_P3M1_obj_long_02,P=Retrieve one of the Catalyst Codes in the Research Wing.
Hockrow_FacilityDelve_P3M1_obj_long_03,P=Execute Project Hyperion experiment in Site-B Lab.
Hockrow_FacilityDelve_P3M1_obj_long_04=Exfiltrate from Site-B.
Hockrow_FacilityDelve_P3M1_obj_marker_01,P=Engineering Wing
Hockrow_FacilityDelve_P3M1_obj_marker_02,P=Research Wing
Hockrow_FacilityDelve_P3M1_obj_marker_03,P=Site-B Lab
Hockrow_FacilityDelve_P3M1_obj_marker_03a=Experiment Results
Hockrow_FacilityDelve_P3M1_obj_short_01,P=Retrieve One of the Reagent Codes in Engineering Wing
Hockrow_FacilityDelve_P3M1_obj_short_02,P=Retrieve One of the Catalyst Codes in Research Wing
Hockrow_FacilityDelve_P3M1_obj_short_03,P=Execute Experiment in Site-B Lab
Hockrow_FacilityDelve_P3M1_subobj_long_01a,P=Obtain thermal vent diagnostic data.
Hockrow_FacilityDelve_P3M1_subobj_long_01b,P=Obtain thermal condenser diagnostic data.
Hockrow_FacilityDelve_P3M1_subobj_long_01c,P=Upload the diagnostic data.
Hockrow_FacilityDelve_P3M1_subobj_long_01d,P=Supply Fuel Reactor with plasma.
Hockrow_FacilityDelve_P3M1_subobj_long_01e,P=Retrieve Reagent-01 code.
Hockrow_FacilityDelve_P3M1_subobj_long_01f,P=Retrieve Reagent-02 code.
Hockrow_FacilityDelve_P3M1_subobj_long_01g,P=Retrieve Reagent-03 code.
Hockrow_FacilityDelve_P3M1_subobj_long_02a,P=Access Biomass Processor data to receive Catalyst-XTL code.
Hockrow_FacilityDelve_P3M1_subobj_long_02b,P=Access Test Chamber data to receive Catalyst-PWL code.
Hockrow_FacilityDelve_P3M1_subobj_long_02c,P=Access Regeneration Analysis data to receive Catalyst-RGL code.
Hockrow_FacilityDelve_P3M1_subobj_marker_01a,P=Thermal Vent
Hockrow_FacilityDelve_P3M1_subobj_marker_01b,P=Thermal Condenser
Hockrow_FacilityDelve_P3M1_subobj_marker_01c,P=Control Room
Hockrow_FacilityDelve_P3M1_subobj_marker_01d,P=Fuel Reactor
Hockrow_FacilityDelve_P3M1_subobj_marker_01e,P=Reagent-01 Code
Hockrow_FacilityDelve_P3M1_subobj_marker_01f,P=Reagent-02 Code
Hockrow_FacilityDelve_P3M1_subobj_marker_01g,P=Reagent-03 Code
Hockrow_FacilityDelve_P3M1_subobj_marker_02a,P=Biomass Processor
Hockrow_FacilityDelve_P3M1_subobj_marker_02b,P=Test Chamber
Hockrow_FacilityDelve_P3M1_subobj_marker_02c,P=Regeneration Analysis
Hockrow_FacilityDelve_P3M1_subobj_short_01a,P=Obtain Thermal Vent Diagnostic Data
Hockrow_FacilityDelve_P3M1_subobj_short_01b,P=Obtain Thermal Condenser Diagnostic Data
Hockrow_FacilityDelve_P3M1_subobj_short_01c,P=Upload Diagnostic Data
Hockrow_FacilityDelve_P3M1_subobj_short_01d,P=Supply Fuel Reactor with Plasma
Hockrow_FacilityDelve_P3M1_subobj_short_01e,P=Retrieve Reagent-01 Code
Hockrow_FacilityDelve_P3M1_subobj_short_01f,P=Retrieve Reagent-02 Code
Hockrow_FacilityDelve_P3M1_subobj_short_01g,P=Retrieve Reagent-03 Code
Hockrow_FacilityDelve_P3M1_subobj_short_02a,P=Access Biomass Processor Data
Hockrow_FacilityDelve_P3M1_subobj_short_02b,P=Access Test Chamber Data
Hockrow_FacilityDelve_P3M1_subobj_short_02c,P=Access Regeneration Analysis Data
Hockrow_FacilityDelve_P3M1_title,P=Jorrit Dossier: Project Hyperion
Hockrow_FacilityDelve_P3Repeat_desc=Hockrow Agency \nCase File #JD10285\nLead Investigator: Arken Mallor\n\nCase Update: \nThe client’s been back in touch. Guess in order to verify the data we provided, they need us to run Dr. Jorrit’s Hyperion experiment again. While using the same reagents and catalysts will still provide useful data, the client encouraged trying different experimental factors to provide a broader picture of Jorrit’s research.\n\nContract Investigator Actions:\nPrep the experiment by collecting a Reagent code from the Engineering wingand a Catalyst code from the Research wing. \n\nOnce acquired, proceed to Lab in Site-B and run the experiment in order to upload the results.\n\nAdditional Notes:\nSince this is an active lab, there might be ASD security on-site. \n\nTravel to Onyx in a vehicle that can be stored in a large hangar.\n
Hockrow_FacilityDelve_P3Repeat_title=Jorrit Dossier: Experiment Redux
Hockrow_FacilityDelve_ResearchCode_obj_long,P=Catalyst Code ~mission(ResearchCode)
Hockrow_FacilityDelve_ResearchCode_obj_short,P=Catalyst Code ~mission(ResearchCode)
Hockrow_from=Hockrow Agency
Hockrow_searchbody_space_E_Desc_001=Hockrow Agency \nCase File #MP50122\nLead Investigator: Arken Mallor\n\nCase Summary: \nNeed an operative to help us potentially prevent a death. An informant has reported an active hit issued for ~mission(TargetName) and fears the worst, but the client has hired us like us to look into it. \n\nContract Investigator Actions:\nLast known location was ~mission(Location|Address). Head over there and see if the person mentioned by our client is still with us. If they’re not, examine the body closely so we can report back to them with details of their death.\n\nAdditional Notes:\nThis contract has been flagged as combat-likely so prepare accordingly.\n
Hockrow_searchbody_space_E_Title_001=Potential Assassin Victim: ~mission(TargetName)
Hockrow_searchbody_space_H_Desc_001=Hockrow Agency \nCase File #MP65817\nLead Investigator: Arken Mallor\n\nCase Summary: \nA client has hired the agency to look for a missing friend who has not been returning their comms and have been acting increasingly erratic. The client has shared all the information they possess on ~mission(TargetName) and we’ve been able to pinpoint their ship’s location.\n\nContract Investigator Actions:\nTravel to ~mission(Location|Address) and verify the status of ~mission(TargetName). If they are deceased, examine their body and we will pass the information on to the client.\n\nAdditional Notes:\nOur scout reported heavy outlaw activity in the vicinity and was forced to retreat, meaning we have designated this as a highly dangerous case.\n
Hockrow_searchbody_space_H_Title_001=Locate Missing Agent: ~mission(TargetName)
Hockrow_searchbody_space_Intro_Desc_001=Hockrow Agency \nCase File #MP38100\nLead Investigator: Arken Mallor\n\nCase Summary: \nHockrow Agency is looking for new contractors with a strong stomach and familiarity with dangerous situations to handle the legwork of an active missing persons investigation. \n\nReports indicate that it is highly unlikely that you will encounter any hostiles.\n\nContract Investigator Actions:\nTravel to ~mission(Location|Address), search for ~mission(TargetName), and confirm their status. If they are deceased, examine the body closely so we can verify their death via your mobiGlas.\n\nAdditional Notes:\nSuccessful completion of this task will open up other employment opportunities within Hockrow Agency.\n
Hockrow_searchbody_space_Intro_Title_001=NEW HIRE: Locate Missing Person
Hockrow_searchbody_space_M_Desc_001=Hockrow Agency \nCase File #MP58235\nLead Investigator: Arken Mallor\n\nCase Summary: \nOur client has reported a friend of hers has gone missing. They’d apparently racked up a substantial debt with a group of outlaws and the client is worried for their safety.\n\n\nContract Investigator Actions:\nWe’ve received word that ~mission(TargetName)’s ship was last seen at ~mission(Location|Address) looking heavily damaged. Head to the location and investigate their ship. If you can find their body, verify their status and we can drop back to the client.\n\nAdditional Notes:\nConsider the missing person’s association with outlaws, we advise you to exhibit caution during this investigation.\n
Hockrow_searchbody_space_M_Title_001=Locate Missing Friend: ~mission(TargetName)
Hockrow_searchbody_space_S_Desc_001=Hockrow Agency \nCase File #MP70001\nLead Investigator: Arken Mallor\n\nCase Summary: \nIn need of a highly competent operator for a special assignment. A highly dangerous outlaw that has been evading local authorities for some time has been reported to have been involved in a large-scale ship battle, resulting in their supposed death. Our client wishes to confirm that they have been neutralized.\n\nContract Investigator Actions:\nWe require you to head to ~mission(Location|Address) locate ~mission(TargetName)’s body and confirm their death.\n\nAdditional Notes:\nSerious preparation is advised for this contract as there is a strong potential for there to be highly aggressive and dangerous hostiles still on site. Arm yourself accordingly and consider bring other skilled pilots with you.\n
Hockrow_searchbody_space_S_Title_001=Verify Deceased Criminal: ~mission(TargetName)
Hockrow_searchbody_space_VE_Desc_001=Hockrow Agency \nCase File #MP48597\nLead Investigator: Arken Mallor\n\nCase Summary: \nLooking for an operative to identify the status of a client’s missing partner. They lost contact with them abruptly during a comm call, so the client assumes the worst. We’re looking to provide them with some closure.\n\nContract Investigator Actions:\nLocate ~mission(TargetName) at ~mission(Location|Address) and confirm their status. \n\nIf they are deceased, examine the body closely so we can verify their death via your mobiGlas.\n\nAdditional Notes:\nThe sector you're headed to is relatively quiet so I'm guessing that whatever did happen to ~mission(TargetName|Last) it wasn't outlaws.\n
Hockrow_searchbody_space_VE_Title_001=Locate Missing Person: ~mission(TargetName)
Hockrow_searchbody_space_VH_Desc_001=Hockrow Agency \nCase File #MP66432\nLead Investigator: Arken Mallor\n\nCase Summary: \nNeed a skilled operator with combat experience to investigate the last known location of ~mission(TargetName). Their employer hired us to look for they as they were carrying some highly valuable cargo, but the trackers have been disabled and the pilot is no longer responding.\n\nWe suspect that outlaws have attacked the ship and seized the cargo for themselves. The client has expressed that they consider the cargo lost but would like to know if the pilot is dead so they can inform their family. \n\nContract Investigator Actions:\nInvestigate ~mission(Location|Address) and locate the ~mission(TargetName)’s ship. If you are able to find the pilot’s body, confirm their status so we may inform the client.\n\nAdditional Notes:\nBackup is highly recommended for this encounter.\n
Hockrow_searchbody_space_VH_Title_001=Locate Missing Pilot: ~mission(TargetName)
Hostile_RepUI_Area,P=[PH] Area
Hostile_RepUI_Description,P=[PH] Hostile Description
Hostile_RepUI_Focus,P=[PH] Hostile Focus
Hostile_RepUI_Founded,P=[PH] N/A
Hostile_RepUI_Headquarters,P=[PH] Hostile Headquarters
Hostile_RepUI_Leadership,P=[PH] Hostile Leadership
Hostile_RepUI_Name,P=[PH] Hostile
Human_Crew_Titles_001=Captain
Human_Crew_Titles_002=Pilot
Human_Crew_Titles_003=Copilot
Human_Crew_Titles_004=First Officer
Human_Crew_Titles_005=Second Officer
Human_Crew_Titles_006=Navigator
Human_Crew_Titles_007=Gunner
Human_Crew_Titles_008=Engineer
Human_Crew_Titles_009=Assistant Engineer
Human_Crew_Titles_010=Chief Engineer
Human_Crew_Titles_011=Mechanic
Human_Crew_Titles_012=Comms Officer
Human_Crew_Titles_013=Shield Tech
Human_Crew_Titles_014=Systems Tech
Human_Crew_Titles_015=Security Officer
Human_Crew_Titles_016=Security Guard
Human_Crew_Titles_017=Bosun
Human_Crew_Titles_018=Electrician
Human_Crew_Titles_019=Deckhand
Human_Crew_Titles_020=Medic
Human_Crew_Titles_021=Ensign
Human_Crew_Titles_022=Scan Tech
Human_Crew_Titles_023=Technician
Human_Crew_Titles_024=Operator
Human_Crew_Titles_025=Lead Operator
Human_Crew_Titles_026=Refinery Operator
Human_Crew_Titles_027=Field Tech
Human_Crew_Titles_028=Cook
Human_Crew_Titles_029=Cargo Officer
Human_Crew_Titles_030=Cargo Handler
Human_First_Names_F_0001=Cherie
Human_First_Names_F_0002=Leah
Human_First_Names_F_0003=Roisin
Human_First_Names_F_0004=Aadya
Human_First_Names_F_0005=Aarin
Human_First_Names_F_0006=Aarthi
Human_First_Names_F_0007=Abbie
Human_First_Names_F_0008=Abby
Human_First_Names_F_0009=Abelina
Human_First_Names_F_0010=Abida
Human_First_Names_F_0011=Abigail
Human_First_Names_F_0012=Abrar
Human_First_Names_F_0013=Abril
Human_First_Names_F_0014=Abryann
Human_First_Names_F_0015=Ada
Human_First_Names_F_0016=Adair
Human_First_Names_F_0017=Adama
Human_First_Names_F_0018=Addie
Human_First_Names_F_0019=Addison
Human_First_Names_F_0020=Adel
Human_First_Names_F_0021=Adela
Human_First_Names_F_0022=Adelae
Human_First_Names_F_0023=Adeline
Human_First_Names_F_0024=Adi
Human_First_Names_F_0025=Adia
Human_First_Names_F_0026=Adianka
Human_First_Names_F_0027=Adina
Human_First_Names_F_0028=Adisa
Human_First_Names_F_0029=Adrean
Human_First_Names_F_0030=Adrian
Human_First_Names_F_0031=Adriana
Human_First_Names_F_0032=Adrianne
Human_First_Names_F_0033=Aeon
Human_First_Names_F_0034=Afra
Human_First_Names_F_0035=Agam
Human_First_Names_F_0036=Agnes
Human_First_Names_F_0037=Agra
Human_First_Names_F_0038=Ahanti
Human_First_Names_F_0039=Ai
Human_First_Names_F_0040=Aida
Human_First_Names_F_0041=Aidynn
Human_First_Names_F_0042=Aika
Human_First_Names_F_0043=Aikira
Human_First_Names_F_0044=Aiko
Human_First_Names_F_0045=Aila
Human_First_Names_F_0046=Aileen
Human_First_Names_F_0047=Ailsa
Human_First_Names_F_0048=Aimee
Human_First_Names_F_0049=Aimi
Human_First_Names_F_0050=Aina
Human_First_Names_F_0051=Airele
Human_First_Names_F_0052=Airen
Human_First_Names_F_0053=Airi
Human_First_Names_F_0054=Aisha
Human_First_Names_F_0055=Aiva
Human_First_Names_F_0056=Aiyana
Human_First_Names_F_0057=Ajai
Human_First_Names_F_0058=Akari
Human_First_Names_F_0059=Akeely
Human_First_Names_F_0060=Akemi
Human_First_Names_F_0061=Akeno
Human_First_Names_F_0062=Akhila
Human_First_Names_F_0063=Aki
Human_First_Names_F_0064=Akie
Human_First_Names_F_0065=Akiko
Human_First_Names_F_0066=Akili
Human_First_Names_F_0067=Akina
Human_First_Names_F_0068=Aksa
Human_First_Names_F_0069=Alaia
Human_First_Names_F_0070=Alaina
Human_First_Names_F_0071=Alana
Human_First_Names_F_0072=Alani
Human_First_Names_F_0073=Alba
Human_First_Names_F_0074=Albana
Human_First_Names_F_0075=Alberta
Human_First_Names_F_0076=Albina
Human_First_Names_F_0077=Aldean
Human_First_Names_F_0078=Aleena
Human_First_Names_F_0079=Alejandra
Human_First_Names_F_0080=Aleksandra
Human_First_Names_F_0081=Alena
Human_First_Names_F_0082=Alenka
Human_First_Names_F_0083=Alesia
Human_First_Names_F_0084=Alex
Human_First_Names_F_0085=Alexa
Human_First_Names_F_0086=Alexandra
Human_First_Names_F_0087=Alexandria
Human_First_Names_F_0088=Alexis
Human_First_Names_F_0089=Alexy
Human_First_Names_F_0090=Alfreda
Human_First_Names_F_0091=Ali
Human_First_Names_F_0092=Alice
Human_First_Names_F_0093=Alicia
Human_First_Names_F_0094=Alija
Human_First_Names_F_0095=Alika
Human_First_Names_F_0096=Alima
Human_First_Names_F_0097=Aline
Human_First_Names_F_0098=Alisa
Human_First_Names_F_0099=Alisha
Human_First_Names_F_0100=Alison
Human_First_Names_F_0101=Alissa
Human_First_Names_F_0102=Aliza
Human_First_Names_F_0103=Allacia
Human_First_Names_F_0104=Allie
Human_First_Names_F_0105=Allison
Human_First_Names_F_0106=Allyson
Human_First_Names_F_0107=Alma
Human_First_Names_F_0108=Almer
Human_First_Names_F_0109=Aloma
Human_First_Names_F_0110=Alondra
Human_First_Names_F_0111=Alta
Human_First_Names_F_0112=Althea
Human_First_Names_F_0113=Alva
Human_First_Names_F_0114=Alvia
Human_First_Names_F_0115=Aly
Human_First_Names_F_0116=Alya
Human_First_Names_F_0117=Alycia
Human_First_Names_F_0118=Alysha
Human_First_Names_F_0119=Alyson
Human_First_Names_F_0120=Alyssa
Human_First_Names_F_0121=Amadi
Human_First_Names_F_0122=Amaira
Human_First_Names_F_0123=Amalia
Human_First_Names_F_0124=Amalie
Human_First_Names_F_0125=Amanda
Human_First_Names_F_0126=Amandeep
Human_First_Names_F_0127=Amane
Human_First_Names_F_0128=Amara
Human_First_Names_F_0129=Amari
Human_First_Names_F_0130=Amber
Human_First_Names_F_0131=Ambika
Human_First_Names_F_0132=Amel
Human_First_Names_F_0133=Amelia
Human_First_Names_F_0134=Amelija
Human_First_Names_F_0135=Ami
Human_First_Names_F_0136=Amie
Human_First_Names_F_0137=Amil
Human_First_Names_F_0138=Amina
Human_First_Names_F_0139=Amita
Human_First_Names_F_0140=Amori
Human_First_Names_F_0141=Amory
Human_First_Names_F_0142=Amparo
Human_First_Names_F_0143=Amrit
Human_First_Names_F_0144=Amrita
Human_First_Names_F_0145=Amy
Human_First_Names_F_0146=An
Human_First_Names_F_0147=Ana
Human_First_Names_F_0148=Ananya
Human_First_Names_F_0149=Anastasia
Human_First_Names_F_0150=Anasuya
Human_First_Names_F_0151=Anay
Human_First_Names_F_0152=Anaya
Human_First_Names_F_0153=Anber
Human_First_Names_F_0154=Anda
Human_First_Names_F_0155=Andrea
Human_First_Names_F_0156=Andreaka
Human_First_Names_F_0157=Andrijana
Human_First_Names_F_0158=Andy
Human_First_Names_F_0159=Aneta
Human_First_Names_F_0160=Anett
Human_First_Names_F_0161=Angela
Human_First_Names_F_0162=Angelica
Human_First_Names_F_0163=Angelina
Human_First_Names_F_0164=Angelique
Human_First_Names_F_0165=Angelita
Human_First_Names_F_0166=Angie
Human_First_Names_F_0167=Ani
Human_First_Names_F_0168=Anijah
Human_First_Names_F_0169=Anika
Human_First_Names_F_0170=Anita
Human_First_Names_F_0171=Anitra
Human_First_Names_F_0172=Anjali
Human_First_Names_F_0173=Ankita
Human_First_Names_F_0174=Ann
Human_First_Names_F_0175=Anna
Human_First_Names_F_0176=Annabella
Human_First_Names_F_0177=Annabelle
Human_First_Names_F_0178=Annalisa
Human_First_Names_F_0179=Anne
Human_First_Names_F_0180=Annette
Human_First_Names_F_0181=Annie
Human_First_Names_F_0182=Annika
Human_First_Names_F_0183=Annmarie
Human_First_Names_F_0184=Anthea
Human_First_Names_F_0185=Antoinette
Human_First_Names_F_0186=Antonella
Human_First_Names_F_0187=Antonia
Human_First_Names_F_0188=Antra
Human_First_Names_F_0189=Anya
Human_First_Names_F_0190=Anzu
Human_First_Names_F_0191=Aolani
Human_First_Names_F_0192=Apolena
Human_First_Names_F_0193=April
Human_First_Names_F_0194=Ara
Human_First_Names_F_0195=Arabella
Human_First_Names_F_0196=Arbana
Human_First_Names_F_0197=Ardell
Human_First_Names_F_0198=Arden
Human_First_Names_F_0199=Ardie
Human_First_Names_F_0200=Areon
Human_First_Names_F_0201=Aretha
Human_First_Names_F_0202=Aria
Human_First_Names_F_0203=Ariana
Human_First_Names_F_0204=Ariane
Human_First_Names_F_0205=Arie
Human_First_Names_F_0206=Ariel
Human_First_Names_F_0207=Arielle
Human_First_Names_F_0208=Arien
Human_First_Names_F_0209=Aries
Human_First_Names_F_0210=Arin
Human_First_Names_F_0211=Aris
Human_First_Names_F_0212=Arleen
Human_First_Names_F_0213=Arleigh
Human_First_Names_F_0214=Armani
Human_First_Names_F_0215=Armari
Human_First_Names_F_0216=Arnedra
Human_First_Names_F_0217=Arpita
Human_First_Names_F_0218=Arti
Human_First_Names_F_0219=Artie
Human_First_Names_F_0220=Ary
Human_First_Names_F_0221=Asako
Human_First_Names_F_0222=Asami
Human_First_Names_F_0223=Ashanique
Human_First_Names_F_0224=Ashby
Human_First_Names_F_0225=Ashkira
Human_First_Names_F_0226=Ashlee
Human_First_Names_F_0227=Ashley
Human_First_Names_F_0228=Astrid
Human_First_Names_F_0229=Asuka
Human_First_Names_F_0230=Asumi
Human_First_Names_F_0231=Athena
Human_First_Names_F_0232=Atley
Human_First_Names_F_0233=Atsuko
Human_First_Names_F_0234=Atsumi
Human_First_Names_F_0235=Aubrey
Human_First_Names_F_0236=Audra
Human_First_Names_F_0237=Audrey
Human_First_Names_F_0238=Augusta
Human_First_Names_F_0239=Augustina
Human_First_Names_F_0240=Augustine
Human_First_Names_F_0241=Aundra
Human_First_Names_F_0242=Aurea
Human_First_Names_F_0243=Aurelia
Human_First_Names_F_0244=Aurora
Human_First_Names_F_0245=Austin
Human_First_Names_F_0246=Autumn
Human_First_Names_F_0247=Ava
Human_First_Names_F_0248=Avarie
Human_First_Names_F_0249=Avery
Human_First_Names_F_0250=Avice
Human_First_Names_F_0251=Avigail
Human_First_Names_F_0252=Avis
Human_First_Names_F_0253=Avishan
Human_First_Names_F_0254=Aviva
Human_First_Names_F_0255=Avrey
Human_First_Names_F_0256=Avry
Human_First_Names_F_0257=Aya
Human_First_Names_F_0258=Ayako
Human_First_Names_F_0259=Ayame
Human_First_Names_F_0260=Ayana
Human_First_Names_F_0261=Ayleanna
Human_First_Names_F_0262=Ayo
Human_First_Names_F_0263=Ayumi
Human_First_Names_F_0264=Azahara
Human_First_Names_F_0265=Azariah
Human_First_Names_F_0266=Aziah
Human_First_Names_F_0267=Azumi
Human_First_Names_F_0268=Bailey
Human_First_Names_F_0269=Bao
Human_First_Names_F_0270=Barbara
Human_First_Names_F_0271=Barbra
Human_First_Names_F_0272=Barrie
Human_First_Names_F_0273=Bay
Human_First_Names_F_0274=Baylin
Human_First_Names_F_0275=Bea
Human_First_Names_F_0276=Beatrice
Human_First_Names_F_0277=Beatrix
Human_First_Names_F_0278=Becki
Human_First_Names_F_0279=Becky
Human_First_Names_F_0280=Bela
Human_First_Names_F_0281=Belinda
Human_First_Names_F_0282=Belle
Human_First_Names_F_0283=Benita
Human_First_Names_F_0284=Bennett
Human_First_Names_F_0285=Bera
Human_First_Names_F_0286=Bergen
Human_First_Names_F_0287=Berkley
Human_First_Names_F_0288=Berlin
Human_First_Names_F_0289=Bernadeta
Human_First_Names_F_0290=Bernadette
Human_First_Names_F_0291=Bernadine
Human_First_Names_F_0292=Bernice
Human_First_Names_F_0293=Berta
Human_First_Names_F_0294=Bertha
Human_First_Names_F_0295=Bertie
Human_First_Names_F_0296=Beryl
Human_First_Names_F_0297=Bess
Human_First_Names_F_0298=Bessie
Human_First_Names_F_0299=Beth
Human_First_Names_F_0300=Bethany
Human_First_Names_F_0301=Betsy
Human_First_Names_F_0302=Bette
Human_First_Names_F_0303=Bettie
Human_First_Names_F_0304=Betty
Human_First_Names_F_0305=Beverly
Human_First_Names_F_0306=Bianca
Human_First_Names_F_0307=Billie
Human_First_Names_F_0308=Bipasha
Human_First_Names_F_0309=Birdie
Human_First_Names_F_0310=Blair
Human_First_Names_F_0311=Blanca
Human_First_Names_F_0312=Blanche
Human_First_Names_F_0313=Blayke
Human_First_Names_F_0314=Bless
Human_First_Names_F_0315=Blythe
Human_First_Names_F_0316=Bobbi
Human_First_Names_F_0317=Bobbie
Human_First_Names_F_0318=Bonita
Human_First_Names_F_0319=Bonnie
Human_First_Names_F_0320=Bora
Human_First_Names_F_0321=Braden
Human_First_Names_F_0322=Brady
Human_First_Names_F_0323=Brae
Human_First_Names_F_0324=Braelin
Human_First_Names_F_0325=Brandi
Human_First_Names_F_0326=Brandy
Human_First_Names_F_0327=Braylin
Human_First_Names_F_0328=Bree
Human_First_Names_F_0329=Brenda
Human_First_Names_F_0330=Brenn
Human_First_Names_F_0331=Breslin
Human_First_Names_F_0332=Breyann
Human_First_Names_F_0333=Bria
Human_First_Names_F_0334=Briana
Human_First_Names_F_0335=Bridget
Human_First_Names_F_0336=Bridgette
Human_First_Names_F_0337=Brighten
Human_First_Names_F_0338=Brigita
Human_First_Names_F_0339=Britain
Human_First_Names_F_0340=Britney
Human_First_Names_F_0341=Britt
Human_First_Names_F_0342=Brooke
Human_First_Names_F_0343=Brooklyn
Human_First_Names_F_0344=Bryden
Human_First_Names_F_0345=Burnice
Human_First_Names_F_0346=Cabrina
Human_First_Names_F_0347=Cache
Human_First_Names_F_0348=Caden
Human_First_Names_F_0349=Cadence
Human_First_Names_F_0350=Caelin
Human_First_Names_F_0351=Cagney
Human_First_Names_F_0352=Caidyn
Human_First_Names_F_0353=Cailyn
Human_First_Names_F_0354=Caitlin
Human_First_Names_F_0355=Callan
Human_First_Names_F_0356=Callaway
Human_First_Names_F_0357=Callie
Human_First_Names_F_0358=Cally
Human_First_Names_F_0359=Camari
Human_First_Names_F_0360=Camdyn
Human_First_Names_F_0361=Camella
Human_First_Names_F_0362=Cameron
Human_First_Names_F_0363=Camila
Human_First_Names_F_0364=Camille
Human_First_Names_F_0365=Candice
Human_First_Names_F_0366=Capria
Human_First_Names_F_0367=Cara
Human_First_Names_F_0368=Carey
Human_First_Names_F_0369=Carissa
Human_First_Names_F_0370=Carla
Human_First_Names_F_0371=Carlin
Human_First_Names_F_0372=Carlota
Human_First_Names_F_0373=Carly
Human_First_Names_F_0374=Carmella
Human_First_Names_F_0375=Carmen
Human_First_Names_F_0376=Carol
Human_First_Names_F_0377=Carolina
Human_First_Names_F_0378=Caroline
Human_First_Names_F_0379=Carolyn
Human_First_Names_F_0380=Carrie
Human_First_Names_F_0381=Carson
Human_First_Names_F_0382=Casandra
Human_First_Names_F_0383=Casey
Human_First_Names_F_0384=Cassidy
Human_First_Names_F_0385=Cassie
Human_First_Names_F_0386=Catalina
Human_First_Names_F_0387=Catharine
Human_First_Names_F_0388=Catherine
Human_First_Names_F_0389=Cathie
Human_First_Names_F_0390=Cathleen
Human_First_Names_F_0391=Cathryn
Human_First_Names_F_0392=Cathy
Human_First_Names_F_0393=Catlynne
Human_First_Names_F_0394=Cayden
Human_First_Names_F_0395=Cecile
Human_First_Names_F_0396=Cecilia
Human_First_Names_F_0397=Celeste
Human_First_Names_F_0398=Celia
Human_First_Names_F_0399=Celina
Human_First_Names_F_0400=Celinda
Human_First_Names_F_0401=Celine
Human_First_Names_F_0402=Chae
Human_First_Names_F_0403=Chanara
Human_First_Names_F_0404=Chandra
Human_First_Names_F_0405=Chanita
Human_First_Names_F_0406=Channing
Human_First_Names_F_0407=Charity
Human_First_Names_F_0408=Charlene
Human_First_Names_F_0409=Charley
Human_First_Names_F_0410=Charlie
Human_First_Names_F_0411=Charlize
Human_First_Names_F_0412=Charlotte
Human_First_Names_F_0413=Chelsea
Human_First_Names_F_0414=Cheri
Human_First_Names_F_0415=Cheryl
Human_First_Names_F_0416=Chesiree
Human_First_Names_F_0417=Chiharu
Human_First_Names_F_0418=Chiho
Human_First_Names_F_0419=Chisato
Human_First_Names_F_0420=Chiyo
Human_First_Names_F_0421=Chloe
Human_First_Names_F_0422=Christa
Human_First_Names_F_0423=Christi
Human_First_Names_F_0424=Christie
Human_First_Names_F_0425=Christina
Human_First_Names_F_0426=Christine
Human_First_Names_F_0427=Christy
Human_First_Names_F_0428=Cindy
Human_First_Names_F_0429=Clair
Human_First_Names_F_0430=Claire
Human_First_Names_F_0431=Clara
Human_First_Names_F_0432=Clarice
Human_First_Names_F_0433=Clarissa
Human_First_Names_F_0434=Claudette
Human_First_Names_F_0435=Claudia
Human_First_Names_F_0436=Claudine
Human_First_Names_F_0437=Clementine
Human_First_Names_F_0438=Cleo
Human_First_Names_F_0439=Clover
Human_First_Names_F_0440=Codi
Human_First_Names_F_0441=Colette
Human_First_Names_F_0442=Colleen
Human_First_Names_F_0443=Connie
Human_First_Names_F_0444=Constance
Human_First_Names_F_0445=Consuelo
Human_First_Names_F_0446=Cora
Human_First_Names_F_0447=Coralee
Human_First_Names_F_0448=Corin
Human_First_Names_F_0449=Corina
Human_First_Names_F_0450=Corley
Human_First_Names_F_0451=Cosette
Human_First_Names_F_0452=Courtney
Human_First_Names_F_0453=Crista
Human_First_Names_F_0454=Cristina
Human_First_Names_F_0455=Cristy
Human_First_Names_F_0456=Cynthia
Human_First_Names_F_0457=Cypress
Human_First_Names_F_0458=Dai
Human_First_Names_F_0459=Daisy
Human_First_Names_F_0460=Dakala
Human_First_Names_F_0461=Dakota
Human_First_Names_F_0462=Dalal
Human_First_Names_F_0463=Daliana
Human_First_Names_F_0464=Dallas
Human_First_Names_F_0465=Dalyn
Human_First_Names_F_0466=Dana
Human_First_Names_F_0467=Danah
Human_First_Names_F_0468=Daniella
Human_First_Names_F_0469=Danielle
Human_First_Names_F_0470=Daniz
Human_First_Names_F_0471=Danny
Human_First_Names_F_0472=Daphne
Human_First_Names_F_0473=Darcy
Human_First_Names_F_0474=Daria
Human_First_Names_F_0475=Darla
Human_First_Names_F_0476=Darlene
Human_First_Names_F_0477=Darrisha
Human_First_Names_F_0478=Davea
Human_First_Names_F_0479=Davi
Human_First_Names_F_0480=Dawn
Human_First_Names_F_0481=Day
Human_First_Names_F_0482=Deb
Human_First_Names_F_0483=Debbie
Human_First_Names_F_0484=Debora
Human_First_Names_F_0485=Deborah
Human_First_Names_F_0486=Debra
Human_First_Names_F_0487=Dee
Human_First_Names_F_0488=Deepa
Human_First_Names_F_0489=Deirdre
Human_First_Names_F_0490=Delanna
Human_First_Names_F_0491=Delia
Human_First_Names_F_0492=Deliana
Human_First_Names_F_0493=Della
Human_First_Names_F_0494=Delores
Human_First_Names_F_0495=Demi
Human_First_Names_F_0496=Deniz
Human_First_Names_F_0497=Denosha
Human_First_Names_F_0498=Denyse
Human_First_Names_F_0499=Deone
Human_First_Names_F_0500=Derivia
Human_First_Names_F_0501=Deshay
Human_First_Names_F_0502=Deshondra
Human_First_Names_F_0503=Desiree
Human_First_Names_F_0504=Destiny
Human_First_Names_F_0505=Devanshi
Human_First_Names_F_0506=Devanta
Human_First_Names_F_0507=Devine
Human_First_Names_F_0508=Dezi
Human_First_Names_F_0509=Dharia
Human_First_Names_F_0510=Diamond
Human_First_Names_F_0511=Diana
Human_First_Names_F_0512=Diane
Human_First_Names_F_0513=Dita
Human_First_Names_F_0514=Dixie
Human_First_Names_F_0515=Dollie
Human_First_Names_F_0516=Dolly
Human_First_Names_F_0517=Dolores
Human_First_Names_F_0518=Dominica
Human_First_Names_F_0519=Dominique
Human_First_Names_F_0520=Dona
Human_First_Names_F_0521=Donna
Human_First_Names_F_0522=Donnelle
Human_First_Names_F_0523=Dontae
Human_First_Names_F_0524=Dora
Human_First_Names_F_0525=Doreen
Human_First_Names_F_0526=Doris
Human_First_Names_F_0527=Dorothy
Human_First_Names_F_0528=Dorthy
Human_First_Names_F_0529=Dot
Human_First_Names_F_0530=Dottie
Human_First_Names_F_0531=Drew
Human_First_Names_F_0532=Dylan
Human_First_Names_F_0533=Eaden
Human_First_Names_F_0534=Earlie
Human_First_Names_F_0535=Eastyn
Human_First_Names_F_0536=Ebba
Human_First_Names_F_0537=Eda
Human_First_Names_F_0538=Edie
Human_First_Names_F_0539=Edith
Human_First_Names_F_0540=Edna
Human_First_Names_F_0541=Edris
Human_First_Names_F_0542=Edwina
Human_First_Names_F_0543=Effie
Human_First_Names_F_0544=Eiko
Human_First_Names_F_0545=Eileen
Human_First_Names_F_0546=Eimi
Human_First_Names_F_0547=Eisha
Human_First_Names_F_0548=Elaine
Human_First_Names_F_0549=Eleanor
Human_First_Names_F_0550=Elena
Human_First_Names_F_0551=Elenor
Human_First_Names_F_0552=Elfi
Human_First_Names_F_0553=Eli
Human_First_Names_F_0554=Elidee
Human_First_Names_F_0555=Elinor
Human_First_Names_F_0556=Elisa
Human_First_Names_F_0557=Elisabeth
Human_First_Names_F_0558=Elise
Human_First_Names_F_0559=Elisha
Human_First_Names_F_0560=Elissa
Human_First_Names_F_0561=Eliza
Human_First_Names_F_0562=Elizabeth
Human_First_Names_F_0563=Ella
Human_First_Names_F_0564=Ellen
Human_First_Names_F_0565=Ellie
Human_First_Names_F_0566=Ellington
Human_First_Names_F_0567=Eloise
Human_First_Names_F_0568=Elsa
Human_First_Names_F_0569=Elsie
Human_First_Names_F_0570=Ema
Human_First_Names_F_0571=Emanuelle
Human_First_Names_F_0572=Emari
Human_First_Names_F_0573=Emelie
Human_First_Names_F_0574=Emerson
Human_First_Names_F_0575=Emery
Human_First_Names_F_0576=Emi
Human_First_Names_F_0577=Emiko
Human_First_Names_F_0578=Emilia
Human_First_Names_F_0579=Emily
Human_First_Names_F_0580=Emma
Human_First_Names_F_0581=Enid
Human_First_Names_F_0582=Erica
Human_First_Names_F_0583=Ericka
Human_First_Names_F_0584=Erika
Human_First_Names_F_0585=Eriko
Human_First_Names_F_0586=Erin
Human_First_Names_F_0587=Erma
Human_First_Names_F_0588=Ernestine
Human_First_Names_F_0589=Esma
Human_First_Names_F_0590=Esmeralda
Human_First_Names_F_0591=Esperanza
Human_First_Names_F_0592=Essie
Human_First_Names_F_0593=Estella
Human_First_Names_F_0594=Estelle
Human_First_Names_F_0595=Ester
Human_First_Names_F_0596=Esther
Human_First_Names_F_0597=Ethel
Human_First_Names_F_0598=Etti
Human_First_Names_F_0599=Eula
Human_First_Names_F_0600=Eunice
Human_First_Names_F_0601=Eva
Human_First_Names_F_0602=Evangelia
Human_First_Names_F_0603=Evangelina
Human_First_Names_F_0604=Evangeline
Human_First_Names_F_0605=Eve
Human_First_Names_F_0606=Evelyn
Human_First_Names_F_0607=Evette
Human_First_Names_F_0608=Evie
Human_First_Names_F_0609=Fabia
Human_First_Names_F_0610=Fatima
Human_First_Names_F_0611=Fay
Human_First_Names_F_0612=Faye
Human_First_Names_F_0613=Felicia
Human_First_Names_F_0614=Feliz
Human_First_Names_F_0615=Fen
Human_First_Names_F_0616=Ferlisha
Human_First_Names_F_0617=Fern
Human_First_Names_F_0618=Fey
Human_First_Names_F_0619=Finley
Human_First_Names_F_0620=Fiona
Human_First_Names_F_0621=Fionna
Human_First_Names_F_0622=Flannery
Human_First_Names_F_0623=Flora
Human_First_Names_F_0624=Florence
Human_First_Names_F_0625=Flynn
Human_First_Names_F_0626=Fran
Human_First_Names_F_0627=Francesca
Human_First_Names_F_0628=Francine
Human_First_Names_F_0629=Frankie
Human_First_Names_F_0630=Freddi
Human_First_Names_F_0631=Frederique
Human_First_Names_F_0632=Freja
Human_First_Names_F_0633=Frida
Human_First_Names_F_0634=Fujiko
Human_First_Names_F_0635=Fukumi
Human_First_Names_F_0636=Fumiko
Human_First_Names_F_0637=Gabija
Human_First_Names_F_0638=Gabriela
Human_First_Names_F_0639=Gabrielle
Human_First_Names_F_0640=Gail
Human_First_Names_F_0641=Galenka
Human_First_Names_F_0642=Garnett
Human_First_Names_F_0643=Gayle
Human_First_Names_F_0644=Gena
Human_First_Names_F_0645=Genesis
Human_First_Names_F_0646=Genevieve
Human_First_Names_F_0647=George
Human_First_Names_F_0648=Georgette
Human_First_Names_F_0649=Georgia
Human_First_Names_F_0650=Geraldine
Human_First_Names_F_0651=Gerri
Human_First_Names_F_0652=Gertrude
Human_First_Names_F_0653=Gilda
Human_First_Names_F_0654=Gillian
Human_First_Names_F_0655=Gina
Human_First_Names_F_0656=Ginger
Human_First_Names_F_0657=Ginny
Human_First_Names_F_0658=Gisele
Human_First_Names_F_0659=Glenda
Human_First_Names_F_0660=Gloria
Human_First_Names_F_0661=Goldie
Human_First_Names_F_0662=Grace
Human_First_Names_F_0663=Gracie
Human_First_Names_F_0664=Gratia
Human_First_Names_F_0665=Greta
Human_First_Names_F_0666=Gretchen
Human_First_Names_F_0667=Gretta
Human_First_Names_F_0668=Guadalupe
Human_First_Names_F_0669=Gurpreet
Human_First_Names_F_0670=Gwen
Human_First_Names_F_0671=Gwendolyn
Human_First_Names_F_0672=Gwyneth
Human_First_Names_F_0673=Hadley
Human_First_Names_F_0674=Hadyn
Human_First_Names_F_0675=Hailey
Human_First_Names_F_0676=Hala
Human_First_Names_F_0677=Halen
Human_First_Names_F_0678=Haley
Human_First_Names_F_0679=Hana
Human_First_Names_F_0680=Hanita
Human_First_Names_F_0681=Hannah
Human_First_Names_F_0682=Harley
Human_First_Names_F_0683=Harlyn
Human_First_Names_F_0684=Harper
Human_First_Names_F_0685=Harriet
Human_First_Names_F_0686=Hartley
Human_First_Names_F_0687=Haruko
Human_First_Names_F_0688=Haruyo
Human_First_Names_F_0689=Hattie
Human_First_Names_F_0690=Hayden
Human_First_Names_F_0691=Hazel
Human_First_Names_F_0692=Heather
Human_First_Names_F_0693=Heidi
Human_First_Names_F_0694=Helen
Human_First_Names_F_0695=Helena
Human_First_Names_F_0696=Helga
Human_First_Names_F_0697=Helma
Human_First_Names_F_0698=Henrietta
Human_First_Names_F_0699=Hentie
Human_First_Names_F_0700=Hermione
Human_First_Names_F_0701=Hero
Human_First_Names_F_0702=Hester
Human_First_Names_F_0703=Hetty
Human_First_Names_F_0704=Hideko
Human_First_Names_F_0705=Hilary
Human_First_Names_F_0706=Hildegard
Human_First_Names_F_0707=Hildur
Human_First_Names_F_0708=Hiroko
Human_First_Names_F_0709=Hisaya
Human_First_Names_F_0710=Hitomi
Human_First_Names_F_0711=Hollie
Human_First_Names_F_0712=Holly
Human_First_Names_F_0713=Hope
Human_First_Names_F_0714=Hortense
Human_First_Names_F_0715=Hudson
Human_First_Names_F_0716=Hunter
Human_First_Names_F_0717=Hyun
Human_First_Names_F_0718=Ichiko
Human_First_Names_F_0719=Ida
Human_First_Names_F_0720=Idina
Human_First_Names_F_0721=Ikumi
Human_First_Names_F_0722=Ilana
Human_First_Names_F_0723=Ilene
Human_First_Names_F_0724=Imogene
Human_First_Names_F_0725=Ina
Human_First_Names_F_0726=Indigo
Human_First_Names_F_0727=Indira
Human_First_Names_F_0728=Indrani
Human_First_Names_F_0729=Ines
Human_First_Names_F_0730=Inez
Human_First_Names_F_0731=Ingrid
Human_First_Names_F_0732=Ioanna
Human_First_Names_F_0733=Irena
Human_First_Names_F_0734=Irene
Human_First_Names_F_0735=Iris
Human_First_Names_F_0736=Irma
Human_First_Names_F_0737=Isa
Human_First_Names_F_0738=Isabel
Human_First_Names_F_0739=Isabella
Human_First_Names_F_0740=Isabelle
Human_First_Names_F_0741=Ishawna
Human_First_Names_F_0742=Isidora
Human_First_Names_F_0743=Isobel
Human_First_Names_F_0744=Itsumi
Human_First_Names_F_0745=Ivana
Human_First_Names_F_0746=Ivita
Human_First_Names_F_0747=Ivonne
Human_First_Names_F_0748=Ivy
Human_First_Names_F_0749=Jackie
Human_First_Names_F_0750=Jacklyn
Human_First_Names_F_0751=Jaclyn
Human_First_Names_F_0752=Jacqueline
Human_First_Names_F_0753=Jacquie
Human_First_Names_F_0754=Jada
Human_First_Names_F_0755=Jaden
Human_First_Names_F_0756=Jae
Human_First_Names_F_0757=Jaime
Human_First_Names_F_0758=Jakeline
Human_First_Names_F_0759=Jaki
Human_First_Names_F_0760=Jalani
Human_First_Names_F_0761=Jaleen
Human_First_Names_F_0762=Jalen
Human_First_Names_F_0763=Jamani
Human_First_Names_F_0764=Jami
Human_First_Names_F_0765=Jamie
Human_First_Names_F_0766=Jan
Human_First_Names_F_0767=Jana
Human_First_Names_F_0768=Jane
Human_First_Names_F_0769=Janelle
Human_First_Names_F_0770=Janet
Human_First_Names_F_0771=Janette
Human_First_Names_F_0772=Janice
Human_First_Names_F_0773=Janine
Human_First_Names_F_0774=Janis
Human_First_Names_F_0775=Janna
Human_First_Names_F_0776=Jara
Human_First_Names_F_0777=Jari
Human_First_Names_F_0778=Jarmila
Human_First_Names_F_0779=Jashanna
Human_First_Names_F_0780=Jasmine
Human_First_Names_F_0781=Jax
Human_First_Names_F_0782=Jayne
Human_First_Names_F_0783=Jaynie
Human_First_Names_F_0784=Jaz
Human_First_Names_F_0785=Jazmin
Human_First_Names_F_0786=Jean
Human_First_Names_F_0787=Jeanette
Human_First_Names_F_0788=Jeanie
Human_First_Names_F_0789=Jelinda
Human_First_Names_F_0790=Jemisha
Human_First_Names_F_0791=Jemma
Human_First_Names_F_0792=Jen
Human_First_Names_F_0793=Jenifer
Human_First_Names_F_0794=Jenna
Human_First_Names_F_0795=Jenni
Human_First_Names_F_0796=Jennica
Human_First_Names_F_0797=Jennifer
Human_First_Names_F_0798=Jenny
Human_First_Names_F_0799=Jeri
Human_First_Names_F_0800=Jerri
Human_First_Names_F_0801=Jerzy
Human_First_Names_F_0802=Jess
Human_First_Names_F_0803=Jessica
Human_First_Names_F_0804=Jessie
Human_First_Names_F_0805=Jewel
Human_First_Names_F_0806=Jianni
Human_First_Names_F_0807=Jill
Human_First_Names_F_0808=Jillian
Human_First_Names_F_0809=Jing
Human_First_Names_F_0810=Jinny
Human_First_Names_F_0811=Jo
Human_First_Names_F_0812=Joan
Human_First_Names_F_0813=Joana
Human_First_Names_F_0814=Joanie
Human_First_Names_F_0815=Joann
Human_First_Names_F_0816=Joanne
Human_First_Names_F_0817=Jocelyn
Human_First_Names_F_0818=Jodi
Human_First_Names_F_0819=Jodie
Human_First_Names_F_0820=Jody
Human_First_Names_F_0821=Joey
Human_First_Names_F_0822=Johana
Human_First_Names_F_0823=Johari
Human_First_Names_F_0824=Jolena
Human_First_Names_F_0825=Jolene
Human_First_Names_F_0826=Joni
Human_First_Names_F_0827=Jordan
Human_First_Names_F_0828=Josefina
Human_First_Names_F_0829=Josefine
Human_First_Names_F_0830=Josephine
Human_First_Names_F_0831=Josie
Human_First_Names_F_0832=Joslin
Human_First_Names_F_0833=Joy
Human_First_Names_F_0834=Joyce
Human_First_Names_F_0835=Juanita
Human_First_Names_F_0836=Judi
Human_First_Names_F_0837=Judie
Human_First_Names_F_0838=Judith
Human_First_Names_F_0839=Judy
Human_First_Names_F_0840=Jules
Human_First_Names_F_0841=Julia
Human_First_Names_F_0842=Julian
Human_First_Names_F_0843=Juliana
Human_First_Names_F_0844=Julianne
Human_First_Names_F_0845=Julie
Human_First_Names_F_0846=Juliet
Human_First_Names_F_0847=June
Human_First_Names_F_0848=Justina
Human_First_Names_F_0849=Justine
Human_First_Names_F_0850=Kadasha
Human_First_Names_F_0851=Kadian
Human_First_Names_F_0852=Kadrea
Human_First_Names_F_0853=Kahley
Human_First_Names_F_0854=Kaidyn
Human_First_Names_F_0855=Kailanni
Human_First_Names_F_0856=Kaimi
Human_First_Names_F_0857=Kaitlin
Human_First_Names_F_0858=Kala
Human_First_Names_F_0859=Kalahni
Human_First_Names_F_0860=Kalea
Human_First_Names_F_0861=Kalin
Human_First_Names_F_0862=Kaliope
Human_First_Names_F_0863=Kam
Human_First_Names_F_0864=Kamali
Human_First_Names_F_0865=Kamani
Human_First_Names_F_0866=Kamari
Human_First_Names_F_0867=Kamdyn
Human_First_Names_F_0868=Kamie
Human_First_Names_F_0869=Kamila
Human_First_Names_F_0870=Kana
Human_First_Names_F_0871=Kanika
Human_First_Names_F_0872=Kao
Human_First_Names_F_0873=Kara
Human_First_Names_F_0874=Karen
Human_First_Names_F_0875=Kari
Human_First_Names_F_0876=Karin
Human_First_Names_F_0877=Karina
Human_First_Names_F_0878=Karla
Human_First_Names_F_0879=Karolina
Human_First_Names_F_0880=Karsen
Human_First_Names_F_0881=Kary
Human_First_Names_F_0882=Kasey
Human_First_Names_F_0883=Kassidy
Human_First_Names_F_0884=Katarina
Human_First_Names_F_0885=Kate
Human_First_Names_F_0886=Katelyn
Human_First_Names_F_0887=Katey
Human_First_Names_F_0888=Katharine
Human_First_Names_F_0889=Katherine
Human_First_Names_F_0890=Katheryn
Human_First_Names_F_0891=Kathie
Human_First_Names_F_0892=Kathleen
Human_First_Names_F_0893=Kathlyn
Human_First_Names_F_0894=Kathrine
Human_First_Names_F_0895=Kathy
Human_First_Names_F_0896=Katie
Human_First_Names_F_0897=Katrina
Human_First_Names_F_0898=Katy
Human_First_Names_F_0899=Kavita
Human_First_Names_F_0900=Kay
Human_First_Names_F_0901=Kaydin
Human_First_Names_F_0902=Kayla
Human_First_Names_F_0903=Kaylee
Human_First_Names_F_0904=Keegan
Human_First_Names_F_0905=Keiko
Human_First_Names_F_0906=Keisha
Human_First_Names_F_0907=Kelley
Human_First_Names_F_0908=Kelli
Human_First_Names_F_0909=Kellie
Human_First_Names_F_0910=Kelly
Human_First_Names_F_0911=Kelsey
Human_First_Names_F_0912=Kemani
Human_First_Names_F_0913=Kendal
Human_First_Names_F_0914=Kendra
Human_First_Names_F_0915=Kennedy
Human_First_Names_F_0916=Keri
Human_First_Names_F_0917=Kerri
Human_First_Names_F_0918=Khali
Human_First_Names_F_0919=Khinara
Human_First_Names_F_0920=Kiana
Human_First_Names_F_0921=Kiandra
Human_First_Names_F_0922=Kiko
Human_First_Names_F_0923=Kileyna
Human_First_Names_F_0924=Kim
Human_First_Names_F_0925=Kimani
Human_First_Names_F_0926=Kimberly
Human_First_Names_F_0927=Kimiko
Human_First_Names_F_0928=Kinsey
Human_First_Names_F_0929=Kira
Human_First_Names_F_0930=Kirsten
Human_First_Names_F_0931=Kirsty
Human_First_Names_F_0932=Kishana
Human_First_Names_F_0933=Kitt
Human_First_Names_F_0934=Kizzie
Human_First_Names_F_0935=Klara
Human_First_Names_F_0936=Kodi
Human_First_Names_F_0937=Konomi
Human_First_Names_F_0938=Korah
Human_First_Names_F_0939=Kris
Human_First_Names_F_0940=Krista
Human_First_Names_F_0941=Kristen
Human_First_Names_F_0942=Kristi
Human_First_Names_F_0943=Kristie
Human_First_Names_F_0944=Kristin
Human_First_Names_F_0945=Kristina
Human_First_Names_F_0946=Kristine
Human_First_Names_F_0947=Kristy
Human_First_Names_F_0948=Kumi
Human_First_Names_F_0949=Kyri
Human_First_Names_F_0950=Lacara
Human_First_Names_F_0951=Lacey
Human_First_Names_F_0952=Ladell
Human_First_Names_F_0953=Lakedra
Human_First_Names_F_0954=Lakeisha
Human_First_Names_F_0955=Lakoda
Human_First_Names_F_0956=Lamari
Human_First_Names_F_0957=Lana
Human_First_Names_F_0958=Landon
Human_First_Names_F_0959=Landry
Human_First_Names_F_0960=Lane
Human_First_Names_F_0961=Lanie
Human_First_Names_F_0962=Lara
Human_First_Names_F_0963=Laren
Human_First_Names_F_0964=Larissa
Human_First_Names_F_0965=Larkin
Human_First_Names_F_0966=Lashaya
Human_First_Names_F_0967=Latasha
Human_First_Names_F_0968=Latavia
Human_First_Names_F_0969=Latika
Human_First_Names_F_0970=Latisha
Human_First_Names_F_0971=Latoya
Human_First_Names_F_0972=Laura
Human_First_Names_F_0973=Laurel
Human_First_Names_F_0974=Lauren
Human_First_Names_F_0975=Laurie
Human_First_Names_F_0976=Laverne
Human_First_Names_F_0977=Lawanda
Human_First_Names_F_0978=Laylani
Human_First_Names_F_0979=Lea
Human_First_Names_F_0980=Leandra
Human_First_Names_F_0981=Leanne
Human_First_Names_F_0982=Lee
Human_First_Names_F_0983=Leela
Human_First_Names_F_0984=Leelannee
Human_First_Names_F_0985=Leia
Human_First_Names_F_0986=Leigh
Human_First_Names_F_0987=Leila
Human_First_Names_F_0988=Leilani
Human_First_Names_F_0989=Leisha
Human_First_Names_F_0990=Leisley
Human_First_Names_F_0991=Lena
Human_First_Names_F_0992=Lenka
Human_First_Names_F_0993=Lenora
Human_First_Names_F_0994=Lenore
Human_First_Names_F_0995=Lenzie
Human_First_Names_F_0996=Leona
Human_First_Names_F_0997=Leonie
Human_First_Names_F_0998=Leslee
Human_First_Names_F_0999=Lesley
Human_First_Names_F_1000=Lesli
Human_First_Names_F_1001=Leslie
Human_First_Names_F_1002=Lexington
Human_First_Names_F_1003=Leyla
Human_First_Names_F_1004=Liana
Human_First_Names_F_1005=Lianne
Human_First_Names_F_1006=Liddy
Human_First_Names_F_1007=Lidia
Human_First_Names_F_1008=Liesl
Human_First_Names_F_1009=Lili
Human_First_Names_F_1010=Liliana
Human_First_Names_F_1011=Lillian
Human_First_Names_F_1012=Lillie
Human_First_Names_F_1013=Lilly
Human_First_Names_F_1014=Lilo
Human_First_Names_F_1015=Lily
Human_First_Names_F_1016=Lin
Human_First_Names_F_1017=Lina
Human_First_Names_F_1018=Lincoln
Human_First_Names_F_1019=Linda
Human_First_Names_F_1020=Lindsey
Human_First_Names_F_1021=Lisa
Human_First_Names_F_1022=Livia
Human_First_Names_F_1023=Liz
Human_First_Names_F_1024=Lizzie
Human_First_Names_F_1025=Logan
Human_First_Names_F_1026=Lois
Human_First_Names_F_1027=Lola
Human_First_Names_F_1028=Loni
Human_First_Names_F_1029=Lora
Human_First_Names_F_1030=Loraine
Human_First_Names_F_1031=Lorene
Human_First_Names_F_1032=Loretta
Human_First_Names_F_1033=Lori
Human_First_Names_F_1034=Lorna
Human_First_Names_F_1035=Lou
Human_First_Names_F_1036=Louella
Human_First_Names_F_1037=Louisa
Human_First_Names_F_1038=Louise
Human_First_Names_F_1039=Lovelle
Human_First_Names_F_1040=Luana
Human_First_Names_F_1041=Luann
Human_First_Names_F_1042=Lucille
Human_First_Names_F_1043=Lucinda
Human_First_Names_F_1044=Lucy
Human_First_Names_F_1045=Ludmila
Human_First_Names_F_1046=Luella
Human_First_Names_F_1047=Luisa
Human_First_Names_F_1048=Luiza
Human_First_Names_F_1049=Lupe
Human_First_Names_F_1050=Luverne
Human_First_Names_F_1051=Lydia
Human_First_Names_F_1052=Lynda
Human_First_Names_F_1053=Lynn
Human_First_Names_F_1054=Mabel
Human_First_Names_F_1055=Mackinley
Human_First_Names_F_1056=Maddy
Human_First_Names_F_1057=Maddyx
Human_First_Names_F_1058=Madeline
Human_First_Names_F_1059=Madge
Human_First_Names_F_1060=Madison
Human_First_Names_F_1061=Magdalena
Human_First_Names_F_1062=Maggie
Human_First_Names_F_1063=Magnolia
Human_First_Names_F_1064=Mahari
Human_First_Names_F_1065=Mai
Human_First_Names_F_1066=Maiko
Human_First_Names_F_1067=Maja
Human_First_Names_F_1068=Makayla
Human_First_Names_F_1069=Malaya
Human_First_Names_F_1070=Malia
Human_First_Names_F_1071=Malinda
Human_First_Names_F_1072=Maliyah
Human_First_Names_F_1073=Mallory
Human_First_Names_F_1074=Malone
Human_First_Names_F_1075=Malou
Human_First_Names_F_1076=Mana
Human_First_Names_F_1077=Mandy
Human_First_Names_F_1078=Maneet
Human_First_Names_F_1079=Manjula
Human_First_Names_F_1080=Mara
Human_First_Names_F_1081=Marcella
Human_First_Names_F_1082=Marci
Human_First_Names_F_1083=Marcia
Human_First_Names_F_1084=Marcy
Human_First_Names_F_1085=Margaret
Human_First_Names_F_1086=Margery
Human_First_Names_F_1087=Margie
Human_First_Names_F_1088=Margot
Human_First_Names_F_1089=Margret
Human_First_Names_F_1090=Maria
Human_First_Names_F_1091=Mariam
Human_First_Names_F_1092=Mariana
Human_First_Names_F_1093=Maribelle
Human_First_Names_F_1094=Marie
Human_First_Names_F_1095=Marietta
Human_First_Names_F_1096=Marilyn
Human_First_Names_F_1097=Marisa
Human_First_Names_F_1098=Marji
Human_First_Names_F_1099=Marjorie
Human_First_Names_F_1100=Marla
Human_First_Names_F_1101=Marlena
Human_First_Names_F_1102=Marley
Human_First_Names_F_1103=Marrion
Human_First_Names_F_1104=Marsha
Human_First_Names_F_1105=Marta
Human_First_Names_F_1106=Martha
Human_First_Names_F_1107=Marviana
Human_First_Names_F_1108=Mary
Human_First_Names_F_1109=Maryann
Human_First_Names_F_1110=Marylou
Human_First_Names_F_1111=Mason
Human_First_Names_F_1112=Matavia
Human_First_Names_F_1113=Matilda
Human_First_Names_F_1114=Matsuko
Human_First_Names_F_1115=Mattie
Human_First_Names_F_1116=Maude
Human_First_Names_F_1117=Maura
Human_First_Names_F_1118=Maureen
Human_First_Names_F_1119=Maven
Human_First_Names_F_1120=Mavis
Human_First_Names_F_1121=Max
Human_First_Names_F_1122=Maxine
Human_First_Names_F_1123=Maya
Human_First_Names_F_1124=Maybelle
Human_First_Names_F_1125=Mayumi
Human_First_Names_F_1126=Meagan
Human_First_Names_F_1127=Meg
Human_First_Names_F_1128=Megan
Human_First_Names_F_1129=Meghan
Human_First_Names_F_1130=Megumi
Human_First_Names_F_1131=Mei
Human_First_Names_F_1132=Meiko
Human_First_Names_F_1133=Mel
Human_First_Names_F_1134=Melania
Human_First_Names_F_1135=Melanie
Human_First_Names_F_1136=Melicia
Human_First_Names_F_1137=Melinda
Human_First_Names_F_1138=Melissa
Human_First_Names_F_1139=Mell
Human_First_Names_F_1140=Melly
Human_First_Names_F_1141=Melody
Human_First_Names_F_1142=Memphis
Human_First_Names_F_1143=Meredith
Human_First_Names_F_1144=Micah
Human_First_Names_F_1145=Michelle
Human_First_Names_F_1146=Miki
Human_First_Names_F_1147=Mila
Human_First_Names_F_1148=Mildred
Human_First_Names_F_1149=Miley
Human_First_Names_F_1150=Millicent
Human_First_Names_F_1151=Millie
Human_First_Names_F_1152=Milly
Human_First_Names_F_1153=Mimi
Human_First_Names_F_1154=Mina
Human_First_Names_F_1155=Mindy
Human_First_Names_F_1156=Mineko
Human_First_Names_F_1157=Minerva
Human_First_Names_F_1158=Minnie
Human_First_Names_F_1159=Mira
Human_First_Names_F_1160=Mirabel
Human_First_Names_F_1161=Miranda
Human_First_Names_F_1162=Miriam
Human_First_Names_F_1163=Missy
Human_First_Names_F_1164=Mitzi
Human_First_Names_F_1165=Miyabi
Human_First_Names_F_1166=Mizuki
Human_First_Names_F_1167=Moana
Human_First_Names_F_1168=Mollie
Human_First_Names_F_1169=Molly
Human_First_Names_F_1170=Mona
Human_First_Names_F_1171=Monica
Human_First_Names_F_1172=Monique
Human_First_Names_F_1173=Monroe
Human_First_Names_F_1174=Montana
Human_First_Names_F_1175=Morgan
Human_First_Names_F_1176=Muriel
Human_First_Names_F_1177=Myra
Human_First_Names_F_1178=Nadia
Human_First_Names_F_1179=Nadine
Human_First_Names_F_1180=Naila
Human_First_Names_F_1181=Nakala
Human_First_Names_F_1182=Nalani
Human_First_Names_F_1183=Nancy
Human_First_Names_F_1184=Nandi
Human_First_Names_F_1185=Nanette
Human_First_Names_F_1186=Naomi
Human_First_Names_F_1187=Narumi
Human_First_Names_F_1188=Nasiah
Human_First_Names_F_1189=Natale
Human_First_Names_F_1190=Natalia
Human_First_Names_F_1191=Natalie
Human_First_Names_F_1192=Natasha
Human_First_Names_F_1193=Natroya
Human_First_Names_F_1194=Natsume
Human_First_Names_F_1195=Nedaara
Human_First_Names_F_1196=Neema
Human_First_Names_F_1197=Nelinka
Human_First_Names_F_1198=Nell
Human_First_Names_F_1199=Nellie
Human_First_Names_F_1200=Nelly
Human_First_Names_F_1201=Neomi
Human_First_Names_F_1202=Nerissa
Human_First_Names_F_1203=Nevada
Human_First_Names_F_1204=Nia
Human_First_Names_F_1205=Nichole
Human_First_Names_F_1206=Nicole
Human_First_Names_F_1207=Nikita
Human_First_Names_F_1208=Nikki
Human_First_Names_F_1209=Nikola
Human_First_Names_F_1210=Nina
Human_First_Names_F_1211=Noelle
Human_First_Names_F_1212=Nora
Human_First_Names_F_1213=Noreen
Human_First_Names_F_1214=Noriko
Human_First_Names_F_1215=Norma
Human_First_Names_F_1216=Nozomi
Human_First_Names_F_1217=Octavia
Human_First_Names_F_1218=Odessa
Human_First_Names_F_1219=Okalani
Human_First_Names_F_1220=Olanda
Human_First_Names_F_1221=Olga
Human_First_Names_F_1222=Oliana
Human_First_Names_F_1223=Olive
Human_First_Names_F_1224=Olivia
Human_First_Names_F_1225=Ollie
Human_First_Names_F_1226=Onnie
Human_First_Names_F_1227=Onyx
Human_First_Names_F_1228=Opal
Human_First_Names_F_1229=Ophelia
Human_First_Names_F_1230=Oriana
Human_First_Names_F_1231=Orion
Human_First_Names_F_1232=Ozie
Human_First_Names_F_1233=Paiden
Human_First_Names_F_1234=Paige
Human_First_Names_F_1235=Pallavi
Human_First_Names_F_1236=Pam
Human_First_Names_F_1237=Pamela
Human_First_Names_F_1238=Parker
Human_First_Names_F_1239=Parvati
Human_First_Names_F_1240=Pasha
Human_First_Names_F_1241=Pat
Human_First_Names_F_1242=Patricia
Human_First_Names_F_1243=Patsy
Human_First_Names_F_1244=Patti
Human_First_Names_F_1245=Patty
Human_First_Names_F_1246=Paula
Human_First_Names_F_1247=Paulette
Human_First_Names_F_1248=Paulina
Human_First_Names_F_1249=Pauline
Human_First_Names_F_1250=Pavla
Human_First_Names_F_1251=Pavlina
Human_First_Names_F_1252=Pavlinka
Human_First_Names_F_1253=Paxton
Human_First_Names_F_1254=Payton
Human_First_Names_F_1255=Pearl
Human_First_Names_F_1256=Peggy
Human_First_Names_F_1257=Penelope
Human_First_Names_F_1258=Penny
Human_First_Names_F_1259=Petra
Human_First_Names_F_1260=Phoebe
Human_First_Names_F_1261=Phoenix
Human_First_Names_F_1262=Phylicity
Human_First_Names_F_1263=Phyllis
Human_First_Names_F_1264=Piper
Human_First_Names_F_1265=Pippa
Human_First_Names_F_1266=Polina
Human_First_Names_F_1267=Polly
Human_First_Names_F_1268=Poppy
Human_First_Names_F_1269=Posey
Human_First_Names_F_1270=Preet
Human_First_Names_F_1271=Prima
Human_First_Names_F_1272=Priscilla
Human_First_Names_F_1273=Priya
Human_First_Names_F_1274=Priyanka
Human_First_Names_F_1275=Quinn
Human_First_Names_F_1276=Rachael
Human_First_Names_F_1277=Rachel
Human_First_Names_F_1278=Rachelle
Human_First_Names_F_1279=Radana
Human_First_Names_F_1280=Radmila
Human_First_Names_F_1281=Rae
Human_First_Names_F_1282=Rain
Human_First_Names_F_1283=Raleigh
Human_First_Names_F_1284=Ramona
Human_First_Names_F_1285=Ranisha
Human_First_Names_F_1286=Raquel
Human_First_Names_F_1287=Rashi
Human_First_Names_F_1288=Rati
Human_First_Names_F_1289=Reagan
Human_First_Names_F_1290=Reba
Human_First_Names_F_1291=Rebecca
Human_First_Names_F_1292=Rebeka
Human_First_Names_F_1293=Rebekah
Human_First_Names_F_1294=Rebel
Human_First_Names_F_1295=Reese
Human_First_Names_F_1296=Regina
Human_First_Names_F_1297=Reika
Human_First_Names_F_1298=Remy
Human_First_Names_F_1299=Rena
Human_First_Names_F_1300=Rhiannon
Human_First_Names_F_1301=Rhoda
Human_First_Names_F_1302=Rhonda
Human_First_Names_F_1303=Ricki
Human_First_Names_F_1304=Rihanna
Human_First_Names_F_1305=Rika
Human_First_Names_F_1306=Riley
Human_First_Names_F_1307=Rio
Human_First_Names_F_1308=Rita
Human_First_Names_F_1309=River
Human_First_Names_F_1310=Robbie
Human_First_Names_F_1311=Roberta
Human_First_Names_F_1312=Robin
Human_First_Names_F_1313=Roma
Human_First_Names_F_1314=Ronie
Human_First_Names_F_1315=Rory
Human_First_Names_F_1316=Rosa
Human_First_Names_F_1317=Rosalie
Human_First_Names_F_1318=Rosalind
Human_First_Names_F_1319=Rosalyn
Human_First_Names_F_1320=Rosanna
Human_First_Names_F_1321=Rosario
Human_First_Names_F_1322=Rose
Human_First_Names_F_1323=Rosemarie
Human_First_Names_F_1324=Rosemary
Human_First_Names_F_1325=Roxanne
Human_First_Names_F_1326=Roxie
Human_First_Names_F_1327=Ruby
Human_First_Names_F_1328=Ruth
Human_First_Names_F_1329=Ryoko
Human_First_Names_F_1330=Sabina
Human_First_Names_F_1331=Sabrina
Human_First_Names_F_1332=Sadie
Human_First_Names_F_1333=Safa
Human_First_Names_F_1334=Sage
Human_First_Names_F_1335=Sakura
Human_First_Names_F_1336=Salem
Human_First_Names_F_1337=Salenna
Human_First_Names_F_1338=Sallie
Human_First_Names_F_1339=Sally
Human_First_Names_F_1340=Sam
Human_First_Names_F_1341=Samantha
Human_First_Names_F_1342=Samara
Human_First_Names_F_1343=Sammy
Human_First_Names_F_1344=Sandra
Human_First_Names_F_1345=Sandy
Human_First_Names_F_1346=Sara
Human_First_Names_F_1347=Sarah
Human_First_Names_F_1348=Sasha
Human_First_Names_F_1349=Satomi
Human_First_Names_F_1350=Savannah
Human_First_Names_F_1351=Savitri
Human_First_Names_F_1352=Sawyer
Human_First_Names_F_1353=Scarlett
Human_First_Names_F_1354=Selby
Human_First_Names_F_1355=Selena
Human_First_Names_F_1356=Selma
Human_First_Names_F_1357=Seneca
Human_First_Names_F_1358=Serafina
Human_First_Names_F_1359=Serena
Human_First_Names_F_1360=Shamari
Human_First_Names_F_1361=Shana
Human_First_Names_F_1362=Shanaya
Human_First_Names_F_1363=Shaniqua
Human_First_Names_F_1364=Shannon
Human_First_Names_F_1365=Shaquira
Human_First_Names_F_1366=Sharlene
Human_First_Names_F_1367=Sharon
Human_First_Names_F_1368=Shauna
Human_First_Names_F_1369=Shawndell
Human_First_Names_F_1370=Shay
Human_First_Names_F_1371=Sheila
Human_First_Names_F_1372=Shelby
Human_First_Names_F_1373=Shell
Human_First_Names_F_1374=Shelley
Human_First_Names_F_1375=Shelly
Human_First_Names_F_1376=Sheri
Human_First_Names_F_1377=Sherrie
Human_First_Names_F_1378=Sherry
Human_First_Names_F_1379=Sheryl
Human_First_Names_F_1380=Shia
Human_First_Names_F_1381=Shira
Human_First_Names_F_1382=Siah
Human_First_Names_F_1383=Silvia
Human_First_Names_F_1384=Simona
Human_First_Names_F_1385=Simone
Human_First_Names_F_1386=Sky
Human_First_Names_F_1387=Skyler
Human_First_Names_F_1388=Sloan
Human_First_Names_F_1389=Sofia
Human_First_Names_F_1390=Sofie
Human_First_Names_F_1391=Solvita
Human_First_Names_F_1392=Sonnie
Human_First_Names_F_1393=Sonya
Human_First_Names_F_1394=Sophia
Human_First_Names_F_1395=Sophie
Human_First_Names_F_1396=Stacey
Human_First_Names_F_1397=Staci
Human_First_Names_F_1398=Stacie
Human_First_Names_F_1399=Stacy
Human_First_Names_F_1400=Stefanie
Human_First_Names_F_1401=Steffi
Human_First_Names_F_1402=Stella
Human_First_Names_F_1403=Steph
Human_First_Names_F_1404=Stephanie
Human_First_Names_F_1405=Stephie
Human_First_Names_F_1406=Sterling
Human_First_Names_F_1407=Stevie
Human_First_Names_F_1408=Sue
Human_First_Names_F_1409=Suellen
Human_First_Names_F_1410=Summer
Human_First_Names_F_1411=Susan
Human_First_Names_F_1412=Susannah
Human_First_Names_F_1413=Susie
Human_First_Names_F_1414=Suzana
Human_First_Names_F_1415=Suzanne
Human_First_Names_F_1416=Suzette
Human_First_Names_F_1417=Svetlana
Human_First_Names_F_1418=Sybil
Human_First_Names_F_1419=Sylvia
Human_First_Names_F_1420=Tabatha
Human_First_Names_F_1421=Tahje
Human_First_Names_F_1422=Tai
Human_First_Names_F_1423=Talia
Human_First_Names_F_1424=Tallulah
Human_First_Names_F_1425=Talyn
Human_First_Names_F_1426=Tamara
Human_First_Names_F_1427=Tamera
Human_First_Names_F_1428=Tami
Human_First_Names_F_1429=Tamiko
Human_First_Names_F_1430=Tammie
Human_First_Names_F_1431=Tammy
Human_First_Names_F_1432=Tania
Human_First_Names_F_1433=Tanisha
Human_First_Names_F_1434=Tanya
Human_First_Names_F_1435=Tara
Human_First_Names_F_1436=Tasha
Human_First_Names_F_1437=Tavena
Human_First_Names_F_1438=Tavi
Human_First_Names_F_1439=Tawny
Human_First_Names_F_1440=Taylor
Human_First_Names_F_1441=Tea
Human_First_Names_F_1442=Teagan
Human_First_Names_F_1443=Teresa
Human_First_Names_F_1444=Teri
Human_First_Names_F_1445=Tessa
Human_First_Names_F_1446=Thea
Human_First_Names_F_1447=Thelma
Human_First_Names_F_1448=Theresa
Human_First_Names_F_1449=Tia
Human_First_Names_F_1450=Tianna
Human_First_Names_F_1451=Tiffany
Human_First_Names_F_1452=Tillie
Human_First_Names_F_1453=Tina
Human_First_Names_F_1454=Tonya
Human_First_Names_F_1455=Tory
Human_First_Names_F_1456=Tracey
Human_First_Names_F_1457=Traci
Human_First_Names_F_1458=Tracy
Human_First_Names_F_1459=Tricia
Human_First_Names_F_1460=Trina
Human_First_Names_F_1461=Tris
Human_First_Names_F_1462=Trish
Human_First_Names_F_1463=Trisha
Human_First_Names_F_1464=Trudy
Human_First_Names_F_1465=Twyla
Human_First_Names_F_1466=Tyler
Human_First_Names_F_1467=Ulla
Human_First_Names_F_1468=Ursula
Human_First_Names_F_1469=Vail
Human_First_Names_F_1470=Valarie
Human_First_Names_F_1471=Valen
Human_First_Names_F_1472=Valentine
Human_First_Names_F_1473=Valerie
Human_First_Names_F_1474=Vanesa
Human_First_Names_F_1475=Velma
Human_First_Names_F_1476=Vendela
Human_First_Names_F_1477=Vera
Human_First_Names_F_1478=Veronica
Human_First_Names_F_1479=Vicki
Human_First_Names_F_1480=Vickie
Human_First_Names_F_1481=Vicky
Human_First_Names_F_1482=Victoria
Human_First_Names_F_1483=Viktoria
Human_First_Names_F_1484=Vilma
Human_First_Names_F_1485=Viola
Human_First_Names_F_1486=Violet
Human_First_Names_F_1487=Virginia
Human_First_Names_F_1488=Vivian
Human_First_Names_F_1489=Wanda
Human_First_Names_F_1490=Wendi
Human_First_Names_F_1491=Wendy
Human_First_Names_F_1492=Whitney
Human_First_Names_F_1493=Willow
Human_First_Names_F_1494=Wilma
Human_First_Names_F_1495=Winifred
Human_First_Names_F_1496=Winnie
Human_First_Names_F_1497=Wynn
Human_First_Names_F_1498=Yalonda
Human_First_Names_F_1499=Yannis
Human_First_Names_F_1500=Yasmine
Human_First_Names_F_1501=Yi
Human_First_Names_F_1502=Ying
Human_First_Names_F_1503=Yolanda
Human_First_Names_F_1504=Yuki
Human_First_Names_F_1505=Yumi
Human_First_Names_F_1506=Yvette
Human_First_Names_F_1507=Yvonne
Human_First_Names_F_1508=Zahra
Human_First_Names_F_1509=Zaketa
Human_First_Names_F_1510=Zamari
Human_First_Names_F_1511=Zanda
Human_First_Names_F_1512=Zandra
Human_First_Names_F_1513=Zara
Human_First_Names_F_1514=Zekera
Human_First_Names_F_1515=Zena
Human_First_Names_F_1516=Zima
Human_First_Names_F_1517=Zoe
Human_First_Names_F_1518=Zora
Human_First_Names_F_1519=Zorana
Human_First_Names_F_1520=Zuleika
Human_First_Names_M_0001=Aadi
Human_First_Names_M_0002=Aarav
Human_First_Names_M_0003=Aaron
Human_First_Names_M_0004=Aban
Human_First_Names_M_0005=Abasi
Human_First_Names_M_0006=Abbas
Human_First_Names_M_0007=Abdul
Human_First_Names_M_0008=Abe
Human_First_Names_M_0009=Abel
Human_First_Names_M_0010=Abraham
Human_First_Names_M_0011=Abram
Human_First_Names_M_0012=Adam
Human_First_Names_M_0013=Adamo
Human_First_Names_M_0014=Adan
Human_First_Names_M_0015=Addae
Human_First_Names_M_0016=Addi
Human_First_Names_M_0017=Ade
Human_First_Names_M_0018=Adil
Human_First_Names_M_0019=Adolfo
Human_First_Names_M_0020=Adovardo
Human_First_Names_M_0021=Adrian
Human_First_Names_M_0022=Afram
Human_First_Names_M_0023=Agnolo
Human_First_Names_M_0024=Agostino
Human_First_Names_M_0025=Ahmad
Human_First_Names_M_0026=Ahmed
Human_First_Names_M_0027=Akaar
Human_First_Names_M_0028=Akahito
Human_First_Names_M_0029=Akash
Human_First_Names_M_0030=Akello
Human_First_Names_M_0031=Akeno
Human_First_Names_M_0032=Aki
Human_First_Names_M_0033=Akihiro
Human_First_Names_M_0034=Akihisa
Human_First_Names_M_0035=Akihito
Human_First_Names_M_0036=Akikazu
Human_First_Names_M_0037=Akinari
Human_First_Names_M_0038=Akinori
Human_First_Names_M_0039=Akio
Human_First_Names_M_0040=Akira
Human_First_Names_M_0041=Akoni
Human_First_Names_M_0042=Aksel
Human_First_Names_M_0043=Al
Human_First_Names_M_0044=Alamanno
Human_First_Names_M_0045=Alan
Human_First_Names_M_0046=Albert
Human_First_Names_M_0047=Alberto
Human_First_Names_M_0048=Albizzo
Human_First_Names_M_0049=Alden
Human_First_Names_M_0050=Aldo
Human_First_Names_M_0051=Alec
Human_First_Names_M_0052=Aleix
Human_First_Names_M_0053=Alejandro
Human_First_Names_M_0054=Alerion
Human_First_Names_M_0055=Alessandro
Human_First_Names_M_0056=Alesso
Human_First_Names_M_0057=Alex
Human_First_Names_M_0058=Alexander
Human_First_Names_M_0059=Alexei
Human_First_Names_M_0060=Alezan
Human_First_Names_M_0061=Alfonso
Human_First_Names_M_0062=Alfonzo
Human_First_Names_M_0063=Alfred
Human_First_Names_M_0064=Alfredo
Human_First_Names_M_0065=Ali
Human_First_Names_M_0066=Alin
Human_First_Names_M_0067=Allan
Human_First_Names_M_0068=Allen
Human_First_Names_M_0069=Alonso
Human_First_Names_M_0070=Alonzo
Human_First_Names_M_0071=Alphonso
Human_First_Names_M_0072=Alton
Human_First_Names_M_0073=Alva
Human_First_Names_M_0074=Alvaro
Human_First_Names_M_0075=Alvin
Human_First_Names_M_0076=Alyas
Human_First_Names_M_0077=Amado
Human_First_Names_M_0078=Aman
Human_First_Names_M_0079=Amandev
Human_First_Names_M_0080=Amani
Human_First_Names_M_0081=Amida
Human_First_Names_M_0082=Amin
Human_First_Names_M_0083=Amir
Human_First_Names_M_0084=Amish
Human_First_Names_M_0085=Amos
Human_First_Names_M_0086=Ampelio
Human_First_Names_M_0087=Amrit
Human_First_Names_M_0088=Amund
Human_First_Names_M_0089=An
Human_First_Names_M_0090=Anatoly
Human_First_Names_M_0091=Ancil
Human_First_Names_M_0092=Ander
Human_First_Names_M_0093=Anders
Human_First_Names_M_0094=Anderson
Human_First_Names_M_0095=Andor
Human_First_Names_M_0096=Andre
Human_First_Names_M_0097=Andrea
Human_First_Names_M_0098=Andrei
Human_First_Names_M_0099=Andres
Human_First_Names_M_0100=Andrew
Human_First_Names_M_0101=Andy
Human_First_Names_M_0102=Anella
Human_First_Names_M_0103=Angel
Human_First_Names_M_0104=Angelo
Human_First_Names_M_0105=Angorit
Human_First_Names_M_0106=Anibal
Human_First_Names_M_0107=Anichino
Human_First_Names_M_0108=Anis
Human_First_Names_M_0109=Ankoma
Human_First_Names_M_0110=Ansari
Human_First_Names_M_0111=Anson
Human_First_Names_M_0112=Anthony
Human_First_Names_M_0113=Antoine
Human_First_Names_M_0114=Anton
Human_First_Names_M_0115=Antonio
Human_First_Names_M_0116=Antony
Human_First_Names_M_0117=Antwan
Human_First_Names_M_0118=Apollo
Human_First_Names_M_0119=Aran
Human_First_Names_M_0120=Arata
Human_First_Names_M_0121=Archie
Human_First_Names_M_0122=Aren
Human_First_Names_M_0123=Ariel
Human_First_Names_M_0124=Aritomo
Human_First_Names_M_0125=Arkin
Human_First_Names_M_0126=Armaan
Human_First_Names_M_0127=Armand
Human_First_Names_M_0128=Armando
Human_First_Names_M_0129=Arnold
Human_First_Names_M_0130=Arron
Human_First_Names_M_0131=Art
Human_First_Names_M_0132=Arthur
Human_First_Names_M_0133=Artur
Human_First_Names_M_0134=Arturo
Human_First_Names_M_0135=Arun
Human_First_Names_M_0136=Asad
Human_First_Names_M_0137=Asadel
Human_First_Names_M_0138=Ashley
Human_First_Names_M_0139=Ashraf
Human_First_Names_M_0140=Asier
Human_First_Names_M_0141=Asim
Human_First_Names_M_0142=Askel
Human_First_Names_M_0143=Atieno
Human_First_Names_M_0144=Aubrey
Human_First_Names_M_0145=Audun
Human_First_Names_M_0146=August
Human_First_Names_M_0147=Augustine
Human_First_Names_M_0148=Augustus
Human_First_Names_M_0149=Austin
Human_First_Names_M_0150=Averardo
Human_First_Names_M_0151=Averill
Human_First_Names_M_0152=Avery
Human_First_Names_M_0153=Axel
Human_First_Names_M_0154=Ayinde
Human_First_Names_M_0155=Azizi
Human_First_Names_M_0156=Azmera
Human_First_Names_M_0157=Badi
Human_First_Names_M_0158=Badri
Human_First_Names_M_0159=Badru
Human_First_Names_M_0160=Badu
Human_First_Names_M_0161=Bae
Human_First_Names_M_0162=Bagamba
Human_First_Names_M_0163=Bahij
Human_First_Names_M_0164=Bahir
Human_First_Names_M_0165=Baiko
Human_First_Names_M_0166=Bailey
Human_First_Names_M_0167=Bakari
Human_First_Names_M_0168=Bakri
Human_First_Names_M_0169=Balan
Human_First_Names_M_0170=Bali
Human_First_Names_M_0171=Baligh
Human_First_Names_M_0172=Banco
Human_First_Names_M_0173=Bandar
Human_First_Names_M_0174=Bandele
Human_First_Names_M_0175=Baptiste
Human_First_Names_M_0176=Barakah
Human_First_Names_M_0177=Baran
Human_First_Names_M_0178=Bard
Human_First_Names_M_0179=Bardo
Human_First_Names_M_0180=Barir
Human_First_Names_M_0181=Barnard
Human_First_Names_M_0182=Barney
Human_First_Names_M_0183=Barone
Human_First_Names_M_0184=Barry
Human_First_Names_M_0185=Bart
Human_First_Names_M_0186=Barton
Human_First_Names_M_0187=Barun
Human_First_Names_M_0188=Bashir
Human_First_Names_M_0189=Basho
Human_First_Names_M_0190=Basil
Human_First_Names_M_0191=Basim
Human_First_Names_M_0192=Baste
Human_First_Names_M_0193=Bastien
Human_First_Names_M_0194=Battista
Human_First_Names_M_0195=Bayana
Human_First_Names_M_0196=Bayani
Human_First_Names_M_0197=Bayhas
Human_First_Names_M_0198=Baylee
Human_First_Names_M_0199=Beale
Human_First_Names_M_0200=Beau
Human_First_Names_M_0201=Beaumont
Human_First_Names_M_0202=Beauregard
Human_First_Names_M_0203=Bellamy
Human_First_Names_M_0204=Ben
Human_First_Names_M_0205=Benedetto
Human_First_Names_M_0206=Benedict
Human_First_Names_M_0207=Benino
Human_First_Names_M_0208=Benito
Human_First_Names_M_0209=Benjamin
Human_First_Names_M_0210=Benjiro
Human_First_Names_M_0211=Benkei
Human_First_Names_M_0212=Bennett
Human_First_Names_M_0213=Bennie
Human_First_Names_M_0214=Benny
Human_First_Names_M_0215=Beppe
Human_First_Names_M_0216=Berger
Human_First_Names_M_0217=Bernaba
Human_First_Names_M_0218=Bernard
Human_First_Names_M_0219=Bernardo
Human_First_Names_M_0220=Bernie
Human_First_Names_M_0221=Berry
Human_First_Names_M_0222=Bert
Human_First_Names_M_0223=Bertino
Human_First_Names_M_0224=Berto
Human_First_Names_M_0225=Bettino
Human_First_Names_M_0226=Betto
Human_First_Names_M_0227=Bhagwan
Human_First_Names_M_0228=Bhuvik
Human_First_Names_M_0229=Biagio
Human_First_Names_M_0230=Bianco
Human_First_Names_M_0231=Biel
Human_First_Names_M_0232=Bilal
Human_First_Names_M_0233=Bill
Human_First_Names_M_0234=Billie
Human_First_Names_M_0235=Billy
Human_First_Names_M_0236=Bindo
Human_First_Names_M_0237=Bing
Human_First_Names_M_0238=Bình
Human_First_Names_M_0239=Bir
Human_First_Names_M_0240=Bishr
Human_First_Names_M_0241=Bjorn
Human_First_Names_M_0242=Blaine
Human_First_Names_M_0243=Blair
Human_First_Names_M_0244=Blaize
Human_First_Names_M_0245=Blake
Human_First_Names_M_0246=Bob
Human_First_Names_M_0247=Bobbie
Human_First_Names_M_0248=Bobby
Human_First_Names_M_0249=Bogdan
Human_First_Names_M_0250=Bojing
Human_First_Names_M_0251=Bokkai
Human_First_Names_M_0252=Bonino
Human_First_Names_M_0253=Bono
Human_First_Names_M_0254=Bonsi
Human_First_Names_M_0255=Booker
Human_First_Names_M_0256=Boris
Human_First_Names_M_0257=Botan
Human_First_Names_M_0258=Bourey
Human_First_Names_M_0259=Boyce
Human_First_Names_M_0260=Boyd
Human_First_Names_M_0261=Brad
Human_First_Names_M_0262=Bradford
Human_First_Names_M_0263=Bradley
Human_First_Names_M_0264=Bradly
Human_First_Names_M_0265=Brady
Human_First_Names_M_0266=Braj
Human_First_Names_M_0267=Branden
Human_First_Names_M_0268=Brandon
Human_First_Names_M_0269=Brant
Human_First_Names_M_0270=Brayan
Human_First_Names_M_0271=Brede
Human_First_Names_M_0272=Brendan
Human_First_Names_M_0273=Brendon
Human_First_Names_M_0274=Brent
Human_First_Names_M_0275=Brenton
Human_First_Names_M_0276=Bret
Human_First_Names_M_0277=Brett
Human_First_Names_M_0278=Brian
Human_First_Names_M_0279=Brice
Human_First_Names_M_0280=Brock
Human_First_Names_M_0281=Broderick
Human_First_Names_M_0282=Bron
Human_First_Names_M_0283=Brooks
Human_First_Names_M_0284=Bruce
Human_First_Names_M_0285=Brunelle
Human_First_Names_M_0286=Bruno
Human_First_Names_M_0287=Bryan
Human_First_Names_M_0288=Bryant
Human_First_Names_M_0289=Bryce
Human_First_Names_M_0290=Bryon
Human_First_Names_M_0291=Brys
Human_First_Names_M_0292=Brysen
Human_First_Names_M_0293=Buccio
Human_First_Names_M_0294=Bud
Human_First_Names_M_0295=Buddy
Human_First_Names_M_0296=Buford
Human_First_Names_M_0297=Bunzo
Human_First_Names_M_0298=Burcet
Human_First_Names_M_0299=Burl
Human_First_Names_M_0300=Burnell
Human_First_Names_M_0301=Burrell
Human_First_Names_M_0302=Burt
Human_First_Names_M_0303=Burton
Human_First_Names_M_0304=Buto
Human_First_Names_M_0305=Byron
Human_First_Names_M_0306=Caleb
Human_First_Names_M_0307=Calix
Human_First_Names_M_0308=Calvin
Human_First_Names_M_0309=Cambino
Human_First_Names_M_0310=Cambio
Human_First_Names_M_0311=Cameron
Human_First_Names_M_0312=Camilo
Human_First_Names_M_0313=Camryn
Human_First_Names_M_0314=Canaan
Human_First_Names_M_0315=Carden
Human_First_Names_M_0316=Carey
Human_First_Names_M_0317=Carl
Human_First_Names_M_0318=Carlo
Human_First_Names_M_0319=Carlos
Human_First_Names_M_0320=Carlton
Human_First_Names_M_0321=Carmelo
Human_First_Names_M_0322=Carmen
Human_First_Names_M_0323=Carmine
Human_First_Names_M_0324=Carol
Human_First_Names_M_0325=Carroll
Human_First_Names_M_0326=Carson
Human_First_Names_M_0327=Carter
Human_First_Names_M_0328=Cary
Human_First_Names_M_0329=Casey
Human_First_Names_M_0330=Castello
Human_First_Names_M_0331=Castiel
Human_First_Names_M_0332=Cavell
Human_First_Names_M_0333=Cecco
Human_First_Names_M_0334=Cecil
Human_First_Names_M_0335=Cedric
Human_First_Names_M_0336=Cemal
Human_First_Names_M_0337=Cenni
Human_First_Names_M_0338=Cesar
Human_First_Names_M_0339=Chace
Human_First_Names_M_0340=Chad
Human_First_Names_M_0341=Chadwick
Human_First_Names_M_0342=Chakir
Human_First_Names_M_0343=Chance
Human_First_Names_M_0344=Chang
Human_First_Names_M_0345=Changpu
Human_First_Names_M_0346=Chanler
Human_First_Names_M_0347=Chante
Human_First_Names_M_0348=Chappel
Human_First_Names_M_0349=Charles
Human_First_Names_M_0350=Charley
Human_First_Names_M_0351=Charlie
Human_First_Names_M_0352=Chase
Human_First_Names_M_0353=Chasen
Human_First_Names_M_0354=Chason
Human_First_Names_M_0355=Chauncey
Human_First_Names_M_0356=Chemin
Human_First_Names_M_0357=Chen
Human_First_Names_M_0358=Chene
Human_First_Names_M_0359=Cheng
Human_First_Names_M_0360=Chester
Human_First_Names_M_0361=Chet
Human_First_Names_M_0362=Chevalier
Human_First_Names_M_0363=Cheyne
Human_First_Names_M_0364=Chi
Human_First_Names_M_0365=Chiaro
Human_First_Names_M_0366=Chikao
Human_First_Names_M_0367=Chiko
Human_First_Names_M_0368=Chimenti
Human_First_Names_M_0369=Chin
Human_First_Names_M_0370=Chinan
Human_First_Names_M_0371=Chintak
Human_First_Names_M_0372=Chioke
Human_First_Names_M_0373=Chitundu
Human_First_Names_M_0374=Cho
Human_First_Names_M_0375=Chomei
Human_First_Names_M_0376=Chris
Human_First_Names_M_0377=Christian
Human_First_Names_M_0378=Christopher
Human_First_Names_M_0379=Chuanli
Human_First_Names_M_0380=Chuck
Human_First_Names_M_0381=Chuichi
Human_First_Names_M_0382=Chung
Human_First_Names_M_0383=Cino
Human_First_Names_M_0384=Clarence
Human_First_Names_M_0385=Clark
Human_First_Names_M_0386=Claude
Human_First_Names_M_0387=Clay
Human_First_Names_M_0388=Clayton
Human_First_Names_M_0389=Clemence
Human_First_Names_M_0390=Clement
Human_First_Names_M_0391=Cleo
Human_First_Names_M_0392=Cleveland
Human_First_Names_M_0393=Cliff
Human_First_Names_M_0394=Clifford
Human_First_Names_M_0395=Clifton
Human_First_Names_M_0396=Clint
Human_First_Names_M_0397=Clinton
Human_First_Names_M_0398=Clyde
Human_First_Names_M_0399=Cody
Human_First_Names_M_0400=Coffie
Human_First_Names_M_0401=Colby
Human_First_Names_M_0402=Cole
Human_First_Names_M_0403=Coleman
Human_First_Names_M_0404=Colin
Human_First_Names_M_0405=Collin
Human_First_Names_M_0406=Cong
Human_First_Names_M_0407=Connie
Human_First_Names_M_0408=Conrad
Human_First_Names_M_0409=Constantine
Human_First_Names_M_0410=Coral
Human_First_Names_M_0411=Corban
Human_First_Names_M_0412=Corbin
Human_First_Names_M_0413=Corey
Human_First_Names_M_0414=Cornelius
Human_First_Names_M_0415=Cornell
Human_First_Names_M_0416=Corrado
Human_First_Names_M_0417=Corso
Human_First_Names_M_0418=Cort
Human_First_Names_M_0419=Cory
Human_First_Names_M_0420=Cosmin
Human_First_Names_M_0421=Coty
Human_First_Names_M_0422=Courtney
Human_First_Names_M_0423=Craig
Human_First_Names_M_0424=Cristian
Human_First_Names_M_0425=Cristofano
Human_First_Names_M_0426=Cristopher
Human_First_Names_M_0427=Cruz
Human_First_Names_M_0428=Curt
Human_First_Names_M_0429=Curtis
Human_First_Names_M_0430=Cygne
Human_First_Names_M_0431=Cyril
Human_First_Names_M_0432=Cyrus
Human_First_Names_M_0433=Dabir
Human_First_Names_M_0434=Dae
Human_First_Names_M_0435=Dag
Human_First_Names_M_0436=Dahak
Human_First_Names_M_0437=Dai
Human_First_Names_M_0438=Daiki
Human_First_Names_M_0439=Daisetsu
Human_First_Names_M_0440=Daisuke
Human_First_Names_M_0441=Dale
Human_First_Names_M_0442=Dallas
Human_First_Names_M_0443=Dalton
Human_First_Names_M_0444=Damian
Human_First_Names_M_0445=Damien
Human_First_Names_M_0446=Damion
Human_First_Names_M_0447=Damon
Human_First_Names_M_0448=Dan
Human_First_Names_M_0449=Dandre
Human_First_Names_M_0450=Dane
Human_First_Names_M_0451=Daniel
Human_First_Names_M_0452=Daniello
Human_First_Names_M_0453=Danjuro
Human_First_Names_M_0454=Danladi
Human_First_Names_M_0455=Dannie
Human_First_Names_M_0456=Danno
Human_First_Names_M_0457=Danny
Human_First_Names_M_0458=Dante
Human_First_Names_M_0459=Dara
Human_First_Names_M_0460=Darby
Human_First_Names_M_0461=Daren
Human_First_Names_M_0462=Dariel
Human_First_Names_M_0463=Darien
Human_First_Names_M_0464=Darin
Human_First_Names_M_0465=Dario
Human_First_Names_M_0466=Darius
Human_First_Names_M_0467=Darl
Human_First_Names_M_0468=Darnell
Human_First_Names_M_0469=Darrel
Human_First_Names_M_0470=Darrell
Human_First_Names_M_0471=Darren
Human_First_Names_M_0472=Darrin
Human_First_Names_M_0473=Darryl
Human_First_Names_M_0474=Darshal
Human_First_Names_M_0475=Darwin
Human_First_Names_M_0476=Darwish
Human_First_Names_M_0477=Daryl
Human_First_Names_M_0478=Daudi
Human_First_Names_M_0479=Dave
Human_First_Names_M_0480=Davet
Human_First_Names_M_0481=David
Human_First_Names_M_0482=Davie
Human_First_Names_M_0483=Davin
Human_First_Names_M_0484=Davis
Human_First_Names_M_0485=Davon
Human_First_Names_M_0486=Davy
Human_First_Names_M_0487=Dawit
Human_First_Names_M_0488=Dawud
Human_First_Names_M_0489=Dax
Human_First_Names_M_0490=Daxesh
Human_First_Names_M_0491=Dayo
Human_First_Names_M_0492=Dayu
Human_First_Names_M_0493=Dean
Human_First_Names_M_0494=Deandre
Human_First_Names_M_0495=Decha
Human_First_Names_M_0496=Dee
Human_First_Names_M_0497=Deegan
Human_First_Names_M_0498=Deepesh
Human_First_Names_M_0499=Deg
Human_First_Names_M_0500=Dego
Human_First_Names_M_0501=Delice
Human_First_Names_M_0502=Delmar
Human_First_Names_M_0503=Delmer
Human_First_Names_M_0504=Delmon
Human_First_Names_M_0505=Delun
Human_First_Names_M_0506=Dembe
Human_First_Names_M_0507=Demetrius
Human_First_Names_M_0508=Denbe
Human_First_Names_M_0509=Denby
Human_First_Names_M_0510=Denis
Human_First_Names_M_0511=Deniz
Human_First_Names_M_0512=Dennis
Human_First_Names_M_0513=Denny
Human_First_Names_M_0514=Denver
Human_First_Names_M_0515=Denzel
Human_First_Names_M_0516=Deo
Human_First_Names_M_0517=Deon
Human_First_Names_M_0518=Derek
Human_First_Names_M_0519=Derick
Human_First_Names_M_0520=Derrick
Human_First_Names_M_0521=Deshi
Human_First_Names_M_0522=Desmond
Human_First_Names_M_0523=Destin
Human_First_Names_M_0524=Dev
Human_First_Names_M_0525=Devansh
Human_First_Names_M_0526=Devin
Human_First_Names_M_0527=Devon
Human_First_Names_M_0528=Dewayne
Human_First_Names_M_0529=Dewei
Human_First_Names_M_0530=Dewey
Human_First_Names_M_0531=Dewitt
Human_First_Names_M_0532=Dexter
Human_First_Names_M_0533=Dhakir
Human_First_Names_M_0534=Dhakwan
Human_First_Names_M_0535=Dhilan
Human_First_Names_M_0536=Dhven
Human_First_Names_M_0537=Diedi
Human_First_Names_M_0538=Diego
Human_First_Names_M_0539=Dillon
Human_First_Names_M_0540=Dinkar
Human_First_Names_M_0541=Dino
Human_First_Names_M_0542=Dion
Human_First_Names_M_0543=Dirar
Human_First_Names_M_0544=Dirk
Human_First_Names_M_0545=Disai
Human_First_Names_M_0546=Divit
Human_First_Names_M_0547=Dmitry
Human_First_Names_M_0548=Doffo
Human_First_Names_M_0549=Doi
Human_First_Names_M_0550=Domenico
Human_First_Names_M_0551=Domingo
Human_First_Names_M_0552=Dominic
Human_First_Names_M_0553=Dominick
Human_First_Names_M_0554=Don
Human_First_Names_M_0555=Donald
Human_First_Names_M_0556=Donalt
Human_First_Names_M_0557=Donatien
Human_First_Names_M_0558=Donato
Human_First_Names_M_0559=Donn
Human_First_Names_M_0560=Donnell
Human_First_Names_M_0561=Donnie
Human_First_Names_M_0562=Donnino
Human_First_Names_M_0563=Donny
Human_First_Names_M_0564=Donovan
Human_First_Names_M_0565=Doppo
Human_First_Names_M_0566=Dorian
Human_First_Names_M_0567=Doug
Human_First_Names_M_0568=Douglas
Human_First_Names_M_0569=Doyle
Human_First_Names_M_0570=Drago
Human_First_Names_M_0571=Dreng
Human_First_Names_M_0572=Drew
Human_First_Names_M_0573=Du
Human_First_Names_M_0574=Duane
Human_First_Names_M_0575=Duccio
Human_First_Names_M_0576=Dudley
Human_First_Names_M_0577=Duke
Human_First_Names_M_0578=Dulana
Human_First_Names_M_0579=Dulani
Human_First_Names_M_0580=Dumaka
Human_First_Names_M_0581=Dumitru
Human_First_Names_M_0582=Duncan
Human_First_Names_M_0583=Dunham
Human_First_Names_M_0584=Dustin
Human_First_Names_M_0585=Dusty
Human_First_Names_M_0586=Dwayne
Human_First_Names_M_0587=Dwight
Human_First_Names_M_0588=Dylan
Human_First_Names_M_0589=Earl
Human_First_Names_M_0590=Earle
Human_First_Names_M_0591=Earnest
Human_First_Names_M_0592=Ebizo
Human_First_Names_M_0593=Ed
Human_First_Names_M_0594=Eddie
Human_First_Names_M_0595=Eddy
Human_First_Names_M_0596=Edgar
Human_First_Names_M_0597=Edmond
Human_First_Names_M_0598=Edmund
Human_First_Names_M_0599=Eduard
Human_First_Names_M_0600=Eduardo
Human_First_Names_M_0601=Edward
Human_First_Names_M_0602=Edwin
Human_First_Names_M_0603=Efren
Human_First_Names_M_0604=Egil
Human_First_Names_M_0605=Eichi
Human_First_Names_M_0606=Eichiro
Human_First_Names_M_0607,P=Eien
Human_First_Names_M_0608=Eiji
Human_First_Names_M_0609=Eijiro
Human_First_Names_M_0610=Einar
Human_First_Names_M_0611=Eirik
Human_First_Names_M_0612=Eisaku
Human_First_Names_M_0613=Eisen
Human_First_Names_M_0614=Eishi
Human_First_Names_M_0615=Eisuke
Human_First_Names_M_0616=Eita
Human_First_Names_M_0617=Eitoku
Human_First_Names_M_0618=Eizan
Human_First_Names_M_0619=Eizo
Human_First_Names_M_0620=Ekagra
Human_First_Names_M_0621=Ekiken
Human_First_Names_M_0622=Ekundayo
Human_First_Names_M_0623=Elbert
Human_First_Names_M_0624=Eldon
Human_First_Names_M_0625=Elewa
Human_First_Names_M_0626=Eli
Human_First_Names_M_0627=Elias
Human_First_Names_M_0628=Elijah
Human_First_Names_M_0629=Eliott
Human_First_Names_M_0630=Eliseo
Human_First_Names_M_0631=Elliot
Human_First_Names_M_0632=Elliott
Human_First_Names_M_0633=Ellis
Human_First_Names_M_0634=Elmer
Human_First_Names_M_0635=Elmo
Human_First_Names_M_0636=Elon
Human_First_Names_M_0637=Eloy
Human_First_Names_M_0638=Elroy
Human_First_Names_M_0639=Elton
Human_First_Names_M_0640=Elvin
Human_First_Names_M_0641=Elvis
Human_First_Names_M_0642=Elwood
Human_First_Names_M_0643=Emanuel
Human_First_Names_M_0644=Emerson
Human_First_Names_M_0645=Emery
Human_First_Names_M_0646=Emil
Human_First_Names_M_0647=Emile
Human_First_Names_M_0648=Emilio
Human_First_Names_M_0649=Emir
Human_First_Names_M_0650=Emmanuel
Human_First_Names_M_0651=Emmett
Human_First_Names_M_0652=Emory
Human_First_Names_M_0653=Enani
Human_First_Names_M_0654=Enrique
Human_First_Names_M_0655=Enzo
Human_First_Names_M_0656=Eric
Human_First_Names_M_0657=Erik
Human_First_Names_M_0658=Erin
Human_First_Names_M_0659=Erlend
Human_First_Names_M_0660=Erling
Human_First_Names_M_0661=Ernest
Human_First_Names_M_0662=Ernesto
Human_First_Names_M_0663=Ernie
Human_First_Names_M_0664=Errol
Human_First_Names_M_0665=Ervin
Human_First_Names_M_0666=Erwan
Human_First_Names_M_0667=Erwin
Human_First_Names_M_0668=Eshan
Human_First_Names_M_0669=Eskil
Human_First_Names_M_0670=Espen
Human_First_Names_M_0671=Essien
Human_First_Names_M_0672=Esteban
Human_First_Names_M_0673=Etalon
Human_First_Names_M_0674=Ethan
Human_First_Names_M_0675=Etsuya
Human_First_Names_M_0676=Eugene
Human_First_Names_M_0677=Eui
Human_First_Names_M_0678=Evan
Human_First_Names_M_0679=Everett
Human_First_Names_M_0680=Evgeny
Human_First_Names_M_0681=Ezra
Human_First_Names_M_0682=Fa
Human_First_Names_M_0683=Fabian
Human_First_Names_M_0684=Fabron
Human_First_Names_M_0685=Fadi
Human_First_Names_M_0686=Fadil
Human_First_Names_M_0687=Fahad
Human_First_Names_M_0688=Fai
Human_First_Names_M_0689=Faiyaz
Human_First_Names_M_0690=Fakhir
Human_First_Names_M_0691=Fakih
Human_First_Names_M_0692=Falih
Human_First_Names_M_0693=Faraj
Human_First_Names_M_0694=Fareeq
Human_First_Names_M_0695=Farhan
Human_First_Names_M_0696=Farid
Human_First_Names_M_0697=Fariji
Human_First_Names_M_0698=Farook
Human_First_Names_M_0699=Fathi
Human_First_Names_M_0700=Fatik
Human_First_Names_M_0701=Fede
Human_First_Names_M_0702=Federico
Human_First_Names_M_0703=Felice
Human_First_Names_M_0704=Felipe
Human_First_Names_M_0705=Felix
Human_First_Names_M_0706=Feng
Human_First_Names_M_0707=Feo
Human_First_Names_M_0708=Ferdinand
Human_First_Names_M_0709=Fernando
Human_First_Names_M_0710=Ferran
Human_First_Names_M_0711=Fida
Human_First_Names_M_0712=Fidel
Human_First_Names_M_0713=Fikri
Human_First_Names_M_0714=Filbert
Human_First_Names_M_0715=Filip
Human_First_Names_M_0716=Finn
Human_First_Names_M_0717=Fletcher
Human_First_Names_M_0718=Florent
Human_First_Names_M_0719=Florian
Human_First_Names_M_0720=Florin
Human_First_Names_M_0721=Floyd
Human_First_Names_M_0722=Fontaine
Human_First_Names_M_0723=Forest
Human_First_Names_M_0724=Forrest
Human_First_Names_M_0725=Fortune
Human_First_Names_M_0726=Foster
Human_First_Names_M_0727=Frances
Human_First_Names_M_0728=Francis
Human_First_Names_M_0729=Francisco
Human_First_Names_M_0730=Franco
Human_First_Names_M_0731=Frank
Human_First_Names_M_0732=Frankie
Human_First_Names_M_0733=Franklin
Human_First_Names_M_0734=Frans
Human_First_Names_M_0735=Fraser
Human_First_Names_M_0736=Fred
Human_First_Names_M_0737=Freddie
Human_First_Names_M_0738=Freddy
Human_First_Names_M_0739=Frederic
Human_First_Names_M_0740=Frederick
Human_First_Names_M_0741=Fredric
Human_First_Names_M_0742=Fredrick
Human_First_Names_M_0743=Fredrik
Human_First_Names_M_0744=Freeman
Human_First_Names_M_0745=Fritz
Human_First_Names_M_0746=Frosino
Human_First_Names_M_0747=Fudo
Human_First_Names_M_0748=Fujimaro
Human_First_Names_M_0749=Fujio
Human_First_Names_M_0750=Fujita
Human_First_Names_M_0751=Fumiaki
Human_First_Names_M_0752=Fumihiko
Human_First_Names_M_0753=Fumihiro
Human_First_Names_M_0754=Fumio
Human_First_Names_M_0755=Fynn
Human_First_Names_M_0756=Gabbriello
Human_First_Names_M_0757=Gabin
Human_First_Names_M_0758=Gabriel
Human_First_Names_M_0759=Gadil
Human_First_Names_M_0760=Gael
Human_First_Names_M_0761=Gage
Human_First_Names_M_0762=Gaige
Human_First_Names_M_0763=Gainde
Human_First_Names_M_0764=Gale
Human_First_Names_M_0765=Galen
Human_First_Names_M_0766=Galt
Human_First_Names_M_0767=Gamali
Human_First_Names_M_0768=Gaman
Human_First_Names_M_0769=Gan
Human_First_Names_M_0770=Ganya
Human_First_Names_M_0771=Gao
Human_First_Names_M_0772=Gaousik
Human_First_Names_M_0773=Garland
Human_First_Names_M_0774=Garner
Human_First_Names_M_0775=Garrett
Human_First_Names_M_0776=Garth
Human_First_Names_M_0777=Gary
Human_First_Names_M_0778=Gaston
Human_First_Names_M_0779=Gauge
Human_First_Names_M_0780=Gavin
Human_First_Names_M_0781=Gavriil
Human_First_Names_M_0782=Geir
Human_First_Names_M_0783=Gempachi
Human_First_Names_M_0784=Gen
Human_First_Names_M_0785=Genaro
Human_First_Names_M_0786=Gene
Human_First_Names_M_0787=Genjo
Human_First_Names_M_0788=Gennai
Human_First_Names_M_0789=Genpaku
Human_First_Names_M_0790=Geoffrey
Human_First_Names_M_0791=George
Human_First_Names_M_0792=Georgio
Human_First_Names_M_0793=Gerald
Human_First_Names_M_0794=Gerard
Human_First_Names_M_0795=Gerhard
Human_First_Names_M_0796=Geri
Human_First_Names_M_0797=Germain
Human_First_Names_M_0798=Germaine
Human_First_Names_M_0799=Gerry
Human_First_Names_M_0800=Gervaise
Human_First_Names_M_0801=Gezan
Human_First_Names_M_0802=Ghalib
Human_First_Names_M_0803=Ghanim
Human_First_Names_M_0804=Ghassan
Human_First_Names_M_0805=Ghazi
Human_First_Names_M_0806=Ghazwan
Human_First_Names_M_0807=Gihei
Human_First_Names_M_0808=Gil
Human_First_Names_M_0809=Gilad
Human_First_Names_M_0810=Gilbert
Human_First_Names_M_0811=Giles
Human_First_Names_M_0812=Gino
Human_First_Names_M_0813=Giorgio
Human_First_Names_M_0814=Giovanni
Human_First_Names_M_0815=Giri
Human_First_Names_M_0816=Gitan
Human_First_Names_M_0817=Giuseppe
Human_First_Names_M_0818=Givon
Human_First_Names_M_0819=Gleb
Human_First_Names_M_0820=Glen
Human_First_Names_M_0821=Glenn
Human_First_Names_M_0822,P=Go
Human_First_Names_M_0823=Goemon
Human_First_Names_M_0824=Gombei
Human_First_Names_M_0825=Gonkuro
Human_First_Names_M_0826=Gonshiro
Human_First_Names_M_0827=Gonza
Human_First_Names_M_0828=Gordon
Human_First_Names_M_0829=Goro
Human_First_Names_M_0830=Govinda
Human_First_Names_M_0831=Gowon
Human_First_Names_M_0832=Grady
Human_First_Names_M_0833=Graham
Human_First_Names_M_0834=Grant
Human_First_Names_M_0835=Greg
Human_First_Names_M_0836=Gregers
Human_First_Names_M_0837=Gregg
Human_First_Names_M_0838=Gregor
Human_First_Names_M_0839=Gregory
Human_First_Names_M_0840=Grey
Human_First_Names_M_0841=Grigory
Human_First_Names_M_0842=Grover
Human_First_Names_M_0843=Guang
Human_First_Names_M_0844=Guangli
Human_First_Names_M_0845=Guccio
Human_First_Names_M_0846=Guillermo
Human_First_Names_M_0847=Guiren
Human_First_Names_M_0848=Gundeep
Human_First_Names_M_0849=Guozhi
Human_First_Names_M_0850=Gus
Human_First_Names_M_0851=Gustavo
Human_First_Names_M_0852=Guy
Human_First_Names_M_0853=Guzman
Human_First_Names_M_0854=Gyan
Human_First_Names_M_0855=Gyasi
Human_First_Names_M_0856=Gyukudo
Human_First_Names_M_0857=Habbab
Human_First_Names_M_0858=Habib
Human_First_Names_M_0859=Hachigoro
Human_First_Names_M_0860=Hachiro
Human_First_Names_M_0861=Hadad
Human_First_Names_M_0862=Hai
Human_First_Names_M_0863=Haji
Human_First_Names_M_0864=Hajime
Human_First_Names_M_0865=Hakim
Human_First_Names_M_0866=Hakon
Human_First_Names_M_0867=Hakuseki
Human_First_Names_M_0868=Hal
Human_First_Names_M_0869=Halldor
Human_First_Names_M_0870=Hallvard
Human_First_Names_M_0871=Halstein
Human_First_Names_M_0872=Halvard
Human_First_Names_M_0873=Halvdan
Human_First_Names_M_0874=Halvor
Human_First_Names_M_0875=Hamadi
Human_First_Names_M_0876=Hamal
Human_First_Names_M_0877=Hamalah
Human_First_Names_M_0878=Hamid
Human_First_Names_M_0879=Hanbal
Human_First_Names_M_0880=Hanif
Human_First_Names_M_0881=Hank
Human_First_Names_M_0882=Hannes
Human_First_Names_M_0883=Hans
Human_First_Names_M_0884=Hanshiro
Human_First_Names_M_0885=Harald
Human_First_Names_M_0886=Harbinder
Human_First_Names_M_0887=Harlan
Human_First_Names_M_0888=Harley
Human_First_Names_M_0889=Harold
Human_First_Names_M_0890=Harris
Human_First_Names_M_0891=Harrison
Human_First_Names_M_0892=Harry
Human_First_Names_M_0893=Harsh
Human_First_Names_M_0894=Harshu
Human_First_Names_M_0895=Haru
Human_First_Names_M_0896=Haruhiko
Human_First_Names_M_0897=Haruhiro
Human_First_Names_M_0898=Haruki
Human_First_Names_M_0899=Haruko
Human_First_Names_M_0900=Haruma
Human_First_Names_M_0901=Harumi
Human_First_Names_M_0902=Harunobu
Human_First_Names_M_0903=Haruto
Human_First_Names_M_0904=Harvey
Human_First_Names_M_0905=Hasim
Human_First_Names_M_0906=Hassan
Human_First_Names_M_0907=Hatim
Human_First_Names_M_0908=Havard
Human_First_Names_M_0909=Havelock
Human_First_Names_M_0910=Hayato
Human_First_Names_M_0911=Hazim
Human_First_Names_M_0912=Heath
Human_First_Names_M_0913=Hector
Human_First_Names_M_0914=Heiji
Human_First_Names_M_0915=Heizo
Human_First_Names_M_0916=Hem
Human_First_Names_M_0917=Heng
Human_First_Names_M_0918=Henri
Human_First_Names_M_0919=Henry
Human_First_Names_M_0920=Herbert
Human_First_Names_M_0921=Herman
Human_First_Names_M_0922=Herschel
Human_First_Names_M_0923=Hershel
Human_First_Names_M_0924=Hetal
Human_First_Names_M_0925=Hibah
Human_First_Names_M_0926=Hideaki
Human_First_Names_M_0927=Hidehira
Human_First_Names_M_0928=Hidekazu
Human_First_Names_M_0929=Hideki
Human_First_Names_M_0930=Hideo
Human_First_Names_M_0931=Hikaru
Human_First_Names_M_0932=Hilel
Human_First_Names_M_0933=Hinata
Human_First_Names_M_0934=Hiram
Human_First_Names_M_0935=Hiran
Human_First_Names_M_0936=Hiro
Human_First_Names_M_0937=Hiroaki
Human_First_Names_M_0938=Hirokazu
Human_First_Names_M_0939=Hirokichi
Human_First_Names_M_0940=Hirokumi
Human_First_Names_M_0941=Hiromi
Human_First_Names_M_0942=Hiroshi
Human_First_Names_M_0943=Hirotaka
Human_First_Names_M_0944=Hiroto
Human_First_Names_M_0945=Hiroya
Human_First_Names_M_0946=Hiroyasu
Human_First_Names_M_0947=Hiroyuki
Human_First_Names_M_0948=Hisahsi
Human_First_Names_M_0949=Hisanobu
Human_First_Names_M_0950=Hisato
Human_First_Names_M_0951=Hitomaro
Human_First_Names_M_0952=Hitoshi
Human_First_Names_M_0953=Hoc
Human_First_Names_M_0954=Hogai
Human_First_Names_M_0955=Hoitsu
Human_First_Names_M_0956=Hokichi
Human_First_Names_M_0957=Holland
Human_First_Names_M_0958=Hollis
Human_First_Names_M_0959=Hong
Human_First_Names_M_0960=Honzo
Human_First_Names_M_0961=Hop
Human_First_Names_M_0962=Horace
Human_First_Names_M_0963=Horacio
Human_First_Names_M_0964=Hoshi
Human_First_Names_M_0965=Hoshiko
Human_First_Names_M_0966=Houston
Human_First_Names_M_0967=Howard
Human_First_Names_M_0968=Huan
Human_First_Names_M_0969=Hubert
Human_First_Names_M_0970=Hugh
Human_First_Names_M_0971=Hugo
Human_First_Names_M_0972=Hui
Human_First_Names_M_0973=Hulin
Human_First_Names_M_0974=Humberto
Human_First_Names_M_0975=Hunter
Human_First_Names_M_0976=Hyun
Human_First_Names_M_0977=Iacopo
Human_First_Names_M_0978=Ian
Human_First_Names_M_0979=Iben
Human_First_Names_M_0980=Ibrahim
Human_First_Names_M_0981=Ibuki
Human_First_Names_M_0982=Ichibei
Human_First_Names_M_0983=Ichiro
Human_First_Names_M_0984=Ichiyo
Human_First_Names_M_0985=Ichizo
Human_First_Names_M_0986=Ignacio
Human_First_Names_M_0987=Igor
Human_First_Names_M_0988=Ihsan
Human_First_Names_M_0989=Ikemoto
Human_First_Names_M_0990=Ikku
Human_First_Names_M_0991=Ilia
Human_First_Names_M_0992=Ilias
Human_First_Names_M_0993=Ilom
Human_First_Names_M_0994=Imasu
Human_First_Names_M_0995=Immanuel
Human_First_Names_M_0996=Indus
Human_First_Names_M_0997=Inejiro
Human_First_Names_M_0998=Iqbal
Human_First_Names_M_0999=Ira
Human_First_Names_M_1000=Irfan
Human_First_Names_M_1001=Irvin
Human_First_Names_M_1002=Irving
Human_First_Names_M_1003=Irwin
Human_First_Names_M_1004=Irya
Human_First_Names_M_1005=Isaac
Human_First_Names_M_1006=Isaiah
Human_First_Names_M_1007=Isamu
Human_First_Names_M_1008=Isar
Human_First_Names_M_1009=Isiah
Human_First_Names_M_1010=Isidro
Human_First_Names_M_1011=Ismael
Human_First_Names_M_1012=Isoshi
Human_First_Names_M_1013=Issa
Human_First_Names_M_1014=Issac
Human_First_Names_M_1015=Itembe
Human_First_Names_M_1016=Itsuki
Human_First_Names_M_1017=Ivan
Human_First_Names_M_1018=Ivar
Human_First_Names_M_1019=Iwao
Human_First_Names_M_1020=Iwao
Human_First_Names_M_1021=Izan
Human_First_Names_M_1022=Izzy
Human_First_Names_M_1023=Ja
Human_First_Names_M_1024=Jabbar
Human_First_Names_M_1025=Jabir
Human_First_Names_M_1026=Jack
Human_First_Names_M_1027=Jackie
Human_First_Names_M_1028=Jackson
Human_First_Names_M_1029=Jacob
Human_First_Names_M_1030=Jacques
Human_First_Names_M_1031=Jagesh
Human_First_Names_M_1032=Jahi
Human_First_Names_M_1033=Jailesh
Human_First_Names_M_1034=Jaime
Human_First_Names_M_1035=Jake
Human_First_Names_M_1036=Jakob
Human_First_Names_M_1037=Jalal
Human_First_Names_M_1038=Jaleel
Human_First_Names_M_1039=Jalil
Human_First_Names_M_1040=Jamal
Human_First_Names_M_1041=Jamar
Human_First_Names_M_1042=Jamel
Human_First_Names_M_1043=James
Human_First_Names_M_1044=Jamie
Human_First_Names_M_1045=Jan
Human_First_Names_M_1046=Jannik
Human_First_Names_M_1047=Jannis
Human_First_Names_M_1048=Janu
Human_First_Names_M_1049=Janvier
Human_First_Names_M_1050=Jardan
Human_First_Names_M_1051=Jared
Human_First_Names_M_1052=Jarek
Human_First_Names_M_1053=Jarred
Human_First_Names_M_1054=Jarrett
Human_First_Names_M_1055=Jarrod
Human_First_Names_M_1056=Jarvis
Human_First_Names_M_1057=Jason
Human_First_Names_M_1058=Jasper
Human_First_Names_M_1059=Jata
Human_First_Names_M_1060=Jatinder
Human_First_Names_M_1061=Jaul
Human_First_Names_M_1062=Javier
Human_First_Names_M_1063=Jay
Human_First_Names_M_1064=Jaye
Human_First_Names_M_1065=Jayson
Human_First_Names_M_1066=Jean
Human_First_Names_M_1067=Jed
Human_First_Names_M_1068=Jeff
Human_First_Names_M_1069=Jefferey
Human_First_Names_M_1070=Jefferson
Human_First_Names_M_1071=Jeffery
Human_First_Names_M_1072=Jeffrey
Human_First_Names_M_1073=Jeffry
Human_First_Names_M_1074=Jehan
Human_First_Names_M_1075=Jemond
Human_First_Names_M_1076=Jens
Human_First_Names_M_1077=Jerald
Human_First_Names_M_1078=Jeremiah
Human_First_Names_M_1079=Jeremy
Human_First_Names_M_1080=Jermaine
Human_First_Names_M_1081=Jerold
Human_First_Names_M_1082=Jerome
Human_First_Names_M_1083=Jerrod
Human_First_Names_M_1084=Jerry
Human_First_Names_M_1085=Jess
Human_First_Names_M_1086=Jesse
Human_First_Names_M_1087=Jessie
Human_First_Names_M_1088=Jiang
Human_First_Names_M_1089=Jianyu
Human_First_Names_M_1090=Jibade
Human_First_Names_M_1091=Jim
Human_First_Names_M_1092=Jimmie
Human_First_Names_M_1093=Jimmy
Human_First_Names_M_1094=Jin
Human_First_Names_M_1095=Jing
Human_First_Names_M_1096=Jinhai
Human_First_Names_M_1097=Jiro
Human_First_Names_M_1098=Jo
Human_First_Names_M_1099=Joaquin
Human_First_Names_M_1100=Jody
Human_First_Names_M_1101=Joe
Human_First_Names_M_1102=Joel
Human_First_Names_M_1103=Joesph
Human_First_Names_M_1104=Joey
Human_First_Names_M_1105=Johann
Human_First_Names_M_1106=Johannes
Human_First_Names_M_1107=John
Human_First_Names_M_1108=Johnathan
Human_First_Names_M_1109=Johnathon
Human_First_Names_M_1110=Johnie
Human_First_Names_M_1111=Johnnie
Human_First_Names_M_1112=Johnny
Human_First_Names_M_1113=Joji
Human_First_Names_M_1114=Jomei
Human_First_Names_M_1115=Jon
Human_First_Names_M_1116=Jona
Human_First_Names_M_1117=Jonah
Human_First_Names_M_1118=Jonas
Human_First_Names_M_1119=Jonathan
Human_First_Names_M_1120=Jonathon
Human_First_Names_M_1121=Jordan
Human_First_Names_M_1122=Jordi
Human_First_Names_M_1123=Jordy
Human_First_Names_M_1124=Jorge
Human_First_Names_M_1125=Jorgen
Human_First_Names_M_1126=Jose
Human_First_Names_M_1127=Josef
Human_First_Names_M_1128=Joseph
Human_First_Names_M_1129=Josh
Human_First_Names_M_1130=Joshua
Human_First_Names_M_1131=Josiah
Human_First_Names_M_1132=Jotaro
Human_First_Names_M_1133=Juan
Human_First_Names_M_1134=Judson
Human_First_Names_M_1135=Jules
Human_First_Names_M_1136=Julian
Human_First_Names_M_1137=Julio
Human_First_Names_M_1138=Juma
Human_First_Names_M_1139=Jun
Human_First_Names_M_1140=Junichi
Human_First_Names_M_1141=Junior
Human_First_Names_M_1142=Juro
Human_First_Names_M_1143=Justin
Human_First_Names_M_1144=Juzo
Human_First_Names_M_1145=Kabil
Human_First_Names_M_1146=Kadeen
Human_First_Names_M_1147=Kadeer
Human_First_Names_M_1148=Kadin
Human_First_Names_M_1149=Kadir
Human_First_Names_M_1150=Kado
Human_First_Names_M_1151=Kafu
Human_First_Names_M_1152=Kahil
Human_First_Names_M_1153=Kaito
Human_First_Names_M_1154=Kakuzo
Human_First_Names_M_1155=Kalel
Human_First_Names_M_1156=Kalesh
Human_First_Names_M_1157=Kalil
Human_First_Names_M_1158=Kaliq
Human_First_Names_M_1159=Kamal
Human_First_Names_M_1160=Kami
Human_First_Names_M_1161=Kan
Human_First_Names_M_1162=Kanbe
Human_First_Names_M_1163=Kane
Human_First_Names_M_1164=Kang
Human_First_Names_M_1165=Kanish
Human_First_Names_M_1166=Kanjiro
Human_First_Names_M_1167=Kanko
Human_First_Names_M_1168=Kano
Human_First_Names_M_1169=Kansuke
Human_First_Names_M_1170=Kantaro
Human_First_Names_M_1171=Kare
Human_First_Names_M_1172=Kareb
Human_First_Names_M_1173=Kareem
Human_First_Names_M_1174=Karif
Human_First_Names_M_1175=Karim
Human_First_Names_M_1176=Karl
Human_First_Names_M_1177=Kaseem
Human_First_Names_M_1178=Kasem
Human_First_Names_M_1179=Kasib
Human_First_Names_M_1180=Kasim
Human_First_Names_M_1181=Kasozi
Human_First_Names_M_1182=Kata
Human_First_Names_M_1183=Katai
Human_First_Names_M_1184=Katashi
Human_First_Names_M_1185=Katsu
Human_First_Names_M_1186=Katsuro
Human_First_Names_M_1187=Katuramu
Human_First_Names_M_1188=Katzumi
Human_First_Names_M_1189=Kave
Human_First_Names_M_1190=Kavin
Human_First_Names_M_1191=Kayin
Human_First_Names_M_1192=Kaz
Human_First_Names_M_1193=Kazu
Human_First_Names_M_1194=Kazuhiro
Human_First_Names_M_1195=Kazuki
Human_First_Names_M_1196=Kazuma
Human_First_Names_M_1197=Kedar
Human_First_Names_M_1198=Kei
Human_First_Names_M_1199=Keiji
Human_First_Names_M_1200=Keishi
Human_First_Names_M_1201=Keisuke
Human_First_Names_M_1202=Keitaro
Human_First_Names_M_1203=Keith
Human_First_Names_M_1204=Keizo
Human_First_Names_M_1205=Kelly
Human_First_Names_M_1206=Kelsey
Human_First_Names_M_1207=Kelvin
Human_First_Names_M_1208=Ken
Human_First_Names_M_1209=Kendall
Human_First_Names_M_1210=Kendrick
Human_First_Names_M_1211=Kenji
Human_First_Names_M_1212=Kenjiro
Human_First_Names_M_1213=Kenko
Human_First_Names_M_1214=Kenneth
Human_First_Names_M_1215=Kennith
Human_First_Names_M_1216=Kenny
Human_First_Names_M_1217=Kent
Human_First_Names_M_1218=Kentaro
Human_First_Names_M_1219=Kenton
Human_First_Names_M_1220=Kenzan
Human_First_Names_M_1221=Kenzo
Human_First_Names_M_1222=Kerry
Human_First_Names_M_1223=Kesse
Human_First_Names_M_1224=Keven
Human_First_Names_M_1225=Kevin
Human_First_Names_M_1226=Khalil
Human_First_Names_M_1227=Ki
Human_First_Names_M_1228=Kichiro
Human_First_Names_M_1229=Kieth
Human_First_Names_M_1230=Kigongo
Human_First_Names_M_1231=Kijuro
Human_First_Names_M_1232=Kilian
Human_First_Names_M_1233=Kim
Human_First_Names_M_1234=Kin
Human_First_Names_M_1235=Kinji
Human_First_Names_M_1236=Kinnojo
Human_First_Names_M_1237=Kintu
Human_First_Names_M_1238=Kinzo
Human_First_Names_M_1239=Kip
Human_First_Names_M_1240=Kirby
Human_First_Names_M_1241=Kiri
Human_First_Names_M_1242=Kirk
Human_First_Names_M_1243=Kisho
Human_First_Names_M_1244=Kito
Human_First_Names_M_1245=Kiv
Human_First_Names_M_1246=Kiyohira
Human_First_Names_M_1247=Kiyoshi
Human_First_Names_M_1248=Knute
Human_First_Names_M_1249=Kobe
Human_First_Names_M_1250=Kobo
Human_First_Names_M_1251=Koetsu
Human_First_Names_M_1252=Kohei
Human_First_Names_M_1253=Kohen
Human_First_Names_M_1254=Komea
Human_First_Names_M_1255=Konyo
Human_First_Names_M_1256=Korin
Human_First_Names_M_1257=Kory
Human_First_Names_M_1258=Kosaku
Human_First_Names_M_1259=Kosami
Human_First_Names_M_1260=Koshiro
Human_First_Names_M_1261=Kota
Human_First_Names_M_1262=Kotaro
Human_First_Names_M_1263=Koto
Human_First_Names_M_1264=Kovan
Human_First_Names_M_1265=Koyo
Human_First_Names_M_1266=Kozue
Human_First_Names_M_1267=Kris
Human_First_Names_M_1268=Kristian
Human_First_Names_M_1269=Kristopher
Human_First_Names_M_1270=Kuma
Human_First_Names_M_1271=Kunimichi
Human_First_Names_M_1272=Kunitaro
Human_First_Names_M_1273=Kuri
Human_First_Names_M_1274=Kuro
Human_First_Names_M_1275=Kurt
Human_First_Names_M_1276=Kurtis
Human_First_Names_M_1277=Kushanu
Human_First_Names_M_1278=Kwame
Human_First_Names_M_1279=Kwan
Human_First_Names_M_1280=Kyle
Human_First_Names_M_1281=Kyo
Human_First_Names_M_1282=Kyoden
Human_First_Names_M_1283=Kyoji
Human_First_Names_M_1284=Kyu
Human_First_Names_M_1285=Kyuichi
Human_First_Names_M_1286=Kyuso
Human_First_Names_M_1287=Kyuwa
Human_First_Names_M_1288=Lado
Human_First_Names_M_1289=Lafayette
Human_First_Names_M_1290=Lahar
Human_First_Names_M_1291=Lamar
Human_First_Names_M_1292=Lamond
Human_First_Names_M_1293=Lamont
Human_First_Names_M_1294=Lance
Human_First_Names_M_1295=Landis
Human_First_Names_M_1296=Lando
Human_First_Names_M_1297=Landon
Human_First_Names_M_1298=Landry
Human_First_Names_M_1299=Lane
Human_First_Names_M_1300=Langston
Human_First_Names_M_1301=Laniyan
Human_First_Names_M_1302=Lanny
Human_First_Names_M_1303=Lao
Human_First_Names_M_1304=Larenzo
Human_First_Names_M_1305=Laron
Human_First_Names_M_1306=Larrimore
Human_First_Names_M_1307=Larry
Human_First_Names_M_1308=Lars
Human_First_Names_M_1309=Lasse
Human_First_Names_M_1310=Laurence
Human_First_Names_M_1311=Laurens
Human_First_Names_M_1312=Laurent
Human_First_Names_M_1313=Lawrence
Human_First_Names_M_1314=Layth
Human_First_Names_M_1315=Lazaro
Human_First_Names_M_1316=Lee
Human_First_Names_M_1317=Leggett
Human_First_Names_M_1318=Lei
Human_First_Names_M_1319=Leif
Human_First_Names_M_1320=Leland
Human_First_Names_M_1321=Lema
Human_First_Names_M_1322=Lemuel
Human_First_Names_M_1323=Lenard
Human_First_Names_M_1324=Lennard
Human_First_Names_M_1325=Lennox
Human_First_Names_M_1326=Lenny
Human_First_Names_M_1327=Leo
Human_First_Names_M_1328=Leon
Human_First_Names_M_1329=Leonard
Human_First_Names_M_1330=Leonardo
Human_First_Names_M_1331=Leonel
Human_First_Names_M_1332=Lerenzo
Human_First_Names_M_1333=Leron
Human_First_Names_M_1334=Leroy
Human_First_Names_M_1335=Les
Human_First_Names_M_1336=Leslie
Human_First_Names_M_1337=Lester
Human_First_Names_M_1338=Lev
Human_First_Names_M_1339=Leverett
Human_First_Names_M_1340=Levi
Human_First_Names_M_1341=Levin
Human_First_Names_M_1342=Lewis
Human_First_Names_M_1343=Li
Human_First_Names_M_1344=Liam
Human_First_Names_M_1345=Lian
Human_First_Names_M_1346=Liang
Human_First_Names_M_1347=Lincoln
Human_First_Names_M_1348=Lindsey
Human_First_Names_M_1349=Linus
Human_First_Names_M_1350=Linwood
Human_First_Names_M_1351=Lionel
Human_First_Names_M_1352=Liu
Human_First_Names_M_1353=Lloyd
Human_First_Names_M_1354=Logan
Human_First_Names_M_1355=Lokesh
Human_First_Names_M_1356=Lon
Human_First_Names_M_1357=Long
Human_First_Names_M_1358=Longwei
Human_First_Names_M_1359=Lonnie
Human_First_Names_M_1360=Loren
Human_First_Names_M_1361=Lorenzo
Human_First_Names_M_1362=Loretto
Human_First_Names_M_1363=Lotto
Human_First_Names_M_1364=Louie
Human_First_Names_M_1365=Louis
Human_First_Names_M_1366=Lowell
Human_First_Names_M_1367=Loyd
Human_First_Names_M_1368=Luc
Human_First_Names_M_1369=Luca
Human_First_Names_M_1370=Lucas
Human_First_Names_M_1371=Lucian
Human_First_Names_M_1372=Lucio
Human_First_Names_M_1373=Luigi
Human_First_Names_M_1374=Luis
Human_First_Names_M_1375=Lukas
Human_First_Names_M_1376=Luke
Human_First_Names_M_1377=Luther
Human_First_Names_M_1378=Lyle
Human_First_Names_M_1379=Lyman
Human_First_Names_M_1380=Lynn
Human_First_Names_M_1381=Maahir
Human_First_Names_M_1382=Mac
Human_First_Names_M_1383=Maccio
Human_First_Names_M_1384=Mace
Human_First_Names_M_1385=Mack
Human_First_Names_M_1386=Madan
Human_First_Names_M_1387=Madani
Human_First_Names_M_1388=Maffeo
Human_First_Names_M_1389=Magnar
Human_First_Names_M_1390=Magnus
Human_First_Names_M_1391=Magomu
Human_First_Names_M_1392=Mahdi
Human_First_Names_M_1393=Mahindra
Human_First_Names_M_1394=Mahir
Human_First_Names_M_1395=Mahmud
Human_First_Names_M_1396=Maison
Human_First_Names_M_1397=Major
Human_First_Names_M_1398=Makar
Human_First_Names_M_1399=Makker
Human_First_Names_M_1400=Malcolm
Human_First_Names_M_1401=Malik
Human_First_Names_M_1402=Malone
Human_First_Names_M_1403=Mamoru
Human_First_Names_M_1404=Manabu
Human_First_Names_M_1405=Manato
Human_First_Names_M_1406=Manay
Human_First_Names_M_1407=Manobu
Human_First_Names_M_1408=Mantel
Human_First_Names_M_1409=Marat
Human_First_Names_M_1410=Marc
Human_First_Names_M_1411=Marcel
Human_First_Names_M_1412=Marco
Human_First_Names_M_1413=Marcos
Human_First_Names_M_1414=Marcus
Human_First_Names_M_1415=Marian
Human_First_Names_M_1416=Marid
Human_First_Names_M_1417=Marino
Human_First_Names_M_1418=Mario
Human_First_Names_M_1419=Maris
Human_First_Names_M_1420=Marius
Human_First_Names_M_1421=Mark
Human_First_Names_M_1422=Markis
Human_First_Names_M_1423=Marlin
Human_First_Names_M_1424=Marlon
Human_First_Names_M_1425=Maro
Human_First_Names_M_1426=Marquise
Human_First_Names_M_1427=Marshall
Human_First_Names_M_1428=Marti
Human_First_Names_M_1429=Martin
Human_First_Names_M_1430=Marty
Human_First_Names_M_1431=Marvin
Human_First_Names_M_1432=Mary
Human_First_Names_M_1433=Masahiko
Human_First_Names_M_1434=Masahiro
Human_First_Names_M_1435=Masakazu
Human_First_Names_M_1436=Masaki
Human_First_Names_M_1437=Masaru
Human_First_Names_M_1438=Masato
Human_First_Names_M_1439=Mashiro
Human_First_Names_M_1440=Maslin
Human_First_Names_M_1441=Mason
Human_First_Names_M_1442=Masu
Human_First_Names_M_1443=Masud
Human_First_Names_M_1444=Matabei
Human_First_Names_M_1445=Matei
Human_First_Names_M_1446=Mateo
Human_First_Names_M_1447=Mathew
Human_First_Names_M_1448=Mathias
Human_First_Names_M_1449=Mathieu
Human_First_Names_M_1450=Matsu
Human_First_Names_M_1451=Matsuo
Human_First_Names_M_1452=Matt
Human_First_Names_M_1453=Matteo
Human_First_Names_M_1454=Matthew
Human_First_Names_M_1455=Matthieu
Human_First_Names_M_1456=Maurice
Human_First_Names_M_1457=Mauro
Human_First_Names_M_1458=Max
Human_First_Names_M_1459=Maxim
Human_First_Names_M_1460=Maximilian
Human_First_Names_M_1461=Maxwell
Human_First_Names_M_1462=Maynard
Human_First_Names_M_1463=Mayson
Human_First_Names_M_1464=Mazi
Human_First_Names_M_1465=Medarno
Human_First_Names_M_1466=Mehdi
Human_First_Names_M_1467=Meiji
Human_First_Names_M_1468=Mel
Human_First_Names_M_1469=Melvin
Human_First_Names_M_1470=Merle
Human_First_Names_M_1471=Merlin
Human_First_Names_M_1472=Merrill
Human_First_Names_M_1473=Mervin
Human_First_Names_M_1474=Micah
Human_First_Names_M_1475=Michael
Human_First_Names_M_1476=Micheal
Human_First_Names_M_1477=Michel
Human_First_Names_M_1478=Mickey
Human_First_Names_M_1479=Miguel
Human_First_Names_M_1480=Mihir
Human_First_Names_M_1481=Mika
Human_First_Names_M_1482=Mike
Human_First_Names_M_1483=Miki
Human_First_Names_M_1484=Miles
Human_First_Names_M_1485=Milford
Human_First_Names_M_1486=Millard
Human_First_Names_M_1487=Milo
Human_First_Names_M_1488=Milton
Human_First_Names_M_1489=Min
Human_First_Names_M_1490=Ming
Human_First_Names_M_1491=Minh
Human_First_Names_M_1492=Mino
Human_First_Names_M_1493=Minoru
Human_First_Names_M_1494=Misao
Human_First_Names_M_1495=Mitch
Human_First_Names_M_1496=Mitchel
Human_First_Names_M_1497=Mitchell
Human_First_Names_M_1498=Mito
Human_First_Names_M_1499=Mitsuhide
Human_First_Names_M_1500=Mitsuo
Human_First_Names_M_1501=Mitul
Human_First_Names_M_1502=Momoru
Human_First_Names_M_1503=Monroe
Human_First_Names_M_1504=Montague
Human_First_Names_M_1505=Montaro
Human_First_Names_M_1506=Monte
Human_First_Names_M_1507=Montgomery
Human_First_Names_M_1508=Montreal
Human_First_Names_M_1509=Montrel
Human_First_Names_M_1510=Monty
Human_First_Names_M_1511=Monzal
Human_First_Names_M_1512=Moore
Human_First_Names_M_1513=Morel
Human_First_Names_M_1514=Morgan
Human_First_Names_M_1515=Moritz
Human_First_Names_M_1516=Morris
Human_First_Names_M_1517=Mortimer
Human_First_Names_M_1518=Morty
Human_First_Names_M_1519=Moses
Human_First_Names_M_1520=Moyo
Human_First_Names_M_1521=Munoto
Human_First_Names_M_1522=Murray
Human_First_Names_M_1523=Muwanga
Human_First_Names_M_1524=Mwake
Human_First_Names_M_1525=Myles
Human_First_Names_M_1526=Myron
Human_First_Names_M_1527=Myung
Human_First_Names_M_1528=Nabeel
Human_First_Names_M_1529=Nabhan
Human_First_Names_M_1530=Nadim
Human_First_Names_M_1531=Nadir
Human_First_Names_M_1532=Nahid
Human_First_Names_M_1533=Naizen
Human_First_Names_M_1534=Najeeb
Human_First_Names_M_1535=Nakazo
Human_First_Names_M_1536=Naldo
Human_First_Names_M_1537=Namboku
Human_First_Names_M_1538=Namir
Human_First_Names_M_1539=Nampo
Human_First_Names_M_1540=Narahiko
Human_First_Names_M_1541=Nardo
Human_First_Names_M_1542=Nasib
Human_First_Names_M_1543=Nasir
Human_First_Names_M_1544=Nasser
Human_First_Names_M_1545=Nassor
Human_First_Names_M_1546=Nathan
Human_First_Names_M_1547=Nathaniel
Human_First_Names_M_1548=Natsu
Human_First_Names_M_1549=Natsume
Human_First_Names_M_1550=Neal
Human_First_Names_M_1551=Ned
Human_First_Names_M_1552=Neil
Human_First_Names_M_1553=Nello
Human_First_Names_M_1554=Nels
Human_First_Names_M_1555=Nelson
Human_First_Names_M_1556=Nencio
Human_First_Names_M_1557=Neri
Human_First_Names_M_1558=Nestor
Human_First_Names_M_1559=Newton
Human_First_Names_M_1560=Nhan
Human_First_Names_M_1561=Niccolo
Human_First_Names_M_1562=Nicholas
Human_First_Names_M_1563=Nick
Human_First_Names_M_1564=Nickolas
Human_First_Names_M_1565=Nico
Human_First_Names_M_1566=Nicolas
Human_First_Names_M_1567=Nigel
Human_First_Names_M_1568=Nikash
Human_First_Names_M_1569=Nikki
Human_First_Names_M_1570=Niklas
Human_First_Names_M_1571=Nil
Human_First_Names_M_1572=Nils
Human_First_Names_M_1573=Nimit
Human_First_Names_M_1574=Nirav
Human_First_Names_M_1575=Noah
Human_First_Names_M_1576=Nobu
Human_First_Names_M_1577=Nobuhito
Human_First_Names_M_1578=Noel
Human_First_Names_M_1579=Nolan
Human_First_Names_M_1580=Nori
Human_First_Names_M_1581=Norman
Human_First_Names_M_1582=Norris
Human_First_Names_M_1583=Norville
Human_First_Names_M_1584=Nozzo
Human_First_Names_M_1585=Numbers
Human_First_Names_M_1586=Nuto
Human_First_Names_M_1587=Obadele
Human_First_Names_M_1588=Oban
Human_First_Names_M_1589=Octavio
Human_First_Names_M_1590=Oda
Human_First_Names_M_1591=Odell
Human_First_Names_M_1592=Odis
Human_First_Names_M_1593=Okakura
Human_First_Names_M_1594=Ola
Human_First_Names_M_1595=Olav
Human_First_Names_M_1596=Oleg
Human_First_Names_M_1597=Olen
Human_First_Names_M_1598=Olin
Human_First_Names_M_1599=Oliver
Human_First_Names_M_1600=Ollie
Human_First_Names_M_1601=Omar
Human_First_Names_M_1602=Omkar
Human_First_Names_M_1603=Orlando
Human_First_Names_M_1604=Orville
Human_First_Names_M_1605=Osamu
Human_First_Names_M_1606=Oscar
Human_First_Names_M_1607=Oskar
Human_First_Names_M_1608=Osman
Human_First_Names_M_1609=Otis
Human_First_Names_M_1610=Ottar
Human_First_Names_M_1611=Otto
Human_First_Names_M_1612=Owen
Human_First_Names_M_1613=Oystein
Human_First_Names_M_1614=Pablo
Human_First_Names_M_1615=Pace
Human_First_Names_M_1616=Pacho
Human_First_Names_M_1617=Pallav
Human_First_Names_M_1618=Param
Human_First_Names_M_1619=Paran
Human_First_Names_M_1620=Park
Human_First_Names_M_1621=Parker
Human_First_Names_M_1622=Parnell
Human_First_Names_M_1623=Pascal
Human_First_Names_M_1624=Pat
Human_First_Names_M_1625=Pathik
Human_First_Names_M_1626=Patrice
Human_First_Names_M_1627=Patrick
Human_First_Names_M_1628=Paul
Human_First_Names_M_1629=Pavel
Human_First_Names_M_1630=Pedro
Human_First_Names_M_1631=Peng
Human_First_Names_M_1632=Pepe
Human_First_Names_M_1633=Percival
Human_First_Names_M_1634=Percy
Human_First_Names_M_1635=Pernell
Human_First_Names_M_1636=Perry
Human_First_Names_M_1637=Pete
Human_First_Names_M_1638=Peter
Human_First_Names_M_1639=Phil
Human_First_Names_M_1640=Philip
Human_First_Names_M_1641=Philipe
Human_First_Names_M_1642=Phillip
Human_First_Names_M_1643=Pich
Human_First_Names_M_1644=Piero
Human_First_Names_M_1645=Pierre
Human_First_Names_M_1646=Pieter
Human_First_Names_M_1647=Pietro
Human_First_Names_M_1648=Ping
Human_First_Names_M_1649=Pippo
Human_First_Names_M_1650=Pol
Human_First_Names_M_1651=Pomeroy
Human_First_Names_M_1652=Pravit
Human_First_Names_M_1653=Preston
Human_First_Names_M_1654=Pricha
Human_First_Names_M_1655=Puccio
Human_First_Names_M_1656=Purvis
Human_First_Names_M_1657=Qadim
Human_First_Names_M_1658=Qadir
Human_First_Names_M_1659=Quentin
Human_First_Names_M_1660=Quincy
Human_First_Names_M_1661=Quinn
Human_First_Names_M_1662=Quintin
Human_First_Names_M_1663=Radu
Human_First_Names_M_1664=Rafael
Human_First_Names_M_1665=Rafaelle
Human_First_Names_M_1666=Rafid
Human_First_Names_M_1667=Ragnar
Human_First_Names_M_1668=Rahul
Human_First_Names_M_1669=Rai
Human_First_Names_M_1670=Raj
Human_First_Names_M_1671=Raja
Human_First_Names_M_1672=Ralph
Human_First_Names_M_1673=Rami
Human_First_Names_M_1674=Ramiro
Human_First_Names_M_1675=Ramon
Human_First_Names_M_1676=Ramzi
Human_First_Names_M_1677=Randal
Human_First_Names_M_1678=Randall
Human_First_Names_M_1679=Randell
Human_First_Names_M_1680=Randolph
Human_First_Names_M_1681=Randy
Human_First_Names_M_1682=Ranger
Human_First_Names_M_1683=Raoul
Human_First_Names_M_1684=Raphael
Human_First_Names_M_1685=Rashad
Human_First_Names_M_1686=Rasin
Human_First_Names_M_1687=Raul
Human_First_Names_M_1688=Rawlins
Human_First_Names_M_1689=Ray
Human_First_Names_M_1690=Rayan
Human_First_Names_M_1691=Raymond
Human_First_Names_M_1692=Raymundo
Human_First_Names_M_1693=Raynard
Human_First_Names_M_1694=Razan
Human_First_Names_M_1695=Reagan
Human_First_Names_M_1696=Reed
Human_First_Names_M_1697=Reggie
Human_First_Names_M_1698=Reginald
Human_First_Names_M_1699=Rei
Human_First_Names_M_1700=Reid
Human_First_Names_M_1701=Reinaldo
Human_First_Names_M_1702=Remi
Human_First_Names_M_1703=Ren
Human_First_Names_M_1704=Renard
Human_First_Names_M_1705=Renardo
Human_First_Names_M_1706=Rene
Human_First_Names_M_1707=Renzo
Human_First_Names_M_1708=Reuben
Human_First_Names_M_1709=Rex
Human_First_Names_M_1710=Reyes
Human_First_Names_M_1711=Reynaldo
Human_First_Names_M_1712=Reynard
Human_First_Names_M_1713=Ricardo
Human_First_Names_M_1714=Ricco
Human_First_Names_M_1715=Rich
Human_First_Names_M_1716=Richard
Human_First_Names_M_1717=Richie
Human_First_Names_M_1718=Rick
Human_First_Names_M_1719=Rickey
Human_First_Names_M_1720=Rickie
Human_First_Names_M_1721=Ricky
Human_First_Names_M_1722=Rico
Human_First_Names_M_1723=Ridolfo
Human_First_Names_M_1724=Riley
Human_First_Names_M_1725=Rimon
Human_First_Names_M_1726=Rinaldo
Human_First_Names_M_1727=Rio
Human_First_Names_M_1728=Rob
Human_First_Names_M_1729=Robbie
Human_First_Names_M_1730=Robby
Human_First_Names_M_1731=Robert
Human_First_Names_M_1732=Roberto
Human_First_Names_M_1733=Robin
Human_First_Names_M_1734=Rocco
Human_First_Names_M_1735=Rocky
Human_First_Names_M_1736=Rod
Human_First_Names_M_1737=Roderick
Human_First_Names_M_1738=Rodger
Human_First_Names_M_1739=Rodney
Human_First_Names_M_1740=Rodolfo
Human_First_Names_M_1741=Rodrick
Human_First_Names_M_1742=Roger
Human_First_Names_M_1743=Rohit
Human_First_Names_M_1744=Roland
Human_First_Names_M_1745=Rolf
Human_First_Names_M_1746=Rolland
Human_First_Names_M_1747=Roman
Human_First_Names_M_1748=Romeo
Human_First_Names_M_1749=Ron
Human_First_Names_M_1750=Ronald
Human_First_Names_M_1751=Rondel
Human_First_Names_M_1752=Ronin
Human_First_Names_M_1753=Ronnie
Human_First_Names_M_1754=Ronny
Human_First_Names_M_1755=Rory
Human_First_Names_M_1756=Roscoe
Human_First_Names_M_1757=Ross
Human_First_Names_M_1758=Rowen
Human_First_Names_M_1759=Roy
Human_First_Names_M_1760=Royce
Human_First_Names_M_1761=Ru
Human_First_Names_M_1762=Ruben
Human_First_Names_M_1763=Rubin
Human_First_Names_M_1764=Rudolph
Human_First_Names_M_1765=Rudy
Human_First_Names_M_1766=Rufus
Human_First_Names_M_1767=Ruhi
Human_First_Names_M_1768=Rupert
Human_First_Names_M_1769=Rush
Human_First_Names_M_1770=Russ
Human_First_Names_M_1771=Russel
Human_First_Names_M_1772=Russell
Human_First_Names_M_1773=Rusty
Human_First_Names_M_1774=Ruy
Human_First_Names_M_1775=Ryan
Human_First_Names_M_1776=Ryo
Human_First_Names_M_1777=Ryoko
Human_First_Names_M_1778=Ryoma
Human_First_Names_M_1779=Ryota
Human_First_Names_M_1780=Ryozo
Human_First_Names_M_1781=Ryu
Human_First_Names_M_1782=Ryuki
Human_First_Names_M_1783=Ryuto
Human_First_Names_M_1784=Saad
Human_First_Names_M_1785=Sabastien
Human_First_Names_M_1786=Sabir
Human_First_Names_M_1787=Sadid
Human_First_Names_M_1788=Sadiq
Human_First_Names_M_1789=Sahib
Human_First_Names_M_1790=Sahir
Human_First_Names_M_1791=Sal
Human_First_Names_M_1792=Saleh
Human_First_Names_M_1793=Salomon
Human_First_Names_M_1794=Salvador
Human_First_Names_M_1795=Salvadore
Human_First_Names_M_1796=Salvatore
Human_First_Names_M_1797=Salvi
Human_First_Names_M_1798=Sam
Human_First_Names_M_1799=Sameer
Human_First_Names_M_1800=Sami
Human_First_Names_M_1801=Sammie
Human_First_Names_M_1802=Sammy
Human_First_Names_M_1803=Samo
Human_First_Names_M_1804=Samuel
Human_First_Names_M_1805=Sandy
Human_First_Names_M_1806=Sanford
Human_First_Names_M_1807=Sang
Human_First_Names_M_1808=Sanjiro
Human_First_Names_M_1809=Sanjit
Human_First_Names_M_1810=Santiago
Human_First_Names_M_1811=Santos
Human_First_Names_M_1812=Satoru
Human_First_Names_M_1813=Saul
Human_First_Names_M_1814=Sayer
Human_First_Names_M_1815=Scot
Human_First_Names_M_1816=Scott
Human_First_Names_M_1817=Scottie
Human_First_Names_M_1818=Scotty
Human_First_Names_M_1819=Sean
Human_First_Names_M_1820=Sebastian
Human_First_Names_M_1821=Seibei
Human_First_Names_M_1822=Seiji
Human_First_Names_M_1823=Seison
Human_First_Names_M_1824=Sekayi
Human_First_Names_M_1825=Sen
Human_First_Names_M_1826=Senichi
Human_First_Names_M_1827=Sergei
Human_First_Names_M_1828=Sergio
Human_First_Names_M_1829=Seth
Human_First_Names_M_1830=Seyed
Human_First_Names_M_1831=Seymour
Human_First_Names_M_1832=Shadi
Human_First_Names_M_1833=Shane
Human_First_Names_M_1834=Shannon
Human_First_Names_M_1835=Shaun
Human_First_Names_M_1836=Shawn
Human_First_Names_M_1837=Shay
Human_First_Names_M_1838=Shelby
Human_First_Names_M_1839=Sheldon
Human_First_Names_M_1840=Shelton
Human_First_Names_M_1841=Shen
Human_First_Names_M_1842=Sherman
Human_First_Names_M_1843=Shigeki
Human_First_Names_M_1844=Shigematsu
Human_First_Names_M_1845=Shigemori
Human_First_Names_M_1846=Shigeru
Human_First_Names_M_1847=Shihei
Human_First_Names_M_1848=Shijo
Human_First_Names_M_1849=Shik
Human_First_Names_M_1850=Shin
Human_First_Names_M_1851=Shingen
Human_First_Names_M_1852=Shino
Human_First_Names_M_1853=Shinobu
Human_First_Names_M_1854=Shintaro
Human_First_Names_M_1855=Shiro
Human_First_Names_M_1856=Shoji
Human_First_Names_M_1857=Shumei
Human_First_Names_M_1858=Shun
Human_First_Names_M_1859=Shunji
Human_First_Names_M_1860=Shunsen
Human_First_Names_M_1861=Sidney
Human_First_Names_M_1862=Sigurd
Human_First_Names_M_1863=Silas
Human_First_Names_M_1864=Silvio
Human_First_Names_M_1865=Simba
Human_First_Names_M_1866=Simon
Human_First_Names_M_1867=Sinclair
Human_First_Names_M_1868=Sindre
Human_First_Names_M_1869=Skipp
Human_First_Names_M_1870=Solomon
Human_First_Names_M_1871=Soma
Human_First_Names_M_1872=Sonny
Human_First_Names_M_1873=Sook
Human_First_Names_M_1874=Sora
Human_First_Names_M_1875=Sotan
Human_First_Names_M_1876=Sotaro
Human_First_Names_M_1877=Sovann
Human_First_Names_M_1878=Sozen
Human_First_Names_M_1879=Spencer
Human_First_Names_M_1880=Stacey
Human_First_Names_M_1881=Stan
Human_First_Names_M_1882=Stanislav
Human_First_Names_M_1883=Stanley
Human_First_Names_M_1884=Stefan
Human_First_Names_M_1885=Stein
Human_First_Names_M_1886=Stephan
Human_First_Names_M_1887=Stephen
Human_First_Names_M_1888=Sterling
Human_First_Names_M_1889=Steve
Human_First_Names_M_1890=Steven
Human_First_Names_M_1891=Stevie
Human_First_Names_M_1892=Stewart
Human_First_Names_M_1893=Stuart
Human_First_Names_M_1894=Sully
Human_First_Names_M_1895=Sumio
Human_First_Names_M_1896=Sunay
Human_First_Names_M_1897=Sung
Human_First_Names_M_1898=Sutherland
Human_First_Names_M_1899=Sydney
Human_First_Names_M_1900=Sylvester
Human_First_Names_M_1901=Tad
Human_First_Names_M_1902=Tadamasa
Human_First_Names_M_1903=Tadashi
Human_First_Names_M_1904=Taddeo
Human_First_Names_M_1905=Taiga
Human_First_Names_M_1906=Taikan
Human_First_Names_M_1907=Taisei
Human_First_Names_M_1908=Taj
Human_First_Names_M_1909=Tajiri
Human_First_Names_M_1910=Takafumi
Human_First_Names_M_1911=Takahashi
Human_First_Names_M_1912=Takahiro
Human_First_Names_M_1913=Takeo
Human_First_Names_M_1914=Taki
Human_First_Names_M_1915=Takuji
Human_First_Names_M_1916=Talal
Human_First_Names_M_1917=Talbot
Human_First_Names_M_1918=Talon
Human_First_Names_M_1919=Tamir
Human_First_Names_M_1920=Taneesh
Human_First_Names_M_1921=Tango
Human_First_Names_M_1922=Tanner
Human_First_Names_M_1923=Tanzan
Human_First_Names_M_1924=Tapy
Human_First_Names_M_1925=Taro
Human_First_Names_M_1926=Tashiro
Human_First_Names_M_1927=Taylor
Human_First_Names_M_1928=Ted
Human_First_Names_M_1929=Teddy
Human_First_Names_M_1930=Temin
Human_First_Names_M_1931=Tenshin
Human_First_Names_M_1932=Teppo
Human_First_Names_M_1933=Terrance
Human_First_Names_M_1934=Terrell
Human_First_Names_M_1935=Terry
Human_First_Names_M_1936=Tessai
Human_First_Names_M_1937=Tetsu
Human_First_Names_M_1938=Tetsuya
Human_First_Names_M_1939=Thad
Human_First_Names_M_1940=Thaddeus
Human_First_Names_M_1941=Thatcher
Human_First_Names_M_1942=Theo
Human_First_Names_M_1943=Theodor
Human_First_Names_M_1944=Theodore
Human_First_Names_M_1945=Theron
Human_First_Names_M_1946=Thoki
Human_First_Names_M_1947=Thomas
Human_First_Names_M_1948=Thurman
Human_First_Names_M_1949=Thurston
Human_First_Names_M_1950=Tiennan
Human_First_Names_M_1951=Tilak
Human_First_Names_M_1952=Till
Human_First_Names_M_1953=Tim
Human_First_Names_M_1954=Timmy
Human_First_Names_M_1955=Timo
Human_First_Names_M_1956=Timothy
Human_First_Names_M_1957=Timur
Human_First_Names_M_1958=Tin
Human_First_Names_M_1959=Tobar
Human_First_Names_M_1960=Toben
Human_First_Names_M_1961=Tobias
Human_First_Names_M_1962=Toby
Human_First_Names_M_1963=Tod
Human_First_Names_M_1964=Todd
Human_First_Names_M_1965=Toichi
Human_First_Names_M_1966=Toju
Human_First_Names_M_1967=Toki
Human_First_Names_M_1968=Tokimune
Human_First_Names_M_1969=Tokuma
Human_First_Names_M_1970=Tolomer
Human_First_Names_M_1971=Tom
Human_First_Names_M_1972=Toma
Human_First_Names_M_1973=Tomas
Human_First_Names_M_1974=Tombe
Human_First_Names_M_1975=Tommy
Human_First_Names_M_1976=Tony
Human_First_Names_M_1977=Tor
Human_First_Names_M_1978=Torger
Human_First_Names_M_1979=Tormod
Human_First_Names_M_1980=Toru
Human_First_Names_M_1981=Tory
Human_First_Names_M_1982=Toshiaki
Human_First_Names_M_1983=Toshiro
Human_First_Names_M_1984=Tracey
Human_First_Names_M_1985=Tracy
Human_First_Names_M_1986=Tramaine
Human_First_Names_M_1987=Travis
Human_First_Names_M_1988=Trent
Human_First_Names_M_1989=Trenton
Human_First_Names_M_1990=Trevor
Human_First_Names_M_1991=Trey
Human_First_Names_M_1992=Tristan
Human_First_Names_M_1993=Troy
Human_First_Names_M_1994=Truman
Human_First_Names_M_1995=Tsuneo
Human_First_Names_M_1996=Ty
Human_First_Names_M_1997=Tyler
Human_First_Names_M_1998=Tyrell
Human_First_Names_M_1999=Tyrone
Human_First_Names_M_2000=Tyson
Human_First_Names_M_2001=Uberto
Human_First_Names_M_2002=Udar
Human_First_Names_M_2003=Udo
Human_First_Names_M_2004=Ugo
Human_First_Names_M_2005=Ukon
Human_First_Names_M_2006=Ulysses
Human_First_Names_M_2007=Umar
Human_First_Names_M_2008=Unai
Human_First_Names_M_2009=Uriel
Human_First_Names_M_2010=Vadim
Human_First_Names_M_2011=Valentin
Human_First_Names_M_2012=Valere
Human_First_Names_M_2013=Vallis
Human_First_Names_M_2014=Van
Human_First_Names_M_2015=Vance
Human_First_Names_M_2016=Varg
Human_First_Names_M_2017=Vasile
Human_First_Names_M_2018=Vasily
Human_First_Names_M_2019=Vaughn
Human_First_Names_M_2020=Vendan
Human_First_Names_M_2021=Ventura
Human_First_Names_M_2022=Vern
Human_First_Names_M_2023=Vernon
Human_First_Names_M_2024=Vicente
Human_First_Names_M_2025=Victor
Human_First_Names_M_2026=Vidal
Human_First_Names_M_2027=Viktor
Human_First_Names_M_2028=Vince
Human_First_Names_M_2029=Vincent
Human_First_Names_M_2030=Vincenzo
Human_First_Names_M_2031=Vinesh
Human_First_Names_M_2032=Virgil
Human_First_Names_M_2033=Vito
Human_First_Names_M_2034=Vlad
Human_First_Names_M_2035=Vladimir
Human_First_Names_M_2036=Vladislav
Human_First_Names_M_2037=Wade
Human_First_Names_M_2038=Wadi
Human_First_Names_M_2039=Waldo
Human_First_Names_M_2040=Wali
Human_First_Names_M_2041=Walid
Human_First_Names_M_2042=Walker
Human_First_Names_M_2043=Wallace
Human_First_Names_M_2044=Walter
Human_First_Names_M_2045=Ward
Human_First_Names_M_2046=Warren
Human_First_Names_M_2047=Wayne
Human_First_Names_M_2048=Wen
Human_First_Names_M_2049=Wendell
Human_First_Names_M_2050=Wesley
Human_First_Names_M_2051=Weston
Human_First_Names_M_2052=Wilbert
Human_First_Names_M_2053=Wilbur
Human_First_Names_M_2054=Wilburn
Human_First_Names_M_2055=Wiley
Human_First_Names_M_2056=Wilford
Human_First_Names_M_2057=Wilfred
Human_First_Names_M_2058=Will
Human_First_Names_M_2059=Willard
Human_First_Names_M_2060=William
Human_First_Names_M_2061=Willie
Human_First_Names_M_2062=Willis
Human_First_Names_M_2063=Wilmer
Human_First_Names_M_2064=Wilson
Human_First_Names_M_2065=Wilton
Human_First_Names_M_2066=Win
Human_First_Names_M_2067=Winston
Human_First_Names_M_2068=Woodrow
Human_First_Names_M_2069=Wyatt
Human_First_Names_M_2070=Xavier
Human_First_Names_M_2071=Xin
Human_First_Names_M_2072=Xiu
Human_First_Names_M_2073=Yago
Human_First_Names_M_2074=Yair
Human_First_Names_M_2075=Yakov
Human_First_Names_M_2076=Yakumo
Human_First_Names_M_2077=Yamato
Human_First_Names_M_2078=Yamir
Human_First_Names_M_2079=Yanis
Human_First_Names_M_2080=Yao
Human_First_Names_M_2081=Yaroslav
Human_First_Names_M_2082=Yasahiro
Human_First_Names_M_2083=Yasen
Human_First_Names_M_2084=Yasuhiko
Human_First_Names_M_2085=Yataro
Human_First_Names_M_2086=Yazan
Human_First_Names_M_2087=Yong
Human_First_Names_M_2088=Yoritomo
Human_First_Names_M_2089=Yosai
Human_First_Names_M_2090=Yoshida
Human_First_Names_M_2091=Yoshiro
Human_First_Names_M_2092=Yoshitaka
Human_First_Names_M_2093=Young
Human_First_Names_M_2094=Youssef
Human_First_Names_M_2095=Yozo
Human_First_Names_M_2096=Yuki
Human_First_Names_M_2097=Yuma
Human_First_Names_M_2098=Yury
Human_First_Names_M_2099=Yushiro
Human_First_Names_M_2100=Zachariah
Human_First_Names_M_2101=Zachary
Human_First_Names_M_2102=Zachery
Human_First_Names_M_2103=Zafar
Human_First_Names_M_2104=Zaid
Human_First_Names_M_2105=Zakhar
Human_First_Names_M_2106=Zane
Human_First_Names_M_2107=Zarek
Human_First_Names_M_2108=Zarif
Human_First_Names_M_2109=Zawadi
Human_First_Names_M_2110=Zhen
Human_First_Names_M_2111=Mendo
Human_First_Names_M_2112=Remy
Human_Job_Title_BaseOperator,P=Base Operator
Human_Nicknames_0001=Ace
Human_Nicknames_0002=Afterburn
Human_Nicknames_0003=Any-port
Human_Nicknames_0004=APB
Human_Nicknames_0005=Apples
Human_Nicknames_0006=Aspic
Human_Nicknames_0007=Astro
Human_Nicknames_0008=Baby
Human_Nicknames_0009=Bags
Human_Nicknames_0010=Bakka
Human_Nicknames_0011=Beater
Human_Nicknames_0012=Big Rig
Human_Nicknames_0013=Biter
Human_Nicknames_0014=Blato
Human_Nicknames_0015=Bleeder
Human_Nicknames_0016=Blitz
Human_Nicknames_0017=Blowback
Human_Nicknames_0018=Bones
Human_Nicknames_0019=Bonks
Human_Nicknames_0020=Bonzo
Human_Nicknames_0021=Boom
Human_Nicknames_0022=Boomer
Human_Nicknames_0023=Bounceback
Human_Nicknames_0024=Boyo
Human_Nicknames_0025=Breezy
Human_Nicknames_0026=Bullseye
Human_Nicknames_0027=Burner
Human_Nicknames_0028=Buster
Human_Nicknames_0029=Butcher
Human_Nicknames_0030=Chivo
Human_Nicknames_0031=Chopper
Human_Nicknames_0032=Clacks
Human_Nicknames_0033=Clamps
Human_Nicknames_0034=Cleansheet
Human_Nicknames_0035=Clipper
Human_Nicknames_0036=Covey
Human_Nicknames_0037=Crankshaft
Human_Nicknames_0038=Crash
Human_Nicknames_0039=Crawl
Human_Nicknames_0040=Creeper
Human_Nicknames_0041=Crock
Human_Nicknames_0042=Crow
Human_Nicknames_0043=Crowbar
Human_Nicknames_0044=Crusher
Human_Nicknames_0045=Crypto
Human_Nicknames_0046=Cutch
Human_Nicknames_0047=Cutty
Human_Nicknames_0048=Dancer
Human_Nicknames_0049=Dash
Human_Nicknames_0050=Deadeye
Human_Nicknames_0051=Demo
Human_Nicknames_0052=Diablo
Human_Nicknames_0053=Dimples
Human_Nicknames_0054=Distro
Human_Nicknames_0055=Dopple
Human_Nicknames_0056=Doubledown
Human_Nicknames_0057=Doubletap
Human_Nicknames_0058=Double-Z
Human_Nicknames_0059=Downtown
Human_Nicknames_0060=Drifter
Human_Nicknames_0061=Dropshot
Human_Nicknames_0062=Druff
Human_Nicknames_0063=Duke
Human_Nicknames_0064=Dumper
Human_Nicknames_0065=Dunzo
Human_Nicknames_0066=Dustoff
Human_Nicknames_0067=Dynamo
Human_Nicknames_0068=Dyno
Human_Nicknames_0069=Eclipse
Human_Nicknames_0070=Edge
Human_Nicknames_0071=Epoch
Human_Nicknames_0072=Eyeball
Human_Nicknames_0073=Fang
Human_Nicknames_0074=Faust
Human_Nicknames_0075=Files
Human_Nicknames_0076=Fissure
Human_Nicknames_0077=Flex
Human_Nicknames_0078=Flip
Human_Nicknames_0079=Gastro
Human_Nicknames_0080=Gator
Human_Nicknames_0081=Gizmo
Human_Nicknames_0082=Glut
Human_Nicknames_0083=Gob
Human_Nicknames_0084=Goose
Human_Nicknames_0085=Griefer
Human_Nicknames_0086=Grumpy
Human_Nicknames_0087=Gutter
Human_Nicknames_0088=Guvnor
Human_Nicknames_0089=Half-Pint
Human_Nicknames_0090=Hammer
Human_Nicknames_0091=Hanger
Human_Nicknames_0092=Happy
Human_Nicknames_0093=Hasmat
Human_Nicknames_0094=Hawk
Human_Nicknames_0095=Heater
Human_Nicknames_0096=Herc
Human_Nicknames_0097=Hibrow
Human_Nicknames_0098=High-Low
Human_Nicknames_0099=Hock
Human_Nicknames_0100=Hogtie
Human_Nicknames_0101=Hogwash
Human_Nicknames_0102=Hoofer
Human_Nicknames_0103=Hotrod
Human_Nicknames_0104=Huffer
Human_Nicknames_0105=Hydro
Human_Nicknames_0106=Iggy
Human_Nicknames_0107=Jackal
Human_Nicknames_0108=Jigsaw
Human_Nicknames_0109=JoJo
Human_Nicknames_0110=K-9
Human_Nicknames_0111=Kettle
Human_Nicknames_0112=Killface
Human_Nicknames_0113=Kismet
Human_Nicknames_0114=Klepto
Human_Nicknames_0115=Knocks
Human_Nicknames_0116=Lefty
Human_Nicknames_0117=Liplock
Human_Nicknames_0118=Lippy
Human_Nicknames_0119=Little Benny
Human_Nicknames_0120=Little Bo
Human_Nicknames_0121=Livewire
Human_Nicknames_0122=Lockjaw
Human_Nicknames_0123=Lockout
Human_Nicknames_0124=Loco
Human_Nicknames_0125=Lowbrow
Human_Nicknames_0126=Lowdown
Human_Nicknames_0127=Lulu
Human_Nicknames_0128=Luster
Human_Nicknames_0129=Mad Dog
Human_Nicknames_0130=Mambo
Human_Nicknames_0131=Marbles
Human_Nicknames_0132=Mayday
Human_Nicknames_0133=Mendo
Human_Nicknames_0134=Miggy
Human_Nicknames_0135=Minty
Human_Nicknames_0136=Mondo
Human_Nicknames_0137=Mookie
Human_Nicknames_0138=Moose
Human_Nicknames_0139=Motormouth
Human_Nicknames_0140=Mumbles
Human_Nicknames_0141=Murph
Human_Nicknames_0142=Musk
Human_Nicknames_0143=Musty
Human_Nicknames_0144=Mutt
Human_Nicknames_0145=Nails
Human_Nicknames_0146=Necktie
Human_Nicknames_0147=Necro
Human_Nicknames_0148=Newport
Human_Nicknames_0149=Nighthawk
Human_Nicknames_0150=Nitro
Human_Nicknames_0151=Nokeys
Human_Nicknames_0152=Nomad
Human_Nicknames_0153=Nosedive
Human_Nicknames_0154=No-zone
Human_Nicknames_0155=Nuff
Human_Nicknames_0156=Nugs
Human_Nicknames_0157=Nuk
Human_Nicknames_0158=Ol' J
Human_Nicknames_0159=One-sec
Human_Nicknames_0160=Onesie
Human_Nicknames_0161=One-Two
Human_Nicknames_0162=Oppa
Human_Nicknames_0163=OptOut
Human_Nicknames_0164=Original
Human_Nicknames_0165=Padre
Human_Nicknames_0166=Painter
Human_Nicknames_0167=Peeler
Human_Nicknames_0168=Phantom
Human_Nicknames_0169=Pickles
Human_Nicknames_0170=Pisto
Human_Nicknames_0171=Piston
Human_Nicknames_0172=Pitstop
Human_Nicknames_0173=Placebo
Human_Nicknames_0174=Plaster
Human_Nicknames_0175=Pops
Human_Nicknames_0176=Potshot
Human_Nicknames_0177=Powder
Human_Nicknames_0178=Preacher
Human_Nicknames_0179=Professor
Human_Nicknames_0180=Pudge
Human_Nicknames_0181=Putt-Putt
Human_Nicknames_0182=Quakes
Human_Nicknames_0183=Raindrop
Human_Nicknames_0184=Ratbag
Human_Nicknames_0185=Ratchet
Human_Nicknames_0186=Raven
Human_Nicknames_0187=Rebound
Human_Nicknames_0188=Red
Human_Nicknames_0189=Regs
Human_Nicknames_0190=Reject
Human_Nicknames_0191=Repo
Human_Nicknames_0192=Retro
Human_Nicknames_0193=Rift
Human_Nicknames_0194=Riptide
Human_Nicknames_0195=Rocket
Human_Nicknames_0196=Rooftop
Human_Nicknames_0197=Ropeburn
Human_Nicknames_0198=Ruffles
Human_Nicknames_0199=Rusty
Human_Nicknames_0200=Sandman
Human_Nicknames_0201=Scabs
Human_Nicknames_0202=Scoops
Human_Nicknames_0203=Scooter
Human_Nicknames_0204=Seabass
Human_Nicknames_0205=Servo
Human_Nicknames_0206=Shady
Human_Nicknames_0207=Shanks
Human_Nicknames_0208=Shiner
Human_Nicknames_0209=Silkscreen
Human_Nicknames_0210=Sinkhole
Human_Nicknames_0211=Skeever
Human_Nicknames_0212=Slags
Human_Nicknames_0213=Slappy
Human_Nicknames_0214=Slash
Human_Nicknames_0215=Slim
Human_Nicknames_0216=Slinger
Human_Nicknames_0217=Slip
Human_Nicknames_0218=Slipstream
Human_Nicknames_0219=Slops
Human_Nicknames_0220=Slowclap
Human_Nicknames_0221=Smiley
Human_Nicknames_0222=Smokey
Human_Nicknames_0223=Snacks
Human_Nicknames_0224=Snaps
Human_Nicknames_0225=Socket
Human_Nicknames_0226=Soggy
Human_Nicknames_0227=Sparks
Human_Nicknames_0228=Specs
Human_Nicknames_0229=Spitfire
Human_Nicknames_0230=Splashback
Human_Nicknames_0231=Spud
Human_Nicknames_0232=Squeaks
Human_Nicknames_0233=Stanks
Human_Nicknames_0234=Starkiller
Human_Nicknames_0235=Stonewall
Human_Nicknames_0236=Stretch
Human_Nicknames_0237=Striker
Human_Nicknames_0238=Stroke
Human_Nicknames_0239=Sunny
Human_Nicknames_0240=Sunny Jim
Human_Nicknames_0241=Swabs
Human_Nicknames_0242=Tangles
Human_Nicknames_0243=Tango
Human_Nicknames_0244=TapTap
Human_Nicknames_0245=T-dog
Human_Nicknames_0246=Teak
Human_Nicknames_0247=Temple
Human_Nicknames_0248=The Dentist
Human_Nicknames_0249=Thrasher
Human_Nicknames_0250=Threesheets
Human_Nicknames_0251=Tick-Tock
Human_Nicknames_0252=Tiny
Human_Nicknames_0253=Tinkles
Human_Nicknames_0254=Tiptoe
Human_Nicknames_0255=Toerag
Human_Nicknames_0256=Tonks
Human_Nicknames_0257=Topknot
Human_Nicknames_0258=Toto
Human_Nicknames_0259=Tracer
Human_Nicknames_0260=Trickshot
Human_Nicknames_0261=Triptych
Human_Nicknames_0262=Tufo
Human_Nicknames_0263=Tug
Human_Nicknames_0264=Tugger
Human_Nicknames_0265=Twist
Human_Nicknames_0266=Undertow
Human_Nicknames_0267=Uptown
Human_Nicknames_0268=Vaco
Human_Nicknames_0269=Vents
Human_Nicknames_0270=Wacko
Human_Nicknames_0271=Waggles
Human_Nicknames_0272=Wednesday
Human_Nicknames_0273=Whisper
Human_Nicknames_0274=Whistler
Human_Nicknames_0275=Winge
Human_Nicknames_0276=ZigZag
Human_Nicknames_0277=Brick
Human_Nicknames_0278=Vortex
Human_Nicknames_0279=Kid Carnivorous
Human_Nicknames_0280=Terrordactyl
Human_Nicknames_0281=Savage
Human_Nicknames_0282=Scourge
Human_Nicknames_0283=Baron
Human_Nicknames_0284=Velo
Human_Nicknames_0285=Highball
Human_Nicknames_0286=Rizzo
Human_Nicknames_0287=Screwtop
Human_Nicknames_0288=Fumbles
Human_Nicknames_0289=Flattop
Human_Nicknames_0290=Hot Shot
Human_Nicknames_0291=Blades
Human_Nicknames_0292=Rumples
Human_Nicknames_0293=Dropout
Human_Nicknames_0294=Nozone
Human_Nicknames_0295=Sniffer
Human_Nicknames_0296=Wrecker
Human_Nicknames_0297=Splatters
Human_Nicknames_0298=Bumper
Human_Nicknames_0299=Dongle
Human_Nicknames_0300=FX
Human_Nicknames_0301=Alpha
Human_Nicknames_0302=Cado
Human_Nicknames_0303=Quicksand
Human_Nicknames_0304=Chowder
Human_Nicknames_0305=Puck
Human_Nicknames_0306=Gnashers
Human_Nicknames_0307=Spitshine
Human_Nicknames_0308=Tanker
Human_Nicknames_0309=Hoss
Human_Nicknames_0310=Bugout
Human_Nicknames_0311=Sunshine
Human_Nicknames_0312=Magic
Human_Nicknames_0313=Boneyard
Human_Nicknames_0314=Trunks
Human_Nicknames_0315=Pigpen
Human_Nicknames_0316=Chiller
Human_Nicknames_0317=Streaker
Human_Nicknames_0318=Flashback
Human_Nicknames_0319=King
Human_Nicknames_0320=Flush
Human_Nicknames_0321=Doc
Human_Nicknames_0322=Peaches
Human_Nicknames_0323=Jaws
Human_Nicknames_0324=Hash
Human_Nicknames_0325=Bomber
Human_Nicknames_0326=Zoo
Human_Nicknames_0327=Reaper
Human_Nicknames_0328=Hacksaw
Human_Nicknames_0329=Snake
Human_Nicknames_0330=Full Stop
Human_Nicknames_0331=Ice
Human_Nicknames_0332=The Demon
Human_Nicknames_0333=Flow
Human_Nicknames_0334=Slider
Human_Nicknames_0335=Stomper
Human_Nicknames_0336=Blinks
Human_Nicknames_0337=Foghorn
Human_Nicknames_0338=Nukes
Human_Nicknames_0339=Noodles
Human_Nicknames_0340=Radar
Human_Nicknames_0341=Lucky
Human_Nicknames_0342=Donuts
Human_Nicknames_0343=Swampy
Human_Nicknames_0344=Crabby
Human_Nicknames_0345=Burndown
Human_Nicknames_0346=Hotflash
Human_Nicknames_0347=Domino
Human_Nicknames_0348=Lightning
Human_Nicknames_0349=Thunder
Human_Nicknames_0350=Alphabet
Human_Nicknames_0351=Slow Jam
Human_Nicknames_0352=Crashcourse
Human_Nicknames_0353=Cookie
Human_Nicknames_0354=Dodo
Human_Nicknames_0355=Fingers
Human_Nicknames_0356=Top Hat
Human_Nicknames_0357=Meatball
Human_Nicknames_0358=Spoons
Human_Nicknames_0359=Stinky
Human_Nicknames_0360=Sleepy
Human_Nicknames_0361=Squints
Human_Nicknames_0362=Hairball
Human_Nicknames_0363=Marathon
Human_Nicknames_0364=Tumbles
Human_Nicknames_0365=Lights Out
Human_Nicknames_0366=Punch 'N Pie
Human_Nicknames_0367=Joker
Human_Nicknames_0368=Pitbull
Human_Nicknames_0369=Dubs
Human_Nicknames_0370=Downpour
Human_Nicknames_0371=Wags
Human_Nicknames_0372=Scruff
Human_Nicknames_0373=Tinker
Human_Nicknames_0374=Sizzle
Human_Nicknames_0375=Knuckles
Human_Nicknames_0376=Sonic
Human_Nicknames_0377=Buzz
Human_Nicknames_0378=Scratch
Human_Nicknames_0379=Hiccup
Human_Nicknames_0380=Lampshade
Human_Nicknames_0381=Hardtack
Human_Nicknames_0382=Maverick
Human_Nicknames_0383=Iceman
Human_Nicknames_0384=Hopper
Human_Nicknames_0385=Viper
Human_Nicknames_0386=Jester
Human_Nicknames_0387=Cougar
Human_Nicknames_0388=Merlin
Human_Nicknames_0389=Sundown
Human_Nicknames_0390=Stinger
Human_Nicknames_0391=Chipper
Human_Nicknames_0392=Rat
Human_Nicknames_0393=Tombstone
Human_Nicknames_0394=Boots
Human_Nicknames_0395=Bruiser
Human_Nicknames_0396=Dynamite
Human_Nicknames_0397=The Hammer
Human_Nicknames_0398=Jumper
Human_Nicknames_0399=The Snake
Human_Nicknames_0400=Bad News
Human_Nicknames_0401=The Dragon
Human_Nicknames_0402=Gorilla
Human_Nicknames_0403=The Butcher
Human_Nicknames_0404=Spinout
Human_Nicknames_0405=Slapdash
Human_Nicknames_0406=Skipper
Human_Nicknames_0407=Deadbolt
Human_Nicknames_0408=Razor
Human_Nicknames_0409=Pipes
Human_Nicknames_0410=Guppy
Human_Nicknames_0411=Phoenix
Human_Nicknames_0412=Scorch
Human_Nicknames_0413=Stax
Human_Security_Titles_001=Officer
Human_Security_Titles_001_abv=Ofc.
Human_Security_Titles_002=Senior Officer
Human_Security_Titles_002_abv=Sr. Ofc.
Human_Security_Titles_003=Captain
Human_Security_Titles_003_abv=Cpt.
Human_Security_Titles_004=Chief
Human_Security_Titles_004_abv=Chf.
Human_Security_Titles_005=Director
Human_Security_Titles_005_abv=Dir.
Human_Surnames_0001=Aarons
Human_Surnames_0002=Aaronson
Human_Surnames_0003=Aasen
Human_Surnames_0004=Abad
Human_Surnames_0005=Abadie
Human_Surnames_0006=Abalos
Human_Surnames_0007=Abarca
Human_Surnames_0008=Abbas
Human_Surnames_0009=Abbasi
Human_Surnames_0010=Abbate
Human_Surnames_0011=Abbey
Human_Surnames_0012=Abbi
Human_Surnames_0013=Abbot
Human_Surnames_0014=Abdalla
Human_Surnames_0015=Abdo
Human_Surnames_0016=Abdullah
Human_Surnames_0017=Abe
Human_Surnames_0018=Abebe
Human_Surnames_0019=Abed
Human_Surnames_0020=Abell
Human_Surnames_0021=Abelson
Human_Surnames_0022=Aberg
Human_Surnames_0023=Aberle
Human_Surnames_0024=Abernathy
Human_Surnames_0025=Abeyta
Human_Surnames_0026=Abhati
Human_Surnames_0027=Able
Human_Surnames_0028=Abney
Human_Surnames_0029=Abovyan
Human_Surnames_0030=Abraham
Human_Surnames_0031=Abramowitz
Human_Surnames_0032=Abrams
Human_Surnames_0033=Abrego
Human_Surnames_0034=Absher
Human_Surnames_0035=Abshire
Human_Surnames_0036=Abston
Human_Surnames_0037=Abuladze
Human_Surnames_0038=Aburami
Human_Surnames_0039=Aburto
Human_Surnames_0040=Accardi
Human_Surnames_0041=Acedo
Human_Surnames_0042=Acero
Human_Surnames_0043=Aceto
Human_Surnames_0044=Acevedo
Human_Surnames_0045=Acharya
Human_Surnames_0046=Achebe
Human_Surnames_0047=Achenbach
Human_Surnames_0048=Acheson
Human_Surnames_0049=Achrekar
Human_Surnames_0050=Acker
Human_Surnames_0051=Ackerman
Human_Surnames_0052=Ackerson
Human_Surnames_0053=Ackley
Human_Surnames_0054=Acklin
Human_Surnames_0055=Ackman
Human_Surnames_0056=Acoba
Human_Surnames_0057=Acord
Human_Surnames_0058=Acosta
Human_Surnames_0059=Acre
Human_Surnames_0060=Acton
Human_Surnames_0061=Acuna
Human_Surnames_0062=Adachi
Human_Surnames_0063=Adair
Human_Surnames_0064=Adams
Human_Surnames_0065=Adamson
Human_Surnames_0066=Adani
Human_Surnames_0067=Addams
Human_Surnames_0068=Addington
Human_Surnames_0069=Addis
Human_Surnames_0070=Addison
Human_Surnames_0071=Addy
Human_Surnames_0072=Ade
Human_Surnames_0073=Adelman
Human_Surnames_0074=Adelson
Human_Surnames_0075=Ademola
Human_Surnames_0076=Adendorff
Human_Surnames_0077=Adeoye
Human_Surnames_0078=Adey
Human_Surnames_0079=Adeyemi
Human_Surnames_0080=Adhikari
Human_Surnames_0081=Adie
Human_Surnames_0082=Adiga
Human_Surnames_0083=Adin
Human_Surnames_0084=Adjei
Human_Surnames_0085=Adkins
Human_Surnames_0086=Adkinson
Human_Surnames_0087=Adler
Human_Surnames_0088=Adlett
Human_Surnames_0089=Adley
Human_Surnames_0090=Adnett
Human_Surnames_0091=Adrian
Human_Surnames_0092=Adriano
Human_Surnames_0093=Advani
Human_Surnames_0094=Afzal
Human_Surnames_0095=Agan
Human_Surnames_0096=Agard
Human_Surnames_0097=Agarkar
Human_Surnames_0098=Agarwal
Human_Surnames_0099=Agawa
Human_Surnames_0100=Agbayani
Human_Surnames_0101=Agcaoili
Human_Surnames_0102=Aggarwal
Human_Surnames_0103=Aghamiri
Human_Surnames_0104=Aghayan
Human_Surnames_0105=Agnew
Human_Surnames_0106=Agnihotri
Human_Surnames_0107=Agosta
Human_Surnames_0108=Agostini
Human_Surnames_0109=Agrawal
Human_Surnames_0110=Aguado
Human_Surnames_0111=Aguayo
Human_Surnames_0112=Agudelo
Human_Surnames_0113=Aguero
Human_Surnames_0114=Aguiar
Human_Surnames_0115=Aguila
Human_Surnames_0116=Aguilar
Human_Surnames_0117=Aguilera
Human_Surnames_0118=Aguinaga
Human_Surnames_0119=Aguinaldo
Human_Surnames_0120=Aguirre
Human_Surnames_0121=Agustin
Human_Surnames_0122=Ahart
Human_Surnames_0123=Ahern
Human_Surnames_0124=Ahlawat
Human_Surnames_0125=Ahlberg
Human_Surnames_0126=Ahlquist
Human_Surnames_0127=Ahlstrom
Human_Surnames_0128=Ahluwalia
Human_Surnames_0129=Ahmed
Human_Surnames_0130=Ahn
Human_Surnames_0131=Ahsan
Human_Surnames_0132=Ahumada
Human_Surnames_0133=Aida
Human_Surnames_0134=Aiello
Human_Surnames_0135=Aikawa
Human_Surnames_0136=Aikens
Human_Surnames_0137=Aikin
Human_Surnames_0138=Aino
Human_Surnames_0139=Ainscough
Human_Surnames_0140=Ainsley
Human_Surnames_0141=Ainsworth
Human_Surnames_0142=Aispuro
Human_Surnames_0143=Aitchison
Human_Surnames_0144=Aitkens
Human_Surnames_0145=Aitkins
Human_Surnames_0146=Aizawa
Human_Surnames_0147=Ajay
Human_Surnames_0148=Ajayi
Human_Surnames_0149=Akabori
Human_Surnames_0150=Akaboshi
Human_Surnames_0151=Akagi
Human_Surnames_0152=Akai
Human_Surnames_0153=Akamatsu
Human_Surnames_0154=Akamine
Human_Surnames_0155=Akane
Human_Surnames_0156=Akao
Human_Surnames_0157=Akashi
Human_Surnames_0158=Akbar
Human_Surnames_0159=Akeda
Human_Surnames_0160=Akehurst
Human_Surnames_0161=Akemi
Human_Surnames_0162=Akenzua
Human_Surnames_0163=Akerele
Human_Surnames_0164=Akerman
Human_Surnames_0165=Akey
Human_Surnames_0166=Akhtar
Human_Surnames_0167=Akiloye
Human_Surnames_0168=Akin
Human_Surnames_0169=Akins
Human_Surnames_0170=Akita
Human_Surnames_0171=Akiyama
Human_Surnames_0172=Akram
Human_Surnames_0173=Akridge
Human_Surnames_0174=Aksu
Human_Surnames_0175=Akter
Human_Surnames_0176=Akunyili
Human_Surnames_0177=Akutagawa
Human_Surnames_0178=Alam
Human_Surnames_0179=Alamillo
Human_Surnames_0180=Alaniz
Human_Surnames_0181=Alatorre
Human_Surnames_0182=Alatorres
Human_Surnames_0183=Alba
Human_Surnames_0184=Albano
Human_Surnames_0185=Albarado
Human_Surnames_0186=Albarran
Human_Surnames_0187=Albaugh
Human_Surnames_0188=Albee
Human_Surnames_0189=Alber
Human_Surnames_0190=Alberson
Human_Surnames_0191=Alberto
Human_Surnames_0192=Alberts
Human_Surnames_0193=Albertson
Human_Surnames_0194=Albertus
Human_Surnames_0195=Albor
Human_Surnames_0196=Albrecht
Human_Surnames_0197=Albright
Human_Surnames_0198=Alby
Human_Surnames_0199=Alcala
Human_Surnames_0200=Alcantar
Human_Surnames_0201=Alcantara
Human_Surnames_0202=Alcaraz
Human_Surnames_0203=Alcazar
Human_Surnames_0204=Alcorn
Human_Surnames_0205=Alcorta
Human_Surnames_0206=Alcott
Human_Surnames_0207=Alda
Human_Surnames_0208=Aldaco
Human_Surnames_0209=Alday
Human_Surnames_0210=Alden
Human_Surnames_0211=Alder
Human_Surnames_0212=Alderman
Human_Surnames_0213=Alderson
Human_Surnames_0214=Aldred
Human_Surnames_0215=Aldrete
Human_Surnames_0216=Aldrich
Human_Surnames_0217=Aldridge
Human_Surnames_0218=Aldrin
Human_Surnames_0219=Alegre
Human_Surnames_0220=Alejandre
Human_Surnames_0221=Alejandro
Human_Surnames_0222=Alejo
Human_Surnames_0223=Aleksanian
Human_Surnames_0224=Alemu
Human_Surnames_0225=Aleshire
Human_Surnames_0226=Alessi
Human_Surnames_0227=Aletta
Human_Surnames_0228=Alewine
Human_Surnames_0229=Alexander
Human_Surnames_0230=Alexandre
Human_Surnames_0231=Alfaro
Human_Surnames_0232=Alfonsi
Human_Surnames_0233=Alfonso
Human_Surnames_0234=Alford
Human_Surnames_0235=Alfred
Human_Surnames_0236=Alfrey
Human_Surnames_0237=Algarin
Human_Surnames_0238=Alger
Human_Surnames_0239=Ali
Human_Surnames_0240=Alicea
Human_Surnames_0241=Aliff
Human_Surnames_0242=Alix
Human_Surnames_0243=Aliyev
Human_Surnames_0244=Alkire
Human_Surnames_0245=Allain
Human_Surnames_0246=Allaire
Human_Surnames_0247=Allan
Human_Surnames_0248=Allard
Human_Surnames_0249=Allbright
Human_Surnames_0250=Alldredge
Human_Surnames_0251=Alleman
Human_Surnames_0252=Allen
Human_Surnames_0253=Allende
Human_Surnames_0254=Allender
Human_Surnames_0255=Allensworth
Human_Surnames_0256=Allerton
Human_Surnames_0257=Alley
Human_Surnames_0258=Alleyne
Human_Surnames_0259=Allgood
Human_Surnames_0260=Alling
Human_Surnames_0261=Allison
Human_Surnames_0262=Allister
Human_Surnames_0263=Allman
Human_Surnames_0264=Alloway
Human_Surnames_0265=Allu
Human_Surnames_0266=Alluri
Human_Surnames_0267=Ally
Human_Surnames_0268=Allyn
Human_Surnames_0269=Almanza
Human_Surnames_0270=Almanzar
Human_Surnames_0271=Almaraz
Human_Surnames_0272=Almazan
Human_Surnames_0273=Almeda
Human_Surnames_0274=Almendarez
Human_Surnames_0275=Almodovar
Human_Surnames_0276=Almond
Human_Surnames_0277=Almonte
Human_Surnames_0278=Almquist
Human_Surnames_0279=Almy
Human_Surnames_0280=Alongi
Human_Surnames_0281=Alonso
Human_Surnames_0282=Alonzo
Human_Surnames_0283=Alpert
Human_Surnames_0284=Alpizar
Human_Surnames_0285=Alred
Human_Surnames_0286=Alsip
Human_Surnames_0287=Alsop
Human_Surnames_0288=Alston
Human_Surnames_0289=Alsup
Human_Surnames_0290=Alt
Human_Surnames_0291=Altamirano
Human_Surnames_0292=Alter
Human_Surnames_0293=Altera
Human_Surnames_0294=Althaus
Human_Surnames_0295=Altheim
Human_Surnames_0296=Altherr
Human_Surnames_0297=Althoff
Human_Surnames_0298=Althouse
Human_Surnames_0299=Altieri
Human_Surnames_0300=Altizer
Human_Surnames_0301=Altman
Human_Surnames_0302=Alton
Human_Surnames_0303=Alvarado
Human_Surnames_0304=Alvarez
Human_Surnames_0305=Alverson
Human_Surnames_0306=Alves
Human_Surnames_0307=Alvey
Human_Surnames_0308=Alviar
Human_Surnames_0309=Alvidrez
Human_Surnames_0310=Alvis
Human_Surnames_0311=Alvizo
Human_Surnames_0312=Alvord
Human_Surnames_0313=Alward
Human_Surnames_0314=Alway
Human_Surnames_0315=Alzate
Human_Surnames_0316=Amado
Human_Surnames_0317=Amador
Human_Surnames_0318=Amaki
Human_Surnames_0319=Amane
Human_Surnames_0320=Amano
Human_Surnames_0321=Amar
Human_Surnames_0322=Amari
Human_Surnames_0323=Amaro
Human_Surnames_0324=Ambani
Human_Surnames_0325=Ambler
Human_Surnames_0326=Ambriz
Human_Surnames_0327=Ambrocio
Human_Surnames_0328=Ambroise
Human_Surnames_0329=Ambrose
Human_Surnames_0330=Ambuja
Human_Surnames_0331=Amburn
Human_Surnames_0332=Amendola
Human_Surnames_0333=Amerson
Human_Surnames_0334=Amezcua
Human_Surnames_0335=Amherst
Human_Surnames_0336=Amini
Human_Surnames_0337=Amiri
Human_Surnames_0338=Amo
Human_Surnames_0339=Amod
Human_Surnames_0340=Amodeo
Human_Surnames_0341=Amoroso
Human_Surnames_0342=Amory
Human_Surnames_0343=Amparan
Human_Surnames_0344=Amrutham
Human_Surnames_0345=Amsden
Human_Surnames_0346=Amsler
Human_Surnames_0347=Amstutz
Human_Surnames_0348=An
Human_Surnames_0349=Anami
Human_Surnames_0350=Anand
Human_Surnames_0351=Anchan
Human_Surnames_0352=Andaya
Human_Surnames_0353=Anderson
Human_Surnames_0354=Andino
Human_Surnames_0355=Ando
Human_Surnames_0356=Andrada
Human_Surnames_0357=Andres
Human_Surnames_0358=Andrews
Human_Surnames_0359=Andrieux
Human_Surnames_0360=Andry
Human_Surnames_0361=Andujar
Human_Surnames_0362=Aneja
Human_Surnames_0363=Anello
Human_Surnames_0364=Anenih
Human_Surnames_0365=Ang
Human_Surnames_0366=Angel
Human_Surnames_0367=Angelini
Human_Surnames_0368=Angelo
Human_Surnames_0369=Angleton
Human_Surnames_0370=Anglin
Human_Surnames_0371=Angstadt
Human_Surnames_0372=Anguiano
Human_Surnames_0373=Angulo
Human_Surnames_0374=Ankney
Human_Surnames_0375=Ankrom
Human_Surnames_0376=Annandale
Human_Surnames_0377=Anno
Human_Surnames_0378=Anosov
Human_Surnames_0379=Ansari
Human_Surnames_0380=Ansell
Human_Surnames_0381=Ansley
Human_Surnames_0382=Anson
Human_Surnames_0383=Anstead
Human_Surnames_0384=Anstey
Human_Surnames_0385=Antal
Human_Surnames_0386=Antillon
Human_Surnames_0387=Antley
Human_Surnames_0388=Antoinette
Human_Surnames_0389=Antone
Human_Surnames_0390=Antonelli
Human_Surnames_0391=Antonio
Human_Surnames_0392=Antonov
Human_Surnames_0393=Antonucci
Human_Surnames_0394=Antunez
Human_Surnames_0395=Anumula
Human_Surnames_0396=Anwar
Human_Surnames_0397=Anzai
Human_Surnames_0398=Anzalone
Human_Surnames_0399=Aoki
Human_Surnames_0400=Aomori
Human_Surnames_0401=Aoyama
Human_Surnames_0402=Aparicio
Human_Surnames_0403=Apgar
Human_Surnames_0404=Aponius
Human_Surnames_0405=Aponte
Human_Surnames_0406=Appel
Human_Surnames_0407=Appiah
Human_Surnames_0408=Applebaum
Human_Surnames_0409=Applegate
Human_Surnames_0410=Appleton
Human_Surnames_0411=Apresyan
Human_Surnames_0412=Aquino
Human_Surnames_0413=Arai
Human_Surnames_0414=Araiza
Human_Surnames_0415=Arakawa
Human_Surnames_0416=Araki
Human_Surnames_0417=Aral
Human_Surnames_0418=Aramaki
Human_Surnames_0419=Arambula
Human_Surnames_0420=Arana
Human_Surnames_0421=Arango
Human_Surnames_0422=Arata
Human_Surnames_0423=Arauz
Human_Surnames_0424=Araya
Human_Surnames_0425=Arballo
Human_Surnames_0426=Arbaugh
Human_Surnames_0427=Arboleda
Human_Surnames_0428=Arbuckle
Human_Surnames_0429=Arcand
Human_Surnames_0430=Arce
Human_Surnames_0431=Arceo
Human_Surnames_0432=Archer
Human_Surnames_0433=Archibald
Human_Surnames_0434=Archila
Human_Surnames_0435=Arcilla
Human_Surnames_0436=Arcuri
Human_Surnames_0437=Ard
Human_Surnames_0438=Arden
Human_Surnames_0439=Arel
Human_Surnames_0440=Arellano
Human_Surnames_0441=Arencibia
Human_Surnames_0442=Arendse
Human_Surnames_0443=Arendt
Human_Surnames_0444=Arevalo
Human_Surnames_0445=Arey
Human_Surnames_0446=Arguello
Human_Surnames_0447=Argueta
Human_Surnames_0448=Arguijo
Human_Surnames_0449=Argumedo
Human_Surnames_0450=Arias
Human_Surnames_0451=Arif
Human_Surnames_0452=Arioka
Human_Surnames_0453=Arispe
Human_Surnames_0454=Arista
Human_Surnames_0455=Arita
Human_Surnames_0456=Ariza
Human_Surnames_0457=Arizaga
Human_Surnames_0458=Arjona
Human_Surnames_0459=Arkwright
Human_Surnames_0460=Armaly
Human_Surnames_0461=Armand
Human_Surnames_0462=Armendariz
Human_Surnames_0463=Armer
Human_Surnames_0464=Armfield
Human_Surnames_0465=Armijo
Human_Surnames_0466=Armine
Human_Surnames_0467=Armistead
Human_Surnames_0468=Armitage
Human_Surnames_0469=Armstead
Human_Surnames_0470=Armstrong
Human_Surnames_0471=Arnaud
Human_Surnames_0472=Arndt
Human_Surnames_0473=Arner
Human_Surnames_0474=Arnette
Human_Surnames_0475=Arney
Human_Surnames_0476=Arnoux
Human_Surnames_0477=Arquette
Human_Surnames_0478=Arredondo
Human_Surnames_0479=Arreguin
Human_Surnames_0480=Arriaga
Human_Surnames_0481=Arrieta
Human_Surnames_0482=Arrington
Human_Surnames_0483=Arrow
Human_Surnames_0484=Arrowood
Human_Surnames_0485=Arrowsmith
Human_Surnames_0486=Arroyo
Human_Surnames_0487=Arruda
Human_Surnames_0488=Arsenyev
Human_Surnames_0489=Arshad
Human_Surnames_0490=Arteaga
Human_Surnames_0491=Arter
Human_Surnames_0492=Artiaga
Human_Surnames_0493=Artman
Human_Surnames_0494=Artrip
Human_Surnames_0495=Artz
Human_Surnames_0496=Arvelo
Human_Surnames_0497=Arvidson
Human_Surnames_0498=Arvin
Human_Surnames_0499=Arvizo
Human_Surnames_0500=Arwood
Human_Surnames_0501=Arya
Human_Surnames_0502=Arzate
Human_Surnames_0503=Arzola
Human_Surnames_0504=Asad
Human_Surnames_0505=Asagiri
Human_Surnames_0506=Asahina
Human_Surnames_0507=Asakawa
Human_Surnames_0508=Asakura
Human_Surnames_0509=Asano
Human_Surnames_0510=Asante
Human_Surnames_0511=Asare
Human_Surnames_0512=Asbury
Human_Surnames_0513=Aschenbach
Human_Surnames_0514=Ascher
Human_Surnames_0515=Asencio
Human_Surnames_0516=Ash
Human_Surnames_0517=Ashar
Human_Surnames_0518=Ashbaugh
Human_Surnames_0519=Ashbrook
Human_Surnames_0520=Ashburn
Human_Surnames_0521=Ashby
Human_Surnames_0522=Ashcroft
Human_Surnames_0523=Ashida
Human_Surnames_0524=Ashikaga
Human_Surnames_0525=Ashraf
Human_Surnames_0526=Ashton
Human_Surnames_0527=Ashworth
Human_Surnames_0528=Asif
Human_Surnames_0529=Askin
Human_Surnames_0530=Assaf
Human_Surnames_0531=Astacio
Human_Surnames_0532=Astaire
Human_Surnames_0533=Asthana
Human_Surnames_0534=Astier
Human_Surnames_0535=Astley
Human_Surnames_0536=Aston
Human_Surnames_0537=Astor
Human_Surnames_0538=Ater
Human_Surnames_0539=Atherton
Human_Surnames_0540=Atienza
Human_Surnames_0541=Atilano
Human_Surnames_0542=Atkins
Human_Surnames_0543=Atkinson
Human_Surnames_0544=Atri
Human_Surnames_0545=Attah
Human_Surnames_0546=Attal
Human_Surnames_0547=Attanasio
Human_Surnames_0548=Attaway
Human_Surnames_0549=Attenborough
Human_Surnames_0550=Atterton
Human_Surnames_0551=Attia
Human_Surnames_0552=Atwal
Human_Surnames_0553=Atwater
Human_Surnames_0554=Atwood
Human_Surnames_0555=Aubin
Human_Surnames_0556=Aubry
Human_Surnames_0557=Auburn
Human_Surnames_0558=Auclair
Human_Surnames_0559=Audette
Human_Surnames_0560=Audley
Human_Surnames_0561=Auer
Human_Surnames_0562=Auerbach
Human_Surnames_0563=Augusta
Human_Surnames_0564=Austin
Human_Surnames_0565=Autry
Human_Surnames_0566=Auxier
Human_Surnames_0567=Auyeung
Human_Surnames_0568=Avakian
Human_Surnames_0569=Avallone
Human_Surnames_0570=Avalos
Human_Surnames_0571=Avant
Human_Surnames_0572=Avelar
Human_Surnames_0573=Avellaneda
Human_Surnames_0574=Avendano
Human_Surnames_0575=Avera
Human_Surnames_0576=Averett
Human_Surnames_0577=Averill
Human_Surnames_0578=Avery
Human_Surnames_0579=Avilez
Human_Surnames_0580=Avina
Human_Surnames_0581=Avitia
Human_Surnames_0582=Avril
Human_Surnames_0583=Awan
Human_Surnames_0584=Awasthi
Human_Surnames_0585=Awolowo
Human_Surnames_0586=Awruk
Human_Surnames_0587=Ax
Human_Surnames_0588=Axelrod
Human_Surnames_0589=Axson
Human_Surnames_0590=Axtell
Human_Surnames_0591=Axton
Human_Surnames_0592=Ayakawa
Human_Surnames_0593=Ayala
Human_Surnames_0594=Ayano
Human_Surnames_0595=Aybar
Human_Surnames_0596=Ayer
Human_Surnames_0597=Ayers
Human_Surnames_0598=Ayim
Human_Surnames_0599=Ayon
Human_Surnames_0600=Ayotte
Human_Surnames_0601=Ayres
Human_Surnames_0602=Azam
Human_Surnames_0603=Aziz
Human_Surnames_0604=Azuma
Human_Surnames_0605=Azumano
Human_Surnames_0606=Azure
Human_Surnames_0607=Baba
Human_Surnames_0608=Babayan
Human_Surnames_0609=Baber
Human_Surnames_0610=Babich
Human_Surnames_0611=Babineaux
Human_Surnames_0612=Babson
Human_Surnames_0613=Baca
Human_Surnames_0614=Bacani
Human_Surnames_0615=Bacchus
Human_Surnames_0616=Bach
Human_Surnames_0617=Bacher
Human_Surnames_0618=Bachman
Human_Surnames_0619=Backlund
Human_Surnames_0620=Backman
Human_Surnames_0621=Backstrom
Human_Surnames_0622=Badenhorst
Human_Surnames_0623=Badgley
Human_Surnames_0624=Badgujar
Human_Surnames_0625=Badhwar
Human_Surnames_0626=Badillo
Human_Surnames_0627=Badua
Human_Surnames_0628=Bae
Human_Surnames_0629=Baehr
Human_Surnames_0630=Baek
Human_Surnames_0631=Baert
Human_Surnames_0632=Baeza
Human_Surnames_0633=Baffin
Human_Surnames_0634=Bafna
Human_Surnames_0635=Bagby
Human_Surnames_0636=Bagley
Human_Surnames_0637=Bagwell
Human_Surnames_0638=Bahena
Human_Surnames_0639=Bahl
Human_Surnames_0640=Bai
Human_Surnames_0641=Baid
Human_Surnames_0642=Baier
Human_Surnames_0643=Bailey
Human_Surnames_0644=Bain
Human_Surnames_0645=Bainbridge
Human_Surnames_0646=Baines
Human_Surnames_0647=Bair
Human_Surnames_0648=Baird
Human_Surnames_0649=Baisley
Human_Surnames_0650=Baize
Human_Surnames_0651=Bajan
Human_Surnames_0652=Bak
Human_Surnames_0653=Baker
Human_Surnames_0654=Bakewell
Human_Surnames_0655=Bakos
Human_Surnames_0656=Bakshi
Human_Surnames_0657=Bal
Human_Surnames_0658=Bala
Human_Surnames_0659=Balaban
Human_Surnames_0660=Balboa
Human_Surnames_0661=Balcazar
Human_Surnames_0662=Baldauf
Human_Surnames_0663=Balderas
Human_Surnames_0664=Balderrama
Human_Surnames_0665=Balderson
Human_Surnames_0666=Baldi
Human_Surnames_0667=Baldini
Human_Surnames_0668=Baldridge
Human_Surnames_0669=Balducci
Human_Surnames_0670=Baldwin
Human_Surnames_0671=Balentine
Human_Surnames_0672=Balewa
Human_Surnames_0673=Balfour
Human_Surnames_0674=Balk
Human_Surnames_0675=Ballard
Human_Surnames_0676=Ballou
Human_Surnames_0677=Balmer
Human_Surnames_0678=Balmont
Human_Surnames_0679=Balog
Human_Surnames_0680=Balogun
Human_Surnames_0681=Baloyi
Human_Surnames_0682=Balser
Human_Surnames_0683=Baltazar
Human_Surnames_0684=Baltz
Human_Surnames_0685=Balzac
Human_Surnames_0686=Balzano
Human_Surnames_0687=Bam
Human_Surnames_0688=Bamberg
Human_Surnames_0689=Bamford
Human_Surnames_0690=Bamonti
Human_Surnames_0691=Ban
Human_Surnames_0692=Banahan
Human_Surnames_0693=Bancroft
Human_Surnames_0694=Bandaru
Human_Surnames_0695=Bane
Human_Surnames_0696=Banfield
Human_Surnames_0697=Banh
Human_Surnames_0698=Banich
Human_Surnames_0699=Banister
Human_Surnames_0700=Banks
Human_Surnames_0701=Bankston
Human_Surnames_0702=Bannerman
Human_Surnames_0703=Banning
Human_Surnames_0704=Bannister
Human_Surnames_0705=Bannon
Human_Surnames_0706=Bansal
Human_Surnames_0707=Banta
Human_Surnames_0708=Banton
Human_Surnames_0709=Bantwal
Human_Surnames_0710=Banuelos
Human_Surnames_0711=Bao
Human_Surnames_0712=Baraga
Human_Surnames_0713=Barajas
Human_Surnames_0714=Baraka
Human_Surnames_0715=Baranowski
Human_Surnames_0716=Baranski
Human_Surnames_0717=Baratta
Human_Surnames_0718=Barbaro
Human_Surnames_0719=Barber
Human_Surnames_0720=Barboza
Human_Surnames_0721=Barcelo
Human_Surnames_0722=Barcena
Human_Surnames_0723=Barcia
Human_Surnames_0724=Barclay
Human_Surnames_0725=Barco
Human_Surnames_0726=Barcomb
Human_Surnames_0727=Bard
Human_Surnames_0728=Bardet
Human_Surnames_0729=Bardin
Human_Surnames_0730=Bardsley
Human_Surnames_0731=Bardwell
Human_Surnames_0732=Barger
Human_Surnames_0733=Bargo
Human_Surnames_0734=Barham
Human_Surnames_0735=Barker
Human_Surnames_0736=Barkley
Human_Surnames_0737=Barksdale
Human_Surnames_0738=Barley
Human_Surnames_0739=Barlow
Human_Surnames_0740=Barnette
Human_Surnames_0741=Barnhill
Human_Surnames_0742=Barnum
Human_Surnames_0743=Baro
Human_Surnames_0744=Barocio
Human_Surnames_0745=Baron
Human_Surnames_0746=Barot
Human_Surnames_0747=Barr
Human_Surnames_0748=Barraclough
Human_Surnames_0749=Barragan
Human_Surnames_0750=Barranco
Human_Surnames_0751=Barras
Human_Surnames_0752=Barratt
Human_Surnames_0753=Barraza
Human_Surnames_0754=Barre
Human_Surnames_0755=Barreau
Human_Surnames_0756=Barrera
Human_Surnames_0757=Barresi
Human_Surnames_0758=Barret
Human_Surnames_0759=Barreto
Human_Surnames_0760=Barrick
Human_Surnames_0761=Barriga
Human_Surnames_0762=Barringer
Human_Surnames_0763=Barrington
Human_Surnames_0764=Barrios
Human_Surnames_0765=Barron
Human_Surnames_0766=Barrow
Human_Surnames_0767=Barrymore
Human_Surnames_0768=Barstow
Human_Surnames_0769=Barta
Human_Surnames_0770=Bartel
Human_Surnames_0771=Barter
Human_Surnames_0772=Barth
Human_Surnames_0773=Bartle
Human_Surnames_0774=Bartlett
Human_Surnames_0775=Bartlow
Human_Surnames_0776=Bartolo
Human_Surnames_0777=Barton
Human_Surnames_0778=Bartowski
Human_Surnames_0779=Bartz
Human_Surnames_0780=Barua
Human_Surnames_0781=Barwick
Human_Surnames_0782=Basa
Human_Surnames_0783=Basaldua
Human_Surnames_0784=Basco
Human_Surnames_0785=Basden
Human_Surnames_0786=Basford
Human_Surnames_0787=Basham
Human_Surnames_0788=Bashir
Human_Surnames_0789=Basinger
Human_Surnames_0790=Baskerville
Human_Surnames_0791=Baskett
Human_Surnames_0792=Baskin
Human_Surnames_0793=Basler
Human_Surnames_0794=Basquez
Human_Surnames_0795=Bassett
Human_Surnames_0796=Bassi
Human_Surnames_0797=Bassler
Human_Surnames_0798=Basu
Human_Surnames_0799=Basurto
Human_Surnames_0800=Bates
Human_Surnames_0801=Batey
Human_Surnames_0802=Bathurst
Human_Surnames_0803=Batiste
Human_Surnames_0804=Battaglia
Human_Surnames_0805=Baud
Human_Surnames_0806=Bauder
Human_Surnames_0807=Baudet
Human_Surnames_0808=Baudin
Human_Surnames_0809=Baugh
Human_Surnames_0810=Baum
Human_Surnames_0811=Bauman
Human_Surnames_0812=Baumbach
Human_Surnames_0813=Baumer
Human_Surnames_0814=Baun
Human_Surnames_0815=Baur
Human_Surnames_0816=Bax
Human_Surnames_0817=Baxley
Human_Surnames_0818=Baxter
Human_Surnames_0819=Bayard
Human_Surnames_0820=Bayer
Human_Surnames_0821=Bayfield
Human_Surnames_0822=Bayles
Human_Surnames_0823=Bayona
Human_Surnames_0824=Bazan
Human_Surnames_0825=Baze
Human_Surnames_0826=Bazin
Human_Surnames_0827=Beacham
Human_Surnames_0828=Beacon
Human_Surnames_0829=Beadle
Human_Surnames_0830=Beagle
Human_Surnames_0831=Beale
Human_Surnames_0832=Bean
Human_Surnames_0833=Beardsley
Human_Surnames_0834=Beasley
Human_Surnames_0835=Beaton
Human_Surnames_0836=Beau
Human_Surnames_0837=Beaudette
Human_Surnames_0838=Beauford
Human_Surnames_0839=Beaumont
Human_Surnames_0840=Beauregard
Human_Surnames_0841=Beazley
Human_Surnames_0842=Becerra
Human_Surnames_0843=Bechard
Human_Surnames_0844=Becher
Human_Surnames_0845=Bechtel
Human_Surnames_0846=Beck
Human_Surnames_0847=Becker
Human_Surnames_0848=Beckerman
Human_Surnames_0849=Beckett
Human_Surnames_0850=Beckford
Human_Surnames_0851=Beckham
Human_Surnames_0852=Bedi
Human_Surnames_0853=Beecher
Human_Surnames_0854=Beechtree
Human_Surnames_0855=Beekman
Human_Surnames_0856=Beeks
Human_Surnames_0857=Behan
Human_Surnames_0858=Behar
Human_Surnames_0859=Behler
Human_Surnames_0860=Behm
Human_Surnames_0861=Behr
Human_Surnames_0862=Behringer
Human_Surnames_0863=Beitzel
Human_Surnames_0864=Bekele
Human_Surnames_0865=Bekker
Human_Surnames_0866=Belair
Human_Surnames_0867=Beland
Human_Surnames_0868=Belcastro
Human_Surnames_0869=Belcher
Human_Surnames_0870=Belden
Human_Surnames_0871=Belding
Human_Surnames_0872=Belford
Human_Surnames_0873=Belgarde
Human_Surnames_0874=Belgrave
Human_Surnames_0875=Beliveau
Human_Surnames_0876=Belk
Human_Surnames_0877=Bell
Human_Surnames_0878=Bellamy
Human_Surnames_0879=Bellet
Human_Surnames_0880=Belli
Human_Surnames_0881=Bellingham
Human_Surnames_0882=Bellini
Human_Surnames_0883=Bellucci
Human_Surnames_0884=Belmont
Human_Surnames_0885=Belser
Human_Surnames_0886=Beltz
Human_Surnames_0887=Belvin
Human_Surnames_0888=Belz
Human_Surnames_0889=Belzoni
Human_Surnames_0890=Bembry
Human_Surnames_0891=Benbow
Human_Surnames_0892=Bendel
Human_Surnames_0893=Benedict
Human_Surnames_0894=Benegal
Human_Surnames_0895=Beneventi
Human_Surnames_0896=Benford
Human_Surnames_0897=Benko
Human_Surnames_0898=Bennett
Human_Surnames_0899=Benning
Human_Surnames_0900=Benninger
Human_Surnames_0901=Beno
Human_Surnames_0902=Benoit
Human_Surnames_0903=Bensen
Human_Surnames_0904=Bentley
Human_Surnames_0905=Benton
Human_Surnames_0906=Beppu
Human_Surnames_0907=Bequette
Human_Surnames_0908=Beran
Human_Surnames_0909=Berardi
Human_Surnames_0910=Beresford
Human_Surnames_0911=Berezovsky
Human_Surnames_0912=Berg
Human_Surnames_0913=Bergan
Human_Surnames_0914=Berger
Human_Surnames_0915=Berggren
Human_Surnames_0916=Bergin
Human_Surnames_0917=Berglund
Human_Surnames_0918=Bergman
Human_Surnames_0919=Bergner
Human_Surnames_0920=Bergquist
Human_Surnames_0921=Bergstrom
Human_Surnames_0922=Beringer
Human_Surnames_0923=Berisha
Human_Surnames_0924=Berk
Human_Surnames_0925=Berker
Human_Surnames_0926=Berkheimer
Human_Surnames_0927=Berkley
Human_Surnames_0928=Berkman
Human_Surnames_0929=Berlanga
Human_Surnames_0930=Berlin
Human_Surnames_0931=Berlusconi
Human_Surnames_0932=Berman
Human_Surnames_0933=Bermeo
Human_Surnames_0934=Bernabe
Human_Surnames_0935=Bernhardt
Human_Surnames_0936=Berrett
Human_Surnames_0937=Berrian
Human_Surnames_0938=Berroa
Human_Surnames_0939=Berry
Human_Surnames_0940=Berti
Human_Surnames_0941=Bertolini
Human_Surnames_0942=Bertram
Human_Surnames_0943=Bertrand
Human_Surnames_0944=Bertucci
Human_Surnames_0945=Beshara
Human_Surnames_0946=Bessant
Human_Surnames_0947=Bessler
Human_Surnames_0948=Besson
Human_Surnames_0949=Best
Human_Surnames_0950=Beswick
Human_Surnames_0951=Beville
Human_Surnames_0952=Bey
Human_Surnames_0953=Beyer
Human_Surnames_0954=Bezuidenhout
Human_Surnames_0955=Bhakri
Human_Surnames_0956=Bhakta
Human_Surnames_0957=Bhandari
Human_Surnames_0958=Bhanushali
Human_Surnames_0959=Bhat
Human_Surnames_0960=Bhatia
Human_Surnames_0961=Bhatti
Human_Surnames_0962=Bhimani
Human_Surnames_0963=Bibbs
Human_Surnames_0964=Bice
Human_Surnames_0965=Bickel
Human_Surnames_0966=Bickerstaff
Human_Surnames_0967=Bickett
Human_Surnames_0968=Bickford
Human_Surnames_0969=Bickham
Human_Surnames_0970=Biddle
Human_Surnames_0971=Bidwell
Human_Surnames_0972=Bier
Human_Surnames_0973=Bigby
Human_Surnames_0974=Bigelow
Human_Surnames_0975=Biggins
Human_Surnames_0976=Billet
Human_Surnames_0977=Billings
Human_Surnames_0978=Billingsley
Human_Surnames_0979=Billington
Human_Surnames_0980=Bilzerian
Human_Surnames_0981=Binford
Human_Surnames_0982=Binkley
Human_Surnames_0983=Binner
Human_Surnames_0984=Binswanger
Human_Surnames_0985=Biondi
Human_Surnames_0986=Birbeck
Human_Surnames_0987=Birch
Human_Surnames_0988=Birchfield
Human_Surnames_0989=Bird
Human_Surnames_0990=Birdsong
Human_Surnames_0991=Birge
Human_Surnames_0992=Birkholz
Human_Surnames_0993=Birmingham
Human_Surnames_0994=Biro
Human_Surnames_0995=Bischoff
Human_Surnames_0996=Bishop
Human_Surnames_0997=Bissell
Human_Surnames_0998=Bissett
Human_Surnames_0999=Bitar
Human_Surnames_1000=Bitner
Human_Surnames_1001=Bittle
Human_Surnames_1002=Bitz
Human_Surnames_1003=Bivens
Human_Surnames_1004=Bivona
Human_Surnames_1005=Bixby
Human_Surnames_1006=Bixler
Human_Surnames_1007=Biyani
Human_Surnames_1008=Bjornson
Human_Surnames_1009=Blachman
Human_Surnames_1010=Black
Human_Surnames_1011=Blackard
Human_Surnames_1012=Blackburn
Human_Surnames_1013=Blackstone
Human_Surnames_1014=Blagg
Human_Surnames_1015=Blaine
Human_Surnames_1016=Blair
Human_Surnames_1017=Blais
Human_Surnames_1018=Blaise
Human_Surnames_1019=Blakely
Human_Surnames_1020=Blanc
Human_Surnames_1021=Blanchet
Human_Surnames_1022=Blanco
Human_Surnames_1023=Blandford
Human_Surnames_1024=Blauser
Human_Surnames_1025=Blaylock
Human_Surnames_1026=Blaze
Human_Surnames_1027=Bledsoe
Human_Surnames_1028=Bleeker
Human_Surnames_1029=Bliss
Human_Surnames_1030=Bliven
Human_Surnames_1031=Blomberg
Human_Surnames_1032=Blomquist
Human_Surnames_1033=Bloodworth
Human_Surnames_1034=Bloom
Human_Surnames_1035=Bloomberg
Human_Surnames_1036=Bloomfield
Human_Surnames_1037=Blosser
Human_Surnames_1038=Blubaugh
Human_Surnames_1039=Blue
Human_Surnames_1040=Blum
Human_Surnames_1041=Blumberg
Human_Surnames_1042=Blumenfeld
Human_Surnames_1043=Blumenthal
Human_Surnames_1044=Blundell
Human_Surnames_1045=Blunk
Human_Surnames_1046=Blythe
Human_Surnames_1047=Bocchino
Human_Surnames_1048=Bock
Human_Surnames_1049=Bockman
Human_Surnames_1050=Boden
Human_Surnames_1051=Bodendorf
Human_Surnames_1052=Bodie
Human_Surnames_1053=Bodin
Human_Surnames_1054=Bodkin
Human_Surnames_1055=Boehler
Human_Surnames_1056=Boehmer
Human_Surnames_1057=Boen
Human_Surnames_1058=Bogard
Human_Surnames_1059=Bogdan
Human_Surnames_1060=Boggs
Human_Surnames_1061=Bogle
Human_Surnames_1062=Bohan
Human_Surnames_1063=Bohl
Human_Surnames_1064=Bohler
Human_Surnames_1065=Bohlman
Human_Surnames_1066=Bohner
Human_Surnames_1067=Bohr
Human_Surnames_1068=Boisson
Human_Surnames_1069=Bok
Human_Surnames_1070=Bolan
Human_Surnames_1071=Boles
Human_Surnames_1072=Bolger
Human_Surnames_1073=Bolin
Human_Surnames_1074=Bolingbroke
Human_Surnames_1075=Bolstad
Human_Surnames_1076=Boltz
Human_Surnames_1077=Bolyard
Human_Surnames_1078=Boman
Human_Surnames_1079=Bonacci
Human_Surnames_1080=Bondy
Human_Surnames_1081=Bonelli
Human_Surnames_1082=Bonin
Human_Surnames_1083=Bonnard
Human_Surnames_1084=Bonnett
Human_Surnames_1085=Bonneville
Human_Surnames_1086=Bonura
Human_Surnames_1087=Booker
Human_Surnames_1088=Boone
Human_Surnames_1089=Booth
Human_Surnames_1090=Borden
Human_Surnames_1091=Borek
Human_Surnames_1092=Borel
Human_Surnames_1093=Borelli
Human_Surnames_1094=Borgen
Human_Surnames_1095=Borgia
Human_Surnames_1096=Borisov
Human_Surnames_1097=Borkowski
Human_Surnames_1098=Borland
Human_Surnames_1099=Boros
Human_Surnames_1100=Borrayo
Human_Surnames_1101=Bosch
Human_Surnames_1102=Bosco
Human_Surnames_1103=Boseman
Human_Surnames_1104=Bosler
Human_Surnames_1105=Bosley
Human_Surnames_1106=Bosque
Human_Surnames_1107=Boster
Human_Surnames_1108=Bostrom
Human_Surnames_1109=Bostwick
Human_Surnames_1110=Bosworth
Human_Surnames_1111=Botello
Human_Surnames_1112=Botero
Human_Surnames_1113=Bouchard
Human_Surnames_1114=Bouchet
Human_Surnames_1115=Boudet
Human_Surnames_1116=Boughton
Human_Surnames_1117=Bouma
Human_Surnames_1118=Bourassa
Human_Surnames_1119=Bowden
Human_Surnames_1120=Bowen
Human_Surnames_1121=Bower
Human_Surnames_1122=Boyd
Human_Surnames_1123=Boyer
Human_Surnames_1124=Boyle
Human_Surnames_1125=Bozek
Human_Surnames_1126=Bracewell
Human_Surnames_1127=Brack
Human_Surnames_1128=Bracken
Human_Surnames_1129=Bradburn
Human_Surnames_1130=Bradbury
Human_Surnames_1131=Braden
Human_Surnames_1132=Bradford
Human_Surnames_1133=Bradshaw
Human_Surnames_1134=Bragdon
Human_Surnames_1135=Bramble
Human_Surnames_1136=Bramwell
Human_Surnames_1137=Bran
Human_Surnames_1138=Brancato
Human_Surnames_1139=Branch
Human_Surnames_1140=Brandel
Human_Surnames_1141=Brandenburg
Human_Surnames_1142=Brandis
Human_Surnames_1143=Brandow
Human_Surnames_1144=Brandt
Human_Surnames_1145=Branigan
Human_Surnames_1146=Brannigan
Human_Surnames_1147=Branning
Human_Surnames_1148=Branson
Human_Surnames_1149=Brant
Human_Surnames_1150=Brantner
Human_Surnames_1151=Brasel
Human_Surnames_1152=Brasher
Human_Surnames_1153=Bratanek
Human_Surnames_1154=Bratten
Human_Surnames_1155=Brault
Human_Surnames_1156=Braverman
Human_Surnames_1157=Braxton
Human_Surnames_1158=Brayson
Human_Surnames_1159=Brazier
Human_Surnames_1160=Breckenridge
Human_Surnames_1161=Brehmer
Human_Surnames_1162=Brekke
Human_Surnames_1163=Bremner
Human_Surnames_1164=Brendel
Human_Surnames_1165=Brent
Human_Surnames_1166=Brentano
Human_Surnames_1167=Breon
Human_Surnames_1168=Breslin
Human_Surnames_1169=Bressler
Human_Surnames_1170=Brett
Human_Surnames_1171=Brewer
Human_Surnames_1172=Brewster
Human_Surnames_1173=Breyer
Human_Surnames_1174=Breytenbach
Human_Surnames_1175=Briand
Human_Surnames_1176=Briar
Human_Surnames_1177=Brickley
Human_Surnames_1178=Brickner
Human_Surnames_1179=Bridges
Human_Surnames_1180=Briganti
Human_Surnames_1181=Briggs
Human_Surnames_1182=Brighton
Human_Surnames_1183=Brillhart
Human_Surnames_1184=Brimer
Human_Surnames_1185=Brindle
Human_Surnames_1186=Brink
Human_Surnames_1187=Brinkerhoff
Human_Surnames_1188=Brinkley
Human_Surnames_1189=Briscoe
Human_Surnames_1190=Brissette
Human_Surnames_1191=Bristow
Human_Surnames_1192=Britton
Human_Surnames_1193=Brixton
Human_Surnames_1194=Broad
Human_Surnames_1195=Brocato
Human_Surnames_1196=Brochard
Human_Surnames_1197=Brock
Human_Surnames_1198=Brockmeyer
Human_Surnames_1199=Brockway
Human_Surnames_1200=Brode
Human_Surnames_1201=Brodie
Human_Surnames_1202=Bronson
Human_Surnames_1203=Bronte
Human_Surnames_1204=Brooker
Human_Surnames_1205=Brookhart
Human_Surnames_1206=Brookings
Human_Surnames_1207=Brooks
Human_Surnames_1208=Brophy
Human_Surnames_1209=Bross
Human_Surnames_1210=Brotkopf
Human_Surnames_1211=Broughton
Human_Surnames_1212=Broward
Human_Surnames_1213=Brown
Human_Surnames_1214=Brownfield
Human_Surnames_1215=Browning
Human_Surnames_1216=Broz
Human_Surnames_1217=Brubaker
Human_Surnames_1218=Brucker
Human_Surnames_1219=Bruhn
Human_Surnames_1220=Brumbaugh
Human_Surnames_1221=Brumley
Human_Surnames_1222=Brummel
Human_Surnames_1223=Brunetti
Human_Surnames_1224=Brungardt
Human_Surnames_1225=Brunk
Human_Surnames_1226=Brunson
Human_Surnames_1227=Bryant
Human_Surnames_1228=Bryce
Human_Surnames_1229=Bryer
Human_Surnames_1230=Bucci
Human_Surnames_1231=Buchanan
Human_Surnames_1232=Bucher
Human_Surnames_1233=Buchholtz
Human_Surnames_1234=Bucio
Human_Surnames_1235=Buckler
Human_Surnames_1236=Buckley
Human_Surnames_1237=Buckner
Human_Surnames_1238=Budai
Human_Surnames_1239=Budnick
Human_Surnames_1240=Budzinski
Human_Surnames_1241=Buelna
Human_Surnames_1242=Buendia
Human_Surnames_1243=Buerger
Human_Surnames_1244=Bufford
Human_Surnames_1245=Bugbee
Human_Surnames_1246=Buhari
Human_Surnames_1247=Buhler
Human_Surnames_1248=Buisson
Human_Surnames_1249=Bukowski
Human_Surnames_1250=Bulgakov
Human_Surnames_1251=Bullard
Human_Surnames_1252=Bullock
Human_Surnames_1253=Bunch
Human_Surnames_1254=Burgess
Human_Surnames_1255=Bunker
Human_Surnames_1256=Bunsen
Human_Surnames_1257=Burba
Human_Surnames_1258=Burbage
Human_Surnames_1259=Burbank
Human_Surnames_1260=Burch
Human_Surnames_1261=Burchard
Human_Surnames_1262=Burchell
Human_Surnames_1263=Burdette
Human_Surnames_1264=Burel
Human_Surnames_1265=Buresh
Human_Surnames_1266=Burkart
Human_Surnames_1267=Burke
Human_Surnames_1268=Burlingham
Human_Surnames_1269=Burnett
Human_Surnames_1270=Burns
Human_Surnames_1271=Burnside
Human_Surnames_1272=Burrell
Human_Surnames_1273=Burrough
Human_Surnames_1274=Burrows
Human_Surnames_1275=Burton
Human_Surnames_1276=Burwell
Human_Surnames_1277=Burzynski
Human_Surnames_1278=Busby
Human_Surnames_1279=Bushnell
Human_Surnames_1280=Bustillo
Human_Surnames_1281=Buterbaugh
Human_Surnames_1282=Butler
Human_Surnames_1283=Butner
Human_Surnames_1284=Butterfield
Human_Surnames_1285=Byeon
Human_Surnames_1286=Byers
Human_Surnames_1287=Byng
Human_Surnames_1288=Byram
Human_Surnames_1289=Byrd
Human_Surnames_1290=Byron
Human_Surnames_1291=Caba
Human_Surnames_1292=Caballero
Human_Surnames_1293=Caban
Human_Surnames_1294=Cabe
Human_Surnames_1295=Cabello
Human_Surnames_1296=Cabot
Human_Surnames_1297=Cacho
Human_Surnames_1298=Caddell
Human_Surnames_1299=Cadena
Human_Surnames_1300=Cadman
Human_Surnames_1301=Cadwell
Human_Surnames_1302=Cafaro
Human_Surnames_1303=Caffrey
Human_Surnames_1304=Cage
Human_Surnames_1305=Caggiano
Human_Surnames_1306=Cagney
Human_Surnames_1307=Cahill
Human_Surnames_1308=Caine
Human_Surnames_1309=Calabrese
Human_Surnames_1310=Calabro
Human_Surnames_1311=Calahan
Human_Surnames_1312=Calderon
Human_Surnames_1313=Caldwell
Human_Surnames_1314=Calero
Human_Surnames_1315=Calfee
Human_Surnames_1316=Calhoon
Human_Surnames_1317=Caliendo
Human_Surnames_1318=Calix
Human_Surnames_1319=Callahan
Human_Surnames_1320=Callaway
Human_Surnames_1321=Callow
Human_Surnames_1322=Calloway
Human_Surnames_1323=Calo
Human_Surnames_1324=Calton
Human_Surnames_1325=Calvo
Human_Surnames_1326=Calzada
Human_Surnames_1327=Camacho
Human_Surnames_1328=Camarillo
Human_Surnames_1329=Cambra
Human_Surnames_1330=Camden
Human_Surnames_1331=Cameron
Human_Surnames_1332=Campanelli
Human_Surnames_1333=Campo
Human_Surnames_1334=Cancino
Human_Surnames_1335=Candela
Human_Surnames_1336=Cane
Human_Surnames_1337=Cannata
Human_Surnames_1338=Canning
Human_Surnames_1339=Cannon
Human_Surnames_1340=Canter
Human_Surnames_1341=Cantley
Human_Surnames_1342=Canton
Human_Surnames_1343=Cantrell
Human_Surnames_1344=Cantwell
Human_Surnames_1345=Cao
Human_Surnames_1346=Capasso
Human_Surnames_1347=Capehart
Human_Surnames_1348=Capelle
Human_Surnames_1349=Caperton
Human_Surnames_1350=Capistran
Human_Surnames_1351=Capizzi
Human_Surnames_1352=Caplan
Human_Surnames_1353=Capon
Human_Surnames_1354=Cappiello
Human_Surnames_1355=Caprell
Human_Surnames_1356=Caraballo
Human_Surnames_1357=Caraveo
Human_Surnames_1358=Caraway
Human_Surnames_1359=Carbaugh
Human_Surnames_1360=Carbone
Human_Surnames_1361=Carden
Human_Surnames_1362=Cardew
Human_Surnames_1363=Cardillo
Human_Surnames_1364=Cardoza
Human_Surnames_1365=Cargill
Human_Surnames_1366=Carini
Human_Surnames_1367=Carlberg
Human_Surnames_1368=Carlin
Human_Surnames_1369=Carlisle
Human_Surnames_1370=Carlson
Human_Surnames_1371=Carlstrom
Human_Surnames_1372=Carlucci
Human_Surnames_1373=Carmadie
Human_Surnames_1374=Carmichael
Human_Surnames_1375=Carnegie
Human_Surnames_1376=Carollo
Human_Surnames_1377=Carpenter
Human_Surnames_1378=Carpino
Human_Surnames_1379=Carr
Human_Surnames_1380=Carranza
Human_Surnames_1381=Carraway
Human_Surnames_1382=Carrell
Human_Surnames_1383=Carreon
Human_Surnames_1384=Carrey
Human_Surnames_1385=Carrigan
Human_Surnames_1386=Carrington
Human_Surnames_1387=Carson
Human_Surnames_1388=Carstens
Human_Surnames_1389=Carter
Human_Surnames_1390=Cartwright
Human_Surnames_1391=Carver
Human_Surnames_1392=Casado
Human_Surnames_1393=Casady
Human_Surnames_1394=Casey
Human_Surnames_1395=Casler
Human_Surnames_1396=Casner
Human_Surnames_1397=Caso
Human_Surnames_1398=Cass
Human_Surnames_1399=Cassano
Human_Surnames_1400=Cassara
Human_Surnames_1401=Cassell
Human_Surnames_1402=Cassidy
Human_Surnames_1403=Castaldo
Human_Surnames_1404=Castaneda
Human_Surnames_1405=Castano
Human_Surnames_1406=Castellano
Human_Surnames_1407=Castelo
Human_Surnames_1408=Caster
Human_Surnames_1409=Castillo
Human_Surnames_1410=Castle
Human_Surnames_1411=Castner
Human_Surnames_1412=Castorena
Human_Surnames_1413=Caswell
Human_Surnames_1414=Catano
Human_Surnames_1415=Cathcart
Human_Surnames_1416=Catlett
Human_Surnames_1417=Cato
Human_Surnames_1418=Catron
Human_Surnames_1419=Caudell
Human_Surnames_1420=Caudillo
Human_Surnames_1421=Caufield
Human_Surnames_1422=Cavaliere
Human_Surnames_1423=Cavallaro
Human_Surnames_1424=Cavanaugh
Human_Surnames_1425=Cavazos
Human_Surnames_1426=Cavendish
Human_Surnames_1427=Caverly
Human_Surnames_1428=Cavitt
Human_Surnames_1429=Caxton
Human_Surnames_1430=Cella
Human_Surnames_1431=Cepero
Human_Surnames_1432=Cera
Human_Surnames_1433=Cerezo
Human_Surnames_1434=Cerny
Human_Surnames_1435=Cerrato
Human_Surnames_1436=Cerrone
Human_Surnames_1437=Cervantes
Human_Surnames_1438=Cesario
Human_Surnames_1439=Chabbria
Human_Surnames_1440=Chace
Human_Surnames_1441=Chacko
Human_Surnames_1442=Chadalavada
Human_Surnames_1443=Chadwick
Human_Surnames_1444=Chaffee
Human_Surnames_1445=Chagoya
Human_Surnames_1446=Chaisson
Human_Surnames_1447=Chalk
Human_Surnames_1448=Chamberlin
Human_Surnames_1449=Chambers
Human_Surnames_1450=Champlain
Human_Surnames_1451=Chan
Human_Surnames_1452=Chancey
Human_Surnames_1453=Chandler
Human_Surnames_1454=Chandra
Human_Surnames_1455=Chang
Human_Surnames_1456=Channing
Human_Surnames_1457=Chao
Human_Surnames_1458=Chaphekar
Human_Surnames_1459=Chaplin
Human_Surnames_1460=Chapling
Human_Surnames_1461=Chapman
Human_Surnames_1462=Chappel
Human_Surnames_1463=Chappelle
Human_Surnames_1464=Charmaine
Human_Surnames_1465=Charron
Human_Surnames_1466=Charter
Human_Surnames_1467=Chase
Human_Surnames_1468=Chastain
Human_Surnames_1469=Chateau
Human_Surnames_1470=Chatfield
Human_Surnames_1471=Chatterjee
Human_Surnames_1472=Chau
Human_Surnames_1473=Chaucer
Human_Surnames_1474=Chauhan
Human_Surnames_1475=Chauncey
Human_Surnames_1476=Chauvet
Human_Surnames_1477=Chavarria
Human_Surnames_1478=Chavez
Human_Surnames_1479=Che
Human_Surnames_1480=Cheadle
Human_Surnames_1481=Cheever
Human_Surnames_1482=Chen
Human_Surnames_1483=Cheng
Human_Surnames_1484=Chengyu
Human_Surnames_1485=Chenoweth
Human_Surnames_1486=Cheong
Human_Surnames_1487=Cheramie
Human_Surnames_1488=Cherian
Human_Surnames_1489=Chernov
Human_Surnames_1490=Chesney
Human_Surnames_1491=Chesnut
Human_Surnames_1492=Chester
Human_Surnames_1493=Cheswick
Human_Surnames_1494=Chevalier
Human_Surnames_1495=Chevez
Human_Surnames_1496=Chien
Human_Surnames_1497=Chikamoto
Human_Surnames_1498=Childers
Human_Surnames_1499=Chilton
Human_Surnames_1500=Chin
Human_Surnames_1501=Ching
Human_Surnames_1502=Chino
Human_Surnames_1503=Chiron
Human_Surnames_1504=Chisholm
Human_Surnames_1505=Chisum
Human_Surnames_1506=Chittum
Human_Surnames_1507=Cho
Human_Surnames_1508=Chock
Human_Surnames_1509=Choi
Human_Surnames_1510=Choksi
Human_Surnames_1511=Chomsky
Human_Surnames_1512=Chong
Human_Surnames_1513=Chopin
Human_Surnames_1514=Chopra
Human_Surnames_1515=Chow
Human_Surnames_1516=Choy
Human_Surnames_1517=Chu
Human_Surnames_1518=Chubb
Human_Surnames_1519=Chumley
Human_Surnames_1520=Chun
Human_Surnames_1521=Chung
Human_Surnames_1522=Chupp
Human_Surnames_1523=Churchill
Human_Surnames_1524=Ciaccio
Human_Surnames_1525=Cianci
Human_Surnames_1526=Ciesla
Human_Surnames_1527=Cikanowick
Human_Surnames_1528=Cimino
Human_Surnames_1529=Cincotta
Human_Surnames_1530=Cintron
Human_Surnames_1531=Ciotti
Human_Surnames_1532=Cipriani
Human_Surnames_1533=Cirino
Human_Surnames_1534=Claggett
Human_Surnames_1535=Claiborne
Human_Surnames_1536=Clairmont
Human_Surnames_1537=Clancy
Human_Surnames_1538=Clapman
Human_Surnames_1539=Clapper
Human_Surnames_1540=Clarke
Human_Surnames_1541=Clarkson
Human_Surnames_1542=Clatterbuck
Human_Surnames_1543=Claudel
Human_Surnames_1544=Clause
Human_Surnames_1545=Claussen
Human_Surnames_1546=Claxton
Human_Surnames_1547=Clay
Human_Surnames_1548=Clayborn
Human_Surnames_1549=Clayden
Human_Surnames_1550=Claypool
Human_Surnames_1551=Clayton
Human_Surnames_1552=Cleary
Human_Surnames_1553=Cleese
Human_Surnames_1554=Cleghorn
Human_Surnames_1555=Clemente
Human_Surnames_1556=Clements
Human_Surnames_1557=Clemons
Human_Surnames_1558=Clifton
Human_Surnames_1559=Cline
Human_Surnames_1560=Clinger
Human_Surnames_1561=Clingerman
Human_Surnames_1562=Clinton
Human_Surnames_1563=Clodfelter
Human_Surnames_1564=Clover
Human_Surnames_1565=Clyburn
Human_Surnames_1566=Clyne
Human_Surnames_1567=Cobb
Human_Surnames_1568=Cochran
Human_Surnames_1569=Codington
Human_Surnames_1570=Cody
Human_Surnames_1571=Coen
Human_Surnames_1572=Coffer
Human_Surnames_1573=Coffield
Human_Surnames_1574=Cogan
Human_Surnames_1575=Cogburn
Human_Surnames_1576=Coggins
Human_Surnames_1577=Cogswell
Human_Surnames_1578=Cohen
Human_Surnames_1579=Colbert
Human_Surnames_1580=Colby
Human_Surnames_1581=Coldwell
Human_Surnames_1582=Cole
Human_Surnames_1583=Coleman
Human_Surnames_1584=Coletta
Human_Surnames_1585=Colfax
Human_Surnames_1586=Collado
Human_Surnames_1587=Colletti
Human_Surnames_1588=Collier
Human_Surnames_1589=Colligan
Human_Surnames_1590=Collins
Human_Surnames_1591=Collinsworth
Human_Surnames_1592=Colmenero
Human_Surnames_1593=Colson
Human_Surnames_1594=Colt
Human_Surnames_1595=Colton
Human_Surnames_1596=Coltrane
Human_Surnames_1597=Colucci
Human_Surnames_1598=Columbus
Human_Surnames_1599=Colvard
Human_Surnames_1600=Combes
Human_Surnames_1601=Combrink
Human_Surnames_1602=Comeaux
Human_Surnames_1603=Comfort
Human_Surnames_1604=Compton
Human_Surnames_1605=Comstock
Human_Surnames_1606=Conard
Human_Surnames_1607=Conejo
Human_Surnames_1608=Coney
Human_Surnames_1609=Cong
Human_Surnames_1610=Conkle
Human_Surnames_1611=Conlee
Human_Surnames_1612=Connelly
Human_Surnames_1613=Connors
Human_Surnames_1614=Conover
Human_Surnames_1615=Conrad
Human_Surnames_1616=Constantino
Human_Surnames_1617=Contino
Human_Surnames_1618=Contreras
Human_Surnames_1619=Conway
Human_Surnames_1620=Coogan
Human_Surnames_1621=Cook
Human_Surnames_1622=Coolidge
Human_Surnames_1623=Cooper
Human_Surnames_1624=Cooperman
Human_Surnames_1625=Copeland
Human_Surnames_1626=Copenhaver
Human_Surnames_1627=Copley
Human_Surnames_1628=Coplin
Human_Surnames_1629=Copperfield
Human_Surnames_1630=Corado
Human_Surnames_1631=Corbin
Human_Surnames_1632=Corbo
Human_Surnames_1633=Corchado
Human_Surnames_1634=Cordaro
Human_Surnames_1635=Cordero
Human_Surnames_1636=Cordova
Human_Surnames_1637=Corgan
Human_Surnames_1638=Corker
Human_Surnames_1639=Corley
Human_Surnames_1640=Cormack
Human_Surnames_1641=Corman
Human_Surnames_1642=Cornelius
Human_Surnames_1643=Cornell
Human_Surnames_1644=Corning
Human_Surnames_1645=Corral
Human_Surnames_1646=Correa
Human_Surnames_1647=Corrigan
Human_Surnames_1648=Cortez
Human_Surnames_1649=Corvin
Human_Surnames_1650=Corzo
Human_Surnames_1651=Cosentino
Human_Surnames_1652=Cosgrove
Human_Surnames_1653=Costa
Human_Surnames_1654=Costello
Human_Surnames_1655=Costigan
Human_Surnames_1656=Costilla
Human_Surnames_1657=Costlow
Human_Surnames_1658=Cotner
Human_Surnames_1659=Cotto
Human_Surnames_1660=Cottonwood
Human_Surnames_1661=Coughlin
Human_Surnames_1662=Council
Human_Surnames_1663=Countryman
Human_Surnames_1664=Courson
Human_Surnames_1665=Court
Human_Surnames_1666=Courtright
Human_Surnames_1667=Cousar
Human_Surnames_1668=Cousin
Human_Surnames_1669=Coutant
Human_Surnames_1670=Coutts
Human_Surnames_1671=Couturier
Human_Surnames_1672=Covell
Human_Surnames_1673=Coverdale
Human_Surnames_1674=Covey
Human_Surnames_1675=Coviello
Human_Surnames_1676=Covington
Human_Surnames_1677=Cowell
Human_Surnames_1678=Cowen
Human_Surnames_1679=Cowley
Human_Surnames_1680=Cowling
Human_Surnames_1681=Cox
Human_Surnames_1682=Cozad
Human_Surnames_1683=Cozza
Human_Surnames_1684=Crabb
Human_Surnames_1685=Crabtree
Human_Surnames_1686=Crader
Human_Surnames_1687=Craft
Human_Surnames_1688=Craine
Human_Surnames_1689=Crampton
Human_Surnames_1690=Crandell
Human_Surnames_1691=Crane
Human_Surnames_1692=Cranford
Human_Surnames_1693=Cranston
Human_Surnames_1694=Craven
Human_Surnames_1695=Craw
Human_Surnames_1696=Crawford
Human_Surnames_1697=Cray
Human_Surnames_1698=Crayton
Human_Surnames_1699=Creed
Human_Surnames_1700=Creek
Human_Surnames_1701=Creighton
Human_Surnames_1702=Crenshaw
Human_Surnames_1703=Crespin
Human_Surnames_1704=Creswell
Human_Surnames_1705=Crews
Human_Surnames_1706=Cribb
Human_Surnames_1707=Crichton
Human_Surnames_1708=Crider
Human_Surnames_1709=Crigler
Human_Surnames_1710=Criollo
Human_Surnames_1711=Crisp
Human_Surnames_1712=Critchfield
Human_Surnames_1713=Critelli
Human_Surnames_1714=Crivello
Human_Surnames_1715=Crocker
Human_Surnames_1716=Crockett
Human_Surnames_1717=Croft
Human_Surnames_1718=Croghan
Human_Surnames_1719=Croll
Human_Surnames_1720=Cromwell
Human_Surnames_1721=Cronin
Human_Surnames_1722=Cronk
Human_Surnames_1723=Cropp
Human_Surnames_1724=Cropper
Human_Surnames_1725=Crosby
Human_Surnames_1726=Croskey
Human_Surnames_1727=Crossdale
Human_Surnames_1728=Croston
Human_Surnames_1729=Croucher
Human_Surnames_1730=Crowder
Human_Surnames_1731=Crowe
Human_Surnames_1732=Crowley
Human_Surnames_1733=Croxton
Human_Surnames_1734=Croy
Human_Surnames_1735=Crudup
Human_Surnames_1736=Crull
Human_Surnames_1737=Crumb
Human_Surnames_1738=Crumbley
Human_Surnames_1739=Crumpler
Human_Surnames_1740=Crusoe
Human_Surnames_1741=Crutchfield
Human_Surnames_1742=Cruz
Human_Surnames_1743=Crystal
Human_Surnames_1744=Cuadrado
Human_Surnames_1745=Cubero
Human_Surnames_1746=Cuccia
Human_Surnames_1747=Cuddy
Human_Surnames_1748=Cuello
Human_Surnames_1749=Cuervo
Human_Surnames_1750=Cuesta
Human_Surnames_1751=Cuevas
Human_Surnames_1752=Culberson
Human_Surnames_1753=Culbert
Human_Surnames_1754=Cullen
Human_Surnames_1755=Culligan
Human_Surnames_1756=Cullum
Human_Surnames_1757=Cully
Human_Surnames_1758=Culpepper
Human_Surnames_1759=Culver
Human_Surnames_1760=Cumberland
Human_Surnames_1761=Cunniff
Human_Surnames_1762=Cunningham
Human_Surnames_1763=Cuomo
Human_Surnames_1764=Curley
Human_Surnames_1765=Currin
Human_Surnames_1766=Curtis
Human_Surnames_1767=Curzon
Human_Surnames_1768=Cushing
Human_Surnames_1769=Cutler
Human_Surnames_1770=Cutter
Human_Surnames_1771=Cyrus
Human_Surnames_1772=Czaja
Human_Surnames_1773=Czajkowski
Human_Surnames_1774=Czumak
Human_Surnames_1775=Dabney
Human_Surnames_1776=Dabrowski
Human_Surnames_1777=Dabson
Human_Surnames_1778=Dacanay
Human_Surnames_1779=Dacosta
Human_Surnames_1780=Dacruz
Human_Surnames_1781=Dade
Human_Surnames_1782=Daffey
Human_Surnames_1783=Dafoe
Human_Surnames_1784=Daggett
Human_Surnames_1785=Dagostino
Human_Surnames_1786=Dahal
Human_Surnames_1787=Dahl
Human_Surnames_1788=Dahlgren
Human_Surnames_1789=Dahlquist
Human_Surnames_1790=Dahlstrom
Human_Surnames_1791=Dai
Human_Surnames_1792=Daicho
Human_Surnames_1793=Daido
Human_Surnames_1794=Daijo
Human_Surnames_1795=Daily
Human_Surnames_1796=Daitoku
Human_Surnames_1797=Daiwa
Human_Surnames_1798=Daiyo
Human_Surnames_1799=Dakin
Human_Surnames_1800=Dalal
Human_Surnames_1801=Dalby
Human_Surnames_1802=Dale
Human_Surnames_1803=Dallas
Human_Surnames_1804=Dalton
Human_Surnames_1805=Dalvi
Human_Surnames_1806=Damato
Human_Surnames_1807=Damelio
Human_Surnames_1808=Damiani
Human_Surnames_1809=Damico
Human_Surnames_1810=Damon
Human_Surnames_1811=Danford
Human_Surnames_1812=Dangel
Human_Surnames_1813=Dangler
Human_Surnames_1814=Daniels
Human_Surnames_1815=Danielson
Human_Surnames_1816=Danjuma
Human_Surnames_1817=Danko
Human_Surnames_1818=Danley
Human_Surnames_1819=Danner
Human_Surnames_1820=Dansby
Human_Surnames_1821=Dantzler
Human_Surnames_1822=Danvers
Human_Surnames_1823=Darby
Human_Surnames_1824=Darcy
Human_Surnames_1825=Dare
Human_Surnames_1826=Darji
Human_Surnames_1827=Darling
Human_Surnames_1828=Darnell
Human_Surnames_1829=Darosa
Human_Surnames_1830=Darrington
Human_Surnames_1831=Darrow
Human_Surnames_1832=Dartez
Human_Surnames_1833=Darwin
Human_Surnames_1834=Dasgupta
Human_Surnames_1835=Dasilva
Human_Surnames_1836=Dass
Human_Surnames_1837=Daswani
Human_Surnames_1838=Daugherty
Human_Surnames_1839=Daulton
Human_Surnames_1840=Davanzo
Human_Surnames_1841=Davenport
Human_Surnames_1842=Davidson
Human_Surnames_1843=Davies
Human_Surnames_1844=Davis
Human_Surnames_1845=Dawes
Human_Surnames_1846=Dawkins
Human_Surnames_1847=Dawley
Human_Surnames_1848=Dawson
Human_Surnames_1849=Day
Human_Surnames_1850=Dayton
Human_Surnames_1851=Deacon
Human_Surnames_1852=Deaton
Human_Surnames_1853=Decarlo
Human_Surnames_1854=Deckard
Human_Surnames_1855=Decker
Human_Surnames_1856=Decosta
Human_Surnames_1857=Deegan
Human_Surnames_1858=Deepak
Human_Surnames_1859=Defoe
Human_Surnames_1860=Degawa
Human_Surnames_1861=Deguzman
Human_Surnames_1862=Dehart
Human_Surnames_1863=Deighton
Human_Surnames_1864=Dejong
Human_Surnames_1865=Delacruz
Human_Surnames_1866=Delaney
Human_Surnames_1867=Delapaz
Human_Surnames_1868=Delaporte
Human_Surnames_1869=Delarosa
Human_Surnames_1870=Deleon
Human_Surnames_1871=Delgado
Human_Surnames_1872=Delk
Human_Surnames_1873=Dellucci
Human_Surnames_1874=Delmas
Human_Surnames_1875=Delmundo
Human_Surnames_1876=Delong
Human_Surnames_1877=Delorenzo
Human_Surnames_1878=Delport
Human_Surnames_1879=Delrio
Human_Surnames_1880=Deltoro
Human_Surnames_1881=Deluca
Human_Surnames_1882=Deluna
Human_Surnames_1883=Demarco
Human_Surnames_1884=Dempsey
Human_Surnames_1885=Dendy
Human_Surnames_1886=Denham
Human_Surnames_1887=Denholm
Human_Surnames_1888=Dent
Human_Surnames_1889=Denton
Human_Surnames_1890=Denver
Human_Surnames_1891=Depalma
Human_Surnames_1892=Dermott
Human_Surnames_1893=Derosa
Human_Surnames_1894=Derrien
Human_Surnames_1895=Desai
Human_Surnames_1896=Desbois
Human_Surnames_1897=Deshi
Human_Surnames_1898=Deshima
Human_Surnames_1899=Deshimaru
Human_Surnames_1900=Desilva
Human_Surnames_1901=Desmet
Human_Surnames_1902=Desouza
Human_Surnames_1903=Destefano
Human_Surnames_1904=Destin
Human_Surnames_1905=Detweiler
Human_Surnames_1906=Deutsch
Human_Surnames_1907=Devadiga
Human_Surnames_1908=Devall
Human_Surnames_1909=Devan
Human_Surnames_1910=Devaux
Human_Surnames_1911=Devera
Human_Surnames_1912=Devereaux
Human_Surnames_1913=Deville
Human_Surnames_1914=Devin
Human_Surnames_1915=Devitt
Human_Surnames_1916=Devlin
Human_Surnames_1917=Devore
Human_Surnames_1918=Devos
Human_Surnames_1919=Dewalt
Human_Surnames_1920=Dewberry
Human_Surnames_1921=Dewey
Human_Surnames_1922=Dewitt
Human_Surnames_1923=Dezaki
Human_Surnames_1924=Dhaliwal
Human_Surnames_1925=Dhawan
Human_Surnames_1926=Dhoni
Human_Surnames_1927=Dhumal
Human_Surnames_1928=Diamond
Human_Surnames_1929=Dibben
Human_Surnames_1930=Dibbles
Human_Surnames_1931=Dicarlo
Human_Surnames_1932=Dickens
Human_Surnames_1933=Dickenson
Human_Surnames_1934=Dickerson
Human_Surnames_1935=Diedrich
Human_Surnames_1936=Diez
Human_Surnames_1937=Digby
Human_Surnames_1938=Diggles
Human_Surnames_1939=Diggs
Human_Surnames_1940=Dillard
Human_Surnames_1941=Dillinger
Human_Surnames_1942=Dillon
Human_Surnames_1943=Dilorenzo
Human_Surnames_1944=Dilworth
Human_Surnames_1945=Dimaggio
Human_Surnames_1946=Dimarco
Human_Surnames_1947=Dimopoulos
Human_Surnames_1948=Dinardo
Human_Surnames_1949=Dinh
Human_Surnames_1950=Dinklage
Human_Surnames_1951=Dion
Human_Surnames_1952=Diorio
Human_Surnames_1953=Disalvo
Human_Surnames_1954=Distefano
Human_Surnames_1955=Dix
Human_Surnames_1956=Dixit
Human_Surnames_1957=Dixson
Human_Surnames_1958=Dobbing
Human_Surnames_1959=Dobbins
Human_Surnames_1960=Dobbs
Human_Surnames_1961=Dobby
Human_Surnames_1962=Dobson
Human_Surnames_1963=Dodd
Human_Surnames_1964=Dodge
Human_Surnames_1965=Dodgens
Human_Surnames_1966=Dodson
Human_Surnames_1967=Doherty
Human_Surnames_1968=Dohm
Human_Surnames_1969=Dokgo
Human_Surnames_1970=Dolan
Human_Surnames_1971=Dolin
Human_Surnames_1972=Dolph
Human_Surnames_1973=Domanski
Human_Surnames_1974=Dombrowski
Human_Surnames_1975=Domingo
Human_Surnames_1976=Dominguez
Human_Surnames_1977=Donaghy
Human_Surnames_1978=Donatelli
Human_Surnames_1979=Donati
Human_Surnames_1980=Dondero
Human_Surnames_1981=Doner
Human_Surnames_1982=Donlan
Human_Surnames_1983=Donoho
Human_Surnames_1984=Donovan
Human_Surnames_1985=Doohan
Human_Surnames_1986=Doolan
Human_Surnames_1987=Dooley
Human_Surnames_1988=Doppler
Human_Surnames_1989=Dorame
Human_Surnames_1990=Dorazio
Human_Surnames_1991=Dorsey
Human_Surnames_1992=Dougal
Human_Surnames_1993=Dougan
Human_Surnames_1994=Douglas
Human_Surnames_1995=Dover
Human_Surnames_1996=Dowd
Human_Surnames_1997=Dowden
Human_Surnames_1998=Dowdy
Human_Surnames_1999=Downey
Human_Surnames_2000=Downing
Human_Surnames_2001=Downs
Human_Surnames_2002=Doyle
Human_Surnames_2003=Drager
Human_Surnames_2004=Drake
Human_Surnames_2005=Drakeford
Human_Surnames_2006=Draper
Human_Surnames_2007=Dray
Human_Surnames_2008=Drayton
Human_Surnames_2009=Drennen
Human_Surnames_2010=Drescher
Human_Surnames_2011=Dressel
Human_Surnames_2012=Drexler
Human_Surnames_2013=Dreyfus
Human_Surnames_2014=Driscoll
Human_Surnames_2015=Driver
Human_Surnames_2016=Drucker
Human_Surnames_2017=Drummond
Human_Surnames_2018=Drury
Human_Surnames_2019=Dryden
Human_Surnames_2020=Drysdale
Human_Surnames_2021=Dubay
Human_Surnames_2022=Dubinsky
Human_Surnames_2023=Dubois
Human_Surnames_2024=Duchamp
Human_Surnames_2025=Dudeney
Human_Surnames_2026=Dudley
Human_Surnames_2027=Duffey
Human_Surnames_2028=Dufrene
Human_Surnames_2029=Dugan
Human_Surnames_2030=Duguay
Human_Surnames_2031=Duhart
Human_Surnames_2032=Duke
Human_Surnames_2033=Dulaney
Human_Surnames_2034=Dumas
Human_Surnames_2035=Dumond
Human_Surnames_2036=Dumont
Human_Surnames_2037=Dunaway
Human_Surnames_2038=Dunbar
Human_Surnames_2039=Duncan
Human_Surnames_2040=Dunch
Human_Surnames_2041=Dunfee
Human_Surnames_2042=Dunford
Human_Surnames_2043=Dunkelberger
Human_Surnames_2044=Dunkle
Human_Surnames_2045=Dunlap
Human_Surnames_2046=Dunleavy
Human_Surnames_2047=Dunmire
Human_Surnames_2048=Dunn
Human_Surnames_2049=Dunstan
Human_Surnames_2050=Duong
Human_Surnames_2051=Dupond
Human_Surnames_2052=Dupree
Human_Surnames_2053=Durand
Human_Surnames_2054=Durden
Human_Surnames_2055=Durkin
Human_Surnames_2056=Durso
Human_Surnames_2057=Dutra
Human_Surnames_2058=Dutton
Human_Surnames_2059=Duvall
Human_Surnames_2060=Dwyer
Human_Surnames_2061=Dylan
Human_Surnames_2062=Eagan
Human_Surnames_2063=Eaker
Human_Surnames_2064=Eames
Human_Surnames_2065=Earhart
Human_Surnames_2066=Earley
Human_Surnames_2067=Earnhardt
Human_Surnames_2068=Earnshaw
Human_Surnames_2069=Earwood
Human_Surnames_2070=East
Human_Surnames_2071=Easterly
Human_Surnames_2072=Eastin
Human_Surnames_2073=Eastman
Human_Surnames_2074=Eaton
Human_Surnames_2075=Ebbert
Human_Surnames_2076=Eberly
Human_Surnames_2077=Ebner
Human_Surnames_2078=Ebrahim
Human_Surnames_2079=Eckart
Human_Surnames_2080=Ecklund
Human_Surnames_2081=Eddington
Human_Surnames_2082=Edelman
Human_Surnames_2083=Edgecomb
Human_Surnames_2084=Edgeworth
Human_Surnames_2085=Edington
Human_Surnames_2086=Edler
Human_Surnames_2087=Edmund
Human_Surnames_2088=Edmundson
Human_Surnames_2089=Edogawa
Human_Surnames_2090=Edsall
Human_Surnames_2091=Edwards
Human_Surnames_2092=Effinger
Human_Surnames_2093=Efird
Human_Surnames_2094=Egan
Human_Surnames_2095=Egerton
Human_Surnames_2096=Eichhorn
Human_Surnames_2097=Eichler
Human_Surnames_2098=Eichman
Human_Surnames_2099=Eidson
Human_Surnames_2100=Eifert
Human_Surnames_2101=Einhorn
Human_Surnames_2102=Eisen
Human_Surnames_2103=Eisenhauer
Human_Surnames_2104=Eisenstein
Human_Surnames_2105=Eisner
Human_Surnames_2106=Ekstrom
Human_Surnames_2107=Elamin
Human_Surnames_2108=Elbaz
Human_Surnames_2109=Eldridge
Human_Surnames_2110=Elgin
Human_Surnames_2111=Elizondo
Human_Surnames_2112=Elkin
Human_Surnames_2113=Ellerbee
Human_Surnames_2114=Ellery
Human_Surnames_2115=Ellingsworth
Human_Surnames_2116=Ellington
Human_Surnames_2117=Ellis
Human_Surnames_2118=Ellison
Human_Surnames_2119=Ellwood
Human_Surnames_2120=Els
Human_Surnames_2121=Elsayed
Human_Surnames_2122=Elswick
Human_Surnames_2123=Embleton
Human_Surnames_2124=Embrey
Human_Surnames_2125=Emerick
Human_Surnames_2126=Emerson
Human_Surnames_2127=Emery
Human_Surnames_2128=Emmanuel
Human_Surnames_2129=Emmett
Human_Surnames_2130=Endicott
Human_Surnames_2131=Endo
Human_Surnames_2132=Endrizzi
Human_Surnames_2133=Enfield
Human_Surnames_2134=Engel
Human_Surnames_2135=Engelman
Human_Surnames_2136=Engler
Human_Surnames_2137=Engram
Human_Surnames_2138=Engstrom
Human_Surnames_2139=Enoshima
Human_Surnames_2140=Enright
Human_Surnames_2141=Enriquez
Human_Surnames_2142=Ensley
Human_Surnames_2143=Eppard
Human_Surnames_2144=Epps
Human_Surnames_2145=Edelstein
Human_Surnames_2146=Erasmus
Human_Surnames_2147=Erby
Human_Surnames_2148=Erickson
Human_Surnames_2149=Eriksen
Human_Surnames_2150=Ernst
Human_Surnames_2151=Erskine
Human_Surnames_2152=Escalante
Human_Surnames_2153=Escalera
Human_Surnames_2154=Eschenbach
Human_Surnames_2155=Escobar
Human_Surnames_2156=Eslinger
Human_Surnames_2157=Esparza
Human_Surnames_2158=Espejo
Human_Surnames_2159=Espinoza
Human_Surnames_2160=Esposito
Human_Surnames_2161=Essen
Human_Surnames_2162=Essex
Human_Surnames_2163=Estacio
Human_Surnames_2164=Esteban
Human_Surnames_2165=Estevez
Human_Surnames_2166=Estrada
Human_Surnames_2167=Etherton
Human_Surnames_2168=Ethridge
Human_Surnames_2169=Etzel
Human_Surnames_2170=Eubanks
Human_Surnames_2171=Evans
Human_Surnames_2172=Everett
Human_Surnames_2173=Everly
Human_Surnames_2174=Everson
Human_Surnames_2175=Exley
Human_Surnames_2176=Ezura
Human_Surnames_2177=Fabela
Human_Surnames_2178=Faber
Human_Surnames_2179=Fabre
Human_Surnames_2180=Fackler
Human_Surnames_2181=Fadden
Human_Surnames_2182=Fadikar
Human_Surnames_2183=Fagan
Human_Surnames_2184=Fahey
Human_Surnames_2185=Fahringer
Human_Surnames_2186=Fain
Human_Surnames_2187=Fairchild
Human_Surnames_2188=Fairfax
Human_Surnames_2189=Fairley
Human_Surnames_2190=Fakier
Human_Surnames_2191=Falana
Human_Surnames_2192=Falk
Human_Surnames_2193=Falkowski
Human_Surnames_2194=Faller
Human_Surnames_2195=Fallin
Human_Surnames_2196=Falls
Human_Surnames_2197=Fambro
Human_Surnames_2198=Fanelli
Human_Surnames_2199=Fankhauser
Human_Surnames_2200=Fanning
Human_Surnames_2201=Fannon
Human_Surnames_2202=Fansekar
Human_Surnames_2203=Fansler
Human_Surnames_2204=Fantini
Human_Surnames_2205=Fanucci
Human_Surnames_2206=Faraday
Human_Surnames_2207=Faria
Human_Surnames_2208=Farish
Human_Surnames_2209=Farley
Human_Surnames_2210=Farlow
Human_Surnames_2211=Farnum
Human_Surnames_2212=Farooq
Human_Surnames_2213=Farrah
Human_Surnames_2214=Farrell
Human_Surnames_2215=Farren
Human_Surnames_2216=Farrington
Human_Surnames_2217=Farris
Human_Surnames_2218=Farrow
Human_Surnames_2219=Fatima
Human_Surnames_2220=Fauntleroy
Human_Surnames_2221=Fawley
Human_Surnames_2222=Faxon
Human_Surnames_2223=Faz
Human_Surnames_2224=Featherstone
Human_Surnames_2225=Federico
Human_Surnames_2226=Feeley
Human_Surnames_2227=Feeney
Human_Surnames_2228=Feinberg
Human_Surnames_2229=Feingold
Human_Surnames_2230=Feinstein
Human_Surnames_2231=Feldman
Human_Surnames_2232=Felix
Human_Surnames_2233=Felker
Human_Surnames_2234=Fender
Human_Surnames_2235=Feng
Human_Surnames_2236=Fenton
Human_Surnames_2237=Fenwick
Human_Surnames_2238=Ferguson
Human_Surnames_2239=Fermi
Human_Surnames_2240=Fernandez
Human_Surnames_2241=Ferrand
Human_Surnames_2242=Ferrel
Human_Surnames_2243=Ferretti
Human_Surnames_2244=Fessler
Human_Surnames_2245=Fetterman
Human_Surnames_2246=Fetzer
Human_Surnames_2247=Fibonacci
Human_Surnames_2248=Fichtner
Human_Surnames_2249=Fidler
Human_Surnames_2250=Fiedler
Human_Surnames_2251=Fielding
Human_Surnames_2252=Fields
Human_Surnames_2253=Figueroa
Human_Surnames_2254=Filbin
Human_Surnames_2255=Filipiak
Human_Surnames_2256=Filkins
Human_Surnames_2257=Fillion
Human_Surnames_2258=Fillmore
Human_Surnames_2259=Finau
Human_Surnames_2260=Finch
Human_Surnames_2261=Fincher
Human_Surnames_2262=Finkel
Human_Surnames_2263=Finkelstein
Human_Surnames_2264=Finley
Human_Surnames_2265=Finnegan
Human_Surnames_2266=Finney
Human_Surnames_2267=Finnigan
Human_Surnames_2268=Fiorentino
Human_Surnames_2269=Fiorini
Human_Surnames_2270=Fischbach
Human_Surnames_2271=Fischer
Human_Surnames_2272=Fisher
Human_Surnames_2273=Fisk
Human_Surnames_2274=Fitch
Human_Surnames_2275=Fitchley
Human_Surnames_2276=Fitzgerald
Human_Surnames_2277=Fitzhugh
Human_Surnames_2278=Fitzroy
Human_Surnames_2279=Fizer
Human_Surnames_2280=Flaherty
Human_Surnames_2281=Flanery
Human_Surnames_2282=Flanigan
Human_Surnames_2283=Flatley
Human_Surnames_2284=Flaubert
Human_Surnames_2285=Flavin
Human_Surnames_2286=Fleetwood
Human_Surnames_2287=Fleischer
Human_Surnames_2288=Fleischman
Human_Surnames_2289=Flemming
Human_Surnames_2290=Fletcher
Human_Surnames_2291=Flores
Human_Surnames_2292=Flowers
Human_Surnames_2293=Flynn
Human_Surnames_2294=Flynt
Human_Surnames_2295=Fogel
Human_Surnames_2296=Foland
Human_Surnames_2297=Foley
Human_Surnames_2298=Fong
Human_Surnames_2299=Fontaine
Human_Surnames_2300=Fontana
Human_Surnames_2301=Forero
Human_Surnames_2302=Forester
Human_Surnames_2303=Forrest
Human_Surnames_2304=Forsyth
Human_Surnames_2305=Fortner
Human_Surnames_2306=Fossler
Human_Surnames_2307=Foster
Human_Surnames_2308=Foust
Human_Surnames_2309=Fowler
Human_Surnames_2310=Fowski
Human_Surnames_2311=Fox
Human_Surnames_2312=Foxworth
Human_Surnames_2313=Foye
Human_Surnames_2314=Frady
Human_Surnames_2315=Fraizer
Human_Surnames_2316=Fraker
Human_Surnames_2317=Frampton
Human_Surnames_2318=Francis
Human_Surnames_2319=Francisco
Human_Surnames_2320=Franco
Human_Surnames_2321=Francois
Human_Surnames_2322=Frankel
Human_Surnames_2323=Franklin
Human_Surnames_2324=Franson
Human_Surnames_2325=Franz
Human_Surnames_2326=Franzen
Human_Surnames_2327=Frasier
Human_Surnames_2328=Fray
Human_Surnames_2329=Fredericks
Human_Surnames_2330=Freedman
Human_Surnames_2331=Fremont
Human_Surnames_2332=Frenette
Human_Surnames_2333=Frey
Human_Surnames_2334=Friberg
Human_Surnames_2335=Frink
Human_Surnames_2336=Fritz
Human_Surnames_2337=Frobisher
Human_Surnames_2338=Froelich
Human_Surnames_2339=Froman
Human_Surnames_2340=Fronk
Human_Surnames_2341=Frost
Human_Surnames_2342=Fry
Human_Surnames_2343=Fu
Human_Surnames_2344=Fuchizawa
Human_Surnames_2345=Fuentes
Human_Surnames_2346=Fuerte
Human_Surnames_2347=Fujihara
Human_Surnames_2348=Fujimoto
Human_Surnames_2349=Fujisaki
Human_Surnames_2350=Fujita
Human_Surnames_2351=Fuller
Human_Surnames_2352=Fullerton
Human_Surnames_2353=Fulp
Human_Surnames_2354=Fulton
Human_Surnames_2355=Funderburg
Human_Surnames_2356=Furlow
Human_Surnames_2357=Furst
Human_Surnames_2358=Fusco
Human_Surnames_2359=Gabbard
Human_Surnames_2360=Gabriel
Human_Surnames_2361=Gackle
Human_Surnames_2362=Gad
Human_Surnames_2363=Gadkari
Human_Surnames_2364=Gaffney
Human_Surnames_2365=Gage
Human_Surnames_2366=Gagner
Human_Surnames_2367=Gainer
Human_Surnames_2368=Gainey
Human_Surnames_2369=Gallagher
Human_Surnames_2370=Galland
Human_Surnames_2371=Gallardo
Human_Surnames_2372=Gallaway
Human_Surnames_2373=Galligan
Human_Surnames_2374=Gallina
Human_Surnames_2375=Gallivan
Human_Surnames_2376=Gallo
Human_Surnames_2377=Gallucci
Human_Surnames_2378=Galton
Human_Surnames_2379=Gamarra
Human_Surnames_2380=Gambrel
Human_Surnames_2381=Gamero
Human_Surnames_2382=Gannon
Human_Surnames_2383=Gant
Human_Surnames_2384=Gantz
Human_Surnames_2385=Garapati
Human_Surnames_2386=Garbarino
Human_Surnames_2387=Garcia
Human_Surnames_2388=Gardner
Human_Surnames_2389=Garfinkel
Human_Surnames_2390=Garibay
Human_Surnames_2391=Garin
Human_Surnames_2392=Garland
Human_Surnames_2393=Garlington
Human_Surnames_2394=Garner
Human_Surnames_2395=Garnett
Human_Surnames_2396=Garofalo
Human_Surnames_2397=Garrett
Human_Surnames_2398=Garrido
Human_Surnames_2399=Garrigan
Human_Surnames_2400=Garrison
Human_Surnames_2401=Garrity
Human_Surnames_2402=Garvey
Human_Surnames_2403=Garvin
Human_Surnames_2404=Garza
Human_Surnames_2405=Gaskin
Human_Surnames_2406=Gaston
Human_Surnames_2407=Gates
Human_Surnames_2408=Gatica
Human_Surnames_2409=Gatz
Human_Surnames_2410=Gautier
Human_Surnames_2411=Gawley
Human_Surnames_2412=Gearhart
Human_Surnames_2413=Geddes
Human_Surnames_2414=Gehlot
Human_Surnames_2415=Gehrig
Human_Surnames_2416=Geiger
Human_Surnames_2417=Geise
Human_Surnames_2418=Geissler
Human_Surnames_2419=Geller
Human_Surnames_2420=Gelman
Human_Surnames_2421=Gencarelli
Human_Surnames_2422=Gendron
Human_Surnames_2423=Geng
Human_Surnames_2424=Gengler
Human_Surnames_2425=Genin
Human_Surnames_2426=Genovese
Human_Surnames_2427=Gentry
Human_Surnames_2428=Gerhart
Human_Surnames_2429=Gerken
Human_Surnames_2430=Gerst
Human_Surnames_2431=Gerstner
Human_Surnames_2432=Gertz
Human_Surnames_2433=Gervasi
Human_Surnames_2434=Gessler
Human_Surnames_2435=Getty
Human_Surnames_2436=Getz
Human_Surnames_2437=Ghani
Human_Surnames_2438=Giannetti
Human_Surnames_2439=Gibbons
Human_Surnames_2440=Gibbs
Human_Surnames_2441=Gibney
Human_Surnames_2442=Gibson
Human_Surnames_2443=Giesler
Human_Surnames_2444=Gilbertson
Human_Surnames_2445=Gilder
Human_Surnames_2446=Gilford
Human_Surnames_2447=Gilkerson
Human_Surnames_2448=Gillam
Human_Surnames_2449=Gillespie
Human_Surnames_2450=Gillum
Human_Surnames_2451=Gilmore
Human_Surnames_2452=Gilroy
Human_Surnames_2453=Gilson
Human_Surnames_2454=Gimbel
Human_Surnames_2455=Ginsberg
Human_Surnames_2456=Givens
Human_Surnames_2457=Gladstone
Human_Surnames_2458=Glassman
Human_Surnames_2459=Glauber
Human_Surnames_2460=Glazier
Human_Surnames_2461=Gleason
Human_Surnames_2462=Glickman
Human_Surnames_2463=Glidewell
Human_Surnames_2464=Glinka
Human_Surnames_2465=Glinski
Human_Surnames_2466=Glover
Human_Surnames_2467=Goddard
Human_Surnames_2468=Goering
Human_Surnames_2469=Goggins
Human_Surnames_2470=Gohad
Human_Surnames_2471=Gokey
Human_Surnames_2472=Goldberg
Human_Surnames_2473=Goldberger
Human_Surnames_2474=Goldbloom
Human_Surnames_2475=Goldenthal
Human_Surnames_2476=Goldfarb
Human_Surnames_2477=Goldfeld
Human_Surnames_2478=Golding
Human_Surnames_2479=Goldsmith
Human_Surnames_2480=Golightly
Human_Surnames_2481=Golovkin
Human_Surnames_2482=Gomez
Human_Surnames_2483=Gonzaga
Human_Surnames_2484=Gooch
Human_Surnames_2485=Goodall
Human_Surnames_2486=Goodman
Human_Surnames_2487=Gopal
Human_Surnames_2488=Gordillo
Human_Surnames_2489=Gorham
Human_Surnames_2490=Goring
Human_Surnames_2491=Gorman
Human_Surnames_2492=Gosling
Human_Surnames_2493=Gossard
Human_Surnames_2494=Gossett
Human_Surnames_2495=Gotts
Human_Surnames_2496=Goulding
Human_Surnames_2497=Goulet
Human_Surnames_2498=Govan
Human_Surnames_2499=Govea
Human_Surnames_2500=Gowen
Human_Surnames_2501=Gower
Human_Surnames_2502=Grabowski
Human_Surnames_2503=Gracey
Human_Surnames_2504=Graddy
Human_Surnames_2505=Graham
Human_Surnames_2506=Grainger
Human_Surnames_2507=Granado
Human_Surnames_2508=Granatelli
Human_Surnames_2509=Grand
Human_Surnames_2510=Grant
Human_Surnames_2511=Graves
Human_Surnames_2512=Graybill
Human_Surnames_2513=Grayson
Human_Surnames_2514=Greaney
Human_Surnames_2515=Greaves
Human_Surnames_2516=Greely
Human_Surnames_2517=Green
Human_Surnames_2518=Greenblatt
Human_Surnames_2519=Greenfield
Human_Surnames_2520=Greenhill
Human_Surnames_2521=Greenleaf
Human_Surnames_2522=Greenspan
Human_Surnames_2523=Grey
Human_Surnames_2524=Gribble
Human_Surnames_2525=Griesinger
Human_Surnames_2526=Griffin
Human_Surnames_2527=Griffith
Human_Surnames_2528=Griggs
Human_Surnames_2529=Grigsby
Human_Surnames_2530=Grimaldi
Human_Surnames_2531=Grimes
Human_Surnames_2532=Grimshaw
Human_Surnames_2533=Grindle
Human_Surnames_2534=Grisham
Human_Surnames_2535=Griswold
Human_Surnames_2536=Groat
Human_Surnames_2537=Grochowski
Human_Surnames_2538=Grogg
Human_Surnames_2539=Grohl
Human_Surnames_2540=Gross
Human_Surnames_2541=Grossman
Human_Surnames_2542=Groth
Human_Surnames_2543=Grubbs
Human_Surnames_2544=Gruber
Human_Surnames_2545=Grundy
Human_Surnames_2546=Grunewald
Human_Surnames_2547=Grymes
Human_Surnames_2548=Guardado
Human_Surnames_2549=Guest
Human_Surnames_2550=Guevarra
Human_Surnames_2551=Guillermo
Human_Surnames_2552=Gulati
Human_Surnames_2553=Gulledge
Human_Surnames_2554=Gully
Human_Surnames_2555=Gundersen
Human_Surnames_2556=Gunning
Human_Surnames_2557=Gupta
Human_Surnames_2558=Gurkin
Human_Surnames_2559=Gurney
Human_Surnames_2560=Gursahani
Human_Surnames_2561=Gusman
Human_Surnames_2562=Gustavson
Human_Surnames_2563=Gutenberg
Human_Surnames_2564=Guthrie
Human_Surnames_2565=Gutierrez
Human_Surnames_2566=Haas
Human_Surnames_2567=Habeck
Human_Surnames_2568=Haber
Human_Surnames_2569=Haberman
Human_Surnames_2570=Hackett
Human_Surnames_2571=Hackley
Human_Surnames_2572=Hackworth
Human_Surnames_2573=Hadden
Human_Surnames_2574=Haddock
Human_Surnames_2575=Haden
Human_Surnames_2576=Hadfield
Human_Surnames_2577=Hadi
Human_Surnames_2578=Hadley
Human_Surnames_2579=Hafford
Human_Surnames_2580=Hagan
Human_Surnames_2581=Hagerty
Human_Surnames_2582=Haile
Human_Surnames_2583=Haines
Human_Surnames_2584=Haislip
Human_Surnames_2585=Hajdu
Human_Surnames_2586=Hajek
Human_Surnames_2587=Hakim
Human_Surnames_2588=Hakuta
Human_Surnames_2589=Halbrook
Human_Surnames_2590=Hale
Human_Surnames_2591=Haley
Human_Surnames_2592=Halford
Human_Surnames_2593=Hallenbeck
Human_Surnames_2594=Halpert
Human_Surnames_2595=Halsted
Human_Surnames_2596=Hamada
Human_Surnames_2597=Hamanaka
Human_Surnames_2598=Hamberg
Human_Surnames_2599=Hamblin
Human_Surnames_2600=Hamby
Human_Surnames_2601=Hamid
Human_Surnames_2602=Hamilton
Human_Surnames_2603=Hamlin
Human_Surnames_2604=Hammill
Human_Surnames_2605=Hammond
Human_Surnames_2606=Hampton
Human_Surnames_2607=Hanaori
Human_Surnames_2608=Hanawa
Human_Surnames_2609=Handley
Human_Surnames_2610=Hanisch
Human_Surnames_2611=Hankins
Human_Surnames_2612=Hanley
Human_Surnames_2613=Hann
Human_Surnames_2614=Hannigan
Human_Surnames_2615=Hansen
Human_Surnames_2616=Hansford
Human_Surnames_2617=Harada
Human_Surnames_2618=Haramatsu
Human_Surnames_2619=Harber
Human_Surnames_2620=Hardaway
Human_Surnames_2621=Hardcastle
Human_Surnames_2622=Harden
Human_Surnames_2623=Hargrave
Human_Surnames_2624=Harker
Human_Surnames_2625=Harkins
Human_Surnames_2626=Harkness
Human_Surnames_2627=Harlan
Human_Surnames_2628=Harlowe
Human_Surnames_2629=Harper
Human_Surnames_2630=Harrison
Human_Surnames_2631=Hart
Human_Surnames_2632=Hartford
Human_Surnames_2633=Hartwick
Human_Surnames_2634=Harville
Human_Surnames_2635=Harwood
Human_Surnames_2636=Hashemi
Human_Surnames_2637=Hashim
Human_Surnames_2638=Hashmi
Human_Surnames_2639=Haskell
Human_Surnames_2640=Haskins
Human_Surnames_2641=Hasler
Human_Surnames_2642=Haslett
Human_Surnames_2643=Hassan
Human_Surnames_2644=Hastings
Human_Surnames_2645=Hatcher
Human_Surnames_2646=Hatchett
Human_Surnames_2647=Hatfield
Human_Surnames_2648=Hathaway
Human_Surnames_2649=Haubert
Human_Surnames_2650=Hauser
Human_Surnames_2651=Haver
Human_Surnames_2652=Hawke
Human_Surnames_2653=Hawkings
Human_Surnames_2654=Hawkins
Human_Surnames_2655=Hawthorne
Human_Surnames_2656=Hayashi
Human_Surnames_2657=Hayashida
Human_Surnames_2658=Hayden
Human_Surnames_2659=Hayes
Human_Surnames_2660=Haynes
Human_Surnames_2661=Hayward
Human_Surnames_2662=Hayworth
Human_Surnames_2663=Hazare
Human_Surnames_2664=Hazeltine
Human_Surnames_2665=Hazelton
Human_Surnames_2666=Hazuki
Human_Surnames_2667=Hearne
Human_Surnames_2668=Hearst
Human_Surnames_2669=Hedberg
Human_Surnames_2670=Hedley
Human_Surnames_2671=Hefer
Human_Surnames_2672=Hegarty
Human_Surnames_2673=Heiberg
Human_Surnames_2674=Heidecker
Human_Surnames_2675=Height
Human_Surnames_2676=Heim
Human_Surnames_2677=Heineman
Human_Surnames_2678=Heinrich
Human_Surnames_2679=Heintz
Human_Surnames_2680=Heller
Human_Surnames_2681=Helman
Human_Surnames_2682=Helms
Human_Surnames_2683=Hemingway
Human_Surnames_2684=Hempel
Human_Surnames_2685=Hemsworth
Human_Surnames_2686=Henderson
Human_Surnames_2687=Hendricks
Human_Surnames_2688=Hendry
Human_Surnames_2689=Henkle
Human_Surnames_2690=Hennigan
Human_Surnames_2691=Henriksen
Human_Surnames_2692=Henshaw
Human_Surnames_2693=Hensler
Human_Surnames_2694=Hepburn
Human_Surnames_2695=Hepner
Human_Surnames_2696=Herber
Human_Surnames_2697=Herbert
Human_Surnames_2698=Herman
Human_Surnames_2699=Hernandez
Human_Surnames_2700=Herschberger
Human_Surnames_2701=Hershel
Human_Surnames_2702=Heselton
Human_Surnames_2703=Heslin
Human_Surnames_2704=Hessler
Human_Surnames_2705=Heston
Human_Surnames_2706=Hetzel
Human_Surnames_2707=Heung
Human_Surnames_2708=Hewes
Human_Surnames_2709=Hewitt
Human_Surnames_2710=Heyburn
Human_Surnames_2711=Heyward
Human_Surnames_2712=Hibbert
Human_Surnames_2713=Hibble
Human_Surnames_2714=Hibbs
Human_Surnames_2715=Hickes
Human_Surnames_2716=Hidalgo
Human_Surnames_2717=Hiebert
Human_Surnames_2718=Hiedler
Human_Surnames_2719=Higashi
Human_Surnames_2720=Higgins
Human_Surnames_2721=Higgs
Human_Surnames_2722=Highfield
Human_Surnames_2723=Hight
Human_Surnames_2724=Hightower
Human_Surnames_2725=Higuchi
Human_Surnames_2726=Hikari
Human_Surnames_2727=Hildebrand
Human_Surnames_2728=Hilgar
Human_Surnames_2729=Hillard
Human_Surnames_2730=Hills
Human_Surnames_2731=Hindle
Human_Surnames_2732=Hines
Human_Surnames_2733=Hinkel
Human_Surnames_2734=Hinkley
Human_Surnames_2735=Hirschfeld
Human_Surnames_2736=Hirwani
Human_Surnames_2737=Hitch
Human_Surnames_2738=Hitchens
Human_Surnames_2739=Hixenbaugh
Human_Surnames_2740=Hoback
Human_Surnames_2741=Hobart
Human_Surnames_2742=Hobbins
Human_Surnames_2743=Hobbs
Human_Surnames_2744=Hodder
Human_Surnames_2745=Hodges
Human_Surnames_2746=Hodgins
Human_Surnames_2747=Hoelscher
Human_Surnames_2748=Hoffer
Human_Surnames_2749=Hoffman
Human_Surnames_2750=Hogarth
Human_Surnames_2751=Hogle
Human_Surnames_2752=Hoglund
Human_Surnames_2753=Hohenstein
Human_Surnames_2754=Holbrook
Human_Surnames_2755=Holden
Human_Surnames_2756=Holderfield
Human_Surnames_2757=Holdridge
Human_Surnames_2758=Holford
Human_Surnames_2759=Holiday
Human_Surnames_2760=Holkar
Human_Surnames_2761=Holland
Human_Surnames_2762=Hollaway
Human_Surnames_2763=Hollenbeck
Human_Surnames_2764=Hollister
Human_Surnames_2765=Holmes
Human_Surnames_2766=Holsinger
Human_Surnames_2767=Holstein
Human_Surnames_2768=Holt
Human_Surnames_2769=Hommel
Human_Surnames_2770=Honeycutt
Human_Surnames_2771=Hong
Human_Surnames_2772=Hooper
Human_Surnames_2773=Hopewell
Human_Surnames_2774=Hopkins
Human_Surnames_2775=Hopper
Human_Surnames_2776=Hopwood
Human_Surnames_2777=Horak
Human_Surnames_2778=Horimoto
Human_Surnames_2779=Horio
Human_Surnames_2780=Horner
Human_Surnames_2781=Hornsby
Human_Surnames_2782=Horowitz
Human_Surnames_2783=Horton
Human_Surnames_2784=Hoshiyama
Human_Surnames_2785=Hosmer
Human_Surnames_2786=Hostetter
Human_Surnames_2787=Houlihan
Human_Surnames_2788=Houston
Human_Surnames_2789=Howell
Human_Surnames_2790=Howser
Human_Surnames_2791=Hoyle
Human_Surnames_2792=Hubbard
Human_Surnames_2793=Hubert
Human_Surnames_2794=Huckaby
Human_Surnames_2795=Hudson
Human_Surnames_2796=Hughes
Human_Surnames_2797=Hugo
Human_Surnames_2798=Hukins
Human_Surnames_2799=Hultgren
Human_Surnames_2800=Humbert
Human_Surnames_2801=Humboldt
Human_Surnames_2802=Hummell
Human_Surnames_2803=Humphreys
Human_Surnames_2804=Hunter
Human_Surnames_2805=Hurley
Human_Surnames_2806=Hurlock
Human_Surnames_2807=Hurtado
Human_Surnames_2808=Hutchins
Human_Surnames_2809=Huxley
Human_Surnames_2810=Hyam
Human_Surnames_2811=Hyde
Human_Surnames_2812=Hyeong
Human_Surnames_2813=Hyland
Human_Surnames_2814=Hymel
Human_Surnames_2815=Hyrtl
Human_Surnames_2816=Iannucci
Human_Surnames_2817=Ianson
Human_Surnames_2818=Ibanez
Human_Surnames_2819=Ibarra
Human_Surnames_2820=Ibbs
Human_Surnames_2821=Ibison
Human_Surnames_2822=Ibori
Human_Surnames_2823=Ibrahim
Human_Surnames_2824=Ichimura
Human_Surnames_2825=Idle
Human_Surnames_2826=Igarashi
Human_Surnames_2827=Igawa
Human_Surnames_2828=Iglesias
Human_Surnames_2829=Ignacio
Human_Surnames_2830=Ikegami
Human_Surnames_2831=Imai
Human_Surnames_2832=Imler
Human_Surnames_2833=Immelman
Human_Surnames_2834=Imoto
Human_Surnames_2835=Impett
Human_Surnames_2836=Inada
Human_Surnames_2837=Ingham
Human_Surnames_2838=Ingram
Human_Surnames_2839=Ingrassia
Human_Surnames_2840=Inman
Human_Surnames_2841=Inskeep
Human_Surnames_2842=Insley
Human_Surnames_2843=Iqbal
Human_Surnames_2844=Ireland
Human_Surnames_2845=Irion
Human_Surnames_2846=Irons
Human_Surnames_2847=Irvine
Human_Surnames_2848=Irving
Human_Surnames_2849=Isaacs
Human_Surnames_2850=Isaacson
Human_Surnames_2851=Isenberg
Human_Surnames_2852=Ishida
Human_Surnames_2853=Ishiguro
Human_Surnames_2854=Ishihara
Human_Surnames_2855=Ishimoto
Human_Surnames_2856=Ishizaki
Human_Surnames_2857=Isler
Human_Surnames_2858=Itagaki
Human_Surnames_2859=Ito
Human_Surnames_2860=Ivers
Human_Surnames_2861=Iverson
Human_Surnames_2862=Ivery
Human_Surnames_2863=Ives
Human_Surnames_2864=Iwamoto
Human_Surnames_2865=Iwata
Human_Surnames_2866=Izard
Human_Surnames_2867=Ja
Human_Surnames_2868=Jaber
Human_Surnames_2869=Jablonski
Human_Surnames_2870=Jackett
Human_Surnames_2871=Jackman
Human_Surnames_2872=Jacknowitz
Human_Surnames_2873=Jackson
Human_Surnames_2874=Jacobs
Human_Surnames_2875=Jacobson
Human_Surnames_2876=Jadeja
Human_Surnames_2877=Jaffe
Human_Surnames_2878=Jaggs
Human_Surnames_2879=Jahn
Human_Surnames_2880=Jain
Human_Surnames_2881=Jakande
Human_Surnames_2882=Jakobsen
Human_Surnames_2883=Jalbert
Human_Surnames_2884=Jamal
Human_Surnames_2885=James
Human_Surnames_2886=Jamieson
Human_Surnames_2887=Janak
Human_Surnames_2888=Janeway
Human_Surnames_2889=Jang
Human_Surnames_2890=Janney
Human_Surnames_2891=Janson
Human_Surnames_2892=January
Human_Surnames_2893=Jaquez
Human_Surnames_2894=Jaramillo
Human_Surnames_2895=Jardim
Human_Surnames_2896=Jardine
Human_Surnames_2897=Jarvis
Human_Surnames_2898=Jasinski
Human_Surnames_2899=Jasper
Human_Surnames_2900=Jayne
Human_Surnames_2901=Jeffers
Human_Surnames_2902=Jefferson
Human_Surnames_2903=Jeffries
Human_Surnames_2904=Jenkins
Human_Surnames_2905=Jenks
Human_Surnames_2906=Jennings
Human_Surnames_2907=Jeon
Human_Surnames_2908=Jeong
Human_Surnames_2909=Jepson
Human_Surnames_2910=Jessop
Human_Surnames_2911=Jewell
Human_Surnames_2912=Jhaveri
Human_Surnames_2913=Jihara
Human_Surnames_2914=Jillette
Human_Surnames_2915=Jing
Human_Surnames_2916=Jinks
Human_Surnames_2917=Jinmei
Human_Surnames_2918=Johan
Human_Surnames_2919=Johannsen
Human_Surnames_2920=Johnson
Human_Surnames_2921=Johnstone
Human_Surnames_2922=Joiner
Human_Surnames_2923=Jonas
Human_Surnames_2924=Jones
Human_Surnames_2925=Jonovich
Human_Surnames_2926=Jordan
Human_Surnames_2927=Jorgensen
Human_Surnames_2928=Jovel
Human_Surnames_2929=Joyner
Human_Surnames_2930=Juarez
Human_Surnames_2931=Judd
Human_Surnames_2932=Judge
Human_Surnames_2933=Jullien
Human_Surnames_2934=Juneau
Human_Surnames_2935=Jung
Human_Surnames_2936=Juniper
Human_Surnames_2937=Juretzko
Human_Surnames_2938=Jurgensen
Human_Surnames_2939=Kabir
Human_Surnames_2940=Kaczynski
Human_Surnames_2941=Kadam
Human_Surnames_2942=Kady
Human_Surnames_2943=Kaelin
Human_Surnames_2944=Kagan
Human_Surnames_2945=Kahl
Human_Surnames_2946=Kahler
Human_Surnames_2947=Kahn
Human_Surnames_2948=Kaiba
Human_Surnames_2949=Kaiser
Human_Surnames_2950=Kaito
Human_Surnames_2951=Kaler
Human_Surnames_2952=Kalish
Human_Surnames_2953=Kamara
Human_Surnames_2954=Kaminsky
Human_Surnames_2955=Kanan
Human_Surnames_2956=Kanayama
Human_Surnames_2957=Kaneda
Human_Surnames_2958=Kang
Human_Surnames_2959=Kanter
Human_Surnames_2960=Kapur
Human_Surnames_2961=Karlson
Human_Surnames_2962=Karpinski
Human_Surnames_2963=Karpov
Human_Surnames_2964=Kasbarian
Human_Surnames_2965=Kaser
Human_Surnames_2966=Kashino
Human_Surnames_2967=Kasparov
Human_Surnames_2968=Katz
Human_Surnames_2969=Kaufman
Human_Surnames_2970=Kavanagh
Human_Surnames_2971=Kawamoto
Human_Surnames_2972=Kazmi
Human_Surnames_2973=Keagan
Human_Surnames_2974=Kealy
Human_Surnames_2975=Keane
Human_Surnames_2976=Kearns
Human_Surnames_2977=Keating
Human_Surnames_2978=Keaton
Human_Surnames_2979=Keats
Human_Surnames_2980=Kedzie
Human_Surnames_2981=Keefer
Human_Surnames_2982=Kegler
Human_Surnames_2983=Keiser
Human_Surnames_2984=Keller
Human_Surnames_2985=Kellerman
Human_Surnames_2986=Kelly
Human_Surnames_2987=Kelsey
Human_Surnames_2988=Kelvin
Human_Surnames_2989=Kempf
Human_Surnames_2990=Kendall
Human_Surnames_2991=Kenton
Human_Surnames_2992=Keplinger
Human_Surnames_2993=Kepner
Human_Surnames_2994=Keppler
Human_Surnames_2995=Kerkorian
Human_Surnames_2996=Kerrick
Human_Surnames_2997=Kesler
Human_Surnames_2998=Kestner
Human_Surnames_2999=Kettering
Human_Surnames_3000=Keyes
Human_Surnames_3001=Khalid
Human_Surnames_3002=Kharasch
Human_Surnames_3003=Khouri
Human_Surnames_3004=Khumalo
Human_Surnames_3005=Kibbe
Human_Surnames_3006=Kidd
Human_Surnames_3007=Kiesling
Human_Surnames_3008=Kilbourne
Human_Surnames_3009=Kiley
Human_Surnames_3010=Kilian
Human_Surnames_3011=Kilmer
Human_Surnames_3012=Kim
Human_Surnames_3013=Kimball
Human_Surnames_3014=Kimoto
Human_Surnames_3015=Kinard
Human_Surnames_3016=Kincaid
Human_Surnames_3017=King
Human_Surnames_3018=Kingsley
Human_Surnames_3019=Kingston
Human_Surnames_3020=Kinkade
Human_Surnames_3021=Kinnard
Human_Surnames_3022=Kinney
Human_Surnames_3023=Kinsey
Human_Surnames_3024=Kirby
Human_Surnames_3025=Kirkman
Human_Surnames_3026=Kirsanov
Human_Surnames_3027=Kittredge
Human_Surnames_3028=Klaus
Human_Surnames_3029=Kleckner
Human_Surnames_3030=Klein
Human_Surnames_3031=Klemp
Human_Surnames_3032=Kline
Human_Surnames_3033=Klinger
Human_Surnames_3034=Knopes
Human_Surnames_3035=Kobayashi
Human_Surnames_3036=Koen
Human_Surnames_3037=Kogan
Human_Surnames_3038=Kojima
Human_Surnames_3039=Kolakowski
Human_Surnames_3040=Kolb
Human_Surnames_3041=Kolberg
Human_Surnames_3042=Koller
Human_Surnames_3043=Komatsu
Human_Surnames_3044=Komori
Human_Surnames_3045=Koning
Human_Surnames_3046=Konkle
Human_Surnames_3047=Kono
Human_Surnames_3048=Koontz
Human_Surnames_3049=Korbel
Human_Surnames_3050=Korman
Human_Surnames_3051=Kosaka
Human_Surnames_3052=Kosinski
Human_Surnames_3053=Kovac
Human_Surnames_3054=Kovarik
Human_Surnames_3055=Kowalsky
Human_Surnames_3056=Kramer
Human_Surnames_3057=Krantz
Human_Surnames_3058=Kraus
Human_Surnames_3059=Kravitz
Human_Surnames_3060=Krawczyk
Human_Surnames_3061=Krebs
Human_Surnames_3062=Krell
Human_Surnames_3063=Krieger
Human_Surnames_3064=Krikorian
Human_Surnames_3065=Kristoff
Human_Surnames_3066=Kroeger
Human_Surnames_3067=Kroll
Human_Surnames_3068=Kruger
Human_Surnames_3069=Kubo
Human_Surnames_3070=Kuebler
Human_Surnames_3071=Kulesza
Human_Surnames_3072=Kulkarni
Human_Surnames_3073=Kumar
Human_Surnames_3074=Kumiko
Human_Surnames_3075=Kurosawa
Human_Surnames_3076=Kurtz
Human_Surnames_3077=Kuznetsov
Human_Surnames_3078=Kwan
Human_Surnames_3079=Kyte
Human_Surnames_3080=Kyzer
Human_Surnames_3081=Labar
Human_Surnames_3082=Labat
Human_Surnames_3083=Labelle
Human_Surnames_3084=Laborde
Human_Surnames_3085=Labriola
Human_Surnames_3086=Lacasse
Human_Surnames_3087=Lacava
Human_Surnames_3088=Lachman
Human_Surnames_3089=Lackner
Human_Surnames_3090=Lacroix
Human_Surnames_3091=Lafata
Human_Surnames_3092=Lafferty
Human_Surnames_3093=Lafond
Human_Surnames_3094=Laforge
Human_Surnames_3095=Lagrange
Human_Surnames_3096=Lahey
Human_Surnames_3097=Laine
Human_Surnames_3098=Lake
Human_Surnames_3099=Lakhani
Human_Surnames_3100=Lalani
Human_Surnames_3101=Lamar
Human_Surnames_3102=Lamont
Human_Surnames_3103=Lampert
Human_Surnames_3104=Lamping
Human_Surnames_3105=Lancaster
Human_Surnames_3106=Landers
Human_Surnames_3107=Landis
Human_Surnames_3108=Landry
Human_Surnames_3109=Laney
Human_Surnames_3110=Lang
Human_Surnames_3111=Langenhoven
Human_Surnames_3112=Langford
Human_Surnames_3113=Langley
Human_Surnames_3114=Langston
Human_Surnames_3115=Lankershim
Human_Surnames_3116=Lappin
Human_Surnames_3117=Larabee
Human_Surnames_3118=Larkin
Human_Surnames_3119=Laroche
Human_Surnames_3120=Larosa
Human_Surnames_3121=Larsen
Human_Surnames_3122=Lasalle
Human_Surnames_3123=Lascano
Human_Surnames_3124=Lasiter
Human_Surnames_3125=Laska
Human_Surnames_3126=Laskowski
Human_Surnames_3127=Lategan
Human_Surnames_3128=Latimer
Human_Surnames_3129=Lauderdale
Human_Surnames_3130=Laughlin
Human_Surnames_3131=Laux
Human_Surnames_3132=Lavelle
Human_Surnames_3133=Lavender
Human_Surnames_3134=Laverty
Human_Surnames_3135=Lavine
Human_Surnames_3136=Lawler
Human_Surnames_3137=Lawrence
Human_Surnames_3138=Layden
Human_Surnames_3139=Layman
Human_Surnames_3140=Lazaro
Human_Surnames_3141=Leano
Human_Surnames_3142=Leary
Human_Surnames_3143=Leatherwood
Human_Surnames_3144=Leblanc
Human_Surnames_3145=Lebouef
Human_Surnames_3146=Lechner
Human_Surnames_3147=Ledbetter
Human_Surnames_3148=Lederman
Human_Surnames_3149=Ledger
Human_Surnames_3150=Leeman
Human_Surnames_3151=Leet
Human_Surnames_3152=Lefebvre
Human_Surnames_3153=Lefler
Human_Surnames_3154=Leibowitz
Human_Surnames_3155=Leigh
Human_Surnames_3156=Leister
Human_Surnames_3157=Leland
Human_Surnames_3158=Lelong
Human_Surnames_3159=Lemanski
Human_Surnames_3160=Lembo
Human_Surnames_3161=Lemley
Human_Surnames_3162=Lemond
Human_Surnames_3163=Leong
Human_Surnames_3164=Lesniak
Human_Surnames_3165=Lessing
Human_Surnames_3166=Levenson
Human_Surnames_3167=Leventhal
Human_Surnames_3168=Leverett
Human_Surnames_3169=Levine
Human_Surnames_3170=Leyland
Human_Surnames_3171=Li
Human_Surnames_3172=Lian
Human_Surnames_3173=Licari
Human_Surnames_3174=Lichtenberg
Human_Surnames_3175=Licona
Human_Surnames_3176=Liedtke
Human_Surnames_3177=Lightner
Human_Surnames_3178=Lilienthal
Human_Surnames_3179=Lillard
Human_Surnames_3180=Lincoln
Human_Surnames_3181=Lindberg
Human_Surnames_3182=Lindell
Human_Surnames_3183=Lindholm
Human_Surnames_3184=Lindo
Human_Surnames_3185=Lindquist
Human_Surnames_3186=Ling
Human_Surnames_3187=Lirette
Human_Surnames_3188=Liriano
Human_Surnames_3189=Litchfield
Human_Surnames_3190=Little
Human_Surnames_3191=Litvinov
Human_Surnames_3192=Liu
Human_Surnames_3193=Livingston
Human_Surnames_3194=Lizardo
Human_Surnames_3195=Locke
Human_Surnames_3196=Lockhart
Human_Surnames_3197=Lodge
Human_Surnames_3198=Loman
Human_Surnames_3199=Lombardi
Human_Surnames_3200=London
Human_Surnames_3201=Longfellow
Human_Surnames_3202=Loomis
Human_Surnames_3203=Looper
Human_Surnames_3204=Lopez
Human_Surnames_3205=Lor
Human_Surnames_3206=Lorenz
Human_Surnames_3207=Lorenzo
Human_Surnames_3208=Lorusso
Human_Surnames_3209=Lovecraft
Human_Surnames_3210=Lowden
Human_Surnames_3211=Lowell
Human_Surnames_3212=Lowenthal
Human_Surnames_3213=Loyola
Human_Surnames_3214=Lu
Human_Surnames_3215=Lubbock
Human_Surnames_3216=Lubinski
Human_Surnames_3217=Lucatero
Human_Surnames_3218=Lucciano
Human_Surnames_3219=Luciani
Human_Surnames_3220=Ludwig
Human_Surnames_3221=Lumley
Human_Surnames_3222=Lundgren
Human_Surnames_3223=Lupian
Human_Surnames_3224=Luther
Human_Surnames_3225=Lydon
Human_Surnames_3226=Lyons
Human_Surnames_3227=Mabasa
Human_Surnames_3228=Mabena
Human_Surnames_3229=MacArthur
Human_Surnames_3230=MacBain
Human_Surnames_3231=MacCawley
Human_Surnames_3232=MacCloud
Human_Surnames_3233=Macdonald
Human_Surnames_3234=Mackenzie
Human_Surnames_3235=Mackey
Human_Surnames_3236=Macleod
Human_Surnames_3237=MacManus
Human_Surnames_3238=MacMillan
Human_Surnames_3239=Macormack
Human_Surnames_3240=Macpherson
Human_Surnames_3241=MacTavish
Human_Surnames_3242=Maddock
Human_Surnames_3243=Madison
Human_Surnames_3244=Magana
Human_Surnames_3245=Magdaleno
Human_Surnames_3246=Magellan
Human_Surnames_3247=Maglione
Human_Surnames_3248=Magnusson
Human_Surnames_3249=Magoro
Human_Surnames_3250=Magruder
Human_Surnames_3251=Mahabir
Human_Surnames_3252=Mahler
Human_Surnames_3253=Mahmud
Human_Surnames_3254=Mahony
Human_Surnames_3255=Maillard
Human_Surnames_3256=Maison
Human_Surnames_3257=Majola
Human_Surnames_3258=Makar
Human_Surnames_3259=Makarov
Human_Surnames_3260=Makwana
Human_Surnames_3261=Malagon
Human_Surnames_3262=Malek
Human_Surnames_3263=Malin
Human_Surnames_3264=Malkin
Human_Surnames_3265=Mallapur
Human_Surnames_3266=Mallard
Human_Surnames_3267=Mallari
Human_Surnames_3268=Mallery
Human_Surnames_3269=Mallow
Human_Surnames_3270=Malone
Human_Surnames_3271=Maloney
Human_Surnames_3272=Maloof
Human_Surnames_3273=Manabe
Human_Surnames_3274=Manalo
Human_Surnames_3275=Mance
Human_Surnames_3276=Mancini
Human_Surnames_3277=Maner
Human_Surnames_3278=Mangano
Human_Surnames_3279=Mangrum
Human_Surnames_3280=Manix
Human_Surnames_3281=Mankin
Human_Surnames_3282=Mansfield
Human_Surnames_3283=Manzano
Human_Surnames_3284=Manzer
Human_Surnames_3285=Maple
Human_Surnames_3286=Marceau
Human_Surnames_3287=Marcello
Human_Surnames_3288=Marchetti
Human_Surnames_3289=Marez
Human_Surnames_3290=Margolin
Human_Surnames_3291=Marinelli
Human_Surnames_3292=Markley
Human_Surnames_3293=Markowitz
Human_Surnames_3294=Marlin
Human_Surnames_3295=Marlow
Human_Surnames_3296=Maron
Human_Surnames_3297=Marquez
Human_Surnames_3298=Marsden
Human_Surnames_3299=Martel
Human_Surnames_3300=Martelli
Human_Surnames_3301=Martindale
Human_Surnames_3302=Martucci
Human_Surnames_3303=Maruyama
Human_Surnames_3304=Marx
Human_Surnames_3305=Marzano
Human_Surnames_3306=Mason
Human_Surnames_3307=Massenburg
Human_Surnames_3308=Masterson
Human_Surnames_3309=Masuda
Human_Surnames_3310=Matherly
Human_Surnames_3311=Mathison
Human_Surnames_3312=Matsuda
Human_Surnames_3313=Matthews
Human_Surnames_3314=Mattox
Human_Surnames_3315=Maxfield
Human_Surnames_3316=May
Human_Surnames_3317=Mayfield
Human_Surnames_3318=Mayhew
Human_Surnames_3319=Maynard
Human_Surnames_3320=Mayweather
Human_Surnames_3321=Mazaki
Human_Surnames_3322=Mbatha
Human_Surnames_3323=McAdams
Human_Surnames_3324=McAllister
Human_Surnames_3325=Mcbride
Human_Surnames_3326=McCaffrey
Human_Surnames_3327=Mccall
Human_Surnames_3328=Mccarthy
Human_Surnames_3329=McCloud
Human_Surnames_3330=Mcclure
Human_Surnames_3331=Mcconnell
Human_Surnames_3332=Mccormick
Human_Surnames_3333=McCracken
Human_Surnames_3334=McCreary
Human_Surnames_3335=Mcdaniel
Human_Surnames_3336=Mcdonald
Human_Surnames_3337=Mcdowell
Human_Surnames_3338=Mcfarland
Human_Surnames_3339=Mcguire
Human_Surnames_3340=McGurk
Human_Surnames_3341=Mckay
Human_Surnames_3342=McKinley
Human_Surnames_3343=McManus
Human_Surnames_3344=Mcneil
Human_Surnames_3345=McPhearson
Human_Surnames_3346=Meacham
Human_Surnames_3347=Meade
Human_Surnames_3348=Meadows
Human_Surnames_3349=Medcalf
Human_Surnames_3350=Medford
Human_Surnames_3351=Medina
Human_Surnames_3352=Meekins
Human_Surnames_3353=Meinhardt
Human_Surnames_3354=Meiser
Human_Surnames_3355=Melcher
Human_Surnames_3356=Melkonian
Human_Surnames_3357=Melley
Human_Surnames_3358=Melnik
Human_Surnames_3359=Melville
Human_Surnames_3360=Mendell
Human_Surnames_3361=Mendelson
Human_Surnames_3362=Mendez
Human_Surnames_3363=Mendoza
Human_Surnames_3364=Mercado
Human_Surnames_3365=Meriwether
Human_Surnames_3366=Mesner
Human_Surnames_3367=Messick
Human_Surnames_3368=Meyers
Human_Surnames_3369=Mhlongo
Human_Surnames_3370=Mian
Human_Surnames_3371=Michaels
Human_Surnames_3372=Michalski
Human_Surnames_3373=Mickelsen
Human_Surnames_3374=Middleton
Human_Surnames_3375=Mikov
Human_Surnames_3376=Milani
Human_Surnames_3377=Miller
Human_Surnames_3378=Millhouse
Human_Surnames_3379=Milligan
Human_Surnames_3380=Milner
Human_Surnames_3381=Milton
Human_Surnames_3382=Ming
Human_Surnames_3383=Minick
Human_Surnames_3384=Minkowski
Human_Surnames_3385=Minsky
Human_Surnames_3386=Mitchum
Human_Surnames_3387=Mitzel
Human_Surnames_3388=Miyagawa
Human_Surnames_3389=Miyamoto
Human_Surnames_3390=Mizushima
Human_Surnames_3391=Moffit
Human_Surnames_3392=Mohanty
Human_Surnames_3393=Molden
Human_Surnames_3394=Molinari
Human_Surnames_3395=Molino
Human_Surnames_3396=Moloney
Human_Surnames_3397=Monico
Human_Surnames_3398=Monroe
Human_Surnames_3399=Montgomery
Human_Surnames_3400=Montilla
Human_Surnames_3401=Montoya
Human_Surnames_3402=Moody
Human_Surnames_3403=Morales
Human_Surnames_3404=Morden
Human_Surnames_3405=Morello
Human_Surnames_3406=Morelock
Human_Surnames_3407=Morris
Human_Surnames_3408=Morrison
Human_Surnames_3409=Morrow
Human_Surnames_3410=Morse
Human_Surnames_3411=Morton
Human_Surnames_3412=Moulton
Human_Surnames_3413=Mouser
Human_Surnames_3414=Mowry
Human_Surnames_3415=Moxley
Human_Surnames_3416=Moyer
Human_Surnames_3417=Muldoon
Human_Surnames_3418=Mulhern
Human_Surnames_3419=Mulholland
Human_Surnames_3420=Mullaney
Human_Surnames_3421=Mulligan
Human_Surnames_3422=Mumford
Human_Surnames_3423=Munch
Human_Surnames_3424=Munn
Human_Surnames_3425=Munsey
Human_Surnames_3426=Muntz
Human_Surnames_3427=Murayama
Human_Surnames_3428=Murdock
Human_Surnames_3429=Murphy
Human_Surnames_3430=Murry
Human_Surnames_3431=Musgrave
Human_Surnames_3432=Musso
Human_Surnames_3433=Mussolini
Human_Surnames_3434=Mustafa
Human_Surnames_3435=Myers
Human_Surnames_3436=Myung
Human_Surnames_3437=Abent
Human_Surnames_3438=Apsara
Human_Surnames_3439=Adarak
Human_Surnames_3440=Adwick
Human_Surnames_3441=Ahuja
Human_Surnames_3442=Alborough
Human_Surnames_3443=Airinei
Human_Surnames_3444=Akstinas
Human_Surnames_3445=Alluru
Human_Surnames_3446=Andolini
Human_Surnames_3447=Andivero
Human_Surnames_3448=Appell
Human_Surnames_3449=Bachiller
Human_Surnames_3450=Baigent
Human_Surnames_3451=Bakari
Human_Surnames_3452=Ballantyne
Human_Surnames_3453=Barnes
Human_Surnames_3454=Banninga
Human_Surnames_3455=Banyard
Human_Surnames_3456=Bateren
Human_Surnames_3457=Bauer
Human_Surnames_3458=Baynard
Human_Surnames_3459=Baikov
Human_Surnames_3460=Beausejour
Human_Surnames_3461=Beccu
Human_Surnames_3462=Benson
Human_Surnames_3463=Bales
Human_Surnames_3464=Beverley
Human_Surnames_3465=Bhasin
Human_Surnames_3466=Bien
Human_Surnames_3467=Billemont
Human_Surnames_3468=Beneviti
Human_Surnames_3469=Kamaka
Human_Surnames_3470=Akana
Human_Surnames_3471=Bode
Human_Surnames_3472=Bolte
Human_Surnames_3473=Bombard
Human_Surnames_3474=Boparai
Human_Surnames_3475=Bourn
Human_Surnames_3476=Bratel
Human_Surnames_3477=Brenk
Human_Surnames_3478=Brennon
Human_Surnames_3479=Nguyen
Human_Surnames_3480=Broussard
Human_Surnames_3481=Patel
Human_Surnames_3482=Brox
Human_Surnames_3483=Brushwood
Human_Surnames_3484=Khan
Human_Surnames_3485=Campbell
Human_Surnames_3486=Sun
Human_Surnames_3487=Kwon
Human_Surnames_3488=Cerquone
Human_Surnames_3489=Challis
Human_Surnames_3490=Kalani
Human_Surnames_3491=Mahelona
Human_Surnames_3492=Chander
Human_Surnames_3493=Cheung
Human_Surnames_3494=Papadopoulos
Human_Surnames_3495=Marinos
Human_Surnames_3496=Coffin
Human_Surnames_3497=Stavros
Human_Surnames_3498=Belanger
Human_Surnames_3499=Bouche
Human_Surnames_3500=Conklin
Human_Surnames_3501=Coons
Human_Surnames_3502=Greenwald
Human_Surnames_3503=Corbetta
Human_Surnames_3504=Courtemanche
Human_Surnames_3505=Craig
Human_Surnames_3506=Crewe
Human_Surnames_3507=Merrick
Human_Surnames_3508=Crow
Human_Surnames_3509=Caffey
Human_Surnames_3510=Cuthbert
Human_Surnames_3511=Czubinksi
Human_Surnames_3512=Dadley
Human_Surnames_3513=Elsner
Human_Surnames_3514=Dalston
Human_Surnames_3515=Dammrau
Human_Surnames_3516=Danks
Human_Surnames_3517=Mondt
Human_Surnames_3518=Manse
Human_Surnames_3519=Delamourd
Human_Surnames_3520=Delanty
Human_Surnames_3521=Olson
Human_Surnames_3522=Speltzer
Human_Surnames_3523=Legrand
Human_Surnames_3524=Rousseau
Human_Surnames_3525=Elms
Human_Surnames_3526=Ely
Human_Surnames_3527=Laurent
Human_Surnames_3528=Espinosa
Human_Surnames_3529=Morel
Human_Surnames_3530=Lambert
Human_Surnames_3531=Exkersley
Human_Surnames_3532=Ezair
Human_Surnames_3533=Fardel
Human_Surnames_3534=Farnan
Human_Surnames_3535=Lemaire
Human_Surnames_3536=Farkas
Human_Surnames_3537=Forster
Human_Surnames_3538=Lakatos
Human_Surnames_3539=Fodor
Human_Surnames_3540=Lindgren
Human_Surnames_3541=Hellstrom
Human_Surnames_3542=Gaither
Human_Surnames_3543=Galasso
Human_Surnames_3544=Gallopain
Human_Surnames_3545=Galway
Human_Surnames_3546=Ivarsson
Human_Surnames_3547=Gardiner
Human_Surnames_3548=Peric
Human_Surnames_3549=Ruiz
Human_Surnames_3550=Geese
Human_Surnames_3551=Herrera
Human_Surnames_3552=Molina
Human_Surnames_3553=Gill
Human_Surnames_3554=Romano
Human_Surnames_3555=Goldfinch
Human_Surnames_3556=Goldstein
Human_Surnames_3557=Goodey
Human_Surnames_3558=Rivero
Human_Surnames_3559=Maldonado
Human_Surnames_3560=Grebby
Human_Surnames_3561=Chakma
Human_Surnames_3562=Guerrero
Human_Surnames_3563=Kumari
Human_Surnames_3564=Gundlach
Human_Surnames_3565=Gurbani
Human_Surnames_3566=Mandal
Human_Surnames_3567=Sasaki
Human_Surnames_3569=Park
Human_Surnames_3570=Mun
Human_Surnames_3571=Hallman
Human_Surnames_3572=Harcarik
Human_Surnames_3573=Harris
Human_Surnames_3574=Hatton
Human_Surnames_3575=Bautista
Human_Surnames_3576=Kaya
Human_Surnames_3577=Baumgartner
Human_Surnames_3578=Hernando
Human_Surnames_3579=Herzeg
Human_Surnames_3580=Hesse
Human_Surnames_3581=Schuster
Human_Surnames_3582=Hilditch
Human_Surnames_3583=Hireche
Human_Surnames_3584=Hoba
Human_Surnames_3585=Hasanov
Human_Surnames_3586=Babayev
Human_Surnames_3587=Hackney
Human_Surnames_3588=Hoskings
Human_Surnames_3589=Katzarov
Human_Surnames_3590=Howes
Human_Surnames_3591=Howlett
Human_Surnames_3592=Horvat
Human_Surnames_3593=Humaj
Human_Surnames_3594=Madsen
Human_Surnames_3595=Hung
Human_Surnames_3596=Hwang
Human_Surnames_3597=Hyun
Human_Surnames_3598=Intrieri
Human_Surnames_3599=Irmler
Human_Surnames_3600=Jacevicius
Human_Surnames_3601=Jaeger
Human_Surnames_3602=Jelinek
Human_Surnames_3603=Jennett
Human_Surnames_3604=Johansson
Human_Surnames_3605=Kask
Human_Surnames_3606=Virtanen
Human_Surnames_3607=Joustra
Human_Surnames_3608=Jutley
Human_Surnames_3609=Kain
Human_Surnames_3610=Kakusho
Human_Surnames_3611=Kam
Human_Surnames_3612=Kamenstsky
Human_Surnames_3613=Kamran
Human_Surnames_3614=Karciauskas
Human_Surnames_3615=Karlsson
Human_Surnames_3616=Katsaros
Human_Surnames_3617=Kay
Human_Surnames_3618=Salonen
Human_Surnames_3619=Kearney
Human_Surnames_3620=Keilich
Human_Surnames_3621=Bianchi
Human_Surnames_3622=Kinglake
Human_Surnames_3623=Kirkham
Human_Surnames_3624=Klatt
Human_Surnames_3625=Kneale
Human_Surnames_3626=Konecny
Human_Surnames_3627=Konig
Human_Surnames_3628=Kooper
Human_Surnames_3629=Kozlowski
Human_Surnames_3630=Ku
Human_Surnames_3631=Kullmann
Human_Surnames_3632=Kurschner
Human_Surnames_3633=Kyles
Human_Surnames_3634=Ladyman
Human_Surnames_3635=Lambourne
Human_Surnames_3636=Varga
Human_Surnames_3637=Lassort
Human_Surnames_3638=Lazarides
Human_Surnames_3639=Lee
Human_Surnames_3640=Lefevre
Human_Surnames_3641=Lennie
Human_Surnames_3642=Lesnik
Human_Surnames_3643=Giordano
Human_Surnames_3644=Lewin
Human_Surnames_3645=Moretti
Human_Surnames_3646=Leone
Human_Surnames_3647=Lightfoot
Human_Surnames_3648=Lind
Human_Surnames_3649=Link
Human_Surnames_3650=Lonsdale
Human_Surnames_3651=Lovatt
Human_Surnames_3652=Mackay
Human_Surnames_3653=Maiden
Human_Surnames_3654=Malhotra
Human_Surnames_3655=Manning
Human_Surnames_3656=Manzanares
Human_Surnames_3657=Marquardt
Human_Surnames_3658=Marschal
Human_Surnames_3659=Lombardo
Human_Surnames_3660=Mathern
Human_Surnames_3661=Welter
Human_Surnames_3662=McCrea
Human_Surnames_3663=McCue
Human_Surnames_3664=McCulloch
Human_Surnames_3665=McKibben
Human_Surnames_3666=McKinney
Human_Surnames_3667=McKinnon
Human_Surnames_3668=McLean
Human_Surnames_3669=McMonnies
Human_Surnames_3670=Meaden
Human_Surnames_3671=Meinl
Human_Surnames_3672=Meissner
Human_Surnames_3673=Meller
Human_Surnames_3674=Meunier
Human_Surnames_3675=Mierostawska
Human_Surnames_3676=Mihalanche
Human_Surnames_3677=Milander
Human_Surnames_3678=Mizio
Human_Surnames_3679=Montenegro
Human_Surnames_3680=Kowalski
Human_Surnames_3681=Moore
Human_Surnames_3682=Morgan
Human_Surnames_3683=Muir
Human_Surnames_3684=Murray
Human_Surnames_3685=Nabar
Human_Surnames_3686=Nadar
Human_Surnames_3687=Nadeem
Human_Surnames_3688=Nadella
Human_Surnames_3689=Naff
Human_Surnames_3690=Nagasaka
Human_Surnames_3691=Nagato
Human_Surnames_3692=Naidu
Human_Surnames_3693=Najarro
Human_Surnames_3694=Nakahara
Human_Surnames_3695=Nakajima
Human_Surnames_3696=Nakamoto
Human_Surnames_3697=Nam
Human_Surnames_3698=Nanami
Human_Surnames_3699=Nanda
Human_Surnames_3700=Nandamuri
Human_Surnames_3701=Nang
Human_Surnames_3702=Napier
Human_Surnames_3703=Napolitano
Human_Surnames_3704=Nassif
Human_Surnames_3705=Nathanson
Human_Surnames_3706=Natoli
Human_Surnames_3707=Naughten
Human_Surnames_3708=Naughton
Human_Surnames_3709=Navarro
Human_Surnames_3710=Naya
Human_Surnames_3711=Nayak
Human_Surnames_3712=Nazari
Human_Surnames_3713=Nealey
Human_Surnames_3714=Neblett
Human_Surnames_3715=Nechifor
Human_Surnames_3716=Needham
Human_Surnames_3717=Neiman
Human_Surnames_3718=Nekoya
Human_Surnames_3719=Nelson
Human_Surnames_3720=Nemitz
Human_Surnames_3721=Nesbitt
Human_Surnames_3722=Nessler
Human_Surnames_3723=Neubauer
Human_Surnames_3724=Neuman
Human_Surnames_3725=Neville
Human_Surnames_3726=Newberg
Human_Surnames_3727=Newhart
Human_Surnames_3728=Newlin
Human_Surnames_3729=Newton
Human_Surnames_3730=Nicholson
Human_Surnames_3731=Nickels
Human_Surnames_3732=Nickleby
Human_Surnames_3733=Nicoletti
Human_Surnames_3734=Nightingale
Human_Surnames_3735=Nighy
Human_Surnames_3736=Nihalani
Human_Surnames_3737=Nimoy
Human_Surnames_3738=Nisbet
Human_Surnames_3739=Nishida
Human_Surnames_3740=Nishimura
Human_Surnames_3741=Nix
Human_Surnames_3742=Nobbs
Human_Surnames_3743=Noble
Human_Surnames_3744=Nolan
Human_Surnames_3745=Noland
Human_Surnames_3746=Nolin
Human_Surnames_3747=Nolte
Human_Surnames_3748=Nonaka
Human_Surnames_3749=Nong
Human_Surnames_3750=Noonan
Human_Surnames_3751=Nordberg
Human_Surnames_3752=Nordquist
Human_Surnames_3753=Noro
Human_Surnames_3754=Norrington
Human_Surnames_3755=Norris
Human_Surnames_3756=Northam
Human_Surnames_3757=Northrup
Human_Surnames_3758=Norton
Human_Surnames_3759=Norwood
Human_Surnames_3760=Novak
Human_Surnames_3761=Novelli
Human_Surnames_3762=Novikov
Human_Surnames_3763=Nowell
Human_Surnames_3764=Nunes
Human_Surnames_3765=Nusbaum
Human_Surnames_3766=Nyberg
Human_Surnames_3767=Nye
Human_Surnames_3768=Nygren
Human_Surnames_3769=Oakes
Human_Surnames_3770=Oates
Human_Surnames_3771=O'Bannon
Human_Surnames_3772=Oberlin
Human_Surnames_3773=Oberschneider
Human_Surnames_3774=O'Brien
Human_Surnames_3775=Ochi
Human_Surnames_3776=O'Connell
Human_Surnames_3777=O'Conner
Human_Surnames_3778=Oda
Human_Surnames_3779=Odell
Human_Surnames_3780=Odom
Human_Surnames_3781=O'Donnell
Human_Surnames_3782=Oeart
Human_Surnames_3783=Ogawa
Human_Surnames_3784=Ogden
Human_Surnames_3785=O'Grady
Human_Surnames_3786=O'Hara
Human_Surnames_3787=Oishi
Human_Surnames_3788=Oka
Human_Surnames_3789=Okazaki
Human_Surnames_3790=O'Keeffe
Human_Surnames_3791=Okiro
Human_Surnames_3792=Okubo
Human_Surnames_3793=Okunis
Human_Surnames_3794=Oldham
Human_Surnames_3795=Oldman
Human_Surnames_3796=O'Leary
Human_Surnames_3797=Oliphant
Human_Surnames_3798=Oliveras
Human_Surnames_3799=Olofsson
Human_Surnames_3800=Olsen
Human_Surnames_3801=O'Malley
Human_Surnames_3802=Omar
Human_Surnames_3803=O'Neil
Human_Surnames_3804=Ong
Human_Surnames_3805=Onishi
Human_Surnames_3806=Onogi
Human_Surnames_3807=Onwudiwe
Human_Surnames_3808=Opperman
Human_Surnames_3809=Oram
Human_Surnames_3810=Orchard
Human_Surnames_3811=O'Reilly
Human_Surnames_3812=Orminston
Human_Surnames_3813=Ormond
Human_Surnames_3814=Ortega
Human_Surnames_3815=Ortiz
Human_Surnames_3816=Orwell
Human_Surnames_3817=Osborne
Human_Surnames_3818=Osgood
Human_Surnames_3819=Oshiro
Human_Surnames_3820=Osler
Human_Surnames_3821=Osmond
Human_Surnames_3822=Ososke
Human_Surnames_3823=Oto
Human_Surnames_3824=O'Toole
Human_Surnames_3825=Overby
Human_Surnames_3826=Overton
Human_Surnames_3827=Owens
Human_Surnames_3828=Ozaki
Human_Surnames_3829=Ozawa
Human_Surnames_3830=Pablo
Human_Surnames_3831=Pace
Human_Surnames_3832=Pacelli
Human_Surnames_3833=Pacheco
Human_Surnames_3834=Packard
Human_Surnames_3835=Packwood
Human_Surnames_3836=Paddington
Human_Surnames_3837=Padgett
Human_Surnames_3838=Padua
Human_Surnames_3839=Pagano
Human_Surnames_3840=Page
Human_Surnames_3841=Painter
Human_Surnames_3842=Paisley
Human_Surnames_3843=Pajak
Human_Surnames_3844=Paladino
Human_Surnames_3845=Palazzo
Human_Surnames_3846=Paley
Human_Surnames_3847=Palmer
Human_Surnames_3848=Palomera
Human_Surnames_3849=Pandher
Human_Surnames_3850=Pang
Human_Surnames_3851=Panganiban
Human_Surnames_3852=Panjwani
Human_Surnames_3853=Panza
Human_Surnames_3854=Paolucci
Human_Surnames_3855=Papin
Human_Surnames_3856=Pappenheim
Human_Surnames_3857=Papy
Human_Surnames_3858=Paquet
Human_Surnames_3859=Parada
Human_Surnames_3860=Pardue
Human_Surnames_3861=Parker
Human_Surnames_3862=Parr
Human_Surnames_3863=Parratt
Human_Surnames_3864=Parry
Human_Surnames_3865=Parsons
Human_Surnames_3866=Partridge
Human_Surnames_3867=Paruk
Human_Surnames_3868=Pascal
Human_Surnames_3869=Pasha
Human_Surnames_3870=Pasternak
Human_Surnames_3871=Patankar
Human_Surnames_3872=Paterson
Human_Surnames_3873=Patino
Human_Surnames_3874=Patton
Human_Surnames_3875=Pavlichuk
Human_Surnames_3876=Pavlovic
Human_Surnames_3877=Paxman
Human_Surnames_3878=Payne
Human_Surnames_3879=Pazyck
Human_Surnames_3880=Pearce
Human_Surnames_3881=Pearlman
Human_Surnames_3882=Pease
Human_Surnames_3883=Pedrosa
Human_Surnames_3884=Peebles
Human_Surnames_3885=Peele
Human_Surnames_3886=Peirce
Human_Surnames_3887=Pelham
Human_Surnames_3888=Pellegrin
Human_Surnames_3889=Pells
Human_Surnames_3890=Pemberton
Human_Surnames_3891=Pembroke
Human_Surnames_3892=Pendergast
Human_Surnames_3893=Pendleton
Human_Surnames_3894=Peng
Human_Surnames_3895=Penrose
Human_Surnames_3896=Penton
Human_Surnames_3897=Peplinski
Human_Surnames_3898=Perales
Human_Surnames_3899=Peralta
Human_Surnames_3900=Pereira
Human_Surnames_3901=Perez
Human_Surnames_3902=Perkins
Human_Surnames_3903=Pernot
Human_Surnames_3904=Perring
Human_Surnames_3905=Peterman
Human_Surnames_3906=Peterson
Human_Surnames_3907=Petree
Human_Surnames_3908=Petrosky
Human_Surnames_3909=Petrovitch
Human_Surnames_3910=Pettit
Human_Surnames_3911=Pewitt
Human_Surnames_3912=Pfaffner
Human_Surnames_3913=Phalen
Human_Surnames_3914=Phan
Human_Surnames_3915=Phang
Human_Surnames_3916=Phelps
Human_Surnames_3917=Phillipson
Human_Surnames_3918=Phoenix
Human_Surnames_3919=Phong
Human_Surnames_3920=Piatek
Human_Surnames_3921=Picard
Human_Surnames_3922=Pickard
Human_Surnames_3923=Pickering
Human_Surnames_3924=Pickford
Human_Surnames_3925=Pierce
Human_Surnames_3926=Pietro
Human_Surnames_3927=Pike
Human_Surnames_3928=Pilkington
Human_Surnames_3929=Pinder
Human_Surnames_3930=Pinkerton
Human_Surnames_3931=Pinkman
Human_Surnames_3932=Pinter
Human_Surnames_3933=Pippen
Human_Surnames_3934=Pisani
Human_Surnames_3935=Pisanu
Human_Surnames_3936=Pitkin
Human_Surnames_3937=Pivnenko
Human_Surnames_3938=Pixley
Human_Surnames_3939=Plath
Human_Surnames_3940=Platon
Human_Surnames_3941=Plotkin
Human_Surnames_3942=Plummer
Human_Surnames_3943=Plunkett
Human_Surnames_3944=Poirot
Human_Surnames_3945=Polanco
Human_Surnames_3946=Pollard
Human_Surnames_3947=Pomeroy
Human_Surnames_3948=Poncet
Human_Surnames_3949=Pond
Human_Surnames_3950=Poole
Human_Surnames_3951=Popovic
Human_Surnames_3952=Poroshenko
Human_Surnames_3953=Portman
Human_Surnames_3954=Portnoy
Human_Surnames_3955=Posavec
Human_Surnames_3956=Posey
Human_Surnames_3957=Potter
Human_Surnames_3958=Powell
Human_Surnames_3959=Powers
Human_Surnames_3960=Pradhan
Human_Surnames_3961=Prajapati
Human_Surnames_3962=Prasad
Human_Surnames_3963=Pratchett
Human_Surnames_3964=Pratt
Human_Surnames_3965=Prescott
Human_Surnames_3966=Pressley
Human_Surnames_3967=Preston
Human_Surnames_3968=Price
Human_Surnames_3969=Primm
Human_Surnames_3970=Pritchard
Human_Surnames_3971=Pritchett
Human_Surnames_3972=Proctor
Human_Surnames_3973=Provost
Human_Surnames_3974=Pruitt
Human_Surnames_3975=Pryor
Human_Surnames_3976=Puckett
Human_Surnames_3977=Puente
Human_Surnames_3978=Pueyo
Human_Surnames_3979=Puhl
Human_Surnames_3980=Pulaski
Human_Surnames_3981=Pusateri
Human_Surnames_3982=Putnam
Human_Surnames_3983=Pyeon
Human_Surnames_3984=Qi
Human_Surnames_3985=Quackenbush
Human_Surnames_3986=Quadri
Human_Surnames_3987=Quam
Human_Surnames_3988=Quang
Human_Surnames_3989=Quantrill
Human_Surnames_3990=Queen
Human_Surnames_3991=Quezada
Human_Surnames_3992=Quick
Human_Surnames_3993=Quimby
Human_Surnames_3994=Quintero
Human_Surnames_3995=Quist
Human_Surnames_3996=Qureshi
Human_Surnames_3997=Rabinowitz
Human_Surnames_3998=Racine
Human_Surnames_3999=Radcliff
Human_Surnames_4000=Radford
Human_Surnames_4001=Radley
Human_Surnames_4002=Radomski
Human_Surnames_4003=Raffa
Human_Surnames_4004=Raffray
Human_Surnames_4005=Raghavan
Human_Surnames_4006=Rahaman
Human_Surnames_4007=Rahimi
Human_Surnames_4008=Raine
Human_Surnames_4009=Rainier
Human_Surnames_4010=Raja
Human_Surnames_4011=Rakowski
Human_Surnames_4012=Raleigh
Human_Surnames_4013=Ralston
Human_Surnames_4014=Ramesh
Human_Surnames_4015=Ramirez
Human_Surnames_4016=Ramsey
Human_Surnames_4017=Rand
Human_Surnames_4018=Randolph
Human_Surnames_4019=Raoul
Human_Surnames_4020=Raposa
Human_Surnames_4021=Rappaport
Human_Surnames_4022=Rardin
Human_Surnames_4023=Rashad
Human_Surnames_4024=Rashid
Human_Surnames_4025=Rasmussen
Human_Surnames_4026=Rasnick
Human_Surnames_4027=Ratcliff
Human_Surnames_4028=Rathbone
Human_Surnames_4029=Rather
Human_Surnames_4030=Raulston
Human_Surnames_4031=Rauscher
Human_Surnames_4032=Rautenbach
Human_Surnames_4033=Ravenscroft
Human_Surnames_4034=Ravi
Human_Surnames_4035=Rawal
Human_Surnames_4036=Rawley
Human_Surnames_4037=Rawlins
Human_Surnames_4038=Rayden
Human_Surnames_4039=Rayman
Human_Surnames_4040=Rayner
Human_Surnames_4041=Reacher
Human_Surnames_4042=Read
Human_Surnames_4043=Reardon
Human_Surnames_4044=Rechter
Human_Surnames_4045=Redd
Human_Surnames_4046=Redfield
Human_Surnames_4047=Redford
Human_Surnames_4048=Redington
Human_Surnames_4049=Redmond
Human_Surnames_4050=Reed
Human_Surnames_4051=Reeves
Human_Surnames_4052=Regalado
Human_Surnames_4053=Reichman
Human_Surnames_4054=Reid
Human_Surnames_4055=Reilly
Human_Surnames_4056=Reindell
Human_Surnames_4057=Reindl
Human_Surnames_4058=Reinhardt
Human_Surnames_4059=Reininger
Human_Surnames_4060=Reisner
Human_Surnames_4061=Rembert
Human_Surnames_4062=Remington
Human_Surnames_4063=Remotti
Human_Surnames_4064=Remy
Human_Surnames_4065=Renard
Human_Surnames_4066=Reneau
Human_Surnames_4067=Renner
Human_Surnames_4068=Renquiest
Human_Surnames_4069=Renshaw
Human_Surnames_4070=Renwick
Human_Surnames_4071=Reschetnik
Human_Surnames_4072=Resnick
Human_Surnames_4073=Retana
Human_Surnames_4074=Revis
Human_Surnames_4075=Rexford
Human_Surnames_4076=Rexroth
Human_Surnames_4077=Reyes
Human_Surnames_4078=Reynolds
Human_Surnames_4079=Rhodes
Human_Surnames_4080=Ribera
Human_Surnames_4081=Riccardi
Human_Surnames_4082=Ricci
Human_Surnames_4083=Rice
Human_Surnames_4084=Richards
Human_Surnames_4085=Richardson
Human_Surnames_4086=Richmond
Human_Surnames_4087=Rickard
Human_Surnames_4088=Rickman
Human_Surnames_4089=Ridden
Human_Surnames_4090=Riddick
Human_Surnames_4091=Rider
Human_Surnames_4092=Ridinger
Human_Surnames_4093=Ridley
Human_Surnames_4094=Rieger
Human_Surnames_4095=Rifkin
Human_Surnames_4096=Rigby
Human_Surnames_4097=Riggs
Human_Surnames_4098=Rigsby
Human_Surnames_4099=Riker
Human_Surnames_4100=Riley
Human_Surnames_4101=Rimmer
Human_Surnames_4102=Rinaldi
Human_Surnames_4103=Riordan
Human_Surnames_4104=Ripley
Human_Surnames_4105=Riser
Human_Surnames_4106=Rissolo
Human_Surnames_4107=Ristovski
Human_Surnames_4108=Riter
Human_Surnames_4109=Rittle
Human_Surnames_4110=Ritz
Human_Surnames_4111=Rivers
Human_Surnames_4112=Rizzo
Human_Surnames_4113=Rizzuto
Human_Surnames_4114=Roache
Human_Surnames_4115=Roark
Human_Surnames_4116=Robbins
Human_Surnames_4117=Roberts
Human_Surnames_4118=Robertson
Human_Surnames_4119=Robin
Human_Surnames_4120=Robins
Human_Surnames_4121=Robinson
Human_Surnames_4122=Robles
Human_Surnames_4123=Robson
Human_Surnames_4124=Roca
Human_Surnames_4125=Roccucci
Human_Surnames_4126=Rochelle
Human_Surnames_4127=Rochester
Human_Surnames_4128=Rockhill
Human_Surnames_4129=Rodden
Human_Surnames_4130=Rodenburg
Human_Surnames_4131=Rodgers
Human_Surnames_4132=Rodriguez
Human_Surnames_4133=Roehl
Human_Surnames_4134=Rogalski
Human_Surnames_4135=Rogan
Human_Surnames_4136=Rohan
Human_Surnames_4137=Rohde
Human_Surnames_4138=Rohrbach
Human_Surnames_4139=Rojo
Human_Surnames_4140=Rokuda
Human_Surnames_4141=Rokutanda
Human_Surnames_4142=Roland
Human_Surnames_4143=Rollins
Human_Surnames_4144=Romanelli
Human_Surnames_4145=Romanoff
Human_Surnames_4146=Romero
Human_Surnames_4147=Ronk
Human_Surnames_4148=Ronquillo
Human_Surnames_4149=Roocroft
Human_Surnames_4150=Rooker
Human_Surnames_4151=Rooks
Human_Surnames_4152=Rooney
Human_Surnames_4153=Roop
Human_Surnames_4154=Roose
Human_Surnames_4155=Roper
Human_Surnames_4156=Rosado
Human_Surnames_4157=Rosalez
Human_Surnames_4158=Roscoe
Human_Surnames_4159=Roselli
Human_Surnames_4160=Rosenbach
Human_Surnames_4161=Rosenblatt
Human_Surnames_4162=Rosenthal
Human_Surnames_4163=Roshan
Human_Surnames_4164=Rosner
Human_Surnames_4165=Ross
Human_Surnames_4166=Rossum
Human_Surnames_4167=Roth
Human_Surnames_4168=Rothschild
Human_Surnames_4169=Rotolo
Human_Surnames_4170=Rotterman
Human_Surnames_4171=Roundtree
Human_Surnames_4172=Rourke
Human_Surnames_4173=Rousey
Human_Surnames_4174=Roux
Human_Surnames_4175=Rouyer
Human_Surnames_4176=Rowan
Human_Surnames_4177=Rowling
Human_Surnames_4178=Royle
Human_Surnames_4179=Royston
Human_Surnames_4180=Ruben
Human_Surnames_4181=Rucker
Human_Surnames_4182=Rudd
Human_Surnames_4183=Rudge
Human_Surnames_4184=Rudnicki
Human_Surnames_4185=Rueda
Human_Surnames_4186=Ruffin
Human_Surnames_4187=Rufino
Human_Surnames_4188=Ruger
Human_Surnames_4189=Rukavina
Human_Surnames_4190=Rumley
Human_Surnames_4191=Rumsby
Human_Surnames_4192=Rundell
Human_Surnames_4193=Runk
Human_Surnames_4194=Rusk
Human_Surnames_4195=Russell
Human_Surnames_4196=Russo
Human_Surnames_4197=Russom
Human_Surnames_4198=Rutgers
Human_Surnames_4199=Rutherford
Human_Surnames_4200=Rutkowski
Human_Surnames_4201=Rutledge
Human_Surnames_4202=Ruybal
Human_Surnames_4203=Ruzicka
Human_Surnames_4204=Rybakov
Human_Surnames_4205=Ryder
Human_Surnames_4206=Ryker
Human_Surnames_4207=Ryusaki
Human_Surnames_4208=Saad
Human_Surnames_4209=Sabado
Human_Surnames_4210=Sabatino
Human_Surnames_4211=Sabia
Human_Surnames_4212=Sabin
Human_Surnames_4213=Sabir
Human_Surnames_4214=Sadarangani
Human_Surnames_4215=Sadiq
Human_Surnames_4216=Sadler
Human_Surnames_4217=Saeed
Human_Surnames_4218=Safford
Human_Surnames_4219=Saftoiu
Human_Surnames_4220=Sagara
Human_Surnames_4221=Saito
Human_Surnames_4222=Sakamoto
Human_Surnames_4223=Sakata
Human_Surnames_4224=Saklani
Human_Surnames_4225=Salah
Human_Surnames_4226=Salazar
Human_Surnames_4227=Saldana
Human_Surnames_4228=Salgado
Human_Surnames_4229=Salguero
Human_Surnames_4230=Salinas
Human_Surnames_4231=Salk
Human_Surnames_4232=Saltzman
Human_Surnames_4233=Salvaggio
Human_Surnames_4234=Salvato
Human_Surnames_4235=Samford
Human_Surnames_4236=Sampson
Human_Surnames_4237=Samuels
Human_Surnames_4238=Samuelson
Human_Surnames_4239=Sanchez
Human_Surnames_4240=Sandberg
Human_Surnames_4241=Sanders
Human_Surnames_4242=Sandusky
Human_Surnames_4243=Sanford
Human_Surnames_4244=Sanir
Human_Surnames_4245=Sankar
Human_Surnames_4246=Sanmiguel
Human_Surnames_4247=Sanna
Human_Surnames_4248=Sanpedro
Human_Surnames_4249=Santelli
Human_Surnames_4250=Santiago
Human_Surnames_4251=Santini
Human_Surnames_4252=Santos
Human_Surnames_4253=Sanzari
Human_Surnames_4254=Saunders
Human_Surnames_4255=Savage
Human_Surnames_4256=Savakar
Human_Surnames_4257=Saville
Human_Surnames_4258=Sawada
Human_Surnames_4259=Sawtelle
Human_Surnames_4260=Sawyer
Human_Surnames_4261=Scaglione
Human_Surnames_4262=Scarpelli
Human_Surnames_4263=Schafer
Human_Surnames_4264=Schieber
Human_Surnames_4265=Schiefelbein
Human_Surnames_4266=Schimmel
Human_Surnames_4267=Schisler
Human_Surnames_4268=Schlegel
Human_Surnames_4269=Schmidt
Human_Surnames_4270=Schneider
Human_Surnames_4271=Schrader
Human_Surnames_4272=Schreiber
Human_Surnames_4273=Schroder
Human_Surnames_4274=Schroeder
Human_Surnames_4275=Schrute
Human_Surnames_4276=Schultz
Human_Surnames_4277=Schumacher
Human_Surnames_4278=Schwartz
Human_Surnames_4279=Scofield
Human_Surnames_4280=Scoggins
Human_Surnames_4281=Scoville
Human_Surnames_4282=Scranton
Human_Surnames_4283=Scrivner
Human_Surnames_4284=Scruggs
Human_Surnames_4285=Seaborn
Human_Surnames_4286=Seabury
Human_Surnames_4287=Sedano
Human_Surnames_4288=Sedgewick
Human_Surnames_4289=Seedat
Human_Surnames_4290=Seeger
Human_Surnames_4291=Seeley
Human_Surnames_4292=Segal
Human_Surnames_4293=Seiber
Human_Surnames_4294=Seidel
Human_Surnames_4295=Selig
Human_Surnames_4296=Sellars
Human_Surnames_4297=Selleck
Human_Surnames_4298=Sellers
Human_Surnames_4299=Sellner
Human_Surnames_4300=Selwyn
Human_Surnames_4301=Semler
Human_Surnames_4302=Semper
Human_Surnames_4303=Senecal
Human_Surnames_4304=Seng
Human_Surnames_4305=Sengupta
Human_Surnames_4306=Senior
Human_Surnames_4307=Senter
Human_Surnames_4308=Seong
Human_Surnames_4309=September
Human_Surnames_4310=Sepulveda
Human_Surnames_4311=Serafin
Human_Surnames_4312=Serino
Human_Surnames_4313=Serkis
Human_Surnames_4314=Serrano
Human_Surnames_4315=Setzer
Human_Surnames_4316=Seward
Human_Surnames_4317=Shackelford
Human_Surnames_4318=Shade
Human_Surnames_4319=Shaders
Human_Surnames_4320=Shadwick
Human_Surnames_4321=Shafer
Human_Surnames_4322=Shahin
Human_Surnames_4323=Shaker
Human_Surnames_4324=Shakir
Human_Surnames_4325=Shankar
Human_Surnames_4326=Shapiro
Human_Surnames_4327=Sharif
Human_Surnames_4328=Sharpe
Human_Surnames_4329=Shatner
Human_Surnames_4330=Shaw
Human_Surnames_4331=Shay
Human_Surnames_4332=Shearer
Human_Surnames_4333=Shedlock
Human_Surnames_4334=Shelby
Human_Surnames_4335=Sheldrake
Human_Surnames_4336=Shelton
Human_Surnames_4337=Shepard
Human_Surnames_4338=Sheridan
Human_Surnames_4339=Sherman
Human_Surnames_4340=Sherwin
Human_Surnames_4341=Shetty
Human_Surnames_4342=Shibata
Human_Surnames_4343=Shields
Human_Surnames_4344=Shimada
Human_Surnames_4345=Shimura
Human_Surnames_4346=Shin
Human_Surnames_4347=Shinjo
Human_Surnames_4348=Shipley
Human_Surnames_4349=Shirai
Human_Surnames_4350=Shively
Human_Surnames_4351=Sholokhov
Human_Surnames_4352=Showalter
Human_Surnames_4353=Shrader
Human_Surnames_4354=Shriver
Human_Surnames_4355=Shubert
Human_Surnames_4356=Shumaker
Human_Surnames_4357=Sibbe
Human_Surnames_4358=Sibeko
Human_Surnames_4359=Sibisi
Human_Surnames_4360=Sickler
Human_Surnames_4361=Sidwell
Human_Surnames_4362=Siegler
Human_Surnames_4363=Sigman
Human_Surnames_4364=Siler
Human_Surnames_4365=Silva
Human_Surnames_4366=Silverman
Human_Surnames_4367=Silverton
Human_Surnames_4368=Simmons
Human_Surnames_4369=Simms
Human_Surnames_4370=Simoneaux
Human_Surnames_4371=Simonov
Human_Surnames_4372=Simonson
Human_Surnames_4373=Sinclair
Human_Surnames_4374=Singer
Human_Surnames_4375=Singh
Human_Surnames_4376=Sirianni
Human_Surnames_4377=Sirrelle
Human_Surnames_4378=Sisco
Human_Surnames_4379=Sisemore
Human_Surnames_4380=Sitwell
Human_Surnames_4381=Skaggs
Human_Surnames_4382=Skelton
Human_Surnames_4383=Skinner
Human_Surnames_4384=Sklar
Human_Surnames_4385=Skolnick
Human_Surnames_4386=Skosana
Human_Surnames_4387=Sky
Human_Surnames_4388=Slabber
Human_Surnames_4389=Slade
Human_Surnames_4390=Slager
Human_Surnames_4391=Slattery
Human_Surnames_4392=Slavik
Human_Surnames_4393=Slawson
Human_Surnames_4394=Sledge
Human_Surnames_4395=Sloane
Human_Surnames_4396=Slocum
Human_Surnames_4397=Slovenski
Human_Surnames_4398=Sluder
Human_Surnames_4399=Smalls
Human_Surnames_4400=Smead
Human_Surnames_4401=Smeltzer
Human_Surnames_4402=Smiley
Human_Surnames_4403=Smit
Human_Surnames_4404=Smith
Human_Surnames_4405=Smithers
Human_Surnames_4406=Smoak
Human_Surnames_4407=Smythe
Human_Surnames_4408=Snape
Human_Surnames_4409=Snead
Human_Surnames_4410=Snell
Human_Surnames_4411=Snider
Human_Surnames_4412=Snodgrass
Human_Surnames_4413=Snow
Human_Surnames_4414=Snyder
Human_Surnames_4415=Solari
Human_Surnames_4416=Soldano
Human_Surnames_4417=Soliday
Human_Surnames_4418=Sollaneck
Human_Surnames_4419=Solomon
Human_Surnames_4420=Somerville
Human_Surnames_4421=Somoza
Human_Surnames_4422=Song
Human_Surnames_4423=Sonoda
Human_Surnames_4424=Sontag
Human_Surnames_4425=Soon
Human_Surnames_4426=Soper
Human_Surnames_4427=Sorensen
Human_Surnames_4428=Soriano
Human_Surnames_4429=Sorkin
Human_Surnames_4430=Sorrentino
Human_Surnames_4431=Sotomayor
Human_Surnames_4432=Southall
Human_Surnames_4433=Souza
Human_Surnames_4434=Spada
Human_Surnames_4435=Spadaro
Human_Surnames_4436=Spade
Human_Surnames_4437=Spalding
Human_Surnames_4438=Spangler
Human_Surnames_4439=Spano
Human_Surnames_4440=Sparks
Human_Surnames_4441=Sparrow
Human_Surnames_4442=Speak
Human_Surnames_4443=Spears
Human_Surnames_4444=Speicher
Human_Surnames_4445=Speranza
Human_Surnames_4446=Spero
Human_Surnames_4447=Spielberg
Human_Surnames_4448=Spiker
Human_Surnames_4449=Spinella
Human_Surnames_4450=Spinney
Human_Surnames_4451=Spino
Human_Surnames_4452=Spiro
Human_Surnames_4453=Spisak
Human_Surnames_4454=Spitzer
Human_Surnames_4455=Spivak
Human_Surnames_4456=Spivey
Human_Surnames_4457=Spooner
Human_Surnames_4458=Sprague
Human_Surnames_4459=Spranger
Human_Surnames_4460=Sprankle
Human_Surnames_4461=Springer
Human_Surnames_4462=Sprouse
Human_Surnames_4463=Sprunger
Human_Surnames_4464=Spurlin
Human_Surnames_4465=Spurlock
Human_Surnames_4466=Sridhar
Human_Surnames_4467=Stabler
Human_Surnames_4468=Stackhouse
Human_Surnames_4469=Stadler
Human_Surnames_4470=Stafford
Human_Surnames_4471=Stahlman
Human_Surnames_4472=Stalder
Human_Surnames_4473=Stamtsi
Human_Surnames_4474=Standifer
Human_Surnames_4475=Standish
Human_Surnames_4476=Stanford
Human_Surnames_4477=Stanhope
Human_Surnames_4478=Stanley
Human_Surnames_4479=Stansel
Human_Surnames_4480=Stapleton
Human_Surnames_4481=Star
Human_Surnames_4482=Stark
Human_Surnames_4483=Starling
Human_Surnames_4484=Stasik
Human_Surnames_4485=Statham
Human_Surnames_4486=Statler
Human_Surnames_4487=Stearns
Human_Surnames_4488=Steckler
Human_Surnames_4489=Stedman
Human_Surnames_4490=Steele
Human_Surnames_4491=Stefanelli
Human_Surnames_4492=Stefanski
Human_Surnames_4493=Steiger
Human_Surnames_4494=Stein
Human_Surnames_4495=Steinbeck
Human_Surnames_4496=Steinfeld
Human_Surnames_4497=Stelling
Human_Surnames_4498=Stenhouse
Human_Surnames_4499=Stephan
Human_Surnames_4500=Stephens
Human_Surnames_4501=Stephenson
Human_Surnames_4502=Sterling
Human_Surnames_4503=Stetson
Human_Surnames_4504=Stevens
Human_Surnames_4505=Stewart
Human_Surnames_4506=Stigler
Human_Surnames_4507=Stiller
Human_Surnames_4508=Stilwell
Human_Surnames_4509=Stiner
Human_Surnames_4510=Stingley
Human_Surnames_4511=Stinson
Human_Surnames_4512=Stockard
Human_Surnames_4513=Stoker
Human_Surnames_4514=Stolte
Human_Surnames_4515=Stoltz
Human_Surnames_4516=Stone
Human_Surnames_4517=Storm
Human_Surnames_4518=Stott
Human_Surnames_4519=Stottlemyer
Human_Surnames_4520=Stover
Human_Surnames_4521=Stowe
Human_Surnames_4522=Strader
Human_Surnames_4523=Strahan
Human_Surnames_4524=Strange
Human_Surnames_4525=Stratford
Human_Surnames_4526=Straub
Human_Surnames_4527=Strauss
Human_Surnames_4528=Strayer
Human_Surnames_4529=Stricklin
Human_Surnames_4530=Stringer
Human_Surnames_4531=Stroble
Human_Surnames_4532=Stromberg
Human_Surnames_4533=Strong
Human_Surnames_4534=Strub
Human_Surnames_4535=Stubbs
Human_Surnames_4536=Stumbo
Human_Surnames_4537=Stumpf
Human_Surnames_4538=Stunkard
Human_Surnames_4539=Stuppler
Human_Surnames_4540=Styles
Human_Surnames_4541=Suarez
Human_Surnames_4542=Subera
Human_Surnames_4543=Subia
Human_Surnames_4544=Sudo
Human_Surnames_4545=Sugihara
Human_Surnames_4546=Suhr
Human_Surnames_4547=Suliman
Human_Surnames_4548=Sullivan
Human_Surnames_4549=Summers
Human_Surnames_4550=Sumner
Human_Surnames_4551=Sundaram
Human_Surnames_4552=Sung
Human_Surnames_4553=Suniga
Human_Surnames_4554=Sussex
Human_Surnames_4555=Sussman
Human_Surnames_4556=Sutcliffe
Human_Surnames_4557=Sutter
Human_Surnames_4558=Sutton
Human_Surnames_4559=Svensson
Human_Surnames_4560=Swacker
Human_Surnames_4561=Swadesh
Human_Surnames_4562=Swafford
Human_Surnames_4563=Swank
Human_Surnames_4564=Swanson
Human_Surnames_4565=Swayze
Human_Surnames_4566=Swearingen
Human_Surnames_4567=Sweeny
Human_Surnames_4568=Swift
Human_Surnames_4569=Swiger
Human_Surnames_4570=Swinton
Human_Surnames_4571=Switzer
Human_Surnames_4572=Swofford
Human_Surnames_4573=Sykes
Human_Surnames_4574=Szkotak
Human_Surnames_4575=Szymanski
Human_Surnames_4576=Tabares
Human_Surnames_4577=Taber
Human_Surnames_4578=Tabler
Human_Surnames_4579=Tabor
Human_Surnames_4580=Tachibana
Human_Surnames_4581=Tack
Human_Surnames_4582=Tadlock
Human_Surnames_4583=Tafoya
Human_Surnames_4584=Taft
Human_Surnames_4585=Tagata
Human_Surnames_4586=Tagawa
Human_Surnames_4587=Taggart
Human_Surnames_4588=Tahiliani
Human_Surnames_4589=Tahir
Human_Surnames_4590=Takada
Human_Surnames_4591=Takagi
Human_Surnames_4592=Takahashi
Human_Surnames_4593=Takamura
Human_Surnames_4594=Takanawa
Human_Surnames_4595=Takei
Human_Surnames_4596=Talarico
Human_Surnames_4597=Talbot
Human_Surnames_4598=Talgeri
Human_Surnames_4599=Talmage
Human_Surnames_4600=Talton
Human_Surnames_4601=Tam
Human_Surnames_4602=Tamashiro
Human_Surnames_4603=Tamblin
Human_Surnames_4604=Tan
Human_Surnames_4605=Tanabe
Human_Surnames_4606=Tanaka
Human_Surnames_4607=Tandy
Human_Surnames_4608=Tankersley
Human_Surnames_4609=Tanner
Human_Surnames_4610=Tansey
Human_Surnames_4611=Tapley
Human_Surnames_4612=Tapper
Human_Surnames_4613=Tardif
Human_Surnames_4614=Tarkanian
Human_Surnames_4615=Tarver
Human_Surnames_4616=Tasker
Human_Surnames_4617=Tate
Human_Surnames_4618=Tatman
Human_Surnames_4619=Tatum
Human_Surnames_4620=Tau
Human_Surnames_4621=Taub
Human_Surnames_4622=Tavera
Human_Surnames_4623=Taylor
Human_Surnames_4624=Tebogo
Human_Surnames_4625=Tegan
Human_Surnames_4626=Tejada
Human_Surnames_4627=Tejwani
Human_Surnames_4628=Telfer
Human_Surnames_4629=Temple
Human_Surnames_4630=Templeton
Human_Surnames_4631=Tenenbaum
Human_Surnames_4632=Teng
Human_Surnames_4633=Tennant
Human_Surnames_4634=Tennison
Human_Surnames_4635=Terada
Human_Surnames_4636=Terrell
Human_Surnames_4637=Tesch
Human_Surnames_4638=Thach
Human_Surnames_4639=Thames
Human_Surnames_4640=Than
Human_Surnames_4641=Thao
Human_Surnames_4642=Thatcher
Human_Surnames_4643=Thaxton
Human_Surnames_4644=Thomason
Human_Surnames_4645=Thomasson
Human_Surnames_4646=Thomson
Human_Surnames_4647=Thoreau
Human_Surnames_4648=Thornberg
Human_Surnames_4649=Thornberry
Human_Surnames_4650=Thorne
Human_Surnames_4651=Thorpe
Human_Surnames_4652=Thorson
Human_Surnames_4653=Thorwald
Human_Surnames_4654=Threadgill
Human_Surnames_4655=Thruston
Human_Surnames_4656=Thwala
Human_Surnames_4657=Tibbins
Human_Surnames_4658=Tibbles
Human_Surnames_4659=Tibbs
Human_Surnames_4660=Tidmore
Human_Surnames_4661=Tidwell
Human_Surnames_4662=Tien
Human_Surnames_4663=Tierney
Human_Surnames_4664=Tighe
Human_Surnames_4665=Tilak
Human_Surnames_4666=Tildsley
Human_Surnames_4667=Tilford
Human_Surnames_4668=Tillery
Human_Surnames_4669=Tillman
Human_Surnames_4670=Tilton
Human_Surnames_4671=Timmins
Human_Surnames_4672=Timms
Human_Surnames_4673=Tinajero
Human_Surnames_4674=Tinch
Human_Surnames_4675=Tindell
Human_Surnames_4676=Ting
Human_Surnames_4677=Tingey
Human_Surnames_4678=Tingler
Human_Surnames_4679=Tinibu
Human_Surnames_4680=Tinker
Human_Surnames_4681=Tinley
Human_Surnames_4682=Tipper
Human_Surnames_4683=Tirrell
Human_Surnames_4684=Tiscareno
Human_Surnames_4685=Tiwari
Human_Surnames_4686=Tober
Human_Surnames_4687=Tobin
Human_Surnames_4688=Todaro
Human_Surnames_4689=Toguchi
Human_Surnames_4690=Tokarev
Human_Surnames_4691=Toland
Human_Surnames_4692=Toledo
Human_Surnames_4693=Tolentino
Human_Surnames_4694=Toliver
Human_Surnames_4695=Tolkien
Human_Surnames_4696=Tollefson
Human_Surnames_4697=Tomada
Human_Surnames_4698=Tomasello
Human_Surnames_4699=Tomczyk
Human_Surnames_4700=Tome
Human_Surnames_4701=Tomes
Human_Surnames_4702=Tominaga
Human_Surnames_4703=Tomita
Human_Surnames_4704=Tomkins
Human_Surnames_4705=Tomlin
Human_Surnames_4706=Tompkins
Human_Surnames_4707=Tompson
Human_Surnames_4708=Tong
Human_Surnames_4709=Tonks
Human_Surnames_4710=Topham
Human_Surnames_4711=Topper
Human_Surnames_4712=Toral
Human_Surnames_4713=Torbica
Human_Surnames_4714=Toriyama
Human_Surnames_4715=Torkelson
Human_Surnames_4716=Torrence
Human_Surnames_4717=Torrez
Human_Surnames_4718=Toscani
Human_Surnames_4719=Toshima
Human_Surnames_4720=Toth
Human_Surnames_4721=Touchet
Human_Surnames_4722=Toussaint
Human_Surnames_4723=Tovar
Human_Surnames_4724=Townsend
Human_Surnames_4725=Townshend
Human_Surnames_4726=Tozer
Human_Surnames_4727=Traeger
Human_Surnames_4728=Tram
Human_Surnames_4729=Tran
Human_Surnames_4730=Trapp
Human_Surnames_4731=Trask
Human_Surnames_4732=Trattner
Human_Surnames_4733=Trautman
Human_Surnames_4734=Travers
Human_Surnames_4735=Treacher
Human_Surnames_4736=Treadwell
Human_Surnames_4737=Tredway
Human_Surnames_4738=Trejo
Human_Surnames_4739=Tremaine
Human_Surnames_4740=Trembley
Human_Surnames_4741=Tressler
Human_Surnames_4742=Trevena
Human_Surnames_4743=Trevino
Human_Surnames_4744=Trevisani
Human_Surnames_4745=Tribble
Human_Surnames_4746=Trimble
Human_Surnames_4747=Trimmer
Human_Surnames_4748=Trinh
Human_Surnames_4749=Triolo
Human_Surnames_4750=Tripp
Human_Surnames_4751=Trisler
Human_Surnames_4752=Trogdon
Human_Surnames_4753=Trombly
Human_Surnames_4754=Trotsky
Human_Surnames_4755=Troughton
Human_Surnames_4756=Trovato
Human_Surnames_4757=Troyer
Human_Surnames_4758=Trudeau
Human_Surnames_4759=Trufin
Human_Surnames_4760=Truitt
Human_Surnames_4761=Truman
Human_Surnames_4762=Trumbo
Human_Surnames_4763=Tsai
Human_Surnames_4764=Tsang
Human_Surnames_4765=Tsao
Human_Surnames_4766=Tsuda
Human_Surnames_4767=Tubbs
Human_Surnames_4768=Tucker
Human_Surnames_4769=Tuller
Human_Surnames_4770=Tully
Human_Surnames_4771=Tumlin
Human_Surnames_4772=Turberfield
Human_Surnames_4773=Turlington
Human_Surnames_4774=Turner
Human_Surnames_4775=Turnquist
Human_Surnames_4776=Tuttle
Human_Surnames_4777=Tyrrell
Human_Surnames_4778=Ubai
Human_Surnames_4779=Ubaraki
Human_Surnames_4780=Uchida
Human_Surnames_4781=Uchiha
Human_Surnames_4782=Udagawa
Human_Surnames_4783=Udell
Human_Surnames_4784=Uhler
Human_Surnames_4785=Uhrig
Human_Surnames_4786=Ullah
Human_Surnames_4787=Umali
Human_Surnames_4788=Umanzor
Human_Surnames_4789=Umeda
Human_Surnames_4790=Umeno
Human_Surnames_4791=Underhill
Human_Surnames_4792=Underwood
Human_Surnames_4793=Unger
Human_Surnames_4794=Upshaw
Human_Surnames_4795=Upton
Human_Surnames_4796=Urayama
Human_Surnames_4797=Utagawa
Human_Surnames_4798=Utley
Human_Surnames_4799=Uzumaki
Human_Surnames_4800=Vaca
Human_Surnames_4801=Vaccaro
Human_Surnames_4802=Vaden
Human_Surnames_4803=Vadhra
Human_Surnames_4804=Vail
Human_Surnames_4805=Vaillancourt
Human_Surnames_4806=Vaillant
Human_Surnames_4807=Valadez
Human_Surnames_4808=Valderrama
Human_Surnames_4809=Valdez
Human_Surnames_4810=Valenciano
Human_Surnames_4811=Valentine
Human_Surnames_4812=Valero
Human_Surnames_4813=Vallejo
Human_Surnames_4814=Vallin
Human_Surnames_4815=Vanallen
Human_Surnames_4816=Vanatta
Human_Surnames_4817=Vanbrocklin
Human_Surnames_4818=Vanburen
Human_Surnames_4819=Vance
Human_Surnames_4820=Vandam
Human_Surnames_4821=Vandenberg
Human_Surnames_4822=Vanderbilt
Human_Surnames_4823=Vandermark
Human_Surnames_4824=Vanderwal
Human_Surnames_4825=Vanek
Human_Surnames_4826=Vanhorn
Human_Surnames_4827=Vann
Human_Surnames_4828=Vansteenkiste
Human_Surnames_4829=Vanwyk
Human_Surnames_4830=Vanzant
Human_Surnames_4831=Vaquero
Human_Surnames_4832=Vargas
Human_Surnames_4833=Varley
Human_Surnames_4834=Varner
Human_Surnames_4835=Vasko
Human_Surnames_4836=Vasquez
Human_Surnames_4837=Vass
Human_Surnames_4838=Vaswani
Human_Surnames_4839=Vaughn
Human_Surnames_4840=Vaux
Human_Surnames_4841=Vavilov
Human_Surnames_4842=Vecellio
Human_Surnames_4843=Vecoli
Human_Surnames_4844=Vedder
Human_Surnames_4845=Velankar
Human_Surnames_4846=Velasco
Human_Surnames_4847=Velazquez
Human_Surnames_4848=Venkatesh
Human_Surnames_4849=Venter
Human_Surnames_4850=Ventura
Human_Surnames_4851=Verde
Human_Surnames_4852=Verdugo
Human_Surnames_4853=Vergara
Human_Surnames_4854=Verhoeven
Human_Surnames_4855=Vermillion
Human_Surnames_4856=Verner
Human_Surnames_4857=Vetoreti
Human_Surnames_4858=Vetrano
Human_Surnames_4859=Vicari
Human_Surnames_4860=Vicario
Human_Surnames_4861=Vicencio
Human_Surnames_4862=Vickers
Human_Surnames_4863=Vicuna
Human_Surnames_4864=Vidal
Human_Surnames_4865=Vidana
Human_Surnames_4866=Viernes
Human_Surnames_4867=Viggiano
Human_Surnames_4868=Villamar
Human_Surnames_4869=Villani
Human_Surnames_4870=Villicana
Human_Surnames_4871=Vincoli
Human_Surnames_4872=Vinh
Human_Surnames_4873=Virani
Human_Surnames_4874=Visconti
Human_Surnames_4875=Visser
Human_Surnames_4876=Vizcaino
Human_Surnames_4877=Voelker
Human_Surnames_4878=Vogan
Human_Surnames_4879=Vogel
Human_Surnames_4880=Voight
Human_Surnames_4881=Volkman
Human_Surnames_4882=Voorhees
Human_Surnames_4883=Voroshilov
Human_Surnames_4884=Vos
Human_Surnames_4885=Vosburg
Human_Surnames_4886=Vossler
Human_Surnames_4887=Vudatha
Human_Surnames_4888=Vuuren
Human_Surnames_4889=Wadsworth
Human_Surnames_4890=Wafford
Human_Surnames_4891=Wagler
Human_Surnames_4892=Wagner
Human_Surnames_4893=Wagstaff
Human_Surnames_4894=Wahlberg
Human_Surnames_4895=Wai
Human_Surnames_4896=Wainwright
Human_Surnames_4897=Wakabayashi
Human_Surnames_4898=Wakamoto
Human_Surnames_4899=Wakana
Human_Surnames_4900=Wakefield
Human_Surnames_4901=Walburn
Human_Surnames_4902=Walcott
Human_Surnames_4903=Walden
Human_Surnames_4904=Waldrup
Human_Surnames_4905=Walker
Human_Surnames_4906=Waller
Human_Surnames_4907=Wallis
Human_Surnames_4908=Walpole
Human_Surnames_4909=Walsh
Human_Surnames_4910=Walters
Human_Surnames_4911=Walton
Human_Surnames_4912=Waltz
Human_Surnames_4913=Wan
Human_Surnames_4914=Ward
Human_Surnames_4915=Wardlaw
Human_Surnames_4916=Waring
Human_Surnames_4917=Warner
Human_Surnames_4918=Warren
Human_Surnames_4919=Warrick
Human_Surnames_4920=Warton
Human_Surnames_4921=Washburn
Human_Surnames_4922=Washio
Human_Surnames_4923=Watabe
Human_Surnames_4924=Watanabe
Human_Surnames_4925=Waterbury
Human_Surnames_4926=Waters
Human_Surnames_4927=Watkins
Human_Surnames_4928=Watley
Human_Surnames_4929=Watson
Human_Surnames_4930=Watts
Human_Surnames_4931=Waxman
Human_Surnames_4932=Waybright
Human_Surnames_4933=Wazir
Human_Surnames_4934=Weatherby
Human_Surnames_4935=Weathers
Human_Surnames_4936=Weatherwax
Human_Surnames_4937=Weaver
Human_Surnames_4938=Webb
Human_Surnames_4939=Webster
Human_Surnames_4940=Wedge
Human_Surnames_4941=Weeks
Human_Surnames_4942=Wegman
Human_Surnames_4943=Weingart
Human_Surnames_4944=Weisenthal
Human_Surnames_4945=Weiss
Human_Surnames_4946=Weissbaum
Human_Surnames_4947=Welborn
Human_Surnames_4948=Welcker
Human_Surnames_4949=Welk
Human_Surnames_4950=Wellington
Human_Surnames_4951=Wells
Human_Surnames_4952=Welsh
Human_Surnames_4953=Wen
Human_Surnames_4954=Wendt
Human_Surnames_4955=Weng
Human_Surnames_4956=Wentworth
Human_Surnames_4957=Wentz
Human_Surnames_4958=Wenzel
Human_Surnames_4959=Werkheiser
Human_Surnames_4960=Wernisch
Human_Surnames_4961=Wesner
Human_Surnames_4962=West
Human_Surnames_4963=Westbrook
Human_Surnames_4964=Westfield
Human_Surnames_4965=Westlake
Human_Surnames_4966=Wetzel
Human_Surnames_4967=Wexler
Human_Surnames_4968=Wharton
Human_Surnames_4969=Wheaton
Human_Surnames_4970=Wheeler
Human_Surnames_4971=Whicker
Human_Surnames_4972=Whistler
Human_Surnames_4973=Whitaker
Human_Surnames_4974=White
Human_Surnames_4975=Whiting
Human_Surnames_4976=Whitley
Human_Surnames_4977=Whitman
Human_Surnames_4978=Wi
Human_Surnames_4979=Widmer
Human_Surnames_4980=Wiesenthal
Human_Surnames_4981=Wieser
Human_Surnames_4982=Wiggins
Human_Surnames_4983=Wightman
Human_Surnames_4984=Wilbourn
Human_Surnames_4985=Wilcox
Human_Surnames_4986=Wilder
Human_Surnames_4987=Wilding
Human_Surnames_4988=Wiley
Human_Surnames_4989=Wilford
Human_Surnames_4990=Wilke
Human_Surnames_4991=Wilkens
Human_Surnames_4992=Wilkerson
Human_Surnames_4993=Wilkes
Human_Surnames_4994=Wilkie
Human_Surnames_4995=Wilkinson
Human_Surnames_4996=Williams
Human_Surnames_4997=Willis
Human_Surnames_4998=Willson
Human_Surnames_4999=Wilmer
Human_Surnames_5000=Wilmington
Human_Surnames_5001=Wilmore
Human_Surnames_5002=Wilshire
Human_Surnames_5003=Wilson
Human_Surnames_5004=Wimbley
Human_Surnames_5005=Winchester
Human_Surnames_5006=Windham
Human_Surnames_5007=Winger
Human_Surnames_5008=Winkleman
Human_Surnames_5009=Winkler
Human_Surnames_5010=Winnett
Human_Surnames_5011=Winslow
Human_Surnames_5012=Winstead
Human_Surnames_5013=Winters
Human_Surnames_5014=Wise
Human_Surnames_5015=Withers
Human_Surnames_5016=Witkin
Human_Surnames_5017=Witman
Human_Surnames_5018=Wodehouse
Human_Surnames_5019=Wolak
Human_Surnames_5020=Wolfe
Human_Surnames_5021=Wollaston
Human_Surnames_5022=Woller
Human_Surnames_5023=Womack
Human_Surnames_5024=Wong
Human_Surnames_5025=Wood
Human_Surnames_5026=Woodard
Human_Surnames_5027=Woodbury
Human_Surnames_5028=Woodford
Human_Surnames_5029=Woodman
Human_Surnames_5030=Woodrow
Human_Surnames_5031=Woodward
Human_Surnames_5032=Worster
Human_Surnames_5033=Worth
Human_Surnames_5034=Worthington
Human_Surnames_5035=Wren
Human_Surnames_5036=Wright
Human_Surnames_5037=Wrigley
Human_Surnames_5038=Wu
Human_Surnames_5039=Wyland
Human_Surnames_5040=Xi
Human_Surnames_5041=Xiang
Human_Surnames_5042=Xiao
Human_Surnames_5043=Xin
Human_Surnames_5044=Xu
Human_Surnames_5045=Yabuki
Human_Surnames_5046=Yacoub
Human_Surnames_5047=Yadav
Human_Surnames_5048=Yaeger
Human_Surnames_5049=Yagami
Human_Surnames_5050=Yagi
Human_Surnames_5051=Yagnik
Human_Surnames_5052=Yakamoto
Human_Surnames_5053=Yamada
Human_Surnames_5054=Yamago
Human_Surnames_5055=Yamaguchi
Human_Surnames_5056=Yamato
Human_Surnames_5057=Yan
Human_Surnames_5058=Yancy
Human_Surnames_5059=Yang
Human_Surnames_5060=Yap
Human_Surnames_5061=Yazawa
Human_Surnames_5062=Yee
Human_Surnames_5063=Yeung
Human_Surnames_5064=Ying
Human_Surnames_5065=Yoder
Human_Surnames_5066=Yonai
Human_Surnames_5067=Yoon
Human_Surnames_5068=Yorke
Human_Surnames_5069=Yoshimura
Human_Surnames_5070=Yost
Human_Surnames_5071=Young
Human_Surnames_5072=Youssef
Human_Surnames_5073=Yu
Human_Surnames_5074=Yue
Human_Surnames_5075=Zaan
Human_Surnames_5076=Zabala
Human_Surnames_5077=Zafar
Human_Surnames_5078=Zagorski
Human_Surnames_5079=Zahid
Human_Surnames_5080=Zahir
Human_Surnames_5081=Zaleski
Human_Surnames_5082=Zamora
Human_Surnames_5083=Zamzow
Human_Surnames_5084=Zang
Human_Surnames_5085=Zavala
Human_Surnames_5086=Zeigler
Human_Surnames_5087=Zeiss
Human_Surnames_5088=Zelinski
Human_Surnames_5089=Zellner
Human_Surnames_5090=Zentani
Human_Surnames_5091=Zhan
Human_Surnames_5092=Zhu
Human_Surnames_5093=Zimmer
Human_Surnames_5094=Zimmerman
Human_Surnames_5095=Zoeller
Human_Surnames_5096=Zuckerman
Human_Surnames_5097=Zuma
Human_Surnames_5098=Zurovec
Human_Surnames_5099=Zuylen
Human_Surnames_5100=Zwick
Human_Surnames_5101=Ren
Human_Surnames_5102=Kettle
Human_Surnames_5103=Marcus
Human_Surnames_5104=Maltby
HuntThePolaris_AwaitPolarisArrival_Long_01=Await the Polaris' arrival.
HuntThePolaris_AwaitPolarisArrival_Short_01=Await Polaris Arrival
HuntThePolaris_InactivePlayer,P=SCRIP THIEF!
HuntThePolaris_LocateAndNeutralize_Long_01=Locate and neutralize the Polaris.
HuntThePolaris_LocateAndNeutralize_Short_01=Locate and Neutralize Polaris
HuntThePolaris_NeutralizeTargetReinforcements_Long_01=Neutralize Reinforcements: %ls
HuntThePolaris_NeutralizeTargetReinforcements_NonCount_Short_01=Neutralize Reinforcements
HuntThePolaris_NeutralizeTargetReinforcements_Short_01=Neutralize Reinforcements: %ls
HuntThePolaris_Neutralize_Long_01=Neutralize the Polaris.
HuntThePolaris_Neutralize_Short_01=Neutralize Polaris
HuntThePolaris_PolarisETA_01=Polaris ETA: %ls
HuntThePolaris_PolarisName=Stolen Polaris
HuntThePolaris_StopThePolarisFromEscape_Long_01,P=Neutralize the Polaris.
HuntThePolaris_StopThePolarisFromEscape_Short_01,P=Neutralize Polaris
HuntThePolaris_TravelObjective_Ambush_Long_01=Arrive at Ambush Point
HuntThePolaris_TravelObjective_Ambush_Short_01=Ambush Point
HuntThePolaris_TravelObjective_Defend_Long_01=Reach the UEEN capital ship.
HuntThePolaris_TravelObjective_Defend_Short_01=UEEN Capital Ship
HuntThePolaris_TravelObjective_Long_01=Go to the Polaris' last known location.
HuntThePolaris_TravelObjective_Search_Long_01=Go to the Emergency Beacons.
HuntThePolaris_TravelObjective_Search_Short_01=Emergency Beacons
HuntThePolaris_TravelObjective_Short_01=Last Known Location
HurDynDrugUGF_desc_shared=This Hurston Dynamics Storage Facility (HDSF) is currently not active and is strictly off-limits.
HurDynMining_desc_shared=This Hurston Dynamics Mining Station (HDMS) is a proud member of the Hurston Dynamics family.
HurDynUGF_desc_shared=This Hurston Dynamics Storage Facility (HDSF) may contain hazardous materials. Authorized personnel only.
HurstonSecurity_Allies=Hurston Dynamics
HurstonSecurity_RepUI_Area=Stanton I
HurstonSecurity_RepUI_Description=As Hurston Dynamics continued to expand their manufacturing operations in the 25th century, it became necessary to hire more security personnel to protect valuable stock, monitor employee safety, and guard shipments. Rather than shoulder the continued expense of outsourcing, Hurston would create an internal security force to take over these duties. When Hurston acquired the rights to Stanton I in 2865, it was only natural for their own security personnel to take over the responsibility of ensuring the peace and safety of the planet. A common sight on the streets of Lorville, members of Hurston Security are an imposing presence able to quickly respond when the need arises.
HurstonSecurity_RepUI_Focus=Corporate and Planetary Security
HurstonSecurity_RepUI_Founded=2446
HurstonSecurity_RepUI_Headquarters=Lorville, Hurston, Stanton System
HurstonSecurity_RepUI_Leadership=Calah Hurston, Inspector General
HurstonSecurity_RepUI_Name=Hurston Security
HurstonSecurity_Rivals=Worker's Party
Hurston_JumpPoint_MicroTech,P=Hurston - MicroTech Jump Point
Hurston_JumpPoint_MicroTech_Desc,P=This jump point connects Hurston to Microtech within the Stanton system
Hurston_RepUI_Area=Stanton I, UEE
Hurston_RepUI_Description=With a history stretching back over five hundred years, Hurston Dynamics is noteworthy for being not only one of the oldest continuously-operated family businesses in the Empire, but more recently for owning its own planet in the Stanton system. Over the course of fifteen generations of Hurstons, the company made its fortune selling a wide range of weapons to the military and civilians. In addition, Hurston Dynamics produces many of the refined materials and components that other weapon manufacturers rely on.
Hurston_RepUI_Focus=Arms Manufacturing
Hurston_RepUI_Founded=2438
Hurston_RepUI_Headquarters=Lorville, Hurston, Stanton System
Hurston_RepUI_Leadership=Gavin E. Hurston, CEO
Hurston_RepUI_Name=Hurston Dynamics
Hurston_ReputationJournal_Agent_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking.\n\nTheir standing and privileges have been demoted to the rank of CONTRACTOR.\n\nAt such a time as there is an additional evaluation, they will be terminated or restored to the rank and privileges of Senior Contractor.
Hurston_ReputationJournal_Agent_Demotion_Title=Hurston Dynamics Demotion: Contractor
Hurston_ReputationJournal_Agent_Promotion_BodyText=This document signifies the recipient is now an authorized Hurston Dynamics OPERATIVE and that they are entitled to all related privileges including a 10% payment bonus.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time they will either be demoted or granted the rank of Advanced Operative with additional privileges.
Hurston_ReputationJournal_Agent_Promotion_Title=Hurston Dynamics Operative Authorization
Hurston_ReputationJournal_Applicant_Promotion_BodyText=This document signifies the recipient is an authorized Hurston Dynamics ASSOCIATE CONTRACTOR and that they are entitled to all related privileges.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time, they will either be terminated or granted the rank of Contractor with additional privileges.
Hurston_ReputationJournal_Applicant_Promotion_ShortTitle=Hurston Dynamics Work Authorization
Hurston_ReputationJournal_Applicant_Promotion_Title=Hurston Dynamics Associate Contractor Authorization
Hurston_ReputationJournal_Demotion_ShortTitle=Hurston Dynamics Demotion
Hurston_ReputationJournal_JuniorAgent_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking.\n\nTheir standing and privileges have been demoted to the rank of ASSOCIATE CONTRACTOR.\n\nAt such a time as there is an additional evaluation, they will be terminated or restored to the rank and privileges of Contractor.
Hurston_ReputationJournal_JuniorAgent_Demotion_Title=Hurston Dynamics Demotion: Associate Contractor
Hurston_ReputationJournal_JuniorAgent_Promotion_BodyText=This document signifies the recipient is now an authorized Hurston Dynamics SENIOR CONTRACTOR and that they are entitled to all related privileges including a 5% payment bonus.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time they will either be demoted or granted the rank of Operative with additional privileges.
Hurston_ReputationJournal_JuniorAgent_Promotion_Title=Hurston Dynamics Senior Contractor Authorization
Hurston_ReputationJournal_MasterAgent_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking.\n\nTheir standing and privileges have been demoted to the rank of ADVANCED OPERATIVE along with a decrease to a 15% payment bonus.\n\nAt such a time as there is an additional evaluation, they will be terminated or restored to the rank and privileges of Elite Operative.
Hurston_ReputationJournal_MasterAgent_Demotion_Title=Hurston Dynamics Demotion: Advanced Operative
Hurston_ReputationJournal_Probation_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking against the expectations of Hurston Dynamics.\n\nAll employment with Hurston Dynamics is hereby terminated.\n\n
Hurston_ReputationJournal_Probation_Demotion_ShortTitle=Hurston Dynamics Authorization Terminated
Hurston_ReputationJournal_Probation_Demotion_Title=Hurston Dynamics Authorization Terminated
Hurston_ReputationJournal_Probation_Promotion_BodyText=This document signifies the recipient is now an authorized Hurston Dynamics CONTRACTOR and that they are entitled to all related privileges.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time they will either be demoted or granted the rank of Senior Contractor with additional privileges.
Hurston_ReputationJournal_Probation_Promotion_Title=Hurston Dynamics Contractor Authorization
Hurston_ReputationJournal_Promotion_ShortTitle=Hurston Dynamics Promotion
Hurston_ReputationJournal_SeniorAgent_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking.\n\nTheir standing and privileges have been demoted to the rank of SENIOR CONTRACTOR along with a decrease to a 5% payment bonus.\n\nAt such a time as there is an additional evaluation, they will be terminated or restored to the rank and privileges of Operative.
Hurston_ReputationJournal_SeniorAgent_Demotion_Title=Hurston Dynamics Demotion: Senior Contractor
Hurston_ReputationJournal_SeniorAgent_Promotion_BodyText=This document signifies the recipient is now an authorized Hurston Dynamics ADVANCED OPERATIVE and that they are entitled to all related privileges including a 15% payment bonus.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time they will either be demoted or granted the rank of Elite Operative with additional privileges.
Hurston_ReputationJournal_SeniorAgent_Promotion_Title=Hurston Dynamics Advanced Operative Authorization
Hurston_ReputationJournal_VeteranAgent_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking.\n\nTheir standing and privileges have been demoted to the rank of OPERATIVE along with a decrease to a 10% payment bonus.\n\nAt such a time as there is an additional evaluation, they will be terminated or restored to the rank and privileges of Advanced Operative.
Hurston_ReputationJournal_VeteranAgent_Demotion_Title=Hurston Dynamics Demotion: Operative
Hurston_ReputationJournal_VeteranAgent_Promotion_BodyText=This document signifies the recipient is now an authorized Hurston Dynamics ELITE OPERATIVE and that they are entitled to all related privileges including a 20% payment bonus.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time they will either be demoted or granted the right to maintain this title.
Hurston_ReputationJournal_VeteranAgent_Promotion_Title=Hurston Dynamics Elite Operative Authorization
Hurston_bounty_boss_dc_desc_001=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Bounty Collection\nOUTSOURCE MANAGER: I. Takao\nRISK ASSESSMENT: High Risk Target (Armed Support)\n\nHurston Dynamics is seeking a contractor to complete a bounty for ~mission(TargetName). This bounty has proven extremely elusive so far, but intel reports have tracked the target and a cohort of their known associates to ~mission(Location|Address). \n\nHowever, there is a strong chance that ~mission(TargetName|Last) will not risk a confrontation unless absolutely forced to. It is our recommendation that you neutralize a significant portion of the criminal’s allies first in order to draw them out. The report indicates that a large party of these hostiles are currently near the ~mission(Location).\n\nPayment will be released only after the bounty has been deemed complete.\n\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. **
Hurston_bounty_boss_dc_title_001=Elusive Bounty: ~mission(TargetName) (HRT)
Hurston_bounty_multiboss_dc_desc_001=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Bounty Collection\nOUTSOURCE MANAGER: I. Takao\nRISK ASSESSMENT: Very High Risk Target (Armed Support)\n\nHurston Dynamics is seeking a contractor to complete a bounty for ~mission(TargetName). This target and the large hostile force they are traveling with have just been reported raiding ~mission(Location|Address). \n\nHowever, if their MO holds true, ~mission(TargetName|Last) has typically remained hidden during attacks, preferring to direct their forces from afar. It is our recommendation that you focus on thinning out their allies first, and once their numbers have been significantly weakened, ~mission(TargetName|Last) will have no choice but to confront you directly. \n\nPayment will be released only after the bounty has been deemed complete.\n\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. **\n
Hurston_bounty_multiboss_dc_title_001=Evasive Bounty: ~mission(TargetName) (VHRT)
Hurston_destroystash_dc_desc_001=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Destroy Contraband\nOUTSOURCE MANAGER: I. Takao\nRISK ASSESSMENT: Medium\n\nIt has been brought to our attention that a large store of contraband materials are being housed at ~mission(Location|Address). Hurston Security is in need of a contractor to head to the site and ensure that all the illegal materials are destroyed before they can circulate more widely.\n\nIt is believed that hostile forces are guarding the contraband, and may have to be dealt with accordingly, but be mindful that they are not the primary target. \n\nPayment will be prorated per the amount of contraband destroyed. \n\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. **\n\n
Hurston_destroystash_dc_title_001=Destroy Contraband
Hurston_eliminateall_dc_desc_001=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Neutralize Hostile Force\nOUTSOURCE MANAGER: T. Dalik\nRISK ASSESSMENT: High\n\nOur security forces have been notified of an ongoing outlaw incursion at ~mission(Location|Address), and we are in need of an independent operator capable of clearing out the hostile actors. \n\nAccording to onsite personnel, the outlaws are currently holed up near the ~mission(Location). Approach with caution and be prepared to use lethal force if the outlaws resist being removed.\n\nPayment will only be authorized once the location has been effectively cleared.\n\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. **\n
Hurston_eliminateall_dc_title_001=Neutralize Outlaw Incursion
Hurston_eliminatespecifc_dc_desc_001=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Bounty Collection\nOUTSOURCE MANAGER: T. Davik\nRISK ASSESSMENT: Moderate Risk Target\n\nHurston Dynamics is seeking a contractor to complete a bounty for ~mission(TargetName). Intel reports have tracked the target to ~mission(Location|Address) where they were last seen near the ~mission(Location). \n\nBe prepared for them to resist apprehension and for the use of lethal force if required.\n\nPayment will be released only after the bounty has been deemed complete.\n \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. **\n
Hurston_eliminatespecifc_dc_title_001=Bounty Located: ~mission(TargetName) (MRT)
Hurston_killcreatureslocation_onetype_multilocation_desc_01=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Pest Extermination\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: G. Livingston\nRISK ASSESSMENT: Medium\nRUSH CONTRACT: No\n\nHurston is seeking a contractor willing to exterminate several nests that have been preventing departments from surveying the relevant caves for resources. We are prepared to offer generous payment for the eradication of these various pests.\n\nFor more information on the animals in question, refer to "The Guide to Stanton Wildlife" in your Journal.\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. **
Hurston_killcreatureslocation_onetype_multilocation_title_01=Eradicate All Nests
Hurston_killcreatureslocation_onetype_onelocation_desc_01=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Pest Extermination\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: G. Livingston\nRISK ASSESSMENT: Medium\nRUSH CONTRACT: No\n\nHurston is seeking a contractor willing to exterminate ~mission(Creature) that have taken up residence inside ~mission(location|address). They have become an issue, and we need a professional to resolve the situation. Payment will be sent once the nest has been eliminated.\n\nFor more information on the animals in question, refer to "The Guide to Stanton Wildlife" in your Journal.\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. **
Hurston_killcreatureslocation_onetype_onelocation_title_01=Exterminate Nest of ~mission(Creature)
Hurston_searchbody_dc_desc_001=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Locate Missing Individual\nOUTSOURCE MANAGER: I. Takao\nRISK ASSESSMENT: Low\n\nThe staff at ~mission(Location|Address) has recently filed a missing persons report for one ~mission(TargetName). They have been missing for several days and were last seen heading to the ~mission(Location).\n\nYou are being contracted to conduct an onsite search for ~mission(TargetName|Last) and see if you can determine their whereabouts. \n\nPayment is dependent on returning a record of their current location, alive or dead.\n\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. **\n
Hurston_searchbody_dc_title_001=Missing Person Report: ~mission(TargetName)
IAE2951_Sign_Aegis_01_body=Few companies have had as tumultuous a history as Aegis Dynamics. From its earliest days manufacturing iconic warships of the First Tevarin War through the darkest days of the Messer regime, Aegis ships have found a resurgence in the public eye for their versatility and robust construction.
IAE2951_Sign_Aegis_01_title=ICONIC VERSATILITY
IAE2951_Sign_Aegis_02_body=No ship manufacturer personifies this year's theme better than Aegis Dynamics. Whether you're running cargo in a Retaliator or providing security in a Gladius, Aegis ships are putting in work in every corner of the 'verse. Regardless of the controversies that have plagued them over the centuries, pilots continue to trust their lives and livelihood to their tried and true designs.
IAE2951_Sign_Aegis_02_title=TRIED AND TRUE
IAE2951_Sign_Aegis_03_body=Establishing fire superiority can be the key to victory. Aegis designers consulted with both active and former members of the UEE military as well as security forces to find out what was and wasn't currently represented in the latest generation of combat gunships. The result? The Aegis Redeemer. Originally debuted years ago, Aegis made the somewhat controversial decision to delay the release of this battlefield equalizer to redesign the interior.
IAE2951_Sign_Aegis_03_title=KEY TO VICTORY
IAE2951_Sign_Anvil_01_body=Anvil Aerospace may have made a name for itself along the frontlines with its masterfully built fleet of military craft, but more and more of the company's civilian craft have captured the imagination of the Empire. Look no further than the Anvil Carrack to see a ship that has transitioned easily from its Naval origins to the very edges of space as pilots use the ship to chart new territory.
IAE2951_Sign_Anvil_01_title=CHART NEW TERRITORY
IAE2951_Sign_Anvil_02_body=As the war against the Vanduul continues, many pilots find themselves seeking a way to protect their home and loved ones during these uncertain times. Anvil Aerospace has been a strong ally in this endeavor, creating civilian versions of their popular military craft, like the Hornet F7-C, to protect you and the ones you care about.
IAE2951_Sign_Anvil_02_title=STRONG ALLY
IAE2951_Sign_Anvil_03_body=Despite the Aerospace in its name, Anvil has hardly been limited to the skies. For example, the tough and rugged Atlas vehicle platform was developed to help conquer the unforgiving landscape found on moons and planets alike. Both the Ballista and the Spartan were both built from this design foundation, proving its adaptability.
IAE2951_Sign_Anvil_03_title=TOUGH AND RUGGED
IAE2951_Sign_Argo_01_body=Contrary to popular belief, Argo Astronautics name doesn't come from the ancient water craft of Earth mythology, but rather is derived from the initials of the company's founder Alana Redmond and is attributed to her mother.
IAE2951_Sign_Argo_01_title=TRUE ORIGINS
IAE2951_Sign_Argo_02_body=If you're looking to crack into the cargo hauling market, look no further than Argo's new RAFT. This small multi-crew ship utilizes Argo's experience in the industrial ship market and a versatile design to create an affordable entry-level ship that's ready for the long haul.
IAE2951_Sign_Argo_02_title=VERSATILE EXPERIENCE
IAE2951_Sign_Banu_body=It's not uncommon for Human manufacturers to offer unique features and designs to make their ships stand out from the crowd, but the Banu take a slightly different approach when it comes to crafting their vehicles. Heavily and freely borrowing from each other and even other species, Banu ships are made by combining the best features and best technology that they can get their hands on.
IAE2951_Sign_Banu_title=BORROWED FREELY
IAE2951_Sign_Best_body=Selected by popular vote, the IAE Best in Show line up is a chance for your favorite ships to take center stage at the expo. At least most of the time. At the 2938 Expo, that year's winners were all ships too large to actually fit inside the show hall!
IAE2951_Sign_Best_title=BIGGER ISN'T ALWAYS BETTER
IAE2951_Sign_CO_body=One of the newer ship manufacturers to debut at the IAE, Consolidated Outlands has already made its mark on the Expo when it introduced the first ever mobile construction yard in 2947. The Pioneer opened up exciting opportunities for planetary settlement by allowing settlers to create their own modular structures, and forever changing the idea of what a spacecraft could do.
IAE2951_Sign_CO_title=MODULAR IDEAS
IAE2951_Sign_Crusader_01_body=Crusader Industries continues to surprise ship enthusiasts around the empire. Initially known for their commercial transports like the Genesis Starliner and the Hercules Starlifter, Crusader has been expanding into the civilian market with the introduction of their Ares Star Fighter and Mercury Star Runner. Needless to say, the future is bright for this titan of astro-engineering.
IAE2951_Sign_Crusader_01_title=BRIGHT FUTURE
IAE2951_Sign_Crusader_02_body=Unlike many of their competitors, Crusader Industries dedicates as much effort on their employees as they do on their products. Recognized as one of the UEE's best employers in 2943 and 2946, Crusader not only offers competitive pay and benefit programs to all employees, but also houses extensive in-house training and education programs to foster talent and take their workers to the next level of their career.
IAE2951_Sign_Crusader_02_title=TOP TALENT
IAE2951_Sign_Crusader_03_body=Although Crusader Industries might be best known for their transports, their recent introduction of the Ares Star Fighter shows that the charity-minded manufacturer is taking a new approach to helping citizens across the Empire, and more specifically those who live on Crusader itself. With recent attacks by well outfitted groups like XenoThreat and the Nine Tails becoming all too common, its easy to see why a powerhouse like the Ares was added to their line-up.
IAE2951_Sign_Crusader_03_title=NEW POWERHOUSE
IAE2951_Sign_Drake_01_body=Mention the name Drake Interplanetary in a room and you're sure to kick off some debate. To some, they're villains, arming the most dangerous elements in the 'verse with the tools to wreak havoc. But did you know that this criminal connection was only made possible because Drake ships were so common? In the infamous Kesselring Heist of 2903, a Drake caterpillar was used specifically because it was easy to blend in with the masses in flight.
IAE2951_Sign_Drake_01_title=ONE OF THE CROWD
IAE2951_Sign_Drake_02_body=No one brings the thunder to IAE quite like Drake Interplanetary. Love 'em or hate 'em, their ships have become versatile and affordable options for everyone from security and militia forces to haulers trying to scrape a living out in the black. The Drake Red medic ship was recently recognized for the 'most lives saved' thanks to the ship's usage in medstations and hospitals around the UEE.
IAE2951_Sign_Drake_02_title=LIFESAVER
IAE2951_Sign_Drake_03_body=Introduced in 2887, Drake's Buccaneer almost begs its pilots to pick a fight. While it doesn't have the versatility of something like the Hornet, the Bucc's got heart... and enough firepower to make it a serious threat in any engagement. Though it's been associated with multiple crimes throughout the Empire, it's also become a mainstay for local security forces and militias looking to keep the peace.
IAE2951_Sign_Drake_03_title=READY TO FIGHT
IAE2951_Sign_Esperia_body=Though the Expo attracts the latest innovations and technological wonders, Esperia is constantly paving the way forward with their reverence of the past. Preserving important historical craft and xeno-vehicles, Esperia defines spaceflight in entirely new ways by providing unique experiences that would otherwise be unavailable to modern pilots.
IAE2951_Sign_Esperia_title=HISTORICAL REVERENCE
IAE2951_Sign_FPS_body=You may be wondering why an Expo focused on vehicles and spacecraft would want to highlight personal armor and weapons. While its true that getting there is half the fun, what you do when you arrive is just as important. Having the perfect gear on board will help ensure that a landed pilot will be ready to take off again soon.
IAE2951_Sign_FPS_title=GEAR UP
IAE2951_Sign_Greycat_body=Greycat Industrial holds the distinction of having the most ever vehicles at a single IAE when in 2926 a thousand buggy parade was driven through the streets of Severus. The highlight was when all of the buggy's sounded their horns together to play a rendition of the Imperial anthem.
IAE2951_Sign_Greycat_title=IMPERIAL PRIDE
IAE2951_Sign_MISC_01_body=It's common knowledge that MISC builds some of the hardest working ships around, but to get that tough a lot of thought and careful consideration had to go into even the smallest of details. To find the best panel adhesive, MISC ran over a million thermocycle shock tests at their R&D center. The winner alone was able to survive tens of thousands of cycles without failing. Talk about being built to last.
IAE2951_Sign_MISC_01_title=CAREFUL CONSIDERATION
IAE2951_Sign_MISC_02_body=Represented in almost every industry, MISC continues to create reliable, durable, and versatile ships at a variety of pricepoints. One of their toughest tests is known affectionately as the "Meat Grinder." Though the specifics of the test are a proprietary secret, insiders claim that the test aims to inundate the prototype ship with nearly three dozen adverse conditions, sometimes attacking with three to four at the same time in an effort to prove that their ship can survive the harshest of the harsh conditions.
IAE2951_Sign_MISC_02_title=DURABLE RELIABILITY
IAE2951_Sign_MISC_03_body=MISC's latest addition to their already impressive line of ships perfectly encapsulates the spirit of this year's IAE. Push the boundaries of the known universe with their new multi-crew wayfarer ship, the Odyssey. Get a sneak peek in the holoviewer room. Only at the IAE.
IAE2951_Sign_MISC_03_title=BOUNDARY PUSHING
IAE2951_Sign_Origin_01_body=Luxury. Elegance. Performance. These are only a handful of the terms that are regularly associated with Origin Jumpworks ships. Since the 28th century, Origin has consistently pushed the boundaries of speed and sophistication, but did you know that their controversial decision to uproot their headquarters from Earth to Terra in 2913 nearly sank the company?
IAE2951_Sign_Origin_01_title=SPEED AND SOPHISTICATION
IAE2951_Sign_Origin_02_body=Perpetually expanding what's possible when it comes to high-end performance vehicles, Origin Jumpworks is a fan favorite at the IAE and this year's lineup is sure to impress. When attempting to design a new addition to their roster, Origin engineers have looked for inspiration from a variety of sources. For example, when initially brainstorming designs that would ultimately become the X1, Engineering Director Alberto Vara looked to musical notes to dictate the potential shape language of the open-canopy racer.
IAE2951_Sign_Origin_02_title=ENDLESS INSPIRATION
IAE2951_Sign_Origin_03_body=Initially concepted to be a competitor for RSI's classic Constellation line, Origin's 400i quickly developed its own singular identity. Utilizing Origin's usual high standards of performance and comfort, the 400i evolved into a ship for explorers who didn't feel the need to 'rough it' while pushing the boundaries of the known.
IAE2951_Sign_Origin_03_title=SINGULAR IDENTITY
IAE2951_Sign_Pilots_body=While it may be commonplace to sail through the stars, we should never lose sight of the wonders of space flight from discovering new jump points, unearthing lost ruins, or setting new speed records. Famed artist, Aruto Divani, created this unique portrait series as a tribute to the diverse array of people who eagerly climb aboard their ships and 'Dare to Fly.'
IAE2951_Sign_Pilots_title=SAIL THE STARS
IAE2951_Sign_RSI_01_body=Some historians credit Roberts Space Industries with the invention of modern spaceflight. For founder Chris Roberts, the prospect of making space travel more accessible was a lifelong dream and when his company unveiled their prototype Quantum Core Engine in 2075, suddenly, space travel didn’t seem that fantastical anymore.
IAE2951_Sign_RSI_01_title=DREAMS ACCOMPLISHED
IAE2951_Sign_RSI_02_body=It's pretty amazing to think that RSI makes one of the smallest ships on the market and one of the biggest. It would take about 50 Auroras laid end to end to equal the length of one mighty Bengal carrier.
IAE2951_Sign_RSI_02_title=SMALLEST TO BIGGEST
IAE2951_Sign_RSI_03_body=Since its introduction in 2712, the RSI Constellation has been reimagined countless times, proving itself as varied and long-lived as Roberts Space Industries itself. It has been a cargo hauler, an explorer, a luxury liner, and more. When asked what's next for the Constellation, RSI Designer Deshondra Lewin said "Whatever it is, we will always strive to balance innovation with the tested features that pilots have come to rely upon."
IAE2951_Sign_RSI_03_title=RELIABLE INNOVATION
IAE2951_Sign_Theme_body=The theme of this year's expo is "Dare to Fly" which celebrates the courage of pilots everywhere who boldly take flight to discover new thrills, to seek adventure, and to push boundaries farther than ever imagined. With the right ship and the right frame of mind, anything is possible.
IAE2951_Sign_Theme_title=DARE TO FLY
IAE2951_Sign_Welcome_body=Hello and welcome to the 2951 Intergalactic Aerospace Expo. This special audio presentation will be your guide to the ins and outs of the various halls and provide unique insight about the vehicles and manufacturers on display. Thanks for listening and we hope you enjoy your time with us here at this year's IAE.
IAE2951_Sign_Welcome_title=WELCOME
IAE2951_Sign_Xian_body=Xi'an ships are becoming a more common sight across the UEE, but it wasn't too long ago that their sale was completely forbidden by the Xi'an Emperor. Now, thanks to growing trade between our two species, Xi'an manufacturers like Gatac and Aopoa are producing vehicles specifically for Humans to pilot. Even more promising, some new ships have been designed for Human and Xi'an crew to serve along side each other.
IAE2951_Sign_Xian_title=FLYABLE DIPLOMACY
IAE2952_Sign_CDFHeroes_body=For this year's IAE, we would like to honor the brave volunteers of the Civilian Defense Force who never fail to rise to whatever occasion calls for them.\n\nDriven by a sense of duty and a desire to protect their community, these heroes put their lives on the line as they foiled the Nine Tails' Siege of Orison, defended the INS Jericho from XenoThreat's attack, and provided humanitarian aid in the immediate aftermath of the catastrophic storm that struck Borea's western continent earlier this year.\n\nShould the need rise again, let the courage of these CDF volunteers be a reminder that we all have the potential to be heroes.
IAE2952_Sign_CDFHeroes_title=THE HEROES AMONG US
IAE2952_Sign_CDFHistory_body="A system's best defense will always come from its residents."\n\nSpecial Agent-in-Charge Bryce Balewa argued this point for years before becoming a leading proponent for the Civilian Defense Force (CDF), a volunteer militia called upon by the UEE military and Advocacy to provide support during times of crisis. His extensive experience in law enforcement convinced him a strong and trusted partnership between not only local security forces, the Advocacy, and the Navy, but also skilled individuals, would be the best security option for helping to safeguard the people of the UEE. In 2944, Balewa gave a speech at the Civilian Security Summit on this exact subject and was approached after by Amanda Xiang, a prominent lawyer and militia rights activist. Together, Balewa and Xiang drafted a proposal calling for the formation of the CDF so locals, either independently or as part of a militia, could be quickly deputized as provisional law enforcement in times of an emergency. The Civilian Defense Force was officially created in January of 2947 and after months of intensive planning, the fledgling organization had its first mission to help evacuate people on Tangaroa (Helios II) threatened by sudden and intense volcanic activity. Whether it’s defending shipping lanes from raids by increasingly aggressive outlaw packs or running relief to those affected by natural disasters, the CDF has quickly proven to be a vital part of system security across the empire and has become a beacon of the people’s power to overcome adversity when they work together.
IAE2952_Sign_CDFHistory_title=CREATING A BETTER DEFENSE
IAE2952_Sign_WarAtHome_body=THE LATEST FRONT IN THE FIGHT FOR SAFETY\n\nWhile the brave forces of the UEE work diligently to protect all of us from Empire-level threats, there are still ever-present dangers lurking closer to home. Millions of innocent people across every system find themselves in a daily struggle for their very lives against a surge of crime at a level unprecedented in the history of Humanity. \n\nConsidered trivial by some, compared to the Empire’s war against the Vanduul, this growing wave of violence has remained unchecked for far too long. With the recent heinous actions of criminal gangs like the Nine Tails and XenoThreat, Drake Interplanetary has partnered with the Intergalactic Aerospace Expo to bring attention to this ongoing struggle, and to provide you with the resources you need to claim your strength and protect what's yours. \n\nTogether, and armed with the right ships and equipment, we can take the power back and win this war.
IAE2952_Sign_WarAtHome_title=THE WAR AT HOME
IAE952_Sign_Commander_body=This armor set is an accurate reproduction of the one worn by the infamous leader of the XenoThreat terrorist group simply known as "Commander." With their true identity currently unknown, they are believed to be still at large in the Pyro system.
IAE952_Sign_Commander_title=Armor of XenoThreat Commander
IAE952_Sign_Mendo_body=This detailed reproduction faithfully recreates the armor worn by Mendo Ren, a longtime member of the Nine Tails had been tied to dozens of robberies and murders across the Stanton system before leading the recent Siege of Orison.
IAE952_Sign_Mendo_title=Armor of Mendo Ren
IAE952_Sign_Pressley_body=A small New Babbage event rental service that went out of business in 2944, the Nine Tails used crates belonging to the defunct Pressley Party Supply Co. to smuggle in weapons and technology onto Inspiration Park in preparation for their recent attack.
IAE952_Sign_Pressley_title=Pressley Party Supply Co.
IAE952_Sign_Resupply_body=After a brutal XenoThreat attack against Naval supply ships, CDF Volunteers were instrumental in restocking INS-Jericho with much needed crates of Zeta Prolanide, Diluthermex, and Acryliplex despite the difficulty in transporting such sensitive materials.
IAE952_Sign_Resupply_title=Resupply of INS-Jericho
IAE_2955_135c_BlueAmertine_Desc=Manufacturer: Origin Jumpworks\nFocus: Starter / Light Freighter\n\nWith a deceptive amount of storage space in its sleek, stylish frame, and Origin's patented AIR fuel system, the 135c model is the obvious choice for musicians, couriers, and anyone trying to get the party started. Get it there fast, and look good while you're doing it.\n\nThe Blue Ametrine livery allows you to customize your 135c ship with blue and yellow trim.
IAE_2955_400i_Stratus_Desc=Manufacturer: Origin Jumpworks\nFocus: Pathfinder\n\nTo explore the stars is a most noble endeavor, and Origin Jumpworks has risen to the occasion in crafting the 400i high-performance pathfinder. With class-leading range, substantial defensive capabilities, and a factory-equipped scanning array, the 400i is ready to take on the harshest corners of the galaxy while maintaining the comfort and elegance Origin is known for. \n\nThe Stratus livery for the 400i punctuates the grey wings and white main body with a vibrant yellow accent border.
IAE_2955_AlphaWolf_Allegro_Desc=Manufacturer: Kruger Intergalactic\nFocus: Light Fighter\n\nMeet a ship almost 400 years in the making, and well worth the wait. Kruger Intergalactic is excited to present their first independently manufactured ship, the Wolf. Combining speed, style, and an impeccably precise design, the L-22 Alpha Wolf is not only a showcase for Kruger but is battle-ready to hunt alone or in packs with a powerful array of armaments, including two bespoke S4 laser repeaters.\n\nWith a look inspired by racing ships, the Allegro livery spotlights the sleek, aerodynamic design of the Alpha Wolf.
IAE_2955_ArmorDisplay_ccc_medium_01_02_desc=Honor and embody the Tevarin aesthetic with the Aves armor. Cutting edge manufacturing techniques were used to apply plating perfectly to fit the Human form and evoke the shape language imbued into the Tevarin's iconic ships. This medium armor from CC's Conversions provides solid protection while keeping you light on your feet. When paired with the Aves helmet, the suit combines for a striking and unforgettable look.\n\nHere the armor is matched with the CSP-68M Backpack.\n\nThe Epoque edition features a navy and black coloring, finished with baroque gold detailing.
IAE_2955_ArmorDisplay_ccc_medium_01_02_name=Aves Armor Epoque Set
IAE_2955_ArmorDisplay_kap_combat_light_01_02_desc=An ideal synthesis of strength and technology, Geist light armor set has been crafted from military-grade carbon silk sourced from the same manufacturers that protect the UEE's special forces. Hair-thin filaments woven into the fabric mask the wearer's emissions, making them harder to detect, and specialized tubing built into the soles of the boots dampens the sound of footsteps.\n\nThe armor here has been paired with the Aztalan Helmet and the CSP-68L Backpack.\n\nThe Epoque edition features a navy and black coloring, finished with baroque gold detailing.
IAE_2955_ArmorDisplay_kap_combat_light_01_02_name=Geist Armor Epoque Set
IAE_2955_ArmorDisplay_srvl_armor_heavy_02_desc=Reinforced alloys are carefully layered to recreate the appearance of warriors from Humanity's past to create a heavy armor that's intimidating and functional. The cape adds an elegant finishing touch.\n\nHere the armor is paired with the Manticore helmet, Warden backpack, and P8-SC ballistic SMG from Behring.\n\nThe Epoque edition features a navy and black coloring, finished with baroque gold detailing.
IAE_2955_ArmorDisplay_srvl_armor_heavy_02_name=Dust Devil Armor Epoque Set
IAE_2955_Avenger_Titan_Ironweave_Desc=Manufacturer: Aegis Dynamics\nFocus: Light Freight\n\nLacking the Prisoner Cells of the Stalker or the EMP Generator of the Warlock, the Titan’s hold is free to carry cargo. Couple that available space with the Avenger’s tried and true combat abilities and you’ve got a light cargo hauler that’s more than capable of handling itself in a fight.\n\nThe Ironweave livery gives the Avenger a black hull with chrome highlights.
IAE_2955_Clipper_XXXX_Desc=Manufacturer: Drake Interplanetary\nFocus: Versatile\n \nIf there’s one thing every captain needs to take to heart as they prepare to journey across the stars it’s “expect the unexpected.” With a cargo bay, medical facilities, and crafting capabilities, along with Drake’s practical design sensibility, the Clipper is the perfect all-arounder for any new spacefaring enterprise.\n\nThe dynamic stylings of the Regatta livery features a white base paint with black highlights and stripes plus bold red accents.
IAE_2955_Defender_Harmony_Desc=Manufacturer: Banu \nFocus: Light Fighter\n\nMeet the Banu Defender, a multi-crew fighter whose patchwork design highlights technology from a variety of species. Featuring modest accommodations for its crew and easy access to components, the Defender gets its name from the role it serves: the first line of defense against enemy attacks. That's why the Defender makes the ideal companion to the Merchantman: one to do the heavy hauling and the other to perform the deadly dogfighting.\n\nThe Harmony livery is meant to showcase Humanity's peaceful relationship with aliens with a semi-pearlescent blue main coat marked with organic reflective red to suggest the coming together of disparate species and cultures. The Harmony livery has been designed and produced by the UEE's Diplomatic Corps and freely licensed to all spacecraft manufacturers. Now Banu Defender owners can celebrate the UEE's intentions of working toward a peaceful galaxy.
IAE_2955_Dragonfly_Black_Coalfire_Desc=Manufacturer: Drake Interplanetary\nFocus: Racing\n\nThe Drake Dragonfly is the perfect snub ship for anyone looking to live on the edge. With nothing separating the pilot from the dangers of space, the Dragonfly is as much an adventure as a ship! Dual-mode conversion allows the Dragonfly to operate on the ground or in space, and a rear-facing second seat means you can even take a passenger!\n\nStyle and speed meet with the Dragonfly Coalfire livery that blends red and grey for an alluring look.
IAE_2955_F7CM_Mk2_Fortitude_Desc=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n \nRefining their renowned military-class superiority fighter with the most up-to-date technology, Anvil Aerospace has crafted the F7C-M Super Hornet Mk II, retaining the second seat and ball turret that made the original a truly terrifying mark to engage.\n\nPrimarily dark grey, the Fortitude livery uses vibrant blue highlights to accentuate the silhouette of the iconic Hornet Mk II.
IAE_2955_F8C_XXXX_Desc=Manufacturer: Anvil Aerospace \nFocus: Heavy Fighter\n\nFew vehicles employed by the proud men and women who serve in our Empire's Navy inspire the awe of the legendary F8 Lightning. A force to be reckoned with, the F8 has secured Humanity's freedom from numerous threats at home and abroad countless times. Now, that same next generation space superiority fighter is available to become a part of your personal fleet with the Anvil F8C civilian variant.\n\nThe Nightweaver livery features a black fuselage intersected by green highlights in a unique and irregular pattern.
IAE_2955_Fortune_Iceberg_Desc=Manufacturer: MISC\nFocus: Salvage\n\nFor those ready to elevate their profession to the next level, the engineers at MISC have carefully crafted the Fortune as a best-in-class small reclamation vessel. Equipped with a versatile salvage arm and a cargo lift, the MISC Fortune is built from the struts up to turn trash into treasure.\n\nBlack and white paints juxtapose each other across the Iceberg livery, with a sleek blue finish around the Fortune's more shapely areas.
IAE_2955_Fury_LX_Cloudburst_Desc=Manufacturer: Mirai\nFocus: Racing\n\nFeaturing best-in-class maneuverability and fully integrated, cutting-edge Xi’an tech, the next-generation Fury LX racing ship from Mirai switches out the lithe ship’s offensive capabilities to make room for additional maneuvering thrusters perfect for getting across the finish line.\n\nGo with the flow in your Fury with the Cloudburst livery, which blends blue and light grey for a distinct finish evoking the harmony between water and sky.
IAE_2955_Golem_OX_Cypher_Desc=Manufacturer: Drake Interplanetary\nFocus: Cargo\n \nWith the Golem OX, Drake has transformed the dependable workhorse into the ideal cargo ship for hauling supplies and equipment. Made for pilots who prefer function over frills, the OX doubles the capacity of the original with room for 64 SCU and features a tractor beam to make cargo transfers smooth as silk.\n\nStriking green and blue highlights elevate the black base paint of the Cypher livery.
IAE_2955_Guardian_MX_Eventide_Desc=Manufacturer: Mirai\nFocus: Heavy Fighter\n\nTaking the framework of the Guardian fighter and adding even more offensive options, the Mirai Guardian MX packs additional firepower and armor ideal for overwhelming opponents. While not as nimble as the base Guardian, this heavy fighter is still more agile than many other ships in its class.\n\nThe white lettering of the Mirai name and logo pop against the midnight blue and crimson red of the Eventide livery.
IAE_2955_HoverQuad_Terminus_Desc=Manufacturer: Consolidated Outland\nFocus: Transport\n\nDesigned as a companion ground vehicle for the Nomad, the HoverQuad's sleek angular frame utilizes four gravlev pads for maximum maneuverability, making it the perfect transport across all kinds of surfaces.\n\nSpeed across picturesque landscapes in this sublime HoverQuad Terminus livery, which is black with red flourishes.
IAE_2955_Intrepid_Fusion_Desc=Manufacturer: Crusader Industries\nFocus: Starter\n\nFor those eager to meet their future head on, the renowned ship engineers at Crusader Industries proudly present the Intrepid. A bold ship ready to tackle any number of jobs and conquer numerous challenges, the Intrepid features efficient cargo space and comfortable living quarters to make the most of your solo journey across the stars.\n\nSporting two distinct and vibrant shades of green with black highlights, the Fusion livery gives the Intrepid an utterly unique look.
IAE_2955_Lynx_Moonshadow_Desc=Manufacturer: RSI\nFocus: Exploration\n\nRSI designed the Lynx Rover to be a vehicle capable of exploring a wide variety of terrains while still delivering a top-rated and finely tuned driving experience.\n\nSwitch up the look of the Lynx with the Moonshadow livery, which is primarily white with blue highlights.
IAE_2955_MDC_Icefront_Desc=Manufacturer: Greycat Industrial\nFocus: Combat\n \nBuilding upon a robust and sturdy industrial frame, Greycat has crafted the MDC Mobile Defense Center into an effective combat vehicle ready to protect your interests from remote mining sites to patrolling high-value processing centers thanks to its mounted PDS turret. \n\nDisguise the silhouette of the MDC with the white and grey digital camo of the Icefront Camo livery, which is also compatible with other Greycat M-series vehicles.
IAE_2955_MPUV_Firebrand_Desc=Manufacturer: Argo Astronautics\nFocus: Cargo Handling\n\nThe Argo Astronautics MPUV-1T is outfitted with a tractor beam to allow it to handily move cargo containers on and off larger hauling vessels. Its smaller size and maneuverability make it an ideal support vehicle at landing zones and space stations.\n\nVibrant red and black, the Firebrand livery brings a bold look to the MPUV-1T.
IAE_2955_MTC_Boreal_Desc=Manufacturer: Greycat Industrial\nFocus: Personnel Transport\n\nAs an expert in industrial operations, Greycat understands that jobsite security is a vital part of any successful business venture. Not only that, but to be fully effective, you need to be able to get your security personnel and their equipment to wherever they’re needed most. That’s why the MTC Mobile Tactical Center is such an important addition to your next venture. Nimble enough to access the difficult terrain encountered at remote operations and equipped with enough suit lockers, weapon racks, and storage to tackle a wide host of issues, the Greycat MTC could make all the difference when it comes to turning a potential problem into potential profit.\n\nThe Boreal livery brings a mix of metallic light grey, grey, and orange highlights to the MTC. It's also compatible with other Greycat M-series vehicles.
IAE_2955_Meteor_Disco_Desc=Manufacturer: RSI\nFocus: Medium Fighter\n\nPacking some serious firepower, the Meteor is a sight enemies won't want to see. Taking inspiration from the iconic Mantis, this heavy fighter forgoes quantum enforcement and instead features two bespoke S5 ballistic cannons and four single-load S4 missile racks; making the Meteor a force that can light up the sky like a shooting star.\n\nEquip the ship livery used by ace pilot Disco in the classic children's cartoon Rory Nova. While it turns the Meteor metallic dark blue, black, and red, whether you turn into the 'dynamic, instinctive spacecraft operator' that inspired the livery's name is up to you.
IAE_2955_Mule_Smokestack_Desc=Manufacturer: Drake Interplanetary\nFocus: Cargo\n\nThe six-wheeled Drake Mule is a dependable workhorse for all sorts of loading and hauling jobs. Whether transporting cargo over rough terrain or ferrying it onto larger vessels and cargo decks, the Mule sees even the toughest contracts through to the end. Plain and simple.\n\nThe Mule Smokestack livery features various shades of grey for a sleek and subtle look that's sure to impress while on cargo runs.
IAE_2955_Nomad_Jackal_Desc=Manufacturer: Consolidated Outland \nFocus: Light Freight\n\nWith the versatility of a medium-sized multi-purpose freighter packed into a stylish, compact frame, the Consolidated Outland Nomad is the model of self-sufficiency, the spirit of the open sky, and the perfect solution for anyone yearning to start a brand-new adventure.\n\nDiscreetly roam the stars with this custom Nomad livery featuring a jet black paint scheme with red accents.
IAE_2955_Nox_Whirlwind_Desc=Manufacturer: Aopoa\nFocus: Racing\n\nThis speedy and maneuverable open-canopy racer from Aopoa is capable of zipping along planet surfaces or deep space. Available for the first time in Human space, the Nox has been specifically redesigned for Human pilots and is ready to race.\n\nThe Whirlwind livery mixes various shades of blue in a memorable animal stripe pattern to give the Nox a daring look.
IAE_2955_Paladin_Carmine_Desc=Manufacturer: Anvil Aerospace\nFocus: Gunship\n \nDesigned by Anvil Aerospace, the Paladin is an intimidating frontline fight that makes a bold impact whenever it arrives in battle. Whether it’s executing a dangerous operation or leading the charge against overwhelming odds, with its powerful array of turreted weapons and ordnance the Paladin is ready to ride to the rescue.\n\nEquip the Carmine livery with its bold red highlights atop a grey base paint to make the Paladin easier to spot amidst the fog the war.
IAE_2955_Perseus_Resilient_Desc=Manufacturer: RSI\nFocus: Gunship\n\nWhen RSI set out to make the definitive modern statement in persuasive prevention, they looked into their own past, to the historic gunships designated Perseus. Capable of shredding sub-capital class goliaths, the mere presence of a Perseus gunship in a blockade or patrol squad is enough to make your most aggressive enemies think twice before engaging, just like its vintage namesake.\n\nThe Resilient livery for the Perseus elegantly mixes grey and blue with red highlights.
IAE_2955_Prowler_Utility_Panthera_Desc=Manufacturer: Esperia\nFocus: Cargo\n\nWhile no known Tevarin-made examples of this historical ship exist, historians at Esperia studied contemporary UPE military field reports to reconstruct this modified Prowler. Used by the Tevarin military to deliver urgently needed supplies to the frontlines, the Prowler Utility pairs a tractor beam with a fully accessible hold, alongside the warship’s still significant armaments, to make the transfer of cargo in battlefield conditions a precision operation. \n\nThe Panthera livery brings bright orange and black highlights to the Prowler.
IAE_2955_ROC_DS_Hadanite_Desc=Manufacturer: Greycat Industrial\nFocus: Mining\n\nBy focusing on the essentials of terrestrial-based mining, Greycat Industrial designed their hardworking, no-nonsense ROC-DS (Remote Ore Collector Dual Seat) to let mining pairs do more while in the field. The ROC-DS raises the ground-mining game by adding extra cargo capacity and a second seat to operate the precision gimbaled mining arm. Greycat even upgraded the driver's cab with a protective enclosure to allow for longer excursions in harsh conditions. With the ROC-DS, mining duos now have the right tool to comfortably collect more ore. \n\nThe Hadanite livery for your ROC-DS gives the ship a distinct pink hue that mirrors the look of the gemstone of the same name.
IAE_2955_ROC_Quicksilver_Desc=Manufacturer: Greycat Industrial\nFocus: Mining\n\nBy focusing on the essentials of terrestrial-based mining, Greycat Industrial designed their hardworking, no-nonsense ROC (Remote Ore Collector) to complement the miners who use it. From its precision gimbaled mining arm to its all-terrain wheels, this solo-operated vehicle shows how important it is to have the right tool for the job. \n\nTurn heads with this slick Quicksilver livery for your ROC.
IAE_2955_Railen_Desc=Manufacturer: Gatac Manufacture\nFocus: Cargo\n\nXi'an and Human haulers alike are eager to get their hands on the soon to be released 2956 Railen from Gatac Manufacture. Following up from their successful first foray into the Human market, this updated vessel still features interspecies living quarters and grav-lev cargo handling, but with an astounding double the cargo capacity of earlier prototypes.
IAE_2955_STV_BlueSteel_Desc=Manufacturer: Greycat Industrial\nFocus: Transport\n\nGet ready to have some serious fun on the job with the STV from Greycat. This Sport Terrain Vehicle was built by pros for pros and features blazing speed and convenient built-in storage.\n\nGround adventures never looked so good with the Blue Steel livery, which gives the STV a sleek silver finish trimmed with vibrant blue.
IAE_2955_Saber_Peregrine_Firebreak_Desc=Manufacturer: Aegis Dynamics\nFocus: Racing\n \nAfter seeing what fans of the Sabre Raven were able to accomplish with the fighter on the racetrack, the design team at Aegis Dynamics were inspired to craft an official racing variant for the agile ship. Enter the Sabre Peregrine. Streamlined and featuring additional thruster boosts, this nimble bird is ready to fly across the finish line.\n\nIgnite envy in others with the Sabre Firebreak livery, featuring vibrant red highlights against the black base paint.
IAE_2955_Salvation_XXXX_Desc=Manufacturer: Roberts Space Industries\nFocus: Salvage\n \nFor centuries, Roberts Space Industries' has prided itself on crafting vehicles that not only meets the pilots needs but exceeds expectations. While the RSI Salvation may seem like a simple salvaging craft at first glance, every detail from the salvaging arm, the onboard processing plant, to the convenient external storage has been refined and optimized to make even an amateur feel like an expert.\n\nThe Eureka livery features glittering gold highlights against a black base paint for the Salvation.
IAE_2955_SanTokYai_Ocellus_Desc=Manufacturer: Aopoa\nFocus: Medium Fighter\n\nHarnessing the power of next-generation Xi'an flight systems, upgraded dual-vector thrusters, and a daunting weapons package, Aopoa has crafted a fighter that retains the nimble dexterity and tight handling the brand is known for. \n\nThe Ocellus livery adapts and updates the iconic colors and design used on some Tevarin ships to bring a striking new look to the San'tok.yai. The livery adds a distinct red pattern to the fuselage while shimmering green covers the rest of the ship. Grey lines swoop across the entire ship to help break up its silhouette.
IAE_2955_SpiritC1_Stalwart_Desc=Manufacturer: Crusader Industries\nFocus: Transport\n\nCrusader Industries brings its usual commitment to excellence directly to the civilian market with the C1 Spirit, a mid-size multi-purpose starship built for cargo transport and delivery but packing enough versatility to tackle multiple roles and unpredictable jobs.\n\nThe Stalwart livery gives the Spirit a look that is blue as the sky with subtle white and red highlights.
IAE_2955_Stinger_Meridian_Desc=Manufacturer: Esperia\nFocus: Heavy Fighter\n \nWreaking havoc along Humanity's border systems, this Vanduul heavy fighter, designated 'Stinger' by the UEE Navy, has earned itself a blood-stained legacy as a major threat to pilots and capital ships alike. Originally intended for training aggressor squadrons, Esperia is now making their detailed replica available to the broader civilian population. \n\nThe Meridian livery gives the Stinger a simple yet stylish metallic silver finish.
IAE_2955_Syulen_Chuia_Desc=Manufacturer: Gatac Manufacture\nFocus: Cargo\n\nThe Syulen cargo vessel has been artfully crafted by the renowned House Gatac to be well suited for both Human and Xi’an pilots. With a refined agile frame, the Syulen lends itself to ferrying important deliveries across the universe, or as the ideal ship for those making their transport career debut.\n\nMake your Syulen stand out from the crowd with the Chui’ā livery that's blue marbled with gold accents and evokes passing waves.
IAE_2955_Talon_Luminary_Desc=Manufacturer: Esperia\nFocus: Light Fighter\n\nThe Talon represents Esperia's continuing effort to preserve historically significant Tevarin ship designs. A maneuverable single-seat combat ship with light armor but powerful, directional "Phalanx" shields, the Talon is made to strike first and strike hard before using the shields to cover its escape.\n\nThe Luminary livery gives the Talon a glossy green base paint with brown highlights for a dazzlingly beautiful and complex design.
IAE_2955_Wolf_Rosso_Desc=Manufacturer: Kruger Intergalactic\nFocus: Light Fighter\n\nMeet a ship almost 400 years in the making, and well worth the wait. Kruger Intergalactic is excited to present their first independently manufactured ship, the Wolf. Combining speed, style, and an impeccably precise design, the L-21 Wolf is not only a showcase for Kruger but is battle-ready to hunt alone or in packs with a powerful array of armaments, including two bespoke S4 ballistic gatlings.\n\nLive bright and bold with the stark red of the Rosso livery and ensure that everyone will see the unique beauty of the Kruger Wolf.
IAE_2955_X1_Force_Blueshift_Desc=Manufacturer: Origin Jumpworks\nFocus: Pathfinder\n\nBuilt to endure tougher environments and look good doing it, the X1 Force is a modified version of the base X1 model featuring additional defensive elements to toughen up this speedy and agile open-canopy bike, allowing it to serve in a variety of roles, from exploring worlds to potential security infiltration ops.\n\nInfinity Custom worked with Origin on the Blueshift livery, which is dark blue and black with X1 in vibrant white.
ISMC_obj_hud_01=~mission(ObjectiveSetupHUD)
ISMC_obj_hud_02=Navigate To ~mission(SubLocation)
ISMC_obj_hud_02_alt=Navigate To ~mission(SubLocation2)
ISMC_obj_long_01=~mission(ObjectiveSetupLong)
ISMC_obj_long_02=Navigate to ~mission(SubLocation).
ISMC_obj_long_02_alt=Navigate to ~mission(SubLocation2).
ISMC_obj_marker_01=~mission(ObjectiveSetupMarker)
ISMC_obj_marker_02=~mission(SubLocation)
ISMC_obj_marker_02_alt=~mission(SubLocation2)
ISMC_obj_short_01=~mission(ObjectiveSetupShort)
ISMC_obj_short_02=Navigate To ~mission(SubLocation)
ISMC_obj_short_02_alt=Navigate To ~mission(SubLocation2)
IT_Shared_Agree,P=I agree.
IT_Shared_AskAboutOtherOptions,P=Got any other options?
IT_Shared_AskForWork1stTime,P=You got some work for me?
IT_Shared_AskedToVisit=Hey, you told me to swing by?
IT_Shared_Disagree,P=I disagree.
IT_Shared_LookingForMoreWork=Got any more jobs?
IT_Shared_MissionAccepted=Sounds good.
IT_Shared_MissionComplete=Job's done.
IT_Shared_MissionDeclined=I think I'll pass.
IT_Shared_MissionFailed=I had an issue with the job.
IT_Shared_Nevermind,P=Nevermind.
IT_Shared_No,P=No.
IT_Shared_NotInterested,P=I'm not interested right now.
IT_Shared_TellMeMoreAboutMissions,P=Tell me more...
IT_Shared_Temp_WhatsTheDeal,P=So what's the deal?
IT_Shared_Yes,P=Yes.
Imperilled_FindASeat,P=Find a seat
Imperilled_FollowMe,P=Follow me
Imperilled_StopHere,P=Wait here
IndustrialGuild_RepUI_Area,P=TBD
IndustrialGuild_RepUI_Description,P=TBD
IndustrialGuild_RepUI_Focus,P=TBD
IndustrialGuild_RepUI_Founded,P=TBD
IndustrialGuild_RepUI_Headquarters,P=TBD
IndustrialGuild_RepUI_Leadership,P=TBD
IndustrialGuild_RepUI_Name=United Resource Workers
Info_Kiosks_AttractTitle_001=Inmate Information
Info_Kiosks_CriteriaMet_001=Congratulations, you are eligible for release
Info_Kiosks_CriteriaNotMet_001=Release criteria not met
Info_Kiosks_Handbook_Desc_001=PRISONER HANDBOOK\n\nHello and welcome to this Klescher Rehabilitation Facility. While you serve out your sentence, we hope this handbook helps make your experience here more productive by answering a few key questions.\n\n1. HOW CAN I LEARN MORE ABOUT MY SENTENCE?\n\nIf you ever would like to find out information regarding your sentence, feel free to check the 'YOUR SENTENCE' tab on the information terminal. From this tab you can check:\n\n• Merits Earned: Keep track of the number of merits earned through our work-release program.\n\n• Remaining Time Until Release: An accurate countdown until your release. \n\n• Time Served: The amount of time you’ve been a guest in our facility.\n\n• Sentence Extensions: If your original sentence has been extended due to guideline infractions, you can find a list of those extensions and the reasons. \n\n2. CAN I SHORTEN MY STAY?\n\nThis Klescher Rehabilitation Facility offers a variety of work-release programs that will keep our guests busy during their stay. \n\n• Mining: This underground Klescher facility offers our guests a unique opportunity to earn merits and shave time off their sentence by mining commodities in the nearby tunnels and depositing them in the mineral deposit hoppers. You will be issued a time reduction chit or "merit" based on the total value of the deposit.*\n\n• Maintenance Tasks: We will pay guests in merits to fix up faulty equipment around the facility. \n\nFurther details can be found on your mobiGlas.\n\n3. WHAT IF I NEED SUPPLIES?\n\nCommissary Dispensers contain a selection of food, drinks, and other useful items to make your stay more comfortable that may be purchased with merits earned through our work-release programs. These dispensers are conveniently placed around the entrances to the work mines.\n\n4. IS VIOLENCE EVER THE ANSWER?\n\nViolence is never the answer. Any violence committed against Klescher personnel or your fellow guests is strictly forbidden and will result in an immediate extension of your original sentence.\n\n5. WHAT IF I WANT TO ESCAPE?\n\nWhile we understand the desire, any attempt to prematurely end your term in our facility is strictly forbidden, as is using your mobiGlas to communicate with anyone outside the facility. Failing to adhere to either of these guidelines will result in an extension of your original sentence.\n\n*Mineral prices are static and set by Klescher Company and do not reflect real-world commodity prices.\n
Info_Kiosks_Handbook_Title_001=Handbook
Info_Kiosks_Header_001=Your Sentence
Info_Kiosks_Info_001=Time Served
Info_Kiosks_Info_002=Merit Contribution
Info_Kiosks_Info_003=Original Sentence
Info_Kiosks_Info_004=Sentence Extension
Info_Kiosks_LogoScreen_001=Touch to start
Info_Kiosks_Merits_001=Merits
Info_Kiosks_Prisoner_001=Inmate ID
Info_Kiosks_SubCriteriaMet_001=Report to inmate processing to complete your sentence
Info_Kiosks_Time_001=Projected time until release
Infractions_Desc_001=The deliberate and unlawful infliction of mortal harm to another being.
Infractions_Desc_002=The intentional or negligent discharge of a weapon inside a designated safety zone.
Infractions_Desc_003=Drawing or exhibiting any deadly weapon, except in self-defense, in a rude, angry, or threatening manner inside a designated safety zone.
Infractions_Desc_004=Parking or idling in a designated hangar, garage, or landing zone without the authorization of its owner or sanctioned traffic controller.
Infractions_Desc_005=The destruction of public or private property caused by a being who is not the owner through neglectful or intentional action.
Infractions_Desc_006=Physical damage to public or private property caused by a being who is not the owner through neglectful or intentional action.
Infractions_Desc_007=Intentionally carrying, or stowing inside a vehicle they are operating, an item that has been deemed a 'prohibited good' by the UEE and / or the local municipality.
Infractions_Desc_008=Willfully entering and remaining on private or public property that they do not own nor have they been granted permission from the owner.
Infractions_Desc_009=The willful destruction, severing, contamination, or disruption of vital imperial-defense materials or public safety utilities such as, but not limited to, communication networks (comm arrays, comm relays, comm drones, etc.), fuel infrastructure, power grids, and life support systems.
Infractions_Desc_010=The attempted infliction of deadly harm to security personnel attempting to lawfully arrest or detain them.
Infractions_Desc_011=Possessing significant quantities (in excess of .125 SCU) of materials that has been deemed a 'Class A Controlled Substance' by the UEE and / or the local municipality with a clear intent to traffick, sell, or distribute said materials.
Infractions_Desc_012=Intentionally carrying or stowing inside a vehicle they are operating, a material that has been deemed a 'Class A Controlled Substance' by the UEE and / or the local municipality.
Infractions_Desc_013=Possessing significant quantities (in excess of 1 SCU) of items that are known, or can be reasonably suspected, to be stolen with a clear intent to traffick, sell, or distribute said stolen property.
Infractions_Desc_014=Intentionally carrying or stowing inside a vehicle they are operating, an item that is known, or can be reasonably suspected, to be stolen.
Infractions_Desc_015=The harboring or concealment of any individual who is known to have, or can be reasonably suspected of, committing a criminal offense.
Infractions_Desc_016=The operation of, including being transported aboard, a vehicle they do not own nor have they been granted permission from the owner to operate.
Infractions_Desc_017=The infliction of harm onto another being with a deadly weapon either willfully or accidentally.
Infractions_Desc_018=The attempted infliction of deadly harm to security personnel in the lawful discharge of their duties.
Infractions_Desc_019=Intentionally attempting to elude or flee from security personnel attempting to lawfully arrest or detain them.
Infractions_Desc_020=Failure to comply with requests or commands of security personnel in the lawful discharge of their duties.
Infractions_Desc_021=The illegal accessing of a computer system, through either forceful intrusion, crypto-cracking or other means, by a being who is not the owner nor has been granted permission from the owner.
Infractions_Desc_022=Possessing significant quantities (in excess of .125 SCU) of materials that has been deemed a 'Class B Controlled Substance' by the UEE and / or the local municipality with a clear intent to traffick, sell, or distribute said materials.
Infractions_Desc_023=Possessing significant quantities (in excess of .125 SCU) of materials that has been deemed a 'Class C Controlled Substance' by the UEE and / or the local municipality with a clear intent to traffick, sell, or distribute said materials.
Infractions_Desc_024=Intentionally carrying or stowing inside a vehicle they are operating, a material that has been deemed a 'Class B Controlled Substance' by the UEE and / or the local municipality.
Infractions_Desc_025=Intentionally carrying or stowing inside a vehicle they are operating, a material that has been deemed a 'Class C Controlled Substance' by the UEE and / or the local municipality.
Infractions_Desc_026=The destruction of a privately or publicly owned vehicle caused by a being who is not the owner through neglectful or intentional action.
Infractions_Desc_027=The collision of two or more vehicles attributed to the negligent operation of one of the involved vehicles by a being demonstrating a willful or wanton disregard for safety.
Infractions_Desc_028=Willfully failed to make sufficient bona fide efforts to fully pay criminal monetary penalties and allowed fines to accumulate to such a degree that compulsory repayment is required.
Infractions_Desc_029=The illegal usage of a non-destructive device to interfere with a privately or publicly owned vehicle’s ability to function or travel, such as, but not limited to, Quantum Enforcement Devices.
Infractions_Desc_030=Willfully entering and remaining on property designated by the UEE and local governance as off limits to unauthorized personnel, with the intent to commit a crime therein.
Infractions_Desc_031=Willful application of force through physical or chemical means to another being without that person's consent.
Infractions_Desc_032=Willful application of force through physical or chemical means to another being such that it causes bodily harm up to or past the point of rendering them stunned or incapacitated.
Infractions_Desc_033=Currently sentenced to a designated prison or holding facility as punishment for convicted crimes.
Infractions_Desc_034=Escaping from the custody of the UEE and / or local municipality by an individual before their scheduled release, through any means such as force, subterfuge or violence.
Infractions_Desc_035=The taking of substantial and willful steps to attempt an escape from the custody of the UEE and / or local municipality by an individual before their scheduled release, through any means such as force, subterfuge or violence.
Infractions_Desc_036=Willfully making false or exaggerated claims of stolen, lost, or damaged property to a licensed insurance provider in order to seek compensation to which they are not actually entitled.
Infractions_Desc_037=The infliction of mortal harm to another incarcerated person through direct or indirect means.
Infractions_Desc_038=Operating a vehicle with a wanton disregard for the safety or property of others in a manner that would be obviously considered dangerous by a competent individual.
Infractions_Desc_039=The infliction of mortal harm of another being through reckless or negligent behavior such as, but not limited to, improper usage of a vehicle, improper handling of dangerous materials, or improper usage of life support systems.
Infractions_Desc_040=The committing of reckless or violent acts within the established boundaries of an Armistice Zone; a protected area of non-hostility as designated by the UEE Armistice Initiative.
Infractions_Desc_041=The infliction of damage onto another being's property either willfully or recklessly, often with the intent to cause physical harm to others.
Infractions_Desc_042=Willful application of force through physical or chemical means to another being such that it causes severe bodily harm that renders them unconscious.
Infractions_Desc_043=Willfully committing harm to any being who is unconscious or otherwise unable to defended themselves with the intent to cause death.
Infractions_Desc_044=Willfully and fraudulently taking a person's registered vehicle without their permission. Also known as "shipjacking."
Infractions_Desc_045=Losing or abandoning Klescher equipment whether intentionally or accidentally can result in punishment. This can be rectified by locating and returning this equipment.
Infractions_Desc_046=Willfully and fraudulently taking a person's registered property without their permission.
Infractions_Desc_047=Towing a vehicle without permission from the legal owner.
Infractions_Grace_044=You are carrying a stolen item. Please drop it %ls
Infractions_Name_001=Homicide
Infractions_Name_002=Unlawful Discharge of a Weapon
Infractions_Name_003=Brandishing a Weapon
Infractions_Name_004=Parking Violation
Infractions_Name_005=Destruction of Property
Infractions_Name_006=Damage of Property
Infractions_Name_007=Possession of Prohibited Goods
Infractions_Name_008=Trespassing (Second Degree)
Infractions_Name_009=Sabotage
Infractions_Name_010=Resisting Arrest
Infractions_Name_011=Trafficking of Class A Controlled Substance
Infractions_Name_012=Possession of Class A Controlled Substance
Infractions_Name_013=Trafficking of Stolen Property
Infractions_Name_014=Possession of Stolen Property
Infractions_Name_015=Harboring a Fugitive
Infractions_Name_016=Operating a Stolen Vehicle
Infractions_Name_017=Aggravated Assault
Infractions_Name_018=Assaulting Security Personnel
Infractions_Name_019=Evading Arrest
Infractions_Name_020=Failure to Comply
Infractions_Name_021=Unauthorized Computer Access
Infractions_Name_022=Trafficking of Class B Controlled Substance
Infractions_Name_023=Trafficking of Class C Controlled Substance
Infractions_Name_024=Possession of Class B Controlled Substance
Infractions_Name_025=Possession of Class C Controlled Substance
Infractions_Name_026=Destruction of Vehicle
Infractions_Name_027=Vehicular Collision
Infractions_Name_028=Delinquent Restitution
Infractions_Name_029=Unauthorized Interdiction
Infractions_Name_030=Trespassing (First Degree)
Infractions_Name_031=Battery (Second Degree)
Infractions_Name_032=Battery (First Degree)
Infractions_Name_033=Actively Incarcerated
Infractions_Name_034=Escaped from Custody
Infractions_Name_035=Attempted Escape from Custody
Infractions_Name_036=Insurance Fraud
Infractions_Name_037=Inmate Homicide
Infractions_Name_038=Reckless Vehicle Operation
Infractions_Name_039=Negligent Homicide
Infractions_Name_040=Armistice Violation
Infractions_Name_041=Aggravated Criminal Damage
Infractions_Name_042=Grievous Bodily Harm
Infractions_Name_043=Attempted Homicide
Infractions_Name_044=Vehicle Theft
Infractions_Name_045=Abandoning Klescher Equipment
Infractions_Name_046=Property Theft
Infractions_Name_047=Illegal Towing
Inner_Thought_Conversation_Icon=θ
Inner_Thought_SpoolQD=Spool Quantum Drive
Inner_Thought_UnSpoolQD=Shut Down Quantum Drive
InstancedObjective,P=Test Instance Objective
InterSecDefenseSolutions_RepUI_Area=All Systems
InterSecDefenseSolutions_RepUI_Description=This top-of-the-line defense contractor has a long history of working with the UEE military on a variety of operations.
InterSecDefenseSolutions_RepUI_Focus=Military Operations
InterSecDefenseSolutions_RepUI_Founded=2762
InterSecDefenseSolutions_RepUI_Headquarters=Mars, Sol System
InterSecDefenseSolutions_RepUI_Leadership=Petra Domal, CEO
InterSecDefenseSolutions_RepUI_Name=InterSec Defense Solutions
InterSec_From=InterSec Defense Solutions
InterSec_KillShip_Vanduul_Desc_Super_001=MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Vanduul\nEquipment Specs: Combat-rated Ship\nBriefing: InterSec requires the services of a skilled pilot who’s prepared to assist in taking down a dangerous Vanduul target that has been involved in numerous attacks.\n\nVanduul incursions have been on the rise recently, posing not only a threat to the system of Nyx, but the UEE as a whole. It is imperative that these sightings are responded to in a swift and efficient manner. \n\nWe require you to fly to the last known sighting of the Vanduul ship at ~mission(Location|Address) and eliminate them immediately. \n\nVanduul pilots are highly skilled and extremely dangerous. Engage the enemy immediately and do not hesitate – they will not show the same mercy.\n\nCompensation proportionate to the risk of the contract will be awarded.\n\n\nRespectfully,\nDeacon Tobin\nOperations Manager\nInterSec Defense Solutions\n\nThis communication consists of a non-binding offer that upon acceptance may be immediately terminated by either party without any given notice. All operations are conducted at the contractor’s own personal risk and must adhere to system law where applicable.
InterSec_KillShip_Vanduul_Title_Super_001=Eliminate Vanduul Ship
InterSec_ResourceGathering_Cryopods_Desc=MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Outlaws present and armed\nEquipment Specs: Cargo Capable Ship, Personal Arms, Heavy-Duty Tractor Beam\nBriefing: \nOur latest intel shows that the Shattered Blade have replenished their stock of Vanduul corpses and will shortly be transferring them from the old QV Logistics stationthey're operating from to an interested buyer. The UEE can't have another incident like what happened with ASD so they're eager for us to recover the cryopods and deliver them to the freight elevator at ~mission(Destination|Address).\n\nWhile the Shattered Blade members present at the site might offer resistance, they are not the focus of you mission. Deal with them as needed and get the cryopods. \n\nRespectfully,\n\nDeacon Tobin\nOperations Manager\nInterSec Defense Solutions\n\nThis communication consists of confidential information solely intended for the recipient. Please disregard if received in error and notify sender. All operations are conducted at the contractor’s own personal risk and must adhere to UEE and system law where applicable.
InterSec_ResourceGathering_Cryopods_Title=Recover Vanduul Corpses
InterSec_ResourceGathering_Tech_Desc=MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Outlaws present and armed\nEquipment Specs: Combat-rated Ship, Personal Arms\nBriefing: \nTo prevent the Shattered Blade from flooding the black market with xeno-contraband, the UEE has charged InterSec with recovering a stash of Vanduul Plating and Metal. from the old QV Logistics station the gang has been occupying. Once you have the materials in your posession, deliver them to the freight elevator at ~mission(Destination|Address).\n\nFollowing from your previous experience, it would not be surprising if the Shattered Blade offer resistance, but ensure that your focus is on recovering the materials.\n\nRespectfully,\n\nDeacon Tobin\nOperations Manager\nInterSec Defense Solutions\n\nThis communication consists of confidential information solely intended for the recipient. Please disregard if received in error and notify sender. All operations are conducted at the contractor’s own personal risk and must adhere to UEE and system law where applicable.
InterSec_ResourceGathering_Tech_Title=Recover Vanduul Tech
InterSec_SecurityPatrol_H_Desc_001=MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships\nBriefing: InterSec has received intelligence that outlaws are planning to launch an attack on a target within the UEE. In an effort to prevent this from happening, we need a contractor to patrol a sector we believe these outlaws are using to prepare for their attack.\n\nOutlaw activity in this sector is higher than normal, so InterSec recommends that you bring backup. When ready, dispatch to the location marker on your HUD and scan the waypoints along the route. Once you've confirmed that the entire sector is clear, the main contractor will receive a bonus of ~mission(ScripAmount) MG Scrip. \n\nRespectfully,\n\nDeacon Tobin\nOperations Manager\nInterSec Defense Solutions\n\nThis communication consists of a non-binding offer that upon acceptance may be immediately terminated by either party without any given notice. All operations are conducted at the contractor’s own personal risk and must adhere to system law where applicable.
InterSec_SecurityPatrol_H_Title_001=Patrol Dangerous Sector
InterSec_SecurityPatrol_S_Desc_001=MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Vanduul\nEquipment Specs: Combat-rated Ships\nBriefing: There's a growing concern that Vanduul hunting parties are pushing further into Nyx. The first line of defense against this encroachment is increased patrols. InterSec has identified a sector that has seen an uptick in Vanduul activity and are looking for someone to patrol the region and provide an update on it.\n\nYou'll begin your patrol at a location marker sent to your HUD and then scan a series of waypoints along a designated route. The Vanduul ships in this sector are highly skilled and aggressive, so InterSec highly recommends that you bring several combat-ready ships along as backup.\n\nInterSec understands the immense danger you'll be under on this patrol, so we'll send a special bonus of ~mission(ScripAmount) MG Scrip to the main contractor once the sector is clear. \n\nRespectfully,\n\nDeacon Tobin\nOperations Manager\nInterSec Defense Solutions\n\nThis communication consists of a non-binding offer that upon acceptance may be immediately terminated by either party without any given notice. All operations are conducted at the contractor’s own personal risk and must adhere to system law where applicable.
InterSec_SecurityPatrol_S_Title_001=Patrol Vanduul Hunting Ground
InterSec_SecurityPatrol_VH_Title_001=Patrol to Prevent Possible Attack
InterSec_SecurityPatrol_VH_desc_001=MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships\nBriefing: InterSec has been tracking increased outlaw activity in certain sectors of the system. This activity in conjunction with other intelligence leads us to believe that outlaws are planning an attack on elements traveling from the UEE. We're aiming to patrol these sectors and disrupt any plans before they can be put into action.\n\nCurrently, we need someone who can help patrol a highly dangerous sector. Once you've accepted the mission, you can proceed to the location marker on your HUD. From there, we'll send you along a specific route with additional waypoints to scan. Complete the patrol and we'll send the main contractor a bonus of ~mission(ScripAmount) MG Scrip.\n\nDue to the high probability of attack and general threat level of local outlaws, we recommend recruiting trusted wingmen to provide combat support.\n\nRespectfully,\n\nDeacon Tobin\nOperations Manager\nInterSec Defense Solutions\n\nThis communication consists of a non-binding offer that upon acceptance may be immediately terminated by either party without any given notice. All operations are conducted at the contractor’s own personal risk and must adhere to system law where applicable.
Interaction_InteractionMode=~action(player_choice|pc_interaction_mode)
Interaction_Select=~action(player_choice|pc_select)
Interaction_eat=Eat
InteriorMapLabel_Cargolift=Freight Elevator
InteriorMapLabel_Habitation=Habitation
InteriorMapLabel_HubA=Main Building
InteriorMapLabel_Tradepost=Trading Post
InteriorMapLabel_Warehouse=Warehouse
InteriroMapLabel_Parkingspace=Landing Area
Interplanetary_Delivery_Description,P=Take some stuff far away
Interplanetary_Delivery_Title,P=Interplanetary Delivery
Intersec_DefendShip_Desc_Easy_001=MISSION SPECS\n\nArea of Operation: Nyx System \nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ship \nBriefing: Require urgent assistance for an InterSec operative who is currently under fire at ~mission(Location|Address).\n\nA group of outlaws had previously taken our operative captive with the intention of extracting sensitive information from them, but miraculously they were able to escape. Unfortunately, the pursuing outlaws now have them pinned down.\n\nDue to the number of the ships assaulting them, we're offering additional compensation to accommodate the added danger. Recruiting additional ships to support you in this mission is highly advised.\n\nRespectfully, \n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of confidential information solely intended for the recipient. Please disregard if received in error and notify the sender. All operations are conducted at the contractor’s own personal risk and must adhere to UEE and system law where applicable.
Intersec_DefendShip_Desc_Hard_001=MISSION SPECS\n\nArea of Operation: Nyx System \nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships\nBriefing: One of our pilots is under attack at ~mission(Location|Address) and is in need of assistance.\n\nThis operative is carrying key information regarding a coordinated attack on key UEE infrastructure and it is vital that they are able to deliver it to us. You and any dependable pilots you can recruit are charged with protecting them from the outlaws in pursuit long enough for them to QT away.\n\nRespectfully, \n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of confidential information solely intended for the recipient. Please disregard if received in error and notify the sender. All operations are conducted at the contractor’s own personal risk and must adhere to UEE and system law where applicable.
Intersec_DefendShip_Desc_Intro_001=MISSION SPECS\n\nArea of Operation: Nyx System \nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships \nBriefing: InterSec has been tasked with identifying and neutralizing potential threats to the Empire. While on a deployment, a ship of ours was ambushed scouting ~mission(Location|Address) and requires immediate extraction.\n\nAs Nyx is an unclaimed system, the combat space can be much more unpredictable so bring a combat ready ship and a competent ally to support you.\n\nIf you are able to successfully defend our scout ship, InterSec would consider offering you more work in the future.\n\nRespectfully, \n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of confidential information solely intended for the recipient. Please disregard if received in error and notify the sender. All operations are conducted at the contractor’s own personal risk and must adhere to UEE and system law where applicable.
Intersec_DefendShip_Desc_Medium_001=MISSION SPECS\n\nArea of Operation: Nyx System \nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships\nBriefing: An undercover agent of ours was compromised and is now being pursued by the outlaw pack they had infiltrated. As such, they are in need of immediate extraction at ~mission(Location|Address). \n\nOnce on site, engage with all hostiles in order to provide cover so our operative can QT away.\n\nBring additional backup and don't underestimate these outlaws. They are violent and motivated so they are unlikely to give up anytime soon.\n\nRespectfully,\n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of confidential information solely intended for the recipient. Please disregard if received in error and notify the sender. All operations are conducted at the contractor’s own personal risk and must adhere to UEE and system law where applicable.
Intersec_DefendShip_Title_Easy_001=Defend InterSec Operative
Intersec_DefendShip_Title_Hard_001=Protect Vital Asset
Intersec_DefendShip_Title_Intro_001=New Defense Contract: Defend Pilot
Intersec_DefendShip_Title_Medium_001=Operative Extraction
Intersec_DefendShip_Vanduul_Desc_Super_001=MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Vanduul\nEquipment Specs: Combat-rated Ship\nBriefing: An operator working with InterSec is currently being attacked by Vanduul ships at ~mission(Location|Address). The likelihood of them surviving on their own is low, so we’re looking for a contractor willing to provide combat support. \n\nContractors accepting this mission should be well supplied and ready to face the Vanduul threat head-on. \n\nRespectfully, \n\nDeacon Tobin\nOperations Manager\nInterSec Defense Solutions\n\nThis communication consists of confidential information solely intended for the recipient. Please disregard if received in error and notify the sender. All operations are conducted at the contractor’s own personal risk and must adhere to UEE and system law where applicable.
Intersec_DefendShip_Vanduul_Desc_VeryHard_001=MISSION SPECS\n\nArea of Operation: Nyx System \nHostile Forces: Vanduul \nEquipment Specs: Combat-rated Ships \nBriefing: We've just lost contact with a pilot who engaged with Vanduul forces at ~mission(Location|Address).\n\nTravel to their last known location and if they're still alive, defend them long enough to ensure they can escape. Ensuring the safety of the operative is crucial, as is eliminating any Vanduul threats to the UEE.\n\nYou'll most likely need a strong group of ships to successfully neutralize these Vanduul.\n\nRespectfully, \n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of confidential information solely intended for the recipient. Please disregard if received in error and notify the sender. All operations are conducted at the contractor’s own personal risk and must adhere to UEE and system law where applicable.
Intersec_DefendShip_Vanduul_Title_Super_001=Handle Vanduul Attack on Ship
Intersec_DefendShip_Vanduul_Title_VeryHard_001=Pilot Under Fire From Vanduul
Intersec_KillShip_Desc_Easy_001=MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships\nBriefing: InterSec has identified more outlaws who are planning an operation against UEE interests from within Nyx. Your mission will be to neutralize this potential threat before they can enact their plans.\n\nTravel to ~mission(Location|Address) and dispatch the leader of these outlaws, ~mission(TargetName) without hesitation. We have scouted a small number of ships, but our report suggest these are competent pilots - bringing back up is advised.\n\nRemember that eliminating these outlaws not only serves the people of Nyx, but the UEE too.\n\nRespectfully,\n\nDeacon Tobin\nOperations Manager\nInterSec Defense Solutions\n\nThis communication consists of a non-binding offer that upon acceptance may be immediately terminated by either party without any given notice. All operations are conducted at the contractor’s own personal risk and must adhere to system law where applicable.
Intersec_KillShip_Desc_Hard_001=MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships\nBriefing: InterSec requires a skilled contractor to eliminate a highly dangerous group of criminals based in Nyx who are planning a coordinated strike on a prominent member of the UEE Navy.\n\nWe have intercepted a crucial piece of intelligence suggesting a known terrorist by the name of ~mission(TargetName) intends to carry out this assassination along with the help of local criminal elements.\n\nThey are currently located at ~mission(Location|Address), making this an ideal time for us to strike. Be warned, these outlaws are experienced killers - bringing a group of trustworthy allies is advised.\n\nRespectfully, \n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of a non-binding offer that upon acceptance may be immediately terminated by either party without any given notice. All operations are conducted at the contractor’s own personal risk and must adhere to system law where applicable.
Intersec_KillShip_Desc_Intro_001=MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships\nBriefing: InterSec has been hired to combat the rising number of outlaws using Nyx as a staging ground for their operations, with the intention of attacking neighboring UEE systems.\n\nAs a preventative measure, we require you to travel to ~mission(Location|Address) and eliminate the ringleader ~mission(TargetName) to deter their planned attack on Stanton. They and their crew are highly dangerous and you are advised to bring a wingman for support.\n\nContractors who can prove themselves reliable and competent in executing operations will be eligible for future missions with InterSec.\n\nRespectfully,\n\nDeacon Tobin\nOperations Manager\nInterSec Defense Solutions\n\nThis communication consists of a non-binding offer that upon acceptance may be immediately terminated by either party without any given notice. All operations are conducted at the contractor’s own personal risk and must adhere to system law where applicable.
Intersec_KillShip_Desc_Medium_001=MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships\nBriefing: Seemingly unsatisfied with their takings in Nyx, an outlaw group lead by ~mission(TargetName) has been planning a major strike against the UEE. This cannot be allowed to come to pass.\n\nThanks to the work of our Intelligence team, we've been able to track them down to ~mission(Location|Address).\n\nHead there as soon as you can and engage before they have a chance to leave the system. Based on our strategic analysis, we recommend a well-armed and skilled fleet will be necessary for the successful completion of this mission.\n\nRespectfully, \n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of a non-binding offer that upon acceptance may be immediately terminated by either party without any given notice. All operations are conducted at the contractor’s own personal risk and must adhere to system law where applicable.
Intersec_KillShip_Title_Easy_001=Terrorist ~mission(TargetName) to be Neutralized
Intersec_KillShip_Title_Hard_001=Preemptive Strike On ~mission(TargetName)
Intersec_KillShip_Title_Intro_001=New Defense Contract: ~mission(TargetName) Elimination
Intersec_KillShip_Title_Medium_001=Neutralize UEE Threat: ~mission(TargetName)
Intersec_KillShip_Vanduul_Desc_VeryHard_001=MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Vanduul\nEquipment Specs: Combat-rated Ships\nBriefing: InterSec is in need of a highly skilled combat pilot who can locate and neutralize a dangerous Vanduul target.\n\nAn operator of ours has identified a Vanduul ship flying within the vicinity of ~mission(Location|Address). We've been given strict instructions to eliminate any Vanduul spotted on the fringes of UEE space, for fear of encroachment into the Empire's territory.\n\nBring a small fleet of competent pilots with you to engage and neutralize the target.\n\nRespectfully, \n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of a non-binding offer that upon acceptance may be immediately terminated by either party without any given notice. All operations are conducted at the contractor’s own personal risk and must adhere to system law where applicable.
Intersec_KillShip_Vanduul_Title_VeryHard_001=Neutralize Vanduul Target
Investigation_JournalEntry_Fail_Body,P=The information submitted by you was found to be incorrect or insubstantial based of a 3rd ajudicator
Investigation_JournalEntry_Fail_ShortTitle,P=Investigation Result - Lacking Critical Evidence
Investigation_JournalEntry_Fail_Title,P=Investigation Result - Lacking Critical Evidence
Investigation_JournalEntry_Win_Body,P=The information submitted by you was found to be accurate based of a 3rd ajudicator
Investigation_JournalEntry_Win_ShortTitle,P=Investigation Result - Decision Approved
Investigation_JournalEntry_Win_Title,P=Investigation Result - Decision Approved
Investigation_Submit_Pending_long=Information is being reviewed please notification will be sent when information is verified
Investigation_Submit_Pending_short=Information is being reviewed please notification will be sent when information is verified
Invictus2951_JavelinTourScreens_MidDeck_01_Body=Lovingly referred to as "warhalwa" by the crew, the UEES War Hammer has had one special dish on its mess hall menu since the ship entered service in 2832. This carrot halwa, a sweet, cardamom-spiced pudding, was the special request by the War Hammer’s first Captain, Omar Singh, in celebration of his birthday. It has since become a tradition among the crew to eat this dessert on special occasions and celebrations. Lt. Con Timway credited the carrots in the dish for setting the new naval accuracy record in 2902.
Invictus2951_JavelinTourScreens_MidDeck_01_Title=THE WAR HAMMER’S SIGNATURE DESSERT
Invictus2951_JavelinTourScreens_MidDeck_02_Body=On July 7, 2884, the UEES War Hammer was part of the naval defensive action against the Vanduul now commonly known as the "Fall of Caliban." While providing cover for the civilian evacuation of the system, the turrets were fired so frequently and for such an extended duration that XO Sander Freelin’s after action report noted that "turret support struts had begun to warp from the heat of the sustained fire." Gunner Tobin Lemk commented in a letter home, "I could hear my sweat sizzle as it dripped off me." As a result, Aegis Dynamics reworked the cooling systems in future Javelin models.
Invictus2951_JavelinTourScreens_MidDeck_02_Title=THE FALL OF CALIBAN
Invictus2951_JavelinTourScreens_MidDeck_03_Body=While no sign of the incursion remains, the UEES War Hammer was boarded in a surprise assault on June 25, 2861 when a Vanduul boarding ship, known in the Navy as "Spikes," made it past the UEES War Hammer’s point defense systems and punctured the hull. While five off-duty starmen tragically perished in the first moments of the assault, the crew were able to rally and overwhelm the Vanduul boarders before they managed to gain control of any vital parts of the ship. These brave starmen were instrumental in the War Hammer’s eventual victory that day.
Invictus2951_JavelinTourScreens_MidDeck_03_Title=IN MEMORY OF THOSE LOST
Invictus2951_JavelinTourScreens_MidDeck_04_Body=Among the crew of the UEES War Hammer, the first step of this stairwell is commonly known as the "Skip Step." For a brief period in 2928, the gravity plate located directly below the step was intermittently malfunctioning. This resulted in numerous starmen tripping and stumbling as they used the stairwell. As a health hazard, repairs were immediately done but despite numerous attempts at correcting the issue, the problem kept returning. During this time the crew formed a habit of not utilizing the first step as a precaution. In the end, it turned out to be a software issue in the gravity controls, but the tradition of hopping over the "skip step" remains today.
Invictus2951_JavelinTourScreens_MidDeck_04_Title=ONE SMALL STEP
Invictus2951_JavelinTourScreens_TopDeck_01_Body=Ever since the line’s introduction in 2690, the Javelin has been a brawler. Unlike other ships that can fulfill multiple roles like transport, the engineers at Aegis Dynamics clearly intended for this ship to put itself in harm’s way. Aside from the turret installations that line these halls, the Javelin comes fully stocked with heavy ordnance to challenge capital ships and a complement of Marines to raise hell on the ground. Simply put, the Javelin is a fighter.
Invictus2951_JavelinTourScreens_TopDeck_01_Title=A HEAVY HITTER ON THE BATTLEFIELD
Invictus2951_JavelinTourScreens_TopDeck_02_Body="I remember the exact moment that I stepped aboard the UEES War Hammer for the first time. To me, it was already a legendary ship. Sure, most people dream about serving aboard the Krugeri or something, but I’d grown up hearing about the War Hammer. My dad served on it immediately after graduation, so I think the thing that struck me most was its sense of history. This was a ship that’s distinguished itself in some of the biggest military operations of the past hundred years and the crew always seemed to carry that shared sense of duty to live up to the high standards set by the last generation of crewmembers. I could see why it had such a profound effect on my father and why it continues to have a profound effect on me."\n- Adelle Marker, Leading Starman
Invictus2951_JavelinTourScreens_TopDeck_02_Title=A PROUD LINEAGE
Invictus2951_JavelinTourScreens_TopDeck_03_Body=As you’ve been exploring the halls of this famed vessel, here are some facts that you might not have known:\n\n- Since its sealing in 2832, over 5000 Naval and Marine personnel have served aboard the War Hammer. Some notable crew members include: Ari Barber (actor, served as gunner 2854-2857), Natalya Jesui (pilot, served as navigator 2905-2911), Lee Cardenza (Sataball player, served as mechanic 2932-2935).\n\n- There’s a tradition among Captains of the War Hammer to leave a bottle of liquor and a blank paper journal in their quarters for their successor. This originated with Captain Lionel Ross, who took over from Captain Singh, as the War Hammer’s second captain.\n\n- The Aegis Javelin uses over six million meters of cable for its electrical, data, and automation systems. That’s almost the distance from Moscow to Shanghai on Earth.\n
Invictus2951_JavelinTourScreens_TopDeck_03_Title=DID YOU KNOW?
Invictus2954_IdrisTourScreens_ArgoHangar_ArgoMPUV_Body=This dedicated hangar is intended to hold the ARGO Astronautics MPUV-1C (commonly ‘Argo Cargo’). The dedicated transfer ship is meant to help the Idris resupply while on long expeditions, without needing to land on planets or drydocks, increasing the ship’s operational time and providing repair support for issues that may arise.
Invictus2954_IdrisTourScreens_ArgoHangar_ArgoMPUV_Title=CARGO SUPPORT
Invictus2954_IdrisTourScreens_ArgoHangar_GravityRoom_Body=This room holds the Idris’ artificial gravity generator. Like with all other ship systems, the crew regularly perform drills to ensure their readiness in the case of critical component failure. However, few drills are as infamous as the “Gravity Check” – a drill in which the ship’s gravity generator is turned off to simulate a sudden failure. Crewmates are only given a 10-second warning to secure themselves before the drill initiates.
Invictus2954_IdrisTourScreens_ArgoHangar_GravityRoom_Title=GRAVITY CHECK
Invictus2954_IdrisTourScreens_Bridge_Body=The captain and officers in command of the vessel lead from the bridge, the nerve center of the ship, where every electrical, data, and automation system comes together. In cases of duress, a skeleton crew of 8 people can operate all the ship’s essential functions, though not as efficiently as a full complement of crew would manage.
Invictus2954_IdrisTourScreens_Bridge_Title=BRIDGE DECK
Invictus2954_IdrisTourScreens_MainDeck_BriefingRoom_Body=This briefing room provides ample space for the captain to outline parameters for upcoming combat missions, provide a forum for the ship’s command staff to brief the crew, or even host social events for off-duty personnel. The holo-projectors integrated into the room allow ship command to patch into communications or pull up any data they need to reference during a briefing, such as starmaps or operational strategies.
Invictus2954_IdrisTourScreens_MainDeck_BriefingRoom_Title=MILITARY COMMUNICATIONS
Invictus2954_IdrisTourScreens_MainDeck_Brig_Body=Holding facilities such as this are used to detain private individuals caught in criminal acts as well as military personnel convicted of infracting the UEE’s military code of justice. Prisoners serve their time in the brig before either resuming their service or being transferred to command for trial.
Invictus2954_IdrisTourScreens_MainDeck_Brig_Title=DISCIPLINARY CORRECTIONS
Invictus2954_IdrisTourScreens_MainDeck_CaptainsQuarters_Body=Captains of the UEE Navy are experienced officers who have demonstrated the leadership and resolve necessary to command powerful ships like the Idris-M. On these vessels, Captains enjoy private quarters in which to unwind from the stresses of their post.
Invictus2954_IdrisTourScreens_MainDeck_CaptainsQuarters_Title=CAPTAIN’S RETREAT
Invictus2954_IdrisTourScreens_MainDeck_CargoBay1_Body=While Idris-M frigates are usually found serving as part of larger battle group formations within the UEE Navy, they are still expected to maintain the necessary provisions to operate independently for extended periods of time. Before launch, it is up to the Quartermaster to ensure the cargo bay is fully stocked and item usage is carefully tracked.
Invictus2954_IdrisTourScreens_MainDeck_CargoBay1_Title=MILITARY PROVISIONS
Invictus2954_IdrisTourScreens_MainDeck_CargoBay2_Body=In addition to this standard version of the Idris frigate, the UEE also employs a “peacekeeper” variant designed for patrol services that strips the standard vessel’s ship-to-ship gun and spinal mount in favor of superior speed and additional cargo capacity for confiscated contraband.
Invictus2954_IdrisTourScreens_MainDeck_CargoBay2_Title=CRIMINAL CONTRABAND
Invictus2954_IdrisTourScreens_MainDeck_CargoBay3_Body=After beginning development during the First Tevarin war, the first Idris frigate was commissioned in 2551 in a ceremony at an Aegis factory in the Idris system. Named in honor of the military’s recent victory over the Tevarin forces at Idris IV, the ship would go on to have a long and storied history protecting the empire.
Invictus2954_IdrisTourScreens_MainDeck_CargoBay3_Title=WARTIME ORIGINS
Invictus2954_IdrisTourScreens_MainDeck_EVASuits_Body=When deployed, the ship is stocked with a full supply of EVA suits, most often used by technicians to inspect the hull for damage that evades the notice of the ships’ computers and to perform any precise repairs that cannot wait until the ship returns to port.
Invictus2954_IdrisTourScreens_MainDeck_EVASuits_Title=EXTRAVEHICULAR ACTIVITIES
Invictus2954_IdrisTourScreens_MainDeck_EngineRoom_Body=Unlike many of its capital ship counterparts, the Idris trades heavier armor for more powerful engines and a large array of thrusters, making the ship surprisingly maneuverable for its size.
Invictus2954_IdrisTourScreens_MainDeck_EngineRoom_Title=SPEED AND POWER
Invictus2954_IdrisTourScreens_MainDeck_ForwardEscapePods_Body=While no one wants to anticipate the worst, escape pods are a necessary component of any naval ship. The ones aboard the Idris are crafted to safely protect multiple crewmembers in the unlikely scenario of a catastrophic emergency. Once ejected, these pods can sustain crewmembers for a period of time and alert nearby ships for rescue.
Invictus2954_IdrisTourScreens_MainDeck_ForwardEscapePods_Title=FORWARD ESCAPE PODS
Invictus2954_IdrisTourScreens_MainDeck_MedBay_Body=Navy Medical Staff are responsible for the health and wellbeing of all personnel aboard the ship. To support them in carrying out this important responsibility, the UEE spares no expense in equipping them with the latest in cutting-edge medical technology.
Invictus2954_IdrisTourScreens_MainDeck_MedBay_Title=MEDICAL MARVELS
Invictus2954_IdrisTourScreens_MainDeck_MessHall_Body=Too often in the past, the rigors of military life led to members of the armed forces skipping meals, or otherwise failing to meet food intake standards needed for a healthy diet. As a result, the Navy has implemented a nutritional plan designed to improve physical fitness and cognitive abilities, with a delicious taste guaranteed to have starmen eagerly awaiting their next meal.
Invictus2954_IdrisTourScreens_MainDeck_MessHall_Title=MILITARY NUTRITION
Invictus2954_IdrisTourScreens_MainDeck_MissileRoom_Body=The missile bay of the Idris-M commands an intimidating arsenal of ordnance to tackle a variety of combat situations. The crewmen responsible for these missiles perform daily drills to ensure they can manage the sensitive payload of these precision strike torpedoes with great care and efficiency.
Invictus2954_IdrisTourScreens_MainDeck_MissileRoom_Title=MAXIMUM STOPPING POWER
Invictus2954_IdrisTourScreens_MainDeck_PilotQuarters_Body=As the frontline fighters of naval engagements, pilots take on additional risk in service of the UEE and the protection of its people. For their service, combat pilots enjoy numerous benefits, including separate sleeping quarters aboard Navy vessels.
Invictus2954_IdrisTourScreens_MainDeck_PilotQuarters_Title=RISK & REWARD
Invictus2954_IdrisTourScreens_MainDeck_RearEscapePods_Body=The main deck holds two bays of escape pods along the port & starboard corridors of the ship, ensuring the crew, no matter where they are stationed, has an accessible escape route in case they are ever required to abandon ship.
Invictus2954_IdrisTourScreens_MainDeck_RearEscapePods_Title=REAR ESCAPE PODS
Invictus2954_IdrisTourScreens_MainDeck_ShootingRange_Body=The Master-At-Arms of a vessel is responsible for managing crewmembers’ access to the ship’s weapon and ammunition stores. They also oversee the shooting range, where crewmembers can receive additional firearm training and earn certifications to use specialized equipment.
Invictus2954_IdrisTourScreens_MainDeck_ShootingRange_Title=FIREARMS TRAINING
Invictus2954_IdrisTourScreens_MainDeck_SleepingQuarters_Body=These dormitory style sleeping quarters house most members of the ship’s crew. In addition to a bed, crewmembers are assigned a locker in which to keep their personal effects. Many lifelong friendships have been formed by starmen who bunked together during tours of duty.
Invictus2954_IdrisTourScreens_MainDeck_SleepingQuarters_Title=SLEEPING QUARTERS
Invictus2954_IdrisTourScreens_MainHangar_Gladius_Body=Aegis Dynamics is responsible for the design of not only the Idris itself, but also the Gladius, a small fixed-wing light fighter, commonly chosen to support the Idris for its reliable performance as an interceptor or escort ship that is capable of punching far above its weight class.
Invictus2954_IdrisTourScreens_MainHangar_Gladius_Title=GLADIUS
Invictus2954_IdrisTourScreens_MainHangar_HangarOperations_Body=In developing the Idris, the UEE directed Aegis Dynamics to ensure the ship could dock a pair of patrol fighters to support its operation. While Gladius’ are common, the size of the hangar allows the Idris-M to carry a variety of ships allowing for greater mission flexibility.
Invictus2954_IdrisTourScreens_MainHangar_HangarOperations_Title=FIGHTER SUPPORT
Invictus2954_IdrisTourScreens_UpperHangar_ControlRoom_Body=To be certified to operate the stations within the control room, members of the Navy must pass a rigorous training and certification program. It requires personnel to have an exhaustive understanding of numerous equipment configurations, weather and spatial anomalies, and military procedures.
Invictus2954_IdrisTourScreens_UpperHangar_ControlRoom_Title=CAREFUL COORDINATION
Invictus2954_IdrisTourScreens_UpperHangar_ExerciseRoom_Body=Being a Navy starman not only requires a high level of technical competency, but also demands a high standard of physical and mental health. Medical staff aboard Navy ships ensure crewmembers maintain that standard so they can adequately endure and respond to the physical and mental stresses of their chosen profession.
Invictus2954_IdrisTourScreens_UpperHangar_ExerciseRoom_Title=THE DEMANDS OF SPACEFLIGHT
Invictus_999SquadTerm=The F8A Lightning was developed by Anvil Aerospace as a replacement for the previous generation F7A Hornet fighter. The UEE selected the Anvil Lightning for production because of the Hornet's string of military successes and its overall familiarity with active pilots. The Lightning was developed specifically to counter what the military saw as the rising Vanduul threat of the 2940s, intended to outfly and outfight the current generation of Scythe and Glaive spacecraft. \n\nTo put this new craft through its paces, the Navy's elite test unit, Squadron 999 were given full access to these next generation fighters. After dozens of flights and simulated battles, the skilled "Wreckless" pilots of the 999 provided valuable feedback that helped hone the Lightning into this imposing vehicle poised to make history.
Invictus_999SquadTerm_Title=SQUADRON 999 F8A LIGHTNING
Invictus_ArrivingAt=Arriving Soon
Invictus_Connector_at=at
Invictus_Connector_docked=Docked At
Invictus_Dates,P=May 17th - May 29th
Invictus_Dates_2021=May 20th - May 31st
Invictus_Dates_2023=May 19th - May 26th
Invictus_Expo,P=Area18, ArcCorp
Invictus_Expo_Location=Bevic Center, Area18, ArcCorp
Invictus_FlightBlade_Body=Unlock the potential of your ship with a Flight Blade from Broad & Rabiee. The PHB series of flight blades re-allocates forward thrust resources allowing your ship to deliver increased precision handling during tight maneuvers. While the TSB series re-allocates lateral thrust resources to deliver increased top speeds in the straightaway.
Invictus_FlightBlade_Title=Flight Blades
Invictus_Flyby_ComingSoon=Coming Soon
Invictus_Flyby_Finished=Finished
Invictus_Flyby_Happening=In Progress
Invictus_Flyby_NoFlyby=Fly-by Cancelled
Invictus_Flyby_Polaris=Navy Polaris Fly-by
Invictus_Flyby_Start=Navy Bengal Fly-by
Invictus_Javelin_SeeTheDock=Come Visit
Invictus_ShipTour_Closed=Closed
Invictus_ShipTour_Idris=Navy Idris Tour
Invictus_ShipTour_NoTour=Tour Cancelled
Invictus_ShipTour_Start=Navy Javelin Tour
Invictus_TimeConnector_Open=Open For
Invictus_TimeConnector_Start=Begins In
Invictus_Timetable_Header=Invictus Schedule
Invictus_TourSoon=Invictus Coming Soon
Invictus_VisitFleetweek,P=Visit the expo
ItemExpiry_Expired,P=Expired
ItemExpiry_Expiring,P=Expire in
ItemGathering_ASD_Desc=Hockrow Agency \nCase File #JD10285\nLead Investigator: Arken Mallor\n\nCase Update: \nIn going through the files, I’ve seen a couple of allusions to a specific lab sample that would potentially be useful to have our people analyze. Not sure where it is exactly, but if you hunt around Onyx Facility you should be able to find the sample and bring it to me.\n\nContract Investigator Actions:\nExplore the Onyx Facility Research Wing and track down the Lab Sample and deliver it to ~mission(Destination|Address).\n\nAdditional Notes:\nBe wary of possible hostile forces on site. \n\nTravel to Onyx in a vehicle that can be stored in a large hangar.\n
ItemGathering_ASD_HardDrive_Desc=An ASD Onyx Facility data drive made to securely store propriety information.
ItemGathering_ASD_HardDrive_Name=ASD Secure Drive
ItemGathering_ASD_Specimen_Desc=Caution: Do Not Open Unless Wearing PPE. This container is made for the transport of laboratory samples produced at the ASD Onyx Facility.
ItemGathering_ASD_Specimen_Name=ASD Lab Sample
ItemGathering_ASD_Title=Jorrit Dossier: Lab Sample
ItemGathering_Long=Bring ~mission(amount)/~mission(total) of ~mission(item). Bring to ~mission(destination|ListAll).
ItemGathering_Marker=~mission(destination)
ItemGathering_Short,P=We require~mission(amount)/~mission(total) of ~mission(item)
ItemPort_port_NameCooler=Cooler
ItemPort_port_NameTractorMount=Tractor Mount
ItemPort_port_NameTractorTurret=Tractor Turret
Item_DescAEGS_Idris_Main_01_CIV,P=Main Thruster
Item_DescAEGS_Idris_Main_01_MIL,P=Main Thruster
Item_DescAEGS_Idris_Main_01_PIR,P=Main Thruster
Item_DescAEGS_Idris_Main_02_CIV,P=Twin Main Thruster
Item_DescAEGS_Idris_Main_02_MIL,P=Twin Main Thruster
Item_DescAEGS_Idris_Main_02_PIR,P=Twin Main Thruster
Item_DescAEGS_Idris_Main_Fixed_01_CIV,P=Main Thruster
Item_DescAEGS_Idris_Main_Fixed_01_MIL,P=Main Thruster
Item_DescAEGS_Idris_Main_Fixed_01_PIR,P=Main Thruster
Item_DescAEGS_Idris_Mav_Fixed_CIV,P=Fixed Mav Thruster
Item_DescAEGS_Idris_Mav_Fixed_MIL,P=Fixed Mav Thruster
Item_DescAEGS_Idris_Mav_Fixed_PIR,P=Fixed Mav Thruster
Item_DescAEGS_Idris_Retro_CIV,P=Retro Thruster
Item_DescAEGS_Idris_Retro_MIL,P=Retro Thruster
Item_DescAEGS_Idris_Retro_PIR,P=Retro Thruster
Item_DescBEHR_LaserCannon_S4=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 4\n\nBehring's M6A is a versatile high velocity energy autocannon, designed to provide to keep your enemy at range without sacrificing your stopping power.
Item_DescFlair_mug_stella_fortuna_1_a=Featuring a clover motif with an antique finish, this pewter and brass tankard is perfect for making a traditional Stella Fortuna toast to "Tempt Fate."
Item_DescFlair_mug_stella_fortuna_1_b=Beautifully crafted from genuine wood with pewter accents, this Stella Fortuna themed tankard features a compass star and a reminder that "Luck Favors the Bold."
Item_DescGRIN_CraftingStation_001=Item Type: Manufacturing Station\nManufacturer: Greycat Industrial\nClass: Industrial\n\nThe ReCast ship-based manufacturing station that can store raw materials into custom crafted containers, as well as use those same resources to craft several useful items, like multitools, allowing for longer expeditions and more sustainable operations.
Item_DescGRIN_SalvageField_001=Item Type: Field Emitter\nManufacturer: Greycat Industrial\nClass: Industrial\n\nDesigned to easily break down debris and vehicles into material composite, the Renovar XTR Salvage Beam has become the industry-standard for structural salvage. It alternates between two field modes: Fracture, which uses high-frequency vibrations to break objects apart, and Disintegration, which reduces the pieces into a usable resource.
Item_DescHornet_F7CR_Mk2_Paint_Green_Orange=Mark the occasion with a splash of color thanks to the Bracken livery featuring a sage green hull paired with deep orange accents.
Item_DescHornet_F7CS_Mk2_Paint_Black_Grey=While few would describe the Hornet Mk II as understated, the sleek two-tone black and grey finish of the Blacksmith livery comes close.
Item_DescHornet_F7CS_Mk2_Paint_Green_Gold=Not every pilot was meant to fly a Hornet Mk II. Mark your distinction with the Regalia livery's emerald green hull paired with eye-catching gold accents.
Item_DescReclaimer_CraftingStorage=Item Type: Storage\nManufacturer: Aegis Dynamics\nCapacity: 360 SCU\n\nThis internal storage space contains all raw materials a Reclaimer collects until they are fed into the ship’s manufacturing stations.
Item_DescReclaimer_SalvageClaw=Item Type: Manipulator\nManufacturer: Aegis Dynamics\nClass: Industrial\n\nThis heavy-duty claw allows an onboard technician to manipulate and collect salvage.
Item_DescSTOR_opencontainer_shared=Designed by one of the most trusted names in cargo pods, the Stor*All Self-Storage Container provides a convenient place to keep anything too cumbersome to carry on your person. Its durable impact-resistant construction is sealed to survive the vacuum of space.
Item_DescSyulen_Paint_Chiing_WhiteGold=Make your Syulen stand out from the crowd with the Ch.iing livery that?s white marbled with gold accents.
Item_DescSyulen_Paint_chuia_BlueGold=Make your Syulen stand out from the crowd with the Chui?a livery that?s blue marbled with gold accents and evokes passing waves.
Item_DescSyulen_Paint_taomoa_BlackBronze=Make your Syulen stand out from the crowd with the Tao?moa livery that?s obsidian black marbled with bronze accents.
Item_DescSyulen_Paint_thlun_PurpleBronze=Make your Syulen stand out from the crowd with the Thlun livery that?s purple marbled with bronze accents.
Item_DescVulture_CraftingStorage=Item Type: Storage\nManufacturer: Drake Interplanetary\nCapacity: 14 SCU\n\nThis internal storage space contains all raw materials a Vulture collects until they are fed into the ship’s manufacturing station.
Item_Desc_987_shirt_04=This classic tank by 987 is made with moisture-wicking fabric to keep you cool when you're at your most active. Each shirt comes with a bracer and a bandolier to create a bold and aggressive style.
Item_Desc_nvy_flightsuit_light_core_01_01_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -35 / 65 °C\nRadiation Protection: 26000 REM\nRadiation Scrub Rate: 145.8 REM/s\nCarrying Capacity: 5K µSCU\nBackpacks: Light\n\nInspired by the original flight suits worn by Earth's Air Force, this replica stays true to the historical design while incorporating modern comforts.\n\nThe Aviator edition is primarily green-beige with light green accents.
Item_Desc_nvy_flightsuit_light_core_01_02_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -35 / 65 °C\nRadiation Protection: 26000 REM\nRadiation Scrub Rate: 145.8 REM/s\nCarrying Capacity: 5K µSCU\nBackpacks: Light\n\nInspired by the original flight suits worn by Earth's Air Force, this replica stays true to the historical design while incorporating modern comforts.\n\nThe Bombardier edition is primarily a stone color with dark brown accents.
Item_Desc_sch_monocle_01=As part of their Dafne collection, Derion is proud to present the Jacopo monocle. This diamond-laminate accessory features a tungsten chain and features the latest upgradable optiVis interface for unmatched comfort.
Item_Desc_sch_tophat_01=As part of their Dafne collection, Derion is proud to present the Jacopo tophat. Perfect for an elegant night on the town, this gossamer-lined top hat was commissioned in honor of the Port Renatus Metropolitan Opera House Quincentennial.
Item_Desc_srvl_armor_heavy_arms_02=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -85 / 115 °C\nRadiation Protection: 26800 REM\nRadiation Scrub Rate: 145.8 REM/s\n\nSalvaged pieces of disused protective gear were welded together to make this intimidating armor set.
Item_Desc_vpw_bouncer_gloves_01_01_01=The 2Tuf features an ultrasoft cloth lining paired with a durable lab-grown leather exterior for comfort and unrestricted mobility. Thanks to a simple design with reinforced stitching, the glove can survive a rough night on the streets and still be ready for elegant evening out.
Item_Descnvtc_optics_holo_x1_s1_LAMP=Manufacturer: NV-TAC\nType: Projection \nAttachment Point: Optic\nMagnification: 1x\nAim Time: +15%\nSize: 1\n\nWhether under the blazing sun or on the dark side of a moon, the NV-TAC Gamma projects an easy to see reticle to help ensure your shot finds its mark. This version of the scope includes low-light functionality suitable for operations in dim environments.
Item_Descnvtc_optics_holo_x2_s1_LAMP=Manufacturer: NV-TAC\nType: Projection \nAttachment Point: Optic\nMagnification: 2x\nAim Time: +15%\nSize: 1\n\nNV-TAC extensively tested the Gamma Duo across a range of extreme temperatures to assure that thermal drift doesn't affect the accuracy of this 2x magnifier sight. This version of the scope includes low-light functionality suitable for operations in dim environments.
Item_Descnvtc_optics_holo_x3_s1_LAMP=Manufacturer: NV-TAC \nType: Projection\nAttachment Point: Optic \nMagnification: 3x\nAim Time: +15%\nSize: 1\n\nNV-TAC's Gamma Plus is a 3x magnifier sight that utilizes ReadyBrite projection for quick target acquisition. Its durable design makes it perfect for any tactical situation. This version of the scope includes low-light functionality suitable for operations in dim environments.
Item_Descnvtc_optics_rdot_x1_s1_LAMP=Manufacturer: NV-TAC \nType: Reflex\nAttachment Point: Optic\nMagnification: 1x\nAim Time: +15%\nSize: 1\n\nIdeal for civilians and professionals, the Delta non-magnifying reflex sight from NV-TAC provides a precise illuminated target marker, visible across a wide range of light levels. This version of the scope includes low-light functionality suitable for operations in dim environments.
Item_Descnvtc_optics_tsco_x4_s2_LAMP=Manufacturer: NV-TAC \nType: Telescopic\nAttachment Point: Optic \nMagnification: 4x\nAim Time: +25%\nSize: 2\n\nThe Tau Plus 4x telescopic sight from NV-TAC uses a proprietary optics coating to ensure a crystal clear image regardless of light levels and conditions, allowing you to precisely engage targets at medium range. This version of the scope includes low-light functionality suitable for operations in dim environments.
Item_Descnvtc_optics_tsco_x8_s3_LAMP=Manufacturer: NV-TAC \nType: Telescopic\nAttachment Point: Optic \nMagnification: 8x\nAim Time: +0%\nSize: 3\n\nCarefully crafted and calibrated, the Theta Pro delivers precise and effective long distance combat engagement capabilities thanks to its powerful 8x telescopic sight. This version of the scope includes low-light functionality suitable for operations in dim environments.
Item_NameAEGS_Idris_Mav_Fixed_CIV=Fixed Mav Thruster
Item_NameAEGS_Idris_Mav_Fixed_MIL=Fixed Mav Thruster
Item_NameAEGS_Idris_Mav_Fixed_PIR=Fixed Mav Thruster
Item_NameAEGS_Idris_Retro_CIV=Retro Thruster
Item_NameAEGS_Idris_Retro_MIL=Retro Thruster
Item_NameAEGS_Idris_Retro_PIR=Retro Thruster
Item_NameConstellation_Paint_FW2955_Grey_Black_Red_Camo=Constellation Nightbreak Livery
Item_NameFlair_mug_stella_fortuna_1_a=2954 Tempt Fate Tankard
Item_NameFlair_mug_stella_fortuna_1_b=2954 Luck's Favor Tankard
Item_NameGRIN_CraftingStation_001=ReCast Station
Item_NameGRIN_SalvageField_001=Renovar XTR Salvage Beam
Item_NameHornet_F7CR_Mk2_Paint_Green_Orange=Hornet Mk II Bracken Livery
Item_NameHornet_F7CS_Mk2_Paint_Black_Grey=Hornet Mk II Blacksmith Livery
Item_NameHornet_F7CS_Mk2_Paint_Green_Gold=Hornet Mk II Regalia Livery
Item_NameReclaimer_CraftingStorage=Reclaimer Material Depot
Item_NameReclaimer_SalvageClaw=Midas Salvage Claw
Item_NameSTOR_opencontainer_1SCU=Stor*All 1 SCU Self-Storage Container
Item_NameSTOR_opencontainer_2SCU=Stor*All 2 SCU Self-Storage Container
Item_NameSTOR_opencontainer_4SCU=Stor*All 4 SCU Self-Storage Container
Item_NameSTOR_opencontainer_8SCU=Stor*All 8 SCU Self-Storage Container
Item_NameSyulen_Paint_chuia_BlueGold=Syulen Chui?a Livery
Item_NameSyulen_Paint_taomoa_BlackBronze=Syulen Tao?moa Livery
Item_NameSyulen_Paint_thlun_PurpleBronze=Syulen Thlun Livery
Item_NameVulture_CraftingStorage=Vulture Material Depot
Item_Name_Container_CryoPod_01=CryoPod
Item_Name_nvy_flightsuit_light_core_01_01_01=Sol-III Core Aviator
Item_Name_nvy_flightsuit_light_core_01_02_01=Sol-III Core Bombardier
Item_Name_sch_monocle_01=Jacopo Monocle
Item_Name_sch_tophat_01=Jacopo Tophat
Item_Name_vgl_advocacy_undersuit_base_01=Guardian Undersuit
Item_Name_vpw_bouncer_gloves_01_01_01=2Tuf Gloves
Item_Namenvtc_optics_holo_x1_s1_LAMP=Gamma LL (1x Holographic)
Item_Namenvtc_optics_holo_x2_s1_LAMP=Gamma Duo LL (2x Holographic)
Item_Namenvtc_optics_holo_x3_s1_LAMP=Gamma Plus LL (3x Holographic)
Item_Namenvtc_optics_rdot_x1_s1_LAMP=Delta LL (1x Reflex)
Item_Namenvtc_optics_tsco_x4_s2_LAMP=Tau Plus LL (4x Telescopic)
Item_Namenvtc_optics_tsco_x8_s3_LAMP=Theta Pro LL (8x Telescopic)
Item_ObjectiveMarker=~mission(Item)
Item_descQDRV_TARS_S03_Ranger_SCItem=Item Type: Quantum Drive\nManufacturer: Tarsus\nSize: 3\nGrade: B\nClass: Civilian\n\nRely on the Ranger to guide you through the stars. The quality and reliability of this classic Tarsus quantum drive has made it a ship staple for centuries.
JournalEntry_CrewMember_01_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\n[Comm set to auto-send at 18:00:00]\n\nTo: Adena Freund\nFrom: Jameis Freund\nSubject: I’m sorry\n\nHey, Adena… if I know you at all, you’re probably not talking to me.\n\nFirst, I’m sorry I didn’t tell you about the meeting with Avivar. I knew you’d be against talking to them, but I couldn’t risk it not happening. You have every right to be angry at me for keeping it from you, but you know how you get sometimes. Honestly, I don’t know how to handle you when you get all worked up. You’ve been that way since we were kids. Remember that incident with Mom’s Cutlass? Guess I wanted to avoid all that drama until everything was official. \n\nSee... dammit, it’s hard to admit this to you ... Freund Family Fuel is running deep in the red and I don’t see a way out. I did… I did everything I could to try and find a way out, put the house up as collateral for a loan… but nothing worked. Just dumb luck I guess. \n\nSelling to Avivar is our only option to stay flying with some creds in our pockets and a shred of dignity. I know you’d argue with all your heart against it, but you don’t know the numbers like I do. This system’s a different place since Dad started all of this. Dad never had to hire a full time turret gunner for protection. Competition’s grown so fierce that the low fuel prices can’t cover our skyrocketing costs. At least if we operate under Avivar’s banner we’ll have some support during these tough times. The business may not be in our name after this, but it’ll still be ours.\n\nI know you hate me right now, but just remember that, as your brother, I love you and only want to do what’s best for all of us. Well, whenever you’re ready to talk, I’ll be here.\n\n- J \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_01_SubTitle=Freund Family Fuel Employee Datapad - Jameis Freund
JournalEntry_CrewMember_01_Title=J. Freund - Recovered Comm
JournalEntry_CrewMember_02_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Adena Freund\nFrom: Christina Clark\nSubject: I’m done\n\nSeriously, screw you guys. Three runs. I’ve done three runs for you and still haven’t gotten paid. You aren’t the only ones with debts to pay and while this may be your family business, it sure as hell isn’t mine. \n\nMaybe if you guys actually made sure your clients paid on time this wouldn’t happen. More than once I’ve seen Jameis tell clients to pay him whenever it’s convenient. Guess I shouldn’t be surprised this happened. Freund Family Fuel may be fine with doing a hard day’s work and not getting paid, but the hell if I am. I’ll be filing a breach of contract or lost wages complaint or whatever the hell they’re called against you both the second I’m off this tub. \n\n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_02_SubTitle=Freund Family Fuel Employee Datapad - Adena Freund
JournalEntry_CrewMember_02_Title=A. Freund - Recovered Comm
JournalEntry_CrewMember_03_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Ben Totland\nFrom: Simon Totland\nRE: Checking in\n\nHey man,\n\nI got chewed out again today. Guess I didn’t get to the turret fast enough. Adena kept yelling at me that we’d all be dead if the ship was really under attack. \n\nBut it’s not like I was dragging my heels. I’ve just never been on a ship this size before. It’s so easy to get turned around on this thing. Almost feels like someone designed this ship specifically for people to get lost on.\n\nTy keeps telling me not to worry about it. He keeps reminding me that nobody’s first run goes smoothly. Told me yesterday that “the only way you learn is by living.” This would all be super overwhelming if he wasn’t here. Not to say it’s not nice to talk to you about these things too, but by the time the message reaches you and you have the time to respond, sometimes the moment’s passed. \n\nHeard the Captain and his sister arguing again last night. I’m not sure if they realize how loud they are or maybe they don’t care. Had to crank up the volume on my mobi to drown them out, but then I got worried I’d miss a call to get to the turret, so I turned it back down. Still not sleeping very well. Every little bump wakes me up, then it takes forever to get back to sleep. \n\nAt least I’m making some creds and gaining some experience. Once I get paid, I’ll send a portion to Mom. Maybe now that both of us are working things will be a bit easier for her. Oh, did you ever find out how much experience deckhands need on your ship? How great would that be to work this same ship. Sure Mom would love it too. Both her boys, exploring the stars together. Just like she always dreamed. \n\nCrap … gotta run. Talk again soon, brother. \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_03_SubTitle=Freund Family Fuel Employee Datapad - Simon Totland
JournalEntry_CrewMember_03_Title=S. Totland - Recovered Comm
JournalEntry_CrewMember_04_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Jameis Freund\nFrom: Ty Moyo\nRE: Ship Evaluation\n\nHey, Jameis. \n\nSo, I did what you asked. I’ve done a full assessment of the ship in its current state and come to a ballpark value. It … well, there’s a lot more work to be done around here than I first thought. I added about half a dozen other fixes to my punch list today... you know what, we should probably talk about this in person. That way I can explain how I got to my total. Fair warning, I don’t think you’ll be thrilled with the news.\n\nI know you told me to hold off on repairs for the time being, but I noticed something today that’s a little worrying. The power plant’s having power spikes under normal operations. Could be a busted regulator or something, but it’s best not to strain the system until I figure out what’s going on. Might have to do with those repairs I did to the shield genny the other day. Won’t know until I run a full diagnostic.\n\nAlso, I tweaked a few things on the turret for the kid. He wouldn’t stop complaining about how slow and unresponsive it was, so I made a few minor adjustments just to keep him quiet about it. Kid’s eager, and works his tail off, but he’s as green as they come. \n\nOne last thing, I’ve been thinking about your last message, taking Avivar’s buyout seems like the best plan. Know your Dad wouldn’t be happy about it, but he’d understand. \n\nOh, and tell your sister before you go through with it. She definitely won’t like it, but you owe her that much. \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_04_SubTitle=Freund Family Fuel Employee Datapad - Ty Moyo
JournalEntry_CrewMember_04_Title=T. Moyo - Recovered Comm
JournalEntry_CrewMember_05_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Matias Devi\nFrom: Patricia Sarafian\nSubject: Status Report\n\nHi, Mr. Devi, it’s Patricia with my weekly check-in. This has been a good week for Avivar in the Stanton System. I closed that contract I was telling you about last week. Had to cut them a deal, but like you say, once they experience Avivar’s amazing service, we’ve got ‘em for good. That gives us three in the system. A few more clients like this and we’ll be turning a profit in no time. \n\nIn other good news, I’ve been able to convince a local fuel concern, Freund Family Fuel, to meet with me about a possible buyout. They’ve been around for decades and have a number of primo contracts. I’ve drafted the offer so it allows them to operate under the Avivar name as long as they maintain our standards. Considering the state of their ship and employee records, it shouldn’t be hard to get rid of them following the first performance review. It’s their contracts that we really want. Not their aging Starfarer. Will let you know when I’m closing in on a deal so you can give it final approval. \n\nI know I’ve only been here a few months, but I see a lot of potential for Avivar in Stanton and have some big plans. Just give me the time and I’ll give you this system. \n\nI’ll be in touch next week. \n\n- Patricia \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_05_SubTitle=Aviar Employee Datapad - Patricia Sarafian
JournalEntry_CrewMember_05_Title=P. Sarafian - Recovered Comm
JournalEntry_CrewMember_06_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Keyon Tyler\nFrom: Matias Devi\nSubject: Request\n\nMr. Tyler,\n\nOver the previous few months, I’ve been tracking the progress you and Patricia Sarafian have been making in the Stanton System on behalf of Avivar. I don’t have to tell you how important it is for the company that our expansion into the system succeeds. \n\nWith that in mind, I must say that I have my concerns over how Ms. Sarafian is handling the situation. One of my main problems in making an educated assessment is a lack of good information. Ms. Sarafian, despite a number of subtle and not to subtle requests, only submits her required weekly report for me to review. \n\nThat’s where I was hoping you could come in. For here forward, I need you to provide me with a day-by-day accounting of Avivar’s happenings in the system without informing Ms. Sarafian that you are doing so. I reviewed your personnel file and see that you have been an excellent Avivar employee over the years. Since you have been so good to us, you can expect Avivar to be good to you for your assistance and discretion in this matter. \n\n- MD \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_06_SubTitle=Aviar Employee Datapad - Keyon Tyler
JournalEntry_CrewMember_06_Title= K. Tyler - Recovered Comm
JournalEntry_CrewMember_07_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Christina Clark\nFrom: Adena Freund\nSubject: Guess what?\n\nChristina … I know it’s you, and I have the dates to prove it. Bet you think it was so slick of you to sell info on our operations to Avivar. Don’t think I’m going to let you get away with it either. You best watch your back, because one day you’ll turn around and see me standing there. Then you’ll have to answer for what you did to me and my family. \n \nConsider this comm a courtesy. Stop shelling out info on us to Avivar, and get out of Stanton as fast as you can. ‘Cause if we ever cross paths, it won’t end well for you. \n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_07_SubTitle=Aviar Employee Datapad - Christina Clark
JournalEntry_CrewMember_07_Title=C. Clark - Recovered Comm
JournalEntry_CrewMember_08_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Summer Davis\nFrom: Galen Walsh\nRE: 3rd Draft Revisions \n\nSummer, I think I figured it out. I was just on the bridge for the last few hours, bored outta my mind, and it hit me like a lightning bolt. Had to sneak away so I could get this idea to you before I forgot it. \n\nWhat if, at the end of the party scene, we reveal the ship has a smuggler’s compartment that Hector didn’t know about. So he’s had the magical relic on board the entire time. That’s why the pirates don’t want to damage the ship and destroy what’s onboard. \n\nPlus, it gives ‘em a reason to board the ship and take him hostage instead of blowing him out of the sky. Then we can keep that scene we love where he’s locked in that cell and ...\n\nI gotta run. Cap keeps yelling for me over comm. But you get the idea, right? Roll that around in your mind for a bit, and I’ll call you the second Cap gets off my back. \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_08_SubTitle=Aviar Employee Datapad - Galen Walsh
JournalEntry_CrewMember_08_Title=G. Walsh - Recovered Comm
JournalEntry_Starfarer1_Blackbox_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\n16:54:24 [CAP. JAMEIS FREUND] Adena, sending you coordinates. Make sure we quantum in just shy so we can run some scans and approach cautiously.\n\n16:54:36 [PILOT ADENA FREUND] That’s the middle of nowhere. What are we looking for?\n\n16:54:41 [CAP. JAMEIS FREUND] Just get us there. Then I’ll explain everything. \n\n16:54:45 [PILOT ADENA FREUND] Jeez, fine. Don’t need to bite my head off. Just thought it might be good to for the pilot to know what we’re getting into. \n\n16:54:55 [PILOT ADENA FREUND] Quantum complete.\n\n16:55:14 [CAP. JAMEIS FREUND] Proceed to the coordinates while I run some scans. \n\n16:55:19 [PILOT ADENA FREUND] Enough with the all the mystery, J. You finally gonna tell me what this is all about?\n\n16:55:23 [SCANS IDENTIFY STARFARER WITH ‘AVIVAR ALLIANCE’ REG-TAG] \n\n16:55:25 [PILOT ADENA FREUND] The hell are they doing here? Kid, you in the turret? We got some unwanted company up ahead.\n\n16:55:27 [GUNNER SIMON TOTLAND] In position and tracking the ship. \n\n16:55:30 [CAP. JAMEIS FREUND] Everyone, calm down. We’re here to meet them. \n\n16:55:34 [PILOT ADENA FREUND] The hell you talking about, Jameis? Why are we meeting the buggers that’ve been stealing our clients?\n\n16:55:40 [CAP. JAMEIS FREUND] They just want to talk about ....\n\n16:55:41 [PILOT ADENA FREUND] This is why you wouldn’t tell me where we’re going. We got nothing to say to these scumbags.\n\n16:55:45 [MECHANIC TY MOYO] (unintelligible) from the power plant. \n\n16:55:48 [CAP. JAMEIS FREUND] Hey, Ty. You dropped out at the start there. Can you repeat?\n\n16:55:51 [PILOT ADENA FREUND] Avivar’s done nothing but attack our business since they showed up in system. For all we know they’re here to finally wipe us out, pushing shields to max.\n\n16:55:54 [CAP. JAMEIS FREUND] Adena, wait. Ty, can you repeat what you just said?\n\n16:55:55 [POWER TO SHIELDS INCREASED]\n\n16:55:58 [POWER PLANT WARNING — OVERHEAT CRITICAL DAMAGE]\n\n16:55:59 [EMERGENCY SIRENS TRIGGERED]\n\n16:56:00 [GUNNER SIMON TOTLAND] We’re under attack! Opening fire! \n\n16:56:03 [CAP. JAMEIS FREUND] Hold your fire. \n\n16:56:04 [PILOT ADENA FREUND] I’ve got —\n//**TRANSCRIPTION_END**//
JournalEntry_Starfarer1_Blackbox_SubTitle=Ship RegTag #SC4V-L8212R / Freund Family Fuel
JournalEntry_Starfarer1_Blackbox_Title=Emergency Flight Data (EDR-7D093)
JournalEntry_Starfarer2_Blackbox_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\n16:52:39 [GUNNER CHRISTINA CLARK] We’ve been sitting here for almost two hours. What’s going on Cap? \n\n16:52:44 [CAPTAIN PATRICIA SARAFIAN] Shouldn’t be much longer.\n\n16:52:50 [GUNNER CHRISTINA CLARK] Uh huh.\n\n16:55:03 [SCANNER DETECTS OBJECT IN DISTANCE]\n\n16:55:05 [CAPTAIN PATRICIA SARAFIAN] Scans just picked up something. You see it, Keyon? Swing us in that direction while I focus in.\n\n16:55:08 [PILOT KEYON TYLER] I’m on it. \n\n16:55:13 [PILOT KEYON TYLER] Walsh, where’d you disappear to? Need you at the shield station, pronto.\n\n16:55:19 [MISC CREW GALEN WALSH] On my way. Something I ate last night didn’t quite agree with me.\n\n16:55:23 [SCANS IDENTIFY STARFARER WITH ‘FREUND FAMILY FUEL’ REG-TAG]\n\n16:55:24 [CAPTAIN PATRICIA SARAFIAN] This is them. Kill all non-essential chatter. Bring us in good and close. \n\n16:55:28 [PILOT KEYON TYLER] Copy that.\n\n16:55:30 [GUNNER CHRISTINA CLARK] Hey, am I reading these scans right? Is that Freund Family Fuel?\n\n16:55:34 [CAPTAIN PATRICIA SARAFIAN] I said cut the chatter. \n\n16:55:37 [GUNNER CHRISTINA CLARK] What are they doing here?\n\n16:55:42 [CAPTAIN PATRICIA SARAFIAN] That’s not your concern. \n\n16:55:45 [GUNNER CHRISTINA CLARK] But Cap--\n\n16:55:46 [CAPTAIN PATRICIA SARAFIAN] I said don’t worry about it. \n\n16:55:54 [CAPTAIN PATRICIA SARAFIAN] Walsh? I need you here now!\n\n16:55:57 [MISC CREW GALEN WALSH] Almost there …\n\n16:55:58 [SCANS PICK UP SUDDEN INCREASED HEAT SIGNATURE FROM STARFARER WITH ‘FREUND FAMILY FUEL’ REG-TAG]\n\n16:55:59 [PILOT KEYON TYLER] Woah … anyone else catch that sig spike? What the … incoming fire! \n\n16:56:00 [GUNNER CHRISTINA CLARK] I knew this was a trap. Giving ‘em everything I got. \n\n16:56:02 [CAPTAIN PATRICIA SARAFIAN] Walsh … \n\n16:56:03 [PILOT KEYON TYLER] We’re too close --\n\n16:56:04 [FRONT SHIELD DEPLETED] \n\n //**TRANSCRIPTION_END**//
JournalEntry_Starfarer2_Blackbox_SubTitle=Ship RegTag #ST3L-309T0U / Aviar
JournalEntry_Starfarer2_Blackbox_Title=Emergency Flight Data (EDR-163F3)
JournalText=WIP -\nPrisoner 1: ID: ~mission(AIIntegerSave1) - Name: ~mission(NameSave1)\nPrisoner 2: ID: ~mission(AIIntegerSave2) - Name: ~mission(NameSave2)
Journal_General_ContractManagerTutorial_Content=Welcome to the new Contract Manager!\n\nWith your mobiGlas’ 2.5 network software update, you may have noticed some improvements made to the Contract Manager application. It’s now easier to search through available jobs, accept contracts, and keep all your ongoing work organized. Happy Job Hunting!\n_______________________________________\n\nKEEPING TABS\n\nThe first thing you may notice when you open the Contract Manager from the mG Homespace is that there are now four tabs located along the top of your holo-display.\n\nGeneral - This tab gathers and displays available local contracts which have been Business and Labor Administration (BLA) certified to meet UEE and local law requirements. \nPersonal - These are offers being sent to your account specifically. Users are encouraged to be cautious accepting unsolicited contracts from unknown sources.\nAccepted - Once you accept an offer, the contract is moved to this tab so that you can quickly access important information relating to it.\nHistory - When a contract comes to end, either through successful completion or by other means, the record of it is kept here for reference.\n\nNEW CONTRACT CATEGORIES\n\nWe have introduced new Contract Categories that automatically group offers by type to make it easier to find the type of job you’re interested in. \n\nAppointments - These are typically offers used to coordinate and schedule in person meetings.\nBounty Hunter - Contracts to pursue and track down specific, possibly dangerous individuals.\nECN - Contracts received through the Emergency Communication Network system.\nDelivery - Transport-related contracts to move cargo and goods between locations.\nInvestigation - Used by insurance companies and individuals to acquire information. (This update also improves the data submission tool to allow users to submit applicable information to the client from the Accepted tab*.)\nMaintenance - Jobs that require manual labor and trade skills such as repair work or hazardous material handling. \nMercenary - Offers in which the contractor is expected to have combat training, such as escort and security work.\n\nACCEPTING CONTRACTS\n\nWith the Contract Manager, after carefully reading all the information, you can apply for and accept job offers** directly from your mobiGlas. Once you have accepted a contract, from the Accepted tab you will be able to see a detailed list of objectives, and can now also track and untrack contracts to have it sync with your StarMap app, as well as cancel contracts already in progress***.\n_______________________________________\n\n* Users may choose to submit their data to the client at any point, whether the matter has been fully investigated or not. Any complications to arise from this are the solely the responsibility of the user.\n** microTech and mobiGlas do not endorse or guarantee any contracts listed in the Contract Manager and are not responsible for any risks associated with accepting uncertified contracts. \n*** microTech and mobiGlas are not accountable for any and all repercussions related to abandoning contracts.
Journal_General_ContractManagerTutorial_From=mobiGlas
Journal_General_ContractManagerTutorial_Title=Updated Contract Manager
Journal_General_CriminalRecord_Content=Crimes Committed:\n\n~law(committedCrimes)\n\nNote that fines may be paid through the Fines & Citations Payment System terminals located at many rest stops and landing zones.
Journal_General_CriminalRecord_Title=Criminal Record
Journal_General_CrusaderBountyCongrats_Content=Congratulations!\n\nYour name has been added to Crusader Security's Authorized Operator list, a prime hiring resource for the numerous security firms operating in this sector. Inclusion on this list confirms your status as a skilled operator and your ability to handle bounty collection and other security related contracts.\n\nSafe Travels & Good Hunting,\n\nSasha Rust\nSecurity Director, Crusader Industries\n
Journal_General_CrusaderBountyCongrats_From=Crusader Security
Journal_General_CrusaderBountyCongrats_Title=Bounty Collection Authorization
Journal_General_CrusaderBountyRevoke_Content=Due to recent criminal activity, Crusader Security has revoked your status as an Authorized Operator effective immediately.
Journal_General_CrusaderBountyRevoke_From=Crusader Security
Journal_General_CrusaderBountyRevoke_Title=Bounty Collection Authorization - REVOKED
Journal_General_CrusaderCrimeTutorial_Content=Like many who travel to the Stanton System, you may be wondering how the laws and regulations of the four megacorps compare to the laws in the rest of the UEE. While our status as an independent planet allows us latitude to govern as we see fit, you may be surprised to learn that Crusader Industries adheres to many of the legal guidelines set forth by the Empire in order to provide a safe and secure environment for all. \n\nHere are few tips to remember while visiting Crusader and its surrounding sectors:\n\n* While the level of crime here is typically no higher than many places in the Empire, visitors should be cautious traveling to more remote areas such as the asteroid belt around the moon Yela since outlaw attacks have been known to occur.\n\n* Even though you are in Crusader Security patrolled space, damaging another individual’s ship or interfering with public landing areas are still considered misdemeanors. Note that repeated offenses will be taken very seriously. \n\n* Beware of contract offers that involve the disabling of comm arrays. Unsavory individuals often try to lure unsuspecting victims to do this illegal task for them under false pretenses, and many travellers have fallen for this scam. Know that TAMPERING WITH COMM ARRAYS IS AGAINST THE LAW and endangers other people’s lives. Anyone caught disabling a comm array will be prosecuted to the fullest extent of the law.\n\n* The moons of Crusader are home to many beautiful sights, and touring them is a must while visiting the area. Just be sure to avoid unmarked outposts, bring plenty of fuel and oxygen, and always locate your closest emergency shelter before setting out an expedition.\n\n* Crusader Security encourages individuals to join us in helping promote a safe environment. Whether you help track down a wanted criminal, assist in patrolling nearby sectors, or respond to ECN alerts to help ships in distress, any contributions you make to the community’s overall security will be noted in your records and may go a long way in making up for any previous minor infractions. By working together we can all make Crusader a better place to visit.
Journal_General_CrusaderCrimeTutorial_From=Crusader Security Team
Journal_General_CrusaderCrimeTutorial_Title=A Visitor’s Guide to Crusader Security
Journal_General_FrontendNewspaperHeadlines_Content=VOX POPULI\nThe Voice of the People’s Alliance\nNovember 2955\n\nALBERTSON FAMILY KILLED IN VANDUUL RAID \nGoverning committee offers condolences but no solutions as the death toll continues to rise.\n\nThe Albertson Family Mining Post had just started its shift, when the Vanduul raiders struck without warning, killing the entire crew within moments. As the horrific trend of Vanduul attacks continues well into its second year, several members of the governing committee argued in last month’s session that the time has come to ask the UEE Navy for assistance in securing the system. While Executive Allard has commented that no options are off the table when it comes to ensuring Levski’s future, senior committee member Thorean Basque has made it clear that any UEE intervention would be staunchly opposed, commenting, “If our ideals cannot stand firm in the face of mortal danger, then what are they worth?”\n\nIAE POMP AND OPULENCE REEKS OF EMPIRE IN DECLINE\nCorporatocracy eager to pacify the masses with annual aerospace event.\n\nWhile the masses may be satisfied to gather and gawk at the latest offerings from the various military-industrial complex stooges like Aegis Dynamics and Anvil Aerospace, this year’s grotesque pageantry of parading war machines to a population left bereft of the security promised to them by their failing government demonstrates concretely that the UEE’s days are numbered.\n\nNYX I TERRAFORMATION SHOWS PROGRESS\nNascent oceans and atmosphere now present.\n\nDespite not bothering to seek permission from the People’s Alliance to test their experimental technology in our system, the change that Genesis Terraforming has wrought upon the Nyx I’s formerly harsh surface in just a short timeframe is undeniable. Could this be the dawn of a new home for our people?\n\nFOOD PANTRY CHARITY DRIVE A SUCCESS\nDonations to assist those affected by recent Vanduul raids nearly doubles the goal amount. \n\nAIR FILTER REPAIR WORK COMPLETED\nWith the new filters installed, people across Levski should now be able to breathe easier.\n\n
Journal_General_FrontendNewspaperHeadlines_From=VOX POPULI: The Voice of the People’s Alliance
Journal_General_FrontendNewspaperHeadlines_Title=Vox Populi - November 2955
Journal_General_Hangar_Content=With your recent acquisition of a Personal Hangar, we here at Landing Services wanted to take a moment to let you know of some of the benefits that come with being a hangar owner and what you can expect when traveling away from home.\n\n* Your Personal Hangar *\n\n- For your convenience, all hangars, Personal and Public, come equipped with a Fleet Manager terminal that can be used to exchange vehicles via the lift. Please be sure to stand clear while the platform is in motion.\n- When shopping at local stores or fulfilling local contracts, all acquired goods will be stored in the area’s warehouse. All hangars, Personal and Public, have a Freight Elevator which can be used to transfer items to and from the warehouse. Note that smaller items can be accessed via the Gear Storage System.\n- As this is a private space only accessible to you and your invited guests, you can feel safe in storing your personal belongings not only within the provided warehouse storage, but in the hangar itself.\n- Your Personal Hangar is capable of accommodating any of the vehicles that were part of your fleet at the time of it being assigned but be mindful that if you acquire larger vehicles in the future, you may need to use a Public Hangar to access them.\n\n* Public Hangars *\n\n- When visiting a location away from home, or accessing vehicles that your Personal Hangar can’t accommodate, a Public Hangar will temporarily be assigned to you.\n- Be mindful upon departure, that items left inside a Public Hangar or its local warehouse will be considered abandoned and will become the property of the local landing services. \n\nCongratulations again, and we hope that you enjoy your Personal Hangar for years to come.\n
Journal_General_Hangar_From=Landing Services
Journal_General_Hangar_Title=Congratulations on Your Personal Hangar!
Journal_General_Harvestables_Content=It may seem completely corporate, but the Stanton system is rich with resources for the enterprising forager. This guide will help you identify what's useful, what's edible, and what's deadly. \n\n*A FORAGER'S GUIDE TO STANTON*\n\nDEGNOUS ROOT \nA type of macroalgae that has acclimated to much of the Stanton system, the degnous root is originally from Terra III, where it grows in abundance along shallow coastlines. It was introduced to some planets and moons of Stanton when they were first being terraformed as a part of their artificially constructed ecosystems. Powdered degnous root is a popular additive to multiple medical and health products thanks to its unique blend of amino acids. \n\nHEART OF THE WOODS \nThis reddish-brown, mushroom-like fungus can be found in cold climates on and around microTech, where it grows on trees and decaying logs. Prized by epicureans for its complex taste, the heart of the woods has yet to be commercially cultivated and can thus fetch a high price in the right markets. It should be noted that the mushroom is mildly toxic until it is fully cooked, so it should not be eaten raw. \n\nMARU EBONY \nMost notable for the fruit it produces, the curiously-shaped GOLDEN MEDMON, the maru ebony tree was first cultivated on Jalan. When they are harvested, golden medmons are extremely firm and astringent, with tough orange skin. They only become palatable if allowed to soften through ethelyne ripening, after which they take on a flavor similar to caramel and develop a creamy consistency. At this point, the yellow-orange skin becomes wrinkled and dark, which sometimes leads those unfamiliar with the fruit to mistakenly dismiss it as rotten. \n\nPITAMBU \nA leafy plant that was first discovered on Reisse, the pitambu bears a FRUIT of the same name that has a mild, nutty taste. It is often found in the wild on worlds where it is commercially grown thanks to its ability to survive in a wide variety of climates. The fruit is crisp and watery underneath its skin and is filled with tiny seeds that can be consumed alongside the flesh. The BLOSSOM of the pitambu can be cooked and eaten as well, or it can be steeped in hot water to create a tea that can help ease digestive distress. \n\nPROTA \nResilient and prolific, the prota is a type of slime mold that is able to grow in extreme environments. In general it prefers acid-rich conditions and has been known to thrive areas affected by industrial pollution. When it is ready to reproduce, the prota creates spore pods which grow from short stalks that sprout from the surface of the mold. These pods have innate adhesive properties, which has led to their use as an ingredient in multiple types of commercial glue. \n\nREVENANT TREE \nA variety of the altrucia from Terra III, the revenant tree arose from the harsh, windy climate of Hyperion, where it was introduced by geoengineers in an attempt to create shelterbelts against dust. The few trees that survived this planting developed darker leaves to absorb as much light as possible and thick bark to maintain moisture, among other adaptations. If you find yourself stranded in the wild, you can gather drinking water by passing the insides of the tree through a fine-meshed sieve. However, do not consume the seeds or the pollen found in the plant's PODS, as they can induce an allergic reaction and can cause unwelcome sensory and muscular effects. \n\nSUNSET BERRY BUSH \nThis hardy shrub can be found growing wild in perpetually cold environs. It can be identified by its lovely red berries, which grow in year-round in clusters on the plant's woody branches. Although they may look enticing, if consumed, these very bitter, tannic berries can cause vomiting, extreme cramping, and muscle spasms. Multiple pharmaceutical companies are conducting research studies on the potential medical applications of the berry, and have been known to purchase them from individual collectors. \n\nSTONE BUG \nThe stone bug isn't actually a bug – it's a crustacean that lives on land and inhabits dry and rocky areas. On average, it is about 45 cm long and can be identified by its multi-jointed legs and tough outer shell. When threatened, it curls into a tight ball, using its durable carapace to keep its soft insides safe from the jaws of predators. Processed stone bug shells are used as an ingredient in certain types of armor composites. \n\n*STANTON HABITATS AND BIOMES*\nInterested in tracking these fascinating specimens down? Check out this list of biomes and you're sure to find what you're looking for in no time. \n\nDeserts of Hurston (Stanton I)\n• Whether sandy or rocky, the desert is home to many plants and animals, including the stone bug. Remember: if it gets too hot, you can get water from a revenant tree (as long as you don't mind the awful taste). \n\nGrasslands of Hurston (Stanton I)\n• These seemingly endless plains, dominated by grass and low-profile shrubbery, hide a treasure trove of plants. The pitambu plant, maru ebony tree, and degnous root all grow wild here. Be sure to exercise caution when entering polluted areas, and keep your eyes peeled for prota. \n\nDeserts of Arial (Stanton 1a)\n• While the degnous root and prota grow on Arial, we advise caution when moving about this moon's deserts, as even vibrations from an ATLS suit can attract a valakkar. The defunct Hathor Group notoriously abandoned several mining facilities in the area because operating their equipment summoned valakkars in significant numbers. \n\nDeserts of Magda (Stanton 1c)\n• Desolate and dry, Magda is nonetheless home to the stone bug, along with the degnous root and revenant tree. \n\nDeserts of Ita (Stanton 1d)\n• The rolling, rocky landscape seems like it couldn't support any life, but somehow the stone bug finds a way. \n\nDeserts of Daymar (Stanton 2b)\n• While the degnous root, prota, and stone bug can be found on Daymar, we advise caution when moving about this moon's deserts, as even vibrations from an ATLS suit can attract a valakkar. The defunct Hathor Group notoriously abandoned several mining facilities in the area because operating their equipment summoned valakkars in significant numbers. \n\nDeserts of Wala (Stanton 3b)\n• While you refill your oxygen, take a moment to look around for evidence of stone bugs. \n\nForests of microTech (Stanton IV)\n• The hauntingly-beautiful boreal forests of microTech are prime locations for foraging. Check fallen logs for the heart of the woods, and be careful not to consume any sunset berries you may come across. Please be aware that you may encounter kopions when out in the field. \n\nTundras of microTech (Stanton IV)\n• Pitambu plants and degnous roots have established themselves in the tundra, which is good news for foragers. Sunset berries can sometimes be found here as well. Please be aware that you may encounter kopions when out in the field. \n\nTundras of Calliope (Stanton 4a)\n• Curiously, the notoriously difficult to cultivate heart of the woods has managed to take root on this moon. Degnous roots also grow there, in case you're in the market for amino acids. \n\nIce deserts of Clio (Stanton 4b)\n• The harsh and unforgiving surface of Clio hides pockets of stalwart revenant trees and the prolific degnous root.
Journal_General_Harvestables_From=Stanton Wildlife Federation
Journal_General_Harvestables_Title=A Forager's Guide to Stanton
Journal_General_Healing_Content=Since its recent introduction, there’s no denying that regeneration technology has changed modern medicine for the better. Across the Empire, patients can now recover from injuries that would have been fatal in the past. However, as impressive as regeneration is, it is not a replacement for traditional care and treatments.\n\nBelow, we will outline a few important tips on regeneration along with some basic medical practices to help safeguard your health.\n\n--REGENERATION--\n\nRegeneration is the medical process in which a holistic bioscan known as an ‘imprint’ is used to recreate a near perfect copy of someone down to their memories. Because of the unique properties of the imprint, it maintains a remote connection to its source at all times and ensures that it can only regenerate someone after they experience a fatal event. \n\nThis connection, known as an ‘echo’, also means that traumatic experiences lower an Imprint’s Viability Score (IVS). Repeated regeneration may produce irregularities during the regeneration process and eventually render the imprint unusable. \n\nTo create your very own imprint, visit a Tier 1 or Tier 2 medical facility and register on a kiosk. Once complete, that site will then be where you next regenerate. You can also store an imprint aboard a properly equipped vehicle. If the location or vehicle where your imprint is stored becomes unavailable, a back-up will always be available at your primary residence and you will regenerate there. Please note that having an active CrimeStat may have an impact on your regeneration site.\n\nHowever, because of the effect of imprint echoes on the regeneration process, it is important to remember that receiving first aid and medical treatment is always preferable to being regenerated. The following breakdown outlines basic first aid to deal with a variety of injuries to help avoid needing to regenerate.\n\n--FIRST AID--\n\nThe first step when dealing with an injury is to identify how serious it is using a visor HUD, a self-evaluation (i.e. PIT), or if assisting someone else, a medical device. All injuries can be divided into three severity categories:\n\n- Minor injuries can be treated by Tier 3 (T3) medical facilities and are highlighted purple.\n\n- Moderate injuries can be treated by Tier 2 (T2) medical facilities and are highlighted mauve.\n\n- Severe injuries can be treated by Tier 1 (T1) medical facilities and are highlighted pink.\n\nTo fully treat an injury, seek out an appropriately tiered facility at a rest stop, landing zone, or medically equipped vehicle. Attempting treatment at an incorrectly tiered facility can temporarily relieve symptoms, but the injury itself will remain. If you are alone and in need of transportation to a medical facility, you should contact a trusted acquaintance or use your mobiGlas to create a rescue service beacon.\n\nWhile injuries can only be treated at an appropriate medical facility, medication can be administered on site to temporarily alleviate associated symptoms. Before heading out on a trip, it’s smart to bring along single dose pens, medical attachments, or full healing devices with you.\n\nInjection pens are easy to carry and administer, but you will need to bring multiple pens to cover various symptoms and they can only be used once.\n\nSmaller medical attachments, like the LifeGuard for the Pyro Multi-Tool, allow for diagnostic scans and can administer a healing agent like Hemozal, but cannot treat other symptoms. They are typically used in conjunction with injection pens. \n\nFull medical devices like the ParaMed from CureLife provide detailed diagnostic scans and allows for the administration of multiple medicines along with full control of the dosage. However, it can be bulkier and more expensive than other options.\n\nFor ease of reference, here is an alphabetical list of common symptoms and the recommended medicines to relieve them.\n\n--COMMON SYMPTOMS--\n\n- Concussion – Caused by an impact to the head, individuals with a concussion will experience slower reaction times and have a harder time maintaining their balance. Can be relieved with an adrenaline like Demexatrine. \n\n- Health Loss – As displayed on your mobiGlas or bioscan, your ‘health’ is a simplified diagnostic number derived by combining information from several important monitored vitals. Sustaining injuries will cause you to lose health. Health can be restored by administering a healing agent like Hemozal.\n\n- Impaired Mobility – Caused by injuries to the limbs, torso or head, impaired mobility will make getting around difficult. Can be relieved with an opioid like Roxaphen.\n\n- Incapacitation – Individuals who are incapacitated have had their health levels reduced to zero and will be unable to move. This is a potentially fatal condition and a healing agent like Hemozal must be applied must be applied in order to restore mobility. The amount of time until the condition is irreversible will be displayed on your mobiGlas. Note that factors like sustaining additional injures or having other confounding medical issues may impact how long you have. \n\n- Muscle Fatigue – Caused by injuries to the limbs, those suffering from muscle fatigue will move slower and have their refined motor skills affected. Can be relieved with an adrenaline like Demexatrine. \n\n- Muscle Weakness – Caused by injuries to the arms, muscle weakness makes it difficult to do activities that require strength. Can be relieved with a corticosteroid like Sterogen.\n\n- Ocular Inflammation – Caused by injuries to the head and results in vision obscured by inflamed blood vessels. Can be relieved by a corticosteroid like Sterogen.\n\n- Partial Paralysis – Caused by injures to the limbs, partial paralysis makes it so the affected area is severely impaired resulting in the loss of the ability to do activities like running, climbing, and interacting with objects. Can be relieved with an opioid like Roxaphen.\n\n- Respiratory Damage – Caused by injuries to the torso, this affects lung capacity and makes breathing or prolonged physical exertion very difficult. Can be relieved with a corticosteroid like Sterogen.\n\n- Stunned – A temporary loss of consciousness that leaves the individual unable to move for the duration. Will relieve itself after enough time passes and consciousness is regained.\n\n- Radiation Sickness – Caused by exposure to unsafe levels of high-energy radiation, this condition is often fatal if left untreated. Can be relieved with a decontamination drug like Canoiodide. \n\n--BLOOD DRUG LEVEL AND OVERDOSE RISK—\n\nWhile giving first aid is vital, know that it comes with its own risks. Administering medication will increase an individual’s Blood Drug Level (BDL) as will imbibing recreational drugs or alcohol. \n\nA high BDL can create a feeling of intoxication and may result in difficulty moving, blurred vision, and loss of refined motor skills. For your safety and other, it is strongly recommended that you avoid operating a vehicle while intoxicated.\n\nOnce your BDL reaches a dangerous level it is called an overdose. Individuals experiencing an overdose will be stunned and will gradually lose health until they become incapacitated.\n\nFortunately, BDL will reduce naturally over time. Administering a detoxicant like Resurgera will speed the process and make it so you are no longer stunned. \n
Journal_General_Healing_From=Empire Health Services
Journal_General_Healing_Title=Regeneration and Basic First Aid
Journal_General_Maintenance_Content,P=--CORNERSTONE DEVELOPMENTS’ GUIDE TO MAINTENANCE--\n\nWith the rise of accessible and affordable engineering equipment such as the Pyro RYT Multi-Tool, many people have taken up DIY maintenance in their spare time. Whilst we would always recommend using a professional service such as Cornerstone Developments for more complex projects, we’ve written a short guide to help people looking to tackle common maintenance and repair work themselves.\n\nWhen approaching any issue, Cornerstone Developments advise using the S.T.O.P. method: Stock up, Troubleshoot, Observe, Proceed. This handy acronym is designed to help citizens remember the essentials of repair work.\n\n--STOCK UP on supplies--\n\nFirstly, you’ll need to ensure you’ve stocked up on the appropriate tools and equipment needed for the task. While professionals will use a dedicated salvage and repair device, a Multi-Tool with a salvage mod will be an essential part of most repair kits, along with a good supply of Recycled Material Composite. RMC is a flexible resource consisting of alloys and polymers that have been extracted during the salvage process and can often be used to repair minor structural damage such as broken panels or pipes.\n\nWhen dealing with an electrical-based repair, you may need a supply of fuses. Fuses can be obtained from most planet-based merchants or general store vendors on stations. Alternatively, in a pinch, fuses can occasionally be found in old, disused buildings that contain electronic or mechanical equipment.\n\n--TROUBLESHOOT any issues--\n\nBefore beginning the work, it is essential to troubleshoot what the problem is. Carefully search the area and look for key indicators that something isn’t functioning. Following pipelines from their source and spotting any damage is a good place to start. If a power system is not operational, finding a nearby fuse box and examining its contents is advisable, as fuses typically trip when a circuit is overloaded.\n\n--OBSERVE the area for hazards--\n\nObserving the area for hazards before carrying out repairs is a safety essential. Is the environment you’re working in dangerous? Sadly, it’s too often the case these days that maintenance issues can be traced back to hostile individuals and outlaws looking to stir up trouble. Outside of more hostile elements, are there any exposed wires, shards of glass, or hazardous materials nearby? If so, find a way to create a safe workspace that will minimize disruption to your repairs.\n\n--PROCEED with repairs--\n\nFinally, you can proceed with the repairs needed. Be sure to follow the manufacturer’s guidance when using tools, as this can vary from company to company. Patching damaged objects with a Multi-Tool requires a steady hand and a keen eye; be sure to examine the object thoroughly from multiple angles to ensure it’s fully repaired.\n\nAnd remember, when in doubt, don’t put yourself in any unnecessary danger. Consider contacting a professional service such as Cornerstone Developments for further assistance.
Journal_General_Maintenance_From=Cornerstone Developments
Journal_General_Maintenance_Title=Cornerstone Developments' Guide to Maintenance
Journal_General_Medical_Content=Whether you haven’t been sleeping well, experienced a traumatic injury, or have , most modern digital assistants like mobiGlas include a wide variety of health monitoring capabilities to make staying healthy simpler than ever.\n\nBy constantly monitoring your key vitals, the software is able to make preliminary diagnoses and alert you about dozens of afflictions you may be experiencing. These alerts, when used properly, can offer guidance and help you know when to make lifestyle adjustments, administer self-treatment options, or seek assistance from a medical professional. \n\nBelow we have highlighted a few of the more common medical alerts that you may see:\n\nConcussed -\nA mild brain injury that results in temporary loss of cognitive function. Early warning signs of a concussion can include double vision, loss of balance, and ringing in the ears.\n\nDehydrated - \nWhen the body does not have enough water to function normally. Symptoms can include thirst, dry mouth, headaches, deteriorating health, exhaustion, and blurred vision.\n\nHemorrhage - \nInternal or external bleeding. It is recommended that you try to stem the loss of blood as soon as possible to minimize deterioration of health.\n\nHyperthermia - \nThe body’s core temperature has risen above safe levels and can no longer compensate leading towards fatigue, severe headaches and migraines, difficulty breathing, deteriorating health, and increased thirst. \n\nHypothermia - \nThe body’s core temperature has fallen below safe levels and can no longer compensate leading towards severe fatigue, shivering, weakness of the limbs, deteriorating health, increased appetite, light sensitivity, hearing impairment and a risk of paradoxical undressing.\n\nMalnourished - \nWhen the body does not have enough nutrients to function normally. Symptoms can include weakness, deteriorating health, irritability, hearing and vision impairment. \n\nSevere Injury - \nA general term used to describe when very serious trauma has been inflicted to the body. Often accompanied by vision loss. Requires immediate medical attention.\n\nUnconscious -\nWhen trauma is severe enough, an individual may experience a syncope, lose consciousness and become unable to respond to stimuli. \n\nIrradiated - \nIf exposed to unsafe levels of high-energy radiation without protection, cells inside the body will begin to die. Early symptoms can include nausea, headache, fatigue, disorientation, and a metallic taste in the back of the throat. Requires immediate medical attention.
Journal_General_Medical_From=Empire Health Services
Journal_General_Medical_Title=Monitoring Your Health
Journal_General_Mining_Content=Mining has, and will always remain, a proud tradition of Humanity. For over eight centuries United Resource Workers guild has been protecting miners’ rights, ensuring that they have the tools, protection, and knowledge they need to build our future. And while the technology available today has certainly made mining more efficient, the individual skills and instincts of a miner have never been more important.\n\nIn this guide, we’ll be covering the ‘Fundamentals of Mining’, breaking it down into the three core elements of modern-day ship mining: SCANNING, FRACTURING, and EXTRACTION.\n\nLet’s get started -\n\nSCANNING\nThe first thing any miner will need to do is find a deposit that can be mined, and most importantly, one worth mining. Ships equipped with a scanner can send out a local pulse that detects all the nearby minable rocks but be careful: this also makes nearby ships aware of you too.\n\nOnce you’ve found a deposit, enter your ship’s Mining Mode and aim your reticle at the rock to learn some key information including:\n\nComposition - the breakdown of what elements are inside the deposit.\n\nResistance - how much energy it will take to fracture the rock.\n\nInstability - how much energy fluctuation will occur while mining.\n\nYou’ll also be able to see the difficulty of mining the deposit based on your current equipment. We advised beginners to stick with easy rocks, but no matter your skill, an impossible rock isn’t worth attempting.\n\nOnce you find a deposit with readings you like, it’s time to enter the next stage.\n\nFRACTURING\nThis is where the miner’s skills and instincts become especially important. The aim of fracturing is to use a mining laser to break apart large rocks into smaller ones so the valuable materials inside can be safely harvested.\n\nSwitch your ship into Fracture Mode and you’ll see some new meters appear on your Heads Up Display (HUD). \n\nActivate your mining laser and slowly increase the Laser Intensity until you enter the green Optimal Zone. Once you get the Charge Level inside the Optimal Zone, continue making small adjustments to keep it from dropping out of the sweet spot, or overshooting it and entering the red Overcharge Zone. Keep this up until the Optimal Zone fills completely and the deposit breaks into a few smaller pieces. \n\nMost of these pieces should be highlighted in purple and ready for the next stage, Extraction, but some pieces may need to be fractured again.\n\nEXTRACTION\nActivate Extraction Mode and move your beam over the fractured fragments to collect them. Continue gathering the materials until they’ve been completely collected, or until your Cargo Capacity is full.\n\nWhat’s next?\nTime to reap the rewards. Some miners may be inclined to sell their ore as is, but to maximize profit or to complete a specific workorder, you’ll want to take your ship’s cargo to a refinery and get them processed. Refineries can be found at major spaceports and stations.\n\nNow that you’ve got everything you need to start ship mining, get out there and give it a go. Once you’ve mastered the basics, there’s plenty more skills to unearth such as: Modules, Gadgets, Lasers, Ground Vehicles, and Personal Mining. \n\nSo, what are you waiting for? There’s a whole ‘verse of mining waiting for you to discover.\n
Journal_General_Mining_From=United Resource Workers
Journal_General_Mining_Title=The Fundamentals of Mining
Journal_General_Nutrition_Content=We all lead busy lives, and sometimes making good nutrition choices can be a daunting challenge to say the least! \n\nThankfully, by using the NDR and HEI ratings assigned to most commercially available food and drinks, taking better care of yourself has never been easier. Just remember, the *higher* the score, the better the nutrition, and the better you'll feel. \n\nNutritional Density Rating (NDR)\nDevised by Empire Health Services to help people eat healthier, the Nutritional Density Rating (NDR) takes into consideration the food’s concentration of nutrients per 100kcal, the breadth and diversity of nutrients contained, and the nutritional bioavailability. The higher an NDR score, the better a food item is for your overall health. However, it is important to remember that no single food contains all the nutrients a single person needs, so along with eating high-scoring food, the second most important thing an individual can do is consume a wide variety of foods. Here’s to good eating and good health! \n\nHydration Efficacy Index (HEI)\nOriginally created by a team of nutritionists at the University of Jalan to compare the effects of beverage choice on hydration levels during long haul space flights, the Hydration Efficacy Index (HEI) has since been adapted by Empire Health Services as the standard measure by which various drink selections can be compared. By considering such factors as moisture retention, absorbency rates, osmolality, caloric count, and electrolyte levels (specifically sodium and potassium), a beverage can be graded using one standardized index. The higher the score, the more effective the beverage is at keeping the consumer hydrated for longer. Substances like caffeine and alcohol have the potential to decrease the index score by increasing the rate of water loss from the body. Standard filtration system water has a baseline score of 80. \n\nDietary Effects\nIn addition to the baseline scores, many foods and drinks have been additionally labeled with keywords to provide extra information about the potential effects that item will have on your health. Take a look at the list below for some of the most common effects and what they mean.\n\nHypertrophic - Provides additional blood flow and nutrients to key muscle groups to make them perform optimally.\n\nAtrophic - Restricts blood flow, negatively affecting the muscles, making tasks seem harder.\n\nEnergizing - Provides a boost to your energy levels, allowing you to be active for longer.\n\nFatiguing - Has a draining effect, causing lethargy and general sense of exhaustion.\n\nCognitive Boosting - Encourages brain function by allowing additional focus while performing complicated tasks.\n\nCognitive Impairing - Stymies brain activity making it difficult to focus for long durations. \n\nHypometabolic - Digests slowly, making you feel satisfied for longer.\n\nHypermetabolic - Digests quickly, increasing the likelihood you'll be hungry sooner.\n\nHydrating - Helps your body to better absorb water, allowing you to satisfy your thirst for longer.\n\nDehydrating - Causes your body to lose water, making you thirstier.\n\nHealing - Provides vital nutrients to help your body naturally repair itself. \n\nToxic - Contains elements that are detrimental to your health and can cause damage if consumed in large quantities. \n\nImmune Boosting - Helps your body stay healthy when exposed to harmful elements.\n\nImmune Suppressing - Weakens your body's ability to fight off harmful elements.\n\n\n
Journal_General_Nutrition_From=Empire Health Services
Journal_General_Nutrition_Title=Better Nutrition, Better You
Journal_General_StarmapQuantumTutorial_Content=Now that your mobiGlas has installed to the new 2.5 network update, you are ready to use the StarMap app to travel the stars in a whole new way. For the past year, the engineers at microTech have been working with industry-leading quantum drive manufacturers to allow our award winning StarMap app to seamlessly integrate with most consumer navigation software. This means you can now set quantum travel routes directly from inside the Starmap you are ready to use the StarMap to set quantum travel routes directly. \n\nTo get started using these new features, follow the quickstart guide below.\n\nSafe Travels!\n\nThe StarMap App Dev Team\n\n_______________________________________\n\n\nSTARMAP QUANTUM TRAVEL QUICKSTART GUIDE\n\n1. From your cockpit chair, open up the StarMap app either by accessing it through your mobiGlas or your ship’s holo-display.\n\n2. Use the StarMap’s controls to pan and zoom around the map, till you see the destination you wish to travel to. (Remember, you may have to zoom in or out to locate a particular destination.)\n\n3. Click on the destination to see a route from your current location highlighted with a green scrolling dashed line. (If the route is inaccessible by a single quantum, it will appear a red static dashed line. If this is the case, you may have to travel to an accessible location first before traveling to your ultimate destination or refill your quantum fuel tank. For any additional issues, contact your quantum drive manufacturer.) \n\n4. Once you have your route selected, you can use the button on the lower left labeled “Set As Destination” to transfer these coordinates to your quantum drive’s navigational computer. The route will now be highlighted by green scrolling arrows.\n\n5. Close the StarMap and you are now set to begin quantum travel. After spooling your quantum drive in preparation, rotate your ship so that your prow is aimed at the diamond-shaped destination marker on your AR display to calibrate the navigational computer. Once spooled and calibrated, you will be able to initiate quantum to your set location. (Remember, you will not be able to quantum travel again till your drive’s cooldown period ends.)
Journal_General_StarmapQuantumTutorial_From=mobiGlas
Journal_General_StarmapQuantumTutorial_Title=Improved StarMap Quantum Integration
Journal_General_Trading_Content=GUIDANCE AND SUPPORT FOR TRADING WITHIN THE UEE AND ADJACENT SYSTEMS\n\nTrading and commodity brokering may seem intimidating at first, but with a little knowledge and the right attitude, it can be a rewarding career. To increase the accessibility and understanding of trading within the Empire, the UEE’s Trading & Development Division (TDD) is happy to offer the following helpful insights to get you started.\n\nPlease note that the guidance below may not be relevant or reliable when applied to xeno-economies (documentation regarding Xi’an, Banu, and other non-Human controlled systems will be available at a future date).\n\n----------------------------------------------------------------------------------------------------\n\nUNDERSTANDING MARKET BEHAVIORS\n\nMost markets function on the principle of supply and demand. The price offered at trade terminals is dynamically driven for each commodity , increasing the price of the goods on offer based on the volume of traffic at that specific trade location. In addition to this, when brokers receive many of the same commodity the purchase price of that good will lower significantly due to the broker having an excess of it.\n\nTrading at its core is about understanding these shifts and capitalizing on them. This idea is broken down and explored in more detail below:\n\nCONSUMER ACTIVITY CREATES FLUCTUATING PRICES:\n\n- The higher the number of traders buying or selling a specific commodity at a location, the worse the price becomes. If you are waiting in line to use a terminal, this is typically a strong indication that this location is already experiencing high traffic and the price you will be offered will most likely be much lower than expected.\n- Because of this, the most popular locations such as major cities or large stations will rarely offer the best deals. \n- Travelling further afield to more obscure, or dangerous locations, where supply is much lower can often net you a more fruitful deal.\n- When preparing to trade, it is recommended to have a list of other potential locations to sell at, ensuring you receive the best price for your goods.\n- An exception to this is trading in rare resources or goods. These items typically retain their value because of their rarity, especially if those rare goods are unavailable from other brokers nearby.\n\nFILL YOUR SHIP’S HOLD WISELY: \n\n- When buying, checking the maximum container size available (2, 8, 16, or 32 SCU) for a commodity is often a good indicator of the amount of trade that commodity experiences.\n- Goods in larger containers are typically more abundant and therefore easier to come by, whereas goods only available in smaller containers will have a higher value due to their scarcity.\n- For example, Atlasium, a very rare commodity, would typically sell in containers of 2 SCU, whereas Copper, a very common commodity, would typically sell in containers of 32 SCU. \n- Commodities bought in a specific container size compete with other goods of a similar size. For example, a container of 32 SCU ore should have its price compared to other 32 SCU container, rather than an 8 SCU container.\n\nTRADING WITHIN YOUR MEANS:\n\n- Ultimately, the best deal is the one that is most convenient for you. Searching for the right deal can be advantageous but should be weighed against the risk of transporting high value goods across systems and the time investment that comes with it. Major trade locations such as TDDs are reliable centers for selling your goods if you are unsure of where to get the best deal.\n\nINFORMATION COURTESY OF\nTERRENCE CONNORS \nCHIEF STRATEGIC BUSINESS ADVISER\nTRADE & DEVELOPMENT DIVISION\n“SERVING THE EMPIRE SINCE 2463”\n
Journal_General_Trading_From=UEE Trade & Development Division
Journal_General_Trading_Title=A Guide to Trading in the Empire
Journal_General_Wildlife_Content=Beyond the bustling cities, the Stanton system has plenty of opportunities to get up close with nature. This guide will highlight some of Stanton's most interesting animals and where you can find them. \n\n*WILDLIFE OF STANTON*\n\nKOPION\nOriginally from Ashana (Nul V) kopions are fast, carnivorous animals that easily develop specialized traits to thrive in differing environments by reproducing quickly and in large litters. Without careful monitoring, the kopion often becomes invasive. Fortunately, the horn of the kopion is made of a unique combination of bone and naturally occurring carbon nanomaterials that, when processed, can be used to aid in bone regeneration, making it a valuable commodity to harvest.\n\nMAROK\nMaroks are omnivorous birds often introduced to terraformed worlds as ecological stabilizers due to their reliability as large predators. Maroks owe their adaptability to their powerful gizzards, which secrete a substance during digestion that hardens into a large stone that helps the marok digest food more efficiently. These stones have unique conductive properties that make them sought-after for use in the production of microprocessors.\n\nVALAKKAR\nOriginally indigenous to the deserts of Leir III, valakkars spend the majority of their life below the surface using overlapping plates to burrow through the ground. Having evolved in the desert, these omnivores need very little water, extracting what they need from their diet of vegetation, detritus, and meat. \n\nValakkars have three distinct developmental stages with juveniles being 4-5m, adults 10m, and the extremely dangerous apex being over 300m. Juvenile and adult valakkars have fangs often harvested for use in luxury goods. Apex valakkars develop highly sought-after pearls, which are ground into powder and used for biomedical and industrial purposes. These pearls grow on their hide and are encrusted in layers of organic material that must be mined away before harvesting. \n\nSentient smugglers and animal enthusiasts have taken valakkars from Leir and spread them across the wider universe. The creatures have proven to be highly adaptable and declared an invasive species by the UEE. It’s believed that miners brought juvenile valakkars to Daymar and Aberdeen as pets before they matured into adults and were released. Territorial predators that use vibrations to hunt, valakkars will respond to the distressed cries of a juvenile valakkar from great distances. Apex valakkars will even attack and destroy buildings and settlements if provoked. \n\n*STANTON HABITATS AND BIOMES*\nReady to go out and meet some of these animals yourself? The following list of biomes will serve as a handy guide on where to begin your safari.\n\nCaves of Hurston (Stanton I)\n• Herds of kopions have flourished in these deep underground caverns. We recommend caution while exploring as the naturally aggressive kopion can become dangerous when cornered in a confined space. \n\nDeserts of Aberdeen (Stanton 1b)\n• We advise caution when moving about this moon’s deserts, as even vibrations from an ATLS suit can attract a valakkar. The defunct Hathor Group notoriously abandoned several mining facilities in the area because operating their equipment summoned valakkars in significant numbers. \n\nDeserts of Daymar (Stanton 2b)\n• We advise caution when moving about this moon’s deserts, as even vibrations from an ATLS suit can attract a valakkar. The defunct Hathor Group notoriously abandoned several mining facilities in the area because operating their equipment summoned valakkars in significant numbers. \n\nTundras of microTech (Stanton IV)\n• These vast, treeless plains are home to numerous herds of kopions and flocks of maroks.\n\nForests of microTech (Stanton IV)\n• The tall trees provide shelter and shade for the kopions and maroks that inhabit these forests.
Journal_General_Wildlife_From=Stanton Wildlife Federation
Journal_General_Wildlife_Title=Guide to Stanton Wildlife
Journal_System_Stanton_Stanton2_Covalex_EngineerMelDoor_Author=Covalex Investigation - Door Codes
Journal_System_Stanton_Stanton2_Covalex_EngineerMelDoor_Body=To: Genevieve Miko\nFrom: Dennis Gethart\nRe: Door Codes\n2945.09.22 14:31SET\n \n \nHey Gen,\n \nNo, haven’t touched it. I checked with Ava though. She said to just leave it, Ososky isn’t a person of interest in the investigation. Clean-up teams will reset the code when they sweep the station.\n \nDennis\n \n>To: Dennis Gethart\n>From: Genevieve Miko\n>Re: Door Codes\n>2945.09.22 14:27SET\n>\n>Melanie Ososky.\n>\n>To: Genevieve Miko\n>From: Dennis Gethart\n>Re: Door Codes\n>2945.09.22 14:26SET\n>\n>Hey Gen,\n>\n>Who’s hab is this?\n>\n>Dennis\n>\n>To: Dennis Gethart\n>From: Genevieve Miko\n>Subject: Door Codes\n2945.09.22 14:22SET\n>\n>\n>Hey, Dennis\n>\n>I’m supposed to be packing up these habs, but can’t seem to access one of the doors. The code on file isn’t working. Did you change it?\n>\n>Gen\n>
Journal_System_Stanton_Stanton2_Covalex_EngineerMelDoor_Title=D.Gethart - Recovered Data
Journal_System_Stanton_Stanton2_Covalex_InvestigatorDarnellDoor_Author=Covalex Investigation - Security Seal
Journal_System_Stanton_Stanton2_Covalex_InvestigatorDarnellDoor_Body=HAB: WARD, DARNELL\n \n** SECURITY SEAL **\n DO NOT TAMPER\nThis room has been sealed as a crime scene. All persons are forbidden to enter without express permission from lead Investigator.
Journal_System_Stanton_Stanton2_Covalex_InvestigatorDarnellDoor_Title=DO NOT TAMPER
Journal_System_Stanton_Stanton2_Covalex_InvestigatorPreliminaryReport_Author=Covalex Investigation - Preliminary Findings
Journal_System_Stanton_Stanton2_Covalex_InvestigatorPreliminaryReport_Body=To: Ava Skenning\nFrom: Ava Skenning\nSub: Preliminary Findings\n2945.09.23 15:46SET\n \n<<< EXECUTIVES ONLY: NOT FOR DISTRIBUTION >>>\n \nIncident Report #GJC-99091\n \nTo members of the Executive Team,\n \nI am in the process of preparing a complete summary, but wanted to give you a high level overview of our findings. \n \nOn 2945-08-27, Covalex Station Gundo suffered a catastrophic system overload which triggered an explosion that resulted in the deaths of sixteen employees and millions in structural damage.\n \nInitial investigation into the station’s server logs found that one of the Maintenance workers (WARD, DARNELL File#438956) had been running stress tests throughout the day to address a power runoff issue. System login indicates that Ward attempted another stress test at 1400 SET on day of accident, but didn’t ever turn the system off. Station systems went critical without the local failsafes and an explosion was inevitable.\n \nReviewing Ward’s personnel file indicated that he’d had addiction issues in the past and had even been suspended previously for negligence. Though supervisor reviews indicated he’d cleaned up since his return, our teams found evidence that he slipped back into bad habits shortly before the accident.\n \nTo perform our due diligence, we’ve exhausted other potential causes, but this one seems to be the most likely. As I mentioned, I’m still compiling my final report, which you will have when I make my presentation to the board.\n \n \nAva Skenning\nInvestigator\nCorporate Security - Covalex\n \nThe information contained in this message is confidential and only intended for the recipients. If you have received this message in error, please notify Covalex Corporate Security team and they will guide you through proper deletion protocol. Distributing, releasing or holding this private company communication is strictly prohibited.
Journal_System_Stanton_Stanton2_Covalex_InvestigatorPreliminaryReport_Title=A.Skenning - Recovered Data
Journal_System_Stanton_Stanton2_Covalex_TechnicianDoorCodes_Author=Covalex Investigation - Hab Code List
Journal_System_Stanton_Stanton2_Covalex_TechnicianDoorCodes_Body=To: Ava Skenning\nFrom: Dennis Gethart\nSubject: Hab Codes\n2945.09.21 16:53SET\n \nAva,\n \nPulled the Hab door codes from the SysAdmin’s terminal and tested them out. Here’s the list:\n \nHab 1: Hammell, Scott = 1170\nHab 2: Biollo, Ross = 3633\nHab 3: Ososky, Mel = 1352 (*** Note: This code seems to be outdated. Didn’t work on the door)\nHab 4: Santos, Kyomi = 9898\nHab 5: Theolone, Nico = 1318\nHab 7: Besser, Claudia = 7871\nHab 8: Temp Housing = 2231\n\nAnd here’s the specific one you wanted:\n \nHab 6: Ward, Darnell = 6682\n\n \nLet me know if you need anything else,\n \nDennis
Journal_System_Stanton_Stanton2_Covalex_TechnicianDoorCodes_Title=D. Gethart - Recovered Data
Journal_System_Stanton_Stanton2_Covalex_TechnicianServerFindings_Author=Covalex Investigation - Server Assessment
Journal_System_Stanton_Stanton2_Covalex_TechnicianServerFindings_Body=To: Ava Skenning\nFrom: Dennis Gethart\nSubject: Server Assessment\n2945.09.23 14:11SET\n \n \nHi Ava,\n \nI went through the data logs from the server and managed to put together a rough timeline of events that led up to the crash. I know the initial speculation was criminal sabotage, but based on this, it looked like worker negligence. Sad as it is to say.\n \nAnyway, I’ve attached a series of files to help illustrate my points and so you don’t have to sift through three million lines of data text.\n \n**/Excerpt_1 ATTACHED/**\n \nI’ve pulled together some sample readings from the Power Distribution logs. As you can see, over the past year, the station has been suffering from sporadic power drains. Maintenance reports theorized that there was a power drain somewhere, but to me, it looks like faulty switchers. These 2920’s were notorious for power flow issues.\n \n**/Excerpt_2 ATTACHED/**\n \nSo here is the initial stress test that Darnell Ward ran the day of the incident. Everything after RUNPROTOCOL stresstest_v3.dnn is the test taking effect. Everything looks good, right? Then, and I haven’t figured out why yet, but a few hours later (and in the middle of the stress test) he runs this all_monitor_silence.dnn protocol. Maybe he was trying to bring monitoring systems offline to see if they were causing the drain. I don’t really know. Anyway, it was a stupid move, because he basically removed his only way to see that the power plant was about to go critical. \n \nI’ll keep digging and keep you apprised.\n \nDennis
Journal_System_Stanton_Stanton2_Covalex_TechnicianServerFindings_Title=D. Gethart - Recovered Data
Journal_System_Stanton_Stanton2_Covalex_UnfinishedLetter_Author=Personal Datapad - Darnell Ward
Journal_System_Stanton_Stanton2_Covalex_UnfinishedLetter_Body=From: Darnell Ward\nTo: Elaine Ward\nSubject: I messed up\n2945.08.27 05:13SET\n>> UNSENT DRAFT\n \nSo… I don’t know why this is so tough... Dr. Colby said that I shouldn’t get too down on myself if I stumbled in my treatment, but I can’t bring myself to believe him. I know I could probably just sleep it off, wake up tomorrow and commit myself to starting fresh, but I don’t know… something just feels wrong about that. Wrong not telling you. Then it feels like it’d be sweeping it under the rug. Like it never happened. I think about all the things I put you, put the kids through, and I just don’t know why I can’t figure this out. \n \nI guess you know where this is going. There was a birthday party tonight and somebody had been saving a bottle of Esquire. It was easy to say yes. I almost didn’t even think about it. What that word would mean. I guess… I think I went back ten years ago, like when we were at school. When having a few drinks didn’t lead to waking up in a medstation or with blood on my clothes. But in that moment, I was the me back then. Just a guy celebrating a birthday with some coworkers…\n \nBut I’m not that guy. And it kills me.\n \nI don’t know who I am anymore. It’s late now. I’m drunk. Drunk and ashamed that I keep letting you down.\n \nI guess all I want is
Journal_System_Stanton_Stanton2_Covalex_UnfinishedLetter_Title=D.Ward - Recovered Data
Jumptown2_Criminal_MBroker_desc=Got some good news for you. As we speak, there’s an automated facility that is churning out package after package of primo product that’s pretty much ripe for the taking.\n\nAll you have to do is swoop down there, deal with a thug or two, grab whatever you can, and sell it for a huge profit. Shouldn’t be a problem at all. And there are plenty of people around who would pay good creds to take product like that off your hands.\n\nSpeaking of credits, I’m not gonna just give out the coordinates of this facility out of the kindness of my heart. I think it’s only fair to ask a finder’s fee for info this good.\n\nI wouldn’t wait too long. Not sure how long the site will be left running.\n\n-Ruto\n
Jumptown2_Criminal_MBroker_name=Ripe for the Taking
Jumptown2_Criminal_obj_long=Steal from the production facility at ~mission(Location|Address).
Jumptown2_Criminal_obj_marker=Recommended Buyer
Jumptown2_Criminal_obj_short=Steal Product
Jumptown2_DrugLabLocation_obj_marker=Production Facility
Jumptown2_Lawful_MBroker_desc_BlacJac=ATTN: Verified Mercenary Operators\n\nWe’ve been able to trace a recent surge of contraband to an automated production facility at ~mission(Location|Address). We can’t be sure how much longer the site will be up and running, so BlacJac needs someone on site to sweep through, secure the contraband, and transport it to us at ~mission(Destination|Address). Once there, you can use the administrative commodity terminal to transfer the contraband to us and collect your reward.\n\nWe haven’t been able to determine what kind of hostile force will be present, but whatever you encounter, you’re authorized to use lethal force as necessary. \n\nThe more contraband you manage to bring to us, the more credits you’ll earn.\n\nThanks,\nLt. Aaron Riegert\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
Jumptown2_Lawful_MBroker_desc_CruSec=Crusader Security has learned that an illegal production facility at ~mission(Location|Address) is currently being used to manufacture contraband. \n\nWe are seeking a contractor to secure the site, confiscate any contraband, and deliver it to us at ~mission(Destination|Address). The administrative commodity terminal will allow you to submit the contraband into our evidence hold and collect your payment.\n\nNow, this is an automated facility so it’s not clear how long they’ll be manufacturing for, or even how many people may be on site. To be safe, I would go in expecting to meet heavy resistance.\n\nYour total compensation will be based on how packages are safely delivered into evidence.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Vanzant\nID# 712L921P\n
Jumptown2_Lawful_MBroker_desc_Hurston=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Confiscate Contraband\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: T. Odington\nRISK ASSESSMENT: High\nRUSH CONTRACT: No\n\nHurston Security has learned of an active, illegal automated production facility at ~mission(Location|Address) and is seeking a contractor to secure the site and confiscate as many packages of contraband as possible for delivery to a Hurston Security facility ~mission(Destination|Address) for immediate disposal. Transfer of the contraband and attribution of your reward payment should be done through the administrative commodity terminal there.\n\nYou are authorized to use any force necessary to complete your objective. Payment will be based on the amount of contraband secured. \n\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. **\n
Jumptown2_Lawful_MBroker_desc_MicroTech=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented security professional who can assist us in securing contraband from an illegal automated production site at ~mission(Location|Address). The packages will then need to be taken to ~mission(Destination|Address) and transferred into our possession for destruction via the administrative commodity terminal. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Manage any hostiles found within the site; using force as necessary.\n• Secure contraband and deliver it the commodity terminals at ~mission(Destination|Address)\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with rapid hostility de-escalation techniques.\n
Jumptown2_Lawful_MBroker_name_BlacJac=Confiscate Contraband
Jumptown2_Lawful_MBroker_name_CruSec=Confiscate Contraband
Jumptown2_Lawful_MBroker_name_Hurston=Confiscate Contraband
Jumptown2_Lawful_MBroker_name_MicroTech=Confiscate Contraband
Jumptown2_Lawful_obj_long=Confiscate and secure packages of contraband from ~mission(Location|Address) and deliver them to ~mission(Destination|Address) using the administrative commodity terminal.
Jumptown2_Lawful_obj_marker=Contraband Drop Off
Jumptown2_Lawful_obj_short=Secure Contraband Packages
JurisdictionJournals_ArcCorp_BodyText=UEE JURISDICTION NOTIFICATION\n** ARCCORP **\n\nWhile traveling within ARCCORP governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
JurisdictionJournals_ArcCorp_SubHeading=ArcCorp
JurisdictionJournals_ArcCorp_Title=Jurisdiction: ArcCorp
JurisdictionJournals_CrusaderIndustries_SubHeading=Crusader Industries
JurisdictionJournals_CrusaderIndustries_Title=Jurisdiction: Crusader Industries
JurisdictionJournals_CrusadrIndustries_BodyText=UEE JURISDICTION NOTIFICATION\n** CRUSADER INDUSTRIES **\n\nWhile traveling within CRUSADER INDUSTRIES governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are fineable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
JurisdictionJournals_GrimHex_BodyText=Welcome to Green Imperial HEX.\n\n** NO JURISDICTIONAL INFORMATION AVAILABLE **\n\n** MONITORING OFFLINE **\n\n** ENTER AT OWN RISK **
JurisdictionJournals_GrimHex_SubHeading=Green Imperial HEX
JurisdictionJournals_GrimHex_Title=Jurisdiction: Green Imperial
JurisdictionJournals_HurstonDynamics_BodyText=UEE JURISDICTION NOTIFICATION\n** HURSTON DYNAMICS **\n\nWhile traveling within HURSTON DYNAMICS governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
JurisdictionJournals_HurstonDynamics_SubHeading=Hurston Dynamics
JurisdictionJournals_HurstonDynamics_Title=Jurisdiction: Hurston Dynamics
JurisdictionJournals_Klescher_BodyText=UEE JURISDICTION NOTIFICATION\n** Klescher Rehabilitation Facilities **\n\n Klescher Rehabilitation Facilities is a private corrections provider who's committed to providing safe, secure rehabilitation facilities for local planets. Our fully automated correction sites include housing, security, and work release opportunities to allow our guests to be productive while paying their debt to society. Be sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
JurisdictionJournals_Klescher_SubHeading=Klescher Rehabilitation Facilities
JurisdictionJournals_Klescher_Title=Jurisdiction: Klescher Rehabilitation
JurisdictionJournals_Microtech_BodyText=UEE JURISDICTION NOTIFICATION\n** MICROTECH **\n\nWhile traveling within MICROTECH governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
JurisdictionJournals_Microtech_SubHeading=Microtech
JurisdictionJournals_Microtech_Title=Jurisdiction: Microtech
JurisdictionJournals_PeoplesAlliance_BodyText=JURISDICTION NOTIFICATION\n** PEOPLE'S ALLIANCE **\n\nWe, the People’s Alliance of Levski, are dedicated to the creation and continual development of a truly egalitarian community, where all sentients may feel safe and free to express ideas while supporting each other towards the communal goal of enlightened self-sufficiency.\n\nVisitors are expected to respect our beliefs and are encouraged to adopt them into their own life after they’ve gone.\n\nAll visitors should:\n- Never denigrate another’s views or ideas. We are all entitled to our own beliefs.\n- Not attempt to profit from, exploit or instigate plans to deprive anyone of their goods or health.\n- Not pursue a UEE agenda while within our community.\n- Agree to resolve conflicts in a nonviolent manner.\n- Agree to spend time (no matter how little) thinking about what you have done today to make the universe a better place.\n- Even if you disagree with us, you will respect our right to life.\n\nAdditionally, any person found engaging in the following infractions will be met with fair but swift justice. If you seek further understanding and guidance, we have included an appendix below for your enlightenment.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered to be the most serious of crimes.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions that require monetary restitution.\n\n~law(misdemeanors|details)
JurisdictionJournals_PeoplesAlliance_SubHeading=People's Alliance
JurisdictionJournals_PeoplesAlliance_Title=Jurisdiction: People's Alliance
JurisdictionJournals_UEE_BodyText=JURISDICTION NOTIFICATION\n** UNITED EMPIRE OF EARTH **\n\nWhile traveling within UNITED EMPIRE OF EARTH (UEE) governed space, be mindful that you are subject to all UEE laws and if you violate them, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nUEE Military and Advocacy Agents can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n
JurisdictionJournals_UEE_SubHeading=UEE
JurisdictionJournals_UEE_Title=Jurisdiction: UEE
Jurisdictions_Name_001,P=UEE
Jurisdictions_Name_002,P=Crusader Industries
Jurisdictions_Name_003,P=Hurston Dynamics
Jurisdictions_Name_004,P=ArcCorp
Jurisdictions_Name_005,P=microTech
Jurisdictions_Name_006,P=Autonomous
Jurisdictions_Name_007,P=People's Alliance
Jurisdictions_Name_008,P=Klescher Rehabilitation
Jurisdictions_Name_009,P=Ungoverned
Kaboos_AccessItem=QV Airlock Access Card
Kaboos_AccessItem_desc=This access card allows for bypassing airlock emergency protocols to gain entry to QV stations.
Kaboos_Ambush_subobj_long,P=Manually override the security lockdown.
Kaboos_Ambush_subobj_short=Override Security Lockdown
Kaboos_CollectData_long,P=Find all remaining data packets.
Kaboos_CollectData_short=Find Remaining Data Packets %ls
Kaboos_DecryptAndUpload_long=Decrypt the data using the decryption key and upload to InterSec.
Kaboos_DecryptAndUpload_short=Decrypt Data
Kaboos_DecryptData_long=Decrypt the data.
Kaboos_DecryptData_short=Decrypt Data %ls
Kaboos_DecryptioKeycard1=Decryption Key
Kaboos_DecryptioKeycard1_desc=This single-use decryption key is required to access encrypted data files.
Kaboos_DecryptionKeycard2=Passcode Disk
Kaboos_DecryptionKeycard2_desc=This passcode disk stores a unique multi-phase security identifier used to access locked areas.
Kaboos_DerelictSite1_short=Search QV Derelict A
Kaboos_DerelictSite2_short=Search QV Derelict B
Kaboos_DerelictSite3_short=Search QV Derelict C
Kaboos_GetAccess_long,P=Search nearby derelicts for the QV airlock access card to enter the asteroid base.
Kaboos_GetAccess_short=Find QV Airlock Access Card
Kaboos_Intro_Ambush_long=Locate and eliminate the ambush leader.
Kaboos_Intro_Ambush_short,P=Eliminate Ambush Leader
Kaboos_Intro_BoardStation_long=Land in the hangar and meet the contact.
Kaboos_Intro_BoardStation_short=Land in Hangar
Kaboos_Intro_DefendPolaris_long=Defend the Polaris from Vanduul attack.
Kaboos_Intro_DefendPolaris_marker=Defend Polaris
Kaboos_Intro_DefendPolaris_short=Defeat Vanduul %ls
Kaboos_Intro_Description=MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Unknown\nEquipment Specs: Combat-rated Ship, Personal Arms\nBriefing: InterSec has been enlisted by the UEE to gather intel on a group of black marketeers dealing in Vanduul parts, that have been linked to the illegal Vanduul experiments happening at ASD’s Onyx Facility. The UEE is eager to understand and put an end to their operations.\n\nBased on evidence extracted from the ASD facilities, we’ve potentially managed to track down the location of one of their storage sites.\n\nOnce accepted, head over to the old QV Planet Services Logistics station and we’ll be in touch.\n\n\nRespectfully, \n\nDeacon Tobin\nOperations Manager\nInterSec Defense Solutions\n\nThis communication consists of confidential information solely intended for the recipient. Please disregard if received in error and notify sender. All operations are conducted at the contractor’s own personal risk and must adhere to UEE and system law where applicable.
Kaboos_Intro_ExploreStation_long=Investigate the station.
Kaboos_Intro_ExploreStation_short=Investigate the Station
Kaboos_Intro_InvestigateTerminal_long=Investigate the terminal.
Kaboos_Intro_InvestigateTerminal_short=Investigate Terminal
Kaboos_Intro_SubObj_AsteroidBase_long=Search the neighboring Auxiliary Station for a Data Packet.
Kaboos_Intro_SubObj_AsteroidBase_short=Search Auxiliary Station
Kaboos_Intro_SubObj_CargoDecks_long=Search cargo decks A and B inside the QV Logistics station for Data Packets.
Kaboos_Intro_SubObj_CargoDecks_short=Search Cargo Decks %ls
Kaboos_Intro_SubObj_Polaris_long=Search the nearby Polaris for a Data Packet.
Kaboos_Intro_SubObj_Polaris_short=Search Polaris
Kaboos_Intro_SyncData_long,P=Search the ambush leader for intel on smuggling.
Kaboos_Intro_SyncData_short,P=Retrieve Intel
Kaboos_Intro_Title=Vanduul-Tech Smugglers
Kaboos_Mission_Description=MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Outlaws present and armed\nEquipment Specs: Combat-rated Ship, Personal Arms\nBriefing: InterSec needs your services once again.\n\nThe intel you previously gathered has been invaluable in identifying several prominent buyers of the illegally-obtained Vanduul parts. However, since then the Shattered Blade have continued their operations and the UEE is requesting that we update our intel.\n\nWe believe more information can be retrieved from the storage facilities located at the old QV Logistics station.\n\nThe operation parameters haven’t changed since your last mission: find the encrypted data and use the decryption key to decipher and upload the list to us. The Shattered Blade will have reinforced the area since the last time, so expect resistance.\n\nGood luck. We’ll be in touch.\n\n\nRespectfully,\n\nDeacon Tobin\nOperations Manager\nInterSec Defense Solutions\n\nThis communication consists of confidential information solely intended for the recipient. Please disregard if received in error and notify sender. All operations are conducted at the contractor’s own personal risk and must adhere to UEE and system law where applicable.
Kaboos_Mission_Title=Retrieve Additional Smuggler Intel
Kaboos_Starmap_Desc,P=[ CLOSED ] This logistics station is operated by QV Planetary Systems.
Kaboos_Starmap_Name,P=QV Logistics Station
Kaboos_UploadData_long=Upload data using the decryption terminal.
Kaboos_UploadData_marker=Decrypt Remaining Data
Kaboos_UploadData_short=Upload All Data
Kaboos_intro_SubObj_AsteroidBase_marker=Auxiliary Station
Kaboos_intro_SubObj_CargoDeckA_marker=Cargo Deck
Kaboos_intro_SubObj_CargoDeckB_marker=Cargo Deck B
Kaboos_intro_SubObj_Polaris_marker=Polaris
Kareah_EnterCode=Enter Code
Kareah_ItemLoading=Loading evidence in elevator...
Kareah_ItemRetrievalAborted=Evidence Retrieval Cancelled by User
Kareah_ItemRetrievalComplete=Evidence Retrieval Complete
Kareah_RecallItems=Retrieve Evidence
Kareah_TimedItemDispenser_Activator=Activate Evidence Inventory System
Kareah_TimedItemDispenser_Case=Case # -
Kareah_TimedItemDispenser_InProgress=Evidence retrieval in progress...
Kareah_TimedItemDispenser_InfoScreen=The Evidence Inventory System secures our station’s evidence in a de-oxygenated vault which can only be accessed through this terminal. \n\nTo verify evidence, use the access code you have been provided. The system will proceed to retrieve random pieces of evidence from the vault at short intervals for you to verify against existing records. Use this process to ensure the Evidence Inventory System is functioning properly. \n\nSpecific evidence pertaining to a particular case can only be retrieved with the proper legal authorization code. \n\nThe terminal’s Security Override can be used to end the verification process at any time. \n\nOnce a code has been used to begin the verification process it will become invalid. The system will generate a new code which will be sent to all authorized security personnel. To begin the verification process again, enter the new code.
Kareah_TimedItemDispenser_LogOut=Exit
Kareah_TimedItemDispenser_NextItem=Resetting Retrieval System
Kareah_TimedItemDispenser_ShutDown=Cancel Retrieval
Kareah_TimedItemDispenser_TimeOut=Session Timeout
Kareah_TimedItemDispenser_Title=Evidence Inventory System
Keycard_Terminal_Button=Imprint Keycard
Keycard_Terminal_Cooldown=Next Available Keycard Imprint
Keycard_Terminal_InProgress=Imprinting...
Keycard_Terminal_TakeCard=Keycard Ready
Keycard_Terminal_Update=Update 2552.02.04: Note, Keycards are now single-use to reduce security issues.
KeypadButton_000=0
KeypadButton_001=1
KeypadButton_002=2
KeypadButton_003=3
KeypadButton_004=4
KeypadButton_005=5
KeypadButton_006=6
KeypadButton_007=7
KeypadButton_008=8
KeypadButton_009=9
KeypadDisplay_000=*
KeypadDisplay_001=0000
KeypadDisplay_002=----
KeypadDisplay_003=---
KeypadDisplay_004=--
KeypadDisplay_Unlocked=Unlocked
KillAnimals_AtLocation_desc=Go to ~mission(Location|Address) and eliminate the ~mission(Creature) infestation.
KillAnimals_AtLocation_from=~mission(Contractor|KillAnimalsAtLocationFrom)
KillAnimals_AtLocation_obj_HUD_01=~mission(Creature)s Remaining:
KillAnimals_AtLocation_obj_long_01=Kill all the ~mission(Creature) population inside the den.
KillAnimals_AtLocation_obj_marker_01=~mission(Creature)
KillAnimals_AtLocation_obj_short_01=Exterminate ~mission(Creature) Population
KillAnimals_AtLocation_title=~mission(Contractor|KillAnimalsAtLocationTitle)
KillAnimals_desc=~mission(Contractor|KillAnimalsDesc)
KillAnimals_from=~mission(Contractor|KillAnimalsFrom)
KillAnimals_obj_HUD_01=~mission(Creature) Killed: %ls
KillAnimals_obj_long_01=Exterminate ~mission(Creature) on ~mission(Location).
KillAnimals_obj_short_01=Exterminate ~mission(creature) on ~mission(Location)
KillAnimals_title=~mission(Contractor|KillAnimalsTitle)
KillShip_AssassinateMulti_Long_01,P=Assassinate Targets
KillShip_AssassinateMulti_Short_01,P=Assassinate Targets
KillShip_Assassinate_HUD_01,P=Assassinate ~mission(Target)
KillShip_Assassinate_HUD_02,P=Assassinate ~mission(Target): %ls
KillShip_Assassinate_HUD_03,P=Assassinate Target Time Remaining: %ls
KillShip_Assassinate_Long_01,P=Assassinate the ~mission(Target).
KillShip_Assassinate_Marker_01,P=~mission(Target)
KillShip_Assassinate_Short_01,P=Assassinate ~mission(Target)
KillShip_Detect_HUD_01,P=Scan for ~mission(Target)
KillShip_Detect_HUD_02,P=~mission(Target)'s Found %ls
KillShip_Detect_Long_01,P=Scan the area and find the ~mission(Target).
KillShip_Detect_Short_01,P=Scan for ~mission(Target)
KillShip_EscapeTimer_HUD_04,P=Time Before Target Retreat: %ls
KillShip_FailReason,P=Target has escaped
KillShip_NeutralizeMulti_Long_01,P=Neutralize Targets
KillShip_NeutralizeMulti_Short_01,P=Neutralize Targets
KillShip_Neutralize_HUD_01,P=Neutralize ~mission(Target)
KillShip_Neutralize_HUD_02,P=Neutralize ~mission(Target): %ls
KillShip_Neutralize_HUD_03,P=Target Attempting to Escape
KillShip_Neutralize_Long_01,P=Neutralize the ~mission(Target).
KillShip_Neutralize_Marker_01,P=~mission(Target)
KillShip_Neutralize_Short_01,P=Neutralize ~mission(Target)
KillShip_NextWave_Long_01,P=New wave incoming.
KillShip_NextWave_Short_01,P=New wave incoming: %ls
KillShip_Reach_HUD_01,P=Go to ~mission(Location)
KillShip_Reach_Long_01,P=Go to ~mission(Location|Address) to find the ~mission(Target).
KillShip_Reach_Marker_01,P=~mission(Target)'s last known location
KillShip_Reach_Short_01,P=Go to ~mission(Location)
KillShip_Title_AssassinationMultiTarget_01,P=Assassinate Targets
KillShip_Title_AssassinationSingleTarget_01,P=Assassinate Target
KillShip_Title_AssassinationTimed_01,P=Urgent Assassination Contract
KillShip_Title_AssassinationWaves_01,P=Assassinate Target Crew Members
KillShip_Title_BountyTimed_01,P=Urgent Bounty Contract
KillShip_Title_HUD_AssassinationMultiTarget_01,P=Assassinate Targets
KillShip_Title_HUD_AssassinationSingleTarget_01,P=Assassinate Target
KillShip_Title_HUD_AssassinationTimed_01,P=Urgent Assassination Contract
KillShip_Title_HUD_AssassinationWaves_01,P=Assassinate Target Crew Members
KillShip_Title_HUD_BountyTimed_01,P=Urgent Bounty Contract
KillShip_Title_HUD_MultiTargets_01,P=Neutralize Wanted Criminals
KillShip_Title_HUD_SingleTarget_01,P=Neutralize Wanted Criminal
KillShip_Title_HUD_Waves_01,P=Neutralize Criminal Gang Members
KillShip_Title_MultiTargets_01,P=Neutralize Wanted Criminals
KillShip_Title_SingleTarget_01,P=Neutralize Wanted Criminal
KillShip_Title_Waves_01,P=Neutralize Criminal Gang Members
KillShip_WaveTracker_Short_01,P=Waves Destroyed
KillShip_WaveTracker_Short_02,P=Destroy Waves
Kill_Civ_Desc_001,P=Kill the drug dealer who has been taking more than his cut on the profits
Kill_Civ_Desc_Long_001,P=Go an collect weapon from Loot Container
Kill_Civ_Desc_Long_002,P=Go to the last know location of Drug Dealer
Kill_Civ_Desc_Long_003,P=Assassinate Drug Dealer
Kill_Civ_Desc_Marker_001,P=Get Weapon
Kill_Civ_Desc_Marker_002,P=Kill Target
Kill_Civ_Desc_Marker_003,P=Last Known Location
Kill_Civ_Desc_Short_001,P=Collect Weapon
Kill_Civ_Desc_Short_002,P=Go to Location
Kill_Civ_Desc_Short_003,P=Kill Drug Dealer
Kill_Civ_Title_001,P=Kill Drug Dealer
Klescher_RepUI_Area=UEE
Klescher_RepUI_Description=Klescher Rehabilitation Facilities is a private corrections provider who's committed to building secure sites that ensure their incarcerated guests safe housing with multiple work release opportunities; allowing them to be productive while paying their debt to society.
Klescher_RepUI_Focus=Prisons
Klescher_RepUI_Founded=2913
Klescher_RepUI_Headquarters=Severus, Kiel System
Klescher_RepUI_Leadership=Leland Wingard, Founder
Klescher_RepUI_Name=Klescher Rehabilitation Facilities
Klim_Allies=Eddie Par, Michael Shaw, Nine Tails
Klim_Rivals=Tecia Pacheco
LOC_BADSTRING=<= BAD STRING =>
LOC_BADTOKEN=<= BAD TOKEN =>
LOC_BROKENBAR,P=¦
LOC_DEBUG=<= DEBUG =>
LOC_EMDASH,P=—
LOC_EMPTY=
LOC_FONTAUDITLETTERS,P=The quick brown fox jumps over the lazy dog
LOC_FONTAUDITNUMBERS,P=0123456789
LOC_FORWARDSLASH=/
LOC_INVALID=
LOC_NOINNERTHOUGHT=<= INTENTIONALLY DO NOT SHOW INNER THOUGHT FOR THIS INTERACTION =>
LOC_PLACEHOLDER=<= PLACEHOLDER =>
LOC_TESTJOURNALPARSING=Your name is [~playername()], your bedroom is [~bedroom()], and a landing pad number is [~padnumber()], test extended manager: [~action(spaceship_view|v_view_freelook_mode)]
LOC_UNINITIALIZED=<= UNINITIALIZED =>
LandingPad_A00=A00
LandingPad_A01=A01
LandingPad_A02=A02
LandingPad_A03=A03
LandingPad_A04=A04
LandingPad_A05=A05
LandingPad_A06=A06
LandingPad_A07=A07
LandingPad_A08=A08
LandingPad_A09=A09
LandingPad_A10=A10
LandingPad_B00=B00
LandingPad_B01=B01
LandingPad_B02=B02
LandingPad_B03=B03
LandingPad_B04=B04
LandingPad_B05=B05
LandingPad_B06=B06
LandingPad_B07=B07
LandingPad_B08=B08
LandingPad_B09=B09
LandingPad_B10=B10
LandingPad_C00=C00
LandingPad_C01=C01
LandingPad_C02=C02
LandingPad_C03=C03
LandingPad_C04=C04
LandingPad_C05=C05
LandingPad_C06=C06
LandingPad_C07=C07
LandingPad_C08=C08
LandingPad_C09=C09
LandingPad_C10=C10
LandingPad_D00=D00
LandingPad_D01=D01
LandingPad_D02=D02
LandingPad_D03=D03
LandingPad_D04=D04
LandingPad_D05=D05
LandingPad_D06=D06
LandingPad_D07=D07
LandingPad_D08=D08
LandingPad_D09=D09
LandingPad_D10=D10
LandingPad_Generic=Landing Pad
LeaveLocation_obj_long_01=Leave ~mission(Location).
LeaveLocation_obj_short_01=Leave ~mission(Location)
Levski_Shop_Teach=Teach's Ship Shop
LingFamily_Danger_001=Also, some of the family has run into trouble doing similar contracts recently. I would be extra careful. You know it's dangerous when cousin Maggi even says it.
LingFamily_Danger_002=Also, a word of caution. I've got several reports highlighting this particular stretch as potentially dangerous. I don't think anything will happen, but just be ready in case trouble shows up.
LingFamily_Danger_003=One more thing. I don't want to raise a false alarm, but there's a small chance that this contract may wind up being riskier than usual. Nothing concrete, but I've got a contact in Crusader Security who gave me a heads up. Should be fine, but be careful.
LingFamily_Danger_004=And I probably don't have to say this, but Crusader's been having some security issues lately. It's not as safe as it once was, especially where you'll be going for this job. Be smart out there and stay safe.
LingFamily_Family_001=My brother, Ricki, was supposed to handle this job but unfortunately his cooler blew. He's getting it fixed, but in the meanwhile we're hoping you can step in.
LingFamily_Family_002=My brother, Ricki, was supposed to handle this job but his power plant's been having issues. He's getting it fixed, it'd be great if you can take this one.
LingFamily_Family_003=My brother, Ricki, was scheduled to handle this, but the quantum drive on his Lancer decided to stop working today. It's being repaired, but in the meanwhile we're hoping you can handle it.
LingFamily_Family_004=My brother, Ricki, is down for the count today owing to his life support system being on its last breath. He's getting it fixed, but in the meanwhile we're hoping you can fill in.
LingFamily_Family_005=Ricki got caught up on the opposite side of Stanton doing a long haul, so we need someone else to handle this job.
LingFamily_Family_006=I originally had Ricki slated for this, but a leaky fuel line means he's not going to get back in time. Hopefully, you're available.
LingFamily_Family_007=Fabian, my cousin, commed in sick again. Guess his suit actuator failed while he was doing a drop on Yela and he caught a cold. So we need someone to pick up the slack today.
LingFamily_Family_008=Got a last minute comm from my cousin Fabian that he isn't feeling well again. Seems he picked up a stomach bug from a bad burrito and can't fly. Would be great if you could cover for him.
LingFamily_Family_009=Hoping that you'll be able to fill in for my cousin Fabian. Not sure exactly what happened, but seems like his arm is on the fritz and he can't fly till he sees a cybernetician. You'll definitely be helping us out if you're available.
LingFamily_Family_010=You ever hear of Dolphin Tongue? Well, my cousin Fabian woke up with it. Half his face is swollen to the size of burstmelon. Would you be free to take over for him today?
LingFamily_Family_011=My cousin Maggi had some trouble with the Nine Tails and is filing a report with Crusader right now. Of course, that could wind up taking all afternoon so I need someone to handle this job for her.
LingFamily_Family_012=I thought that my cousin Maggi was going to be able to do this one, but she has to chase down a missing order. Hoping that it wasn't stolen. Either way, she's going to be tied up for a while.
LingFamily_Family_013=Fabian caught a stomach bug and now the rest of the family seems to have got it. To be honest, I'm not feeling so great, but I'm hanging in for now. Since they're all busy making their own "deliveries" until the medicine kicks in, I was thinking you might be able to take care of this job.
LingFamily_Family_014=A bunch of the family headed over to New Babbage for the day to celebrate another cousin's birthday. And guess who didn't get to go? Anyway, still plenty of work around here that needs doing.
LingFamily_HaulCargo_AToB_Interstellar_desc=Hi, \n \nHere's a haul from jump gate to jump gate. Run doesn’t leave the system. But, if you’re heading to ~mission(Destination|Address) and your hold is empty, you’re missing out on some money. \n\nPick up is at ~mission(Location|Address), and the largest cargo container you’ll be dealing with is ~mission(MissionMaxSCUSize). You’re the expert, but in my experience, you’ll need a handheld tractor beam to handle those. \n\n \nThanks, \nReyes Ling \nCargo Logistics Coordinator \nLing Family Hauling \n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_AToB_Intro_desc=Hi, \n \nThis is Petra Ling, and I’m proud to offer you a new and exciting opportunity to partner with Ling Family Hauling. When my parents started this company, their goal was to provide fast and reliable courier deliveries around the greater Crusader area. It quickly became a success, and as our reputation grew, so did our operations. \n \nNow, under my stewardship, Ling Family Hauling is taking the next big step – cargo hauling. Demand for this new service is growing faster than I expected, and that’s great news for both of us. \n \nIf you’ve ever wanted to be a hauler, then I can make your dreams come true. Best way to learn something is by doing it, and I’ve got a haul of ~mission(Item) that needs to go from ~mission(Location|Address) to ~mission(Destination|Address). \n\nNo prior experience is necessary, but here’s a few things to keep in mind. All pick-ups and deliveries must be done at a freight elevator or autoloaded. You will need a ship that can hold ~mission(MissionMaxSCUSize) cargo containers, and a handheld tractor beam to move them around. \n \nUpon successful completion of this delivery, you will be promoted to a ‘trusted contractor’ status and more hauls will become available to you. \n\n \nSincerely, \nPetra Ling \nManaging Director of Cargo Operations \nLing Family Hauling \n\n \n\n \n\n \n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_AToB_Intro_title=Cargo Hauling Opportunity with Ling Hauling
LingFamily_HaulCargo_AToB_Rehire_desc=Hello, \n\nLing Family Hauling is busier than ever after expanding our operations to include cargo hauls. Says here you attempted a trial run for us but were unable to complete it. Any interest in trying another haul? \n\nThere’s a load of ~mission(Item) at ~mission(Location|Address) that would be ideal for a re-evaluation run. Head there in a ship that can fit ~mission(MissionMaxSCUSize) cargo containers, grab the goods, and deliver it to ~mission(Destination|Address). \n\nDon’t forget, do your pick-ups and deliveries at a freight elevator or have it autoloaded. Also, don't forget to bring a handheld tractor beam. \n\nKnock this out and there’s a lot more work I can send your way. \n\n \nThanks, \nReyes Ling \nCargo Logistics Coordinator \nLing Family Hauling \n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_AToB_Rehire_title=Ling Cargo Hauling Contractor Re-evaluation
LingFamily_HaulCargo_AToB_desc_01=Hi, \n \nAny chance you’re available? \n \nI've got cargo at ~mission(Location|Address) that needs to go to ~mission(Destination|Address). \n\nShould be a simple and straightforward run. You’ll just need a ship that can fit ~mission(MissionMaxSCUSize) cargo containers and a handheld tractor beam to move them. \n \n\nHappy Hauling, \nReyes Ling \nCargo Logistics Coordinator\nLing Family Hauling \n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_AToB_desc_02=Hello, \n \nThis haul is from a client I’ve been courting for a while. Could bring in a lot more work if this goes smoothly. \n\nThey need a direct run from ~mission(Location|Address) to ~mission(Destination|Address). Think you can handle it? \n\nBring a handheld tractor beam and a ship that can hold ~mission(MissionMaxSCUSize) cargo containers. Also, don’t forget the pick-up and delivery are from freight elevators. Not everyone remembers that. \n\nApologies for being a little neurotic about the details. Know this isn’t rocket science but I want to make sure everything is crystal clear on this one. \n \n\nThanks, \nReyes Ling \nCargo Logistics Coordinator \nLing Family Hauling\n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_AToB_desc_03=Hi, \n \nOk, here's the issue. Someone around here lost a few work orders. It wasn’t me, but I gotta fix it. \n \nYou could help by handling this run. It’s a straight shot from ~mission(Location|Address) to ~mission(Destination|Address). \n \nSays here the biggest container is ~mission(MissionMaxSCUSize). Just remember to bring a handheld tractor beam or risk throwing out your back. \n \n\nThanks, \nReyes Ling \nCargo Logistics Coordinator \nLing Family Hauling\n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_AToB_desc_FromLevski_ToWikelo=Hey, \n\nWas excited to see this haul come across my desk. Every time I wander around one of Wikelo’s shops, I wonder where they get half that stuff. Well, now I have a little peak behind the curtain. \n\nMy cargo contact in Levski said a hauling souli just dropped off a delivery that needs to be forwarded on. Guess Wikelo only trusts certain manufacturing soulis, so they need to triple check everything before breaking up the shipment to all their Emporiums. \n\nAnyways, I’ll stop rambling and get down to business. This run will take you from ~mission(Location|Address) to ~mission(Destination|Address). The manifest says the biggest cargo container in the delivery is ~mission(MissionMaxSCUSize). Better have a handheld tractor beam on hand otherwise it’ll be hard to move the cargo. \n \n\nHappy Hauling, \nReyes Ling \nCargo Logistics Coordinator \nLing Family Hauling \n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_AToB_desc_Fruit_Timed=Hi, \n \nNormally Reyes schedules our hauls, but she’s gone for the day, and I just got a comm inquiring about a simple, direct run from ~mission(Location|Address) to ~mission(Destination|Address). The cargo is a load of fruit that will lose its value if it spoils. We don't want to anger this client, so would appreciate it if you knocked this out in a timely manner. \n\nHere’s some other details you should know. The largest container used is ~mission(MissionMaxSCUSize), so don’t forget your handheld tractor beam. \n\n \nSincerely, \nPetra Ling \nManaging Director of Cargo Operations \nLing Family Hauling\n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_AToB_desc_Party_Timed=Hi, \n\nGuess the folks at ~mission(Destination|Address) are planning a party and need help acquiring everything in a timely manner. You’ll need to make multiple pick-ups for this one, including one in Nyx to grab some Jynx gin. Not sure if you’ve ever had the stuff, but it’s a Nyx specialty. Some folks can’t get past that it glows pink, but I love it. Got a truly unique kick to it.\n\nHere are the pick ups: \n\nPICK UP LOCATIONS (ANY ORDER) \n\n~mission(MultiToSingleToken) \n\nPlease remember to bring a handheld tractor beam, as you’ll be handling cargo containers up to ~mission(MissionMaxSCUSize). \n\n \nHappy Hauling, \nReyes Ling \nCargo Logistics Coordinator \nLing Family Hauling\n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_AToB_title=Ling Family ~mission(ReputationRank) Cargo Haul - ~mission(CargoGradeToken) Scale
LingFamily_HaulCargo_MultiToSingle_desc_01=Hi, \n \nGot a haul here for the folks at ~mission(Destination|Address). The cargo needs to be picked up from a few different locations. Route plan any way you like. All that matters is that the stuff gets there. \n \nPICK UP LOCATIONS (ANY ORDER) \n \n~mission(MultiToSingleToken) \n \nAll cargo containers will be ~mission(MissionMaxSCUSize) or smaller. Better bring a handheld tractor beam to deal with all of it. \n \n\nThanks, \nReyes Ling \nCargo Logistics Coordinator \nLing Family Hauling\n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_MultiToSingle_desc_02=Hey, \n \nLooking for someone looking for a multi-stop run. Cargo can be grabbed from the following spots: \n\nPICK UP LOCATIONS (ANY ORDER) \n \n~mission(MultiToSingleToken) \n \nIt all goes to ~mission(Destination|Address). The manifest says to expect ~mission(MissionMaxSCUSize) cargo containers. Guessing some of these will be heavy, which is my not-so-subtle way of reminding you to bring a handheld tractor beam. \n \n\nThanks, \nReyes Ling \nCargo Logistics Coordinator \nLing Family Hauling\n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_MultiToSingle_desc_03=Hi, \n \nThis one looks fun to route plan. You’ll be collecting cargo from a few spots and bring it all to ~mission(Destination|Address). \n\nHere are the pick-ups: \n\nPICK UP LOCATIONS (ANY ORDER) \n\n~mission(MultiToSingleToken) \n\nAll you need is a handheld tractor beam and a ship that can hold ~mission(MissionMaxSCUSize) cargo containers. \n\n \nHappy Hauling, \nReyes Ling \nCargo Logistics Coordinator \nLing Family Hauling\n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_MultiToSingle_desc_CFPAmenities=Hey, \n \nAny chance you’d be willing to do a haul into Pyro? I know it can get dangerous there but this is for a good cause. A group of new CFP members have moved to ~mission(Destination|Address) and had a tough time adjusting to life in the system. They all left stuff behind in Stanton, because their transporter didn’t have room, so we’ve been hired to pick it all up and bring it to them. \n\nHere are the pick ups: \n\nPICK UP LOCATIONS (ANY ORDER) \n\n~mission(MultiToSingleToken) \n\nCFP leaders hope that bringing them this stuff will make the system feel more like home. Let’s make sure this one goes down smoothly. Remember to equip your handheld tractor beam, and a ship that can fit ~mission(MissionMaxSCUSize) cargo containers. \n \n\nHappy Hauling, \nReyes Ling \nCargo Logistics Coordinator \nLing Family Hauling\n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_MultiToSingle_desc_Party=Hi, \n\nGuess the folks at ~mission(Destination|Address) are planning a party and need help acquiring everything in a timely manner. You’ll need to make multiple pick-ups for this one, including one in Nyx to grab some Jynx gin. Not sure if you’ve ever had the stuff, but it’s a Nyx specialty. Some folks can’t get past that it glows pink, but I love it. Got a truly unique kick to it.\n\nHere are the pick ups: \n\nPICK UP LOCATIONS (ANY ORDER) \n\n~mission(MultiToSingleToken) \n\nPlease remember to bring a handheld tractor beam, as you’ll be handling cargo containers up to ~mission(MissionMaxSCUSize). \n\n \nHappy Hauling, \nReyes Ling \nCargo Logistics Coordinator \nLing Family Hauling\n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_MultiToSingle_title=Ling Family ~mission(ReputationRank) Cargo Haul - ~mission(CargoGradeToken) Scale
LingFamily_HaulCargo_SingleToMulti_desc_01=Hey, \n\nKind of in a bind here. Petra shared an outdated manifest with a hauler, and it turns out some cargo got lost in the shuffle. Now there’s a few hauls gathering dust at ~mission(Location|Address). \n\nHere’s where the goods need to go: \n\nDROP OFF LOCATIONS (ANY ORDER) \n\n~mission(SingleToMultiToken) \n\nLooks like the biggest cargo container you’ll have to deal with is ~mission(MissionMaxSCUSize). Better have a handheld tractor beam with you. \n \nAny chance you could go clear those out for me? The logistics manager at ~mission(Location) keeps bugging me about it. \n \n\nThanks, \nReyes Ling \nCargo Logistics Coordinator \nLing Family Hauling \n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_SingleToMulti_desc_02=Hi, \n \nPackaged a few hauls together for your ease. Everything’s at ~mission(Location|Address) waiting for pick up. Route plan the drops as best for you. \n \nDROP OFF LOCATIONS (ANY ORDER) \n \n~mission(SingleToMultiToken) \n \nBring a handheld tractor beam. I’ve confirmed you’ll be handling containers up to ~mission(MissionMaxSCUSize). \n \n\nHappy Hauling, \nReyes Ling \nCargo Logistics Coordinator \nLing Family Hauling \n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_SingleToMulti_desc_03=Hey, \n\nPetra’s taking more hauling orders than we can handle, so I’ve been bundling runs together to try and get more done in one run. You interested? \n\nThis pick-up is at ~mission(Location|Address) and here’s where it all goes: \n\nDROP OFF LOCATIONS (ANY ORDER) \n\n~mission(SingleToMultiToken) \n\nLast little bit for you. Max size of the cargo containers is ~mission(MissionMaxSCUSize). Don’t know how strong you are but I would definitely recommend a handheld tractor beam to move them. \n \n\nHappy Hauling, \nReyes Ling \nCargo Logistics Coordinator \nLing Family Hauling \n\n\n\n\n\n\n\nLing Family Hauling knows it’s a dangerous and unpredictable universe and has established several protocols to protect both you and our client’s cargo. To ensure you aren’t punished for circumstances outside of your control, total payment will be prorated to the percentage of cargo successfully delivered. A delivery timer will be set for each haul. Any cargo that remains undelivered upon its expiration will be flagged as stolen and treated as such. All pick-ups and deliveries must be autoloaded or done at a freight elevator.
LingFamily_HaulCargo_SingleToMulti_title=Ling Family ~mission(ReputationRank) Cargo Haul - ~mission(CargoGradeToken) Scale
LingFamily_LocalDelivery_desc_01=Hi,\n\nI hope you're available to do a delivery. ~mission(Contractor|Family)\n\nPACKAGE FOR PICK UP\n · Package #~mission(Item1|SerialNumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(Item1|SerialNumber) to ~mission(Dropoff1|Address)\n\nLet me know if you can do it. \n\nLast thing, it'd probably be a good idea to bring a handheld tractor beam with. \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_desc_02=Hi,\n\nWe need someone to do a delivery run. ~mission(Contractor|Family)\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n\nHope you're available.\n\nLast thing, it'd probably be a good idea to bring a handheld tractor beam with. \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_desc_03=Hey,\n\nWe need you to run a shipment for us. ~mission(Contractor|Family). Here's a breakdown:\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n\nLast thing, it'd probably be a good idea to bring a handheld tractor beam with. \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_desc_04=Got a delivery request that could use you.\n~mission(Contractor|Family)\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n · Package #~mission(Item4|SerialNumber) from the ~mission(Pickup4|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(Item4|SerialNumber) to the ~mission(Dropoff4|Address)\n\nLast thing, it'd probably be a good idea to bring a handheld tractor beam with. \n\nThanks,\nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_desc_05=Hello,\n\nI know Conni usually handles this stuff, but she's away for the afternoon. Anyway, got a descent sized run for you.\n\nAnyway, if I'm reading the invoice correctly, the shipment is - \n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n · Package #~mission(Item4|SerialNumber) from the ~mission(Pickup4|Address)\n · Package #~mission(Item5|SerialNumber) from the ~mission(Pickup5|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(Item4|SerialNumber) to the ~mission(Dropoff4|Address)\n · Package #~mission(Item5|SerialNumber) to the ~mission(Dropoff5|Address) \n\nGood luck out there.\n\n-Davi Ling\nProprietor \nLing Family Hauling
LingFamily_LocalDelivery_desc_intro=Hi,\n\nWe're a small family owned and operated delivery company that's currently seeking new contractors in the Crusader area. \n\nIf you're interested in working with us, the following delivery would be a great trial to see if you're a good match for the company.\n\nPACKAGE FOR PICK UP\n · Package #~mission(Item1|SerialNumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(Item1|SerialNumber) to ~mission(Dropoff1|Address)\n\nIf all goes well, you'll become the newest member of Ling Family Hauling.\n\nLast thing, it'd probably be a good idea to bring a handheld tractor beam with. \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_desc_rehire=Hello,\n\nI'm not thrilled to have to do this, but we have a shortage of contractors and more deliveries than ever. I'm willing to give you another shot, but you need to complete the following delivery. \n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n\nLast thing, it'd probably be a good idea to bring a handheld tractor beam with. \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_header_01=Ling Family Local Delivery Route
LingFamily_LocalDelivery_title_01=Ling Family Local Delivery Route
LingFamily_LocalDelivery_title_intro=Ling Family Seeking New Contractors
LingFamily_LocalDelivery_title_rehire=Ling Contractor Re-evaluation
LingFamily_Reaction_BadStreak_001=After that last contract, how many screw ups was that? You know what? I don't want to scold you like you're some kid. I'm just gonna say do better and leave it at that.
LingFamily_Reaction_BadStreak_002=Seems like you've been having a really hard time getting through these contracts. Last few jobs we've thrown you're way haven't exactly gone as planned. We're not a big company so these setbacks really hurt our bottom line. You're just going to have to do better, okay? Having said that...
LingFamily_Reaction_BadToGood_001=Guess you're a diamond in the rough, after all. Had a bet going with my sister Linda that you would screw up that last contract. Now I have to make her dinner, but hey, it's better than having to clean up your mess again. Anyway...
LingFamily_Reaction_BadToGood_002=Way to turn it around. I was getting worried about you, but that last contract showed you got potential. We'll have to see if you can keep it up...
LingFamily_Reaction_Bad_001=Rough time on that last contract, huh? It happens. Important thing is not focus on it too much, and get back out there -
LingFamily_Reaction_Bad_002=Hard to say exactly where you went wrong on that last contract, but it wasn't pretty. Let's do better this time, Okay?
LingFamily_Reaction_GoodStreak_001=Got to say, you've really been killing it out there. Even Davi's been impressed and he's been doing this for decades. Anyway...
LingFamily_Reaction_GoodStreak_002=I'm starting to think we got pretty lucky finding you. You've been giving Ling Family Hauling a good name out there with all the recent work you've been doing for us. Speaking of...
LingFamily_Reaction_GoodToBad_001=That last contract got away from you or what? Don't worry though. Screwing up every once in a while is what being part of the Ling Family is all about. (Don't tell them I said that.)
LingFamily_Reaction_GoodToBad_002=Tough break on that last job. Can't be perfect all the time, I guess. Unless your my sister Linda. But let's not talk about her right now...
LingFamily_Reaction_Good_001=You did good on that last contract. Nice stuff.
LingFamily_Reaction_Good_002=Real quick, wanted to mention the last contract you did. Saw that it went well. Good work. That said...
LingFamily_Reaction_LastWarning_001=So far, I think as a whole, Ling Family Hauling has been more than fair with you. But this contract is the end. Either you get it right, or we're done working with you. That simple. That said...
LingFamily_Reaction_LastWarning_002=Listen, this contract here? This is your last chance. We can't afford to risk any more business on you unless you find a way to turn things around. That said...
LingFamily_Reaction_Renew_001=Okay. So, I'm gonna tell you straight. If it had been up to me, we would have burned your contact, but dad seems to think you deserve another chance, so here we are...
LingFamily_Reaction_Renew_002=Here's what's happening. We had a family meeting and decided that maybe you deserve another chance. I hope you make the most of it. That said...
LingFamily_Timed_001=Unfortunately, we're on a bit of a tight schedule with this one. Need it taken care of ASAP.
LingFamily_Timed_002=Be sure to keep in mind that this job has a firm deadline. Not much wiggle room.
LingFamily_Timed_003=Make sure to keep an eye on clock when you're out there. Don't want you missing the deadline.
LingFamily_Timed_004=Make sure to be mindful of the time while you're working. Our business depends on us being punctual.
LingFamily_UGF_collect_desc_001=Hey,\n\nWe need you to grab a delivery for us over at ~mission(Location|Address) and then take it to ~mission(Destination|Address).\n\nI was originally going to send my brother Ricki to handle this, but he said the area’s too dangerous. Guess there’s been a bunch of security warnings around there, but as long as you’re careful and bring some guns or whatever, I’m sure you’ll be fine. You probably won’t even run into anything. \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling\n
LingFamily_UGF_collect_title_001=Package Delivery for Ling
LingFamily_delivery_desc_0001=Hi,\n\n~mission(Contractor|Reaction)Got another delivery for you. ~mission(Contractor|Family)\n\nThe shipment is waiting for pick up at ~mission(Location|Address) to be dropped off at ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_delivery_desc_0002=Hey,\n\n~mission(Contractor|Reaction)We need you to run a shipment for us. \n\n~mission(Contractor|Family)The delivery is over at ~mission(Location|Address) and is scheduled to be taken to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger) \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_delivery_desc_0003=~mission(Contractor|Reaction)Got an upcoming delivery scheduled that could use you.\n\n~mission(Contractor|Family)The shipment is heading from ~mission(Location|Address) over to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\nThanks,\nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_delivery_desc_0004=Hello,\n\nConni normally does these so you'll have to bear with me. Still trying to wrap my head around the system she set up. Believe it or not, I used to handle all of this myself! Thank heavens for Conni though. She's so good at all this stuff. \n\nAnyway, if I'm reading the invoice correctly, the shipment is at ~mission(Location|Address) and needs to be hauled over to ~mission(Destination|Address). Simple enough. \n\nGood luck out there. Make the Ling family proud!\n\n-Davi Ling\nProprietor \nLing Family Hauling
LingFamily_delivery_desc_intro=Have you always been interested in trying your hand at being a delivery pilot but didn't know where to start? \nAre you sick of being taken advantage of by the large faceless shipping conglomerates? \nDo you want to further your career by gaining on-the-job experience with a top-reviewed family own company? \n\nIf you answered yes to any of these questions, then Ling Family Hauling may be right for you. \n\n----------------------------------\n\nHi,\n\nI'm Davi Ling, proud owner and proprietor of Ling Family Hauling. For the past three years, my family has been making a name for ourselves delivering packages and hauling shipments in the greater Crusader area. But now we need your help. \n\nTo keep up with our growing list of clients, we've been seeking additional pilots to help our family to keep expanding. Right now, we have a shipment waiting at ~mission(Location|Address) to be taken to ~mission(Destination|Address). The perfect opportunity for a new pilot. No prior experience necessary. Whether this is your first time flying a route, or your thousandth, all we ask is that you work hard and try your best. That's the Ling Family way.\n\nSincerely,\nDavi Ling\nProprietor\nLing Family Hauling
LingFamily_delivery_title_001=Ling Shipment Delivery
LingFamily_delivery_title_intro=Job Opportunity with Ling Hauling
Ling_Allies=N/A
Ling_Courier=[COURIER] Ling Shipment Delivery
Ling_Data=[DATA] Ling Shipment Delivery
Ling_Haulage=[HAULAGE] Ling Shipment Delivery
Ling_LightGoods=[LIGHT GOODS] Ling Shipment Delivery
Ling_RepUI_Area=Stanton II
Ling_RepUI_Description=Founded by Davi Ling, Ling Family Hauling has been making a name for itself delivering packages and hauling shipments in the greater Crusader area. An experienced hauling pilot with over 30 years of experience, Davi decided to start his own shipping company in Crusader in order to spend more time with his family and less time flying.
Ling_RepUI_Focus=Delivery, Hauling, Courier Services
Ling_RepUI_Founded=2945
Ling_RepUI_Headquarters=Daymar (Stanton 2b), Crusader, Stanton System
Ling_RepUI_Leadership=Davi Ling, Proprietor
Ling_RepUI_Name=Ling Family Hauling
Ling_Rivals=N/A
LocalDelivery_DrugProd_desc_01=~mission(Contractor|LocalDeliveryDrugProdDesc)
LocalDelivery_DrugProd_dropoff_obj_long_01=Deliver raw material to ~mission(Pickup2|Address).
LocalDelivery_DrugProd_dropoff_obj_long_02=Deliver refined product to ~mission(Pickup3|Address).
LocalDelivery_DrugProd_dropoff_obj_long_03=Deliver finished goods to ~mission(Dropoff1|Address).
LocalDelivery_DrugProd_dropoff_obj_marker_00=Delivery Drop Off
LocalDelivery_DrugProd_dropoff_obj_short_01=Deliver Raw Material
LocalDelivery_DrugProd_dropoff_obj_short_02=Deliver Refined Product
LocalDelivery_DrugProd_dropoff_obj_short_03=Deliver Finished Goods
LocalDelivery_DrugProd_from_01=~mission(Contractor|LocalDeliveryDrugProdFrom)
LocalDelivery_DrugProd_header_01=Current Contract: ~mission(Contractor|LocalDeliveryDrugProdTitle)
LocalDelivery_DrugProd_mgtitle_01=~mission(Contractor|LocalDeliveryDrugProdTitle) - ~mission(Reward)
LocalDelivery_DrugProd_pickup_obj_long_01=Pick up raw material from ~mission(Pickup1|Address).
LocalDelivery_DrugProd_pickup_obj_long_02=Pick up refined product from ~mission(Pickup2|Address).
LocalDelivery_DrugProd_pickup_obj_long_03=Pick up finished goods from ~mission(Pickup3|Address).
LocalDelivery_DrugProd_pickup_obj_marker_00=Pick Up
LocalDelivery_DrugProd_pickup_obj_marker_01=Raw Material
LocalDelivery_DrugProd_pickup_obj_marker_02=Refined Product
LocalDelivery_DrugProd_pickup_obj_marker_03=Finished Goods
LocalDelivery_DrugProd_pickup_obj_short_01=Pick Up Raw Material
LocalDelivery_DrugProd_pickup_obj_short_02=Pick Up Refined Product
LocalDelivery_DrugProd_pickup_obj_short_03=Pick Up Finished Goods
LocalDelivery_DrugProd_title_01=~mission(Contractor|LocalDeliveryDrugProdTitle)
LocalDelivery_desc=~mission(Contractor|LocalDeliveryDesc)
LocalDelivery_dropoff_obj_long_01=Deliver Package #~mission(item|serialnumber) to ~mission(Destination|Address).
LocalDelivery_dropoff_obj_marker_01=Delivery Drop Off
LocalDelivery_dropoff_obj_short_01=Deliver Package #~mission(Item)
LocalDelivery_from=~mission(Contractor|LocalDeliveryFrom)
LocalDelivery_header=Current Contract: ~mission(Contractor|LocalDeliveryTitle)
LocalDelivery_itinerary_drugproduction=* TO-DO LIST *\n\n1. PROCESSING - Take the raw material from ~mission(Pickup1|Address) to ~mission(Pickup2|Address)\n2. PACKAGING - Take the refined product from ~mission(Pickup2|Address) to ~mission(Pickup3|Address)\n3. DISTRIBUTION - Take the finished goods from ~mission(Pickup3|Address) to ~mission(DropOff1|Address)\n
LocalDelivery_itinerary_multidropoff=DELIVERY ITINERARY\n\nPACKAGE PICK UP\n · Collect all packages from ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Deliver package #~mission(item1|serialnumber) to ~mission(DropOff1|Address)\n · Deliver package #~mission(item2|serialnumber) to ~mission(DropOff2|Address)\n · Deliver package #~mission(item3|serialnumber) to ~mission(DropOff3|Address)\n
LocalDelivery_itinerary_multipickup=DELIVERY ITINERARY\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n\nDROP OFF LOCATION\n · Deliver ALL packages to ~mission(Dropoff1|Address)
LocalDelivery_itinerary_singlepackage=DELIVERY ITINERARY\n\nPACKAGE PICK UP\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Deliver packages to ~mission(Dropoff1|Address)
LocalDelivery_pickup_obj_long_01=Pick up Package #~mission(item|serialnumber) from ~mission(Location|Address).
LocalDelivery_pickup_obj_marker_01=Pick Up
LocalDelivery_pickup_obj_short_01=Pick Up Package #~mission(Item)
LocalDelivery_title=~mission(Contractor|LocalDeliveryTitle) - ~mission(Reward)
Local_Delivery_DrugProduction_Description,P=Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. \n\n* ~mission(Item1|Capitalized)\n * Collect from ~mission(Pickup1)\n * Deliver to ~mission(Pickup2)\n* ~mission(Item2|Capitalized)\n * Collect from ~mission(Pickup2)\n * Deliver to ~mission(Pickup3)\n* ~mission(Item3|Capitalized)\n * Collect from ~mission(Pickup3)\n * Deliver to ~mission(DropOff1)\n\nUt enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. \n
Local_Delivery_DrugProduction_Title,P=Full Production Run (Drug Delivery) - ~mission(Reward)
Local_Delivery_Multiple_Dropoff,P=Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. \n\n* ~mission(Item1|Capitalized)\n * Collect from ~mission(Pickup1)\n * Deliver to ~mission(DropOff1)\n* ~mission(Item2|Capitalized)\n * Collect from ~mission(Pickup1)\n * Deliver to ~mission(DropOff2)\n* ~mission(Item3|Capitalized)\n * Collect from ~mission(Pickup1)\n * Deliver to ~mission(DropOff3)\n\nUt enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
Local_Delivery_Multiple_Pickup,P=Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. \n\n* ~mission(Item1|Capitalized)\n * Collect from ~mission(Pickup1)\n * Deliver to ~mission(DropOff1)\n* ~mission(Item2|Capitalized)\n * Collect from ~mission(Pickup2)\n * Deliver to ~mission(DropOff1)\n* ~mission(Item3|Capitalized)\n * Collect from ~mission(Pickup3)\n * Deliver to ~mission(DropOff1)\n\nUt enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
Local_Delivery_Title,P=Courier\nLocal Multi-Stop Delivery\nReward
LocateSalvage_obj_long_01,P=Locate Claim #~mission(ClaimNumber) near ~mission(location).
LocateSalvage_obj_long_02,P=Salvage the ~mission(Ship)
LocateSalvage_obj_marker_01,P=Locate Claim #~mission(ClaimNumber)
LocateSalvage_obj_marker_02,P=Salvage
LocateSalvage_obj_short_01,P=Locate Salvage Claim #~mission(ClaimNumber)
LocateSalvage_obj_short_02,P=Salvage the ~mission(ship)
LocationRushAndFiresale_Jounral_BodyText=The people of Pyro were left reeling after the brutal attack by the vigilante group the Frontier Fighters. Track your progress below to see how much you’ve helped to resupply the system. \n\nComplete ‘Strategic Reserve’ contracts for Citizens for Pyro or ‘Out of Stock’ contracts for the Headhunters to earn credit towards a reward. (Note - Resource Resupply contracts can be completed in the Pyro System and the Stanton System.) The more contracts complete the more rewards you’ll earn. \n
LocationRushAndFiresale_Jounral_CompletionText=Completed
LocationRushAndFiresale_Jounral_ShortTitle=Pyro Resupply Completion
LocationRushAndFiresale_Jounral_Tieir1Label=Progress to First Reward
LocationRushAndFiresale_Jounral_Tieir2Label=Progress to Second Reward
LocationRushAndFiresale_Jounral_Tieir3Label=Progress to Third Reward
LocationRushAndFiresale_Jounral_Title=Pyro Resupply Completion Tracking
LocationRush_CFP_Mining_Description=Following the brutal attack on Pyro and our efforts to combat the vigilante group the Frontier Fighters, our strategic reserves across the system are at an all-time low. Citizens for Prosperity are eager to replenish our stocks before we reach a point of desperation. \n\nTo that end, we were hoping that you could resupply ~mission(Destination|Address). \n\nI leave it up to you to decide how best to procure and refine the resources, but the asteroid clusters near LaGrange points might be a good place to start mining.\n\nYour support of our efforts is much appreciated,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
LocationRush_CFP_Mining_Description_LargeDonation=Following the brutal attack on Pyro and our efforts to combat the vigilante group the Frontier Fighters, our strategic reserves across the system are at an all-time low. Citizens for Prosperity are eager to replenish our stocks before we reach a point of desperation. \n\nTo that end, we were hoping that you would recruit a full fleet to resupply ~mission(Destination|Address). \n\nI leave it up to you to decide how best to procure and refine the resources, but the asteroid clusters near LaGrange points might be a good place to start mining.\n\nYour support of our efforts is much appreciated,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
LocationRush_CFP_Mining_Description_MediumDonation=Following the brutal attack on Pyro and our efforts to combat the vigilante group the Frontier Fighters, our strategic reserves across the system are at an all-time low. Citizens for Prosperity are eager to replenish our stocks before we reach a point of desperation. \n\nTo that end, we were hoping that you and a team of your choosing could resupply ~mission(Destination|Address). \n\nI leave it up to you to decide how best to procure and refine the resources, but the asteroid clusters near LaGrange points might be a good place to start mining.\n\nYour support of our efforts is much appreciated,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
LocationRush_CFP_Mining_Stanton_Description=Following the brutal attack on Pyro and our efforts to combat the vigilante group the Frontier Fighters, our strategic reserves across the system are at an all-time low. Citizens for Prosperity are eager to replenish our stocks before we reach a point of desperation. \n\nTo that end, we were hoping that you could deliver the needed supplies to ~mission(Destination|Address). We have arranged shipment to Pyro from there.\n\nI leave it up to you to decide how best to procure and refine the resources, but Daymar or Aberdeen might be good places to start mining.\n\nYour support of our efforts is much appreciated,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
LocationRush_CFP_Mining_Stanton_Description_LargeDonation=Following the brutal attack on Pyro and our efforts to combat the vigilante group the Frontier Fighters, our strategic reserves across the system are at an all-time low. Citizens for Prosperity are eager to replenish our stocks before we reach a point of desperation. \n\nTo that end, we were hoping that you would recruit a full fleet to deliver the supplies to ~mission(Destination|Address). We have arranged shipment to Pyro from there.\n\nI leave it up to you to decide how best to procure and refine the resources, but Daymar or Aberdeen might be good places to start mining.\n\nYour support of our efforts is much appreciated,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
LocationRush_CFP_Mining_Stanton_Description_MediumDonation=Following the brutal attack on Pyro and our efforts to combat the vigilante group the Frontier Fighters, our strategic reserves across the system are at an all-time low. Citizens for Prosperity are eager to replenish our stocks before we reach a point of desperation. \n\nTo that end, we were hoping that you and a team of your choosing could deliver the needed supplies to ~mission(Destination|Address). We have arranged shipment to Pyro from there.\n\nI leave it up to you to decide how best to procure and refine the resources, but Daymar or Aberdeen might be good places to start mining.\n\nYour support of our efforts is much appreciated,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
LocationRush_CFP_Mining_Title_01=Strategic Resource Reserve – Small Resupply
LocationRush_CFP_Mining_Title_LargeDonation=Strategic Resource Reserve – Large Resupply
LocationRush_CFP_Mining_Title_MediumDonation=Strategic Resource Reserve – Medium Resupply
LocationRush_CFP_Salvage_Description_01=Following the brutal attack on Pyro and our efforts to combat the vigilante group the Frontier Fighters, our strategic reserves across the system are at an all-time low. Citizens for Prosperity are eager to replenish our stocks before we reach a point of desperation. \n\nTo that end, we were hoping that you could resupply ~mission(Destination|Address) with salvaged materials. It would go a long way in helping us rebuild what was lost in the attacks.\n\nI leave it up to you to decide how best to acquire what we need, but should be able to find some wrecks to scavenge orbiting around most planets. \n\nYour support of our efforts is much appreciated,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
LocationRush_CFP_Salvage_Description_LargeDonation=Following the brutal attack on Pyro and our efforts to combat the vigilante group the Frontier Fighters, our strategic reserves across the system are at an all-time low. Citizens for Prosperity are eager to replenish our stocks before we reach a point of desperation. \n\nTo that end, we were hoping that you could recruit a full fleet to resupply ~mission(Destination|Address) with salvaged materials. It would go a long way in helping us rebuild what was lost in the attacks.\n\nI leave it up to you to decide how best to acquire what we need, but should be able to find some wrecks to scavenge orbiting around most planets.\n\nYour support of our efforts is much appreciated,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
LocationRush_CFP_Salvage_Description_MediumDonation=Following the brutal attack on Pyro and our efforts to combat the vigilante group the Frontier Fighters, our strategic reserves across the system are at an all-time low. Citizens for Prosperity are eager to replenish our stocks before we reach a point of desperation. \n\nTo that end, we were hoping that you and a team of your choosing could resupply ~mission(Destination|Address) with salvaged materials. It would go a long way in helping us rebuild what was lost in the attacks.\n\nI leave it up to you to decide how best to acquire what we need, but should be able to find some wrecks to scavenge orbiting around most planets. \n\nYour support of our efforts is much appreciated,\n\nLima Endicott\nLead Dispatcher\nCitizens for Prosperity\n
LocationRush_CFP_Salvage_Title_01=Strategic Salvage Reserve – Small Resupply
LocationRush_CFP_Salvage_Title_LargeDonation=Strategic Salvage Reserve – Large Resupply
LocationRush_CFP_Salvage_Title_MediumDonation=Strategic Salvage Reserve – Medium Resupply
LocationRush_HH_Mining_Description=Kicking the crap out of those Frontier Fighter bastards seriously depleted our supplies and now our stash of resources is practically out of stock. \n\nThat’s why you’re going to do a resupply run to ~mission(Destination|Address). \n\nUp to you how you get the stuff. Mine it, steal it, buy it from a trader - I don’t care as long as I get what I need refined and delivered. Might be worth checking the asteroid clusters near LaGrange points to start.\n\nI’m trustin’ you to get it done,\nStows \n
LocationRush_HH_Mining_Description_MediumDonation=Kicking the crap out of those Frontier Fighter bastards seriously depleted our supplies and now our stash of resources is practically out of stock. \n\nThat’s why you and whoever else you want to bring along are going to do a resupply run to ~mission(Destination|Address). \n\nUp to you how you get the stuff. Mine it, steal it, buy it from a trader - I don’t care as long as I get what I need refined and delivered. Might be worth checking the asteroid clusters near LaGrange points to start.\n\nI’m trustin’ you to get it done,\nStows \n
LocationRush_HH_Mining_Description_largeDonation=Kicking the crap out of those Frontier Fighter bastards seriously depleted our supplies and now our stash of resources is practically out of stock. \n\nThat’s why you’re going to put together a full fleet to do a resupply run to ~mission(Destination|Address). \n\nUp to you how you get the stuff. Mine it, steal it, buy it from a trader - I don’t care as long as I get what I need refined and delivered. Might be worth checking the asteroid clusters near LaGrange points to start.\n\nI’m trustin’ you to get it done,\nStows \n
LocationRush_HH_Mining_Stanton_Description=Kicking the crap out of those Frontier Fighter bastards seriously depleted our supplies and now our stash of resources is practically out of stock. \n\nThat’s why you’re going to drop off the supplies at ~mission(Destination|Address). I have ship waiting to take it to Pyro from there.\n\nUp to you how you get the stuff. Mine it, steal it, buy it from a trader - I don’t care as long as I get what I need refined and delivered. Might be worth checking Daymar or Aberdeen to start.\n\nI’m trustin’ you to get it done,\nStows \n
LocationRush_HH_Mining_Stanton_Description_MediumDonation=Kicking the crap out of those Frontier Fighter bastards seriously depleted our supplies and now our stash of resources is practically out of stock. \n\nThat’s why you and whoever else you want to bring along are going to drop off the supplies at ~mission(Destination|Address). I have ship waiting to take it to Pyro from there.\n\nUp to you how you get the stuff. Mine it, steal it, buy it from a trader - I don’t care as long as I get what I need refined and delivered. Might be worth checking Daymar or Aberdeen to start.\n\nI’m trustin’ you to get it done,\nStows \n
LocationRush_HH_Mining_Stanton_Description_largeDonation=Kicking the crap out of those Frontier Fighter bastards seriously depleted our supplies and now our stash of resources is practically out of stock. \n\nThat’s why you’re going to put together a full fleet to deliver the supplies to ~mission(Destination|Address). I have ship waiting to take it to Pyro from there.\n\nUp to you how you get the stuff. Mine it, steal it, buy it from a trader - I don’t care as long as I get what I need refined and delivered. Might be worth checking Daymar or Aberdeen to start.\n\nI’m trustin’ you to get it done,\nStows \n
LocationRush_HH_Mining_Title=Out of Resources – Small Resupply
LocationRush_HH_Mining_Title_Large=Out of Resources – Large Resupply
LocationRush_HH_Mining_Title_Medium=Out of Resources – Medium Resupply
LocationRush_HH_Salvage_Description=Kicking the crap out of those Frontier Fighter bastards seriously depleted our supplies and now our stash is practically out of stock. \n\nThat’s why you’re going to do a resupply run to ~mission(Destination|Address) and bring them the salvaged materials. \n\nScrap it yourself or take it off some unsuspecting scav. Should be able to find some wrecks orbiting around most planets. Your call. Either way, as soon as we get the supplies, we’ll put it to good use building back up everything we lost.\n\nI’m trustin’ you to get it done,\nStows \n
LocationRush_HH_Salvage_Description_LargeDonation=Kicking the crap out of those Frontier Fighter bastards seriously depleted our supplies and now our stash is practically out of stock. \n\nThat’s why you’re going to put together a full fleet to do a resupply run to ~mission(Destination|Address) and bring them the salvaged materials. \n\nScrap it yourself or take it off some unsuspecting scav. Should be able to find some wrecks orbiting around most planets. Your call. Either way, as soon as we get the supplies, we’ll put it to good use building back up everything we lost.\n\nI’m trustin’ you to get it done,\nStows \n
LocationRush_HH_Salvage_Description_MediumDontation=Kicking the crap out of those Frontier Fighter bastards seriously depleted our supplies and now our stash is practically out of stock. \n\nThat’s why you and whoever else you want to bring along are going to do a resupply run to ~mission(Destination|Address) and bring them the salvaged materials. \n\nScrap it yourself or take it off some unsuspecting scav. Should be able to find some wrecks orbiting around most planets. Your call. Either way, as soon as we get the supplies, we’ll put it to good use building back up everything we lost.\n\nI’m trustin’ you to get it done,\nStows out\n
LocationRush_HH_Salvage_Title=Out of Salvage – Small Resupply
LocationRush_HH_Salvage_Title_LargeDontation=Out of Salvage – Large Resupply
LocationRush_HH_Salvage_Title_MediumDonation=Out of Salvage – Medium Resupply
LocationRush_obj_long_01=Acquire ~mission(Item) and deliver ~mission(Amount)/~mission(Total) SCU to ~mission(Destination|Address).
LocationRush_obj_short_01=Acquire ~mission(Item) and Deliver to ~mission(Destination): ~mission(Amount)/~mission(Total) SCU
Lorville_Destination_Central_Business_District=Central Business District
Lorville_Destination_City_Gates_01=City Gates 01
Lorville_Destination_City_Gates_02=City Gates 02
Lorville_Destination_City_Gates_03=City Gates 03
Lorville_Destination_City_Gates_04=City Gates 04
Lorville_Destination_City_Gates_05=City Gates 05
Lorville_Destination_City_Gates_06=City Gates 06
Lorville_Destination_Floor01=Floor 01
Lorville_Destination_Floor02=Floor 02
Lorville_Destination_Floor03=Floor 03
Lorville_Destination_Floor04=Floor 04
Lorville_Destination_Floor05=Floor 05
Lorville_Destination_Floor06=Floor 06
Lorville_Destination_Floor07=Floor 07
Lorville_Destination_Floor08=Floor 08
Lorville_Destination_Floor09=Floor 09
Lorville_Destination_Floor10=Floor 10
Lorville_Destination_Ground_Floor=Ground Floor
Lorville_Destination_Leavsden_Station=Leavsden Station
Lorville_Destination_Metro_Center=Metro Center
Lorville_Destination_Teasa_Spaceport=Teasa Spaceport
Luminalia_1Box_DescriptionSetup=This one is for ~mission(GiftRecipient1|First) over at ~mission(Destination)
Luminalia_2Box_DescriptionSetup=I've got two that need delivery over at ~mission(Destination). One is for ~mission(GiftRecipient1|First) and the last one is for ~mission(GiftRecipient2|First). I can't wait to see the look on their faces when they get them.
Luminalia_3Box_DescriptionSetup=All three are heading towards ~mission(Destination), but I've got one flagged for ~mission(GiftRecipient1|First), another for ~mission(GiftRecipient2|First), and the last one for ~mission(GiftRecipient3|First).
MG_Debug_has_done_missions_false=I have never accepted a mission from this MG
MG_Debug_has_done_missions_true=I have previously won or lost a mission for this MG
MG_Debug_has_met_false=I have not met this MG (warning: sets false for ALL MGs)
MG_Debug_has_met_true=I have met this MG (warning: sets true for ALL MGs)
MG_Debug_last_mission_failed=I failed my last mission
MG_Debug_last_mission_succeeded=I succeeded at my last mission
MG_Debug_mission_count_0=Mission giver has no missions
MG_Debug_mission_count_1=Mission giver has one mission
MG_Debug_mission_count_2=Mission giver has multiple missions
MG_Debug_mission_is_lawful_false=The available mission is unlawful
MG_Debug_mission_is_lawful_true=The available mission is lawful
MG_Debug_on_mission_false=I am not currently on a mission for MG
MG_Debug_on_mission_true=I am already on a mission for MG
MG_Debug_qualify_false=I do not have an invitation to meet this MG
MG_Debug_qualify_true=I have an invitation to meet this MR
MG_Debug_start_options=Choose history and mission details
MG_Debug_start_random=Randomize history and mission details
MG_Hurston_from=Constantine Hurston
MG_hurston_invite_desc=PLACEHOLDER
MG_hurston_invite_from=Hurston - PLACEHOLDER
MG_hurston_invite_marker=Constantine - PLACEHOLDER
MG_hurston_invite_obj_long=PLACEHOLDER
MG_hurston_invite_obj_short=PLACEHOLDER
MG_hurston_invite_title=Hurston Invite - PLACEHOLDER
MITE_UGF_desc_shared,P=microTech uses depots like this location to support their large catalogue of consumer electronics.
MKTG_CUSTOMS1_CV_Access_Allow_IG_003_YoureClearMove=You're clear. Move along.
MTPS_destroystash_dc_desc_001=ABOUT THE JOB\nmicroTech Protection Services is seeking a qualified contractor to coordinate the eradication of contraband materials from ~mission(Location|Address). We have learned that there are outlaws using the site for the storage of these illegal items and it is vital that they are destroyed before that can be utilized.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|address).\n• Destroy any and all illegal items currently being stored at the site.\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with demolition.\n
MTPS_destroystash_dc_title_001=Eradicate Illegal Stash
MTPS_eliminateall_dc_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented mercenary professional who can quickly and safely assist us in the complete removal of the outlaw group who have temporarily gained control of the ~mission(Location) at ~mission(Location|Address).\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Remove all members of the hostile outlaw force; using force as necessary. \n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with rapid hostility de-escalation techniques.\n
MTPS_eliminateall_dc_title_001=Remove Hostile Force
MTPS_eliminateboss_dc_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to apprehend ~mission(TargetName) who has so far been able to evade capture. They are coordinating an active raid at ~mission(Location|Address), and we believe that they may finally be lured out of hiding if their forces there attacking the ~mission(Location) are faced with strong enough resistance. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName)’s criminal associates near the ~mission(Location) to draw the target into the open.\n• Neutralize ~mission(TargetName); using force if necessary.\n\nMINIMUM QUALIFICATIONS\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
MTPS_eliminateboss_dc_title_001=Apprehend Bounty: ~mission(TargetName) (HRT)
MTPS_eliminateboss_multi_dc_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to apprehend ~mission(TargetName) who has so far been able to evade capture. They are coordinating an active raid that has spread throughout ~mission(Location|Address). \n\nOur hope is that you may be able to finally draw them out of hiding if you confront their forces at several different attack points. With their numbers sufficiently weakened, ~mission(TargetName|Last) will most likely risk exposure and you will be able to confront them directly.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n•Confront ~mission(TargetName)’s criminal associates to draw the target into the open.\n• Neutralize ~mission(TargetName); using force if necessary.\n\nMINIMUM QUALIFICATIONS\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
MTPS_eliminateboss_multi_dc_title_001=Secure Bounty: ~mission(TargetName) (VHRT)
MTPS_eliminatespecific_dc_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to apprehend ~mission(TargetName) from ~mission(Location|Address). They were recently spotted near the ~mission(Location) and are believed to still be in that area.\n\nWhile there may be other criminals active at the site, your main focus should be on completing the bounty.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
MTPS_eliminatespecific_dc_title_001=Active Bounty: ~mission(TargetName) (MRT)
MTPS_searchbody_danger_dc_desc_001=ABOUT THE JOB\nmicroTech Protection Services is seeking a qualified contractor to assist in the search for ~mission(TargetName) who was last seen near the ~mission(Location) at ~mission(Location|Address) but who's current whereabouts are unknown. \n\nOur preliminary investigation has led us to suspect foul play may be behind their disappearance. As such, heightened caution is advised as there may be hostile actors involved.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|address).\n• Confirm the location of ~mission(TargetName) and if they are still alive.\n\nMINIMUM QUALIFICATIONS\n• 2 years security experience.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with conducting missing person investigations.\n• Ability to handle high pressure situations.\n
MTPS_searchbody_danger_dc_title_001=~mission(TargetName) Whereabouts Unknown
MTPS_searchbody_dc_desc_001=ABOUT THE JOB\nAfter receiving a report that ~mission(TargetName) has been missing, microTech Protection Services is seeking a qualified contractor to begin an onsite search of ~mission(Location|Address) to learn their current whereabouts. The missing individual was last seen entering the ~mission(Location) so it's recommended to begin the search there.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|address).\n• Confirm the location of ~mission(TargetName) and if they are still alive.\n\nMINIMUM QUALIFICATIONS\n• 2 years security experience.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with conducting missing person investigations.\n
MTPS_searchbody_dc_title_001=~mission(TargetName) Reported Missing
MTProtection_RepUI_Area=Stanton IV
MTProtection_RepUI_Description=When the city of New Babbage was first designed, microTech had hoped that they would be able to use advanced monitoring systems combined with automatic response units to handle most security issues that would arise. Unfortunately, as the city flourished so to did criminal elements looking to take advantage of the growing wealth and affluence there. To more efficiently deal with this growing criminal trend, in 2891 MT Protection Services was formed. While they still rely heavily on tech and remote monitoring, MT Protection Services employs a small force of security professionals who are able to deal with matters requiring a more hands on approach.
MTProtection_RepUI_Focus=Police Force
MTProtection_RepUI_Founded=2891
MTProtection_RepUI_Headquarters=New Babbage, microTech, Stanton System
MTProtection_RepUI_Leadership=Yann Bostrom, Lead Administrator
MTProtection_RepUI_Name=MT Protection Services
MTProtectiveServices_Allies=Advocacy, microTech
MTProtectiveServices_Rivals=Ruto
Magnus=Magnus System
Magnus1=Magnus I
Magnus1_Desc=A small rocky planet with no atmosphere. Some astrogeologists speculate that Magnus I was formerly a Hot Jupiter that migrated to this orbit before having its atmosphere stripped away by the star.
Magnus2=Borea
Magnus2_Desc=The former home to the UEE's shipbuilding facilities until they moved to Kilian, Borea suffered an economic depression for decades. Things have recently begun to improve with ship manufacturer Drake Interplanetary's decision to be headquartered on the planet.
Magnus3=Magnus III
Magnus3_Desc=Classified as a Super Jupiter, Magnus III is a large multi-colored gas giant situated on the outskirts of the system.
Magnus4=Triggerfish
Magnus4_Desc=The fourth planet of the Magnus system, Triggerfish is rumored to be home to a secret, lost UEE Navy vault that has yet to be re-discovered. Landing on the planet is difficult due to its lush jungle cover.
Magnus_Desc=The shipyards of Magnus system used to be one of the iconic locations of the Empire. When the Navy moved operations to Kilian System, the system's economy was unable to recover. The resulting decades of economic downturn and criminal activity is only now being slowly reversed in large part due to the ship manufacturer Drake Interplanetary establishing their corporate headquarters here.
Magnus_JumpPoint_Ellis=Magnus - Ellis Jump Point
Magnus_JumpPoint_Ellis_Desc=This jump point connects Magnus to the Ellis system.
Magnus_JumpPoint_Stanton=Magnus - Stanton Jump Point
Magnus_JumpPoint_Stanton_Desc=This jump point connects Magnus to the Stanton system.
Magnus_JumpPoint_Terra=Magnus - Terra Jump Point
Magnus_JumpPoint_Terra_Desc=This jump point connects Magnus to the Terra system.
Magnus_Star=Magnus
Magnus_Star_Desc=A class-K main sequence star.
Map_Header_PartyMembers,P=Party Members
Maps_AllMarkersHeader,P=All Results
Maps_Amenities_Armor,P=Buy Armor
Maps_Amenities_BuyRentVehicles,P=Buy/Rent Vehicles
Maps_Amenities_BuyVehicles,P=Buy Vehicles
Maps_Amenities_CargoFreightElevator,P=Commodity Trading
Maps_Amenities_CargoLoadingDock,P=Loading Dock
Maps_Amenities_Clinic,P=Clinic
Maps_Amenities_Clothing,P=Buy Clothing
Maps_Amenities_Docking,P=Docking
Maps_Amenities_Event,P=Event
Maps_Amenities_FoodCourt,P=Food Court
Maps_Amenities_Garage,P=Garage
Maps_Amenities_HangarL,P=Hangar (L)
Maps_Amenities_HangarM,P=Hangar (M)
Maps_Amenities_HangarS,P=Hangar (S)
Maps_Amenities_HangarXL,P=Hangar (XL)
Maps_Amenities_Hospital,P=Hospital
Maps_Amenities_LandingPadL,P=Landing Pad (L)
Maps_Amenities_LandingPadM,P=Landing Pad (M)
Maps_Amenities_LandingPadS,P=Landing Pad (S)
Maps_Amenities_LandingPadXL,P=Landing Pad (XL)
Maps_Amenities_Refinery,P=Refinery
Maps_Amenities_RentVehicles,P=Rent Vehicles
Maps_Amenities_ShipItems,P=Buy Ship Items/Weapons
Maps_Amenities_VehicleServices,P=Vehicle Services
Maps_Amenities_Weapons,P=Buy Weapons
Maps_CancelRoute,P=Cancel
Maps_Contract_ShowingEnd,P=Objectives
Maps_Contracts_Accepted,P=Accepted Contracts
Maps_Contracts_FocusTooltip,P=Focus on objective.
Maps_Contracts_FocusUnavailableTooltip,P=Focusing on objectives is currently unavailable in the local map.
Maps_Contracts_NoAccepted,P=No Accepted Contracts
Maps_Contracts_ShowingStart,P=Showing
Maps_Contracts_Track,P=Track a contract...
Maps_Contracts_TrackTooltip,P=Track contract.
Maps_Contracts_UntrackTooltip,P=Untrack contract.
Maps_Contracts_View,P=View Contract
Maps_Contracts_ViewTooltip,P=View in contract manager.
Maps_Databank_NoMarkers,P=No markers
Maps_Drag,P=Drag
Maps_Filter_View=Filter View
Maps_Focus_Parent=Focus on Parent
Maps_Focus_Player=My Location
Maps_Focus_Selection=Focus on Selection
Maps_Header_Pins,P=Personal Markers
Maps_Hover_SameAsSelected,P=Already selected
Maps_Jurisdiction_Unaffiliated,P=Unaffiliated
Maps_KeyBind_C,P=C
Maps_KeyBind_E,P=E
Maps_KeyBind_Q,P=Q
Maps_KeyBind_R,P=R
Maps_KeyBind_T,P=T
Maps_KeyBind_Tab,P=Tab
Maps_KeyBind_X,P=X
Maps_KeyHint_CancelRoute,P=Cancel Route
Maps_KeyHint_CrossSectionView,P=Cross-Section View
Maps_KeyHint_FullView,P=Full View
Maps_KeyHint_GoToSelection,P=Go To Selection
Maps_KeyHint_LocalMap,P=Local Map
Maps_KeyHint_MyLocation=My Location
Maps_KeyHint_NextSection,P=Next Section
Maps_KeyHint_NextZone,P=Next Zone
Maps_KeyHint_Ping,P=Ping
Maps_KeyHint_PreviousSection,P=Previous Section
Maps_KeyHint_PreviousZone,P=Previous Zone
Maps_KeyHint_SetMarker,P=Place Pin
Maps_KeyHint_SetRoute,P=Set Route
Maps_KeyHint_StepBack,P=Step Back
Maps_Keyhint_GoToSolarSystem,P=Go to solar system
Maps_LocationUnknown,P=Location unknown
Maps_Locations,P=Locations
Maps_MarkerDropdownHeading,P=Marker Databank
Maps_MarkerPromptCoordinates,P=Coordinates
Maps_MarkerPromptDate,P=Date
Maps_MarkerPromptInputDefaultText,P=Enter a marker name
Maps_MarkerPromptTitle,P=Set Marker Details
Maps_Move_Down=Move Down
Maps_Move_Up=Move Up
Maps_MyLocation,P=My Location
Maps_Orbit,P=Orbit
Maps_Ping,P=Ping
Maps_QuantumPathObstructed,P=Obstructed
Maps_Quantum_CalculatingRoute,P=Calculating...
Maps_Quantum_InvalidTarget,P=Invalid target
Maps_Quantum_JumpTunnel,P=Unavailable in jump tunnel
Maps_Quantum_NotInPlayerSystem,P=Target is in another system
Maps_Quantum_NotInShip,P=Need ship for routing
Maps_Quantum_RouteStatsUnavailable,P=Routing unavailable: current location unknown.
Maps_RecentMarkersHeader,P=Recent
Maps_Search_NoResults,P=No results for
Maps_Search_Prompt,P=Search locations...
Maps_Search_Results,P=Results
Maps_Search_Suggestions,P=Top Suggestions
Maps_SetMarker,P=Set Marker
Maps_SetRoute,P=Route
Maps_Tooltip_FocusSolarSystem,P=View the selected solar system.
Maps_Tooltip_NotInPlayerSystem,P=Routing unavailable: you cannot set a quantum route to a location in another solar system.
Maps_Tooltips_Info=Toggle Selected Info Panel.
Maps_Tooltips_InsufficientFuel,P=Routing unavailable: you do not have enough fuel to reach this target.
Maps_Tooltips_JumpTunnel,P=Routing unavailable: you cannot set routes inside jump tunnels.
Maps_Tooltips_Markers=Toggle Marker List.
Maps_Tooltips_Mission=Toggle Mission Info.
Maps_Tooltips_MyLocation,P=Routing unavailable: you cannot route to your current location.
Maps_Tooltips_NoShip,P=Routing unavailable: you can only set a quantum route from the seat of a ship.
Maps_Tooltips_NotValid,P=Routing unavailable: this is not a valid quantum target.
Maps_Tooltips_Obstructed,P=Routing unavailable: this location is obstructed, reposition and retry.
Maps_Tooltips_Parent=Move View to Parent of Selected Location.
Maps_Tooltips_Quantum=Toggle Quantum Info.
Maps_Tooltips_Route=Route to this location.
Maps_Tooltips_Selected=Move View to Selected Location.
Maps_Unknown,P=Unknown
Maps_Zoom,P=Zoom
Maps_Zoom_In=Zoom In
Maps_Zoom_Out=Zoom Out
Maps_Zoom_Selection=Zoom to Selection
Marker_Classification_CurrentPlayer,P=You
Marker_Classification_Objective,P=Objective
Marker_Classification_PartyMember,P=Party Member
Marker_Hail=Hail
Marker_Mark=Mark
Marker_Navigate=Navigate
Marker_Pin=Pin
Marker_Target=Target
Markers_Locker=Locker
Markers_Subtext_Anomaly=Anomaly
Markers_Subtext_Asteroid=Asteroid
Markers_Subtext_LagrangePoint,P=Lagrange Point
Markers_Subtext_LandingZone,P=Settlement
Markers_Subtext_Manmade=Manmade
Markers_Subtext_Moon=Moon
Markers_Subtext_NavPoint,P=Nav. Point
Markers_Subtext_Outpost,P=Outpost
Markers_Subtext_Planet=Planet
Markers_Subtext_SolarSystem,P=Solar System
Markers_Subtext_Star=Star
Med_T_Tier,P=T
Med_TotalCost,P=Total Cost
MercenaryGuild_Allies=Advocacy, Crusader Security, BlacJac, Bounty Hunter Guild, Northrock Service Group
MercenaryGuild_RepUI_Area=UEE, Unaffiliated Systems
MercenaryGuild_RepUI_Description=As Humanity entered its first interspecies war against the Tevarin in 2541, space travel became a lot more dangerous and private security firms found themselves providing services that had formally be regulated to more official channels. In order to navigate these uncharted waters, and better establish the role of modern mercenaries, some of the largest firms banded together to form the first iteration of the Mercenary Guild. Since then, the Guild has helped ensure the rights of mercenary and security forces to operate with the UEE by protecting their members from fraudulent companies, offering advanced training, providing access to specialist supplies, and lobbying for members who run into legal complications.
MercenaryGuild_RepUI_Focus=Private Security
MercenaryGuild_RepUI_Founded=2542
MercenaryGuild_RepUI_Headquarters=Tanys, Locke, Idris System
MercenaryGuild_RepUI_Leadership=Carey Sun, President
MercenaryGuild_RepUI_Name=Mercenary Guild
MercenaryGuild_Rivals=Nine Tails, XenoThreat
MicroTech_JumpPoint_Hurston,P=MicroTech - Hurston Jump Point
MicroTech_JumpPoint_Hurston_Desc,P=This jump point connects Microtech to Hurston within the Stanton system
MilesEckhart_IntroCommLawful_1,P=Hey, how are you? Miles Eckhart, Eckhart Security. A friend over at Crusader Security said you've building quite a rep. I run a modest security outfit and am always on the lookout for capable people who don't rattle. If you're interested in picking up some extra work, we should talk. I'll send my details.
MilesEckhart_IntroInPersonLawful_1,P=Hey there, sport. Grab a seat. Sorry for the locale, don't look like much but the homemade stuff has some kick. Anyway, I've been hearing good things about you. Real stand-up sort. Just the type of people I like to know. As I mentioned, I run a small security outfit, we handle all sorts of ops, so I'm always on the lookout for people who know how to handle themselves in a scrap.
MilesEckhart_LawfulKillCaptorsattackersWhilstKeepingHostagesattackedAlive_2,P=We've just been hired to retrieve another poor bastard who's been abducted. Same drill as before, keep the hostage alive, whatever happens to the captors happens.
MilesEckhart_LawfulKillCriminal_2,P=Another bounty came over the spec if you're interested. Have a look.
MilesEckhart_LawfulKillCriminal_4,P=This one came straight from the Guild. It's a high value, high risk target. Watch yourself with this one.
MilesEckhart_LawfulPlayersAreGivenTheLocationOfSeveralWrecksSurroundedByPirates_1,P=A contract just came through to go look into several ship wrecks in the area. One problem. The people responsible for making the wrecks are still in the area and they might take issue with you, so expect a fight.
MilesEckhart_LawfulPlayersAreGivenTheLocationOfSeveralWrecksSurroundedByPirates_3,P=High risk retrieval just came in. Check out out the details and see if you're interested, otherwise I'll pass it along.
MilesEckhart_LawfulPlayersAreGivenTheLocationOfSeveralWrecksToInvestigate_1,P=Been getting a lot of requests to chase down ship wrecks. Usually they're a sleepwalk, but they can get dicey real quick depending on which area they're sending you to. I'll send you the request from the insurance company, just follow their instructions and collect your creds.
MilesEckhart_LawfulPlayersAreGivenTheLocationOfSeveralWrecksToInvestigate_3,P=Guess some idiot pilot went and got themself killed, so we've got another contract to find the wreck.
MilesEckhart_LawfulPlayersMustDeliverOnemultiplePackageInAGivenTime_2,P=Just got pinged from another delivery. It's time sensitive so don't take the gig if you can't make the deadline.
MilesEckhart_LawfulPlayersMustDeliverOnemultiplePackages_2,P=Need another delivery if you got the time.
MilesEckhart_LawfulPlayersMustDropOffAndPickUpItems_1,P=This one's gonna be a hand-off. Client's a bit worried about the folks on the other side of the deal, so figured a little muscle to handle the trade would be smart. It'll be on you to make sure the transfer runs smooth as ice.
MilesEckhart_LawfulPlayersMustEscortAShipFromAToB_1,P=An escort job just tumbled free and wondered if you might be available. Should be easy money, but keep your eyes open.
MilesEckhart_LawfulPlayersMustEscortAShipFromAToB_2,P=Need a babysitter for a ship run. Take a look and see if you're interested.
MilesEckhart_LawfulPlayersMustEscortAShipOnASeriesOfLocations_1,P=It's a basic escort mission, the client's got a handful of stops they need to make. You follow and keep them out of trouble. Not too tough, right?
MilesEckhart_LawfulPlayersMustGoToALocationAndPrepareForAssaultLocationsMustBeVagueStationCommArrayServiceStationOutpost_1,P=We've gotten word that an assault's building against some honest-to-god law-abiding folks and they need some help. Pay's not great, but hey, it's not always about the money, right? I'm kidding.
MilesEckhart_LawfulPlayersMustGoToALocationAndPrepareToAttackLocationsMustBeVagueStationServiceStationAsteroidField_1,P=We've got a target that we need to take down. I've coordinated with local law and bounty hunters so it's totally above board. Anyway, you aren't going to be able to take them in a stand up fight, so you'll need to trap them.
MilesEckhart_LawfulPlayersMustGoToALocationAndPrepareToAttackLocationsMustBeVagueStationServiceStationAsteroidField_2,P=Got another scumbag who's ready for the swift hand of justice... and worth a sizeable bounty. Up for another ambush?
MilesEckhart_LawfulPlayersMustHelpAShipKillOtherShipsWhilstKeepingTheEscortedShipAlive_1,P=Here's the deal, I've managed to secure a retainer for local law enforcement agencies. I just got word that they're moving on some criminal elements and want some backup.
MilesEckhart_LawfulPlayersMustTakeAnNpcAboardAndDeliverHimToALocationSafely_2,P=Another chaffeur job just came across the spec. Have a look and see if you're interested.
MilesEckhart_LawfulRecoverStolenCargoGuardedByCriminals_2,P=Law enforcement and Advocacy have been cracking down on cargo theft across the systems and are paying operators for the safe retrieval of stolen cargo. Anyway, I put the squeeze on a couple local scumbags and got a line on some hot merch in the area.
MilesEckhart_LawfulSearchAWreckForCorpseOrEvidence_1,P=This job's a retrieval op. Need to collect a special bit of- let's say "salvage." I'm gonna give you the honor of going to the wreck, and finding it.
MilesEckhart_MissionFail_6,P=The whole thing's gone div and I'm left holding the stick. Hope you're proud of yourself.
MilesEckhart_OncePlayerSits_1,P=So... don't look like much, do ya? Just kidding. So here's my boilerplate pitch, Eckhart Security handles escorts, VIP protection, hostile extractions and even some militia work when they can afford us. Anyway, a job came in late last night. Some idiot hauler thought it'd be a good idea to shave some flight time by cutting through low-sec space and got his crew vented. Company needs to retrieve the ship's blackbox to claim insurance on the lost cargo. Should be a romper job: get in, get out, but all my people are tied up with bigger ops, so I figured I could use this as a chance to make a new friend. I'll send the details, look them over on your own time and if you're interested, hit me back.
MilesEckhart_RepUI_Association=Eckhart Security
MilesEckhart_RepUI_Biography=After leaving the Army, Miles Eckhart missed the excitement of his former life and decided to try mercenary work. He took to it so well that before long he started his own company, Eckhart Security. Specializing in operations in unclaimed and hostile systems like Nyx, Miles remains fully independent and unaffiliated with the Mercenary Guild.
MilesEckhart_RepUI_Location=Lorville, Hurston, Stanton System
MilesEckhart_RepUI_Occupation=CEO, Security Consultant
MilesEckhart_RevisitYoureCurrentlyOnAMission_2,P=You got the details, so get moving.
MilesEckhart_SitsInTheCornerOfTheDarkBarHePerksUpWhenHeSeesYou_1,P=Hey! Over here. How you been? Grab a seat. Come on. Get in here....
MilesEckhart_UnlawfulAtPrisonHard_2,P=Got a dangerous one for you. Probably the less I talk about it the better.
MilesEckhart_UnlawfulAtSecurityPost_1,P=Seems one of our clients has been picked up by some two-bit security outfit who fancy themselves real do-gooders. Anyway, our enterprise doesn't benefit with this client incarcerated, so I need you to get them out.
MilesEckhart_UnlawfulAtSecurityPost_3,P=I swear, I don't know how some of these idiots have stayed alive long enough to make enough money to keep us on retainer. Anyway, we've got another client cooling their heels in a low-sec clink. You free to boost them?
MilesEckhart_UnlawfulKillInnocentOrRivalCriminal_3,P=Hey killer, feel like earning some extra creds? Got another target that's living on borrowed breath.
MilesEckhart_UnlawfulPlayersAreGivenTheLocationOfSeveralWrecksSurroundedByPirates_2,P=Since they're in the stealing mood, I figure no one will mind if we help ourselves. If they do, I trust you'll handle them.
MilesEckhart_UnlawfulPlayersAreGivenTheLocationOfSeveralWrecksToInvestigate_1,P=Clients are looking for someone to track down some ships they lost. I don't know if they're trying to retrieve evidence before the law does or what. To be honest, I didn't ask.
MilesEckhart_UnlawfulPlayersMustDeliverOnemultiplePackageInAGivenTime_1,P=Contact of mine just hit me up. He's got some product he needs moved quick and quiet. I'm talking invisible here, no scans, no checkpoints. You get pinched with this, you're on your own.
MilesEckhart_UnlawfulPlayersMustDeliverOnemultiplePackages_2,P=Need some low profile product that needs to be moved. I'd skirt any heavy security scans if you get my meaning.
MilesEckhart_UnlawfulPlayersMustDropOffABomb_2,P=Exciting news, slick. Something needs blowing up, and you get to be the lucky one to do it.
MilesEckhart_UnlawfulPlayersMustDropOffAndPickUpItems_2,P=So one of my shakier clients is a little nervous and wants us to handle a hand-off. You give 'em ours. We take theirs. And if they try anything... well, you take care of it.
MilesEckhart_UnlawfulPlayersMustEscortAShipFromAToB_2,P=You free for another protection op? Got a client who needs a heavy hitter on their wing.
MilesEckhart_UnlawfulPlayersMustEscortAShipOnASeriesOfLocations_2,P=You got time for an escort op? It's another staggered one so you'll hit multiple spots. Have a look.
MilesEckhart_UnlawfulPlayersMustFindOnemultipleItemsByScavengingOrKillingAndLootingNoHelpIsGivenFindingTheItems_1,P=Got a retrieval op for you. Now, you should know that the owners of the items in question are going to be resistent to the idea of giving up their cargo. I trust you'll be able to change their mind.
MilesEckhart_UnlawfulPlayersMustGoToALocationAndPrepareForAssaultLocationsMustBeVagueStationCommArrayServiceStationOutpost_2,P=So one of my more - lets say verbal - clients has apparently pissed off the wrong people. Needs some protection and defenses laid down to help in case they retaliate. Hoping you could handle it.
MilesEckhart_UnlawfulPlayersMustGoToALocationAndPrepareToAttackLocationsMustBeVagueStationServiceStationAsteroidField_2,P=Got another name that needs to be marked off. I've worked out the time and place for the ambush, just need a trigger to do the deed.
MilesEckhart_UnlawfulPlayersMustHelpAShipKillOtherShipsWhilstKeepingTheEscortedShipAlive_2,P=It's another muscle job, back up the client and shoot up whoever they want shot up.
MilesEckhart_UnlawfulPlayersMustTakeAnNpcAboardAndDeliverHimToALocationSafely_2,P=Got another passenger that's looking for low profile transport.
MineableRock_FPS_Flowstone_Desc=When exposed to excess radiation, this industrial coolant solidifies into calcified growths that often cause maintenance issues.
MineableRock_FPS_Flowstone_Name=Calcified Coolant
Miners_RepUI_Area,P=[PH] Area
Miners_RepUI_Description,P=[PH] Miners Description
Miners_RepUI_Focus,P=[PH] Miners Focus
Miners_RepUI_Founded,P=[PH] N/A
Miners_RepUI_Headquarters,P=[PH] Miners Headquarters
Miners_RepUI_Leadership,P=[PH] Miners Leadership
Miners_RepUI_Name,P=[PH] Miners
MiningAsteroidBase_001=Asteroid Mining Base
MiningAsteroidBase_001a=an asteroid mining base
MiningClaimLawful_Description_001=**WIP** Lawful Description
MiningClaimLawful_From_001=**WIP** Lawful From
MiningClaimLawful_ObjectiveMarker_001=**WIP** Go to ~mission(Location)
MiningClaimLawful_ObjectiveMarker_002=**WIP** Search this area
MiningClaimLawful_ObjectiveMarker_003=**WIP** Return to search area
MiningClaimLawful_Objective_Long_001=**WIP** Investigate some mining activity that has been taking place at ~mission(Location)
MiningClaimLawful_Objective_Long_002=**WIP** Search for the sentries and destroy them
MiningClaimLawful_Objective_Long_003=**WIP** Return to ~mission(location)
MiningClaimLawful_Objective_Short_001=**WIP** Go to ~mission(Location)
MiningClaimLawful_Objective_Short_002=**WIP** Destroy sentries
MiningClaimLawful_Objective_Short_003=**WIP** Return to ~mission(Location)
MiningClaimLawful_Title_001=**WIP** Lawful Title
MiningClaimUnlawful_Description_001=**WIP** Unlawful Description
MiningClaimUnlawful_From_001=**WIP** Unlawful From
MiningClaimUnlawful_ObjectiveMarker_001=**WIP** Go to ~mission(Location)
MiningClaimUnlawful_ObjectiveMarker_002=**WIP** Search this area
MiningClaimUnlawful_ObjectiveMarker_003=**WIP** Return to search area
MiningClaimUnlawful_Objective_Long_001=**WIP** Free up some space for our boys to come and mine some good resources at ~mission(Location)
MiningClaimUnlawful_Objective_Long_002=**WIP** Search for the sentries and destroy them
MiningClaimUnlawful_Objective_Long_003=**WIP** Return to ~mission(Location)
MiningClaimUnlawful_Objective_Short_001=**WIP** Go and investigate private mining area
MiningClaimUnlawful_Objective_Short_002=**WIP** Destroy sentries
MiningClaimUnlawful_Objective_Short_003=**WIP** Return to ~mission(Location)
MiningClaimUnlawful_Title_001=**WIP** Unlawful Title
MiningClaim_NB1_001=Mining Claim #JK7-L0L
MiningClaim_NB1_002=Mining Claim #TWU-19T
MiningClaim_NB1_003=Mining Claim #N4I-FN8
MiningClaim_NB1_004=Mining Claim #Y55-06R
MiningClaim_NB1_005=Mining Claim #8PB-H2A
MiningClaim_NB1_006=Mining Claim #A2J-2LQ
MiningClaim_NB1_007=Mining Claim #N0S-4R2
MiningClaim_NB1_008=Mining Claim #R2D-C3P
MiningClaim_S1L1_001=Mining Claim #5GU-TMT
MiningClaim_S1L1_002=Mining Claim #252-RDC
MiningClaim_S1L1_003=Mining Claim #SA0-62G
MiningClaim_S1L1_004=Mining Claim #LW2-QQA
MiningClaim_S1L1_005=Mining Claim #89K-011
MiningClaim_S1L1_006=Mining Claim #W80-8T2
MiningClaim_S1L1_007=Mining Claim #PCV-664
MiningClaim_S1L1_008=Mining Claim #564-AT7
MiningClaim_S1L2_001=Mining Claim #L7X-O1Z
MiningClaim_S1L2_002=Mining Claim #46K-104
MiningClaim_S1L2_003=Mining Claim #117-P8P
MiningClaim_S1L2_004=Mining Claim #407-4F2
MiningClaim_S1L2_005=Mining Claim #26X-9QI
MiningClaim_S1L2_006=Mining Claim #117-6KR
MiningClaim_S1L2_007=Mining Claim #17D-NF2
MiningClaim_S1L2_008=Mining Claim #1P2-O6W
MiningClaim_S1L3_001=Mining Claim #MHP-7R3
MiningClaim_S1L3_002=Mining Claim #7Y5-2BL
MiningClaim_S1L3_003=Mining Claim #3EH-MR5
MiningClaim_S1L3_004=Mining Claim #286-T23
MiningClaim_S1L3_005=Mining Claim #M9Q-1JW
MiningClaim_S1L3_006=Mining Claim #H29-61U
MiningClaim_S1L3_007=Mining Claim #X79-361
MiningClaim_S1L3_008=Mining Claim #T9P-B90
MiningClaim_S1L4_001=Mining Claim #P0C-84M
MiningClaim_S1L4_002=Mining Claim #OXK-LWP
MiningClaim_S1L4_003=Mining Claim #IG2-PUS
MiningClaim_S1L4_004=Mining Claim #5P7-CB5
MiningClaim_S1L4_005=Mining Claim #5TP-9LV
MiningClaim_S1L4_006=Mining Claim #K16-4PN
MiningClaim_S1L4_007=Mining Claim #U7S-YF2
MiningClaim_S1L4_008=Mining Claim #0A3-EB6
MiningClaim_S1L5_001=Mining Claim #62W-6FF
MiningClaim_S1L5_002=Mining Claim #031-L6W
MiningClaim_S1L5_003=Mining Claim #H08-C6Q
MiningClaim_S1L5_004=Mining Claim #P4S-50Z
MiningClaim_S1L5_005=Mining Claim #69H-T0M
MiningClaim_S1L5_006=Mining Claim #9R4-US2
MiningClaim_S1L5_007=Mining Claim #PY9-010
MiningClaim_S1L5_008=Mining Claim #2ZK-92P
MiningClaim_S2L1_001=Mining Claim #LOW-9SW
MiningClaim_S2L1_002=Mining Claim #M77-B9R
MiningClaim_S2L1_003=Mining Claim #RDM-570
MiningClaim_S2L1_004=Mining Claim #U3Z-O5M
MiningClaim_S2L1_005=Mining Claim #Q02-658
MiningClaim_S2L1_006=Mining Claim #6QU-VLF
MiningClaim_S2L1_007=Mining Claim #187-EK3
MiningClaim_S2L1_008=Mining Claim #2JR-IH4
MiningClaim_S2L2_001=Mining Claim #A28-8FL
MiningClaim_S2L2_002=Mining Claim #35D-O40
MiningClaim_S2L2_003=Mining Claim #JMH-ZE9
MiningClaim_S2L2_004=Mining Claim #MEY-8X6
MiningClaim_S2L2_005=Mining Claim #B60-06N
MiningClaim_S2L2_006=Mining Claim #1EM-8KZ
MiningClaim_S2L2_007=Mining Claim #659-7F9
MiningClaim_S2L2_008=Mining Claim #0ND-1C6
MiningClaim_S2L3_001=Mining Claim #SNS-133
MiningClaim_S2L3_002=Mining Claim #7BH-6IB
MiningClaim_S2L3_003=Mining Claim #B93-ECE
MiningClaim_S2L3_004=Mining Claim #1WF-8Q2
MiningClaim_S2L3_005=Mining Claim #233-0BG
MiningClaim_S2L3_006=Mining Claim #5QZ-EVL
MiningClaim_S2L3_007=Mining Claim #2AO-YXA
MiningClaim_S2L3_008=Mining Claim #6VQ-R0L
MiningClaim_S2L4_001=Mining Claim #PWG-V76
MiningClaim_S2L4_002=Mining Claim #MJF-18Z
MiningClaim_S2L4_003=Mining Claim #3S4-69I
MiningClaim_S2L4_004=Mining Claim #IF4-44E
MiningClaim_S2L4_005=Mining Claim #4QI-L3K
MiningClaim_S2L4_006=Mining Claim #YNV-4N2
MiningClaim_S2L4_007=Mining Claim #36Y-F4E
MiningClaim_S2L4_008=Mining Claim #BU8-982
MiningClaim_S2L5_001=Mining Claim #A83-1XB
MiningClaim_S2L5_002=Mining Claim #714-SK2
MiningClaim_S2L5_003=Mining Claim #Z8V-6O0
MiningClaim_S2L5_004=Mining Claim #J2P-9P8
MiningClaim_S2L5_005=Mining Claim #35F-7IY
MiningClaim_S2L5_006=Mining Claim #J5B-CJZ
MiningClaim_S2L5_007=Mining Claim #W70-48O
MiningClaim_S2L5_008=Mining Claim #UU1-PPU
MiningClaim_S3L1_001=Mining Claim #6G3-YNQ
MiningClaim_S3L1_002=Mining Claim #LH7-KP4
MiningClaim_S3L1_003=Mining Claim #10E-4EX
MiningClaim_S3L1_004=Mining Claim #0K8-HE1
MiningClaim_S3L1_005=Mining Claim #95S-AN6
MiningClaim_S3L1_006=Mining Claim #H20-5FY
MiningClaim_S3L1_007=Mining Claim #9WB-MTS
MiningClaim_S3L1_008=Mining Claim #X1A-79O
MiningClaim_S3L2_001=Mining Claim #489-YQ1
MiningClaim_S3L2_002=Mining Claim #Z4O-0M1
MiningClaim_S3L2_003=Mining Claim #2FC-DQ3
MiningClaim_S3L2_004=Mining Claim #19F-MUY
MiningClaim_S3L2_005=Mining Claim #05D-PZR
MiningClaim_S3L2_006=Mining Claim #FJ2-26X
MiningClaim_S3L2_007=Mining Claim #9OE-85E
MiningClaim_S3L2_008=Mining Claim #29N-704
MiningClaim_S3L3_001=Mining Claim #Q97-6C7
MiningClaim_S3L3_002=Mining Claim #581-679
MiningClaim_S3L3_003=Mining Claim #4V3-M95
MiningClaim_S3L3_004=Mining Claim #761-0K4
MiningClaim_S3L3_005=Mining Claim #T8B-OA8
MiningClaim_S3L3_006=Mining Claim #SR3-8DH
MiningClaim_S3L3_007=Mining Claim #6H0-FUN
MiningClaim_S3L3_008=Mining Claim #LD7-2A3
MiningClaim_S3L4_001=Mining Claim #FUR-603
MiningClaim_S3L4_002=Mining Claim #91Y-6R6
MiningClaim_S3L4_003=Mining Claim #A69-9BQ
MiningClaim_S3L4_004=Mining Claim #44L-158
MiningClaim_S3L4_005=Mining Claim #8Y9-8K5
MiningClaim_S3L4_006=Mining Claim #D00-PR7
MiningClaim_S3L4_007=Mining Claim #KY3-74D
MiningClaim_S3L4_008=Mining Claim #EOB-B9F
MiningClaim_S3L5_001=Mining Claim #H9G-ZHJ
MiningClaim_S3L5_002=Mining Claim #MY9-2O0
MiningClaim_S3L5_003=Mining Claim #1TM-U9Z
MiningClaim_S3L5_004=Mining Claim #L9N-MH5
MiningClaim_S3L5_005=Mining Claim #QR4-25Q
MiningClaim_S3L5_006=Mining Claim #09W-2GR
MiningClaim_S3L5_007=Mining Claim #9GW-F38
MiningClaim_S3L5_008=Mining Claim #287-UMO
MiningClaim_S4L1_001=Mining Claim #L7D-UG3
MiningClaim_S4L1_002=Mining Claim #57M-5RP
MiningClaim_S4L1_003=Mining Claim #36Z-097
MiningClaim_S4L1_004=Mining Claim #45C-BPM
MiningClaim_S4L1_005=Mining Claim #623-1V4
MiningClaim_S4L1_006=Mining Claim #960-5X4
MiningClaim_S4L1_007=Mining Claim #1A0-R16
MiningClaim_S4L1_008=Mining Claim #5O8-Q79
MiningClaim_S4L2_001=Mining Claim #4S4-27T
MiningClaim_S4L2_002=Mining Claim #GU2-7X3
MiningClaim_S4L2_003=Mining Claim #09F-C90
MiningClaim_S4L2_004=Mining Claim #18H-T53
MiningClaim_S4L2_005=Mining Claim #656-VXK
MiningClaim_S4L2_006=Mining Claim #O36-381
MiningClaim_S4L2_007=Mining Claim #UR6-090
MiningClaim_S4L2_008=Mining Claim #KA3-ON4
MiningClaim_S4L3_001=Mining Claim #6D4-4XP
MiningClaim_S4L3_002=Mining Claim #FR8-8XV
MiningClaim_S4L3_003=Mining Claim #2R5-806
MiningClaim_S4L3_004=Mining Claim #5Z4-1YV
MiningClaim_S4L3_005=Mining Claim #I13-200
MiningClaim_S4L3_006=Mining Claim #IUP-MT4
MiningClaim_S4L3_007=Mining Claim #X31-V3V
MiningClaim_S4L3_008=Mining Claim #D82-461
MiningClaim_S4L4_001=Mining Claim #ZGA-66M
MiningClaim_S4L4_002=Mining Claim #LX4-224
MiningClaim_S4L4_003=Mining Claim #L86-O64
MiningClaim_S4L4_004=Mining Claim #P15-YC2
MiningClaim_S4L4_005=Mining Claim #5NN-VVJ
MiningClaim_S4L4_006=Mining Claim #LCU-0CH
MiningClaim_S4L4_007=Mining Claim #DAV-F2K
MiningClaim_S4L4_008=Mining Claim #38L-OJB
MiningClaim_S4L5_001=Mining Claim #0O3-77D
MiningClaim_S4L5_002=Mining Claim #260-K0V
MiningClaim_S4L5_003=Mining Claim #94T-Y5T
MiningClaim_S4L5_004=Mining Claim #N03-CF2
MiningClaim_S4L5_005=Mining Claim #1OD-G13
MiningClaim_S4L5_006=Mining Claim #2NB-SH5
MiningClaim_S4L5_007=Mining Claim #3UB-W93
MiningClaim_S4L5_008=Mining Claim #2A5-7XY
MiningClaims_Desc_001=A privately owned mining claim that has been registered with the UEE Bureau of Resource Management. No unauthorized access allowed.
MissingPersons_Crew_01=Locate Captain
MissingPersons_Crew_010=Locate Co-pilot
MissingPersons_Crew_010a=Locate Co-pilot ~mission(TargetName)
MissingPersons_Crew_011=Locate Scan Tech
MissingPersons_Crew_011a=Locate Scan Tech ~mission(TargetName)
MissingPersons_Crew_012=Locate Chief Engineer
MissingPersons_Crew_012a=Locate Chief Engineer ~mission(TargetName)
MissingPersons_Crew_01a=Locate Captain ~mission(TargetName)
MissingPersons_Crew_02=Locate Pilot
MissingPersons_Crew_02a=Locate Pilot ~mission(TargetName)
MissingPersons_Crew_03=Locate Navigator
MissingPersons_Crew_03a=Locate Navigator ~mission(TargetName)
MissingPersons_Crew_04=Locate Engineer
MissingPersons_Crew_04a=Locate Engineer ~mission(TargetName)
MissingPersons_Crew_05=Locate Security Officer
MissingPersons_Crew_05a=Locate Security Officer ~mission(TargetName)
MissingPersons_Crew_06=Locate Cargo Officer
MissingPersons_Crew_06a=Locate Cargo Officer ~mission(TargetName)
MissingPersons_Crew_07=Locate Refinery Operator
MissingPersons_Crew_07a=Locate Refinery Operator ~mission(TargetName)
MissingPersons_Crew_08=Locate Gunner
MissingPersons_Crew_08a=Locate Gunner ~mission(TargetName)
MissingPersons_Crew_09=Locate Assistant Engineer
MissingPersons_Crew_09a=Locate Assistant Engineer ~mission(TargetName)
MissionAccept,P=Alright, I'll do it.
MissionDecline,P=Nah, I'm good. Maybe next time.
MissionGivers_ClovusDarneely=Clovus Darneely
MissionGivers_ConstantineHurston=Constantine Hurston
MissionGivers_MilesEckhart=Miles Eckhart
MissionGivers_ReccoBattaglia=Recco Battaglia
MissionGivers_Ruto=Ruto
MissionGivers_WallaceKlim=Wallace Klim
MissionManager_BennyNoodle_Description=Description
MissionManager_BennyNoodle_Objective01_Long=Objective 1 Long
MissionManager_BennyNoodle_Objective01_Short=Objective 1 Short
MissionManager_BennyNoodle_Objective02_Long=Objective 2 Long
MissionManager_BennyNoodle_Objective02_Short=Objective 2 Short
MissionManager_BennyNoodle_Objective03_Long=Objective03_Long
MissionManager_BennyNoodle_Objective03_Short=Objective03_Short
MissionManager_BennyNoodle_Title=Title
MissionManager_BennyNoodle_Title_Short=Title Short
MissionManager_BravoStation_Hackers_Markerer_Server=Server Terminal
MissionManager_BravoStation_Hackers_Objective00_Long=The servers are physically inside the station, you need to board the station first.
MissionManager_BravoStation_Hackers_Objective00_Short=Enter Kareah Station
MissionManager_BravoStation_Hackers_Objective01_Long=Hack the servers and defend them against security interception
MissionManager_BravoStation_Hackers_Objective01_Short=Hack the servers
MissionManager_BravoStation_Hackers_Objective02_Long=Prepare whilst the servers reset. (LONG)
MissionManager_BravoStation_Hackers_Objective02_Short=Prepare whilst the servers reset
MissionManager_BravoStation_Hackers_Title=Criminal Hacking Collective: Vulnerable Servers Terminals
MissionManager_BravoStation_Hackers_Title_Description=Will pay handsomely for any hacking of the server terminals located on Kareah station. Better pay the longer you can remain logged in. - CHC
MissionManager_BravoStation_Hackers_Title_Short=Hack Kareah Servers
MissionManager_BravoStation_Security_Marker_Server=Server Terminal
MissionManager_BravoStation_Security_Objective00_Long=You must physically enter the station to use the terminal and accept the security contract.
MissionManager_BravoStation_Security_Objective00_Short=Enter Kareah Station
MissionManager_BravoStation_Security_Objective01_Long=Login with the Security Terminal at security post Kareah.
MissionManager_BravoStation_Security_Objective01_Short=Report for Duty.
MissionManager_BravoStation_Security_Objective02_Long=Defend the Server terminals from unauthorized criminal hackers.
MissionManager_BravoStation_Security_Objective02_Short=Defend the Server Terminals
MissionManager_BravoStation_Security_Objective03_Long=Defend the station from trespassers.
MissionManager_BravoStation_Security_Objective03_Short=Defend the station
MissionManager_BravoStation_Security_Objective04_Long=To end your contract early, report back to the security terminal and sign out.
MissionManager_BravoStation_Security_Objective04_Short=End Contract
MissionManager_BravoStation_Security_Title=Crusader Security: Private Security Opportunity
MissionManager_BravoStation_Security_Title_Description=Private security contractors wanted. Kareah Station is in need of private security contractors to defend the server terminals integrity against criminal hackers. You will be rewarded for the accumulated up time of the servers and for eliminating criminal trespassers.
MissionManager_BravoStation_Security_Title_Short=Security Post Kareah Station
MissionManager_CryAstroCrime_1_Description=Just heard from those friends of mine. They were super impressed with your work. Now, they’ve run into a problem on this job and could use an extra hand eliminating that problem. If you don’t mind getting a little messy, I think you’re the perfect person for the job. \n\nI’ve attached some details on the problem they need taken care of.\n\n-Ruto
MissionManager_CryAstroCrime_1_Objective01_Long=Eliminate the target.
MissionManager_CryAstroCrime_1_Objective01_Short=Eliminate
MissionManager_CryAstroCrime_1_Title=A Little Bit of WetWork
MissionManager_CryAstroCrime_1_Title_Short=Eliminate A Problem
MissionManager_CryAstroCrime_2_Description=Just heard from those friends of mine. They were super impressed with your work. Now, they’ve run into a problem on this job and could use an extra hand eliminating that problem. If you don’t mind getting a little messy, I think you’re the perfect person for the job. \n\nI’ve attached some details on the problem they need taken care of.\n\n-Ruto
MissionManager_CryAstroCrime_2_Objective01_Long=Eliminate the target.
MissionManager_CryAstroCrime_2_Objective01_Short=Eliminate
MissionManager_CryAstroCrime_2_Title=A Little Bit of WetWork
MissionManager_CryAstroCrime_2_Title_Short=Eliminate A Problem
MissionManager_CryAstroCrime_3_Description=Just heard from those friends of mine. They were super impressed with your work. Now, they’ve run into a problem on this job and could use an extra hand eliminating that problem. If you don’t mind getting a little messy, I think you’re the perfect person for the job. \n\nI’ve attached some details on the problem they need taken care of.\n\n-Ruto
MissionManager_CryAstroCrime_3_Objective01_Long=Eliminate the target.
MissionManager_CryAstroCrime_3_Objective01_Short=Eliminate
MissionManager_CryAstroCrime_3_Title=A Little Bit of WetWork
MissionManager_CryAstroCrime_3_Title_Short=Eliminate A Problem
MissionManager_DisableCommArrays_1_Objective01_Long=Disable uplink at Comm Array 126.
MissionManager_DisableCommArrays_1_Objective01_Short=Disable Uplink
MissionManager_DisableCommArrays_1_Objective02_Long=Disable uplink at Comm Array 275.
MissionManager_DisableCommArrays_1_Objective02_Short=Disable Uplink
MissionManager_DisableCommArrays_1_Objective03_Long=Destroy the delivery.
MissionManager_DisableCommArrays_1_Objective03_Short=Destroy
MissionManager_DisableCommArrays_1_Title=Help Some ‘Friends’ Find Privacy
MissionManager_DisableCommArrays_1_Title_Short=Silence the ECN
MissionManager_DisableCommArrays_2_Objective01_Long=Disable uplink at Comm Array 472.
MissionManager_DisableCommArrays_2_Objective01_Short=Disable Uplink
MissionManager_DisableCommArrays_2_Objective02_Long=Disable uplink at Comm Array 556.
MissionManager_DisableCommArrays_2_Objective02_Short=Disable Uplink
MissionManager_DisableCommArrays_2_Objective03_Long=
MissionManager_DisableCommArrays_2_Title=Help Some ‘Friends’ Find Privacy
MissionManager_DisableCommArrays_2_Title_Short=Silence the ECN
MissionManager_DisableCommArrays_3_Objective01_Long=Disable uplink at Comm Array 625.
MissionManager_DisableCommArrays_3_Objective01_Short=Disable Uplink
MissionManager_DisableCommArrays_3_Objective02_Long=Disable uplink at Comm Array 730.
MissionManager_DisableCommArrays_3_Objective02_Short=Disable Uplink
MissionManager_DisableCommArrays_3_Title=Help Some ‘Friends’ Find Privacy
MissionManager_DisableCommArrays_3_Title_Short=Silence the ECN
MissionManager_DisableCommArrays_Description=Hey,\n\nSo I may have heard from a friend of a friend, that this thing’s going down. They’re looking to keep it nice and quiet, so they’re willing to pay for their privacy. How about lending them a hand to make sure nobody’s listening?\n\n-Ruto
MissionManager_GrimHEX_Race_Description=Enter the Grim HEX Race and you could win some serious credits. Make your way to the Race Lobby now for entry.
MissionManager_GrimHEX_Race_Reach_The_Lobby_Long=Reach the Race Lobby. Registration closes in %ls
MissionManager_GrimHEX_Race_Reach_The_Lobby_Short=The Race Lobby
MissionManager_GrimHEX_Race_Title=Enter the Grim HEX Race
MissionManager_GrimHEX_Race_Title_Short=Grim HEX Race
MissionManager_GrimHEX_Registration_Wait_Long=Race entry terminals will activate soon. Registrations opens in %ls
MissionManager_GrimHEX_Registration_Wait_Short=Race entry opening soon!
MissionManager_GrimHEX_Use_Terminal_Long=Use a terminal to sign up for the next GrimHEX Race! Registration Closes in %ls
MissionManager_GrimHEX_Use_Terminal_Short=Press to enter the GrimHEX Race
MissionManager_GrimHex_Race_Checkpoint_Long=Reach the next checkpoint.
MissionManager_GrimHex_Race_Checkpoint_Short=Checkpoint
MissionManager_KillCommTechs_Description=So, it seems that Aciedo hasn’t really appreciated their comm arrays ‘mysteriously’ shutting off, and in a move I am sure they are going to come to regret, they’ve decided to start hiring technicians to reactivate the uplinks. That’s really not going to work for us. \n\nWe’ve really come to appreciate all the peace and quiet in the area, and want to keep it that way. \n\nWith your people skills being what they are, I was hoping that maybe you could convince these techs to leave well enough alone. In the permanent sort of way.\n\nAnd for all your trouble, there’ll be a small thank you gift for each Aciedo tech you put an end to.\n\nHave a great day,\n\n-Ruto
MissionManager_KillCommTechs_Objective01_Long=Eliminate Aciedo technicians at disabled comm arrays.
MissionManager_KillCommTechs_Objective01_Short=Eliminate
MissionManager_KillCommTechs_Title=Keep the Comm Arrays Offline
MissionManager_KillCommTechs_Title_Short=Stop Aciedo Techs
MissionModules_Rendezvous_obj_long=~mission(RendezvousObjLong)
MissionModules_Rendezvous_obj_marker=~mission(RendezvousObjMarker)
MissionModules_Rendezvous_obj_short=~mission(RendezvousObjShort)
Mission_Contractor_0057=Eckhart Security
Mission_Contractor_0058=Hurston Security
Mission_Item_0145=Shipment A
Mission_Item_0146=Shipment B
Mission_Item_0147=Shipment C
Mission_Item_0148=Uncut SLAM
Mission_Item_0149=Evidence
Mission_Item_0150=Basketball
Mission_Item_0151,P=family heirloom
Mission_MultiReward_Notification=You've Earned: ~mission(rewardAmount) Rewards\nAccess Them at Your Primary Residence's Inventory
Mission_Patrol_SurveyShip=Crusader Surveillance
Mission_Reward_Notification=You've Earned: ~mission(reward)\nAccess It at Your Primary Residence's Inventory
Mission_TokenItem_01=~mission(Item)
Missions_Patrol_Description=Patrol Mission Description
Missions_Patrol_Objective_Long=Patrol Objective Long
Missions_Patrol_Objective_Short=Patrol Objective Short
Missions_Patrol_PatrolPoint1=Patrol Point 1
Missions_Patrol_PatrolPoint2=Patrol Point 2
Missions_Patrol_PatrolPoint3=Patrol Point 3
Missions_Patrol_PatrolPoint4=Patrol Point 4
Missions_Patrol_PatrolPoint5=Patrol Point 5
Missions_Patrol_PatrolPoint6=Patrol Point 6
Missions_Patrol_PatrolPoint7=Patrol Point 7
Missions_Patrol_PatrolPoint8=Patrol Point 8
Missions_Patrol_Title=Patrol Mission Title
Missions_Patrol_TitleShort=Patrol Mission Short Title
Mtps_killallcreatures_multitype__easy_desc_01=ABOUT THE JOB\nmicroTech Protection Services need a professional to eliminate several creatures of various species. This is a preventative measure to ensure their population size doesn’t increase beyond acceptable parameters.\n\nRESPONSIBILITIES\n• Provide own transportation. \n• Locate the target species on ~mission(Location).\n• Use force as necessary to eliminate the animals.\n\nMINIMUM QUALIFICATIONS\n• 1 year of relevant mercenary and/or security experience.\n• Access to combat equipment.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with extermination.\n\nFor more information on the animals in question, refer to "The Guide to Stanton Wildlife" in your Journal.
Mtps_killallcreatures_multitype_easy_title_01=Wildlife Population Adjustment
Mtps_killallcreatures_multitype_hard_desc_01=ABOUT THE JOB\nmicroTech Protection Services desires to bring balance back to microTech’s wildlife ecosystem. Several different species of animals have had massive population growths well beyond safe parameters. We require a professional hunter to swiftly reduce their numbers, before the creatures become a hazard.\n\nRESPONSIBILITIES\n• Provide own transportation. \n• Locate the target species on ~mission(Location).\n• Identify specified animal species.\n• Use force as necessary to eliminate the animals.\n\nMINIMUM QUALIFICATIONS\n• 2-3 years of relevant mercenary and/or security experience.\n• Access to combat equipment.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with extermination.\n\nFor more information on the animals in question, refer to "The Guide to Stanton Wildlife" in your Journal.
Mtps_killallcreatures_multitype_hard_title_01=Wildlife Population Management
Mtps_killallcreatures_multitype_medium_desc_01=ABOUT THE JOB\nmicroTech Protection Services need a professional hunter to cull some of the wildlife around microTech. Population sizes of local creatures are increasing quickly and must be brought under control before the situation spirals out of control.\n\nRESPONSIBILITIES\n• Provide own transportation. \n• Locate the target species on ~mission(Location).\n• Identify specified animal species.\n• Use force as necessary to eliminate the animals.\n\nMINIMUM QUALIFICATIONS\n• 1-2 years of relevant mercenary and/or security experience.\n• Access to combat equipment.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with extermination.\n\nFor more information on the animals in question, refer to "The Guide to Stanton Wildlife" in your Journal.
Mtps_killallcreatures_multitype_medium_title_01=Wildlife Population Control
Mtps_killallcreatures_onetype_desc_01=ABOUT THE JOB\nmicroTech Protection Services need a professional to bring the number of ~mission(Creature) in the wild back to within acceptable parameters. Their population is increasing too quickly, and culling some of their numbers will help ensure the situation doesn’t spiral out of control.\n\nRESPONSIBILITIES\n• Provide own transportation.\n• Locate the ~mission(Creature) on ~mission(Location).\n• Use force as necessary to eliminate the ~mission(Creature).\n\nMINIMUM QUALIFICATIONS\n• 1 year of relevant mercenary and/or security experience.\n• Access to combat equipment.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with extermination\n\nFor more information on the animals in question, refer to "The Guide to Stanton Wildlife" in your Journal.
Mtps_killallcreatures_onetype_title_01=Wildlife Control: ~mission(Creature)
MurderSpree_KillTime_001=60 minutes
MurderSpree_amountreq_001=8
NB_FactoryLine_ARLens_desc=Approved by the EHS for extended wear, the innovative crystal flex material developed for the Reverie prevents user fatigue and eye irritation while its incorporated display constantly adjusts to your ocular needs throughout the day.
NB_FactoryLine_ARLens_name=Reverie AR Lens
NB_FactoryLine_VISpecs_desc=Information is only useful if you can access it when it's most needed. From hospitals to boardrooms, optiVis provides new ways to access the data you need most, when you need it with an embedded invisible liquid display.
NB_FactoryLine_VISpecs_name=optiVis VI Specs
NB_FactoryLine_avionics_desc=Featuring unlocked nexeron process-cores, the latest microTech avionic platforms push the boundaries of performance flight and can handle the advanced computational needs of the modern vehicles being manufactured today.
NB_FactoryLine_avionics_name=optiCore Avionics
NB_FactoryLine_boosterblade_desc=Dedicated mem-trace computation architecture supports concurrent returns across a wide range of active functions to allow the memVio to greatly increase your ship's moment to moment data output.
NB_FactoryLine_boosterblade_name=memVio Booster Blade
NB_FactoryLine_cryptokey_desc=There is no time for guesswork when it comes to getting your system back online and running. The cross-link 3-rep dateline with a pinpoint response TAC can not only provide faster access, it can do it without interrupting vital stackflows.
NB_FactoryLine_cryptokey_name=icePick Cryptokey
NB_FactoryLine_datapad_desc=Elevate your performance without sacrificing portability. The latest Glas features lightning fast 7th generation interlaced processors that scored 97 points on the prestigious Crowder test making it the current best-in-class in handheld computing.
NB_FactoryLine_datapad_name=Glas Datapad
NB_FactoryLine_diagnosticcart_desc=With more powerful simulation capabilities, the GW-9 can identify problems faster than ever before while locating potential issue with an improved margin of error, doing more than save time on costly repairs, it can save lives.
NB_FactoryLine_diagnosticcart_name=GW-9 Diagnostics Cart
NB_FactoryLine_glasOS_desc=The latest OS update allows developers more ways to harness and unlock the suite of powerful PX tools to improve app integration, allow for seamless security updates, and create dynamic notifications.
NB_FactoryLine_glasOS_name=GlasOS Blizzard
NB_FactoryLine_holoprojector_desc=Making holograms that look great in perfect conditions is easy. Designing a projection system with smoother motion and increased depth of view that could be visible in real world conditions with this kind of clarity was nothing short of a technological marvel.
NB_FactoryLine_holoprojector_name=Mirage Holo-Projector
NB_FactoryLine_holosphere_desc=You rely on accurate data to analyze situations and make critical decisions. That's why we overhauled the Strata to make interfacing with our holosphere as intuitive as possible under even the most severe conditions so you can keep your focus on what matters.
NB_FactoryLine_holosphere_name=Strata Holosphere
NB_FactoryLine_holotable_desc=Whether you're reviewing quarterly financials, analyzing a structural plan, or coordinating strategic movements, the Meran is about sharing information in real time in the real world. The latest model introduces a new level of interactivity thanks to its multi-user focus that provides your team the tools they need for productive discussions.
NB_FactoryLine_holotable_name=Meran Holotable
NB_FactoryLine_mobiGlas_desc=From a clearer and brighter holoscreen to improved gesture controls that are now more sensitive than ever, the next generation of mobiGlas features a host of hardware upgrades that keep you more connected than ever before.
NB_FactoryLine_mobiGlas_name=mobiGlas 2.0
NB_FactoryLine_simpod_desc=To faithfully recreate another world, we have revolutionized our projectors to create a color density more vibrant and images more detailed to create an immersive experience never before seen in a simpod.
NB_FactoryLine_simpod_name=Muse Simpod
NB_FactoryLine_wristmount_name=mobiGlas Wrist Mount
NB_FactoryLine_writstmount_desc=Why choose between comfort and style? With stay cool nano-breezeways woven throughout and and the introduction of our longWear latching system, your mobiGlas now feels as good as it looks.
NB_Holograms_Calliope_Desc=Remember to always strive for pure expression of thought.
NB_Holograms_Calliope_Name=Calliope
NB_Holograms_Clio_Desc=Remember that your work stands on those who came before you.
NB_Holograms_Clio_Name=Clio
NB_Holograms_Euterpe_Desc=Remember to be guided by the natural rhythm of the universe in your designs.
NB_Holograms_Euterpe_Name=Euterpe
NB_IceSculpture_Desc="Mistakes feed the furnace of innovation." - Magnus Tobin, microTech CEO\n\n\nCreated: 2891\nMaterial: Ice\nArtist: Fay Womak\nDescription: A reflection of the city around it, Sublimate evokes the interplay between cold and creativity that are the hallmarks of life in New Babbage.
NB_IceSculpture_Name=Sublimate
NB_Plant_Desc_001=Created to be able to survive in near no-light conditions. The resulting altered chlorophyll structure gives the plant its dark coloring and unique woven-like texture. It is hoped that this research will help populate worlds with long night cycles.
NB_Plant_Desc_002=Related to the colocasia, this plant features enormous broad leaves that are pliable and water resistant making it an ideal plastic substitute on remote worlds. Additionally, its sprawling root structure is an edible starch when cooked.
NB_Plant_Desc_003=Derived from a Xi'an desert plant, the many ridges along its trunk are ideal for capturing early morning dew in arid climates. The internal storage cells can collect up to a gallon of drinking water a day in the right conditions.
NB_Plant_Desc_004=The unique fractal structure of the violet curcuma's leaves help convert shorter light-waves into a frequency more suitable for photosynthesis. This allows it to flourish in systems where stars are in the later stages of their life and not producing ideal growth light. Its rhizomes also have culinary and medical uses.
NB_Plant_Desc_005=The unique leaves of this palm variant show a huge leap in bio-engineering possibilities thanks to their meticulously designed aerodynamic structure that allows the plant to endure hurricane strength winds.
NB_Plant_Desc_006=This carnivorous plant catches insects with the sticky resin it secretes, allowing it to not only act as an exterminator for unwanted pests, but also survive in severely nitrogen depleted soil.
NB_Plant_Desc_007=The closely woven structure of the Haldor lily provides it with extreme strength and durability. Suitable for planets plagued with torrential storms or swarming insects, this lily is one of the hardier plants ever fabricated.
NB_Plant_Desc_008=With a strong, thin trunk, the sky palm was designed to grow on worlds with thicker atmospheres where it would be able to collect more of the available sunlight at high elevations.
NB_Plant_Desc_009=The thick trunk of this barrel palm tree is able to hold considerable moisture drawn in from the soil offering a possible water conservation solution to settlers living in arid climates.
NB_Plant_Desc_010=The weaver palm was designed to produce a renewable, strong, lightweight, and flexible material that would serve a variety of purposes for settlers of a new world. Low maintenance and hardy, the plant can grow successfully in a variety of conditions.
NB_Plant_Desc_011=The designers of this plant wanted to protect it from as many herbivore tactics as possible to ensure that its harvest could reach full maturity undisturbed while leaving it non-toxic. The spikes along the trunk makes climbing difficult, the bark appears diseased and dead, and the leaves contain barbed alkaloids that cause extreme pain with skin contact. DO NOT TOUCH.
NB_Plant_Desc_012=Designed to be grown in wet soil and marshland, the dracaena pura acts as a natural aquifer, cleaning water as it passes through its root system. The height of the plant helps it distribute the pollutants it collects to a lower toxicity level to which it can successfully cope.
NB_Plant_Desc_013=When worlds are first being settled, high winds can be a serious issue until enough plant life can take hold. The grand flabellum with its wide leaf structure and deep root system act as erosion breaks helping to protect more delicate plants and structures.
NB_Plant_Desc_014=The leaves of this plant were crafted by engineers to excrete an oil that serves as a natural insect repellent. It is hoped that by planting it in symbiosis with other more valuable crops that it can serve as a deterrent to harmful pests.
NB_Plant_Desc_015=Created to help alleviate symptoms caused by other airborne allergens, the pollen from the flight-of-fancy's bright flowers is a natural antihistamine and is capable of blocking histamine receptors. As a bonus, its large broad leaves provide ample shade making them ideal to plant near habitat areas.
NB_Plant_Desc_General=Genetically crafted by Rayari Inc., the species of plants on display throughout the city will serve to inspire a whole new generation of terraformational expansion.
NB_Plant_Name_001=Midnight Calathea
NB_Plant_Name_002=Sail Casia
NB_Plant_Name_003=Yellow Puglath
NB_Plant_Name_004=Violet Curcuma
NB_Plant_Name_005=Storm Rider Palm
NB_Plant_Name_006=Elysian Bloom
NB_Plant_Name_007=Haldor Lily
NB_Plant_Name_008=Sky Palm
NB_Plant_Name_009=Barrel Palm
NB_Plant_Name_010=Weaver Palm
NB_Plant_Name_011=Fortress Palm
NB_Plant_Name_012=Dracaena Pura
NB_Plant_Name_013=Grand Flabellum
NB_Plant_Name_014=Giboshi Bane
NB_Plant_Name_015=Flight-of-Fancy
NB_Plant_Name_General=Growing the Plants of Tomorrow
NB_Plants_Desc_Separator=Description
NB_Weather_001=Extreme Cold Temperatures
NB_Weather_002=Wear Protective Clothing
NB_Weather_003=Minimize Exposure Time
NB_Weather_004=Hypothermia Risk High
NB_Weather_005=Snow Storms Possible
NB_Weather_Title=WEATHER CONDITIONS
NPC_Interact_Generic_Talk=Talk
NPE_Fail_LeftTutorialArea,P=Left ~mission(Location|Name) Area
NPE_Fail_RentRanOut,P=Tutorial Ship Rent Duration Ended
NPE_ReturnToArea_HUD,P=Leaving ~mission(Location|Name) Area! Please Return: %ls
NTLockdown_FleetDestroy_Antagonist_BlockadeTarget_obj_marker=Blockade Runner
NTLockdown_FleetDestroy_Antagonist_DestroyFlagship_obj_long=Protect the Nine Tails Flagship.
NTLockdown_FleetDestroy_Antagonist_DestroyFlagship_obj_marker=Nine Tails Flagship
NTLockdown_FleetDestroy_Antagonist_DestroyFlagship_obj_short=Protect Nine Tails Flagship
NTLockdown_FleetDestroy_Antagonist_GoToFleet_obj_long=Go to the location of the Nine Tails fleet.
NTLockdown_FleetDestroy_Antagonist_GoToFleet_obj_marker=Nine Tails Fleet
NTLockdown_FleetDestroy_Antagonist_GoToFleet_obj_short=Go To Nine Tails Fleet
NTLockdown_FleetDestroy_Antagonist_MBroker_desc=Now that Crusader’s found their fleet, it seems the Nine Tails finally realized just how useful a bit of extra help can be.\n\nLong story short, they’re looking for some hired muscle to keep Crusader at bay. You’ll and everyone else who volunteers get a payout for every security ship you take down. \n\nAnd on top of that, if all of you keep Crusader occupied long enough for the Nine Tails to finish up whatever the hell it is that they’re up to with this quantum blockade, you’ll get a big fat bonus.\n
NTLockdown_FleetDestroy_Antagonist_MBroker_name=Aid The Blockade
NTLockdown_FleetDestroy_Antagonist_Primary_display=Time Remaining: %ls
NTLockdown_FleetDestroy_Antagonist_Primary_obj_long=Collectively protect the Nine Tails fleet from Crusader Security forces.
NTLockdown_FleetDestroy_Antagonist_Primary_obj_short=[Collective] Protect Fleet
NTLockdown_FleetDestroy_DestroyFlagship_obj_long=Destroy the Nine Tails Flagship.
NTLockdown_FleetDestroy_DestroyFlagship_obj_marker=Nine Tails Flagship
NTLockdown_FleetDestroy_DestroyFlagship_obj_short=Destroy Nine Tails Flagship
NTLockdown_FleetDestroy_GoToFleet_obj_marker=Nine Tails Fleet
NTLockdown_FleetDestroy_MBroker_desc=Crusader Security has confirmed the location of the outlaw Nine Tails fleet responsible and is mobilizing now to end the quantum blockade of ~mission(Location).\n\nWe are again seeking trained security professionals to join with our emergency response efforts and assist in neutralizing this dangerous threat.\n\nBefore accepting, please be aware that the Nine Tails are fully expected to offer considerable resistance and that until the blockade is ended, quantum travel will not be possible in the sector.\n\nCONTRACT AUTHORIZED BY:\nDirector Sasha Rust\nID# 122L964G\n
NTLockdown_FleetDestroy_MBroker_name=Illegal Blockade - Neutralizing Nine Tails Fleet
NTLockdown_FleetDestroy_Primary_obj_long=Collectively neutralize the Nine Tails fleet and end the quantum blockade.
NTLockdown_FleetDestroy_Primary_obj_short=[Collective] Neutralize Fleet
NTLockdown_FleetFind_Antagonist_BlockadeTarget_obj_long=OPTIONAL: Destroy ships attempting to bring cargo to the blockaded station.
NTLockdown_FleetFind_Antagonist_BlockadeTarget_obj_short=OPTIONAL: Destroy Blockade Runners
NTLockdown_FleetFind_Antagonist_MBroker_desc=I told the Nine Tails that blocking quantum travel to hold a whole area hostage was gonna attract the wrong kind of attention, but do they listen to me? No. Now Crusader’s got dozens of scanning ships out there poking their noses into things I’d rather stay hidden. \n\nThat’s why I'm trying to hire as many people as I can to help me out. I wanna pay you for each Crusader scanning ship you take out. \n\nIn fact, I’ll even up your rate per-ship if all of you hit a certain number of kills. Call it a performance incentive.\n\nAnd if you're really feeling like an overachiever, take out any fools brave enough to try running cargo to the blockaded station. I've got some suppliers who'll be appreciative of the extra demand.\n
NTLockdown_FleetFind_Antagonist_MBroker_name=Away From Prying Eyes
NTLockdown_FleetFind_ClearScanPoint_obj_long=Clear the scan point of any hostiles in preperation for the scan ships arriving.
NTLockdown_FleetFind_ClearScanPoint_obj_short=Clear Scan Point of Hostiles
NTLockdown_FleetFind_DestroyScanShips_display=[Collective] Scan Ships Destroyed: ~mission(ScanShipsDestroyedCurrent)/~mission(ScanShipsDestroyedGoal)
NTLockdown_FleetFind_DestroyScanShips_obj_long=Collectively destroy Crusader scanning ships to prevent them from uncovering sensitive information.
NTLockdown_FleetFind_DestroyScanShips_obj_marker=Scanning Ship
NTLockdown_FleetFind_DestroyScanShips_obj_short=Destroy Scanning Ships
NTLockdown_FleetFind_GoToFleet_obj_long=Go to the area where the Crusader is scanning.
NTLockdown_FleetFind_GoToFleet_obj_short=Go To Scan Area
NTLockdown_FleetFind_GoToScanPoint_obj_long=Rendezvous at the assigned scan point and engage any hostiles.
NTLockdown_FleetFind_GoToScanPoint_obj_marker=Scan Point
NTLockdown_FleetFind_GoToScanPoint_obj_short=Rendezvous at Scan Point
NTLockdown_FleetFind_MBroker_desc=Crusader Security has learned that the criminal organization known as the Nine Tails have set an illegal blockade around ~mission(Location) and stopped all incoming and outgoing quantum traffic in the sector.\n\nThe outlaw fleet must be located, and the blockade terminated.\n\nWe are urgently requesting any trained security professionals in the system to join Crusader Security forces and protect our scanning ships as they seek out the location of the Nine Tails fleet causing this blockade.\n\nPlease bear in mind that with quantum travel disabled and numerous hostiles in the area, this should be considered a high-risk operation. Proper equipment and a full tank of fuel is strongly recommended for all pilots joining this emergency response effort. \n\nCONTRACT AUTHORIZED BY:\nDirector Sasha Rust\nID# 122L964G\n
NTLockdown_FleetFind_MBroker_name=Illegal Blockade - Seeking Nine Tails Fleet Responsible
NTLockdown_FleetFind_PotentialThreat_obj_marker=Potential Threat
NTLockdown_FleetFind_Primary_obj_long=Collectively assist Crusader Security in learning the location of the Nine Tails fleet.
NTLockdown_FleetFind_Primary_obj_short=[Collective] Locate Nine Tails
NTLockdown_FleetFind_ProtectScanShips_obj_long=Protect the scanning ships until they finish collecting data.
NTLockdown_FleetFind_ProtectScanShips_obj_marker=Scanning Ship
NTLockdown_FleetFind_ProtectScanShips_obj_short=Protect Scanning Ships
NTLockdown_FleetFind_ScanProgress_Display=Crusader Scan Progress
NTLockdown_FleetFind_WaitScanShips_obj_long=Wait for Crusader to deploy scanning ships.
NTLockdown_FleetFind_WaitScanShips_obj_short=Wait For Scanning Ships
NTLockdown_StarMapObject_name=ALERT: ILLEGAL BLOCKADE
NTLockdown_StarmMapObject_desc=This is a Crusader Security alert. The Nine Tails have illegally blockaded this sector preventing all quantum travel in or out. Security Forces are already working to address the issue, but all travelers are advised to avoid the area.
NTLockdown_StationSupply_MBroker_desc=The illegal quantum blockade of ~mission(Location) has interrupted normal trade routes and essentials are in short supply. \n\nCrusader Security is looking for traders and haulers to provide much needed medical supplies to the station. \n\nPrices offered by the station administration will be adjusted to reflect the situation with the Nine Tails, and in addition, Crusader will provide a hazard bonus upon successful transfer of the medical supplies because of the increased risk. \n\nThank you in advance for your support during these difficult times.\n\nCONTRACT AUTHORIZED BY:\nDirector Sasha Rust\nID# 122L964G\n
NTLockdown_StationSupply_MBroker_name=Illegal Blockade – Medical Supplies Needed
NTLockdown_StationSupply_marker=Medical Supplies Needed
NTLockdown_StationSupply_obj_long=Use the Trading and Shipping Console at the administration desk to provide medical supplies to ~mission(Location).
NTLockdown_StationSupply_obj_short=Provide Medical Supplies To Station
NYX_CheckingCredentials=Checking Credentials...
NYX_CodeComplete=Code Completed
NYX_DataDecryptor=Data Decryptor
NYX_DataSet=Data Set
NYX_DecryptDataSet_FluffText=$ ./DATA decryptor --start\n\nInitializing decryption protocol... done\nLoading decryptor modules...\n[INFO] DATA Decryptor v2 initialized successfully.\nDecryptor started - MODULE 01\nDecrypting data blocks: 01 / 20 [##------------------] 5%\nDecrypting data blocks: 02 / 20 [###-----------------] 10%\nDecrypting data blocks: 03 / 20 [#####---------------] 15%\nDecrypting data blocks: 04 / 20 [######--------------] 20%\nDecrypting data blocks: 05 / 20 [########------------] 25%\nDecrypting data blocks: 06 / 20 [#########-----------] 30%\nDecrypting data blocks: 07 / 20 [###########---------] 35%\nDecrypting data blocks: 08 / 20 [############--------] 40%\nDecrypting data blocks: 09 / 20 [##############------] 45%\nDecrypting data blocks: 10 / 20 [###############-----] 50%\nDecrypting data blocks: 11 / 20 [################----] 55%\nDecrypting data blocks: 12 / 20 [#################---] 60%\nDecrypting data blocks: 13 / 20 [###################-] 65%\nDecrypting data blocks: 14 / 20 [####################] 70%\n[INFO] Partial decryption output verified.\nDecrypting data blocks: 15 / 20 [####################] 75%\nDecrypting data blocks: 16 / 20 [####################] 80%\nDecrypting data blocks: 17 / 20 [####################] 85%\n[WARN] Slow response detected in decryption thread #2.\nDecrypting data blocks: 18 / 20 [####################] 90%\nDecrypting data blocks: 19 / 20 [####################] 95%\nDecrypting data blocks: 20 / 20 [####################] 100%\nDecryptor started - MODULE 02\nDecrypting data blocks: 01 / 20 [##------------------] 5%\nDecrypting data blocks: 02 / 20 [###-----------------] 10%\nDecrypting data blocks: 03 / 20 [#####---------------] 15%\nDecrypting data blocks: 04 / 20 [######--------------] 20%\nDecrypting data blocks: 05 / 20 [########------------] 25%\nDecrypting data blocks: 06 / 20 [#########-----------] 30%\nDecrypting data blocks: 07 / 20 [###########---------] 35%\nDecrypting data blocks: 08 / 20 [############--------] 40%\nDecrypting data blocks: 09 / 20 [##############------] 45%\nDecrypting data blocks: 10 / 20 [###############-----] 50%\nDecrypting data blocks: 11 / 20 [################----] 55%\nDecrypting data blocks: 12 / 20 [#################---] 60%\nDecrypting data blocks: 13 / 20 [###################-] 65%\nDecrypting data blocks: 14 / 20 [####################] 70%\nDecrypting data blocks: 15 / 20 [####################] 75%\nDecrypting data blocks: 16 / 20 [####################] 80%\nDecrypting data blocks: 17 / 20 [####################] 85%\nDecrypting data blocks: 18 / 20 [####################] 90%\nDecrypting data blocks: 19 / 20 [####################] 95%\nDecrypting data blocks: 20 / 20 [####################] 100%\n\nDecryption in progress...\nRead 1.2RVF from encrypted container.\nDecryptor status: KEY verified successfully.\nDecryptor status: HEADER integrity check passed.\nDecryptor status: PAYLOAD checksum complete.\n
NYX_Decrypted=Decrypted
NYX_DecryptingDataSet=Decrypting Data Set
NYX_DecryptionKey=Decryption Key
NYX_DecryptionSuccessful=Decryption Successful
NYX_DecryptionTerminal_HeaderTitle=Decryption Terminal
NYX_Encrypted=Encrypted
NYX_EncryptedDataSets=Encrypted Data Sets:
NYX_IncompleteCode=Incomplete Code
NYX_InsertDecryptionCard=Insert Decryption Key
NYX_Lvl3AuthorizationRequired=Lvl. 3 Authorization Required
NYX_MobiConnection_FluffText=$ ./mobiglas_wireless_connect --init\nStarting Mobiglas wireless connection sequence... done\nLoading connection modules...\n[INFO] Mobiglas Deacryptor v2.7 activated.\n[INFO] Wireless interface wlan0 detected.\n[INFO] Scanning for Mobiglas access points...\n[INFO] Access point 'Mobiglas-Unit42' found.\n[INFO] Attempting to establish secure wireless connection...\n[WARN] Signal strength low - attempting frequency optimization.\n[INFO] Frequency set to 2.4 GHz band.\nDecryptor status: Initiating handshake protocol...\nDecryptor status: Keys exchanged successfully.\nDecryptor status: Enabling encryption layer.\nConnection status: Decryption in progress...\nPackets received: 120 / 256 [############--------] 47%\nDecryptor log: Packet #045 verified, no errors detected.\nDecryptor log: Packet #046 verified, no errors detected.\nPackets received: 178 / 256 [###################-] 69%\nDecryptor log: Packet #123 verified, integrity check passed.\nDecryptor log: Packet #124 verified, integrity check passed.\n[WARN] Packet delay detected - retrying transmission.\nPackets received: 210 / 256 [####################] 82%\nDecryptor status: Finalizing decryption sequences.\nDecryptor status: Wireless link stabilized.\n\nWireless connection to Mobiglas established successfully.\nReading decrypted data flow...\nData stream : R854-80//8.5\nPayload integrity: 100%, latency: 22ms
NYX_MobiConnection_FluffTextStars=**\n**\n**\n\n\n**\n**\n**\n**\n**\n**\n**\n**\n**\n**\n**\n**\n**\n**\n**\n**\n\n\n\n**\n**\n**\n**\n**\n**\n\n**\n**\n**\n**
NYX_MobiGlasConnected=MobiGlas Connected
NYX_NoCodeDetected=No Code Detected
NYX_NotDetected=Not Detected
NYX_NotFound=Not Found
NYX_ProcessComplete=Process Complete
NYX_Processing=Processing
NYX_Ready=Ready
NYX_SecurityTerminal=Security Terminal
NYX_SecurityTerminal_FluffText=Initializing CRYPT KEYO ACCESS protocol... done\nLoading modules...\n[INFO] CRYPTO KEY READER initialized successfully.\n\n\n[LOG] Initializing access rights verification...\n[LOG] Connecting to authentication service node-01\n[LOG] System ID matched: SYS-89342A\n\n[LOG] Requesting credentials from client terminal\n[LOG] User input detected, parsing entries...\n[LOG] Encrypted password length: 14\n[LOG] Verifying key strength against database\n[LOG] Security policy compliance... OK\n[LOG] Checking multi-factor token validation\n[LOG] Token received: 7 digits, masked\n[LOG] Validating OTP code with time server...\n[LOG] OTP verified successfully\n[LOG] Cross-referencing user privileges\n[LOG] Role retrieved: OPERATOR-L33\n[LOG] Permissions node sync initiated\n[LOG] Access tree evaluation in progress\n[LOG] Rule match: basic read rights\n[LOG] Rule match: restricted device control\n[LOG] Rule match: admin-level overrides\n\n[LOG] system configuration writes\n[LOG] Policy check completed\n[LOG] Finalizing authentication result\n[LOG] Access decision pending system confirmation[LOG] *** ACCESS DENIED ***\n[LOG] Session granted, log file closed
NYX_SeparateKeyRequiredPerEncryptedDataSet=Separate Key Required Per Encrypted Data Set
NYX_Standby=Standby
NYX_StartDecryption=Start Decryption
NYX_Status=Status:
NYX_Success=Success
NYX_Syncing=Syncing...
NYX_TransferComplete=Transfer Complete
NYX_UploadEncryptedDataToStart=Upload Encrypted Data To Start
NYX_ellipsis=...
Name1=Jerry
Name2=Ed Boi
Name3=Jarek
Name_ArcCorp_Rep_EllaTieno=Ella Tieno
Name_ArcCorp_Rep_EllaTieno_First_Name=Ella
Name_ArcCorp_Rep_EllaTieno_Last_Name=Tieno
Name_ArkenMallor_First_Name=Arken
Name_ArkenMallor_Last_Name=Mallor
Name_BHG_Rep_AgnorKent,P=BHG Rep. Kent
Name_CFP_Rep_LimaEndicott=Lima Endicott
Name_CFP_Rep_LimaEndicott_First_Name=Lima
Name_CFP_Rep_LimaEndicott_Last_Name=Endicott
Name_Collector_First_Name,P=Wikelo
Name_Collector_Last_Name=Emporium
Name_Covalex_Rep_EllaTieno,P=Covalex Rep Tieno
Name_Crusader_Rep_DenverSamuels=Denver Samuels
Name_Crusader_Rep_DenverSamuels_First_Name=Denver
Name_Crusader_Rep_DenverSamuels_Last_Name=Samuels
Name_FoxwellRep_Walton=Dispatcher Walton
Name_FrontierFighters_Boyd=Amelia Boyd
Name_GilyTraining_Gilly=Lucas "Gilly" Baramsco
Name_GilyTraining_Gilly_First_Name=Lucas
Name_GilyTraining_Gilly_Last_Name=Baramsco
Name_GilyTraining_Gilly_Nick_Name=Gilly
Name_HeadhunterRep_Stows=Stows
Name_Hurston_Rep_AldusCarmichael=Aldus Carmichael
Name_Hurston_Rep_AldusCarmichael_First_Name=Aldus
Name_Hurston_Rep_AldusCarmichael_Last_Name=Carmichael
Name_InteSec_DeaconTobin,P=InterSec Ops Tobin
Name_NT_ArtKelvin=Art "Stax" Kelvin
Name_NT_DevinMarcus=Devin "Scorch" Marcus
Name_NT_MendoRen=Mendo Ren
Name_NT_NolanAcker=Nolan Acker
Name_NT_RemyKettle=Remy "Phoenix" Kettle
Name_NavySupply=UEEN Supply Ship
Name_NesCalloway=Nes Calloway
Name_PotentialAnimalLocation_01=Potential Wildlife Location
Name_PotentialMarokLocation,P=Potential Marok Location
Name_SAICDulli=SAIC Rowena Dulli
Name_SAICDulli_CDF=CDF - Rowena Dulli
Name_Security_Blacjac=BlacJac Security
Name_Security_Crusader=Crusader Security
Name_Security_Hurston=Hurston Security
Name_Security_MTProt=MT Protection Services
Name_ServiceBeacon_Requestor=Service Requester
Name_ShatteredBlade_Forge,P=Forge
Name_microTech_Rep_AsterRemmington=Aster Remmington
Name_microTech_Rep_AsterRemmington_First_Name=Aster
Name_microTech_Rep_AsterRemmington_Last_Name=Remmington
NavBeacon_Delamar_LZ_01=Levski
NavPoint_AsteroidNavigation=Asteroid Navigation Test
NavPoint_AsteroidTurret=Asteroid Turret Field
NavPoint_BomberVsCapship=Bomber vs CapShip
NavPoint_CapShipVsCapShip=CapShip vs CapShip
NavPoint_Escort=Escort Test
NavPoint_FighterVsCapship=Fighter vs CapShip
NavPoint_FighterVsFighter_Easy=Fighter vs Fighter Easy
NavPoint_FighterVsFighter_Hard=Fighter vs Fighter Hard
NavPoint_FighterVsFighter_Medium=Fighter vs Fighter Medium
NavPoint_GunShipVsFighter_Easya=GunShip vs Fighter Easy
NavPoint_GunShipVsFighter_Hard=GunShip vs Fighter Hard
NavPoint_GunShipVsFighter_Medium=GunShip vs Fighter Medium
NavPoint_PatrolArea=Patrol Area Test
NavPoint_QuantumTravel_01=Quantum Travel Test 01
NavPoint_QuantumTravel_02=Quantum Travel Test 02
Nav_1=OM-1
Nav_2=OM-2
Nav_3=OM-3
Nav_4=OM-4
Nav_5=OM-5
Nav_6=OM-6
Nav_Desc_Shared=Orbital markers for quantum travel navigation around planets and moons.
Nav_Geodesic=GM
Nav_Geodesic_Desc_Shared=Geodesic markers for quantum travel navigation to the upper atmosphere of planets and moons.
Navpoint_FighterVsFighter=Fighter vs Fighter
Navpoint_UEEVsVanduul=UEE vs Vanduul
Neutral_RepUI_Area,P=[PH] Area
Neutral_RepUI_Description,P=[PH] Neutral Description
Neutral_RepUI_Focus,P=[PH] Neutral Focus
Neutral_RepUI_Founded,P=[PH] N/A
Neutral_RepUI_Headquarters,P=[PH] Neutral Headquarters
Neutral_RepUI_Leadership,P=[PH] Neutral Leadership
Neutral_RepUI_Name,P=[PH] Neutral
NewLoadout=New Loadout
NineTails_RepUI_Area=Stanton System
NineTails_RepUI_Description=A criminal organization that has been gaining a larger foothold in the Stanton System from its base of operations, the infamous Grim HEX station near Crusader. They are organized and ruthless, but are willing to share the wealth as long as other outlaws contract with them.
NineTails_RepUI_Focus=Piracy
NineTails_RepUI_Founded=2938
NineTails_RepUI_Headquarters=Grim HEX, Stanton System
NineTails_RepUI_Leadership=N/A
NineTails_RepUI_Name=Nine Tails
NorthRock_Delivery_Local_DerelictOutpost_Desc_01=Here's the deal – a client of ours (who should have spent the extra credits for a Northrock escort) had one of their ships attacked and now they need us to run point on a retrieval op for an important package that was stolen.\n\nThankfully, we caught a break and were able to track down the people responsible to ~mission(Pickup1|Address). We need you to head there and recover the package. You'll be able to ID it by its serial number: #~mission(Item1|SerialNumber).\n\nI expect that the outlaws are going to put up a fight, but just remember that they aren't the priority.\n\nOnce you got the package, fly it back to the client at ~mission(Dropoff1|Address). \n\nOne last thing, make sure you bring a ship that has enough room for some cargo. Don't want you getting all the way there in your Gladius or whatever only to have to turn back.\n\nDo us proud,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group\n\n*RETRIEVAL OPERATION SUMMARY*\n* Recover Package #~mission(Item1|SerialNumber) from ~mission(Pickup1|Address)\n* Deliver to ~mission(Dropoff1|Address)\n
NorthRock_Delivery_Local_DerelictOutpost_Desc_02=Here's the deal – a client of ours (who should have spent the extra credits for a Northrock escort) had one of their ships attacked and now they need us to run point on a retrieval op for some important packages that were stolen.\n\nThankfully, we caught a break and were able to track down the people responsible to ~mission(Pickup1|Address). We need you to head there and recover the packages. You'll be able to ID them by their serial numbers: #~mission(Item1|SerialNumber),\n#~mission(Item2|SerialNumber) and\n#~mission(Item3|SerialNumber).\n\nI expect that the outlaws are going to put up a fight, but just remember that they aren't the priority.\n\nOnce you got the packages, deliver them to their respective destinations: ~mission(Dropoff1|Address), ~mission(Dropoff2|Address) and ~mission(Dropoff3|Address). \n\nOne last thing, make sure you bring a ship that has enough room for the cargo. Don't want you getting all the way there in your Gladius or whatever only to have to turn back.\n\nDo us proud,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group\n\n*RETRIEVAL OPERATION SUMMARY*\n* Recover Packages #~mission(Item1|SerialNumber), #~mission(Item2|SerialNumber) and #~mission(Item3|SerialNumber) from ~mission(Pickup1|Address)\n* Deliver to ~mission(Dropoff1|Address), ~mission(Dropoff2|Address) and ~mission(Dropoff3|Address)\n
NorthRock_Delivery_Local_DerelictOutpost_Desc_03=Here's the deal – a client of ours (who should have spent the extra credits for a Northrock escort) had one of their ships attacked and now they need us to run point on a retrieval op for some important packages that were stolen.\n\nThankfully, we caught a break and were able to track down the people responsible to different derelict outposts. We need you to head there and recover the packages. You'll be able to ID them by their serial numbers: #~mission(Item1|SerialNumber), #~mission(Item2|SerialNumber) and #~mission(Item3|SerialNumber).\n\nI expect that the outlaws are going to put up a fight, but just remember that they aren't the priority.\n\nOnce you got the packages, fly them back to the client at ~mission(Dropoff1|Address). \n\nOne last thing, make sure you bring a ship that has enough room for the cargo. Don't want you getting all the way there in your Gladius or whatever only to have to turn back.\n\nDo us proud,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group\n\n*RETRIEVAL OPERATION SUMMARY*\n* Recover Packages #~mission(Item1|SerialNumber), #~mission(Item2|SerialNumber) and #~mission(Item3|SerialNumber) from ~mission(Pickup1|Address)\n* Deliver to ~mission(Dropoff1|Address)\n
NorthRock_Delivery_Local_DerelictOutpost_Title_01=Retrieval Op
NorthRock_Delivery_Local_DropOff=All Packages
NorthRock_RepUI_Area=Various
NorthRock_RepUI_Description=Dedicated to sourcing only the most qualified, trained personnel, Northrock has a proven track record of providing the highest level of protection to their exclusive clientele. Started primarily as bodyguard service, Northrock has expanded their operations to also offer bounty hunting and mercenary services. Many police forces and corporations have come to trust Northrock to handle more difficult cases that they might not otherwise have the resources to deal with.
NorthRock_RepUI_Focus=Private Security Firm
NorthRock_RepUI_Founded=2846
NorthRock_RepUI_Headquarters=New Austin, Terra, Terra System
NorthRock_RepUI_Leadership=Earl Chisum, CEO
NorthRock_RepUI_Name=Northrock Service Group
NorthRock_ReputationJournal_Agent_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be downgraded to ASSOCIATE.\n\nAt this employment tier you are entitled to the following benefits:\nN/A\n\nContinued negative performance reviews will result in your status and benefits being downgraded to a lower tier.
NorthRock_ReputationJournal_Agent_Demotion_Title=Northrock Employment Status: Associate
NorthRock_ReputationJournal_Agent_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to SENIOR SECURITY AGENT.\n\nAt this employment tier you are entitled to the following benefits:\n10% Pay Bonus\n\nContinued positive performance reviews will result in your status and benefits being upgraded to the next tier.
NorthRock_ReputationJournal_Agent_Promotion_Title=Northrock Employment Status: Senior Security Agent
NorthRock_ReputationJournal_Applicant_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to JUNIOR ASSOCIATE.\n\nAt this employment tier you are entitled to the following benefits:\nN/A\n\nContinued positive performance reviews will result in your status and benefits being upgraded to the next tier.
NorthRock_ReputationJournal_Applicant_Promotion_ShortTitle=Northrock Employment Status
NorthRock_ReputationJournal_Applicant_Promotion_Title=Northrock Employment Status: Junior Associate
NorthRock_ReputationJournal_Generic_Demotion_ShortTitle=Northrock Demotion
NorthRock_ReputationJournal_Generic_Promotion_ShortTitle=Northrock Promotion
NorthRock_ReputationJournal_JuniorAgent_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be downgraded to JUNIOR ASSOCIATE.\n\nAt this employment tier you are entitled to the following benefits:\nN/A\n\nContinued negative performance reviews will result in your employment status being terminated.
NorthRock_ReputationJournal_JuniorAgent_Demotion_Title=Northrock Employment Status: Junior Associate
NorthRock_ReputationJournal_JuniorAgent_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to SECURITY AGENT.\n\nAt this employment tier you are entitled to the following benefits:\n5% Pay Bonus\n\nContinued positive performance reviews will result in your status and benefits being upgraded to the next tier.
NorthRock_ReputationJournal_JuniorAgent_Promotion_Title=Northrock Employment Status: Security Agent
NorthRock_ReputationJournal_MasterAgent_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be downgraded to SECURITY SPECIALIST.\n\nAt this employment tier you are entitled to the following benefits:\n15% Pay Bonus\n\nContinued negative performance reviews will result in your status and benefits being downgraded to a lower tier.
NorthRock_ReputationJournal_MasterAgent_Demotion_Title=Northrock Employment Status: Security Specialist
NorthRock_ReputationJournal_Probation_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock employment status be TERMINATED.\n\nYou are no longer eligible to perform contracts on behalf of Northrock Service Group and any attempt to do so will not be tolerated.
NorthRock_ReputationJournal_Probation_Demotion_ShortTitle=Northrock Employment Terminated
NorthRock_ReputationJournal_Probation_Demotion_Title=Northrock Employment Status: Terminated
NorthRock_ReputationJournal_Probation_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to ASSOCIATE.\n\nAt this employment tier you are entitled to the following benefits:\nN/A\n\nContinued positive performance reviews will result in your status and benefits being upgraded to the next tier.
NorthRock_ReputationJournal_Probation_Promotion_Title=Northrock Employment Status: Associate
NorthRock_ReputationJournal_SeniorAgent_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be downgraded to SECURITY AGENT.\n\nAt this employment tier you are entitled to the following benefits:\n5% Pay Bonus\n\nContinued negative performance reviews will result in your status and benefits being downgraded to a lower tier.
NorthRock_ReputationJournal_SeniorAgent_Demotion_Title=Northrock Employment Status: Security Agent
NorthRock_ReputationJournal_SeniorAgent_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to SECURITY SPECIALIST.\n\nAt this employment tier you are entitled to the following benefits:\n15% Pay Bonus\n\nContinued positive performance reviews will result in your status and benefits being upgraded to the next tier.
NorthRock_ReputationJournal_SeniorAgent_Promotion_Title=Northrock Employment Status: Security Specialist
NorthRock_ReputationJournal_VeteranAgent_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be downgraded to SENIOR SECURITY AGENT.\n\nAt this employment tier you are entitled to the following benefits:\n10% Pay Bonus\n\nContinued negative performance reviews will result in your status and benefits being downgraded to a lower tier.
NorthRock_ReputationJournal_VeteranAgent_Demotion_Title=Northrock Employment Status: Senior Security Agent
NorthRock_ReputationJournal_VeteranAgent_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to LEAD SECURITY SPECIALIST.\n\nAt this employment tier you are entitled to the following benefits:\n20% Pay Bonus\n\nContinued positive performance reviews will result in your maintaining this current high tier and benefits.
NorthRock_ReputationJournal_VeteranAgent_Promotion_Title=Northrock Employment Status: Lead Security Specialist
Northrock_Allies=Advocacy, Bounty Hunters Guild, Mercenary's Guild
Northrock_Bounty_OLP_Boss_H_desc_001=Hey,\n\nNorthrock recently received intel that a bounty who disappeared from Stanton is back. ~mission(TargetName) has been spotted at ~mission(Location|Address). Surveillance of the orbital platform indicates that ~mission(TargetName|Last) is directing the operation there. Getting to ‘em won’t be easy, but absolutely essential. \n\nWe’re determined to not let them get away again. That’s why we’re giving anyone interested the opportunity to apprehend this target. Just be prepared to face fierce resistance. \n\n\nBest of luck,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
Northrock_Bounty_OLP_Boss_H_title_001=Pro Tem Bounty Assignment: ~mission(TargetName)
Northrock_Rivals=BlacJac, Eckhart Security
Nyx=Nyx System
Nyx1=Nyx I
Nyx1_Desc=Nyx I is a coreless world that has been mined clean. \n
Nyx2=Nyx II
Nyx2_Desc=A high-pressure atmosphere and thick clouds of acid and carbon dioxide make Nyx II not worth terraforming. \n
Nyx3=Nyx III
Nyx3_Desc=Nyx III is an ice giant that lacks a breathable atmosphere or any valuable minerals. \n
Nyx_AsteroidBelt1=Glaciem Ring
Nyx_AsteroidBelt1_Desc=A dense asteroid belt that lacks resources but is full of places to hide. Delamar, a particularly large asteroid, houses both criminals and a large anti-UEE population. \n
Nyx_AsteroidBelt2=Keeger Belt
Nyx_AsteroidBelt2_Desc=A sparse belt located on the edge of the system depleted of resources. \n
Nyx_Desc=Discovered in 2582, the Nyx System was left unclaimed by the UEE after deciding its three planets were not terraforming candidates and an attempts to mine the dense Glaciem Ring were deemed too dangerous. In 2618, a group of political activists and refugees, fleeing the Messer regime, moved into a vacated mining facility located in Delamar, a moon-sized asteroid deep within the system's asteroid belt.\n
Nyx_JumpPoint_Bremen=Nyx - Bremen Jump Point
Nyx_JumpPoint_Bremen_Desc=This jump point connects Nyx to the UEE controlled Bremen system.
Nyx_JumpPoint_Castra=Nyx - Castra Jump Point
Nyx_JumpPoint_Castra_Desc=This jump point connects Nyx to the UEE controlled Castra system.
Nyx_JumpPoint_Odin=Nyx - Odin Jump Point
Nyx_JumpPoint_Odin_Desc=This jump point connects Nyx to the UEE controlled Odin system.
Nyx_JumpPoint_Pyro=Nyx - Pyro Jump Point
Nyx_JumpPoint_Pyro_Desc=This jump point connects Nyx to the Pyro system.
Nyx_JumpPoint_Stanton=Nyx - Stanton Jump Point
Nyx_JumpPoint_Stanton_Desc=This jump point connects Nyx to the UEE controlled Stanton system. (TEMPORARY)
Nyx_JumpPoint_Tohil=Nyx - Tohil Jump Point
Nyx_JumpPoint_Tohil_Desc=This jump point connects Nyx to the UEE controlled Tohil system.
Nyx_JumpPoint_Virgil=Nyx - Virgil Jump Point
Nyx_JumpPoint_Virgil_Desc=This jump point connects Nyx to the Vanduul controlled Virgil system.
Nyx_Pyro_JPStation=Pyro Gateway
Nyx_Pyro_JPStation_clinic=Pyro Gateway Clinic
Nyx_Pyro_JPStation_desc=Situated at a strategic location near the jump point to Pyro, the Gateway station provides shops and services to those traveling to and from Nyx. Visitors to the station can find a wide variety of amenities and stores including: Refueling, Restocking, Cargo Transfers, Personal Weapons, Personal Armor, Clothing, Food, a Clinic, Habs, and more.
Nyx_Stanton_JPStation=Stanton Gateway
Nyx_Stanton_JPStation_clinic=Stanton Gateway Clinic
Nyx_Stanton_JPStation_desc=Situated at a strategic location near the jump point to Stanton, the Gateway station provides shops and services to those traveling to and from Nyx. Visitors to the station can find a wide variety of amenities and stores including: Refueling, Restocking, Cargo Transfers, Personal Weapons, Personal Armor, Clothing, Food, a Clinic, Habs, and more. (TEMPORARY)
Nyx_Star=Nyx
Nyx_Star_Desc=
OlympusPrincipal_RepUI_Area=UEE
OlympusPrincipal_RepUI_Description=Headquartered in Terra, Olympus Principal provides all manner of insurance policies for everything from ships and vehicles to residence and business protections. Thanks to their broad portfolio of subsidiary corporations, Olympus Principal forged strong ties with the UEE and secured contracts to insure government employees, expanding its name recognition and securing its position as one of the leading insurance companies in the universe.
OlympusPrincipal_RepUI_Focus=Insurance, Investment
OlympusPrincipal_RepUI_Founded=2231
OlympusPrincipal_RepUI_Headquarters=Prime, Terra
OlympusPrincipal_RepUI_Leadership=Leona Zion, CEO
OlympusPrincipal_RepUI_Name=Olympus Principal
OreoCheesecake_JournalAllCompleted=Cargo Recovery\nAssist Attacked Haulers\n\nYou’ve done your part! Launch requirements met.
OreoCheesecake_JournalBody=The Stanton system is under siege and your help is needed to defend ships being attacked and retrieve cargo from destroyed ships. Those who successfully assist in six missions (and continue to assist in future missions) will be denoted as eligible to earn a special reward.
OreoCheesecake_JournalCompleted=Cargo Recovery\nAssist Attacked Haulers
OreoCheesecake_JournalTitle=Op. Save Stanton - Launch Summary
OreoCheesecake_JournalTitleShort=Op. Save Stanton - Launch
Orison_CRUShowroom_StarFighter_001_desc=Whether heading up a crew or hunting big ships solo, the Ares Star Fighter is a force to be reckoned with. Available in two distinct variants, the ballistic Gatling-equipped Ares Inferno tears through gunship armor and turns smaller fighters to dust in seconds, while the laser-equipped Ares Ion sparks fear in the most formidable foes by delivering extremely powerful shots to quickly disable the shields of even the biggest enemy vessels.
Orison_CRUShowroom_StarFighter_001_title=ARES STAR FIGHTER
Orison_CRUShowroom_StarRunner_001_desc=If you need it there fast and unscathed, the Mercury checks all the boxes expected of a dependable courier vessel and then some. Built with the same engineering and design principals that have made Crusader Industries the go-to manufacturer for galactic transport on any scale, the Mercury Star Runner will let you stay ahead of schedule, trouble, and the competition.
Orison_CRUShowroom_StarRunner_001_title=MERCURY STAR RUNNER
Orison_CRUShowroom_Starlifter_001_desc=Utilizing a patented military-grade spaceframe and expanded cargo capacity, without sacrificing any firepower, the Hercules has taken the private sector by storm. Starlifters have become the industry standard transport craft for racing teams, ship dealers and manufacturers, construction orgs, mining corporations, and even large-scale touring entertainment outfits.
Orison_CRUShowroom_Starlifter_001_title=HERCULES STARLIFTER
Orison_Destination_AugustDunlowConventionHangar=August Dunlow Exhibition Hall
Orison_Destination_AugustDunlowSpaceport=August Dunlow Spaceport
Orison_Destination_CloudviewCenter=Cloudview Center
Orison_Destination_ConventionCenter=Vision Center
Orison_Destination_ProvidencePlatform=Providence Platform
Orison_DiscoverySpot_001_desc=To achieve the perfect level of atmospheric comfort, the vibrant city of Orison carefully maintains its precise orbital height above the gas giant Crusader through controlled firing of the Seraph-class thrusters situated below each platform. Precisely timed to prevent shearing and destabilization of the connected network of struts, each thruster is activated for a short burst allowing Orison to stay firmly in place. Crusader locals often describe the gentle vibrations that accompany the periodic adjustments as "Orison’s free massage." Be sure to hold on and enjoy!
Orison_DiscoverySpot_001_title=How Does Orison Stay in the Clouds?
Orison_DiscoverySpot_002_desc=Though it’s common knowledge that Crusader Industries works with the Navy on a handful of contracts, it’s less well known that Providence Platform was originally constructed as a Naval drydock in 2855 to take advantage of the lower gravity and breathable atmosphere found here. It was these same reasons that made the world such a great choice to be Crusader’s new headquarters. When the company purchased Stanton II in 2865, Providence Platform underwent major renovations to transform it into the cutting edge manufacturing center that it is today. Of course, while it may not be an official Navy site any longer, Crusader is proud to carry on the tradition of working to help people across the empire.
Orison_DiscoverySpot_002_title=Was Providence Platform Built by the Navy?
Orison_DiscoverySpot_003_desc=While being a floating city may make for absolutely stunning vistas, it can be a bit tricky getting from platform to platform. No walking to work here! For Crusader employees and visitors alike the solution is Orison Skyway Shuttle Service. Providing connections to all major platforms, Crusader offers free and convenient transit shuttles made right here in Orison. These recently redesigned shuttles feature signature crystal canopies that provide amazing views of the city as you travel, helping to make getting there half the fun.
Orison_DiscoverySpot_003_title=What's the Best Way to Visit Other Platforms?
Orison_DiscoverySpot_004_desc=Cutting a stark contrast against the vibrant sky, the sweeping lines of Orison’s signature stormwal sculpture captures the grace and beauty of the gentle creatures it portrays. Formally titled "Until Again,"artist Bipasha Zhu says that she was inspired by the city’s harmony and weightless strength. To better understand her bashful subjects, Bipasha spent a week living in a cloud submersible studying the stormwals up close. Talk about taking your art to new depths! Art aficionados and visitors to Orison who want to get their own firsthand stormwal encounter should jump on board the next Orison Discovery Tour shuttle.
Orison_DiscoverySpot_004_title=What's the Story Behind Orison's Stormwal?
Orison_DiscoverySpot_005_desc=Orison is a city unlike any other and when it came to designing its gardens, only the perfect tree would do. Something that was well adapted to high winds and low humidity, that could self-pollinate, and most importantly, was beautiful. So which tree won? None of them. After a lot of searching, Crusader’s gardeners would have to create the perfect tree themselves. A cross-combination of flowering dogwoods and taverbark pines, the Hosanna tree features strong roots, flexible branches, delicately scented pink flowers, and the ability to make just about any walk in the park a memorable one.
Orison_DiscoverySpot_005_title=Why are Orison's Trees so Special?
Orison_DiscoverySpot_006_desc=The name Crusader Industries actually has two meanings. First, it represents a commitment to stay on the forefront of ship manufacturing ideas. Though the company got its start building reliable planetary shuttles. The teams of engineers constantly looked to push the commercial ship market. Whether it was by developing a new feature of engineering or simply looking to fulfill a new area of public demand. Secondly, the name references the company's commitment to vigorously advocate for what is morally right across the Empire. Company founder August Dunlow has made giving back a cornerstone of the company ever since its inception in 2799. That means when you support Crusader Industries, you're supporting a company dedicated to improving the empire for all.
Orison_DiscoverySpot_006_title=What's the Meaning Behind Crusaders' Name?
Orison_DiscoverySpot_007_desc=More than just the name of a spaceport, Crusader Industries founder August Dunlow led a memorable and incredible life. Born on Angeli in the Croshaw system, he was orphaned in the aftermath of the bloody Khanos Stadium coup that ousted Imperator Messer X. Saved from the streets by a local charity, Dunlow was able to pursue his academics while volunteering in his spare time. Upon graduating from University of Angeli, he became a prominent anti-Messer activist and civil rights advocate pushing for government reform. August founded Crusader Industries in 2799 on the principle that a business truly thrives when it gives back to society. Today you stand among these majestic clouds thanks to his incredible vision that a company can be both financially profitable and a force for good.
Orison_DiscoverySpot_007_title=Who was August Dunlow?
Orison_DiscoverySpot_008_desc=Keeping Orison supplied and the shipyards stocked is an incredible operation in and of itself. On a normal day, over a quarter of a million SCU worth of cargo is moved between manufacturing platforms, shipyards, and support facilities with the help of Crusader’s Atlas-class cargo ferries. Specifically designed with an open top to expedite the loading and unloading of cargo, these barges run all day long and are the lifeblood of production on Orison. Over 5,000 Crusader employees focus solely on the logistics that keep these barges full and flying to their next drop point. This beautiful ballet of people, ships, and cargo ensures that everything in Orison is running as effectively and efficiently as possible.
Orison_DiscoverySpot_008_title=Why does Orison have so many Transport Ships?
Orison_DiscoverySpot_009_desc=It takes a special kind of person to join the Crusader Industries family. Not only do employees have to be highly qualified and skilled, but most importantly, they have to be passionate about what they do. CEO Kelly Caplan always says "Crusader makes the best ships because we have the best employees"and it’s true! Just look at the 'Crusader Cares' charity initiative spearheaded by the generous workers here at Orison which has made a difference in the lives of people all over. Seems like they’re trying to make the rest of the empire as happy as they are!
Orison_DiscoverySpot_009_title=Who are the People Working for Crusader?
Orison_DiscoverySpot_010_desc=Believe it or not, building large spaceships is hard! If you attempted to build them in traditional factories on a planet with Earth-like gravity, you’d be faced with a massive amount of challenges just to arrange the ship’s pieces into place and keep them from collapsing during construction. Sometimes these larger ships can’t even leave the atmosphere after they’re done which is why most larger ships are finished in space. But space has its own set of issues, sure, you don’t have to worry about weight, but all your engineers and mechanics have to work in spacesuits which is potentially more dangerous. On Crusader, our employees get the best of both techniques. Lower gravity and they can work in-atmosphere. No wonder people love working here!
Orison_DiscoverySpot_010_title=Why Does Crusader Build Ships in Orison?
Oso=Oso System
Oso1=Oso I
Oso1_Desc=This tidally locked planet features a lightside that is a churning sea of lava while its darkside is a cold, stark iron-rich landscape.
Oso2=Oso II
Oso2_Desc=The planet has a lush biosphere and breathable atmosphere that would make it ideal for Human habitation if it weren't for the discovery of the Osonians. This multi-limbed, primitive creature is one of many unusual species found to inhabit the Fair Chance Act protected world.
Oso3=Oso III
Oso3_Desc=This gas giant is believed to have been a rogue Jupiter that was pulled into orbit around Oso's star. It is slightly green and white in color due to silicate clouds.
Oso4=Oso IV
Oso4_Desc=A planet lacking both a core and an atmosphere. While initial scans showed its surface was rich in minerals, recent scans show those reserves much depleted causing speculation that miners have found their way past the UEE patrols in the system.
Oso5=Oso V
Oso5_Desc=An ice giant with a highly lethal atmosphere of ammonia vapor.
Oso6=Oso VI
Oso6_Desc=A rocky dwarf planet completely lacking in resources.
Oso_Desc=The most advanced primitive species ever discovered by the UEE lives in the Oso System and is a source of endless fascination for scientists. Because the native species is so advanced, the UEE has built Observation Base Chimera to monitor traffic in the system. \n
Oso_JumpPoint_Castra=Oso - Castra Jump Point
Oso_JumpPoint_Castra_Desc=This jump point connects Oso to the Castra system.
Oso_JumpPoint_Kallis=Oso - Kallis Jump Point
Oso_JumpPoint_Kallis_Desc=This jump point connects Oso to the Kallis system which is protected by the Fair Chance Act.
Oso_JumpPoint_Pyro=Oso - Pyro Jump Point
Oso_JumpPoint_Pyro_Desc=This jump point connects Oso to the unclaimed Pyro system.
Oso_Star=Oso
Oso_Star_Desc=A class-F main sequence star.
Out_of_Quantum_fuel=Quantum Fuel Depleted
Outcasts_RepUI_Area,P=[PH] Area
Outcasts_RepUI_Description,P=[PH] Outcasts Description
Outcasts_RepUI_Focus,P=[PH] Outcasts Focus
Outcasts_RepUI_Founded,P=[PH] N/A
Outcasts_RepUI_Headquarters,P=[PH] Outcasts Headquarters
Outcasts_RepUI_Leadership,P=[PH] Outcasts Leadership
Outcasts_RepUI_Name,P=[PH] Outcasts
OutlawSweep_desc=~mission(Description)
OutlawSweep_from=~mission(Contractor)
OutlawSweep_title=~mission(Title)
Outlaw_RepUI_Area=N/A
Outlaw_RepUI_Description=These criminals are unaffiliated with any of the known gangs or syndicates, but still pose a threat to individuals across the empire.
Outlaw_RepUI_Focus=Piracy
Outlaw_RepUI_Founded=N/A
Outlaw_RepUI_Headquarters=N/A
Outlaw_RepUI_Leadership=N/A
Outlaw_RepUI_Name=Outlaws
Outpost_CleanUp_Marker_01=Outpost
Outpost_CleanUp_Objective_01=Get to the outpost
Outpost_CleanUp_Objective_02=Neutralize threats
Outpost_CleanUp_desc=We've got an outpost on Daymar that is currently occupied by some rather unsavory characters. We need someone to... "clean up" there if you catch my drift.
Outpost_CleanUp_from=A worried outpost owner
Outpost_CleanUp_title=Outpost "clean up" required
Oxygen_Screen_DispenseSub_001=click to use wip
Oxygen_Screen_Dispense_001=Transfer Oxygen
Oxygen_Screen_DispensingSub_001=Stop Transfer
Oxygen_Screen_Dispensing_001=Currently Transferring Oxygen
Oxygen_Screen_ErrorButtonMessage=Vent
Oxygen_Screen_PercentSymbol=%
Oxygen_Screen_Refilling_001=Oxygen Supply Refilling
Oxygen_Screen_ScreenHeader_001=Oxygen
Oxygen_Screen_System_EmptySub_001=Please Wait
Oxygen_Screen_System_Empty_001=Oxygen Supply Empty
Oxygen_Screen_baseInfo_001=Oxygen Ready to Transfer
Oxygen_Screen_userTankSub_Filled=
Oxygen_Screen_userTank_Filled=Suit Storage Tank Full
Oxygen_Screen_userTank_Label=Suit Storage Tank Levels
P2M1_HardDrive_Desc=An ASD Onyx Facility data drive made to contain propriety information.
P2M1_HardDrive_Name=ASD Data Drive
P2M1_delivery_dropoff_long=Deliver Energy Anomaly data to the Freight Elevator at ~mission(Destination|Address).
P2M1_delivery_dropoff_marker=Deliver Power Usage Data
P2M1_delivery_dropoff_objectivedisplay=Deliver Energy Anomaly Data to ~mission(Destination)'s Freight Elevator
P2M1_delivery_dropoff_short=Deliver Energy Anomaly Data to ~mission(Destination)'s Freight Elevator
P2M2_MemoryDrive_Blank_Desc=An ASD Onyx Facility memory drive made to contain propriety information.
P2M2_MemoryDrive_Blank_Name=ASD Memory Drive
P2M2_MemoryDrive_Desc=Contains the latest Energy Anomaly readings from ASD's Onyx Facility.
P2M2_MemoryDrive_Name=ASD Security Data
P2M2_delivery_dropoff_long=Deliver Security data to the Freight Elevator at ~mission(Destination|Address).
P2M2_delivery_dropoff_marker=Deliver Security Data
P2M2_delivery_dropoff_objectivedisplay=Deliver Security Data to ~mission(Destination)'s Freight Elevator
P2M2_delivery_dropoff_short=Deliver Security Data to ~mission(Destination)'s Freight Elevator
P2M3_ServerBlade_Blank_Desc=A server blade from ASD's Onyx Facility that is made to contain propriety information.
P2M3_ServerBlade_Blank_Name=ASD Server Blade
P2M3_ServerBlade_Desc=Contains the latest Seismic readings from ASD's Onyx Facility.
P2M3_ServerBlade_Name=ASD Seismic Data
P2M3_delivery_dropoff_long=Deliver Seismic data to the Freight Elevator at ~mission(Destination|Address).
P2M3_delivery_dropoff_marker=Deliver Seismic data
P2M3_delivery_dropoff_objectivedisplay=Deliver Seismic Data to ~mission(Destination)'s Freight Elevator
P2M3_delivery_dropoff_short=Deliver Seismic Data to ~mission(Destination)'s Freight Elevator
P2M4_ServerBlade_Blank_Desc=A server blade from ASD's Onyx Facility that is made to contain propriety information.
P2M4_ServerBlade_Blank_Name=ASD Server Blade
P2M4_ServerBlade_Desc=Contains the latest Power Usage readings from ASD's Onyx Facility.
P2M4_ServerBlade_Name=ASD Power Usage Data
P2M4_delivery_dropoff_long=Deliver Power Usage data to the Freight Elevator at ~mission(Destination|Address).
P2M4_delivery_dropoff_marker=Deliver Energy Anomaly Data
P2M4_delivery_dropoff_objectivedisplay=Deliver Power Usage Data to ~mission(Destination)'s Freight Elevator
P2M4_delivery_dropoff_short=Deliver Power Usage Data to ~mission(Destination)'s Freight Elevator
PAUSE_OPTIONS_HIGH=High
PAUSE_OPTIONS_LOW=Low
PAUSE_OPTIONS_MEDIUM=Medium
PAUSE_OPTIONS_VERY_HIGH=Very High
PBay_01=PB_01
PBay_02=PB_02
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_High_IG_001,P=On it.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_High_IG_002,P=Yeah, fine.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_High_IG_003,P=Goddammit, okay.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IG_001,P=Yeah.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IG_002,P=Okay.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IG_003,P=Sure.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IntoComms_IG_001,P=Got it.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IntoComms_IG_002,P=Fine.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IntoComms_IG_003,P=Yeah.
PH_PU_GENOUTLAW1_M_BS_General_Celebration_High_IG_001,P=That's it!
PH_PU_GENOUTLAW1_M_BS_General_Celebration_High_IG_002,P=Nice one!
PH_PU_GENOUTLAW1_M_BS_General_Celebration_High_IG_003,P=That's what I like to see!
PH_PU_GENOUTLAW1_M_BS_General_Choking_Death_IG_EX_001,P=< choked to death >
PH_PU_GENOUTLAW1_M_BS_General_Choking_Death_IG_EX_002,P=< choked to death >
PH_PU_GENOUTLAW1_M_BS_General_Choking_Death_IG_EX_003,P=< choked to death >
PH_PU_GENOUTLAW1_M_BS_General_Choking_Struggle_IG_EX_001,P=< choking >
PH_PU_GENOUTLAW1_M_BS_General_Choking_Struggle_IG_EX_002,P=< choking >
PH_PU_GENOUTLAW1_M_BS_General_Choking_Struggle_IG_EX_003,P=< choking >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_001,P=< death from explosion >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_002,P=< death from explosion >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_003,P=< death from explosion >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_001,P=< bleeding out death >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_002,P=< bleeding out death >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_003,P=< bleeding out death >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Angry_IG_EX_001,P=< angry sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Angry_IG_EX_002,P=< angry sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Angry_IG_EX_003,P=< angry sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Elation_IG_EX_001,P=< happy sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Elation_IG_EX_002,P=< happy sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Elation_IG_EX_003,P=< happy sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Frustrated_IG_EX_001,P=< frustrated sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Frustrated_IG_EX_002,P=< frustrated sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Frustrated_IG_EX_003,P=< frustrated sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_IdleFidget_IG_EX_001,P=< idling sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_IdleFidget_IG_EX_002,P=< cough >
PH_PU_GENOUTLAW1_M_BS_General_Emote_IdleFidget_IG_EX_003,P=< throat clear >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Mocking_IG_EX_001,P=< mocking sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Mocking_IG_EX_002,P=< mocking sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Mocking_IG_EX_003,P=< mocking sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Pain_IG_EX_001,P=< pain sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Pain_IG_EX_002,P=< pain sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Pain_IG_EX_003,P=< pain sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Puzzled_IG_EX_001,P=< puzzled sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Puzzled_IG_EX_002,P=< puzzled sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Puzzled_IG_EX_003,P=< puzzled sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Surprised_IG_EX_001,P=< surprised sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Surprised_IG_EX_002,P=< surprised sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Surprised_IG_EX_003,P=< surprised sound >
PH_PU_GENOUTLAW1_M_BS_General_Expletives_High_IG_001,P=Oh you bastard!
PH_PU_GENOUTLAW1_M_BS_General_Expletives_High_IG_002,P=Shit!
PH_PU_GENOUTLAW1_M_BS_General_Expletives_High_IG_003,P=Dammit!
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Low_IG_001,P=Dammit.
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Low_IG_002,P=Shit...
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Low_IG_003,P=Well, hell...
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Surprised_IG_001,P=Shit!
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Surprised_IG_002,P=What the hell?!
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Surprised_IG_003,P=Jeez!
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_001,P=< hit by something big >
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_002,P=< hit by something big >
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_003,P=< hit by something big >
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_001,P=< hit by something small >
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_002,P=< hit by something small >
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_003,P=< hit by something small >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_High_IG_EX_001,P=< big punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_High_IG_EX_002,P=< big punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_High_IG_EX_003,P=< big punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_Low_IG_EX_001,P=< punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_Low_IG_EX_002,P=< punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_Low_IG_EX_003,P=< punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_High_IG_001,P=What? No!
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_High_IG_002,P=Hell no!
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_High_IG_003,P=Piss off!
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IG_001,P=No.
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IG_002,P=Nope.
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IG_003,P=I don't think so.
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IntoComms_IG_001,P=No
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IntoComms_IG_002,P=Yeah, no.
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IntoComms_IG_003,P=Uh... no.
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001,P=How do you like that shit!
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002,P=Hahaha, rot in hell!
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003,P=They died no problem.
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001,P=Goddammit!
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002,P=We lost one!
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003,P=Oh shit! Lost one!
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoDeny_IG_001,P=Can't spare it.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoDeny_IG_002,P=Can't. I'm low too.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoDeny_IG_003,P=No can do.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoProvide_IG_001,P=I'll put this on your tab.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoProvide_IG_002,P=Here!
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoProvide_IG_003,P=Got you!
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoRequest_High_IG_001,P=Anybody got some ammo?
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoRequest_High_IG_002,P=I need some ammo?
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoRequest_High_IG_003,P=Anybody got a mag?
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoThanks_IG_001,P=Thanks.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoThanks_IG_002,P=All right. Here we go.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoThanks_IG_003,P=Hell yeah.
PH_PU_GENOUTLAW1_M_CB_Combat_BackupDeny_High_IG_001,P=Nope!
PH_PU_GENOUTLAW1_M_CB_Combat_BackupDeny_High_IG_002,P=Good luck!
PH_PU_GENOUTLAW1_M_CB_Combat_BackupDeny_High_IG_003,P=Got my own problems!
PH_PU_GENOUTLAW1_M_CB_Combat_BackupProvide_High_IG_001,P=Flying in!
PH_PU_GENOUTLAW1_M_CB_Combat_BackupProvide_High_IG_002,P=I got you!
PH_PU_GENOUTLAW1_M_CB_Combat_BackupProvide_High_IG_003,P=Yeah, I guess I could help
PH_PU_GENOUTLAW1_M_CB_Combat_CallBackup_High_IG_001,P=Hey, get some back up here!
PH_PU_GENOUTLAW1_M_CB_Combat_CallBackup_High_IG_002,P=Anybody got any friends they can call?
PH_PU_GENOUTLAW1_M_CB_Combat_CallBackup_High_IG_003,P=Somebody call somebody!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverAdvanceFrom_High_IG_001,P=Moving forward!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverAdvanceFrom_High_IG_002,P=Moving!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverAdvanceFrom_High_IG_003,P=Pushing up!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverFindBetter_High_IG_001,P=This cover sucks.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverFindBetter_High_IG_002,P=Hell with this.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverFindBetter_High_IG_003,P=Dammit, dammit, dammit
PH_PU_GENOUTLAW1_M_CB_Combat_CoverPinnedDown_High_IG_001,P=Goddammit, I'm pinned down!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverPinnedDown_High_IG_002,P=I can't fuckin' move!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverPinnedDown_High_IG_003,P=Bastard's got me boxed in.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverProvide_IG_001,P=I got ya.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverProvide_IG_002,P=Yeah, you owe me though.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverProvide_IG_003,P=You got it.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverRequest_High_IG_001,P=Need some cover!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverRequest_High_IG_002,P=Can anybody cover me?
PH_PU_GENOUTLAW1_M_CB_Combat_CoverRequest_High_IG_003,P=Someone cover me!
PH_PU_GENOUTLAW1_M_CB_Combat_DefendTheArea_High_IG_001,P=I better not see a single one of you fall back!
PH_PU_GENOUTLAW1_M_CB_Combat_DefendTheArea_High_IG_002,P=We aren't giving up this ground. You hear?
PH_PU_GENOUTLAW1_M_CB_Combat_DefendTheArea_High_IG_003,P=Dig in! We aren't going anywhere.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Advancing_High_IG_001,P=Why hello! Got some people inbound.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Advancing_High_IG_002,P=Look alive, there are some real mean lookin' sombitches heading our way.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Advancing_High_IG_003,P= Ready up! Trouble.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_EnemyClose_IG_001,P=Shit, they're right here!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_EnemyClose_IG_002,P=They're right on me!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_EnemyClose_IG_003,P=Right here!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_High_IG_001,P=Light 'em up!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_High_IG_002,P=Give 'em hell!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_High_IG_003,P=Eat this!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Intruder_High_IG_001,P=How the hell did you get in here?
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Intruder_High_IG_002,P=Intruder!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Intruder_High_IG_003,P=Look out! We aren't alone.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001,P=Found 'em!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002,P=There you are!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003,P=I see 'em.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001,P=They're up top!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002,P=Up there!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003,P=Up high! See 'em?
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_001,P=Dammit, they're behind us!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_002,P=Watch your back!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_003,P=Behind, behind!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_001,P=They're down there!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_002,P=There! Down below!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_003,P=They're under us!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_001,P=Up close.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_002,P=They're right on us.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_003,P=Oh shit, right here!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_001,P=Over there!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_002,P=Oh, I see 'em.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_003,P=There they are!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_001,P=On the left.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_002,P=There! Left!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_003,P=Eyes left.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_001,P=On the right.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_002,P=There! Right!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_003,P=Right side!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_001,P=They busted out the big guns!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_002,P=Looks like someone loaded up to fight.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_003,P=They got a... damn that gun's big.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_001,P=Uh.... they got a ship!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_002,P=We got problems!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_003,P=Ship coming in!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_001,P=Looks like they got a ride.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_002,P=We got a vehicle problem.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_003,P=Guess someone brought their ride.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_001,P=Is that a rocket launcher?!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_002,P=Um... I think they got a rocket launcher.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_003,P=Careful. They got some big guns.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001,P=They got a sniper.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002,P=Uh oh, they got a marksman!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003,P=Careful. There's a sniper.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_001,P=Oh damn... they got a Titan.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_002,P=I think we got a problem.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_003,P=Titan!
PH_PU_GENOUTLAW1_M_CB_Combat_Fallback_High_IG_001,P=Dammit, regroup!
PH_PU_GENOUTLAW1_M_CB_Combat_Fallback_High_IG_002,P=Fall back!
PH_PU_GENOUTLAW1_M_CB_Combat_Fallback_High_IG_003,P=Back, back, back!
PH_PU_GENOUTLAW1_M_CB_Combat_FlankThem_High_IG_001,P=Go around!
PH_PU_GENOUTLAW1_M_CB_Combat_FlankThem_High_IG_002,P=Hit 'em from the side.
PH_PU_GENOUTLAW1_M_CB_Combat_FlankThem_High_IG_003,P=Flank 'em.
PH_PU_GENOUTLAW1_M_CB_Combat_FollowMe_High_IG_001,P=Follow me.
PH_PU_GENOUTLAW1_M_CB_Combat_FollowMe_High_IG_002,P=You stay on me.
PH_PU_GENOUTLAW1_M_CB_Combat_FollowMe_High_IG_003,P=Let's go.
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_FriendlyFire_High_IG_001,P=What the hell are you doing?!
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_FriendlyFire_High_IG_002,P=I'm on your side!
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_FriendlyFire_High_IG_003,P=Hey! Stop shooting me!
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_ImHit_High_IG_001,P= Shit, that hurts.
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_ImHit_High_IG_002,P=I'm hit!
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_ImHit_High_IG_003,P=Ah dammit!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeIncoming_High_IG_001,P=Grenade!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeIncoming_High_IG_002,P=Shit, grenade!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeIncoming_High_IG_003,P=Down! Grenade!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeThrowing_High_IG_001,P=See how they like this!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeThrowing_High_IG_002,P=Fire in the hole!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeThrowing_High_IG_003,P=Grenade out!
PH_PU_GENOUTLAW1_M_CB_Combat_HealDeny_IG_001,P=I'm out.
PH_PU_GENOUTLAW1_M_CB_Combat_HealDeny_IG_002,P=Used my last one.
PH_PU_GENOUTLAW1_M_CB_Combat_HealDeny_IG_003,P=Don't got any meds.
PH_PU_GENOUTLAW1_M_CB_Combat_HealProvide_IG_001,P=Here you go.
PH_PU_GENOUTLAW1_M_CB_Combat_HealProvide_IG_002,P=Enjoy!
PH_PU_GENOUTLAW1_M_CB_Combat_HealProvide_IG_003,P=Be healed!
PH_PU_GENOUTLAW1_M_CB_Combat_HealRequest_High_IG_001,P=Anybody got some meds?
PH_PU_GENOUTLAW1_M_CB_Combat_HealRequest_High_IG_002,P=I need some drugs!
PH_PU_GENOUTLAW1_M_CB_Combat_HealRequest_High_IG_003,P=Meds... now...
PH_PU_GENOUTLAW1_M_CB_Combat_HealThanks_IG_001,P=Thanks for the juice.
PH_PU_GENOUTLAW1_M_CB_Combat_HealThanks_IG_002,P=Thanks for the meds.
PH_PU_GENOUTLAW1_M_CB_Combat_HealThanks_IG_003,P=Got it. Healing up.
PH_PU_GENOUTLAW1_M_CB_Combat_KeepFighting_High_IG_001,P=Give 'em all you got!
PH_PU_GENOUTLAW1_M_CB_Combat_KeepFighting_High_IG_002,P=Wreck 'em.
PH_PU_GENOUTLAW1_M_CB_Combat_KeepFighting_High_IG_003,P=It's us or them!
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Cocky_High_IG_001,P=You think I'm scared? I'll show you scared.
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Cocky_High_IG_002,P=Oh, it's really on now!
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Cocky_High_IG_003,P=Screw it, I work better alone.
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Panic_IG_001,P=So uh... maybe we can work something out?
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Panic_IG_002,P=You know I was just kidding, right?
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Panic_IG_003,P=How about we all just forget this thing happened...
PH_PU_GENOUTLAW1_M_CB_Combat_LastOfThem_IG_001,P=Was that it?
PH_PU_GENOUTLAW1_M_CB_Combat_LastOfThem_IG_002,P=Oh, we killed 'em all? It was just getting fun.
PH_PU_GENOUTLAW1_M_CB_Combat_LastOfThem_IG_003,P=Well, that was anticlimactic.
PH_PU_GENOUTLAW1_M_CB_Combat_NoticeNotLastKnown_IG_001,P=Dammit, I lost 'em!
PH_PU_GENOUTLAW1_M_CB_Combat_NoticeNotLastKnown_IG_002,P=Um... anyone know where they went?
PH_PU_GENOUTLAW1_M_CB_Combat_NoticeNotLastKnown_IG_003,P=So... yeah... they're gone.
PH_PU_GENOUTLAW1_M_CB_Combat_OutOfAmmo_High_IG_001,P=Out of ammo!
PH_PU_GENOUTLAW1_M_CB_Combat_OutOfAmmo_High_IG_002,P=I'm out!
PH_PU_GENOUTLAW1_M_CB_Combat_OutOfAmmo_High_IG_003,P=I'm dry!
PH_PU_GENOUTLAW1_M_CB_Combat_Overheating_High_IG_001,P=Dammit, gun ran hot.
PH_PU_GENOUTLAW1_M_CB_Combat_Overheating_High_IG_002,P=I'm overheating!
PH_PU_GENOUTLAW1_M_CB_Combat_Overheating_High_IG_003,P=Gun's down for a tick.
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsArrive_High_IG_001,P=Hey, there they are!
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsArrive_High_IG_002,P=What took you all so long?
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsArrive_High_IG_003,P=Backup's here!
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsInRoute_High_IG_001,P=Good news everybody. Help is on the way.
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsInRoute_High_IG_002,P=Guess what? Got some friends coming in.
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsInRoute_High_IG_003,P=Calvary's on the way!
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_001,P=Hey, uh, anybody out there come help?
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_002,P=Yeah, we need some backup here.
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_003,P=Hey! Get your asses over here.
PH_PU_GENOUTLAW1_M_CB_Combat_Reloading_High_IG_001,P=Reloading!
PH_PU_GENOUTLAW1_M_CB_Combat_Reloading_High_IG_002,P=Come on, come on...
PH_PU_GENOUTLAW1_M_CB_Combat_Reloading_High_IG_003,P=Loaded!
PH_PU_GENOUTLAW1_M_CB_Combat_Retreat_High_IG_001,P=Screw this!
PH_PU_GENOUTLAW1_M_CB_Combat_Retreat_High_IG_002,P=Retreat!
PH_PU_GENOUTLAW1_M_CB_Combat_Retreat_High_IG_003,P=Let's get the hell out of here!
PH_PU_GENOUTLAW1_M_CB_Combat_SpreadOut_High_IG_001,P=Spread the hell out.
PH_PU_GENOUTLAW1_M_CB_Combat_SpreadOut_High_IG_002,P=You're bunching up.
PH_PU_GENOUTLAW1_M_CB_Combat_SpreadOut_High_IG_003,P=Let's have some room, yeah?
PH_PU_GENOUTLAW1_M_CB_Combat_StayClose_High_IG_001,P=Don't wander.
PH_PU_GENOUTLAW1_M_CB_Combat_StayClose_High_IG_002,P=Keep it close.
PH_PU_GENOUTLAW1_M_CB_Combat_StayClose_High_IG_003,P=Don't stray, all right?
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Anger_High_IG_001,P=I'm gonna hurt you for so long you're gonna think it's a career.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Anger_High_IG_002,P=After I kill you, I'm gonna kill your family. Then your dog. Then burn your hab to the ground!
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Anger_High_IG_003,P=You wanted this fight. Now you're gonna feel every second of it.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Hiding_High_IG_001,P=Seriously. Come on out. I'll make it quick.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Hiding_High_IG_002,P=We can work this out. Honest.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Hiding_High_IG_003,P=You can't hide out forever.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_High_IG_001,P=You picked the wrong guy to screw with.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_High_IG_002,P=I'm gonna slice you thin enough to fry.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_High_IG_003,P=Let's see what you got!
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_MissesTarget_High_IG_001,P=What the hell? Are my sights off?
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_MissesTarget_High_IG_002,P=Hey, who messed with my gun!
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_MissesTarget_High_IG_003,P=Hold still, goddammit.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_ShotsMiss_High_IG_001,P=Nice try, dumb ass.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_ShotsMiss_High_IG_002,P=Missed me!
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_ShotsMiss_High_IG_003,P=You wanna try again?
PH_PU_GENOUTLAW1_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001,P=We're all good.
PH_PU_GENOUTLAW1_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002,P=Looked into it. Nothing.
PH_PU_GENOUTLAW1_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003,P=Didn't find anything.
PH_PU_GENOUTLAW1_M_CB_Hunting_Deescalate_ThreatLow_IG_001,P=Nope. Nothing here.
PH_PU_GENOUTLAW1_M_CB_Hunting_Deescalate_ThreatLow_IG_002,P=Well, that was a waste of time.
PH_PU_GENOUTLAW1_M_CB_Hunting_Deescalate_ThreatLow_IG_003,P=Yeah, didn't see anything.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001,P=Something's not right here.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002,P=Look alive. I think we got something.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003,P=Hey, wake up. Get on the clock.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001,P=Think I might have something here.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002,P=Hey, yeah, something's definitely going on.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003,P=Yeah, gonna keep looking.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001,P=Nevermind. False alarm.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002,P=Don't sweat it. It wasn't anything worth worrying about.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003,P=Turned out to be nothing.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001,P=Never mind.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002,P=Yeah, we're clear here.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003,P=So that thing? Yeah, it wasn't a problem.
PH_PU_GENOUTLAW1_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001,P=Go take a look.
PH_PU_GENOUTLAW1_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002,P=Maybe you should go check it out.
PH_PU_GENOUTLAW1_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003,P=It's all you. Go.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IG_001,P=Gonna go take a look.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IG_002,P=Be right back.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IG_003,P=Just gonna check this out.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001,P=Hey, I think I might'a heard something.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002,P=I'm gonna go check on something.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003,P=Hey, looking into something real quick.
PH_PU_GENOUTLAW1_M_CB_Hunting_KeepSearching_IG_001,P=Keep looking.
PH_PU_GENOUTLAW1_M_CB_Hunting_KeepSearching_IG_002,P=What are you on break? Find them.
PH_PU_GENOUTLAW1_M_CB_Hunting_KeepSearching_IG_003,P=We're aren't stopping until they're dead or we are.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IG_001,P=Dammit! I don't see 'em.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IG_002,P=Where the hell'd they go?
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IG_003,P=Are you kidding me? How'd we lose 'em?
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001,P=Yeah, I don't know what happened, but they're gone.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002,P=Hey, totally lost them. Yeah, I don't know.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003,P=Yeah, we don't have them anymore. How the hell should I know?
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IG_001,P=That was weird.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IG_002,P=You see anything? Me neither.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IG_003,P=Yeah, I didn't see anything.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001,P=Yeah, hey, I didn't find anything.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002,P=Yeah, took a look and nothing.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003,P=Hey, whatever it was must be gone now.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_001,P=Spread out. The bastard might still be here.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_002,P=Goddammit. I want whoever did this found.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_003,P=Shit. Found 'em. Look alive. I want a net on this son of a bitch.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_001,P=Found a body. Gonna sweep the area.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_002,P=Hey, they didn't make it. Goddamn right I'm hunting down whoever did this.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_003,P=I got a friendly on ice. Gonna secure the area.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IG_001,P=Dammit, we need find where they went.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IG_002,P=Where ever they are, I want them found.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IG_003,P=We need find them, now.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001,P=Can't find 'em anymore. But don't worry. I'll get 'em.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002,P=Yeah, they gave me the slip. But not for long.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003,P=Goddammit. Hey, it's me. Whoever it was is gone now. Gonna see if I can pick up their trail.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IG_001,P=Let's go, let's go.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IG_002,P=Get on the clock, people.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IG_003,P=Come on, let's do this.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001,P=Yeah, we got something here. Heading in.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002,P=On the hunt. I'll let you know what I catch.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003,P=Hey, think I got some troublemakers here. Gonna find out.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IG_001,P=Let's take a look.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IG_002,P=Look alive.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IG_003,P=Let's head out.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001,P=Gonna take a look around.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002,P=Gonna see what I can find.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003,P=Got something. Looking into it.
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Lost_High_IG_001,P=Where'd you go? I thought you wanted to play.
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Lost_High_IG_002,P=Come back. We were having so much fun.
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Lost_High_IG_003,P=You know, I was just getting into this.
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Searching_Low_IG_001,P=Hello? You can come out. We're friends.
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Searching_Low_IG_002,P=Excuse me, I'm lost and looking for directions. Do you know how to get to Kel-To?
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Searching_Low_IG_003,P=Come on out. We're not gonna hurt you.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001,P=Whoa, takin' fire!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002,P=What the hell?!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003,P=Look out! Someone's shootin'!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001,P=Ooooooh shit.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002,P=That's not good.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003,P=I don't think I did that...
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001,P=Oh damn!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002,P=Got one down!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003,P=Taking shots!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001,P=Yo, yo, look out!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002,P=Shit, grenade!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003,P=Bomb!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001,P=Oh hello, who's out there?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002,P=Sounds like somebody's getting frisky.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003,P=Who's shooting?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001,P=Get down!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002,P=What the... rocket!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003,P=Rocket!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001,P=Down! Down!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002,P=Someone's shooting!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003,P=Sniper!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001,P=Oh come on.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002,P=I said, who's there?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003,P=You better come out.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001,P=Yeah, what the hell was that?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002,P=I got bad feeling about this.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003,P=Yeah, something's not right.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000,P=You're hallucinating.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002,P=Come on, there's nothing there.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003,P=Quit playing.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001,P= It's on now.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002,P=Guess we're fighting.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003,P=Okay. Let's do this.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001,P=Something's out there.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002,P=What was that?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003,P=I think we might have company.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004,P=Huh?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005,P=What?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001,P=Oh shit!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002,P=Hey!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003,P=Hey, what is that?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001,P=Yeah, I heard that.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002,P=Yeah... heard something.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003,P=I heard it too.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001,P=You're losing it.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002,P=I didn't hear anything.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003,P=What are you talking about?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001,P=The hell?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002,P=Hmm?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003,P=You hear something?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001,P=Yeah, yeah, I saw it too.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002,P=You saw something?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003,P=Who's out there?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001,P=Huh? No, I didn't see nothin.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002,P=I don't see anything.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003,P=You're tripping again.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001,P=Shit, you see that?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002,P=Who's there?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003,P=You see that?
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_High_IG_001,P=Most def!
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_High_IG_002,P=Oh, yeah!
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_High_IG_003,P=Absolutely!
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IG_001,P=Sure.
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IG_002,P=All right.
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IG_003,P=Yup.
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IntoComms_IG_001,P=Got it.
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IntoComms_IG_002,P=That's a yes.
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IntoComms_IG_003,P=Of course.
PH_PU_GENOUTLAW2_M_BS_General_Celebration_High_IG_001,P=Hell, yeah!
PH_PU_GENOUTLAW2_M_BS_General_Celebration_High_IG_002,P=Nice!
PH_PU_GENOUTLAW2_M_BS_General_Celebration_High_IG_003,P=There we go!
PH_PU_GENOUTLAW2_M_BS_General_Choking_Death_IG_EX_001,P=< choked to death >
PH_PU_GENOUTLAW2_M_BS_General_Choking_Death_IG_EX_002,P=< choked to death >
PH_PU_GENOUTLAW2_M_BS_General_Choking_Death_IG_EX_003,P=< choked to death >
PH_PU_GENOUTLAW2_M_BS_General_Choking_Struggle_IG_EX_001,P=< choking >
PH_PU_GENOUTLAW2_M_BS_General_Choking_Struggle_IG_EX_002,P=< choking >
PH_PU_GENOUTLAW2_M_BS_General_Choking_Struggle_IG_EX_003,P=< choking >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_001,P=< death from explosion >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_002,P=< death from explosion >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_003,P=< death from explosion >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_001,P=< bleeding out death >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_002,P=< bleeding out death >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_003,P=< bleeding out death >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Angry_IG_EX_001,P=< angry sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Angry_IG_EX_002,P=< angry sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Angry_IG_EX_003,P=< angry sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Elation_IG_EX_001,P=< happy sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Elation_IG_EX_002,P=< happy sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Elation_IG_EX_003,P=< happy sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Frustrated_IG_EX_001,P=< frustrated sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Frustrated_IG_EX_002,P=< frustrated sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Frustrated_IG_EX_003,P=< frustrated sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_IdleFidget_IG_EX_001,P=< idling sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_IdleFidget_IG_EX_002,P=< cough >
PH_PU_GENOUTLAW2_M_BS_General_Emote_IdleFidget_IG_EX_003,P=< throat clear >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Mocking_IG_EX_001,P=< mocking sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Mocking_IG_EX_002,P=< mocking sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Mocking_IG_EX_003,P=< mocking sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Pain_IG_EX_001,P=< pain sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Pain_IG_EX_002,P=< pain sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Pain_IG_EX_003,P=< pain sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Puzzled_IG_EX_001,P=< puzzled sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Puzzled_IG_EX_002,P=< puzzled sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Puzzled_IG_EX_003,P=< puzzled sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Surprised_IG_EX_001,P=< surprised sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Surprised_IG_EX_002,P=< surprised sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Surprised_IG_EX_003,P=< surprised sound >
PH_PU_GENOUTLAW2_M_BS_General_Expletives_High_IG_001,P=Shit!
PH_PU_GENOUTLAW2_M_BS_General_Expletives_High_IG_002,P=Bastard!
PH_PU_GENOUTLAW2_M_BS_General_Expletives_High_IG_003,P=Dammit!
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Low_IG_001,P=Seriously?
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Low_IG_002,P=What the hell?
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Low_IG_003,P=Well... shit.
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Surprised_IG_001,P=Damnit!
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Surprised_IG_002,P=Oh, shit!
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Surprised_IG_003,P=You gotta be shitting me.
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_001,P=< hit by something big >
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_002,P=< hit by something big >
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_003,P=< hit by something big >
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_001,P=< hit by something small >
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_002,P=< hit by something small >
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_003,P=< hit by something small >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_High_IG_EX_001,P=< big punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_High_IG_EX_002,P=< big punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_High_IG_EX_003,P=< big punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_Low_IG_EX_001,P=< punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_Low_IG_EX_002,P=< punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_Low_IG_EX_003,P=< punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_High_IG_001,P=No way.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_High_IG_002,P=Over my dead body!
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_High_IG_003,P=Not happening!
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IG_001,P=No way.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IG_002,P=Naw.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IG_003,P=Not happening.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IntoComms_IG_001,P=Negative.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IntoComms_IG_002,P=No.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IntoComms_IG_003,P=Nope.
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001,P=Did you see that? I killed one!
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002,P=They're not getting back up.
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003,P=Credit me with another kill.
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001,P=They bastards bagged one.
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002,P=Holy shit, they just killed 'em.
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003,P=They got your cousin!
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoDeny_IG_001,P=Fuck no.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoDeny_IG_002,P=None to spare.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoDeny_IG_003,P=Can't give any up.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoProvide_IG_001,P=Got you covered.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoProvide_IG_002,P=You owe me one.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoProvide_IG_003,P=Use it wisely.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoRequest_High_IG_001,P=Need ammo, now!
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoRequest_High_IG_002,P=Who's got extra ammo?
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoRequest_High_IG_003,P=Who can spare a mag?
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoThanks_IG_001,P=Now I'm back in business.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoThanks_IG_002,P=Great!
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoThanks_IG_003,P=Thanks!
PH_PU_GENOUTLAW2_M_CB_Combat_BackupDeny_High_IG_001,P=Sorry, can't make it to you.
PH_PU_GENOUTLAW2_M_CB_Combat_BackupDeny_High_IG_002,P=It's everyone for themselves, right now.
PH_PU_GENOUTLAW2_M_CB_Combat_BackupDeny_High_IG_003,P=You're on your own.
PH_PU_GENOUTLAW2_M_CB_Combat_BackupProvide_High_IG_001,P=On my way.
PH_PU_GENOUTLAW2_M_CB_Combat_BackupProvide_High_IG_002,P=I can help.
PH_PU_GENOUTLAW2_M_CB_Combat_BackupProvide_High_IG_003,P=I got your back.
PH_PU_GENOUTLAW2_M_CB_Combat_CallBackup_High_IG_001,P=I need backup!
PH_PU_GENOUTLAW2_M_CB_Combat_CallBackup_High_IG_002,P=How about some backup?
PH_PU_GENOUTLAW2_M_CB_Combat_CallBackup_High_IG_003,P=I need some help!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverAdvanceFrom_High_IG_001,P=Moving up!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverAdvanceFrom_High_IG_002,P=Advancing!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverAdvanceFrom_High_IG_003,P=I'm pushing!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverFindBetter_High_IG_001,P=Can't stay here!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverFindBetter_High_IG_002,P=Gotta find new cover.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverFindBetter_High_IG_003,P=Need some more cover!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverPinnedDown_High_IG_001,P=Can't move!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverPinnedDown_High_IG_002,P=Locked down!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverPinnedDown_High_IG_003,P=Taking heavy fire.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverProvide_IG_001,P=I got you. Go, go!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverProvide_IG_002,P=Laying down covering fire.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverProvide_IG_003,P=I've got you covered.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverRequest_High_IG_001,P=Give me some cover.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverRequest_High_IG_002,P=Need covering fire.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverRequest_High_IG_003,P=Could use a distraction.
PH_PU_GENOUTLAW2_M_CB_Combat_DefendTheArea_High_IG_001,P=We stop them here and now. All right?
PH_PU_GENOUTLAW2_M_CB_Combat_DefendTheArea_High_IG_002,P=We gotta hold this ground or die trying.
PH_PU_GENOUTLAW2_M_CB_Combat_DefendTheArea_High_IG_003,P=Nothing gets past us, understand?
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Advancing_High_IG_001,P=We've got trouble coming right for us!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Advancing_High_IG_002,P=Let's help these bastards meet their maker.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Advancing_High_IG_003,P=Enemies advancing our way!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_EnemyClose_IG_001,P=What the hell!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_EnemyClose_IG_002,P=They're right here!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_EnemyClose_IG_003,P=Contact!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_High_IG_001,P=Fire away!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_High_IG_002,P=Attack!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_High_IG_003,P=Take 'em out!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Intruder_High_IG_001,P=Intruders!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Intruder_High_IG_002,P=We've been breached!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Intruder_High_IG_003,P=Bastards got in!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001,P=Found us some target practice.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002,P=Contact ahead.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003,P=We've got company.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001,P=Shots from above!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002,P=They got some high ground.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003,P=Above us, look out!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_001,P=They circled behind!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_002,P=On your six!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_003,P=Shit, behind!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_001,P=Below us, watch it!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_002,P=Below, below!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_003,P=Shots from below!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_001,P=They're crowding us!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_002,P=Bastards are closing in.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_003,P=Damn, they're on top of us.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_001,P=Got em! Over there!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_002,P=Look! There!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_003,P=Head's up. They're over there.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_001,P=Watch left!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_002,P=Check left!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_003,P=Left, dammit!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_001,P=Watch right!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_002,P=Check right!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_003,P=Right, dammit!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_001,P=Look out! They got heavy weapons.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_002,P=Heavy fire, coming our way!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_003,P=Heavy weapons!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_001,P=Yeah, that's a ship!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_002,P=Ship! These bastards mean business.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_003,P=Ship incoming!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_001,P=They're rolling in with a vehicle.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_002,P=They got a vehicle!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_003,P=Vehicle coming this way.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_001,P=Damn it. Rocket launcher!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_002,P=These bastards ain't messin' around!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_003,P=They got a frickin' rocket launcher!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001,P=Watch out, sniper!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002,P=Sniper's scopin' us!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003,P=Sharpshooter!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_001,P=Shit, titan suit!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_002,P=That's one big bastard!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_003,P=Titan, coming this way!
PH_PU_GENOUTLAW2_M_CB_Combat_Fallback_High_IG_001,P=Fall back!
PH_PU_GENOUTLAW2_M_CB_Combat_Fallback_High_IG_002,P=We gotta drop back and regroup.
PH_PU_GENOUTLAW2_M_CB_Combat_Fallback_High_IG_003,P=We gotta fall back.
PH_PU_GENOUTLAW2_M_CB_Combat_FlankThem_High_IG_001,P=Flank 'em!
PH_PU_GENOUTLAW2_M_CB_Combat_FlankThem_High_IG_002,P=Attack their flank!
PH_PU_GENOUTLAW2_M_CB_Combat_FlankThem_High_IG_003,P=Pinch 'em tight!
PH_PU_GENOUTLAW2_M_CB_Combat_FollowMe_High_IG_001,P=Get behind me and let's go!
PH_PU_GENOUTLAW2_M_CB_Combat_FollowMe_High_IG_002,P=We're moving out!
PH_PU_GENOUTLAW2_M_CB_Combat_FollowMe_High_IG_003,P=Let's go, now!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_FriendlyFire_High_IG_001,P=Stop shooting me, you idiot!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_FriendlyFire_High_IG_002,P=Friendly, friendly!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_FriendlyFire_High_IG_003,P=Watch your damn fire!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_ImHit_High_IG_001,P=Got tagged!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_ImHit_High_IG_002,P=Shit, that hurt!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_ImHit_High_IG_003,P=I'm wounded!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeIncoming_High_IG_001,P=Grenade!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeIncoming_High_IG_002,P=Get down, grenade!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeIncoming_High_IG_003,P=Grenade, watch out!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeThrowing_High_IG_001,P=Special delivery!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeThrowing_High_IG_002,P=Throwing!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeThrowing_High_IG_003,P=Gift for ya!
PH_PU_GENOUTLAW2_M_CB_Combat_HealDeny_IG_001,P=Can't help.
PH_PU_GENOUTLAW2_M_CB_Combat_HealDeny_IG_002,P=Don't have any.
PH_PU_GENOUTLAW2_M_CB_Combat_HealDeny_IG_003,P=All out!
PH_PU_GENOUTLAW2_M_CB_Combat_HealProvide_IG_001,P=Here.
PH_PU_GENOUTLAW2_M_CB_Combat_HealProvide_IG_002,P=Take one.
PH_PU_GENOUTLAW2_M_CB_Combat_HealProvide_IG_003,P=Use this.
PH_PU_GENOUTLAW2_M_CB_Combat_HealRequest_High_IG_001,P=Who's got a medpen?
PH_PU_GENOUTLAW2_M_CB_Combat_HealRequest_High_IG_002,P=Need a heal, now!
PH_PU_GENOUTLAW2_M_CB_Combat_HealRequest_High_IG_003,P=I need a medpen.
PH_PU_GENOUTLAW2_M_CB_Combat_HealThanks_IG_001,P=Thanks for the heal.
PH_PU_GENOUTLAW2_M_CB_Combat_HealThanks_IG_002,P=Healed up, thanks!
PH_PU_GENOUTLAW2_M_CB_Combat_HealThanks_IG_003,P=Awesome, thanks!
PH_PU_GENOUTLAW2_M_CB_Combat_KeepFighting_High_IG_001,P=Keep it up!
PH_PU_GENOUTLAW2_M_CB_Combat_KeepFighting_High_IG_002,P=Come on, we got this!
PH_PU_GENOUTLAW2_M_CB_Combat_KeepFighting_High_IG_003,P=Fuckin' kill 'em. Yeah!
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Cocky_High_IG_001,P=Now for the fun part.
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Cocky_High_IG_002,P=Odds are still in my favor.
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Cocky_High_IG_003,P=Leave, now! Before I take you all down.
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Panic_IG_001,P=Come on, come on. I got this!
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Panic_IG_002,P=No, no, no. I'm not dying today...
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Panic_IG_003,P=Damn it! This can't be it...
PH_PU_GENOUTLAW2_M_CB_Combat_LastOfThem_IG_001,P=Killed 'em all!
PH_PU_GENOUTLAW2_M_CB_Combat_LastOfThem_IG_002,P=All clear!
PH_PU_GENOUTLAW2_M_CB_Combat_LastOfThem_IG_003,P=That was all of 'em, right?
PH_PU_GENOUTLAW2_M_CB_Combat_NoticeNotLastKnown_IG_001,P=Where the hell they go?
PH_PU_GENOUTLAW2_M_CB_Combat_NoticeNotLastKnown_IG_002,P=Can't find 'em anymore.
PH_PU_GENOUTLAW2_M_CB_Combat_NoticeNotLastKnown_IG_003,P=Bastard slipped away.
PH_PU_GENOUTLAW2_M_CB_Combat_OutOfAmmo_High_IG_001,P=Shit, I'm out!
PH_PU_GENOUTLAW2_M_CB_Combat_OutOfAmmo_High_IG_002,P=Out of ammo.
PH_PU_GENOUTLAW2_M_CB_Combat_OutOfAmmo_High_IG_003,P=Empty!
PH_PU_GENOUTLAW2_M_CB_Combat_Overheating_High_IG_001,P=Damn gun overheated.
PH_PU_GENOUTLAW2_M_CB_Combat_Overheating_High_IG_002,P=Need a second to cool down!
PH_PU_GENOUTLAW2_M_CB_Combat_Overheating_High_IG_003,P=Shit, going magma.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsArrive_High_IG_001,P=Backup finally made it.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsArrive_High_IG_002,P=Welcome to the shitshow!
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsArrive_High_IG_003,P=Thought you'd never arrive.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsInRoute_High_IG_001,P=Finally! Reinforcements en route.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsInRoute_High_IG_002,P=Backup's close.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsInRoute_High_IG_003,P=Reinforcements have been deployed.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_001,P=We need support! Now!
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_002,P=Hello? Send backup before it's too late.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_003,P=Won't last much longer without that damn backup!
PH_PU_GENOUTLAW2_M_CB_Combat_Reloading_High_IG_001,P=Gotta reload.
PH_PU_GENOUTLAW2_M_CB_Combat_Reloading_High_IG_002,P=Putting in fresh.
PH_PU_GENOUTLAW2_M_CB_Combat_Reloading_High_IG_003,P=Reloading!
PH_PU_GENOUTLAW2_M_CB_Combat_Retreat_High_IG_001,P=Get the hell outta here!
PH_PU_GENOUTLAW2_M_CB_Combat_Retreat_High_IG_002,P=Retreat!
PH_PU_GENOUTLAW2_M_CB_Combat_Retreat_High_IG_003,P=Shit, we're being overrun!
PH_PU_GENOUTLAW2_M_CB_Combat_SpreadOut_High_IG_001,P=Everyone spread out.
PH_PU_GENOUTLAW2_M_CB_Combat_SpreadOut_High_IG_002,P=Stretch it out.
PH_PU_GENOUTLAW2_M_CB_Combat_SpreadOut_High_IG_003,P=Put a little more space between us.
PH_PU_GENOUTLAW2_M_CB_Combat_StayClose_High_IG_001,P=Keep it close.
PH_PU_GENOUTLAW2_M_CB_Combat_StayClose_High_IG_002,P=Tighten up.
PH_PU_GENOUTLAW2_M_CB_Combat_StayClose_High_IG_003,P=Stay on me.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Anger_High_IG_001,P=You're so dead!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Anger_High_IG_002,P=Do the smart thing and kill yourself now! Cause if I find you, you'll regret it.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Anger_High_IG_003,P=Enough of this shit!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Hiding_High_IG_001,P=Thought you wanted this fight!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Hiding_High_IG_002,P=Come on out. Let's just talk this through.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Hiding_High_IG_003,P=No wonder you're still alive. You're a damn coward!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_High_IG_001,P=This ain't gonna end well for you!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_High_IG_002,P=I'll bet you wish you could go back and play this different.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_High_IG_003,P=You screwed with the wrong people.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_MissesTarget_High_IG_001,P=Got a whole clip here with your name on it.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_MissesTarget_High_IG_002,P=Yeah, keep moving. Tire yourself out.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_MissesTarget_High_IG_003,P=Dodge all you want. This ends with you dead!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_ShotsMiss_High_IG_001,P=You see that? You can't even hit me.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_ShotsMiss_High_IG_002,P=Did you just learn how to shoot that thing?
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_ShotsMiss_High_IG_003,P=Gotta get you a better gun.
PH_PU_GENOUTLAW2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001,P=We're clear.
PH_PU_GENOUTLAW2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002,P=Couldn't find anything out here.
PH_PU_GENOUTLAW2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003,P=Nothing to worry about.
PH_PU_GENOUTLAW2_M_CB_Hunting_Deescalate_ThreatLow_IG_001,P=Knew it. It's nothing.
PH_PU_GENOUTLAW2_M_CB_Hunting_Deescalate_ThreatLow_IG_002,P=Huh, not a thing.
PH_PU_GENOUTLAW2_M_CB_Hunting_Deescalate_ThreatLow_IG_003,P=Didn't see a damn thing.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001,P=I knew there was something.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002,P=Someone else is around here, I swear.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003,P=Better look again.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001,P=There's some kind of issue here. I'll keep you updated.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002,P=Gonna keep searching.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003,P=Hey, I think I'm on to something. Get ready just in case.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001,P=Forget it. False alarm.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002,P=Got all worked up over nothing.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003,P=Well, that wasn't what I expected.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001,P=It was a false alarm.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002,P=All good. Forget about it.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003,P=Hey, everyone can relax.
PH_PU_GENOUTLAW2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001,P=Find out what's there and report back.
PH_PU_GENOUTLAW2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002,P=This one's all you.
PH_PU_GENOUTLAW2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003,P=What? I got that last one.
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IG_001,P=I'll give it a glance.
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IG_002,P=Looking into it.
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IG_003,P=Let's see what's going on.
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001,P=Investigating something unusual. It's probably nothing,
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002,P=Gonna check something out real quick.
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003,P=Something's going on. Taking a look.
PH_PU_GENOUTLAW2_M_CB_Hunting_KeepSearching_IG_001,P=They're around here somewhere. Keep at it.
PH_PU_GENOUTLAW2_M_CB_Hunting_KeepSearching_IG_002,P=No one stops looking until we find the bastard.
PH_PU_GENOUTLAW2_M_CB_Hunting_KeepSearching_IG_003,P=We don't let anyone get away, understand?
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IG_001,P=Who let them get away?
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IG_002,P=Disgraceful, letting 'em get away like that.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IG_003,P=Letting 'em escape is unacceptable, damn it!
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001,P=Don't know what to say, but they're gone.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002,P=They got away, and I wouldn't be surprised if someone around here helped 'em.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003,P=I agree. Them escaping is not ideal, but I don't know what the hell else to do about it.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IG_001,P=Whatever it was its gone now.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IG_002,P=Shit, I swear they were right here.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IG_003,P=That's impossible... nothing's there.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001,P=Hey, nothing's there.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002,P=Yeah, strangest thing, I can't find anything.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003,P=The investigation didn't turn up anything.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_001,P=Someone's gonna to pay for dropping this body.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_002,P=Get those guns locked and loaded. Whoever did this is probably still here.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_003,P=Start searching. Can't let whoever did this get away.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_001,P=Got a ghost. Starting a sweep to find the bastard responsible.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_002,P=Came across a body. Gonna investigate the area.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_003,P=Someone got dropped. Gonna look around and get to the bottom.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IG_001,P=Don't let the bastard escape. Find 'em.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IG_002,P=Shit, wherever they are, they won't get away long.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IG_003,P=Damn, they're gone. Let's find 'em.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001,P=Bastards slipped our surveillance, but I'll find 'em.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002,P=The're gone, probably not far. I'll keep looking.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003,P=Yeah, they're either gone or hiding real good. I'll do another sweep.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IG_001,P=Find 'em! Kill 'em!
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IG_002,P=Move out, find 'em!
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IG_003,P=Let's get the jump on 'em!
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001,P=Moving out to investigate.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002,P=Yeah, I'll get to the bottom of it.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003,P=If something's here, I'm gonna find it.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IG_001,P=Better check that out.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IG_002,P=Let's go to work.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IG_003,P=That's worth checking out.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001,P=Heads up. Taking a walk around. Think we might have an audience.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002,P=Maybe got something. Kicking off a patrol to look into it.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003,P=Something's up. I'll get to the bottom of it and let you know.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Lost_High_IG_001,P=Hide all you want. It's better this way. More fun.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Lost_High_IG_002,P=Go on, keep hiding. The hunt's my favorite part.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Lost_High_IG_003,P=I'll spend all day hunting you down if I have to.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Searching_Low_IG_001,P=The harder I have to look for you the angrier I get.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Searching_Low_IG_002,P=Just come on out, and we can keep this from becoming a bigger deal than it is.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Searching_Low_IG_003,P=Come on. Come on out. No one needs to get hurt here.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001,P=Taking fire!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002,P=Shit, that was close.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003,P=Some bastard's after me!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001,P=Found a frickin' body.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002,P=Wonder what this one did wrong.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003,P=Who killed 'em? Was this one of you?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001,P=Someone got knocked!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002,P=Taking injuries!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003,P=We're gettin' hit!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001,P=That's a damn grenade!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002,P=Incoming! Look out!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003,P=Grenade, shit!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001,P=Shots fired!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002,P=Shit! Those shots are close.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003,P=Who the hell's shooting?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001,P=Hit the floor!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002,P=Down, down, rocket!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003,P=Rocket coming this way.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001,P=Sniper shots!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002,P=Someone's headhunting!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003,P=Sniper!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001,P=Seriously, what's going on?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002,P=Come on, again?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003,P=Someone better not be messing with me.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001,P=Something's not right.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002,P=The hell? Any idea what that was?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003,P=I don't like this one damn bit.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000,P=Quit bugging me over nothing.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002,P=Stop messing around and stay focused.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003,P=You're in your head. Nothing's there.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001,P=Someone wants to tussle.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002,P=Bring it!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003,P=Today just got interesting.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001,P=What is that?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002,P=Hello?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003,P=Someone there?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004,P=Huh?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005,P=What?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001,P=Okay. That's not good.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002,P=The hell!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003,P=Don't like this one damn bit.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001,P=Definitely heard something.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002,P=Yeah, I heard it too.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003,P=Yeah. What was that?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001,P=Settle down. I didn't hear shit.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002,P=Damn you're paranoid.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003,P=You better not be high again.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001,P=You hear that noise?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002,P=Did you hear something?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003,P=Swear I heard something.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001,P=Saw that too.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002,P=What'd you see? I couldn't make it out.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003,P=Spotted it too.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001,P=What you going on about?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002,P=I didn't see shit.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003,P=Don't get all worked up over nothing.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001,P=I just saw something.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002,P=Think i spotted something over there.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003,P=Did you see that?
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_High_IG_001,P=Hell yeah!
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_High_IG_002,P=You got it!
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_High_IG_003,P=Yeah, that's it!
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IG_001,P=Got it.
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IG_002,P=Yeah.
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IG_003,P=Okay.
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IntoComms_IG_001,P=Affirmative.
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IntoComms_IG_002,P=Yes.
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IntoComms_IG_003,P=Sure thing.
PH_PU_GENOUTLAW3_M_BS_General_Celebration_High_IG_001,P=I live for this shit.
PH_PU_GENOUTLAW3_M_BS_General_Celebration_High_IG_002,P=Yeah, that's right!
PH_PU_GENOUTLAW3_M_BS_General_Celebration_High_IG_003,P=How 'bout that?
PH_PU_GENOUTLAW3_M_BS_General_Choking_Death_IG_EX_001,P=< choked to death >
PH_PU_GENOUTLAW3_M_BS_General_Choking_Death_IG_EX_002,P=< choked to death >
PH_PU_GENOUTLAW3_M_BS_General_Choking_Death_IG_EX_003,P=< choked to death >
PH_PU_GENOUTLAW3_M_BS_General_Choking_Struggle_IG_EX_001,P=< choking >
PH_PU_GENOUTLAW3_M_BS_General_Choking_Struggle_IG_EX_002,P=< choking >
PH_PU_GENOUTLAW3_M_BS_General_Choking_Struggle_IG_EX_003,P=< choking >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_High_IG_EX_001,P=< death from explosion >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_High_IG_EX_002,P=< death from explosion >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_High_IG_EX_003,P=< death from explosion >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_001,P=< bleeding out death >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_002,P=< bleeding out death >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_003,P=< bleeding out death >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Angry_IG_EX_001,P=< angry sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Angry_IG_EX_002,P=< angry sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Angry_IG_EX_003,P=< angry sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Elation_IG_EX_001,P=< happy sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Elation_IG_EX_002,P=< happy sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Elation_IG_EX_003,P=< happy sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Frustrated_IG_EX_001,P=< frustrated sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Frustrated_IG_EX_002,P=< frustrated sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Frustrated_IG_EX_003,P=< frustrated sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_IdleFidget_IG_EX_001,P=< idling sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_IdleFidget_IG_EX_002,P=< cough >
PH_PU_GENOUTLAW3_M_BS_General_Emote_IdleFidget_IG_EX_003,P=< throat clear >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Mocking_IG_EX_001,P=< mocking sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Mocking_IG_EX_002,P=< mocking sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Mocking_IG_EX_003,P=< mocking sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Pain_IG_EX_001,P=< pain sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Pain_IG_EX_002,P=< pain sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Pain_IG_EX_003,P=< pain sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Puzzled_IG_EX_001,P=< puzzled sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Puzzled_IG_EX_002,P=< puzzled sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Puzzled_IG_EX_003,P=< puzzled sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Surprised_IG_EX_001,P=< surprised sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Surprised_IG_EX_002,P=< surprised sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Surprised_IG_EX_003,P=< surprised sound >
PH_PU_GENOUTLAW3_M_BS_General_Expletives_High_IG_001,P=Shit!
PH_PU_GENOUTLAW3_M_BS_General_Expletives_High_IG_002,P=Dammit!
PH_PU_GENOUTLAW3_M_BS_General_Expletives_High_IG_003,P=Stupid skag!
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Low_IG_001,P=Oh, come on...
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Low_IG_002,P=That sucks.
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Low_IG_003,P=Frickin' ridiculous.
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Surprised_IG_001,P=Shit!
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Surprised_IG_002,P=What the hell?!
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Surprised_IG_003,P=Oh shit!
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_001,P=< hit by something big >
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_002,P=< hit by something big >
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_003,P=< hit by something big >
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_001,P=< hit by something small >
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_002,P=< hit by something small >
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_003,P=< hit by something small >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_High_IG_EX_001,P=< big punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_High_IG_EX_002,P=< big punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_High_IG_EX_003,P=< big punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_Low_IG_EX_001,P=< punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_Low_IG_EX_002,P=< punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_Low_IG_EX_003,P=< punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_High_IG_001,P=Hell no!
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_High_IG_002,P=Forget it.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_High_IG_003,P=Not a chance!
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IG_001,P=Nope.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IG_002,P=No way.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IG_003,P=Naw.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IntoComms_IG_001,P=No.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IntoComms_IG_002,P=Nope.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IntoComms_IG_003,P=Negative.
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001,P=Got one!
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002,P=One less to worry about!
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003,P=Target eliminated.
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001,P=Shit, we're down one.
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002,P=Friendly down!
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003,P=We lost one.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoDeny_IG_001,P=Can't spare any.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoDeny_IG_002,P=Shit, I'm running low too.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoDeny_IG_003,P=Almost out myself.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoProvide_IG_001,P=Here's some.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoProvide_IG_002,P=Got some spare.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoProvide_IG_003,P=Fine. But this is the last time.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoRequest_High_IG_001,P=I need some ammo!
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoRequest_High_IG_002,P=Hey, give me a mag!
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoRequest_High_IG_003,P=Ammo? Who's got extra?
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoThanks_IG_001,P=Thanks!
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoThanks_IG_002,P=Owe you one!
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoThanks_IG_003,P=Next kill's in your honor!
PH_PU_GENOUTLAW3_M_CB_Combat_BackupDeny_High_IG_001,P=Can't help now.
PH_PU_GENOUTLAW3_M_CB_Combat_BackupDeny_High_IG_002,P=Got to hold 'em off yourself.
PH_PU_GENOUTLAW3_M_CB_Combat_BackupDeny_High_IG_003,P=Stay strong. You got this.
PH_PU_GENOUTLAW3_M_CB_Combat_BackupProvide_High_IG_001,P=Support, incoming.
PH_PU_GENOUTLAW3_M_CB_Combat_BackupProvide_High_IG_002,P=Here to help.
PH_PU_GENOUTLAW3_M_CB_Combat_BackupProvide_High_IG_003,P=I got you.
PH_PU_GENOUTLAW3_M_CB_Combat_CallBackup_High_IG_001,P=How about some help here?
PH_PU_GENOUTLAW3_M_CB_Combat_CallBackup_High_IG_002,P=Need some support.
PH_PU_GENOUTLAW3_M_CB_Combat_CallBackup_High_IG_003,P=Requesting backup!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverAdvanceFrom_High_IG_001,P=Let's go!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverAdvanceFrom_High_IG_002,P=Pushing!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverAdvanceFrom_High_IG_003,P=Move up!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverFindBetter_High_IG_001,P=Won't last long here. Moving position.
PH_PU_GENOUTLAW3_M_CB_Combat_CoverFindBetter_High_IG_002,P=Changing cover!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverFindBetter_High_IG_003,P=This cover sucks!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverPinnedDown_High_IG_001,P=I'm pinned down!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverPinnedDown_High_IG_002,P=Shit, I'm boxed in!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverPinnedDown_High_IG_003,P=It's raining bullets over here!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverProvide_IG_001,P=Got you covered!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverProvide_IG_002,P=I'll cover you.
PH_PU_GENOUTLAW3_M_CB_Combat_CoverProvide_IG_003,P=Go! I got your back.
PH_PU_GENOUTLAW3_M_CB_Combat_CoverRequest_High_IG_001,P=Need some cover!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverRequest_High_IG_002,P=Cover me!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverRequest_High_IG_003,P=Keep 'em off me!
PH_PU_GENOUTLAW3_M_CB_Combat_DefendTheArea_High_IG_001,P=Hold this ground.
PH_PU_GENOUTLAW3_M_CB_Combat_DefendTheArea_High_IG_002,P=Stand firm. Can't let 'em overrun us.
PH_PU_GENOUTLAW3_M_CB_Combat_DefendTheArea_High_IG_003,P=Don't back down now.
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Advancing_High_IG_001,P=Enemies on their way!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Advancing_High_IG_002,P=Here comes trouble!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Advancing_High_IG_003,P=We've got company!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_EnemyClose_IG_001,P=I got 'em!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_EnemyClose_IG_002,P=Contact! Contact!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_EnemyClose_IG_003,P=Over here!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_High_IG_001,P=Hit 'em!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_High_IG_002,P=Ghost 'em!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_High_IG_003,P=Kill 'em all!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Intruder_High_IG_001,P=Got some unwelcome guests!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Intruder_High_IG_002,P=Doesn't anybody fuckin' knock?
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Intruder_High_IG_003,P=Somebody broke in!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001,P=Enemies spotted!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002,P=Over here. Contact, contact!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003,P=Got eyes on hostiles!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001,P=They're above us!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002,P=It's over! They have the high ground!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003,P=Watch the high ground!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_001,P=Behind us!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_002,P=Watch your back!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_003,P=Behind!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_001,P=Down below!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_002,P=They're below us!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_003,P=Enemies down below!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_001,P=They're getting close!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_002,P=Shit, they're pushing in!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_003,P=You wanna dance?!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_001,P=Spotted them! Over there!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_002,P=They're lurkin' over there!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_003,P=Found 'em. They're over there!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_001,P=Left!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_002,P=On the left!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_003,P=Look left!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_001,P=Right!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_002,P=On the right!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_003,P=Look right!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_001,P=Got a beast bearing down.
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_002,P=Heavy inbound!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_003,P=Heavy coming. Ready up!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_001,P=That's doesn't really seem fair.
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_002,P=Ship coming in hot.
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_003,P=Look out, ship!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_001,P=Vehicle!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_002,P=They're trying to ride us down!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_003,P=Vehicle incoming!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_001,P=Rocket launcher!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_002,P=Shit, rocket launcher! Get down!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_003,P=Watch it, rocket launcher!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001,P=Sniper!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002,P=Sniper! Grab cover!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003,P=They got a sniper rifle!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_001,P=They got a titan!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_002,P=Titan!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_003,P=What kind of assholes bring a Titan?
PH_PU_GENOUTLAW3_M_CB_Combat_Fallback_High_IG_001,P=Drop back!
PH_PU_GENOUTLAW3_M_CB_Combat_Fallback_High_IG_002,P=Back to the rally point!
PH_PU_GENOUTLAW3_M_CB_Combat_Fallback_High_IG_003,P=Fall back and regroup.
PH_PU_GENOUTLAW3_M_CB_Combat_FlankThem_High_IG_001,P=Hit their flank!
PH_PU_GENOUTLAW3_M_CB_Combat_FlankThem_High_IG_002,P=Let's flank 'em!
PH_PU_GENOUTLAW3_M_CB_Combat_FlankThem_High_IG_003,P=Circle around and hit their flank.
PH_PU_GENOUTLAW3_M_CB_Combat_FollowMe_High_IG_001,P=Come on, let's go!
PH_PU_GENOUTLAW3_M_CB_Combat_FollowMe_High_IG_002,P=Follow me!
PH_PU_GENOUTLAW3_M_CB_Combat_FollowMe_High_IG_003,P=Let's move out!
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_FriendlyFire_High_IG_001,P=I'm not the enemy!
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_FriendlyFire_High_IG_002,P=Shoot one more time, and we're gonna have a fuckin' problem.
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_FriendlyFire_High_IG_003,P=Watch your damn aim!
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_ImHit_High_IG_001,P=I'm hit!
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_ImHit_High_IG_002,P=I got clipped!
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_ImHit_High_IG_003,P=I'm shot!
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeIncoming_High_IG_001,P=Grenade!
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeIncoming_High_IG_002,P=Grenade! Take cover!
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeIncoming_High_IG_003,P=Incoming!
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeThrowing_High_IG_001,P=Tossing one their way.
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeThrowing_High_IG_002,P=Let's see how they like this.
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeThrowing_High_IG_003,P=Hot rock!
PH_PU_GENOUTLAW3_M_CB_Combat_HealDeny_IG_001,P=Can't spare one.
PH_PU_GENOUTLAW3_M_CB_Combat_HealDeny_IG_002,P=I'm out too.
PH_PU_GENOUTLAW3_M_CB_Combat_HealDeny_IG_003,P=Then you should have brought some!
PH_PU_GENOUTLAW3_M_CB_Combat_HealProvide_IG_001,P=I got you.
PH_PU_GENOUTLAW3_M_CB_Combat_HealProvide_IG_002,P=Got a heal for you.
PH_PU_GENOUTLAW3_M_CB_Combat_HealProvide_IG_003,P=See if this helps.
PH_PU_GENOUTLAW3_M_CB_Combat_HealRequest_High_IG_001,P=Need a heal!
PH_PU_GENOUTLAW3_M_CB_Combat_HealRequest_High_IG_002,P=Anyone got a medpen?
PH_PU_GENOUTLAW3_M_CB_Combat_HealRequest_High_IG_003,P=Need a medpen, quick!
PH_PU_GENOUTLAW3_M_CB_Combat_HealThanks_IG_001,P=I owe you.
PH_PU_GENOUTLAW3_M_CB_Combat_HealThanks_IG_002,P=Thanks!
PH_PU_GENOUTLAW3_M_CB_Combat_HealThanks_IG_003,P=You saved my ass.
PH_PU_GENOUTLAW3_M_CB_Combat_KeepFighting_High_IG_001,P=Keep up the pressure.
PH_PU_GENOUTLAW3_M_CB_Combat_KeepFighting_High_IG_002,P=Take it to them.
PH_PU_GENOUTLAW3_M_CB_Combat_KeepFighting_High_IG_003,P=Don't let up now.
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Cocky_High_IG_001,P=Come on! You scared or something? Let's finish this!
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Cocky_High_IG_002,P=This isn't over! I'm just getting started.
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Cocky_High_IG_003,P=If I'm going down then I'm bring you skags with me!
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Panic_IG_001,P=Shit, shit, shit.
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Panic_IG_002,P=You can do this.
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Panic_IG_003,P=Keep it together...
PH_PU_GENOUTLAW3_M_CB_Combat_LastOfThem_IG_001,P=Threat eliminated!
PH_PU_GENOUTLAW3_M_CB_Combat_LastOfThem_IG_002,P=All the skags are dead.
PH_PU_GENOUTLAW3_M_CB_Combat_LastOfThem_IG_003,P=We're clear.
PH_PU_GENOUTLAW3_M_CB_Combat_NoticeNotLastKnown_IG_001,P=Shit, they're gone!
PH_PU_GENOUTLAW3_M_CB_Combat_NoticeNotLastKnown_IG_002,P=Careful, I lost 'em.
PH_PU_GENOUTLAW3_M_CB_Combat_NoticeNotLastKnown_IG_003,P=I lost eyes on them.
PH_PU_GENOUTLAW3_M_CB_Combat_OutOfAmmo_High_IG_001,P=Ammo's empty.
PH_PU_GENOUTLAW3_M_CB_Combat_OutOfAmmo_High_IG_002,P=I'm out.
PH_PU_GENOUTLAW3_M_CB_Combat_OutOfAmmo_High_IG_003,P=Gone dry!
PH_PU_GENOUTLAW3_M_CB_Combat_Overheating_High_IG_001,P=Cooling down!
PH_PU_GENOUTLAW3_M_CB_Combat_Overheating_High_IG_002,P=Crap. I went red!
PH_PU_GENOUTLAW3_M_CB_Combat_Overheating_High_IG_003,P=No, no, no... Damn it.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsArrive_High_IG_001,P=Support's here.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsArrive_High_IG_002,P=Backup has arrived.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsArrive_High_IG_003,P=Finally, we got reinforcements.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsInRoute_High_IG_001,P=Reinforcements should be here soon.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsInRoute_High_IG_002,P=Backup is on the way.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsInRoute_High_IG_003,P=Help's almost here.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_001,P=Send some support, over.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_002,P=Backup needed, over!
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_003,P=Where's that backup?
PH_PU_GENOUTLAW3_M_CB_Combat_Reloading_High_IG_001,P=Reup!
PH_PU_GENOUTLAW3_M_CB_Combat_Reloading_High_IG_002,P=Reloading!
PH_PU_GENOUTLAW3_M_CB_Combat_Reloading_High_IG_003,P=Switching out.
PH_PU_GENOUTLAW3_M_CB_Combat_Retreat_High_IG_001,P=Retreat!
PH_PU_GENOUTLAW3_M_CB_Combat_Retreat_High_IG_002,P=Run for your life!
PH_PU_GENOUTLAW3_M_CB_Combat_Retreat_High_IG_003,P=Move out! We won't last long here.
PH_PU_GENOUTLAW3_M_CB_Combat_SpreadOut_High_IG_001,P=Fan out.
PH_PU_GENOUTLAW3_M_CB_Combat_SpreadOut_High_IG_002,P=Let's spread out.
PH_PU_GENOUTLAW3_M_CB_Combat_SpreadOut_High_IG_003,P=Make a spread.
PH_PU_GENOUTLAW3_M_CB_Combat_StayClose_High_IG_001,P=Stay close.
PH_PU_GENOUTLAW3_M_CB_Combat_StayClose_High_IG_002,P=Don't wander off.
PH_PU_GENOUTLAW3_M_CB_Combat_StayClose_High_IG_003,P=Keep it tight.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Anger_High_IG_001,P=I'm gonna enjoy this.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Anger_High_IG_002,P=Oh... I am going to make you pay for this!
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Anger_High_IG_003,P=Time to reap the whirlwind, fucker.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Hiding_High_IG_001,P=Somone's too scared to come out and fight.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Hiding_High_IG_002,P= Come out and play.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Hiding_High_IG_003,P=Why you hiding?
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_High_IG_001,P=Time for the fun part!
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_High_IG_002,P=I'm going to mess you up!
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_High_IG_003,P=Believe me, this is going to hurt.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_MissesTarget_High_IG_001,P=Stay still, damn it!
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_MissesTarget_High_IG_002,P=Shit, missed.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_MissesTarget_High_IG_003,P=Time to end this!
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_ShotsMiss_High_IG_001,P=You feel that? Your fear's getting the better of you.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_ShotsMiss_High_IG_002,P=You're in way over your head.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_ShotsMiss_High_IG_003,P=You couldn't shoot straight if you tried.
PH_PU_GENOUTLAW3_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001,P=I'm done looking around. Nothing here.
PH_PU_GENOUTLAW3_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002,P=Not seeing anything. It was probably nothing.
PH_PU_GENOUTLAW3_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003,P=Yeah, couldn't find anything.
PH_PU_GENOUTLAW3_M_CB_Hunting_Deescalate_ThreatLow_IG_001,P=Maybe I'm going crazy.
PH_PU_GENOUTLAW3_M_CB_Hunting_Deescalate_ThreatLow_IG_002,P=Guess it's nothing to worry about.
PH_PU_GENOUTLAW3_M_CB_Hunting_Deescalate_ThreatLow_IG_003,P=Huh. Nothing...
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001,P=I'm going to take a closer look.
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002,P=Stay alert, something's not right.
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003,P=Huh... better keep looking.
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001,P=Hey, looks like my grandma's tracking skills are paying off. Think I'm on the right path.
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002,P=Yeah, Maybe got something. going to keep looking.
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003,P=So, looks like my hunch was right. Still searching, but I'll find them.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001,P=Everybody can relax. False alarm.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002,P=Well, that was a waste of time.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003,P=Nothing to be concerned about.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001,P=Hey, false alarm.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002,P=Turns out it was nothing to worry about.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003,P=Nothing to report, over.
PH_PU_GENOUTLAW3_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001,P=You're up.
PH_PU_GENOUTLAW3_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002,P=Go see what that is.
PH_PU_GENOUTLAW3_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003,P=Hustle up and take a look.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IG_001,P=I'll check it out.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IG_002,P=Guess I should look into it.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IG_003,P=I'll take this one.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001,P=Think something up. I'll check it out.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002,P=Gonna go take a look around. Be right back.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003,P=Hey, I'm gonna check on something. If you don't hear back from me, I've been murdered.
PH_PU_GENOUTLAW3_M_CB_Hunting_KeepSearching_IG_001,P=Keep looking. They're here someplace.
PH_PU_GENOUTLAW3_M_CB_Hunting_KeepSearching_IG_002,P=Let's spread out and cover more ground.
PH_PU_GENOUTLAW3_M_CB_Hunting_KeepSearching_IG_003,P=We'll find 'em. They couldn't have gone far.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IG_001,P=Shit, can't find any trace of 'em.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IG_002,P=Must be gone.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IG_003,P=How the hell the get away from us?
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001,P=Can't find 'em anywhere. Think they slipped.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002,P=Looked everywhere. Must've vacated.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003,P=Came up empty. No idea where the skag went.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IG_001,P=Damn, where'd they go?
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IG_002,P=Nothing. Hmmm...
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IG_003,P=Didn't find a thing.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001,P=Search turned up nothing, over.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002,P=Nothing to report.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003,P=Yeah, they must be gone.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_001,P=Search the area. Find the snake responsible.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_002,P=Got a dead one here. Everyone watch out.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_003,P=Eyes wide everyone. Find who did this.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_001,P=Found a body, searching the area.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_002,P=Put out a word of warning. I found a body. Looking around now.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_003,P=There's a body here. Gonna find who did the deed.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IG_001,P=Skag slipped me. Can't let 'em get away.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IG_002,P=They're gone. Better search high and low to find 'em.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IG_003,P=Someone get eyes on this slippery bastard, now.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001,P=Lost track of the target. Starting a sweep now.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002,P=They snuck off. Going to track 'em down.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003,P=Listen. I'm going to find this skag and make 'em regret giving me the slip.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IG_001,P=Let's track 'em down, quick.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IG_002,P=Come on, who wants first crack?
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IG_003,P=Time's a wastin'. Let's go.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001,P=Taking a sweep through. Find whoever the hell this is.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002,P=Bit of ruckus. On my way to find out the cause.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003,P=Got some trouble brewing. Looking into it now.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IG_001,P=Better look into this.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IG_002,P=That's not right. I'm going to check it out.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IG_003,P=That's worth investigating.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001,P=Something's up. Checking it out, over.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002,P=Not sure exactly what's going on, but I'm gonna investigate.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003,P=Some strange ass stuff is going on. Gonna look into it.
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Lost_High_IG_001,P=Cowards hide. You a coward? You scared?
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Lost_High_IG_002,P=Is this how you want to spend your final moments? Hiding scared?
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Lost_High_IG_003,P=Wonder how long you can keep quiet?
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Searching_Low_IG_001,P=Show yourself already. You can't be that ugly.
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Searching_Low_IG_002,P=Quit wasting my time and come out. It'll be better for both of us.
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Searching_Low_IG_003,P=Come on out. I'm over this cat and mouse shit.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001,P=I'm under fire!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002,P=Someone tried to blast me.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003,P=I'm getting shot at!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001,P=Oh damn, this poor bastard's dead!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002,P=Got a dead one!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003,P=The hell happened here?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001,P=We're taking casualities!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002,P=Someone just got blasted.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003,P=Oh shit, man down!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001,P=Grenade!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002,P=Oh shit, grenade!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003,P=Grenade, watch out!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001,P=Those are shots!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002,P=We've got company.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003,P=Shots nearby!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001,P=Rocket!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002,P=Get down, rocket!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003,P=That's a damn rocket!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001,P=Sniper!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002,P=Sniper attack!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003,P=We're getting sniped!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001,P=There it is again.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002,P=Again?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003,P=What's going on 'round here?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001,P=Weird, what was that?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002,P=I noticed it too.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003,P=That's concerning.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000,P=I'm sure it's nothing.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002,P=Don't think anything's there.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003,P=I didn't notice anything.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001,P=It's going down!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002,P=We got trouble!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003,P=It's popping off!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001,P=What's that?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002,P=Something's over there I think.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003,P=Hey, someone over there?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004,P=Huh?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005,P=What?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001,P=Damn. What the hell was that?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002,P=Something's up 'round here.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003,P=That don't seem right.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001,P=Heard it too.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002,P=Think I heard something coming from over there.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003,P=Yeah, that sounded suspicious.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001,P=Didn't hear a thing but I'll keep my ears open.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002,P=You're hearing things.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003,P=I didn't hear anything.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001,P=Did you hear that?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002,P=You hear like a sound or something?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003,P=Was that a noise?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001,P=Any idea what that was?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002,P=Yeah, saw something too.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003,P=Something definitely moved in my periphery.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001,P=You sure you saw something?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002,P=Your eyes are playing tricks on you.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003,P=Didn't see a thing.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001,P=You see that?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002,P=Over there. Look.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003,P=Swear I just saw something.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_High_IG_001,P=Yes!
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_High_IG_002,P=Oh yeah!
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_High_IG_003,P=Definitely!
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IG_001,P=Sounds good.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IG_002,P=All right.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IG_003,P=Sure.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IntoComms_IG_001,P=Got it.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IntoComms_IG_002,P=Sure. Why not.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IntoComms_IG_003,P=Understood.
PH_PU_GENOUTLAW4_M_BS_General_Celebration_High_IG_001,P=Outstanding!
PH_PU_GENOUTLAW4_M_BS_General_Celebration_High_IG_002,P= Nice one.
PH_PU_GENOUTLAW4_M_BS_General_Celebration_High_IG_003,P=There you go!
PH_PU_GENOUTLAW4_M_BS_General_Choking_Death_IG_EX_001,P=< choked to death >
PH_PU_GENOUTLAW4_M_BS_General_Choking_Death_IG_EX_002,P=< choked to death >
PH_PU_GENOUTLAW4_M_BS_General_Choking_Death_IG_EX_003,P=< choked to death >
PH_PU_GENOUTLAW4_M_BS_General_Choking_Struggle_IG_EX_001,P=< choking >
PH_PU_GENOUTLAW4_M_BS_General_Choking_Struggle_IG_EX_002,P=< choking >
PH_PU_GENOUTLAW4_M_BS_General_Choking_Struggle_IG_EX_003,P=< choking >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_001,P=< death from explosion >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_002,P=< death from explosion >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_003,P=< death from explosion >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_001,P=< bleeding out death >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_002,P=< bleeding out death >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_003,P=< bleeding out death >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Angry_IG_EX_001,P=< angry sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Angry_IG_EX_002,P=< angry sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Angry_IG_EX_003,P=< angry sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Elation_IG_EX_001,P=< happy sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Elation_IG_EX_002,P=< happy sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Elation_IG_EX_003,P=< happy sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Frustrated_IG_EX_001,P=< frustrated sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Frustrated_IG_EX_002,P=< frustrated sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Frustrated_IG_EX_003,P=< frustrated sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_IdleFidget_IG_EX_001,P=< idling sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_IdleFidget_IG_EX_002,P=< cough >
PH_PU_GENOUTLAW4_M_BS_General_Emote_IdleFidget_IG_EX_003,P=< throat clear >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Mocking_IG_EX_001,P=< mocking sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Mocking_IG_EX_002,P=< mocking sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Mocking_IG_EX_003,P=< mocking sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Pain_IG_EX_001,P=< pain sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Pain_IG_EX_002,P=< pain sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Pain_IG_EX_003,P=< pain sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Puzzled_IG_EX_001,P=< puzzled sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Puzzled_IG_EX_002,P=< puzzled sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Puzzled_IG_EX_003,P=< puzzled sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Surprised_IG_EX_001,P=< surprised sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Surprised_IG_EX_002,P=< surprised sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Surprised_IG_EX_003,P=< surprised sound >
PH_PU_GENOUTLAW4_M_BS_General_Expletives_High_IG_001,P=You bastard!
PH_PU_GENOUTLAW4_M_BS_General_Expletives_High_IG_002,P=Dammit!
PH_PU_GENOUTLAW4_M_BS_General_Expletives_High_IG_003,P=Son of a bitch!
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Low_IG_001,P=Bugger.
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Low_IG_002,P=Shit...
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Low_IG_003,P=Damn...
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Surprised_IG_001,P=What the?!
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Surprised_IG_002,P=Seriously?
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Surprised_IG_003,P=No bloody way!
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_001,P=< hit by something big >
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_002,P=< hit by something big >
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_003,P=< hit by something big >
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_001,P=< hit by something small >
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_002,P=< hit by something small >
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_003,P=< hit by something small >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_High_IG_EX_001,P=< big punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_High_IG_EX_002,P=< big punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_High_IG_EX_003,P=< big punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_Low_IG_EX_001,P=< punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_Low_IG_EX_002,P=< punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_Low_IG_EX_003,P=< punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_High_IG_001,P=No way!
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_High_IG_002,P=No chance!
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_High_IG_003,P=Hell no!
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IG_001,P=No.
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IG_002,P=No way.
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IG_003,P=Can't help you.
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IntoComms_IG_001,P=Sorry, no.
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IntoComms_IG_002,P=Not likely.
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IntoComms_IG_003,P=Negative.
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001,P=I got one? I got one!
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002,P=Took out my target.
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003,P=Did you see that? What a shot.
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001,P=Shit, they just killed 'em.
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002,P=Lost one!
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003,P=One of ours just got cut down.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoDeny_IG_001,P=I'm sorry, I don't have one.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoDeny_IG_002,P=Looks like I don't have one to spare.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoDeny_IG_003,P=I'm running low myself.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoProvide_IG_001,P=Here, I've got you.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoProvide_IG_002,P=Ammunition flying in.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoProvide_IG_003,P=Here's a mag.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoRequest_High_IG_001,P=Anyone got a mag?
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoRequest_High_IG_002,P=So uh... I need some ammo.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoRequest_High_IG_003,P=I don't suppose anyone has a mag they can spare.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoThanks_IG_001,P=Many thanks.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoThanks_IG_002,P=I'm back in this.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoThanks_IG_003,P=Ah. Thanks. I appreciate it.
PH_PU_GENOUTLAW4_M_CB_Combat_BackupDeny_High_IG_001,P=I'm a little busy at the moment.
PH_PU_GENOUTLAW4_M_CB_Combat_BackupDeny_High_IG_002,P=I can't do it.
PH_PU_GENOUTLAW4_M_CB_Combat_BackupDeny_High_IG_003,P=Give me a little bit.
PH_PU_GENOUTLAW4_M_CB_Combat_BackupProvide_High_IG_001,P=The calvary has arrived.
PH_PU_GENOUTLAW4_M_CB_Combat_BackupProvide_High_IG_002,P=I got you!
PH_PU_GENOUTLAW4_M_CB_Combat_BackupProvide_High_IG_003,P=Flying in!
PH_PU_GENOUTLAW4_M_CB_Combat_CallBackup_High_IG_001,P=I need help!
PH_PU_GENOUTLAW4_M_CB_Combat_CallBackup_High_IG_002,P=Can someone back me up!
PH_PU_GENOUTLAW4_M_CB_Combat_CallBackup_High_IG_003,P=Somebody help me!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverAdvanceFrom_High_IG_001,P=Charge!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverAdvanceFrom_High_IG_002,P=Moving up!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverAdvanceFrom_High_IG_003,P=Advancing!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverFindBetter_High_IG_001,P=Hell with it!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverFindBetter_High_IG_002,P=Displacing!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverFindBetter_High_IG_003,P=Repositioning!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverPinnedDown_High_IG_001,P=I can't move!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverPinnedDown_High_IG_002,P=Little help?!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverPinnedDown_High_IG_003,P=Come on, give me a chance!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverProvide_IG_001,P=I'll cover you!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverProvide_IG_002,P=Go ahead!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverProvide_IG_003,P=I'll keep 'em occupied.
PH_PU_GENOUTLAW4_M_CB_Combat_CoverRequest_High_IG_001,P=Someone cover me?
PH_PU_GENOUTLAW4_M_CB_Combat_CoverRequest_High_IG_002,P=Can anyone cover me?
PH_PU_GENOUTLAW4_M_CB_Combat_CoverRequest_High_IG_003,P=Keep 'em off me for a sec.
PH_PU_GENOUTLAW4_M_CB_Combat_DefendTheArea_High_IG_001,P=This is our turf. Ours!
PH_PU_GENOUTLAW4_M_CB_Combat_DefendTheArea_High_IG_002,P=Don't you give them an inch!
PH_PU_GENOUTLAW4_M_CB_Combat_DefendTheArea_High_IG_003,P=We gotta hold this ground!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Advancing_High_IG_001,P=We've got company coming in.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Advancing_High_IG_002,P=Got a fight bearing down on us.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Advancing_High_IG_003,P=Trouble, coming in hot!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_EnemyClose_IG_001,P=Shit. Over here!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_EnemyClose_IG_002,P=What the hell?!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_EnemyClose_IG_003,P=Got somebody!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_High_IG_001,P=Give 'em all you got!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_High_IG_002,P=Unleash hell!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_High_IG_003,P=Don't give 'em any mercy.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Intruder_High_IG_001,P=We're compromised!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Intruder_High_IG_002,P=Got intruders!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Intruder_High_IG_003,P=Intruders!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001,P=I found 'em. RIght here!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002,P=Here they are!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003,P=Over here! Look!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001,P=I see them. They're up there.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002,P=Look up top!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003,P=They're above us.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_001,P=Turn around.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_002,P=Look behind!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_003,P=They're on our six.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_001,P=They're below us.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_002,P=Down low.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_003,P=They're under us.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_001,P=They're right on me!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_002,P=Oh shit, they're right here!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_003,P=On me!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_001,P=I see them. They're over there.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_002,P=Look over there.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_003,P=Got 'em. Over there!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_001,P=Eyes left.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_002,P=Enemy left.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_003,P=On the left!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_001,P=Eyes right.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_002,P=Enemy right.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_003,P=On the right!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_001,P=Heavy weapon!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_002,P=Eyes on a big ass gun.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_003,P=I don't know what kind of gun that is but it's big.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_001,P=Oh come on, really?!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_002,P=Enemy ship!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_003,P=Enemy ship inbound!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_001,P=They have vehicle support.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_002,P=Incoming vehicle!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_003,P=Look out, they got a ride.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_001,P=I think they got a rocket launcher.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_002,P=Yeah, that's a rocket launcher!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_003,P=Is that a -- rocket launcher!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001,P=Sniper!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002,P=They got a sharpshooter.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003,P=Careful, there's a sniper.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_001,P=Titan suit!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_002,P=Sweet mercy, they got a titan!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_003,P=That seems unnecessary.
PH_PU_GENOUTLAW4_M_CB_Combat_Fallback_High_IG_001,P=Let's step back a bit. You know, reassess.
PH_PU_GENOUTLAW4_M_CB_Combat_Fallback_High_IG_002,P=Let's fall back.
PH_PU_GENOUTLAW4_M_CB_Combat_Fallback_High_IG_003,P=Fall back! Fall back!
PH_PU_GENOUTLAW4_M_CB_Combat_FlankThem_High_IG_001,P=Circle their flanks!
PH_PU_GENOUTLAW4_M_CB_Combat_FlankThem_High_IG_002,P=We should hit them on the sides.
PH_PU_GENOUTLAW4_M_CB_Combat_FlankThem_High_IG_003,P=Let's sneak around and attack the flank.
PH_PU_GENOUTLAW4_M_CB_Combat_FollowMe_High_IG_001,P=Quick, follow me!
PH_PU_GENOUTLAW4_M_CB_Combat_FollowMe_High_IG_002,P=Let's go.
PH_PU_GENOUTLAW4_M_CB_Combat_FollowMe_High_IG_003,P=On me. Let's move.
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_FriendlyFire_High_IG_001,P=I'm on your side!
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_FriendlyFire_High_IG_002,P=What are you doing?!
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_FriendlyFire_High_IG_003,P=Have you gone blind?!
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_ImHit_High_IG_001,P=Oh shit! I'm hit!
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_ImHit_High_IG_002,P=They got me. They really got me!
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_ImHit_High_IG_003,P=Ow! Dammit that hurts!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeIncoming_High_IG_001,P=Grenade!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeIncoming_High_IG_002,P=Everybody down!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeIncoming_High_IG_003,P=Get out of the way!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeThrowing_High_IG_001,P=And here we go!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeThrowing_High_IG_002,P=Let's see how they like this!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeThrowing_High_IG_003,P=Might want to stay down for this!
PH_PU_GENOUTLAW4_M_CB_Combat_HealDeny_IG_001,P=I can't. Put pressure on it.
PH_PU_GENOUTLAW4_M_CB_Combat_HealDeny_IG_002,P=I don't think I have any.
PH_PU_GENOUTLAW4_M_CB_Combat_HealDeny_IG_003,P=Yeah, I'm all out.
PH_PU_GENOUTLAW4_M_CB_Combat_HealProvide_IG_001,P=Be healed!
PH_PU_GENOUTLAW4_M_CB_Combat_HealProvide_IG_002,P=Here you go!
PH_PU_GENOUTLAW4_M_CB_Combat_HealProvide_IG_003,P=Take this!
PH_PU_GENOUTLAW4_M_CB_Combat_HealRequest_High_IG_001,P=I need some meds!
PH_PU_GENOUTLAW4_M_CB_Combat_HealRequest_High_IG_002,P=Anyone spare a medpen?
PH_PU_GENOUTLAW4_M_CB_Combat_HealRequest_High_IG_003,P=Someone! Anyone! I need a heal.
PH_PU_GENOUTLAW4_M_CB_Combat_HealThanks_IG_001,P=Thank you, thank you.
PH_PU_GENOUTLAW4_M_CB_Combat_HealThanks_IG_002,P=You're a lifesaver.
PH_PU_GENOUTLAW4_M_CB_Combat_HealThanks_IG_003,P=Healing up and I'm back in this.
PH_PU_GENOUTLAW4_M_CB_Combat_KeepFighting_High_IG_001,P=Come on. Don't give up now.
PH_PU_GENOUTLAW4_M_CB_Combat_KeepFighting_High_IG_002,P=Dig in. We got this.
PH_PU_GENOUTLAW4_M_CB_Combat_KeepFighting_High_IG_003,P=Let's go, let's go! They don't stand a chance.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Cocky_High_IG_001,P=You think I'm scared? You just killed the dead weight.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Cocky_High_IG_002,P=This is far from over.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Cocky_High_IG_003,P=That's it? I'm just getting started.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Panic_IG_001,P=This is fine. Everything's fine.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Panic_IG_002,P=Okay. Getting a little worried now.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Panic_IG_003,P=This is not good.
PH_PU_GENOUTLAW4_M_CB_Combat_LastOfThem_IG_001,P=That wasn't so bad was it?
PH_PU_GENOUTLAW4_M_CB_Combat_LastOfThem_IG_002,P=There we go. Problem sorted.
PH_PU_GENOUTLAW4_M_CB_Combat_LastOfThem_IG_003,P=I think that was all of them.
PH_PU_GENOUTLAW4_M_CB_Combat_NoticeNotLastKnown_IG_001,P=They fuckin' vanished.
PH_PU_GENOUTLAW4_M_CB_Combat_NoticeNotLastKnown_IG_002,P=Where the hell are they?
PH_PU_GENOUTLAW4_M_CB_Combat_NoticeNotLastKnown_IG_003,P=They're gone.
PH_PU_GENOUTLAW4_M_CB_Combat_OutOfAmmo_High_IG_001,P=I'm out!
PH_PU_GENOUTLAW4_M_CB_Combat_OutOfAmmo_High_IG_002,P=Weapon's dry!
PH_PU_GENOUTLAW4_M_CB_Combat_OutOfAmmo_High_IG_003,P=Dammit, my ammo's gone
PH_PU_GENOUTLAW4_M_CB_Combat_Overheating_High_IG_001,P=Hold on. I think I shot too much.
PH_PU_GENOUTLAW4_M_CB_Combat_Overheating_High_IG_002,P=Dammit, what is wrong with this thing.
PH_PU_GENOUTLAW4_M_CB_Combat_Overheating_High_IG_003,P=Ow. Hot, hot hot!
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsArrive_High_IG_001,P=They actually showed up.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsArrive_High_IG_002,P=Hey, our backup arrived.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsArrive_High_IG_003,P=Those look like allies!
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsInRoute_High_IG_001,P=Call's in. Help's on the way.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsInRoute_High_IG_002,P=All right . Let's see if they show up.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsInRoute_High_IG_003,P=They said they'd send people.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_001,P=Hey, I need some reinforcements.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_002,P=Send backup. Sooner would be better.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_003,P=Hey, send some help. Now.
PH_PU_GENOUTLAW4_M_CB_Combat_Reloading_High_IG_001,P=One sec!
PH_PU_GENOUTLAW4_M_CB_Combat_Reloading_High_IG_002,P=Reloading!
PH_PU_GENOUTLAW4_M_CB_Combat_Reloading_High_IG_003,P=Give me a sec.
PH_PU_GENOUTLAW4_M_CB_Combat_Retreat_High_IG_001,P=Let's get the hell out of here!
PH_PU_GENOUTLAW4_M_CB_Combat_Retreat_High_IG_002,P=Are you insane? Run!
PH_PU_GENOUTLAW4_M_CB_Combat_Retreat_High_IG_003,P=Screw this. I'm out!
PH_PU_GENOUTLAW4_M_CB_Combat_SpreadOut_High_IG_001,P=Maybe we should spread out.
PH_PU_GENOUTLAW4_M_CB_Combat_SpreadOut_High_IG_002,P=We should cover some more ground.
PH_PU_GENOUTLAW4_M_CB_Combat_SpreadOut_High_IG_003,P=Let's fan out.
PH_PU_GENOUTLAW4_M_CB_Combat_StayClose_High_IG_001,P=Keep close.
PH_PU_GENOUTLAW4_M_CB_Combat_StayClose_High_IG_002,P=I don't think you should wander.
PH_PU_GENOUTLAW4_M_CB_Combat_StayClose_High_IG_003,P=We should stick together.
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Anger_High_IG_001,P=You little insignificant pissant! I'm gonna ruin you!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Anger_High_IG_002,P=I'm gonna bring an epic amout of hurt down on you!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Anger_High_IG_003,P=You're really starting to piss me off.
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Hiding_High_IG_001,P=Seriously? Hiding? You're just being difficult now.
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Hiding_High_IG_002,P=How bout I hide and you come find me?
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Hiding_High_IG_003,P=Where you hiding now?!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_High_IG_001,P=Can you beileve today's the day you die?
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_High_IG_002,P=Try not to get shot in anything valuable!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_High_IG_003,P=This fight is giving me some serious deja vu right now!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_MissesTarget_High_IG_001,P=Why won't you die?!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_MissesTarget_High_IG_002,P=How lucky can you be?!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_MissesTarget_High_IG_003,P=Come on! That one should've hit!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_ShotsMiss_High_IG_001,P=Can't wait till I tell my friends I met the worst shot in the 'verse!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_ShotsMiss_High_IG_002,P=Do you want to call a time out so you can go practice?
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_ShotsMiss_High_IG_003,P=Bet you're having second thoughts now.
PH_PU_GENOUTLAW4_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001,P=So, didn't find anything.
PH_PU_GENOUTLAW4_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002,P=Everything looks like it should.
PH_PU_GENOUTLAW4_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003,P=Area seems clear.
PH_PU_GENOUTLAW4_M_CB_Hunting_Deescalate_ThreatLow_IG_001,P=Huh... okay...
PH_PU_GENOUTLAW4_M_CB_Hunting_Deescalate_ThreatLow_IG_002,P=Bit anticlimactic.
PH_PU_GENOUTLAW4_M_CB_Hunting_Deescalate_ThreatLow_IG_003,P=Feel a bit silly coming over here for nothing.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001,P=Here we go. Got something. Keep looking.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002,P=Someone's definitely here. Just need to find them.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003,P=On the right track.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001,P=Found something. Gonna keep looking.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002,P=Might be on to something. Let you know.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003,P=Someone's here. Don't know who... yet.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001,P=False alarm, everyone.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002,P=Forget it. Not gonna be a fight.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003,P=Nevermind. Nothing exciting.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001,P=False alarm. Go about your business.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002,P=Hey, you can tell everyone to calm down.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003,P=Nevermind. False alarm.
PH_PU_GENOUTLAW4_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001,P=Why don't you go see what the hell it is?
PH_PU_GENOUTLAW4_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002,P=How about you get off your ass and take a look.
PH_PU_GENOUTLAW4_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003,P=If you're so concerned, go see what it is.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IG_001,P=Guess I'll go take look... I do everything around here.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IG_002,P=Keep an eye out, I'm gonna see what the fuss is.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IG_003,P=All right. Let's see what we got.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001,P=Hey, might have something over here. Might not. I'll let you know.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002,P=Gonna take a look around.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003,P=Something's a bit off. Gonna take a look.
PH_PU_GENOUTLAW4_M_CB_Hunting_KeepSearching_IG_001,P=Keep searching. They've got to be close.
PH_PU_GENOUTLAW4_M_CB_Hunting_KeepSearching_IG_002,P=Focus. They're here somewhere.
PH_PU_GENOUTLAW4_M_CB_Hunting_KeepSearching_IG_003,P=Check everywhere. I want to find this asshole.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IG_001,P=Where the hell could they have gone?
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IG_002,P=Did they fall into a jump point? Where the fuck did they go?
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IG_003,P=What the hell? People don't just dissapear.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001,P=Hate to be the bearer of bad news, but the bastard got away.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002,P=No sign of them. They're in the wind.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003,P=Hell if I know where they went. But they sure as hell ain't here.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IG_001,P=Well ain't that strange. All that smoke and no fire.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IG_002,P=Really? Nothing?
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IG_003,P=Okay, I give up. There's nothing here.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001,P=Try as I might, didn't find anything.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002,P=Search turned up empty. Whatever was out here, I'm not seeing it.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003,P=I'm calling it. Nothing here.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_001,P=Let's see if we can't say hello to the sicko who did this.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_002,P=Gotta track down this killer before they can do it again.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_003,P=Bastard probably couldn't have gotten far.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_001,P=Got a corpse I didn't kill. Looking for the responsible party now.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_002,P=Head's up. Someone's dropping bodies over here. We need to find the creeper fast.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_003,P=Hey, hunting down some murderous skag. Will let you know if we find 'em.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IG_001,P=Well, isn't this an elusive prey.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IG_002,P=The bleeder shook me, but don't worry, I'll find them.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IG_003,P=Not sure where they went, but they couldn't have gone far.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001,P=They pulled a runner on me. Gonna find them now.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002,P=Tracking down where this slippery bugger went now.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003,P=Where ever the hell this gunter went, I'm gonna find 'em.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IG_001,P=Duty calls.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IG_002,P=Think we got company.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IG_003,P=Come on. Let's get to work.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001,P=We got visitors. Finding them now.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002,P=Guests have arrived. Gonna go greet them.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003,P=Seems like the party's starting. Come on. Don't want to be late.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IG_001,P=Let's see what the hell that was.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IG_002,P=Well, that definitely wasn't nothing.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IG_003,P=Good time to take a walk.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001,P=Hey, I'm gonna stretch my legs and see if anything's going on.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002,P=Get the feelin' like something's about to go down. Gonna take a look.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003,P=Hey, checking something out. Hopefully it's nothing.
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Lost_High_IG_001,P=I don't appreciate you wasting my time!
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Lost_High_IG_002,P=This is a lot of build up for me putting a bullet into your skull.
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Lost_High_IG_003,P=Get out here! Or shoot me! Just do something already!
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Searching_Low_IG_001,P=Hey, who's ever hiding out there, come out now and we can work something out. Promise. Won't even be mad.
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Searching_Low_IG_002,P=Olly, olly, oxen free. Come out. Come out.
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Searching_Low_IG_003,P=Where you hiding, you little bugger?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001,P=They're shooting at me!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002,P=Under fire!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003,P=I'm gettin' gunned!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001,P=That's a bit of a mess.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002,P=Great. A bloody corpse.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003,P=Who the hell ghosted this bastard?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001,P=Ah geez! We're getting poached!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002,P=Shit! We're under attack!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003,P=Damn it! We're hit!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001,P=Crap! Grenade!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002,P=Grenade! Run!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003,P=Grenade! Get back!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001,P=Shots!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002,P=Who the hell's shooting?!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003,P=Looks like we got a party!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001,P=Crap! Rocket!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002,P=Rocket! Down!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003,P=Rocket! Go!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001,P=Shit! Sniper!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002,P=Got a sniper!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003,P=Sniper! Get down!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001,P=There it is again.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002,P=There. It's back.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003,P=This again?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001,P=Yeah, what was that?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002,P=Definitely something.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003,P=Damn well better not be someone hiding.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000,P=There's nothing there.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002,P=You having a laugh? Nothing's there.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003,P=What you going on about?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001,P=Got a problem!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002,P=Here we go!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003,P=Cutters! Look lively!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001,P=What was that?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002,P=Someone lurkin'?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003,P=Over there.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004,P=Huh?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005,P=What?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001,P=Something's up.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002,P=Do I wanna know what that was?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003,P=That's not good.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001,P=That noise? Yeah.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002,P=Yeah, I think I heard something.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003,P=From over there. I heard it.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001,P=Nope. Didn't hear a thing.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002,P=Think your ears are playing tricks on you.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003,P=How the hell should I know what you heard?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001,P=I thought I heard something?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002,P=What was that sound?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003,P=You hear that?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001,P=Yeah, I think I saw it too.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002,P=Only caught a glimpse, but I'm sure I saw something.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003,P=What the heck was that?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001,P=I didn't see nothing.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002,P=I must've missed it.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003,P=What? No.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001,P=Anyone else see that?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002,P=I think something just moved over there.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003,P=There. I saw something.
PIT_ACFlightSystems=Flight Systems
PIT_ACPlayerActions=Player
PIT_ACShipSystems=Ship Systems
PIT_ACVehicleSystems=Vehicle
PIT_ACWeaponSelection=Weapon Selection
PIT_ACWeaponSystems=Weapon Systems
PIT_Actions=Actions
PIT_Back=Back
PIT_Cannot_drop_green_zone=Commodities cannot be dropped in Green Zones.
PIT_CarryPrevious=Carry previous
PIT_Combstab=Comstab
PIT_ContractItem=Contract item - %s
PIT_Decoupled=Decoupled
PIT_Eject=Eject
PIT_Emote=Emote
PIT_Emote_Agree=Agree
PIT_Emote_Come=Come
PIT_Emote_Cry=Cry
PIT_Emote_Dance=Dance
PIT_Emote_Disagree=Disagree
PIT_Emote_Flex=Flex
PIT_Emote_Point=Point
PIT_Emote_Salute=Salute
PIT_Emote_Sit=Sit
PIT_EquipPrevious=Equip previous
PIT_Exit_seat=Exit seat
PIT_Flight=Flight Options
PIT_GSafe=GSafe
PIT_HeldItem=Held Item
PIT_Inventory=Inventory
PIT_Inventory_EVA_Thrusters=Toggle EVA thrusters
PIT_Inventory_Flashlight=Toggle flashlight
PIT_Inventory_Helmet=Toggle helmet
PIT_ItemActions=Item Actions
PIT_Knife=Knife
PIT_Landing=Landing System
PIT_Lights=Lights
PIT_MiningMode=Mining Mode
PIT_Mobiglas=mobiGlas
PIT_More=More
PIT_Quantum=Quantum Drive System
PIT_Scan=Scan Mode
PIT_Self_Destruct=Self Destruct
PIT_Weapon=Weapon
PIT_Weapon_Gadget=Gadget
PIT_Weapon_Gadget_Area_Denial=Area denial
PIT_Weapon_Gadget_Decoy=Decoy
PIT_Weapon_Gadget_Deployable_Shield=Deployable shield
PIT_Weapon_Gadget_Medipen=MedPen
PIT_Weapon_Gadget_Multi_Tool=Multi-Tool
PIT_Weapon_Holster=Holster
PIT_Weapon_Knife=Knife
PIT_Weapon_Primary=Primary
PIT_Weapon_Secondary=Secondary
PIT_Weapon_Sidearm=Sidearm
PIT_Wingman=Wingman
PIT_Wingman_Attack=Attack
PIT_Wingman_Attack_Search_Destroy=Search and destroy
PIT_Wingman_Defend=Defend
PIT_Wingman_Defend_My_Location=My location
PIT_Wingman_Fly=Fly
PIT_Wingman_Fly_Break_Away=Break away
PIT_Wingman_Fly_Go_Dark=Go dark
PIT_Wingman_Fly_Hold_Position=Hold position
PIT_Wingman_Fly_Scramble=Scramble
PIT_Wingman_Fly_Stay_Close=Stay close
PIT_Wingman_Report=Report
PIT_Wingman_Report_Ship_Status=Ship status
PIT_Wingman_Report_Threat=Threat
PIT_Wingman_Retreat=Retreat
PIT_Wingman_Weapons=Weapons
PIT_Wingman_Weapons_Conserve_Missiles=Conserve missiles
PIT_Wingman_Weapons_Do_Not_Engage=Do not engage
PIT_Wingman_Weapons_Free_Missiles=Free missiles
PIT_Wingman_Weapons_Free_To_Engage=Free to engage
PKill1=~missions(AIName_Kill) - ~missions(TokenKillClue)
PSave1=~missions(AIName_Save1) - ~missions(TokenBonusFlavour1)
PSave2=~missions(AIName_Save2) - ~missions(TokenBonusFlavour1)
PSave3=~missions(AIName_Save3) - ~missions(TokenBonusFlavour1)
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_HeyThisIs=Hey, this is BlacJac Security calling. I?m Lieutenant Riegert, I'm handling this op. You should have already received the mission parameters, but here's a high-level. An automated production facility's gonna be kicking out contraband for a limited time. We need operators to get down there and destroy whatever's being produced. There are a lot of credits on the line here so prep for a fight.
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_ThisIsLieutenant=This is Lieutenant Riegert with BlacJac Security. I've sent you details for the mission but here's the deal, a bunch of illegal contraband is going to start being produced at a facility, we need you to secure the site and destroy anything created. Make sure you're armed up as there'll probably be hostile elements there.
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_HeyMyNames=Hey, my name's Riegert, I'm with BlacJac Security. Your mobi should have the details on the mission you accepted, but here's a quick rundown. You need to head to an automated production facility and destroy any illegal contraband you find on site. Expect heavy combat. Good luck.
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_001_ThisIsLt=This is Lt. Riegert with BlacJac Security. I passed on the mission details to your mobi, but here's the gist, we got a tip that a facility's gonna start kicking out packages of contraband. We need you to head down there and seize as many of these packages as you can then deliver them to one of our security kiosks. I'd expect the AO to be pretty hot, so make sure you're tooled up.
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_002_BlacJacSecurityCalling=BlacJac Security calling. This is Lt. Riegert and I'll be your contact on this op. Long story short, there's an automated facility that's going to be producing contraband for a limited time. We need you to get down there, secure whatever packages you can, and deliver them to a BlacJac kiosk. We'll take it from there. Good luck.
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_003_HeyThisIs=Hey. This is Riegert with BlacJac Security following up on the contract you just accepted. I sent the details, but in case you don't feel like reading, here's the deal. Production facility is going to be kicking out some illegal contraband for a limited time. I need you to get down there and seize as many packages as you can then take them to a BlacJac kiosk. Odds are, this is going to be brawl, so make sure you're armed up.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_001_HeyThisIs=Hey, this is Riegert with BlacJac. Glad to see you're back. Anyway, you know the deal. I sent the mission info, so you should have everything you need.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_002_ItsRiegertWith=It's Riegert with BlacJac. Glad to see you're back. I've sent you all the details to knock out this contract. I'll keep you posted on any updates.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_003_HeyItsLt=Hey, it's Lt. Riegert with BlacJac Security, just calling to follow up on the contract you accepted. I'm sending you all the mission data. You've worked with us before, so you know the deal.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_001_BlacjacSecurityCalling=BlacJac Security calling. This is Lt. Riegert. I'll be running this mission. Sending you the mission details now so you should be good to go. Good luck.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_002_ThisIsLt=This is Lt. Riegert with BlacJac. I'll be your contact for this op. You should have everything you need on your mobi. Good luck out there.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_003_HeyThisIs=Hey, this is Lt. Riegert calling from BlacJac Security about the contract you just accepted. Just wanted to reach out and say that I'll be running the op on this side. You should have everything you need in your mobi, so good luck.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_004_ThisIsBlacjac=This is BlacJac Security. I'll be your handler on this side. I've sent all the mission details to your mobi, so get to it.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_005_MyNamesRiegert=My name's Riegert and I'll be your rep with BlacJac for this contract. Your mobi should be all loaded up with the mission details, so get out there and knock this out.
PU_ACSECRREP01_M_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_001_RiegertHereYoure=Riegert here. You're gonna need to take any confiscated contraband to a BlacJac Security kiosk. We'll take care of it from there. I've flagged your reg so you should clear any security stops without getting pinched for trafficking illegal goods. You're welcome.
PU_ACSECRREP01_M_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_002_ThisIsRiegert=This is Riegert with BlacJac. Remember to take any seized contraband to an authorized BlacJac kiosk for transfer. I've notified our people that you're on mission so you won't get tagged for trafficking illegal cargo while in transit.
PU_ACSECRREP01_M_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_003_ThisIsRiegert=This is Riegert calling. Just a reminder that any contraband needs to be dropped off at an authorized kiosk. Not just any kiosk. A BlacJac one. We'll cash you out when you make the drop.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_RiegertHereLooks=Riegert here. Looks like the facility's stopped kicking out packages. Have a look and see if there's any remaining contraband that needs to be destroyed. But otherwise, you should be good.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_ThisIsRiegert=This is Riegert with BlacJac. Local intel from the site says that the facility's stopped producing contraband. Be sure to destroy any packages that are still on the scene.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_ThisIsBlacjac=This is BlacJac calling. Word is that the production facility has stopped producing contraband. Do a sweep and see if there's any packages that need to be destroyed.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_001_WhatsUpThis=What's up, this is Riegert. Got a tip that the facility's finished its production run, so grab what you can and get it to the security kiosk for disposal.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_002_HeyRiegertHere=Hey, Riegert here. Contact of mine said that the factory's shut down, so there won't be any more packages coming out of there. I'd take whatever you got and drop it off at the BlacJac kiosk.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_003_ThisIsRiegert=This is Riegert with BlacJac, looks like that production facility has finished its run of contraband. Take what you got to the security kiosk and I can forward along your creds.
PU_ACSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_001_ThisIsBlacjac=This is BlacJac Security. We're gonna have to cut you loose. Maybe next time.
PU_ACSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_002_HeyItsRiegert=Hey. It's Riegert at BlacJac. Due to poor field performance, I gotta terminate your contract with the company.
PU_ACSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_003_ThisIsRiegert=This is Riegert. I hate to do this, but I have to cancel our contract with you. You just haven't been operating at the level we need our contractors to perform at. Sorry.
PU_ACSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_004_RiegertHereWith=Riegert here with BlacJac. I'm pulling the job from you. You just aren't cutting it, performance-wise.
PU_ACSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_005_ThisIsRiegert=This is Riegert over at BlacJac. Sorry, but I'm gonna have to cut you loose. You're just not delivering at the level we expect.
PU_ACSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_001_YouThereIts=You there? It's Riegert with BlacJac. Just found out you pulled a CrimeStat. I know thing's get messy out there in the black, but we can't have wanted criminals working contracts with us, so I gotta cut you loose.
PU_ACSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_002_ThisIsRiegert=This is Riegert with BlacJac. You can't be going around committing crimes while you're working for us. Do you have any idea how terrible that looks? I gotta cut you from your contract until you sort this out.
PU_ACSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_003_ThisIsBlacjac=This is BlacJac Security. We're gonna need to pull your current contract from you. Our contractors can't have active CrimeStats, so my hands are tied.
PU_ACSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_004_RiegertHereWith=Riegert here with BlacJac. I just learned you got pinged with a CrimeStat. I can't have an active operator that's also a wanted criminal, so I'm pulling your contract. Get it sorted and we can talk.
PU_ACSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_005_RiegertFromBlacjac=Riegert from BlacJac calling. I don't know what the hell you think you're doing, but you can't be committing crimes while working for us. Go and sort this out and maybe we'll bring you back for another job.
PU_ACSECRREP01_M_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_001_HeyThisIs=Hey, this is Riegert with BlacJac. What the hell are you doing? You can't offload that shit there. We hired you to bring the contraband to us, not put it back in the market.
PU_ACSECRREP01_M_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_002_ThisIsBlacjac=This is BlacJac. Word is you just sold a bunch of seized contraband to a black market dealer. That was not part of the arrangement and now we gotta clean up your mess. You're off this contract. Effective immediately.
PU_ACSECRREP01_M_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_003_YeahThisIs=Yeah, this is Riegert from BlacJac. Have you lost your mind? You were supposed to transfer that contraband to one of our sites, not some rando scumbag. I'm cutting you out of the op.
PU_ACSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_001_HeyItsRiegert=Hey, it's Riegert with BlacJac. Some idiot in charge screwed up some of the details of the mission you're on. Looks like we're gonna have to cancel the whole thing. Sorry for the screwup.
PU_ACSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_002_ThisIsBlacjac=This is BlacJac Security. Due to some bullshit, we're gonna have to pull this job from you. Don't worry, it's not because of anything you did. Anyway, thanks and sorry.
PU_ACSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_003_ThisIsRiegert=This is Riegert over at BlacJac. Got some bad news for you. We're gonna have to pull your contract. It's not your fault. I'm told it's some kind of administrative error on our side. Sorry.
PU_ACSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_004_HeyThisIs=Hey, this is Riegert with BlacJac. I hate to do this, but I'm gonna have to pull your contract. It's not because of anything you did. Some crossed wires on our side. Or so I'm told. Anyway, sorry to jerk you around like that.
PU_ACSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_005_ThisIsRiegert=This is Riegert at BlacJac. There's been a problem with your current contract and we're gonna have to cancel it. You didn't do anything wrong, so we'll see you on the next one. Sorry for the trouble.
PU_ACSECRREP01_M_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_001_ThisIsRiegert=This is Riegert with BlacJac. We?re cutting you loose. You're just not up to snuff for what we need to get done.
PU_ACSECRREP01_M_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_002_HeyRiegertHere=Hey. Riegert here. Just wanted to call and say that we're cancelling our contract with you. Sorry.
PU_ACSECRREP01_M_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_003_HeyThisIs=Hey, this is BlacJac Security. You haven't been delivering the kind of quality that we expect from our operators, so I'm gonna have to cancel this contract.
PU_ACSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_001_RiegertHereJust=Riegert here. Just checking in, you're tracking really well on the contract. If we close this out quick enough, I can make happy hour, so keep it up.
PU_ACSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_002_HeyItsRiegert=Hey, it's Riegert over at BlacJac. Helluva job on the mission so far. Still got a bit to go, so don't get too cocky. There are plenty of chances for things to go to hell.
PU_ACSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_003_WhatsUpIts=What's up, it's Riegert. I'm bored as hell over here, so I figured I'd check in. You seem to be doing good, so yeah? not much to discuss I guess. Keep it up.
PU_ACSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_004_ThisIsRiegert=This is Riegert with BlacJac. You're making good progress on the contract. Just wanted to give a shout and tell you to keep it up.
PU_ACSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_005_HeyRiegertCalling=Hey, Riegert calling. Just checking in. Looking over your progress and we seem to be on track. So yeah, not really much to comment on. Just keep doing what you're doing.
PU_ACSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_001_WhatsUpIts=What's up. It's Riegert with BlacJac. Heard you got tuned up a bit. Anyway, mission's still a go, so get back out there.
PU_ACSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_002_ThisIsRiegert=This is Riegert calling from BlacJac. Glad to hear you're back on your feet. Let's get back out there and finish this contract off. Sound good?
PU_ACSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_003_ItsBlacjacCalling=It's BlacJac calling. Welcome back to the land of the living. Once you finish getting patched up, let's get back out there. We still got a job to do.
PU_ACSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_004_HeyItsRiegert=Hey. It's Riegert over at BlacJac. Whenever you feel good enough to get back out there, we still got a job to do.
PU_ACSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_005_HeyItsRiegert=Hey, it's Riegert calling from BlacJac. That was a close one, huh? Anyway, once you're up for it, I need you to get back out there and finish the contract.
PU_ACSECRREP01_M_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_001_ThisIsBlacJac=This is BlacJac. Just heard you made a drop at the security kiosk. Great job. Should be worth a nice chunk of creds.
PU_ACSECRREP01_M_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_002_HeyThisIs=Hey, this is Riegert. Just got word of your drop. Shame it's slated for the incinerator. Anyway, sent your payment.
PU_ACSECRREP01_M_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_003_RiegertHereSaw=Riegert here. Saw you made a drop at the kiosk. Approving the payment now.
PU_ACSECRREP01_M_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_ThisIsRiegert=This is Riegert with BlacJac. Looks like all the contraband's been destroyed. Great job.
PU_ACSECRREP01_M_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_HeyBlacjacSecurity=Hey. BlacJac Security calling. It's been confirmed that all the illegal packages have been destroyed. Thanks for your help.
PU_ACSECRREP01_M_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_HeyItsRiegert=Hey, it's Riegert. All the contraband's been destroyed. Looks like the situation's been resolved for now. Thanks.
PU_ACSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_001_RiegertHereDid=Riegert here. Did a good job on that mission. I'm completing your contract and sending your payment. Talk to you next time.
PU_ACSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_002_HeyItsBlacjac=Hey, it's BlacJac Security. Congrats on completing that contract. Higher-ups over here are pretty pleased, so I'm sending along the credits.
PU_ACSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_003_ItsRiegertOver=It's Riegert over at BlacJac. Everything seems to be in order, so I'm sending over your payment. Great job on this contract.
PU_ACSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_004_WhatsGoingOn=What's going on. It's Riegert. Saw that you just closed out your contract. Great work. I'll see you get your creds. Thanks again.
PU_ACSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_005_BlacjacSecurityCalling=BlacJac Security calling. Everything looks really solid on this last contract, so I think we're all good. I'll push your invoice through accounting and get you paid. Thanks for the hustle.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_001_HeyBlacjacCalling=Hey, BlacJac calling. What the hell are you doing? Get back on mission.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_002_HeyItsRiegert=Hey, it's Riegert. Looks like you're diverting from the mission parameters. I'm gonna need you to get back on track.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_003_ThisIsBlacjac=This is BlacJac Security. I'm gonna need you to get back on mission.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_004_ThisIsRiegert=This is Riegert with BlacJac, what are you doing? You know you're supposed to complete the contract in order to get paid, right? Do the job we hired you for.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_005_HeyItsBlacjac=Hey, it's BlacJac. Looks like you're breaking from the appropriate mission protocol. I'm gonna need you to get focused and get back on track, okay? Don't make me call you again.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_001_ThisIsRiegert=This is Riegert with BlacJac. I'm not going to tell you again to get back on mission. Do it. Now.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_002_HeyThisIs=Hey, this is Riegert again. I need you to get back on mission. Last chance.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_003_AllRightListen=All right, listen up. You need to finish the job we hired you to do. I'm not going to say it again.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_004_ThisIsYour=This is your final warning. Get back on task and finish the mission as described. I'm running out of patience.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_005_HeyStopScrewing=Hey. Stop screwing around and finish the job. This is your last chance.
PU_ADMIN1_SK_Busy_IG_001_ImALittle,P=I'm a little busy at the moment.
PU_ADMIN1_SK_Busy_IG_002_ItsNotA,P=It's not a great time to talk.
PU_ADMIN1_SK_Busy_IG_003_SorryIKinda,P=Sorry, I kinda have to focus here.
PU_ADMIN1_SK_CalmDown_IG_001_TakeABreath,P=Take a breath and calm down.
PU_ADMIN1_SK_CalmDown_IG_002_ThinkForA,P=Think for a second. You don't want to do this.
PU_ADMIN1_SK_CalmDown_IG_003_YouNeedTo,P=You need to relax, okay?
PU_ADMIN1_SK_DenyHelp_IG_001_SorryICant,P=Sorry, I can't help you.
PU_ADMIN1_SK_DenyHelp_IG_002_ImAfraidI,P=I'm afraid I don't know.
PU_ADMIN1_SK_DenyHelp_IG_003_YoudHaveTo,P=You'd have to ask someone else.
PU_ADMIN1_SK_DirectTerm_Cargo_IG_001_YouShouldGo,P=You should go check the cargo terminal.
PU_ADMIN1_SK_DirectTerm_Cargo_IG_002_CargoTerminalShould,P=Cargo terminal should sort you out.
PU_ADMIN1_SK_DirectTerm_Cargo_IG_003_IfYouNeed,P=If you need help with cargo, I'd suggest trying the terminal.
PU_ADMIN1_SK_DirectTerm_Vehicle_IG_001_AllVehicleRelatedIssues,P=All vehicle-related issues are handled by the terminal.
PU_ADMIN1_SK_DirectTerm_Vehicle_IG_002_IfYouNeed,P=If you need a vehicle, you should check out the ASOP terminal.
PU_ADMIN1_SK_DirectTerm_Vehicle_IG_003_SorryICant,P=Sorry, I can't help you. Have a look at the vehicle terminal.
PU_ADMIN1_SK_Farewell_IG_001_TakeCare,P=Take care.
PU_ADMIN1_SK_Farewell_IG_002_Bye,P=Bye.
PU_ADMIN1_SK_Farewell_IG_003_SeeYa,P=See ya.
PU_ADMIN1_SK_Greeting_IG_001_Hi,P=Hi.
PU_ADMIN1_SK_Greeting_IG_002_Hey,P=Hey.
PU_ADMIN1_SK_Greeting_IG_003_HowsItGoing,P=How's it going?
PU_ADMIN1_SK_OfferHelp_IG_001_CanIHelp,P=Can I help you?
PU_ADMIN1_SK_OfferHelp_IG_002_SomethingICan,P=Something I can help you with?
PU_ADMIN1_SK_OfferHelp_IG_003_WhatCanI,P=What can I do for you?
PU_ADMIN1_SK_PhysicalBump_IG_001_ExcuseMe,P= Excuse me.
PU_ADMIN1_SK_PhysicalBump_IG_002_WhoaCarefulThere,P= Whoa, careful there.
PU_ADMIN1_SK_PhysicalBump_IG_003_OhMyFault,P= Oh, my fault.
PU_ADMIN1_SK_RandomWorkComments_IG_001_AnotherDayIn,P=Another day in paradise, right?
PU_ADMIN1_SK_RandomWorkComments_IG_002_TheFunnyThing,P=The funny thing is it looks a lot more boring than it is.
PU_ADMIN1_SK_RandomWorkComments_IG_003_MightNotLook,P=Might not look like much, but we've had some pretty interesting breakthroughs here. You might be hearing about them someday real soon...
PU_ADMIN1_SK_RequestToLeave_IG_001_ImSorryBut,P=I'm sorry, but you have to leave.
PU_ADMIN1_SK_RequestToLeave_IG_002_HonestlyYouCant,P=Honestly, you can't be here right now.
PU_ADMIN1_SK_RequestToLeave_IG_003_YouGottaGo,P=You gotta go. Now.
PU_ADMIN2_SK_Busy_IG_001_SorryCantReally,P=Sorry, can't really talk right now.
PU_ADMIN2_SK_Busy_IG_002_ImPrettyBusy,P=I'm pretty busy right now.
PU_ADMIN2_SK_Busy_IG_003_DontReallyHave,P=I don't really have time to talk.
PU_ADMIN2_SK_CalmDown_IG_001_ImGonnaNeed,P=I'm gonna need you to calm down.
PU_ADMIN2_SK_CalmDown_IG_002_YouSeemLike,P=You seem like you're getting agitated. Maybe, take a second and breathe.
PU_ADMIN2_SK_CalmDown_IG_003_YouNeedTo,P=You need to relax and think about what you're doing.
PU_ADMIN2_SK_DenyHelp_IG_001_ImNotReally,P=I'm not really the one you should be asking.
PU_ADMIN2_SK_DenyHelp_IG_002_YoureGoingTo,P=You're going have to find someone else to help you.
PU_ADMIN2_SK_DenyHelp_IG_003_ThatIsntMy,P=That isn't my department. Good luck though.
PU_ADMIN2_SK_DirectTerm_Cargo_IG_001_TheresACargo,P=There's a cargo terminal over there that should sort you out.
PU_ADMIN2_SK_DirectTerm_Cargo_IG_002_ForAnythingCargo,P=For anything cargo related, the terminal's your best bet.
PU_ADMIN2_SK_DirectTerm_Cargo_IG_003_IfYoureHere,P=If you're here for cargo, that terminal over there is what you want.
PU_ADMIN2_SK_DirectTerm_Vehicle_IG_001_IfYoureLooking,P=If you're looking for the vehicle terminal, it's right over there.
PU_ADMIN2_SK_DirectTerm_Vehicle_IG_002_IfYouNeed,P=If you need the vehicle terminal, there's one that way you can use.
PU_ADMIN2_SK_DirectTerm_Vehicle_IG_003_OhVehicleStuff,P=Oh, vehicle stuff? You can use the terminal there.
PU_ADMIN2_SK_Farewell_IG_001_AllRightSee,P=All right, see you later.
PU_ADMIN2_SK_Farewell_IG_002_GoodToSee,P=Good to see you.
PU_ADMIN2_SK_Farewell_IG_003_IllSeeYou,P=I'll see you around.
PU_ADMIN2_SK_Greeting_IG_001_Hey,P=Hey.
PU_ADMIN2_SK_Greeting_IG_002_HowsItGoing,P=How's it going?
PU_ADMIN2_SK_Greeting_IG_003_YouAlright,P=You all right?
PU_ADMIN2_SK_OfferHelp_IG_001_YouNeedHelp,P=You need help with something?
PU_ADMIN2_SK_OfferHelp_IG_002_IsThereSomething,P=Is there something you need?
PU_ADMIN2_SK_OfferHelp_IG_003_AnythingICan,P=Anything that you need help with?
PU_ADMIN2_SK_PhysicalBump_IG_001_Easy,P=Easy.
PU_ADMIN2_SK_PhysicalBump_IG_002_Careful,P=Careful.
PU_ADMIN2_SK_PhysicalBump_IG_003_ExcuseMe,P=Excuse me.
PU_ADMIN2_SK_RandomWorkComments_IG_002_NotToComplain,P=Not to complain, but sometimes I think I'd rather be doing anything else than this job.
PU_ADMIN2_SK_RandomWorkComments_IG_003_YouShouldHave,P=You should have seen how busy it was here last week. Couldn't even take a break.
PU_ADMIN2_SK_RequestToLeave_IG_001_ThatsItYou,P=That's it, you got to leave.
PU_ADMIN2_SK_RequestToLeave_IG_002_EnoughYouNeed,P=Enough. You need to leave right now.
PU_ADMIN2_SK_RequestToLeave_IG_003_NoICant,P=No, I can't take anymore of this crap. You've gotta go right now.
PU_ADMIN3_SK_Busy_IG_001_ImInThe,P=I'm in the middle of something.
PU_ADMIN3_SK_Busy_IG_002_ThisIsntThe,P=This isn't the time.
PU_ADMIN3_SK_Busy_IG_003_ICantTalk,P=I can't talk right now.
PU_ADMIN3_SK_CalmDown_IG_001_YouNeedTo,P=You need to relax.
PU_ADMIN3_SK_CalmDown_IG_002_CalmTheHell,P=Calm the hell down.
PU_ADMIN3_SK_CalmDown_IG_003_YouBetterCheck,P=You better check yourself.
PU_ADMIN3_SK_DenyHelp_IG_001_ICantHelp,P=I can't help you.
PU_ADMIN3_SK_DenyHelp_IG_002_YouGotThe,P=You got the wrong person.
PU_ADMIN3_SK_DenyHelp_IG_003_IThinkYoure,P=I think you're confused.
PU_ADMIN3_SK_DirectTerm_Cargo_IG_001_YoureLookingFor,P=You're looking for the Cargo Terminal. It's over there.
PU_ADMIN3_SK_DirectTerm_Cargo_IG_002_TryTheCargo,P=Try the Cargo Terminal.
PU_ADMIN3_SK_DirectTerm_Cargo_IG_003_CheckTheCargo,P=Check the Cargo Terminal. That should sort you out.
PU_ADMIN3_SK_DirectTerm_Vehicle_IG_001_TryTheVehicle,P=Try the Vehicle Terminal.
PU_ADMIN3_SK_DirectTerm_Vehicle_IG_002_YoureLooking,P=You're looking for the Vehicle Terminal.
PU_ADMIN3_SK_DirectTerm_Vehicle_IG_003_TheVehicleTerminal,P=The Vehicle Terminal should handle that.
PU_ADMIN3_SK_Farewell_IG_001_Bye,P=Bye.
PU_ADMIN3_SK_Farewell_IG_002_ThatsAll,P=That's all.
PU_ADMIN3_SK_Farewell_IG_003_WereDoneHere,P=We're done here.
PU_ADMIN3_SK_Greeting_IG_001_Hello,P=Hello.
PU_ADMIN3_SK_Greeting_IG_002_Welcome,P=Welcome.
PU_ADMIN3_SK_Greeting_IG_003_Hi,P=Hi.
PU_ADMIN3_SK_OfferHelp_IG_001_SomethingICan,P=Something I can help you with?
PU_ADMIN3_SK_OfferHelp_IG_002_WhatCanI,P=What can I do for you?
PU_ADMIN3_SK_OfferHelp_IG_003_NeedSomething,P=Need something?
PU_ADMIN3_SK_PhysicalBump_IG_001_HeyWatchIt,P=Watch it.
PU_ADMIN3_SK_PhysicalBump_IG_002_LookWhereYoure,P=Look where you're going.
PU_ADMIN3_SK_PhysicalBump_IG_003_YouMind,P=You mind?
PU_ADMIN3_SK_RandomWorkComments_IG_001_IDontKnow,P=I don't know. Same as any other day, I guess.
PU_ADMIN3_SK_RandomWorkComments_IG_002_ItsFineIts,P=It's fine. It's not like this is a really exciting job or anything. They aren't making spectrum shows about what I do.
PU_ADMIN3_SK_RandomWorkComments_IG_003_ImOkayJust,P=I'm okay. Just working...
PU_ADMIN3_SK_RequestToLeave_IG_001_GetOutOf,P=Get out of here.
PU_ADMIN3_SK_RequestToLeave_IG_002_LeaveNow,P=Leave. Now.
PU_ADMIN3_SK_RequestToLeave_IG_003_GetTheHell,P=Get the hell out of here.
PU_ADMIN4_SK_Busy_IG_001_SorryImNot,P=Sorry, I'm not supposed to a break yet.
PU_ADMIN4_SK_Busy_IG_002_IAmCrazy,P=I am crazy busy.
PU_ADMIN4_SK_Busy_IG_003_DontHaveTime,P=Don't have time to talk right now.
PU_ADMIN4_SK_CalmDown_IG_001_WhoahEasyEasy,P=Woah. Easy. Easy. Just relax.
PU_ADMIN4_SK_CalmDown_IG_002_LookJustCalm,P=Look. Just calm down. Everything's fine.
PU_ADMIN4_SK_CalmDown_IG_003_HeyItsOkay,P=Hey, it's okay. Deep breath. Nice and easy.
PU_ADMIN4_SK_DenyHelp_IG_001_WishICould,P=Wish I could help you, but I can't. Sorry.
PU_ADMIN4_SK_DenyHelp_IG_002_ImNotReally,P=I'm not really supposed to deal with this kind of stuff.
PU_ADMIN4_SK_DenyHelp_IG_003_IfYouNeed,P=If you need help, I'm not the one to ask.
PU_ADMIN4_SK_DirectTerm_Cargo_IG_001_TheCargoTerminal,P=The cargo terminal over there is probably what you're looking for.
PU_ADMIN4_SK_DirectTerm_Cargo_IG_002_ForCargoStuff,P=For cargo stuff, try that terminal.
PU_ADMIN4_SK_DirectTerm_Cargo_IG_003_CargoItsThat,P=Cargo? It's that terminal over there.
PU_ADMIN4_SK_DirectTerm_Vehicle_IG_001_TheVehicleTerminal,P=The vehicle terminal is right that way. You're welcome to use it.
PU_ADMIN4_SK_DirectTerm_Vehicle_IG_002_IfYouNeed,P=If you need the vehicle terminal, you can use the one over there.
PU_ADMIN4_SK_DirectTerm_Vehicle_IG_003_ForVehicleStuff,P=For vehicle stuff, try accessing the terminal right over there.
PU_ADMIN4_SK_Farewell_IG_001_HaveAGood,P=Have a good one.
PU_ADMIN4_SK_Farewell_IG_002_Later,P=Later.
PU_ADMIN4_SK_Farewell_IG_003_ShouldBeAll,P=Should be all set.
PU_ADMIN4_SK_Greeting_IG_001_Hey,P=Hey.
PU_ADMIN4_SK_Greeting_IG_002_HowsItGoing,P=How's it going?
PU_ADMIN4_SK_Greeting_IG_003_YouAllRight,P=You all right?
PU_ADMIN4_SK_OfferHelp_IG_001_YouNeedHelp,P=You need help with something?
PU_ADMIN4_SK_OfferHelp_IG_002_IsThereSomething,P=Is there something you need?
PU_ADMIN4_SK_OfferHelp_IG_003_AnythingThatYou,P=Anything that you need help with?
PU_ADMIN4_SK_PhysicalBump_IG_001_WalkMuch,P=Walk much?
PU_ADMIN4_SK_PhysicalBump_IG_002_PayAttention,P=Pay attention.
PU_ADMIN4_SK_PhysicalBump_IG_003_WhoaHey,P=Woah! Hey.
PU_ADMIN4_SK_RandomWorkComments_IG_001_WhenIFirst,P=When I first took this job I thought it would be... well let's just say this isn't what I expected.
PU_ADMIN4_SK_RandomWorkComments_IG_002_ThereIsOne,P=There is one great part about this job. Usually people don't try to bother me.
PU_ADMIN4_SK_RandomWorkComments_IG_003_ICannotWait,P=I cannot wait for this shift to be over.
PU_ADMIN4_SK_RequestToLeave_IG_001_IThinkYou,P=I think you should go.
PU_ADMIN4_SK_RequestToLeave_IG_002_INeedYou,P=I need you to leave the premises.
PU_ADMIN4_SK_RequestToLeave_IG_003_OkayINeed,P=Okay, you need to get of here, right now.
PU_ADMIN5_SK_Busy_IG_001_CouldYouGive,P=Could you give me a second?
PU_ADMIN5_SK_Busy_IG_002_SorryImA,P=Sorry, I'm a little swamped right now.
PU_ADMIN5_SK_Busy_IG_003_IJustNeed,P=I just need a couple minutes to clear this up.
PU_ADMIN5_SK_CalmDown_IG_001_WillYouPlease,P=Will you please calm down?
PU_ADMIN5_SK_CalmDown_IG_002_ImGoingTo,P=I'm going to need you to calm down.
PU_ADMIN5_SK_CalmDown_IG_003_ImSorryBut,P=I'm sorry, but can you just relax?
PU_ADMIN5_SK_DenyHelp_IG_001_YeahSorryI,P=Yeah, sorry, I can't really help you.
PU_ADMIN5_SK_DenyHelp_IG_002_ThatsNotReally,P=That's not really my thing, you know?
PU_ADMIN5_SK_DenyHelp_IG_003_IdLoveTo,P=I'd love to help, I would, but I... can't.
PU_ADMIN5_SK_DirectTerm_Cargo_IG_001_OhYesYoure,P=Oh, yes. You're looking for the Cargo Terminal.
PU_ADMIN5_SK_DirectTerm_Cargo_IG_002_ActuallyIDont,P=Actually, I don't handle that sort of thing. The Cargo Terminal usually tackles that stuff.
PU_ADMIN5_SK_DirectTerm_Cargo_IG_003_SorryYeahI,P=Sorry, yeah, I think you want the Cargo Terminal. That should help you.
PU_ADMIN5_SK_DirectTerm_Vehicle_IG_001_AhIfYoure,P=Ah. If you're looking for vehicles, you should go to the Vehicle Terminal there.
PU_ADMIN5_SK_DirectTerm_Vehicle_IG_002_ImAfraidIm,P=I'm afraid I'm not cleared to coordinate vehicle deliveries. There's a terminal for that.
PU_ADMIN5_SK_DirectTerm_Vehicle_IG_003_WhatYouWant,P=What you want is right over there. The vehicle terminal. That can help you out.
PU_ADMIN5_SK_Farewell_IG_001_TakeCare,P=Take care.
PU_ADMIN5_SK_Farewell_IG_002_ThankYou,P=Thank you.
PU_ADMIN5_SK_Farewell_IG_003_HaveAGood,P=Have a good one.
PU_ADMIN5_SK_Greeting_IG_001_Hello,P=Hello.
PU_ADMIN5_SK_Greeting_IG_002_Hi,P=Hi.
PU_ADMIN5_SK_Greeting_IG_003_MorningOrAfternoon,P=Morning... or afternoon.
PU_ADMIN5_SK_OfferHelp_IG_001_CanIHelp,P=Can I help you?
PU_ADMIN5_SK_OfferHelp_IG_002_SomethingICan,P=Something I can do for you?
PU_ADMIN5_SK_OfferHelp_IG_003_WhatBringsYou,P=What brings you in today?
PU_ADMIN5_SK_PhysicalBump_IG_001_OhImSo,P=Oh, I'm so sorry.
PU_ADMIN5_SK_PhysicalBump_IG_002_MyFault,P=My fault.
PU_ADMIN5_SK_PhysicalBump_IG_003_HeyIApologize,P=Hey... I apologize.
PU_ADMIN5_SK_RandomWorkComments_IG_001_SomePeopleThink,P=Some people think this job's boring. Not me. I like the challenge.
PU_ADMIN5_SK_RandomWorkComments_IG_002_YeahWellIm,P=Yeah, well, I'm actually juggling a lot of really important tasks right now. Let's just say it's a pretty exciting time to be an administrator.
PU_ADMIN5_SK_RandomWorkComments_IG_003_WeveHadA,P=We've had a little bit of a cold spell this morning, but I had several packets of vitamin supplements. I'm all vitamin-ed out, if you get me.
PU_ADMIN5_SK_RequestToLeave_IG_001_ExcuseMeExcuse,P=Excuse me? Excuse me. You have to leave.
PU_ADMIN5_SK_RequestToLeave_IG_002_PardonMeYou,P=Pardon me. You have to go. I will not repeat myself.
PU_ADMIN5_SK_RequestToLeave_IG_003_ImSorryBut,P=I'm sorry, but I'm tired of asking nicely. You need to leave.
PU_ADVREP01_F_DEH_Accepted_Mission_CriminalStat_Resupply_aEnemy_tPlayer_FromEnemy_IG_001_INoticedYouve=I noticed you've got an active crime stat. I'll level with you. We need the help, but if you show up, there's a chance you'll be mistaken for XenoThreat. Resolve that crime stat or show up at your own risk.
PU_ADVREP01_F_DEH_Accepted_Mission_CriminalStat_Resupply_aEnemy_tPlayer_FromEnemy_IG_002_AppreciateYouVolunteering=Appreciate you volunteering, but I wanted to warn you - showing up with an active crimestat puts you at high risk of being target yourself. I recommend sorting that first before reporting for duty.
PU_ADVREP01_F_DEH_Accepted_Mission_CriminalStat_Resupply_aEnemy_tPlayer_FromEnemy_IG_003_MySystemFlagged=My system flagged you as having an active crimestat. While you're still welcome to volunteer, I strongly recommend that you clear your legal standing first or risk becoming a target yourself during the heat of battle.
PU_ADVREP01_F_DEH_Accepted_Mission_CriminalStat_Showdown_aEnemy_tPlayer_FromEnemy_IG_001_ThanksForVolunteering=Thanks for volunteering, but I'll be honest, your active crime stat is gonna be a problem. I'd take care of that before you show up or the Navy might think you're XenoThreat. It's your call though.
PU_ADVREP01_F_DEH_Accepted_Mission_CriminalStat_Showdown_aEnemy_tPlayer_FromEnemy_IG_002_ThanksForStepping=Thanks for stepping up, but with your active crime stat, the Navy might think you're allied with XenoThreat. Either take care of that or take your chances.
PU_ADVREP01_F_DEH_Accepted_Mission_CriminalStat_Showdown_aEnemy_tPlayer_FromEnemy_IG_003_ImGoingTo=I'm going to level with you. With your crime stat, the Navy might mix you up with XenoThreat. I can't stop you if you still want to help and we could use it, but you should know the risk.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpReg_IG_001_HeyThereSpecial=Hey there, Special Agent Dulli here. Glad you're able to come back and help out. I'll send you the details. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpReg_IG_002_DulliHereSaw=Dulli here. Saw you just accepted the mission. Having CDF regulars out there is always good for the new recruits. I'll see you out there.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpReg_IG_003_ThisIsDulli=This is Dulli. Always good to see a CDF regular lending a hand. I'll send the mission details over so we can get you out there. Thanks again. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpRook_IG_001_SpecialAgentDulli=Special Agent Dulli here. Thanks for signing up again. I'm sending over the details for the op now. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpRook_IG_002_HeyDulliHere=Hey, Dulli here. Glad to have you back. I'll get you the details for the mission, but you should be used to how this is gonna operate. Out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpRook_IG_003_HeyItsSpecial=Hey, it's Special Agent Dulli. Glad to see you're joining the CDF again. I've sent over the op details to get you started. Good luck out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpVet_IG_001_HeyThereIts=Hey there,it's Dulli. We need our best out there so I'm glad you're able to help out. I'll send you the details. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpVet_IG_002_DulliHereGlad=Dulli here. Glad you're on board for this. Ops like this always go a lot smoother when there are battle-tested vets out there. Thanks again for doing your part. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpVet_IG_003_ThisIsDulli=This is Dulli. Heard you were able to sign up. I'll be honest, I feel a lot more confident knowing that we're gonna have one of our best out there. Thanks again. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_001_AppreciateTheHelp=Appreciate the help. I'm sending the details now.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_002_ExcellentToHave=Excellent to have you onboard. CDF needs all the volunteers we can get. Sending the details over.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_003_CivilianDefenseForce=Civilian Defense Force is glad to have your help, pilot. Sending info on the op now.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_ExpVet_IG_001_HeyDulliHere=Hey, Dulli here. Just wanted to reach out and say that I'm glad you signed up. We could really use your experience with XenoThreat. Their attacks seem to be getting worse as they break out heavier ships to throw at us, so we need to stop them, now. You should have the op details on your mobi. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_ExpVet_IG_002_ThisIsDully=This is Dulli. Glad to see we're getting some battle-tested CDF members out there. XenoThreat's fleet is just getting tougher, so it'll be good to have your help turning the tide. I sent the details, so you should be good to go. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_ExpVet_IG_003_SpecialAgentDulli=Special Agent Dulli here. Glad to have you back. I'll be honest, the situation's been pretty dire, but I feel a lot better knowing that our veterans are getting involved. I've sent you the mission details, so get out there and do what you do. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_IG_001_ThisIsDulli=This is Dulli with the CDF. Thanks for signing up. We're gonna need all the help we can get. XenoThreat's using heavier ships ever since they torched the Navy, so it's gonna be a tough fight. Watch your back out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_IG_002_ThisIsSpecial=This is Special Agent Dulli calling. I just wanted to give you a head's up that after wrecking the Navy, XenoThreat's winning. They're even breaking out heavier ships, so we're in for a real fight. I sent over the mission details so you should be good to go. Be careful. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_IG_003_DulliHereWe=Dulli here. We need you to get to the front ASAP. The Navy hasn't been able to hold off Xenothreat. Now it looks like XenoThreat's bulking up their fleet with tougher ships, so we're in for a helluva fight. Watch your six out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_IG_004_SpecialAgentDulli=Special Agent Dulli here. XenoThreat's just overwhelmed the Navy so we need to pull out all the stops this time. Intel suggests that XenoThreat's fleet is only going to get tougher, but it's up to us to stop to them. If we stick together, we'll get through this. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_IG_005_ThisIsDulli=This is Dulli with the CDF. You should know, XenoThreat's only gotten stronger since they overran the Navy, so be careful. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_ExpVet_IG_001_ThisIsSpecial=This is Special Agent Dulli. XenoThreat's been hitting us pretty hard, so it'll be good to get some CDF elite into the mix. You should have all the mission details, so get out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_ExpVet_IG_002_HeyItsDulli=Hey, it's Dulli. Glad to see you signed up. I'll level with you, XenoThreat's been punching our ticket recently, so I'm hoping you can help turn that around. Mission details are on your mobi. I'll see you out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_ExpVet_IG_003_SpecialAgentDulli=Special Agent Dulli here. Just saw your name come up on the volunteer list. We can really use your experience here. XenoThreat's been beating the hell out of us. Time to turn the tide. You should have all the mission details. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_IG_001_DulliHereThanks=Dulli here. Thanks for volunteering. Like I said, XenoThreat's made a hard push, so we could really use your help. I sent the mission info, so go on and get out there. Good luck. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_IG_002_SpecialAgentDulli=Special Agent Dulli here. Thanks for volunteering. Navy's just got tuned up by XenoThreat, so we gotta make a stand. You should have all the mission data you need. Good luck. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_IG_003_ThisIsDulli=This is Dulli with the CDF. Navy's been suffering some big losses, so we can really use your help. I sent over the mission details, so I'll see you out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_IG_004_SpecialAgentDulli=Special Agent Dulli here. Appreciate your help. The Navy's taken some serious losses, but if we come together and do our part, I'm sure we can push back XenoThreat this time. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_IG_005_ThisIsDulli=This is Dulli. Appreciate you stepping up. We're in real trouble if we don't turn this fight around and push XenoThreat back. I've sent the mission details, so get involved. Thanks again. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_ExpVet_IG_001_HeyDulliHere=Hey, Dulli here. Glad to see you signed up. XenoThreat's been getting tuned up so they've been throwing everything they've got at us. I need my best people on this to keep pushing them back. You got the details. I'll see you out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_ExpVet_IG_002_ItsDulliGood=It's Dulli. Good to see you're able to lend a hand. XenoThreat's been hitting us with heavier and heavier ships, so I need my best out there. You should have the latest intel, so get moving. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_ExpVet_IG_003_SpecialAgentDulli=Special Agent Dulli here. Thanks for volunteering. My sources tell me that XenoThreat's about to throw everything they've got at us, so I'm glad that our veterans are stepping up. Mission details should be in your mobi. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_IG_001_DulliHereThanks=Dulli here. Thanks for volunteering. We got XenoThreat on the run but they've hitting us with heavier ships, so watch your back. Head on out to the front and thanks. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_IG_002_ThisIsDulli=This is Dulli with the CDF. You should have all the mission details you need, but just wanted to give you a head's up. Seems like XenoThreat aren't going quietly and have been throwing heavier ships at us, so watch your six out there, hear? Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_IG_003_SpecialAgentDulli=Special Agent Dulli with the CDF. We need to keep up the pressure and push XenoThreat back for good. They're digging in for a fight and throwing everything they got at us. So watch yourself out there and I'll see you on the flip side. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_IG_004_SpecialAgentDulli=Special Agent Dulli here. Just wanted to give you a head's up, my sources tell me that XenoThreat's breaking out heavier ships so they're not looking to go quietly. Good luck. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_IG_005_ThisIsSA=This is SA Dulli with the CDF. With this heavy push on XenoThreat, they're unleashing their full arsenal at us, so watch your back. Good luck. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_ExpVet_IG_001_SpecialAgentDulli=Special Agent Dulli here. XenoThreat's getting beaten up, so we could really use someone like you to help secure the win. I've sent you the details so get out there ASAP. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_ExpVet_IG_002_ThisIsDulli=This is Dulli. Great to have you. We've been pushing XenoThreat back, but we can definitely use elite CDF members like you. You should have all the info you need. See you out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_ExpVet_IG_003_DulliHereI=Dulli here. I was hoping you'd sign up. XenoThreat's been taking a beating so this is our chance to push them back for good. Sending over the mission details, so get out there and do what you do. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_IG_001_ThisIsDulli=This is Dulli. Thanks for volunteering. We got them on the run now so head out to the front. I'll talk to you later. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_IG_002_SpecialAgentDulli=Special Agent Dulli here. Appreciate you volunteering. We got XenoThreat on the back foot, so we need to hit them now. I've sent the details so head on out as soon as you can. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_IG_003_ThisIsDulli=This is Dulli with the CDF. Navy's pushing hard against XenoThreat, so we need to capitalize on this momentum. You should have all the mission info, so get out there ASAP. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_IG_004_ThisIsSpecial=This is Special Agent Dulli. The Javelin's back in this fight, so we got a good chance to push XenoThreat back for good. Sent along the mission details so you should be good to go. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_IG_005_DulliHereThanks=Dulli here. Thanks for signing up. We got XenoThreat on the ropes now. Sent you the mission details so head on out as soon as you can. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_001_ThanksForVolunteering=Thanks for volunteering. Head to the front line ASAP. They'll definitely need your help.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_002_ThanksForThe=Thanks for the assist. Head out to the fight. They need your help
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_003_SentYouThe=Sent you the details. Grab your ship and get ready for a fight.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_004_ThanksForYour=Thanks for your help. Grab your ship and get on site.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpReg_IG_001_HiThisIs=Hi, this is Dulli. Glad to see you stepped up for another emergency. We're still not entirely clear why, but the Nine Tails have taken over the Restricted Airspace around several Crusader platforms and we need you help us regain control. While their inverter device is running, only Nine Tails ships have access, so for now our only way in is via shuttle. Once inside however, there should be several vehicles already in the restricted area that will be operational and should help you disable the inverter. Head to the shuttle as soon as you're ready.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpReg_IG_002_ThisIsSpecial=This is Special Agent Dulli. Thanks for lending us a hand again. So far, all we know is that Nine Tails have taken over several Crusader platforms by using an inverter to control the Restricted Airspace. We haven't heard any demands so we don't know if they're after something in particular or just causing chaos. What we do know is that until the inverter is shut down only Nine Tails ships and any vehicles already on the platforms have access. That means our ships don't work and we'll need to shuttle you in. I'll provide more details as they come, but for now, head over to the shuttle as soon as you're ready.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpReg_IG_003_DulliHereThanks=Dulli here. Thanks for volunteering again. Here's the situation. A large group of armed outlaws known as the Nine Tails have seized control of four Crusader platforms using a Restricted Airspace inverter. This makes it impossible for any non-Nine Tails ships to approach until the inverter is deactivated so that will be your primary job. We've gone ahead and commadeered a shuttle to get you to platform, and once you're inside you should hopefully be able to find a vehicle within the Restricted Area to use. Head to the station once you're ready.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpRook_IG_001_ThisIsSpecial=This is Special Agent Dulli with the CDF. Just wanted to thank you for volunteering. Anyway, we need your help taking back some Crusader platforms from the outlaw gang known as the Nine Tails. They have set up an inverter to seize control of the platform's Restricted Airspace so only their ships can access the area. Since we can't fly in ourselves, we got a shuttle ready to take you to the platforms where we want you to deactivate the inverter. Gather any gear you need and make your way to the station. I'd also recommend creating an imprint at Orison General in case you need to regen. Talk to you soon and thanks again.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpRook_IG_002_HelloThisIs=Hello, this is Dulli with the CDF. Thanks for volunteering. Here's the situation. Nine Tails are currently controlling four platforms and the Restricted Airspace around them, preventing anybody but their own ships from approaching. We need you to get inside to find and deactivate the inverter. We're currently using a nearby shuttle station to send our forces to the closest platform. Gather any gear you need and head there now. You should also create an imprint at Orison General in case you need to regen. Thanks again and talk to you soon.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpRook_IG_003_ThisIsDulli=This is Dulli with the CDF. I appreciate the help. Here's the current sit-rep. A large group of armed Nine Tails operatives have taken control of the Restricted Airspace around several Crusader platforms using an inverter system, making it so only their ships can fly into the area. This means a conventional assault's impossible. Instead we're using a shuttle from a nearby station to get our people on site in order to shut down the inverter. Grab your gear and we'll send you over. Oh, I generally advise all CDF volunteers to set their regen at the local medstation in case things go bad, so I'd recommend hitting up Orison General before you come out. Thanks again.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpVet_IG_001_JustSawYou=Just saw you signed up and wanted to say I'm glad we have some veterans answering the call. We're going to need experienced volunteers like yourself since the Nine Tails have gained control of the Restricted Airspace around several Crusader platforms. We need you to head there as soon as you can to help us take it back. Head to the shuttle once you're ready.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpVet_IG_002_GladToHear=Glad to hear you're going to be joining us for another operation. The Nine Tails have managed to take control of the Restricted Airspace around several Crusader platforms. We're counting on you to shuttle over to the platforms and help us take them back. Make your way there as soon as you're ready.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpVet_IG_003_ItsDulliJust=It's Dulli. Just wanted to thank you for volunteering. Having tried and tested operators on our side is always beneficial for the new recruits. Long story short, Nine Tails have seized control of the Restricted Airspace around multiple Crusader platforms. We can't launch a full aerial assault until you fight your way through and help us retake it. Take the shuttle to the platform as soon as you can.
PU_ADVREP01_F_DEH_Accepted_Mission_WithCrimeStat_Siege_IG_001_ThisIsSpecial=This is Special Agent Dulli. I appreciate the effort, but it looks like you've got an active CrimeStat. If you're able to clear that up, we'd be happy to have you. Otherwise, there's too great a chance you'd get mistaken as one of the Nine Tails.
PU_ADVREP01_F_DEH_Accepted_Mission_WithCrimeStat_Siege_IG_002_ThisIsDulli=This is Dulli with the CDF. Thanks for volunteering, but we can't accept anyone who's got an active CrimeStat. There's a chance that you could be mistaken for an outlaw in the heat of battle. Get it resolved and we can talk.
PU_ADVREP01_F_DEH_Accepted_Mission_WithCrimeStat_Siege_IG_003_HeyThisIs=Hey, this is Special Agent Dulli with the CDF. Unfortunately, we can't let you volunteer on this one until you resolve your current CrimeStat. We've tried it in the past but there are just too many instances where allies get mistaken for criminals. Anyway, come back when you get it squared away.
PU_ADVREP01_F_DEH_Announce_Departure_Flagship_aAlly_tPlayer_FromAlly_IG_001_JavelinsAllStocked=Javelin's all stocked up and heading out. Might take out a few XenoThreat as it does.
PU_ADVREP01_F_DEH_Announce_Departure_Flagship_aAlly_tPlayer_FromAlly_IG_002_JavelinsDisengagedFrom=Javelin's disengaged from Jericho and might lend a hand with the stragglers.
PU_ADVREP01_F_DEH_Announce_Departure_Flagship_aAlly_tPlayer_FromAlly_IG_003_JavelinsClearFrom=Javelin's clear from the station and ready to engage XenoThreat.
PU_ADVREP01_F_DEH_Announce_DisplayPOI_IAE_IG_001_MyNamesSpecial=My name's Special Agent Rowena Dulli. Since becoming attached to Stanton's Civilian Defense Force, I've had the honor to work with the most courageous and selfless people the Empire has to offer. Over the past few years, the CDF has proven to not only be an effective way to support local security, but also an incredible way to build a community. I would like to thank the IAE for the opportunity to recognize our past and present volunteers who make the system a safer place.
PU_ADVREP01_F_DEH_Announce_Dropoff_SupplyShip_aAlly_tPlayer_FromAlly_IG_001_ConvoyJustDropped=Convoy just dropped off their supplies. Thanks for your help.
PU_ADVREP01_F_DEH_Announce_Dropoff_SupplyShip_aAlly_tPlayer_FromAlly_IG_002_DontThinkThat=Don't think that supply ship would have made it without CDF help. Nicely done.
PU_ADVREP01_F_DEH_Announce_Dropoff_SupplyShip_aAlly_tPlayer_FromAlly_IG_003_ConvoyWantedTo=Convoy wanted to send along their thanks for your help.
PU_ADVREP01_F_DEH_Announce_Dropoff_SupplyShip_aAlly_tPlayer_FromAlly_IG_004_WantedToPass=Wanted to pass along the thanks of the supply ship crew. They said they never would have made it if it weren't for the CDF. Something to be proud of.
PU_ADVREP01_F_DEH_Announce_Dropoff_SupplyShip_aAlly_tPlayer_FromAlly_IG_005_NavyJustSent=Navy just sent a comm to say that the supply ship just made the drop at Jericho. Thanks for the help.
PU_ADVREP01_F_DEH_Announce_Dropoff_SupplyShip_aAlly_tPlayer_FromAlly_IG_006_ReceivedConfirmationThat=Received confirmation that the supply ship made it through safely. CDF could use more pilots like you.
PU_ADVREP01_F_DEH_Announce_Dropoff_SupplyShip_aAlly_tPlayer_FromAlly_IG_007_ThanksForSeeing=Thanks for seeing to it that the supply ship made it through. XenoThreat would have gotten them for sure if it wasn't for you.
PU_ADVREP01_F_DEH_Announce_MissionObj_Barge_Siege_DefeatMainPOI_IG_001_AllRightPeople=All right, people. The Nine Tails inverter has been located. Let's get it shut down and reset the restricted airspace.
PU_ADVREP01_F_DEH_Announce_MissionObj_Barge_Siege_DefeatMainPOI_IG_002_WeGotThe=We got the location of where the Nine Tails hid their inverter. I want it shut down ASAP.
PU_ADVREP01_F_DEH_Announce_MissionObj_Barge_Siege_DefeatMainPOI_IG_003_WeNowHave=We now have access to the inverter on the barge the Nine Tails were using to control the restricted airspace. Just need a CDF volunteer to shut it down so we can get our ships flying again.
PU_ADVREP01_F_DEH_Announce_MissionObj_Barge_Siege_FindBossIntel_BossDead_IG_001_TheNineTails=The Nine Tails commander has been neutralized. He should have the access codes we need on him. Search the body and see if you can find them.
PU_ADVREP01_F_DEH_Announce_MissionObj_Barge_Siege_FindBossIntel_BossDead_IG_002_MendoRenHas=Mendo Ren has been eliminated. We believe that he was carrying the access codes we need on his person. Search the body and see what you can find.
PU_ADVREP01_F_DEH_Announce_MissionObj_Barge_Siege_FindBossIntel_BossDead_IG_003_ImHappyTo=I'm happy to report that the Nine Tails commander has been dealt with, but we still need someone to find the access codes he was carrying. They should still be on him.
PU_ADVREP01_F_DEH_Announce_MissionPOI_HackComplete_Siege_IG_001_AttentionCdfOur=Attention, CDF. Our volunteers discovered evidence of what looks like a Nine Tails hack into Crusader's secure networks. We're trying to sort out the details, but whatever they were looking for they must have found.
PU_ADVREP01_F_DEH_Announce_MissionPOI_HackComplete_Siege_IG_002_WantedToGive=Wanted to give you a heads up that the Nine Tails managed to successfully breach a secure Crusader network from a terminal on the platform. The ones responsible seem to have gotten away clean, but if anyone learns any additional information about it, please let me know.
PU_ADVREP01_F_DEH_Announce_MissionPOI_HackComplete_Siege_IG_003_AllCdfVolunteers=All CDF Volunteers, it is unfortunate, but it seems the Nine Tails were able to steal data from a hacked Crusader terminal. There's no clear indicator of the breadth of the breach, but we will let you know if there's any additional information.
PU_ADVREP01_F_DEH_Announce_MissionPOI_HackStopped_Siege_IG_001_AttentionOneOf=Attention, one of our recruits discovered that Nine Tails were actively downloading corporate data from Crusader's private network. To show their thanks, Crusader's authoritzed additional compensation.
PU_ADVREP01_F_DEH_Announce_MissionPOI_HackStopped_Siege_IG_002_AllCdfVolunteers=All CDF volunteers, this is Dulli. Nine Tails were attempting to illegally access a Crusader network from a terminal on the platform. Thankfully, a CDF volunteer was on hand to stop the transfer. In appreciation, all personnel will be receiving a bonus payment from Crusader.
PU_ADVREP01_F_DEH_Announce_MissionPOI_HackStopped_Siege_IG_003_AttentionAllVolunteers=Attention all volunteers. Good news. The Nine Tails had been caught trying to steal sensitive Crusader data and the CDF was able to stop them. As thanks to the Volunteer responsible, we have been authorized to issue a bonus to all CDF members assisting today.
PU_ADVREP01_F_DEH_Announce_Mission_CombatOnly_Showdown_aNeutral_tPlayer_FromNeutral_IG_001_AttentionAttentionThis=Attention, attention. This is Special Agent Dulli with the Advocacy. The Navy's requested CDF support against XenoThreat forces. I need any available combat pilots to volunteer. Contact me for details.
PU_ADVREP01_F_DEH_Announce_Mission_CombatOnly_Showdown_aNeutral_tPlayer_FromNeutral_IG_002_AttentionTheCDF=Attention. The CDF needs all available combat pilots to fight XenoThreat. Contact me for details.
PU_ADVREP01_F_DEH_Announce_Mission_CombatOnly_Showdown_aNeutral_tPlayer_FromNeutral_IG_003_CDFIsCalling=CDF is calling for all combat pilots to immediately assist the Navy against XenoThreat. Friendly forces are currently engaged and need support. Contact me for details.
PU_ADVREP01_F_DEH_Announce_Mission_CombatOnly_Showdown_aNeutral_tPlayer_FromNeutral_IG_004_AttentionStantonSystem=Attention Stanton System. This is a warning that Naval and CDF forces are currently engaged with XenoThreat hostiles. Any combat pilots willing to provide assistance should contact me immediately.
PU_ADVREP01_F_DEH_Announce_Mission_CombatOnly_Showdown_aNeutral_tPlayer_FromNeutral_IG_005_CDFNeedsCombat=CDF needs combat pilots for immediate deployment against XenoThreat. We're backing up the Navy here, so reach out as soon as you can.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_NavyJustNotified=Navy just notified me that a supply convoy just got ambushed en route to Jericho. I need any CDF to support.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_XenothreatJustJumped=XenoThreat just jumped a Navy supply convoy. Need combat support scrambled immediately.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_ASupplyConvoy=A supply convoy just got attacked by XenoThreat forces. I need any available combat support to help.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_FirstOccur_IG_004_AnyAvailableCDF=Any available CDF combat pilots, the Navy needs assistance protecting one of their supply convoys.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_FirstOccur_IG_005_XenothreatJustHit=XenoThreat just hit a Navy convoy. I need any available combat pilots to go help them out.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_FirstOccur_IG_006_OneOfThe=One of the Navy's supply convoys got ambushed on a run to Jericho. Any combat pilots are requested to help.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_FirstOccur_IG_007_ANavalConvoy=A Naval convoy just got attacked while heading to Jericho. I need combat fighters scrambled there ASAP.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_001_SomeMoreSupply=Some more supply ships got jumped. We need combat support to get out there.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_002_NavyJustLet=Navy just let me know there's another supply shipment just got ambushed. Get out there and help them out.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_003_GotAnotherSupply=Got another supply ship headed towards Jericho that could use some protection.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_004_NavyPassedOver=Navy passed over another supply ship that's been ambushed.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_005_AnotherNavySupply=Another Navy supply shipment is under attack. I need combat support to help them out.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_006_XenothreatJustAmbushed=XenoThreat just ambushed some Navy supply ships. Scrambling combat support to help.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_007_NeedFightersScrambled=Need fighters scrambled to support some supply ships inbound to Jericho. They just got ambushed by XenoThreat and need help.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tPlayer_FromNeutral_IG_001_ThisIsRowena=This is Rowena Dulli of the Advocacy. The UEE Navy have requested Civilian Defense Force support to fight XenoThreat. We need all available pilots to report for duty. We're counting on volunteers like you.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tPlayer_FromNeutral_IG_002_ImSAICRowena=I'm SAIC Rowena Dulli of the Advocacy. The Civilian Defense Force needs volunteers to help support the UEE Navy. Help from a pilot like you could make all the difference. Report for duty when you can.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tPlayer_FromNeutral_IG_003_TheCivilianDefense=The Civilian Defense Force has issued a call to action at the request of the UEE Navy. We need any pilots we can get to help stop an incursion of XenoThreat outlaws into the Stanton system. If you decide to volunteer, report for duty as soon as possible.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_001_AttentionThisIs=Attention, this is Rowena Dulli of the Advocacy. The UEE Navy have requested civilian support to fight XenoThreat. We need all available CDF members to report for duty. Any other able pilots are encouraged to join as well.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_002_AttentionStantonSystem=Attention Stanton system, this is Rowena Dulli of the Advocacy. The Civilian Defense Force needs volunteers to help support the UEE Navy. Contact me for details.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_003_AttentionThisIs=Attention. This is a CDF call to action for the Stanton system at the request of the UEE Navy. All pilots, existing CDF members and new volunteers, are to report for duty. Contact me, SAIC Rowena Dulli, to receive a detailed briefing.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_004_AttentionThisIs=Attention. This is SAIC Rowena Dulli with an emergency CDF broadcast. The UEE Navy has requested immediate support and assistance. All Civilian Defense Force members and any pilots available to volunteer should sign up as soon as possible.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_005_AttentionAllMembers=Attention all members of the Civilian Defense Force. This is Special Agent Rowena Dulli, Advocacy attache for the CDF. The UEE Navy is in urgent need of assistance. CDF pilots, or those volunteers who wish to become CDF members, are hereby requested to report for duty.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseFail_aAlly_tSystem_FromAlly_IG_001_SpecialAgentDulli=Special Agent Dulli here. XenoThreat just kicked the hell out of the Navy and are pushing forward. I need any volunteers to step up and fight back. Sign up through your Contract Manager if you're willing and available. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseFail_aAlly_tSystem_FromAlly_IG_002_ThisIsDulli=This is Dulli with the CDF. I'm looking for any and all volunteers to fight back against XenoThreat. They've pushed the Navy back and are threatening the safety of the whole system. Check the listing in the Contract Manager for details. Dulli Out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseFail_aAlly_tSystem_FromAlly_IG_003_ThisIsThe=This is the CDF for a system wide announcement. XenoThreat just hit the Navy, hard, so I need any volunteers to contact me immediately and help push XenoThreat out of the system. Details are in your Contract Manager. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseFail_aAlly_tSystem_FromAlly_IG_004_SpecialAgentDulli=Special Agent Dulli with the CDF. We need volunteers to help support the Navy in the fight against XenoThreat. I won't lie, they're kicking our ass right now, so we need anyone who can fight. Sign up in your Contract Manager. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseFail_aAlly_tSystem_FromAlly_IG_005_ThisIsSpecial=This is Special Agent Dulli of the CDF. I need volunteers to step up and drive XenoThreat out of Stanton. They've been hammering the Navy until now, but it's time to change that. Consult your Contract Manager to sign up. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseSuccess_aAlly_tSystem_FromAlly_IG_001_ThisIsSpecial=This is Special Agent Dulli, the Navy's putting out the call for any and all CDF support. We got XenoThreat on the run, so sign up in the Contract Manager if you're looking to volunteer. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseSuccess_aAlly_tSystem_FromAlly_IG_002_SpecialAgentDulli=Special Agent Dulli with the CDF here. Javelin's back up and ready to dish out some punishment so the Navy's looking for CDF volunteers to keep up the pressure. We posted a listing in the Contract Manager. Hit it up to volunteer. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseSuccess_aAlly_tSystem_FromAlly_IG_003_AttentionStantonSystem=Attention Stanton system. SA Dulli here. CDF needs any available volunteers to support the Navy against XenoThreat. We got them on the back foot, so it's now or never. There's a sign-up in the Contract Manager if you're interested. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseSuccess_aAlly_tSystem_FromAlly_IG_004_StantonSystemThis=Stanton system, this is Special Agent Dulli. Navy's put out the call for more CDF support. XenoThreat's starting to fall back, so they want to finish the job. Sign up in the Contract Manager. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseSuccess_aAlly_tSystem_FromAlly_IG_005_ThisIsSpecial=This is Special Agent Dulli of the CDF. We've got XenoThreat on the run, so the Navy wants more volunteers to keep up the pressure. Consult your Contract Manager to sign up. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aAlly_tSystem_FromAlly_IG_001_TheNavysMaking=The Navy's making a push against XenoThreat and has requested CDF support. We need any and all combat pilots to volunteer. Contact me for details.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aAlly_tSystem_FromAlly_IG_002_INeedAny=I need any available CDF recruits to report for duty. The Navy's making a push against XenoThreat.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aAlly_tSystem_FromAlly_IG_003_INeedAll=I need all CDF combat pilots to report for duty. Navy needs some backup taking out XenoThreat. Moment of truth, people.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aAlly_tSystem_FromAlly_IG_004_DueToIncreased=Due to increased XenoThreat activity, the Navy is requesting support from any available CDF recruits.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aAlly_tSystem_FromAlly_IG_005_TheNavyNeeds=The Navy needs your help going up against XenoThreat. I'm looking for any CDF recruits willing to support this effort and help keep this system safe for everyone.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aNeutral_tPlayer_FromNeutral_IG_001_AttentionThis=Attention. This is Special Agent Dulli with the Advocacy. The Navy's making a push against XenoThreat and has requested CDF support. I need combat pilots and anyone capable of transporting cargo to volunteer. Contact me for details.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aNeutral_tPlayer_FromNeutral_IG_002_AttentionPilotsThis=Attention, pilots. This is Rowena Dulli at the Advocacy. The Navy has requested CDF to retrieve supplies and provide combat support against XenoThreat. Contact me if you're available to help.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aNeutral_tPlayer_FromNeutral_IG_003_AttentionTheCDF=Attention, the CDF has been conscripted by the Navy to help out with the XenoThreat crisis. We need any and all pilots capable of fighting or retrieving cargo to volunteer. Reach out if you can help.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aNeutral_tPlayer_FromNeutral_IG_004_CDFIsLooking=CDF is looking for any available pilots who want to help with this XenoThreat situation. We need volunteers to help retrieve cargo or provide combat support. Contact me if you're available.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aNeutral_tPlayer_FromNeutral_IG_005_AttentionStantonCDF=Attention, Stanton. CDF needs combat and cargo retrieval volunteers to assist the Navy. Reach out for details.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_PreMission_IG_001_AttentionThisIs,P=Attention, this is Rowena Dulli with the CDF. We've been getting chatter through some of our contacts about an imminent threat. I'm currently waiting for clearance to activate the CDF if the need arises, but will keep you posted.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_PreMission_IG_001_AttentionThisIs_Edit=Attention, this is Rowena Dulli with the CDF. We've been getting chatter through some of our contacts about an imminent threat. I'm currently waiting for clearance to activate the CDF if the need arises, but will keep you posted.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_PreMission_IG_002_AttentionStantonSystem,P=Attention, Stanton system. This is Rowena Dulli with the CDF. I've been getting unsubstantiated reports of a potential emergency on Crusader. If verified, it may require CDF assistance.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_PreMission_IG_002_AttentionStantonSystem_Edit=Attention, Stanton system. This is Rowena Dulli with the CDF. I've been getting unsubstantiated reports of a potential emergency on Crusader. If verified, it may require CDF assistance.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_PreMission_IG_003_AttentionAnElevated,P=Attention, an elevated threat level is being issued for Crusader. We are unable to share details at this time, but if you are a CDF Volunteer or are interested in volunteering, please make your way to Orison.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_aNeutral_tPlayer_FromNeutral_IG_001_AttentionThisIs=Attention. This is Special Agent Dulli with the CDF. The outlaw group Nine Tails have taken over several platforms on Crusader and the CDF is seeking for volunteers to help re-secure them. Check your contract manager for details.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_aNeutral_tPlayer_FromNeutral_IG_002_AttentionThisIs=Attention. The is Special Agent Rowena Dulli. The CDF has been activated to assist with a local emergency on the planet of Crusader. The Nine Tails gang have seized control of several platforms outside of Orison and the CDF needs any available volunteers to help re-secure them. Consult your contract manager to sign up.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_aNeutral_tPlayer_FromNeutral_IG_003_ThisIsRowena=This is Rowena Dulli with the CDF with an emergency announcement. Outlaws belonging to the Nine Tails gang have taken over several commercial platforms on Crusader. The CDF needs any available volunteers to sign up via their contract manager.
PU_ADVREP01_F_DEH_Announce_Retreat_Resupply_aAlly_tPlayer_FromAlly_IG_001_TheJavelinsTaken=The Javelin's taken too much damage. Navy's getting it the hell out of here.
PU_ADVREP01_F_DEH_Announce_Retreat_Resupply_aAlly_tPlayer_FromAlly_IG_002_NavysPullingThe=Navy's pulling the Javelin out. It's taken too much damage
PU_ADVREP01_F_DEH_Announce_Retreat_Resupply_aAlly_tPlayer_FromAlly_IG_003_JustGotWord=Just got word. The Javelin's getting pulled.
PU_ADVREP01_F_DEH_Announce_Retreat_Resupply_aAlly_tPlayer_FromAlly_IG_004_JavelinsOnThe=Javelin's on the move. They're taking too much fire.
PU_ADVREP01_F_DEH_Announce_Retreat_Resupply_aAlly_tPlayer_FromAlly_IG_005_GotWordThe=Got word. The Javelin can't hold out any longer. A retreat's been ordered.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AlmostThere_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_001_ThatIdrisShould=That Idris should hit Jericho any second now. Let's get that support inbound and lend a hand.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AlmostThere_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_002_XenothreatsMomentsAway=XenoThreat's moments away from Jericho. Get ready for a fight.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AlmostThere_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_003_XenothreatIsAlmost=XenoThreat is almost on site. I need that combat support.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AlmostThere_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_004_ScansAreShowing=Scans are showing that XenoThreat are closing in fast. Could be any moment now. Be ready.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AlmostThere_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_005_EnemyIdrisIncoming=Enemy Idris incoming fast. Ready up, people.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AtDestination_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_001_ContactContactXenothreat=Contact. Contact. XenoThreat Idris is on site.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AtDestination_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_002_GotEyesOn=Got eyes on the hostile Idris.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AtDestination_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_003_XenothreatsOnSite=XenoThreat's on site and ready to throw down.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AtDestination_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_004_XenothreatIdrisJust=XenoThreat Idris just arrived. Hit 'em.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AtDestination_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_005_XenothreatCameOut=XenoThreat came out of QT at Jericho. Weapons free y'all.
PU_ADVREP01_F_DEH_Announce_XenoIdris_GettingCloser_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_001_HostileCapshipIs=Hostile capship is still inbound to INS Jericho. I need all combat support to get there ASAP.
PU_ADVREP01_F_DEH_Announce_XenoIdris_GettingCloser_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_002_ConfirmedWeStill=Confirmed. We still got a XenoThreat capship burning towards Jericho station. All combat support, get there as soon as you can.
PU_ADVREP01_F_DEH_Announce_XenoIdris_GettingCloser_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_003_ThatXenothreatCapships=That XenoThreat capship's getting closer. Get a move on, people.
PU_ADVREP01_F_DEH_Announce_XenoIdris_GettingCloser_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_004_LetsGetA=Let's get a move on. That XenoThreat Idris is probably a couple minutes out from Jericho station.
PU_ADVREP01_F_DEH_Announce_XenoIdris_GettingCloser_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_005_XenothreatIsStill=XenoThreat is still en route to Jericho station. Get there as soon as you can.
PU_ADVREP01_F_DEH_Approach_AAInactive_Siege_IG_001_JustWantedTo=Just wanted to give you a head's up, that platform's anti-air's been taken down.
PU_ADVREP01_F_DEH_Approach_AAInactive_Siege_IG_002_HeyInCase=Hey, in case you were wondering, that platform's anti-air defenses are deactivated.
PU_ADVREP01_F_DEH_Approach_AAInactive_Siege_IG_003_YouShouldBe=You should be good to approach that platform, there aren't any active anti-air.
PU_ADVREP01_F_DEH_Approach_EnemyCleared_Siege_IG_001_ThisPlatformsSecure=This platform's secure, so do whatever you gotta do here and move onto the ones that aren't secure.
PU_ADVREP01_F_DEH_Approach_EnemyCleared_Siege_IG_002_WereAllSet=We're all set with this platform, so unless you have pressing business here, I'd get to one of the unsecured platforms.
PU_ADVREP01_F_DEH_Approach_EnemyCleared_Siege_IG_003_ThisPlatformHas=This platform has been secured, so make your way to the next island and help clear that.
PU_ADVREP01_F_DEH_Approach_EnemyPresent_Siege_IG_001_WeveNearlyGot=We've nearly got this platform secured. All anti-air and Restricted Air devices are offline, but there are still Nine Tails footsoldiers. Clear them out to finally secure the platform.
PU_ADVREP01_F_DEH_Approach_EnemyPresent_Siege_IG_002_WeveTakenOut=We've taken out the lieutenant and shut down the anti-air, now we just need to mop up any Nine Tails still on the platform.
PU_ADVREP01_F_DEH_Approach_EnemyPresent_Siege_IG_003_WeveManagedTo=We've managed to nearly secure this platform, all that's left is to sweep through and engage any remaining Nine Tails.
PU_ADVREP01_F_DEH_Approach_HardIsland_Siege_FirstOccur_IG_001_OkaySoThis=Okay, so this one's the Hartmoore Platform, where they bring reps from military, security, or law enforcement to showcase their military ships. If you're able to secure any of the vehicles that are on display, you're cleared to commandeer them to help take back the platforms.
PU_ADVREP01_F_DEH_Approach_HardIsland_Siege_FirstOccur_IG_002_YoureComingUp=You're coming up on Hartmoore Platform. This platform's used exclusively for showcasing ships for their military and security clients. Feel free to commandeer any of the vehicles as you see fit.
PU_ADVREP01_F_DEH_Approach_HardIsland_Siege_FirstOccur_IG_003_ThisOnesCalled=This one's called Hartmoore Platform, they use it to showcase ships to the military, security firms, and planetary law enforcement. Just like the other platforms, you're clear to commandeer any vehicles on site to help push out the Nine Tails.
PU_ADVREP01_F_DEH_Approach_MedIsland_Siege_FirstOccur_IG_001_HeyItsMe=Hey, it's me. Just wanted to give you a little intel about where you're headed. This is Brushwood Platform. Crusader says it's primarily used to showcase commercial and civilian ships to private sector buyers. Good news is Crusader's cleared the CDF to commandeer any of these ships to help take back the other platforms.
PU_ADVREP01_F_DEH_Approach_MedIsland_Siege_FirstOccur_IG_002_YoureNowEn=You're now en route to Brushwood Platform. Crusader uses this to show off their new ships for commercial or civilian buyers. If you secure the island, you can feel free to commandeer any of the floor models to help take back the rest of the platforms.
PU_ADVREP01_F_DEH_Approach_MedIsland_Siege_FirstOccur_IG_003_ComingUpYou=Coming up, you got Brushwood Platform. It's where Crusader likes to wine and dine potential buyers for the commercial and civilian ships. We've been given clearance to commandeer any of the floor models to help retake the platforms from Nine Tails, so grab one if you want.
PU_ADVREP01_F_DEH_Approach_MissionArea_HardIsland_Siege_DefeatAA_MiniBossDead_IG_001_HeresTheSituation,P=Here's the situation. The lieutenant on this platform's been taken out, but the anti-air is still online. You aren't going to find a shuttle to get to the Admin Center, so you'll need to get the anti-air offline and commandeer a vehicle to get there.
PU_ADVREP01_F_DEH_Approach_MissionArea_HardIsland_Siege_DefeatAA_MiniBossDead_IG_002_WantedToGive,P=Wanted to give you a quick update. CDF volunteers have taken out this platform's lieutenant but the anti-air's still active. Since there isn't a direct shuttle between this platform and the Admin Center, you'll need to take out this AA in order to safely commandeer a ship.
PU_ADVREP01_F_DEH_Approach_MissionArea_HardIsland_Siege_DefeatAA_MiniBossDead_IG_003_JustAHeads,P=Just a head's up. The lieutenant on Hartmoore's been taken out, but its anti-air system is still active. You'll need to take that out before you can commandeer a vehicle to get to Admin Center. You won't find any shuttles that'll take you there.
PU_ADVREP01_F_DEH_Approach_MissionArea_Siege_AreaObjCleared_IG_001_TheLieutenantAnd,P=The lieutenant and anti-air on this platform have both been taken care of. You should be good to move onto the next one.
PU_ADVREP01_F_DEH_Approach_MissionArea_Siege_AreaObjCleared_IG_002_ThisPlatformsLieutenant,P=This platform's lieutenant has been neutralized and the anti-air secured, so you can move on.
PU_ADVREP01_F_DEH_Approach_MissionArea_Siege_AreaObjCleared_IG_003_WithTheAntiAir,P=With the anti-air secure and the Lieutenant dealt with, there's not much left to do on the platform. Go ahead and move onto one of the active areas.
PU_ADVREP01_F_DEH_Approach_MissionArea_Siege_DefeatAA_MiniBossDead_IG_001_JustAHeads,P=Just a head's up, the Nine Tails lieutenant on this island's been dealt with, but the anti-air is still online. You'll need to disable that if you want to commandeer a ship to the next island. Otherwise, you'll need to take the shuttle.
PU_ADVREP01_F_DEH_Approach_MissionArea_Siege_DefeatAA_MiniBossDead_IG_002_ThisPlatformsLieutenant,P=This platform's lieutenant has been taken care of, but you won't be able to safely commandeer any ships unless you disable the anti-air. The shuttles are still active to take you to the other platforms though.
PU_ADVREP01_F_DEH_Approach_MissionArea_Siege_DefeatAA_MiniBossDead_IG_003_JustWantedTo,P=Just wanted to send the latest intel. The lieutenant on this platform's been neutralized but the anti-air net's still online. If you want to commandeer a ship from here you'll need to disable it. Otherwise, there's an active shuttle to the next platform.
PU_ADVREP01_F_DEH_Approach_MissionArea_VeryHardIsland_Siege_DefeatAA_MiniBossDead_IG_001_QuickStatusUpdate,P=Quick status update. The Admin Center's lieutenant has been taken out. There's still anti-air coverage but latest intel suggests the IFFI for this platform is located on the barge, not this island. So you'll need to go there to shut it down. You can still destroy the turrets up close if you want.
PU_ADVREP01_F_DEH_Approach_MissionArea_VeryHardIsland_Siege_DefeatAA_MiniBossDead_IG_002_HeresTheLowdown,P=Here's the lowdown. The lieutenant of this platform's already been neutralized but the anti-air is still operational. We think the IFFI controlling this airspace is located on the barge, so you can either find it there or take out the turrets yourself.
PU_ADVREP01_F_DEH_Approach_MissionArea_VeryHardIsland_Siege_DefeatAA_MiniBossDead_IG_003_JustSomeIntel,P=Just some intel as you approach Admin Center. The lieutenant's been taken out but CDF volunteers haven't found an IFFI here. We think that the anti-air is being controlled from the barge, so I'd start searching there unless you want to blow them up yourself.
PU_ADVREP01_F_DEH_Approach_MissionObj_Barge_Siege_DefeatBoss_IG_001_WeveGotEyes=We got eyes on the Commander. I want Mendo Ren taken out!
PU_ADVREP01_F_DEH_Approach_MissionObj_Barge_Siege_DefeatBoss_IG_002_ThereMendoRen=There! Mendo Ren! I knew we'd draw him out. Now let's put him down and get those codes.
PU_ADVREP01_F_DEH_Approach_MissionObj_Barge_Siege_DefeatBoss_IG_003_LooksLikeOur=Looks like our strategey worked. The commander is out on the barge. We take out Mendo Ren and we can shut down the inverter.
PU_ADVREP01_F_DEH_Approach_MissionObj_EasyIsland_Siege_DefeatMiniBoss_IG_001_TheNineTails=The Nine Tails lieutenant has been identified. Name's Remy Kettle. Got a lot of minor crimes; theft, vandalism, an assault or two. Guess he's stepping up his game.
PU_ADVREP01_F_DEH_Approach_MissionObj_EasyIsland_Siege_DefeatMiniBoss_IG_002_RanThisLieutenant=Ran this Lieutenant through the system and ID'd him as Remy Kettle. Pretty thin rap sheet, but a long list of criminal associates. Must be new to the Nine Tails.
PU_ADVREP01_F_DEH_Approach_MissionObj_HardIsland_Siege_DefeatMiniBoss_IG_001_ShitThatsNolan=Shit? that's Nolan Acker. Guy worked Area18 as a security contractor for BlacJac until they discovered he was moonlighting as an enforcer-for-hire for criminals. Watch yourself with this one.
PU_ADVREP01_F_DEH_Approach_MissionObj_HardIsland_Siege_DefeatMiniBoss_IG_002_ThatNineTails=That Nine Tails lieutenant is Nolan Acker. File says he's a former security officer with extensive combat experience, so watch yourself out there.
PU_ADVREP01_F_DEH_Approach_MissionObj_MedIsland_Siege_DefeatMiniBoss_IG_001_GotAnId=Got an ID. That's Devin Marcus. Guy's wanted in Odin system for blowing up his mining crew. Been on the run and got multiple warrants after that.
PU_ADVREP01_F_DEH_Approach_MissionObj_MedIsland_Siege_DefeatMiniBoss_IG_002_JustIddThat=Just ID'd that lieutenant. His name's Devin Marcus. Was a demo expert for a mining company before he killed his entire crew. Apparently been plying his trade to criminals ever since.
PU_ADVREP01_F_DEH_Approach_MissionObj_Siege_DefeatMiniBoss_IG_001_NineTailsLieutenant=Nine Tails lieutenant identified.
PU_ADVREP01_F_DEH_Approach_MissionObj_Siege_DefeatMiniBoss_IG_002_ThatMustBe=That must be their lieutenant for this platform.
PU_ADVREP01_F_DEH_Approach_MissionObj_Siege_DefeatMiniBoss_IG_003_GotConfirmationThats=Got confirmation that's the Nine Tail lieutenant we're looking for. You're clear to engage.
PU_ADVREP01_F_DEH_Approach_MissionObj_VeryHardIsland_Siege_DefeatMiniBoss_IG_001_TheLieutenantStationed=The lieutenant stationed on this platform is Art "Stax" Kelvin. A career criminal from the looks of it. Has been with the Nine Tails for almost as long as they've been operating. You don't last that long unless you're a survivor. Use caution.
PU_ADVREP01_F_DEH_Approach_MissionObj_VeryHardIsland_Siege_DefeatMiniBoss_IG_002_ManagedToPull=Managed to pull an ID on this guy. Name's Art Kelvin. Did time in QuarterDeck and a slew of other prisons around the UEE. Guy's got an arrest record that goes back twenty years. Watch yourself.
PU_ADVREP01_F_DEH_Approach_MissionObj_WithSuppliesAboard_aPlayer_tAlly_FromAlly_FirstOccur_IG_001_LooksLikeYoure,P=Looks like you're almost at Jericho. To get any supplies you have unloaded faster, use one of the kiosks and the Quartermaster will offload the cargo for you.
PU_ADVREP01_F_DEH_Approach_MissionObj_WithSuppliesAboard_aPlayer_tAlly_FromAlly_FirstOccur_IG_002_TheQuartermasterOf,P=The Quartermaster of Jericho station requested you use the kiosks so they can get those supplies unloaded faster.
PU_ADVREP01_F_DEH_Approach_MissionObj_WithSuppliesAboard_aPlayer_tAlly_FromAlly_FirstOccur_IG_003_ISeeYoure,P=I see you're approaching Jericho, so I wanted to inform you that the Quartermaster requested you use the kiosks to unload your cargo.
PU_ADVREP01_F_DEH_Approach_NFZActive_Siege_IG_001_ThisPlatformHas=This platform has mostly been cleared out, we just need to reverse the Restricted Air to stop them from reinforcing.
PU_ADVREP01_F_DEH_Approach_NFZActive_Siege_IG_002_AllOfThe=All the active objectives for this platform have been cleared, you just need to deactivate Nine Tails' control of the Restricted Air to stop them from reinforcing.
PU_ADVREP01_F_DEH_Approach_NFZActive_Siege_IG_003_TheLieutenantsBeen=The lieutenant's been handled, so you don't have anything to do on this platform until the Restricted Air is returned to Crusader.
PU_ADVREP01_F_DEH_Approach_Siege_MiniBossesAlive_FirstOccur_IG_001_WeveStillGot=We've still got an active Nine Tails lieutenant on this platform. You'll need to find and neutralize them in order to draw out the commander and shut down the inverter.
PU_ADVREP01_F_DEH_Approach_Siege_MiniBossesAlive_FirstOccur_IG_002_OperativesHaventBeen=Operatives haven't been able to draw out the Nine Tails lieutenant yet. Once they show up, you'll need to neutralize them.
PU_ADVREP01_F_DEH_Approach_Siege_MiniBossesAlive_FirstOccur_IG_003_TheresANine=There's a Nine Tails lieutenant on this platform. If we want to draw out the commander and shut down the inverter, we need to deal with them first.
PU_ADVREP01_F_DEH_Approach_Siege_MiniBossesAlive_RepeatOccur_IG_001_ThatPlatformsLieutenant=That platform's lieutenant is still at large. Take them out.
PU_ADVREP01_F_DEH_Approach_Siege_MiniBossesAlive_RepeatOccur_IG_002_TheNineTails=The Nine Tails lieutenant on this platform is still active. Neutralize them so we can draw out the commander.
PU_ADVREP01_F_DEH_Approach_Siege_MiniBossesAlive_RepeatOccur_IG_003_WereStillTrying=We're still trying to take down this platform's lieutenant. We need to get them taken care of if we want to shut down the inverter.
PU_ADVREP01_F_DEH_Approach_VeryHardIsland_Siege_FirstOccur_IG_001_IActuallyDont=I actually don't know if this platform has a name. Crusader's just referenced it as the Admin Center. There aren't any ships to commandeer here, but if you're able to take it back from the Nine Tails, you should be able to make your way to the cargo barge by foot.
PU_ADVREP01_F_DEH_Approach_VeryHardIsland_Siege_FirstOccur_IG_002_ThisIsThe=This is the Admin Center. I'm not entirely sure what it's used for, probably Admin, but Crusader says there aren't any ships here, so you should be able to get to the barge by foot.
PU_ADVREP01_F_DEH_Approach_VeryHardIsland_Siege_FirstOccur_IG_003_ThisLastPlatforms=This last platform's the Admin Center. I guess it handles infrastructure or something. Anyway, there won't be any vehicles to commandeer here, but you should have the ability to get to the cargo barge by foot.
PU_ADVREP01_F_DEH_Approach_WreckSite_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_AllRightYoure=All right. You're coming up on one of the wrecks. I?d suggest scanning the debris if you haven?t already. Xenothreat want these supplies as badly as we do so you never know who's lurking on there or how many supplies are left aboard.
PU_ADVREP01_F_DEH_Approach_WreckSite_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_YouShouldBe=You should be nearing one of the ship wrecks. General course of action is to do a quick scan of the debris. That should tell you what kind of supplies are still aboard and whether there are any hostiles waiting for you.
PU_ADVREP01_F_DEH_Approach_WreckSite_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_ThereShouldBe=There should be a wreck nearby. You're gonna want to do a scan of the debris to see if there are any supplies remaining. XenoThreat have been known to hide out in the ships too. Last thing you want are any surprises.
PU_ADVREP01_F_DEH_Cancelled_Mission_PlayerOutside_Siege_IG_001_HeyIKnow,P=Hey, I know you're en route, but we have the situation contained and should be wrapping up the operation soon. I don't want to waste your time, so I'm going to dismiss you early. The CDF appreciates you volunteering.
PU_ADVREP01_F_DEH_Cancelled_Mission_PlayerOutside_Siege_IG_002_ThisIsDulli,P=This is Dulli. I know you're heading to the AO but the operation is going to be wrapping up soon. Thanks for volunteering anyway. You are dismissed.
PU_ADVREP01_F_DEH_Cancelled_Mission_PlayerOutside_Siege_IG_003_HeyHateTo,P=Hey, hate to change things up on you after you volunteered, but our people have been making such great progress against the Nine Tails, that logistically it doesn't make much sense for you to join the operation. You are dismissed. Be safe out there and thanks again.
PU_ADVREP01_F_DEH_Cancelled_Mission_Siege_IG_001_AttentionCdfVolunteers,P=Attention, CDF Volunteers. Crusader Security has decided to take back control of this operation effective immediately. I need all CDF to vacate the platforms and clear the area.
PU_ADVREP01_F_DEH_Cancelled_Mission_Siege_IG_002_AllCdfVolunteers,P=All CDF Volunteers, this is an important update. Effective immediately, Crusader Security will be assuming control of this operation. Please clear the combat area and depart at once.
PU_ADVREP01_F_DEH_Cancelled_Mission_Siege_IG_003_AttentionCrusaderIs,P=Attention. Crusader is reclaiming jurisidiction over this operation. They need all CDF volunteers to vacate the area immediately.
PU_ADVREP01_F_DEH_Comment_PlayerShip_C2Starlifter_Siege_IG_001_HappyToSee=Happy to see a Starlifter. With the C2, we could potentially strengthen our ground position on the other platforms by transferring ground vehicles between them. Just need to be careful of any active AA.
PU_ADVREP01_F_DEH_Comment_PlayerShip_C2Starlifter_Siege_IG_002_ThisC2Could=This C2 could make a big difference to the Op. Not only can the starlifter hold its in own, but being able to move ground vehicles could come in real handy. As long as you can avoid any remaining anti-air defenses that is.
PU_ADVREP01_F_DEH_Comment_PlayerShip_C2Starlifter_Siege_IG_003_NiceAC2=Nice, a C2. The CDF has worked with these on other operations. They're sturdy and the cargo space gives a lot of flexibility. Looking forward to seeing what you can do with it. Just be sure to keep an eye out for any remaining Nine Tails AA when you're flying.
PU_ADVREP01_F_DEH_Comment_PlayerShip_M2Starlifter_Siege_IG_001_TheStarlifterIs=The Starlifter is an impressive piece of military hardware. More that a few battles have been won with the M2s help. Will be good to have one in the air. Just be careful engaging with any remaining AA defenses.
PU_ADVREP01_F_DEH_Comment_PlayerShip_M2Starlifter_Siege_IG_001_TheStarlifterIs_edit=The Starlifter is an impressive piece of military hardware. Will be good to have one in the air. Just be careful engaging with any remaining AA defenses.
PU_ADVREP01_F_DEH_Comment_PlayerShip_M2Starlifter_Siege_IG_002_AHeavyShip=A heavy ship like this M2 should help if you encounter any Anti-Air defenses still under Nine Tails control and provide the right leverage to access any heavily defended platforms.
PU_ADVREP01_F_DEH_Comment_PlayerShip_M2Starlifter_Siege_IG_002_AHeavyShip_edit=A heavy ship like this should help if you encounter any Anti-Air defenses still under Nine Tails control and provide the right leverage to access any heavily defended platforms.
PU_ADVREP01_F_DEH_Comment_PlayerShip_M2Starlifter_Siege_IG_003_AllRightAn=All right, an M2. Exactly what we needed. These are some of the toughest ships Crusader makes. Just the sight of one should be enough to get these Nine Tails quaking in their boots. Avoid any AA fire and head to the next area.
PU_ADVREP01_F_DEH_Comment_PlayerShip_M2Starlifter_Siege_IG_003_AllRightAn_edit=All right, exactly what we needed. These are some of the toughest ships Crusader makes. Just the sight of one should be enough to get these Nine Tails quaking in their boots. Avoid any AA fire and head to the next area.
PU_ADVREP01_F_DEH_Comment_PlayerShip_PiscesShuttle_Siege_IG_001_NotSureHow=Not sure how the Pisces is going to do here. It's light and nimble, which is good, but with the AA defenses on these platforms still active something with more armor might make sense.
PU_ADVREP01_F_DEH_Comment_PlayerShip_PiscesShuttle_Siege_IG_002_SeeYouFound=See you found a Pisces. As long as you avoid any direct AA fire, a smaller craft like this could be a good choice for infilitrating the platforms. But if you find an option with more armor that might be the safer choice.
PU_ADVREP01_F_DEH_Comment_PlayerShip_PiscesShuttle_Siege_IG_003_IWouldHave=I would have gone for something with a bit more armor than a Pisces, but then I'm not the best pilot. In the right hands, a smaller craft could be a smart option for navigating the platforms. Guess we'll see.
PU_ADVREP01_F_DEH_Comment_PlayerShip_StarRunner_Siege_IG_001_YeahStarRunner=Yeah, Star Runner could be a good choice to move some people to other platforms.
PU_ADVREP01_F_DEH_Comment_PlayerShip_StarRunner_Siege_IG_002_YouEverFlown=You ever flown one of these before? Manuevering thrusters stick a bit too much for my liking, but we'll take whatever we can get.
PU_ADVREP01_F_DEH_Comment_PlayerShip_StarRunner_Siege_IG_003_GreatGetThat=Great. Get that Star Runner up and out. We need air support to move other operatives and take on the Nine Tails and their AA.
PU_ADVREP01_F_DEH_Comment_PlayerShip_Starfighter_Siege_IG_001_YeahThatsA=Yeah, that's a good choice. You can do some serious damage to AA or Nine Tails ships with that thing.
PU_ADVREP01_F_DEH_Comment_PlayerShip_Starfighter_Siege_IG_002_ThoseAresAre=Those Ares are nasty as hell in a fight. Advocacy's been integrating them into their raids the past couple years.
PU_ADVREP01_F_DEH_Comment_PlayerShip_Starfighter_Siege_IG_003_LetsGetThis=Let's get this thing up and helping defend the air. You'll need to be careful of any AA defenses.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_001_EveryoneDefendThe=Everyone defend the Javelin. One of its shields are down.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_002_TheJavelinsShields=The Javelin's shields are down. Defend it.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_003_JavelinsLostA=Javelin's lost a shield.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_004_OneOfThe=One of the Javelin's shields just went down.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_005_JavelinShieldDown=Javelin shield down. All ships. Defensive positions.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Idris_Showdown_aAlly_tEnemy_FromAlly_IG_001_IdrisHasGot=Idris has got a shield down. Focus fire while you can.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Idris_Showdown_aAlly_tEnemy_FromAlly_IG_002_WeGotA=We got a shield down on the Idris. Hit it while you can.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Idris_Showdown_aAlly_tEnemy_FromAlly_IG_003_ThatIdrisLost=That Idris lost a shield.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Idris_Showdown_aAlly_tEnemy_FromAlly_IG_004_IdrisLostSome=Idris lost some shields. Focus fire on it.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Idris_Showdown_aAlly_tEnemy_FromAlly_IG_005_AllCDFThe=All CDF, the Idris lost a shield. Take it out.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_ProtectFlagship_aEnemy_tAlly_FromAlly_TargetAlone_IG_001_AttentionThisIs=Attention, this is Special Agent Dulli of the Advocacy. INS Jericho is currently under attack from XenoThreat forces. I need any pilots able to lend a hand to get to the station immediately.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_ProtectFlagship_aEnemy_tAlly_FromAlly_TargetAlone_IG_002_AttentionThisIs=Attention, this is Special Agent Dulli of the Advocacy. This is a system-wide alert. We got XenoThreat attacking the Jericho Naval station right now. I need any and all pilots to get over here ASAP.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_ProtectFlagship_aEnemy_tAlly_FromAlly_TargetAlone_IG_003_AttentionThisIs=Attention, this is Special Agent Dulli of the Advocacy. The Navy's taking fire at INS Jericho. We need support scrambled there immediately.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_ProtectFlagship_aEnemy_tAlly_FromAlly_TargetAlone_IG_004_AttentionThisIs=Attention, this is Special Agent Dulli of the Advocacy. XenoThreat has launched an assault against Naval forces at Jericho station. I need all CDF and any combat pilots to lend a hand.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_ProtectFlagship_aEnemy_tAlly_FromAlly_TargetAlone_IG_005_AttentionThisIs=Attention, this is SAIC Dulli with the CDF. The Naval forces at INS Jericho are being targeted by hostile XenoThreat outlaws. Any available combat support report for duty immediately.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_BadVehicleState_IG_001_TheJavelinsGetting=The Javelin's getting torn up out there. We're gonna have to displace it if it keeps taking hits.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_BadVehicleState_IG_002_YouNeedTo=You need to start protecting that Javelin or they're gonna have to get out of here.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_BadVehicleState_IG_003_NavySaysThat=Navy says that Javelin's barely hanging on. Get in there and help them out.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_BadVehicleState_IG_004_ThatJavelinsAbout=That Javelin's about to get pulled out of the system. Defend it.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_BadVehicleState_IG_005_WereGettingDamage=We're getting damage reports from the Javelin. They're not going to last much longer.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_GoodVehicleState_IG_001_OkayPeopleThat=Okay, people, that Javelin's taking a lot more damage than I'd like. Let's protect it.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_GoodVehicleState_IG_002_XenothreatsTaggingThat=XenoThreat's tagging that Javelin. Keep them off it.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_GoodVehicleState_IG_003_NavysRequestingSome=Navy's requesting some help defending the Javelin.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_GoodVehicleState_IG_004_JavelinsTakingSome=Javelin's taking some fire. Get those outlaws off 'em.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_GoodVehicleState_IG_005_WeCantLet=We can't let the Javelin keep taking fire like this. Step it up people.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_001_JavelinsTakingFire=Javelin's taking fire.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_002_JavelinsGettingChewed=Javelin's getting chewed up.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_003_HelpOutThe=Help out the Javelin.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_004_XenothreatsAllOver=XenoThreat's all over the Javelin.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_005_DirectHitOn=Direct hit on the Javelin.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_MedVehicleState_IG_001_ComeOnLets=Come on, let's get some of those XenoThreat punks off that Javelin.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_MedVehicleState_IG_002_JavelinsTakingA=Javelin's taking a beating. Look out for them. Copy?
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_MedVehicleState_IG_003_TryToKeep=Try to keep XenoThreat off that Javelin. It's getting lit up.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_MedVehicleState_IG_004_JavelinsBeenTaking=Javelin's been taking some heavy hits. Start protecting it.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_MedVehicleState_IG_005_XenothreatsStartingTo=XenoThreat's starting to get the upper hand. Focus on protecting the Javelin.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_NavyShip_aPlayer_tAlly_FromAlly_IG_001_CheckYourFire=Check your fire. That's a Navy ship.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_NavyShip_aPlayer_tAlly_FromAlly_IG_002_CarefulThatsOne=Careful! That's one of ours.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_NavyShip_aPlayer_tAlly_FromAlly_IG_003_StopFiringOn=Stop firing on friendlies!
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_NavyShip_aPlayer_tAlly_FromAlly_IG_004_BackOffThats=Back off, that's a Navy ship.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_NavyShip_aPlayer_tAlly_FromAlly_IG_005_CeaseFireThats=Cease fire! That's a Navy ship.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_001_WatchWhereYoure=Watch where you're shooting. That's a friendly.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_002_CheckYourFire=Check your fire, pilot.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_003_ThatsAFriendly=That's a friendly target. Watch your fire.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_004_FriendlyTargetRepeat=Friendly target. Repeat. Friendly target.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_005_WatchItTheyre=Watch it, they're on your side.
PU_ADVREP01_F_DEH_DamageDealt_XenoIdris_FocusOnFighters_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_001_IDontThink=I don't think you're gonna put a dent in that thing. Focus on the support ships.
PU_ADVREP01_F_DEH_DamageDealt_XenoIdris_FocusOnFighters_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_002_LetsTakeCare=Let's take care of the support ships first.
PU_ADVREP01_F_DEH_DamageDealt_XenoIdris_FocusOnFighters_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_003_YoureWastingAmmo=You're wasting ammo on the Idris. Can't take it down yourself.
PU_ADVREP01_F_DEH_DamageDealt_XenoIdris_FocusOnFighters_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_004_BestToTake=Best to take out the support ships first before hitting the Idris.
PU_ADVREP01_F_DEH_DamageDealt_XenoIdris_FocusOnFighters_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_005_RefocusFireOn=Refocus fire on the support ships.
PU_ADVREP01_F_DEH_Delayed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_001_ImStillTracking,P=I'm still tracking those enemy reinforcements. Just stand firm and be ready when they arrive.
PU_ADVREP01_F_DEH_Delayed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_002_DamnILost,P=Damn. I lost contact with those reinforcements. This smells like a trick. I want everyone ready for a surprise attack.
PU_ADVREP01_F_DEH_Delayed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_003_ThoseXenothreatReinforcements,P=Those XenoThreat reinforcements are taking their sweet time getting here. I want everyone to hold their positions until they arrive.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_OneLeft_Siege_IG_001_TheresOnlyOne=There's only one ship left. Let's make it count!
PU_ADVREP01_F_DEH_Destroyed_MissionShip_OneLeft_Siege_IG_002_EasyEveryoneWere=Easy everyone. We're down to our last ship. Let's focus and get this done.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_OneLeft_Siege_IG_003_OkayDontPanic=Okay, don't panic or anything, but we only got one ship left. We can still do this.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_OthersLastHope_Siege_IG_001_OkayOkayWeve=Okay, okay. We've lost all of the ships Crusader had on the platforms but thankfully we got CDF volunteers on the central platform. If they can manage to reset the Restricted Airspace, we still might be able to pull off this mission. Hang in there and let's see what happens.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_OthersLastHope_Siege_IG_002_GotBadNews=Got bad news and good news. Bad news is we just lost the last ship we had. Good news is we managed to get CDF volunteers on to the central platform. We still might be able to beat the Nine Tails if they manage to reset the Restricted Airspace. If you got anything you do for good luck, now's the time.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_OthersLastHope_Siege_IG_003_GotAnImportant=Got an important update for everyone. We have lost all of the available ships inside the restricted zone, but thankfully not before we were able to get some of our personnel onto the central platform. We just have to wait and see if they can get that inverter shut down before its too late.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_PlayerLastHope_Siege_IG_001_IWantedTo=I wanted to let you know that we've lost all of the ships within the Restricted Airspace. That means there won't be any more CDF volunteers coming to help you until you shut down the Inverter. You'll be fine though. Just focus on the task at hand, and get it done.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_PlayerLastHope_Siege_IG_002_NowIDont=Now, I don't want to stress you out, but I feel like it's important that you know we've lost all our ships. That means no one else is going to be able to make it out to the central platform unless you successfully reset the Restricted Airspace. I just want to tell you good luck. We're all counting on you.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_PlayerLastHope_Siege_IG_003_HeyListenUp=Hey, listen up. You're officially on your own out there. All the ships have been destroyed so we can't get any more of our people to the central platform until the Restricted Airspace is reset. I need you to step up and get it done. You got this.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_FirstOccur_IG_001_WeLostOne=We lost one of the commandeered ships. We have more we can use, but we need to be careful. Once we lose all the ships on the platforms, that's it - the mission's over.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_FirstOccur_IG_002_OneOfThe=One of the ships Crusader provided us was just lost. There's still plenty out on the platforms, but please remember that they're in limited supply and the mission is counting on them.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_FirstOccur_IG_003_ShitWereDown=Shit, we're down a ship. Let's see if we can take better care of the rest. We need them to be able to fly to the central platform.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_FirstThresh_IG_001_LooksLikeWeve=Looks like we've lost about a quarter of our ships so far. Nothing major, but it could be a problem if the trend continues. Don't forget that we're going to need these ships to get to the central platform and reset the Restricted Airspace.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_FirstThresh_IG_002_IWantedTo=I wanted to give everyone a heads up that we've lost about a quarter of our available fleet on the platforms. And while there's plenty left, I just want to remind y'all that having flyable ships is vital to us reaching the inverter and resetting the Restricted Airspace. Let's try to keep any additional losses to a minimum.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_FirstThresh_IG_003_OkayWeJust=Okay, we just did a quick check and it seems that we've already lost about a quarter of the ships we have available. That may not seem like a lot, but since we can't retake these platforms without them, it's vital that we try to avoid any additional losses.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_LastThresh_IG_001_ThisIsBad=This is bad, people. We've almost lost all the ships we have. If the last few get taken out, then it's mission over. I want to see some defensive flying out there.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_LastThresh_IG_002_NotGoodDown=Not good. Down to our last few ships. We lose these and the Nine Tails win. I want all pilots to operating at 110 percent, clear?
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_LastThresh_IG_003_ComeOnPeople=Come on, people! We only have a handful of ships left. If anything happen to them then this mission will be over. Got that? Lets do better.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_MidThresh_IG_001_ByMyCount=By my count we've lost around half the vehicles Crusader had on these platforms. We need to be extra careful with the half we have left. This mission counts on us being airborne and until the Restricted Airspace is reset, we won't be able to bring in more.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_MidThresh_IG_002_WereLosingToo=We're losing too many ships. Over half of them are gone, and if we lose the second half that's it. We won't be able to retake the platforms. So please, use caution.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_MidThresh_IG_003_AnotherShipGone=Another ship gone and now we've got less than half left. That's not a lot of wiggle room if we want to reset the Restricted Airspace and retake these platforms. Everyone needs to stay focused out there.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_RepeatOccur_IG_001_ThatsAnotherOf=That's another of Crusader's ships destroyed. Not good.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_RepeatOccur_IG_002_WeveLostAnother=We've lost another of the commandeered ships. Let's try and not lose anymore.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_RepeatOccur_IG_003_AnotherOfOur=Another of our ships went down. We need to be more careful out there.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Fighter_Showdown_aEnemy_tAlly_FromAlly_IG_001_LostANavy=Lost a Navy fighter.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Fighter_Showdown_aEnemy_tAlly_FromAlly_IG_002_WeLostAn=We lost an ally.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Fighter_Showdown_aEnemy_tAlly_FromAlly_IG_003_AhNavyShip=Ah! Navy ship down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Fighter_Showdown_aEnemy_tAlly_FromAlly_IG_004_NavyDownRepeat=Navy down. Repeat. Navy down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Fighter_Showdown_aEnemy_tAlly_FromAlly_IG_005_OneOfOurs=One of ours got taken out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Fighter_Showdown_aEnemy_tAlly_FromAlly_IG_006_FriendlyDown=Friendly down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Fighter_Showdown_aEnemy_tAlly_FromAlly_IG_007_LostAFriendly=Lost a friendly.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedHighHealth_aAlly_tPlayer_FromAlly_IG_001_HowTheHell=How the hell did XenoThreat take out a battle ready Javelin?
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedHighHealth_aAlly_tPlayer_FromAlly_IG_002_WeGotA=We got a problem if XenoThreat can take on a fully stocked Javelin and win.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedHighHealth_aAlly_tPlayer_FromAlly_IG_003_JavelinJustGot=Javelin just got taken out. Everyone watch yourself out there. Anyone that can take out a fully operational Javelin shouldn't be taken lightly.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedHighHealth_aAlly_tPlayer_FromAlly_IG_004_ThatWasA=That was a fully stocked Javelin that just went down. Don't lose your shit, people. We still got a job to do.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedHighHealth_aAlly_tPlayer_FromAlly_IG_005_IfTheyCan=If they can take out a fully repaired Javelin, XenoThreat's a lot more dangerous than we thought. We gotta stop them here and now.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedLowHealth_aAlly_tPlayer_FromAlly_IG_001_JavelinsDownRepeat=Javelin's down. Repeat. Javelin's down. It was barely holding together when it got here.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedLowHealth_aAlly_tPlayer_FromAlly_IG_002_XenothreatTookOut=XenoThreat took out the Javelin. Considering how beat up it was when it got here, that thing put up a helluva fight.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedLowHealth_aAlly_tPlayer_FromAlly_IG_003_JavelinsOutOf=Javelin's out of this. With all the damage it had taken, I'm surprised it lasted as long as it did.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedLowHealth_aAlly_tPlayer_FromAlly_IG_004_JavelinGotTaken=Javelin got taken out. It was already pretty torn up, but still, this is not good.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedLowHealth_aAlly_tPlayer_FromAlly_IG_005_GoddammitWeLost=Goddammit. We lost the Javelin. They never should've sent it to fight in the condition it was in.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_aEnemy_tAlly_FromAlly_IG_001_JavelinsDownRepeat=Javelin's down. Repeat. The Javelin's down. Navy's scrambling to find some reinforcements, but you gotta hold XenoThreat here.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_aEnemy_tAlly_FromAlly_IG_002_JavelinsBeenTaken=Javelin's been taken out. Repeat, the Javelin's been taken out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_aEnemy_tAlly_FromAlly_IG_003_IThinkWe=I think we just lost the Javelin. Shit?
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_aEnemy_tAlly_FromAlly_IG_004_BeAwareXenothreat=Be aware. XenoThreat just took out the Navy Javelin.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_aEnemy_tAlly_FromAlly_IG_005_GoddammitTheJavelin=Goddammit. The Javelin just got blasted.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Gunship_Showdown_aAlly_tEnemy_FromAlly_IG_001_EnemyGunshipHas=Enemy Gunship has been taken out. Great job.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Gunship_Showdown_aAlly_tEnemy_FromAlly_IG_002_XenothreatGunshipsBeen=XenoThreat gunship's been taken out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Gunship_Showdown_aAlly_tEnemy_FromAlly_IG_003_ThatXenothreatGunships=That XenoThreat gunship's done for. Good kill.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Gunship_Showdown_aAlly_tEnemy_FromAlly_IG_004_ScratchOneXenothreat=Scratch one XenoThreat gunship.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Gunship_Showdown_aAlly_tEnemy_FromAlly_IG_005_EnemyGunshipDown=Enemy gunship down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Gunship_Showdown_aAlly_tEnemy_FromAlly_IG_006_ThatGunshipsBeen=That gunship's been ghosted.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Gunship_Showdown_aAlly_tEnemy_FromAlly_IG_007_XenothreatGunshipsBeen=XenoThreat gunship's been eliminated.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Hammerhead_Showdown_aEnemy_tAlly_FromAlly_IG_001_WeveGotA=We've got a Hammerhead down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Hammerhead_Showdown_aEnemy_tAlly_FromAlly_IG_002_NavyHammerheadJust=Navy Hammerhead just got punched out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Hammerhead_Showdown_aEnemy_tAlly_FromAlly_IG_003_NavyLostA=Navy lost a Hammerhead.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Hammerhead_Showdown_aEnemy_tAlly_FromAlly_IG_004_HammerheadDownRepeat=Hammerhead down. Repeat. Hammerhead down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Hammerhead_Showdown_aEnemy_tAlly_FromAlly_IG_005_XenothreatJustTook=XenoThreat just took out an Hammerhead.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Hammerhead_Showdown_aEnemy_tAlly_FromAlly_IG_006_FriendlyHammerheadJust=Friendly Hammerhead just went down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Hammerhead_Showdown_aEnemy_tAlly_FromAlly_IG_007_OneOfOur=One of our Hammerheads got ghosted.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_001_XenothreatIdrisDestroyed=XenoThreat Idris destroyed. Great job everyb- hold up, hold up! Got more contacts coming in hot.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_002_IdrisDownHelluva=Idris down! Helluva job, people! Now all we [gotta do]?.... Contact. Contact. Got hostiles inbound.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_003_CapshipDestroyedXenothreats=Capship destroyed, XenoThreat's gonna have to?. Wait. Yeah, confirmed. Got more hostiles incoming.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_004_GreatJobTaking=Great job taking out that Idris? hold up. Got contacts inbound. Don't look friendly.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_005_ThatsAGood=That's a good kill on that Idris. We got a problem though. Looks like they have some buddies inbound. Look sharp.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_001_GreatJobThat=Great job. That was the last Idris.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_002_LooksLikeThats=Looks like that's all their capships.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_003_LastIdrisHas=Last Idris has been taken out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_004_ThatsItThats=That's it. That's all of their capships.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_005_AllIdrisDestroyed=All Idris' destroyed. Repeat. All Idris' destroyed.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_FirstOccur_IG_001_FirstXenothreatIdris=First XenoThreat Idris has been destroyed. Repeat. First Idris destroyed.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_FirstOccur_IG_002_GotOurFirst=Got our first Idris down. Keep it up.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_FirstOccur_IG_003_TheresAnIdris=There's an Idris down. Let's keep up the pressure.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_FirstOccur_IG_004_BaggedOurFirst=Bagged our first Idris. Still got some work to do though.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_FirstOccur_IG_005_FirstIdrisGhosted=First Idris ghosted. Let's keep hitting them.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_IG_001_ThatsAnotherIdris=That's another Idris down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_IG_002_AnotherIdrisJust=Another Idris just got ghosted.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_IG_003_XenothreatIdrisHas=XenoThreat Idris has been destroyed.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_IG_004_HostileIdrisHas=Hostile Idris has been taken out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_IG_005_LooksLikeSomeone=Looks like someone poached a XenoThreat Idris.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetWasOnly_IG_001_XenothreatIdrisIs=XenoThreat Idris is down. Repeat. XenoThreat Idris is down. Helluva job everyone.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetWasOnly_IG_002_WeDidIt=We did it. XenoThreat Idris is down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetWasOnly_IG_003_ThatsItIdris=That's it! Idris is destroyed! Repeat. XenoThreat Idris has been dusted.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetWasOnly_IG_004_EnemyCapshipDown=Enemy capship down. Helluva job, people.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetWasOnly_IG_005_ThatWasIt=That was it. XenoThreat idris destroyed.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aEnemy_tAlly_FromAlly_IG_001_NavyReportThat=Navy report that they lost an Idris.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aEnemy_tAlly_FromAlly_IG_002_OhShitXenothreat=Oh shit... XenoThreat blew up an Idris.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aEnemy_tAlly_FromAlly_IG_003_NavyIdrisIs=Navy Idris is down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aEnemy_tAlly_FromAlly_IG_004_WeLostAn=We lost an idris.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aEnemy_tAlly_FromAlly_IG_005_TheyJustTook=They just took out of our Idrises.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_001_WordOfWarning,P=Word of warning, we seem to have a third party in the area attacking CDF ships. Keep an eye out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_002_HeadsUpWere,P=Heads up. We're getting reports that unaffiliated ships are attacking CDF volunteers. Be careful.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_003_AsIfWe,P=As if we didn't have enough to worry about, it seems we got interlopers attacking our ships. They dont' seem to be XenoThreat, but they're very much a threat. Be on guard.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_001_GoodKillHelluva=Good kill. Helluva shot.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_002_ThatsAKill=That's a kill.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_003_EnemyDown=Enemy down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_004_ThatsWhatI=That's what I like to see.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_005_OneLastXenothreat=One less XenoThreat to worry about.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aAlly_tEnemy_FromAlly_IG_001_GotAHostile=Got a hostile ship down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aAlly_tEnemy_FromAlly_IG_002_GoodKill=Good kill.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aAlly_tEnemy_FromAlly_IG_003_XenothreatShipDestroyed=XenoThreat ship destroyed.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aAlly_tEnemy_FromAlly_IG_004_EnemyShipDestroyed=Enemy ship destroyed.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aAlly_tEnemy_FromAlly_IG_005_XenothreatShipDown=XenoThreat ship down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aPlayer_tEnemy_FromAlly_IG_001_TargetDownNice=Target down. Nice job.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aPlayer_tEnemy_FromAlly_IG_002_GoodKill=Good kill.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aPlayer_tEnemy_FromAlly_IG_003_NiceShotPilot=Nice shot, pilot.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aPlayer_tEnemy_FromAlly_IG_004_HostileDown=Hostile down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aPlayer_tEnemy_FromAlly_IG_005_TargetEliminated=Target eliminated.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aPlayer_tEnemy_FromAlly_IG_006_HostileEliminated=Hostile eliminated.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aPlayer_tEnemy_FromAlly_IG_007_ThatsAKill=That's a kill.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_001_StillGotA=Still got a lot of hostile fighters out there. Let's take them out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_002_KeepAtIt=Keep at it. We're cutting down their numbers.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_003_StillPlentyOf=Still plenty of hostiles to kill.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_004_WereMakingProgress=We're making progress on depleting their forces. They're down to about 70- 75% of their strength.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_005_AboutAQuarter=About a quarter of their forces have been eliminated. That's still a lot of XenoThreat left. Keep going.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_001_ItsLookingLike=It's looking like XenoThreat forces are down to half strength. Keep on 'em.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_002_YouveCutXenothreat=You've cut XenoThreat fighters in half. Keep it up.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_003_IveGotHalf=I've got half the number of hostiles remaining. Keep doing what you're doing.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_004_ThatsAboutHalf=That's about half their forces gone. Don?t let up.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_005_EnemyForcesAre=Enemy forces are looking severly depleted. Barely half of them left. Nice work.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_001_JustAHandful=Just a handful of Xeno fighters remaining.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_002_GettingCloseNot=Getting close. Not many hostiles left.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_003_TheyreHurtingNow=They're hurting now. Let's clear out the rest.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_004_TheCounteroffensivesWorking=The counteroffensive's working. We got them on the ropes.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_005_TheresOnlyAbout=There's only about a quarter of their forces left. They can't hold out much longer.
PU_ADVREP01_F_DEH_Encourage_MissionObj_ProtectFlagship_UntilQT_aAlly_tPlayer_FromAlly_IG_001_TheJavelinIs,P=The Javelin is wondering where their protection detail is. Get going.
PU_ADVREP01_F_DEH_Encourage_MissionObj_ProtectFlagship_UntilQT_aAlly_tPlayer_FromAlly_IG_002_TheJavelinIs,P=The Javelin is the priority right now. Go and protect them until they've jumped.
PU_ADVREP01_F_DEH_Encourage_MissionObj_ProtectFlagship_UntilQT_aAlly_tPlayer_FromAlly_IG_003_INeedYou,P=I need you to stay with the Javelin. Watch their back until they QT.
PU_ADVREP01_F_DEH_Encourage_MissionObj_Siege_StopHack_IG_001_YouNeedTo=You need to stop that transfer before it finishes.
PU_ADVREP01_F_DEH_Encourage_MissionObj_Siege_StopHack_IG_002_QuickSeeIf=Quick. See if you can figure out a way to halt the transfer.
PU_ADVREP01_F_DEH_Encourage_MissionObj_Siege_StopHack_IG_003_GoAheadAnd=Go ahead and try to stop the Nine Tails override before it completes.
PU_ADVREP01_F_DEH_Enter_MissionArea_Resupply_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_ThisIsYour=This is your general AO. You can check in with the rest stop medstation so they can revive you there if things go south.
PU_ADVREP01_F_DEH_Enter_MissionArea_Resupply_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_WelcomeToThe=Welcome to the AO. CDF recommends checking in with the medical staff at the rest stop before heading out. That way we have you covered if anything goes wrong.
PU_ADVREP01_F_DEH_Enter_MissionArea_Resupply_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_GoodToHave=Good to have you here. Before you get started, check in with medical down on the rest stop. Want to have your information sorted if the worse happens and we need to revive you.
PU_ADVREP01_F_DEH_Enter_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_001_YoureOnSite=You're on site and weapons free. Check your fire and give 'em hell.
PU_ADVREP01_F_DEH_Enter_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_002_HereWeGo=Here we go. You're cleared to engage.
PU_ADVREP01_F_DEH_Enter_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_003_YouReadyHere=You ready? Here we go.
PU_ADVREP01_F_DEH_Enter_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_004_YoureAtThe=You're at the AO. Weapons free and keep an eye out for civvies.
PU_ADVREP01_F_DEH_Enter_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_005_ReadyOrNot=Ready or not, here we go.
PU_ADVREP01_F_DEH_Enter_MissionPOI_HackComplete_Siege_IG_001_WhatTheHells=What the hell's going on here? This doesn't look like part of a Nine Tails smash and grab. Whatever they were doing seems to be done?
PU_ADVREP01_F_DEH_Enter_MissionPOI_HackComplete_Siege_IG_002_ThisSystemSeems=This system seems to have been breached by the Nine Tails. It's a shame we didn't get here in time to stop whatever it is they were up to.
PU_ADVREP01_F_DEH_Enter_MissionPOI_HackComplete_Siege_IG_003_DamnThisWas=Damn. This was a secure Crusader terminal. Whatever the Nine Tails managed' to take, it won't be good for us.
PU_ADVREP01_F_DEH_Enter_MissionPOI_HackInProg_Siege_IG_001_WhatTheHell=What the hell is this? Are they hooked into Crusader's network? See if you can shut it down.
PU_ADVREP01_F_DEH_Enter_MissionPOI_HackInProg_Siege_IG_002_WhatIsGoing=What is going on here? Looks like the Nine Tails are plugged right into Crusader's network. Try and shut it down.
PU_ADVREP01_F_DEH_Enter_MissionPOI_HackInProg_Siege_IG_003_NotSureWhy=Not sure why the Nine Tails are accessing these systems, but it can't be for anything good. Try and sever the connection if you can.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_BossDead_RepeatOccur_IG_001_OkayHeresAn=Okay, here's an update on the op as you head back to the AO. We've been making good progress. All of the Nine Tails command have been dealt with and we just need to find their inverter to restore control of the Restricted Airspace back to Crusader. Get down there and get it done. If you need any more details, check your mobi.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_BossDead_RepeatOccur_IG_002_ItsLookingLike=It's looking like we're very close to getting control of the Restricted Airpsace. The Nine Tails commander and lieutenants are all neutralized. Now we just need to find and disable their inverter on the cargo barge to stop their reinforcements and allow our ships access again. Your mobi has been updated with all the details.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_BossDead_RepeatOccur_IG_003_HeresAQuick=Here's a quick brief. The Nine Tails Commander and Lieutenants have been dealt with. We're just searching the barge for that inverter to restore command of the Restricted Airspace to Crusader. Any questions, check your mobiGlas for a full breakdown.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_FirstOccur_IG_001_AllRightWelcome=All right, welcome to the operation. Here's the situation. A short while ago, Nine Tails outlaws infiltrated and attacked these commercial platforms. Your primary goal is to return control of the Restricted Airspace to Crusader, that way we can grant our ships access and block Nine Tails from bringing reinforcements to the platforms. \n\nWe know that the Nine Tails are using an Identity Friend or Foe Inverter to control vehicle permissions, so that's your target. We think it's being stored somewhere on the central cargo barge in a locked storage container. Unfortunately, the Nine Tail in charge of this mess has been identified as Mendo Ren, a longtime member tied to dozens of robberies and murders. \n\nBased on his M.O., we know he'll keep a low profile until we eliminate the other Senior Level Nine Tails. So travel to each of the platforms, neutralize the Nine Tail Lieutenant there, then engage Mendo once he comes out of hiding to get his access codes and shut down the inverter. Right now, the platform you're heading towards is Solanki Platform, it's some kind of commercial residencey for visiting VIPs. You might find a few small ships stored there. Crusader's given us permission to commandeer them. You're going to need them to reach the cargo barge when it's time as the platform's shuttle system doesn't directly connect to it. I'll provide updates as you progress. Good luck.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_FirstOccur_IG_002_NowThatYoure=Now that you're here, I wanted to get you up to speed on the operation. You're approaching a small network of platforms that Crusader uses for VIP Sales. Nine Tails outlaws have seized control of the air and platforms and we need to take them back. Your first objective will be to return control of the Restricted Airspace back to Crusader. The Nine Tails are using a device called an Identity Friend or Foe Inverter so they can bring in reinforcements while our own ships are locked out. \n\nWe know that the device is being hidden in a locked storage container somewhere on the cargo barge docked at central platform. It seems however that the only person with the container's access codes is Mendo Ren, a veteran Nine Tails outlaw, who is in charge of this attack. Having dealt with him before, we believe that he will stay hidden until he is forced to get involved. This means that to get to Ren, you will first have to neutralize the Nine Tails lieutenants he's assigned to each of the platforms. Once you take them out, you can get the codes from Ren, and shut down the inverter. \n\nThe platform you're headed to now is Solanki Platform. I'm told Crusader uses it to house VIPs that are visiting Orison. There should be a few small ships here that we have permission to use. Comandeering vehicles will be vital to us reaching the central platform as it is disconnected from the shuttle system. I'll make sure to update you if anything changes. With your help, I have faith the CDF is going to come out on top today.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_FirstOccur_IG_003_BeforeYouArrive=Before you arrive at the platform, let me give you a high level brief of the situation. Members of the Nine Tails outlaw pack seized control of five platforms outside Orison. Our biggest concern at the moment and your main objective will be regaining control of the Restricted Airspace. The Nine Tails have smuggled an Identity Friend or Foe Inverter into that area which is keeping all our ships out and letting theirs in. \n\nWe need to get the Inverter shut down as soon as possible, but doing so is going to be a bit tricky. The device is being stored in the cargo barge docked at the central platform, and the only one with the codes to access it is the Nine Tails commander, Mendo Ren. Now, from the intel we gathered, Ren will stay out of sight unless necessary. That means we will need to remove the Nine Tails Lieutenants from the platforms to draw him out. Once we take him down, we can get the codes from him and take the inverter offline. \n\nCurrently you are headed towards Solanki platform, which is used by Crusader to host visiting VIPs. Thankfully, there are several small craft stored there that we'll be able use to move between platforms. We're going to need them to reach the central platform and the cargo barge when the time comes since the shuttle system doesn't connect there, so don't waste the ships. That should be all the info you need for now. I'll check back in soon. The full mission details and current status will be updated in your mobiGlas. Stay focused, watch yourself, and let's get this done.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_MiniBossesDead_FirstOccur_IG_001_AllRightWelcome=All right, welcome to the operation. Your mobi should have the latest updates but here's a quick rundown. Nine Tails outlaws seized control of these commercial platforms and have been causing chaos. Your primary goal is to return control of the Restricted Airspace to Crusader, that way we can grant our ships access and stop Nine Tails reinforcements from reaching the platforms. We know that the Nine Tails are using an Indentity Friend or Foe Inverter or IFFI to control vehicle permissions so that's your target. It's being stored somewhere on the central cargo barge in a locked storage container. Unfortunately, the only one with the access codes is the Nine Tail in charge of this mess, Mendo Ren. \n\nFinding him and getting the codes is your first task. Once you have them we can finally shut down the inverter. Right now, the platform you're heading towards is Solanki Platform, it's some kind of commercial residencey for visiting VIPs. You might find a few small ships stored there that Crusader's given us permission to commandeer. You're going to need them to reach the cargo barge when it's time as the the platform's shuttle system doesn't connect to it, so use them wisely. I'll check in with any updates as you progress. Good luck.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_MiniBossesDead_FirstOccur_IG_002_NowThatYoure=Now that you're here, I wanted to get you up to speed on the operation. You can always check your mobi for the latest details, but our first objective will be to return control of the Restricted Airspace back to Crusader. Currently the Nine Tails are using an Identity Friend or Foe Inverter to make it so they can bring in reinforcements while our own ships are locked out. We know that the device is being hidden in a locked storage container somewhere on the cargo barge docked at central platform. It seems however that the only person with the container's access codes is Mendo Ren, a veteran Nine Tails outlaw who's in charge of this attack. I want you to focus on finding him and getting those codes so we can shut down the inverter. \n\nThe platform you're headed to now is Solanki Platform. Crusader uses it to house VIPs visiting Orison. There should be a few small ships here that we have permission to use. Comandeering vehicles will be vital to us reaching the central platform as it is disconnected from the shuttle system. I'll make sure to update you if anything changes. With your help, I have faith the CDF is going to come out on top today.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_MiniBossesDead_FirstOccur_IG_003_IfYouHave=If you have a moment, I'd like to brief you on the current situation before you arrive at the platform. For full details on the mission, everything should be up to date in your mobiGlas. Our biggest concern at the moment is regaining control of the Restricted Airspace. The Nine Tails have smuggled in an Identity Friend or Foe Inverter that's granting their ships access while blocking ours. This is allowing them to bring in their reinforcements to the platforms. We need to get the Inverter shut down as soon as possible, but doing so is going to be a bit tricky. \n\nThe device is being stored in the cargo barge docked at the central platform, but the only one with the codes to access it is the Nine Tails commander, Mendo Ren. I want you focused on tracking down Ren and getting the codes off of him. \n\nCurrently, you are headed towards Solanki platform, which is used by Crusader to host visiting VIPs. Thankfully, there are several small craft that we will be able use to reach the central platform and the cargo barge since the shuttle system doesn't connect there. That should be all the info you need for now. I'll check back in soon. Just stay focused, and let's get this done.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZInactive_Siege_FirstOccur_IG_001_AllRightWelcome=All right, welcome to the operation. Your mobi should have the latest updates but here's a quick rundown. We have managed to return control of the Restricted Airspace to Crusader, but there's still plenty of work to do. All remaining Nine Tails forces and anti-air defenses under their control need to be dealt with before we can fully regain the platforms. \n\nRight now, you're heading towards Solanki Platform, it's some kind of commercial residency for visiting VIPs. If you don't want to use your own vehicle, you might find a few small ships stored there that Crusader's given us permission to commandeer. You could also use the platform's shuttle system to get around if need be. I leave it up to you. I'll check in with any further updates as you progress. Good luck.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZInactive_Siege_FirstOccur_IG_002_NowThatYoure=Now that you're here, I wanted to get you up to speed on the operation, but you can always check your mobi for the latest details. Currently, we have managed to regain control of the Restricted Airspace and have blocked the Nine Tails from bringing in any more reinforcements. All that's left for us to do is clear each of the platforms of any remaining Nine Tails defenses. \n\nThe platform you're headed to now is Solanki Platform. Crusader uses it when the have VIPs visiting Orison. You're welcome to use your own ship, but if not, there should be a few small ships here that we have permission to use. I'll make sure to update you if anything changes. With your help, I have faith the CDF is going to come out on top today.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZInactive_Siege_FirstOccur_IG_003_NowThatYoure=Now that you're en route, here's a brief of the current situation before you arrive at the platform. For full details on the mission, check your mobi. Everything should be up to date in there. Now that we've regained control of the Restricted Airspace, our biggest concern at the moment is clearing out any remaining Nine Tails and whatever defenses they have left. \n\nCurrently you are headed towards Solanki platform, which is used by Crusader to host visiting VIPs. You're welcome to use your ship to get around, but if needed, there should be several small craft stored there that you could use as well. That should be all the info you need for now. I'll check back in soon. Just stay focused, and let's get this done.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZInactive_Siege_RepeatOccur_IG_001_WelcomeBackTo=Welcome back to the combat zone. The full details of the operation's current status are in your mobi, but the main gist is that with the Restricted Airspace back under Crusader control, the CDF is now focusing on clearing any remaining Nine Tails and hostile Anti-Air defenses from the platforms. Counting on your help to get it done.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZInactive_Siege_RepeatOccur_IG_002_NiceToHave=Nice to have you back in the fight. With the Restricted Airspace inverter shut down, your main focus is going to be on clearing any remaining Nine Tails and their defenses from the platforms. If you want the specifics, check your mobi.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZInactive_Siege_RepeatOccur_IG_003_AsYoureHeading=As you're heading back in, here's what you need to know. The Restricted Airspace is back under our control, so all CDF volunteers are now tasked with clearing out the last of the Nine Tails forces from the platforms. I've updated your mobiGlas with all the details.
PU_ADVREP01_F_DEH_Enter_Shuttle_NoMission_Siege_IG_001_HeyNotSure=Hey, not sure where you think you're going, but I don't have time to deal with some vigilante who wants to rush in where they're not wanted. Either sign up to help the CDF through your contract manager, or stay the hell out of the way.
PU_ADVREP01_F_DEH_Enter_Shuttle_NoMission_Siege_IG_002_IToldYou=I told you that shuttle has been commandeered for official CDF personnel only. Either sign up through your contract manager or leave. If you get off that shuttle, you'll be trespassing in a combat zone.
PU_ADVREP01_F_DEH_Enter_Shuttle_NoMission_Siege_IG_003_HeyITold=Hey, I told you we can't have random bystanders wandering around an active crisis area. If you aren't going to volunteer, don't get off that shuttle. Get me?
PU_ADVREP01_F_DEH_Enter_Shuttle_PostMission_Siege_IG_001_HeyITold=Hey, I told you not to board the shuttle. Crusader's in control of the scene now and they'll arrest any trespassers they find. If you exit the shuttle on the platform, I can't help you.
PU_ADVREP01_F_DEH_Enter_Shuttle_PostMission_Siege_IG_002_AreYouNot=Are you not copying? The mission's over. Crusader Security's currently securing the platforms and they don't need your help. In fact, they'll actually arrest you if you step off that shuttle.
PU_ADVREP01_F_DEH_Enter_Shuttle_PostMission_Siege_IG_003_WhatArentYou=What aren't you understanding here? Crusader Security doesn't need your help anymore. In fact, if you get off that shuttle, they'll probably arrest you for trespassing.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_BossAlive_RepeatOccur_IG_001_HeyWantedTo=Hey, wanted to give you an update on the operation as you head back to the platforms. The CDF needs all volunteers to focus on taking down Mendo Ren and getting his access codes for the inverter. We won't be able to reset the Restricted airspace and stop the Nine Tails until we have them. Your mobi has a full breakdown of all the details.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_BossAlive_RepeatOccur_IG_002_AllRightHeres=All right, here is the rundown on where the op stands. It looks like Ren, the Nine Tails Commander, is still out there. We need to find him and take him out if we want to get the codes to restore control of the Restricted Airspace to Crusader. Check your mobi if you need any more details.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_BossAlive_RepeatOccur_IG_003_SinceYoureHeaded=Since you're headed back into the fight, here's where we're at. Latest intel suggests Ren is still down there. We need to neutralize him to get the codes that will allow us to shut down the inverter and regain control of the Restricted Airspace. There's a full up to date breakdown of the mission in your mobi.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_ExpNeg_IG_001_ListenImAfraid=Listen, I'm afraid that with the way things currently stand, the CDF doesn't want your help on this mission. You've just proved too unreliable in the past. Return to Orison immediately or else you will be charged with trespassing in a combat zone.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_ExpNeg_IG_002_HeyThisShuttle=Hey, this shuttle is supposed to be for active volunteers only. With your current CDF standing, there's just no place for you on this mission. I respectfully ask that you return to Orison as soon as possible, and stay out of our way. Otherwise, you could be charged with trespassing.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_ExpNeg_IG_003_ImNotSure=I'm not sure what you're planning, but the CDF doesn't need your assistance on this current mission. It could be different in the future, but right now we just can't trust you to perform as needed. Please head back to Orison before you get yourself into trouble.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_MiniBossesAlive_RepeatOccur_IG_001_GoodWasWaiting=Good. Was waiting for you to show back up. We still need the Nine Tails lieutenants to be eliminated before we can deal with their commander and get the codes to the access the Restricted Airspace inverter. Check your mobi for the full details.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_MiniBossesAlive_RepeatOccur_IG_002_OkayLetMe=Okay, let me update you on the current situation. The Nine Tails lieutenants are still a problem. We need all of them neutralized in order to draw out their commander and get his access codes to shut down the inverter. If you want more specifics, check your mobiGlas.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_MiniBossesAlive_RepeatOccur_IG_003_EvenThoughYou=Even though you have all the details in your mobi, I wanted to personally bring you back up to speed on the operation. We're still hunting for the Nine Tails lieutenants so that should be your focus. Once we wipe them out, their commander will have no choice but to engage us. Then we can finally get the codes to shut down the inverter.
PU_ADVREP01_F_DEH_Enter_StationArea_Resupply_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_WelcomeToINS=Welcome to INS Jericho. That Javelin's been out pulverizing XenoThreat and needs to restock. Unfortunately, XenoThreat's been intercepting our supply ships, so we'll need you to get out there and salvage whatever supplies you can.
PU_ADVREP01_F_DEH_Enter_StationArea_Resupply_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_TheNavyWelcomes=The Navy welcomes you to INS Jericho. Don't have much time for pleasantries though, so I'll get right to it. They docked the Javelin here to resupply it, but XenoThreat are now targeting our supply ships to stop that from happening. We could use your help tracking down any of our destroyed ships and grabbing whatever supplies you find.
PU_ADVREP01_F_DEH_Enter_StationArea_Resupply_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_YouveMadeIt=You've made it to INS Jericho. The station's the supply depot for the operation against XenoThreat. The Javelin's in the process of being restocked before heading back out to fight. Problem is XenoThreat started attacking our supply ships. Need you hunt down some of those wrecks and salvage any remaining supplies.
PU_ADVREP01_F_DEH_Enter_StationArea_Resupply_aAlly_tPlayer_FromAlly_inCombat_FirstOccur_IG_001_ThisIsGoing=This is going to seem like we're throwing you in the deep end, but we've got a situation. You're approaching INS Jericho, the Naval station responsible for resupplying the Naval forces. XenoThreat just launched an attack against the Javelin that's docked there, so I need you to help them fend them off.
PU_ADVREP01_F_DEH_Enter_StationArea_Resupply_aAlly_tPlayer_FromAlly_inCombat_FirstOccur_IG_002_YoureAboutTo=You're about to arrive at Jericho station, but we've got a situation. XenoThreat forces are trying to destroy the Javelin that's getting resupplied. Get in there and push them back before they do too much damage.
PU_ADVREP01_F_DEH_Enter_StationArea_Resupply_aAlly_tPlayer_FromAlly_inCombat_FirstOccur_IG_003_GladYouMade=Glad you made it. INS Jericho, the Navy's main resupply station is just ahead, but XenoThreat forces ambushed the station and are trying to destroy the Javelin that's docked there. I'm gonna need you to get in there and help defend it.
PU_ADVREP01_F_DEH_Enter_Station_HospNotSet_Siege_IG_001_HeyBeforeYou=Hey, before you head out to the platforms, you might want to think about making an imprint at Orison General. If worse comes to worse and you need to regen, it'll make things a lot easier for you.
PU_ADVREP01_F_DEH_Enter_Station_HospNotSet_Siege_IG_002_WordOfWarning=Word of warning. These platforms are a warzone, so you probably want to have an imprint at Orison General if you haven't already. Save yourself a longer trip back.
PU_ADVREP01_F_DEH_Enter_Station_HospNotSet_Siege_IG_003_HeresATip=Here's a tip before you head out. Make sure you've set your imprint to Orison General, so you can get back to the fight quickly if things go wrong.
PU_ADVREP01_F_DEH_Enter_Station_NFZInactive_Siege_IG_001_WithTheRestricted=With the Restricted Airspace back under our control, you can take your own ship instead of the shuttle if you prefer. Either way we need all the remaining Nine Tails and their defenses cleared before we can fully take back the platforms.
PU_ADVREP01_F_DEH_Enter_Station_NFZInactive_Siege_IG_002_JustAHeads=Just a head's up, now that the Restricted Air is under Crusader control, you can take your own ship if don't want to use the shuttle. There are still active hostiles on the platforms, so we still got some work to do.
PU_ADVREP01_F_DEH_Enter_Station_NFZInactive_Siege_IG_003_FyiNowThat=FYI, now that we've retaken control of the Restricted Airspace around the platforms, you can take your own ship instead of the shuttle if you want. Just watch out for any active anti-air defenses.
PU_ADVREP01_F_DEH_Enter_Station_NoMission_Siege_IG_001_ListenIGet=Listen, I get that you're eager to join the fight, but I can only allow official CDF volunteers to use the shuttle. Sign up through your contract manager if you're really interested in helping.
PU_ADVREP01_F_DEH_Enter_Station_NoMission_Siege_IG_002_SorryThisShuttle=Sorry, this shuttle is for CDF volunteers only. We still need help so feel free to sign up through your contract manager.
PU_ADVREP01_F_DEH_Enter_Station_NoMission_Siege_IG_003_EasyThereWe=Easy there. We can only take validated CDF volunteers on that shuttle, so if you're looking to help, sign up through your contract manager. Otherwise, you should steer clear of that shuttle for your own safety.
PU_ADVREP01_F_DEH_Enter_Station_PostMission_Siege_MissionLost_IG_001_WeveShutDown=We've shut down the CDF operation since we were unable to stop the Nine Tails. Don't get on that shuttle. Crusader's on site now picking up the pieces.
PU_ADVREP01_F_DEH_Enter_Station_PostMission_Siege_MissionLost_IG_002_LookTheresNo=Look, there's no reason for you to get on that shuttle. The operation's over. I've turned the scene over to Crusader Security so they can do their assessment and start cleaning up.
PU_ADVREP01_F_DEH_Enter_Station_PostMission_Siege_MissionLost_IG_003_IWouldntGet=I wouldn't get aboard that shuttle. There's nothing for you out on those platforms. The mission's over, Nine Tails won. Crusader Security's closed up the area for their investigation and they don't need any help.
PU_ADVREP01_F_DEH_Enter_Station_PostMission_Siege_MissionWon_IG_001_HeyYouDont=Hey, you don't need to board that shuttle. CDF forces were able to drive out the Nine Tails. Crusader Security's locking down the platforms as a crime scene.
PU_ADVREP01_F_DEH_Enter_Station_PostMission_Siege_MissionWon_IG_002_IAppreciateThe=I appreciate the enthusiasm, but the mission's over. We managed to get Nine Tails off the platforms.
PU_ADVREP01_F_DEH_Enter_Station_PostMission_Siege_MissionWon_IG_003_WereAllGood=We're all good here. CDF was able to take care of the Nine Tails situation so there's no need to board that shuttle. I'd advise against going out there since Crusader Security has already taken over the scene.
PU_ADVREP01_F_DEH_Enter_WreckSiteArea_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_WeLostContact=We lost contact with some of the supply ships somewhere nearby. You'll need to scan for the debris then retrieve any supply crates that may have survived the attack. Keep an eye out for XenoThreat though. They might still be around.
PU_ADVREP01_F_DEH_Enter_WreckSiteArea_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_SomeOfOur=Some of our supply ships came under attack around here. They're not responding to comms so they're either severely damaged or destroyed. See if your scans pick up any debris or XenoThreat still in the area. And if you do find a wreck, be sure to grab any supply crates that are still in one piece.
PU_ADVREP01_F_DEH_Enter_WreckSiteArea_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_TimeToPut=Time to put your scanner to good use. XenoThreat attacked a few of our supply ships nearby and we lost touch with them. Search the area for wreckage and pick up any supply crates you might find. And remember to stay vigiliant, there's a good chance XenoThreat might still be lurking in the area.
PU_ADVREP01_F_DEH_Enter_Wreck_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_OkayIHope=Okay, I hope you scanned before exiting your ship. Another CDF member saw XenoThreat around that debris. Good luck in there
PU_ADVREP01_F_DEH_Enter_Wreck_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_DidYouScan=Did you scan that wreck? XenoThreat's been raiding these debris fields so there's a good chance they're still on board. Be careful.
PU_ADVREP01_F_DEH_Enter_Wreck_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_IveBeenGetting=I've been getting reports that XenoThreat are hiding out on some of the wrecks. I hope you scanned so you know what you're walking into.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_XenothreatJustPopped=XenoThreat just popped up with a milspec Idris. Get in there and keep them off the Javelin.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_WeveGotAn=We've got an Idris inbound. Let's get to work and run it off.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_XenosMustBe=Xenos must be itching for a fight. They just called in an Idris. Let's give 'em what they want and protect that Javelin.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_FirstOccur_IG_004_NeedHelpDefending=Need help defending the Javelin. XenoThreat's here and they brought a damn Idris.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_FirstOccur_IG_005_GottaProtectThat=Gotta protect that Javelin from the Xenos. Do whatever's necessary to get that Idris out of here.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_001_GotAVisual=Got a visual on that Idris. You know what to do.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_002_DealingWithAn=Dealing with an Idris here. Need any help we can get to keep that Javelin safe.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_003_TimeToTussle=Time to tussle. Xenos came to play with an Idris.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_004_XenothreatBroughtIn=XenoThreat brought in an Idris to go after that Javelin. We can't let them take it out.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_005_XenosThinkThey=Xenos think they can scare us off with an Idris. Let's show 'em we're not intimidated.
PU_ADVREP01_F_DEH_Exit_RestrictedArea_NFZActive_Siege_IG_001_DammitITold=Dammit, I told you that would happen. I'll try to get them to disable it remotely, but I don't think there's enough time.
PU_ADVREP01_F_DEH_Exit_RestrictedArea_NFZActive_Siege_IG_002_ShitYourSelf=Shit, your self-destruct's kicked in. I'm trying to get Crusader on comms to try and shut it down, but I think we're gonna run out of time.
PU_ADVREP01_F_DEH_Exit_RestrictedArea_NFZActive_Siege_IG_003_YourShipJust=Your ship just initiated a self-destruct. I'm gonna see if Crusader Security can remotely disable it, but you should get out of there.
PU_ADVREP01_F_DEH_Exit_RestrictedArea_NFZInactive_Siege_IG_001_IToldYou=I told you this would happen. Get back into the restricted area before it's too late.
PU_ADVREP01_F_DEH_Exit_RestrictedArea_NFZInactive_Siege_IG_002_TurnAroundNow=Turn around now. If you get back into the restricted area, that should shut off the self-destruct.
PU_ADVREP01_F_DEH_Exit_RestrictedArea_NFZInactive_Siege_IG_003_ShitGetThat=Shit. Get that ship back in the restricted area before that timer counts down.
PU_ADVREP01_F_DEH_Exit_Shuttle_NoMission_EasyIsland_Siege_IG_001_AllRightI=All right, I warned you. Now you're officially trespassing in a combat zone.
PU_ADVREP01_F_DEH_Exit_Shuttle_NoMission_EasyIsland_Siege_IG_002_FineHaveIt=Fine, have it your way. You're officially trespassing in an active crisis area and will be flagged as a combatant.
PU_ADVREP01_F_DEH_Exit_Shuttle_NoMission_EasyIsland_Siege_IG_003_GoddammitWhyThe=Goddammit, why the hell did you get off that shuttle? you're now officially trespassing in a crisis area and will be flagged as a combatant.
PU_ADVREP01_F_DEH_Failed_MissionObj_Siege_StopHack_IG_001_GodDammitWe=Goddammit. We were too late. Nine Tails got whatever it was they were trying to steal.
PU_ADVREP01_F_DEH_Failed_MissionObj_Siege_StopHack_IG_002_WeCouldntStop=We couldn't stop the hack. Whatever it was the Nine Tails were trying to steal, they got it.
PU_ADVREP01_F_DEH_Failed_MissionObj_Siege_StopHack_IG_003_ShitThatNine=Shit. That Nine Tails hack completed. God knows what they just got away with.
PU_ADVREP01_F_DEH_Failed_Mission_Invictus_aAlly_tSystem_FromAlly_IG_001_AttentionThisIs=Attention, this is SAIC Rowena Dulli with the CDF with an unfortunate update. Our volunteer forces were unable to stop the Nine Tails, however the platforms are once again under Crusader control and Invictus can continue on impededed. Thank you.
PU_ADVREP01_F_DEH_Failed_Mission_LastHopeDied_Siege_IG_001_AllCdfPersonnel=All CDF personnel on the central platform have been eliminated and we've lost any hope of resetting the Restricted Airspace. I'm aborting the mission and ordering everyone to evacuate the platforms. Make your way to the shuttle now.
PU_ADVREP01_F_DEH_Failed_Mission_LastHopeDied_Siege_IG_002_WeJustLost=We just lost the last CDF volunteer that was still on the central platform. Without them we can't reset the Restricted Airspace. I wish there was any other option, but I'm afraid I have to abort the operation. All volunteers are to report back to Orison via the shuttle.
PU_ADVREP01_F_DEH_Failed_Mission_LastHopeDied_Siege_IG_003_IAmSad=I am sad to report that there are no more CDF personnel within range of the inverter. And without any ships to get us there, I've got to pull us out. Head to the shuttles now. The mission's over.
PU_ADVREP01_F_DEH_Failed_Mission_NoLongerPossible_Siege_IG_001_DamnItTheres=Damn it! There's no more ships to commandeer on any of the platforms. We won't be able to reach the inverter to shut it down. I've got no choice. I'm pulling all CDF volunteers out. Operation's over. Get back on the shuttle now.
PU_ADVREP01_F_DEH_Failed_Mission_NoLongerPossible_Siege_IG_002_AttentionImSorry=Attention, I'm sorry to say but we've lost the last available ship and failed to retake the platforms. All CDF volunteers are ordered to return to Orison. Head to the shuttles now.
PU_ADVREP01_F_DEH_Failed_Mission_NoLongerPossible_Siege_IG_003_AllCdfPersonnel=All CDF personnel are hereby ordered to immediately vacate the platforms and return to Orison. We lost the entire fleet of available ships which leaves us no viable ways of resetting the Restricted Airspace. The Nine Tails win.
PU_ADVREP01_F_DEH_Failed_Mission_NotTakePart_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_001_WeveLostOne=We've lost one of our supply ships.
PU_ADVREP01_F_DEH_Failed_Mission_NotTakePart_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_002_XenothreatTookOut=XenoThreat took out one of the Navy supply ships.
PU_ADVREP01_F_DEH_Failed_Mission_NotTakePart_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_003_JustGotWord=Just got word a supply ship was taken out.
PU_ADVREP01_F_DEH_Failed_Mission_NotTakePart_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_004_NavalSupplyShip=Naval supply ship went down.
PU_ADVREP01_F_DEH_Failed_Mission_NotTakePart_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_005_XenothreatAmbushedOne=XenoThreat ambushed one of the Navy's supply ships.
PU_ADVREP01_F_DEH_Failed_Mission_NotTakePart_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_006_ASupplyShip=A supply ship headed to Jericho was destroyed.
PU_ADVREP01_F_DEH_Failed_Mission_NotTakePart_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_007_XenothreatTookOut=XenoThreat took out a supply ship en route to Jericho.
PU_ADVREP01_F_DEH_Failed_Mission_Orison_Siege_aAlly_tSystem_FromAlly_IG_001_AttentionThoughThe=Attention, though the CDF forces were unable to stop them, thankfully the Nine Tails have withdrawn from Orison and the platforms have once again returned to Crusader control. I promise you that we will redouble our efforts to stop the Nine Tails should anything like this ever happen again.
PU_ADVREP01_F_DEH_Failed_Mission_Orison_Siege_aAlly_tSystem_FromAlly_IG_002_AttentionThisIs=Attention, this is Rowena Dulli with the CDF. Nine Tails forces have vacated the platforms outside Orison. While CDF forces did their best to stop the criminals, their overall campaign was a failure. We will all need to redouble our efforts should a crisis like this arise again.
PU_ADVREP01_F_DEH_Failed_Mission_Orison_Siege_aAlly_tSystem_FromAlly_IG_003_AttentionImSorry=Attention, I'm sorry to say that the CDF was unable to drive off the Nine Tails aggressors on Orison. Thankfully, the criminals left on their own accord after causing as much damage as they could. Though control has returned to Crusader, we will work to make sure that a failure like this doesn't happen again.
PU_ADVREP01_F_DEH_Failed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_001_LostASupply=Lost a supply ship.
PU_ADVREP01_F_DEH_Failed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_002_NavySupplyShip=Navy supply ship just went down.
PU_ADVREP01_F_DEH_Failed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_003_XenothreatTookOut=XenoThreat took out a supply ship.
PU_ADVREP01_F_DEH_Failed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_004_FriendlySupplyShip=Friendly supply ship destroyed.
PU_ADVREP01_F_DEH_Failed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_005_JustLostOne=Just lost one of the convoy.
PU_ADVREP01_F_DEH_Failed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_006_NavyConvoyShip=Navy convoy ship just got destroyed by XenoThreat.
PU_ADVREP01_F_DEH_Failed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_007_FriendlyConvoyShip=Friendly convoy ship just got taken out.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_001_ImGonnaBe=I'm gonna be straight with you. That was a mess. I need everyone to bring their A-game next time or a lot of people in this system are going to suffer.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_002_ThisWasA=This was a bust. We need to be better next time or XenoThreat's going to keep walking all over us.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_003_ImNotGoing=I'm not going to bullshit you. We gotta do better. If the Navy needs our help, we gotta give it to them.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_004_WeLostToday=We lost today. People need to be better so the Navy can get back out there.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_005_ThatWasDissapointing=That was dissapointing. Going to be hard for people to trust the CDF if we don't do better than that next time the Navy needs us.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_001_AttentionStantonSystem=Attention Stanton system, this is Dulli with the Advocacy. XenoThreat forces launched a coordinated attack against Naval station Jericho and overwhelmed the defenses. The Navy's been forced to extract from the system. Although this is far from over, watch yourself out there.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_002_ThisIsSAIC=This is SAIC Dulli with an update on the recent XenoThreat hostilities. Unfortunately, Naval Station Jericho was overwhelmed by outlaw attacks and has retreated from the Stanton system. All ships are encouraged to take extra precautions while traveling.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_003_AttentionThisIs=Attention. This is a Civilian Defense Force update. After an attack by the outlaw group known as XenoThreat, the UEE Naval forces stationed within the Stanton System have been temporarily forced to withdraw and the system remains on high alert. Travel with caution.
PU_ADVREP01_F_DEH_Farewell_aAlly_tPlayer_FromAlly_IG_001_DulliOut=Dulli out.
PU_ADVREP01_F_DEH_Farewell_aAlly_tPlayer_FromAlly_IG_002_OverAndOut=Over and out.
PU_ADVREP01_F_DEH_Farewell_aAlly_tPlayer_FromAlly_IG_003_TalkToYou=Talk to you later. Dulli out.
PU_ADVREP01_F_DEH_Farewell_aAlly_tPlayer_FromAlly_IG_004_SigningOff=Signing off.
PU_ADVREP01_F_DEH_Farewell_aAlly_tPlayer_FromAlly_IG_005_CommOut=Comm out.
PU_ADVREP01_F_DEH_Gained_CrimeStat_DestroyedVehicle_Siege_IG_001_IDontKnow=I don't know if the Nine Tails got you on their payroll or if you're just a lousy shot, but either way I can't afford to have you around destroying vehicles. You're off the mission.
PU_ADVREP01_F_DEH_Gained_CrimeStat_DestroyedVehicle_Siege_IG_002_HeyITold=Hey, I told you we need those vehicles to help take back the barge, so I can't have you blowing them up. Next time, learn to follow orders.
PU_ADVREP01_F_DEH_Gained_CrimeStat_DestroyedVehicle_Siege_IG_003_WhatTheHell=What the hell are you doing? Those ships are a crucial part of our success. Anyone under my command needs to follow orders so consider yourself dismissed.
PU_ADVREP01_F_DEH_Gained_CrimeStat_KilledNeutral_Siege_IG_001_ThatWasA=That was a civilian you killed. I won't send psychos to fight psychos. You're done.
PU_ADVREP01_F_DEH_Gained_CrimeStat_KilledNeutral_Siege_IG_002_TheCdfIs=The CDF is here to protect the public, not kill them. You're gonna go down for what you did.
PU_ADVREP01_F_DEH_Gained_CrimeStat_KilledNeutral_Siege_IG_003_ICantBelieve=I can't believe you're as bad as the criminals we're supposed to stop. I've notified the authorities, but you're off my team.
PU_ADVREP01_F_DEH_Gained_CrimeStat_KilledPlayer_Siege_IG_001_HowTheHell=How the hell can you kill one of your own? You're lucky we have our hands full out here or I'd be dealing with you myself. Just know that the proper authorities have been notified. Now get the hell out of here.
PU_ADVREP01_F_DEH_Gained_CrimeStat_KilledPlayer_Siege_IG_002_DoYouHave=Do you have any idea what you just did? That was your ally! They trusted you! You're done with the CDF. I let the local authorities know where they can find you.
PU_ADVREP01_F_DEH_Gained_CrimeStat_KilledPlayer_Siege_IG_003_ICantBelieve=I can't believe you just did that. Killing another volunteer goes against everything the CDF stands for. I've let the authorities know, and I hope I never have to see you again.
PU_ADVREP01_F_DEH_Gained_CrimeStat_Siege_IG_001_WhatTheHell=What the hell are you doing? I can't have people under my command committing crimes. I'm cutting you loose until you get that sorted.
PU_ADVREP01_F_DEH_Gained_CrimeStat_Siege_IG_002_DulliHereYou=Dulli here. You can't be committing crimes while working for the CDF. Aside from the fact that it's just wrong, you could appear as a criminal to another volunteer and they could open fire. I'm pulling the contract from you until you clear your record.
PU_ADVREP01_F_DEH_Gained_CrimeStat_Siege_IG_003_WorkingForThe=Working for the CDF isn't an excuse to go commiting crimes. I'm kicking you from this mission until you get that sorted out.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_IG_001_ListenUpThis=Listen up. This is SAIC Dulli with the CDF.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_IG_002_SpecialAgentDulli=Special Agent Dulli with the CDF here.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_IG_003_ThisIsDulli=This is Dulli with the CDF.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_IG_004_SAICDulliHere=SAIC Dulli here.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_IG_005_ThisIsDulli=This is Dulli. Listen up.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_inCombat_IG_001_DulliHere=Dulli here.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_inCombat_IG_002_CDFYouCopy=CDF, do you copy? It's Dulli.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_inCombat_IG_003_YouCopyDulli=You copy? Dulli here.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_inCombat_IG_004_DulliHereListen=Dulli here. Listen up.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_inCombat_IG_005_HeyDulliHere=Hey, Dulli here.
PU_ADVREP01_F_DEH_Hint_Exit_CargoBayDoor_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_001_JustAHeads=Just a head's up, some of the other CDF volunteers have been telling me that XenoThreat's set up ways to open the cargo doors even if the power's out. Try looking for that if you're having trouble getting out.
PU_ADVREP01_F_DEH_Hint_Exit_CargoBayDoor_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_002_IfTheWreck=If the wreck has lost power, XenoThreat might have rigged up something to open the cargo door.
PU_ADVREP01_F_DEH_Hint_Exit_CargoBayDoor_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_003_IveBeenHearing=I've been hearing that XenoThreat's been offloading through the cargo bay. They must have rigged up something to open the door. Might be helpful if you're looking for a way out.
PU_ADVREP01_F_DEH_Hint_MissionObj_Barge_Siege_FindBossIntel_IG_001_WeveConfirmedThe=We've confirmed the Commander has the access code to these locked containers. You'll have to take him out first to get it.
PU_ADVREP01_F_DEH_Hint_MissionObj_Barge_Siege_FindBossIntel_IG_002_SourcesIndicateThat=Sources indicate that Menlo Ren has the access code to these containers. You'll need to take him down to obtain them.
PU_ADVREP01_F_DEH_Hint_MissionObj_Barge_Siege_FindBossIntel_IG_003_WordIsThat=Word is that Mendo Ren's carrying the access codes to these containers. You're gonna need to draw him out and take him down to get them.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_DefeatAA_FirstOccur_IG_001_AttentionAllCdf=Attention, all CDF volunteers. The Nine Tails are controlling each platform's anti-air defenses from an inverter hidden in one of the party supply crates. If you can get the access code, you can shut down the AA defenses directly.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_DefeatAA_FirstOccur_IG_002_GotSomeUseful=Got some useful news. The Nine Tails are controlling the AA defenses using devices stashed inside the Pressley's Party Supply crates. The Lieutenants on each platform will have the codes to access the containers. Could be easier than having to manually destroy each one.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_DefeatAA_FirstOccur_IG_003_AllRightEveryone=All right, everyone. We figured out how the Nine Tails are controlling the AA. They've stashed inverters inside party supply containers on each platform. Get the access code from the Lieutenant there and you shut them down.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindAltSolution_IG_001_LooksLikeAll=Looks like the shuttle controls are busted. You're going to have to find another way around.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindAltSolution_IG_002_ThoseShuttleControls=Those shuttle controls are jacked. You'll have to find another way.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindAltSolution_IG_003_NoWayYoure=No way you're getting those controls working. You'll need another way.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindContainer_FirstOccur_IG_001_AttentionItLooks=Attention, it looks like the Nine Tails might have used those Pressley's Party Supplies containers to bring some additional ammo and medical supplies in case they needed to restock. Looks like you'll have to find an access code to unlock it though.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindContainer_FirstOccur_IG_002_WeveBeenLooking=We've been looking into these containers from Pressley's Party Supplies and it turns out the company shut down years ago. Our current theory is that the Nine Tails used these to smuggle themselves and their supplies on to the platforms. Might be worth seeing if you can find a code to unlock the ones on this platform.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindContainer_FirstOccur_IG_003_GuessWhatTurns=Guess what? Turns out Pressley's Party Supplies doesn't exist anymore. I'm guessing whatever's inside these locked containers has something to do with the Nine Tails attack. If you can find the code to access them, could be useful to take a look inside.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindContainer_RepeatOccur_IG_001_WeNowKnow=We now know that Nine Tails lieutenants have the access codes for the Pressley's Party Supplies containers they smuggled in. If you want to access the ones on this platform, you'll have to deal with the lieutenant first.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindContainer_RepeatOccur_IG_002_IfTheseContainers=If these containers are anything like the ones on the other platform than you're going to have to get the code off the Lieutenant to open them. Might be worthwhile since the Nine Tails packed all sorts of useful things inside of them.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindContainer_RepeatOccur_IG_003_SeemsTheOnly=Seems the only way to open these Pressley's Party Supplies containers that the Nine Tails smuggled here is to get the code off the Lieutenant on this platform. Could be good to see if there's anything useful inside.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindIntel_FirstOccur_IG_001_WithTheLieutenant=With the lieutenant on this platform dealt with, it might be worthwhile to search their body and see if you can find any usable intel.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindIntel_FirstOccur_IG_002_NowThatThe=Now that the lieutenant on this platform has been neutralized, I'd suggest searching him for any possible intel. He might have something useful on him.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindIntel_FirstOccur_IG_003_TrySearchingThe=Try searching the body of this platform's lieutenant. Never know what useful intel he might have had on him.
PU_ADVREP01_F_DEH_Hint_Mission_FocusOnFighters_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_001_DoesntLookLike=Doesn't look like you're making a dent on that Idris. Try focusing on the fighters.
PU_ADVREP01_F_DEH_Hint_Mission_FocusOnFighters_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_002_WeNeedTo=We need to knock out more of XenoThreat's support ships if we want any chance of taking out their Idris.
PU_ADVREP01_F_DEH_Hint_Mission_FocusOnFighters_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_003_TheresStillToo=There's still too many hostile ships for us to be effective. Focus on thinning their numbers.
PU_ADVREP01_F_DEH_Hint_Mission_FocusOnFighters_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_004_TheyreGoingTo=They're going to overwhelm us if we don't take out more of their support ships soon.
PU_ADVREP01_F_DEH_Hint_Mission_FocusOnFighters_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_005_TargetTheXeno=Target the Xeno support ships. Without their cover, the Idris won't stand a chance.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_PrevPhaseFail_aAlly_tAlly_FromAlly_IG_001_GoodNewsNavy=Good news. Navy just said the Javelin's been repaired and restocked. They're heading back to the fight.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_PrevPhaseFail_aAlly_tAlly_FromAlly_IG_002_NavyJustSent=Navy just sent word. The Javelin's been patched up and is heading back to the AO.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_PrevPhaseFail_aAlly_tAlly_FromAlly_IG_003_NavySaidThe=Navy said the Javelin's been repaired and is heading back to the front.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_PrevPhaseFail_aAlly_tAlly_FromAlly_IG_004_NavyJustFinished=Navy just finished repairing the Javelin. They're dispatching it back to the front now.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_PrevPhaseFail_aAlly_tAlly_FromAlly_IG_005_ReadyUpNavy=Ready up. Navy finished restocking the Javelin and they're sending it back to fight.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_001_GoodNewsNavy=Good news. Navy just said the Javelin's heading to the fight.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_002_ListenUpJust=Listen up. Just got word. Navy reinforcements are inbound.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_003_ReadyUpNavys=Ready up. Navy's got a Javelin inbound to lend a hand.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_004_NavyJustLet=Navy just let me know, they're scrambling a Javelin to the fight.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_005_JavelinsHeadingIn=Javelin's heading in. This is about to get interesting.
PU_ADVREP01_F_DEH_Inform_SwitchToHostile_CriminalStat_Resupply_aEnemy_tPlayer_FromEnemy_IG_001_YouveBeenFlagged=You've been flagged with a crime stat. I'd go take care of that right now before someone mistakes you for XenoThreat.
PU_ADVREP01_F_DEH_Inform_SwitchToHostile_CriminalStat_Resupply_aEnemy_tPlayer_FromEnemy_IG_002_LookWellTake=Look, we'll take any help we can get but watch yourself. With that crime stat, someone might think you're XenoThreat.
PU_ADVREP01_F_DEH_Inform_SwitchToHostile_CriminalStat_Resupply_aEnemy_tPlayer_FromEnemy_IG_003_SaysHereYouve=Says here you've got a crime stat. Either clear it or fight at your own risk. Can't promise someone won't mistake you for one of the bad guys.
PU_ADVREP01_F_DEH_Inform_SwitchToHostile_CriminalStat_Showdown_aEnemy_tPlayer_FromEnemy_IG_001_HowTheHell=How the hell did you pick up a crime stat? Look, you need to get rid of that or people might mistake you for a target.
PU_ADVREP01_F_DEH_Inform_SwitchToHostile_CriminalStat_Showdown_aEnemy_tPlayer_FromEnemy_IG_002_HeyYouCant=Hey, you can't be pulling crimes while you're working for the law. Fix it.
PU_ADVREP01_F_DEH_Inform_SwitchToHostile_CriminalStat_Showdown_aEnemy_tPlayer_FromEnemy_IG_003_JustBecauseYoure=Just because you're CDF doesn't make you above the law. Resolve that crime stat or someone might mistake you for XenoThreat.
PU_ADVREP01_F_DEH_Intro_MissionObj_Siege_FindTerminalCode_IG_001_NotTooMuch,P=Not too much of a surprise that they locked their system. Maybe see if you can find a code somewhere.
PU_ADVREP01_F_DEH_Intro_MissionObj_Siege_FindTerminalCode_IG_002_ShitLooksLike,P=Shit, looks like you need a code to access the terminal. You're gonna have to find it somewhere.
PU_ADVREP01_F_DEH_Intro_MissionObj_Siege_FindTerminalCode_IG_003_LockedYouMight,P=Locked... You might be able to find the access code somewhere.
PU_ADVREP01_F_DEH_Leave_MissionArea_Resupply_aAlly_tPlayer_FromAlly_IG_001_WeStillNeed=We still need your help. Get back here as soon as you can.
PU_ADVREP01_F_DEH_Leave_MissionArea_Resupply_aAlly_tPlayer_FromAlly_IG_002_WhereYouGoing=Where you going? Our work's not done here.
PU_ADVREP01_F_DEH_Leave_MissionArea_Resupply_aAlly_tPlayer_FromAlly_IG_003_EverythingOkYoure=Everything ok? You're headed in the wrong direction.
PU_ADVREP01_F_DEH_Leave_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_001_TheFightsStill=The fight's still going on. Get back here as soon as you can.
PU_ADVREP01_F_DEH_Leave_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_002_FightAintDone=Fight ain't done. Where the hell are you going?
PU_ADVREP01_F_DEH_Leave_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_003_WhatTheHell=What the hell are you doing, pilot? Get back in there.
PU_ADVREP01_F_DEH_Leave_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_004_ThisIsntOver=This isn't over, sport. Get back in the fight.
PU_ADVREP01_F_DEH_Leave_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_005_YoureHeadedThe=You're headed the wrong way. Go towards the battle.
PU_ADVREP01_F_DEH_Open_MissionPOI_AAControls_Siege_IG_001_ThisLooksLike=This looks like a smaller version of the IFFI, but seems like it's dedicated to controlling this platform's anti-air defenses.
PU_ADVREP01_F_DEH_Open_MissionPOI_AAControls_Siege_IG_002_PerfectYouFound=Perfect, you found the inverter that's controlling this platform's AA defenses. Shut it down.
PU_ADVREP01_F_DEH_Open_MissionPOI_AAControls_Siege_IG_003_GreatThatInverter=Great, that inverter's controlling the anti-air on this platform. Shut it down to make the skies safe.
PU_ADVREP01_F_DEH_Open_MissionPOI_BoobyTrap_Siege_IG_001_AttentionAllCdf=Attention, all CDF volunteers. Some of the Nine Tails containers have been trapped, so be careful when opening them.
PU_ADVREP01_F_DEH_Open_MissionPOI_BoobyTrap_Siege_IG_002_BeAdvisedIm=Be advised. I'm getting reports that the Nine Tails have trapped some of their containers. Watch yourselves.
PU_ADVREP01_F_DEH_Open_MissionPOI_BoobyTrap_Siege_IG_003_ThisIsDulli=This is Dulli. Listen up, looks like some of the Nine Tails containers have traps installed, so watch your step.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCMedSupplies_Siege_IG_001_TheNineTails=The Nine Tails will probably mind if you help yourself to some of their meds.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCMedSupplies_Siege_IG_002_JesusTheyBrought=Jesus, they brought a bunch of meds to this thing.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCMedSupplies_Siege_IG_003_WhatHaveWe=What have we got here? Looks like a bunch of meds.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCVehicle_Siege_IG_001_ThatVehicleShould=That vehicle should come in handy.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCVehicle_Siege_IG_002_SeemsTheNine=Seems the Nine Tails brought a little of everything for this raid.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCVehicle_Siege_IG_003_SeemsOnlyFitting=Seems only fitting we use the Nine Tails' own vehicles to bring them down.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCWeaponsAmmo_Siege_IG_001_NineTailsMust=Nine Tails must be using this container to load up on ammo.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCWeaponsAmmo_Siege_IG_002_LooksLikeYou=Looks like you found a Nine Tails ammo cache.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCWeaponsAmmo_Siege_IG_003_TheyBroughtEnough=They brought enough ammo to go to war?
PU_ADVREP01_F_DEH_Open_MissionPOI_Massacre_Siege_IG_001_WhatTheHell=What the hell is this?.
PU_ADVREP01_F_DEH_Open_MissionPOI_Massacre_Siege_IG_002_AllThesePeople=All these people? it's a massacre?
PU_ADVREP01_F_DEH_Open_MissionPOI_Massacre_Siege_IG_003_WhatTheHell=What the hell happened here?
PU_ADVREP01_F_DEH_Order_DefendTarget_QTSpooling_Resupply_aAlly_tPlayer_FromAlly_IG_001_JavelinsPreppingTo=Javelin's prepping to spin up the Q drive out of here. Protect it until they make the jump.
PU_ADVREP01_F_DEH_Order_DefendTarget_QTSpooling_Resupply_aAlly_tPlayer_FromAlly_IG_002_CoverTheJavelin=Cover the Javelin until it gets out of here.
PU_ADVREP01_F_DEH_Order_DefendTarget_QTSpooling_Resupply_aAlly_tPlayer_FromAlly_IG_003_JavelinsSpinningUp=Javelin's spinning up. I want everyone protecting them until they launch.
PU_ADVREP01_F_DEH_Order_DefendTarget_QTSpooling_Resupply_aAlly_tPlayer_FromAlly_IG_004_KeepXenothreatOff=Keep Xenothreat off that Javelin until it can quantum out of here.
PU_ADVREP01_F_DEH_Order_DefendTarget_QTSpooling_Resupply_aAlly_tPlayer_FromAlly_IG_005_QuantumDrivesAre=Quantum drives are spinning up on the Javelin. I want cover fire until they're ready to QT.
PU_ADVREP01_F_DEH_Pickup_DestructibleSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_001_NotSureHow=Not sure how much you've handled Acryliplex, but be careful. They're really unstable and will go up if damaged.
PU_ADVREP01_F_DEH_Pickup_DestructibleSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_002_JustAHeads=Just a head's up, Acryliplex will explode if damaged, so be extra careful with that crate.
PU_ADVREP01_F_DEH_Pickup_DestructibleSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_003_YoullNeedTo=You'll need to be careful with that crate. Acryliplex is really unstable, so things will get really messy if that crate's damaged.
PU_ADVREP01_F_DEH_Pickup_QuantumSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_001_WordOfWarning=Word of warning, Diluthermex becomes violently unstable when in quantum travel, so you'll need to use conventional engines to get it back to Jericho.
PU_ADVREP01_F_DEH_Pickup_QuantumSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_002_JustAReminder=Just a reminder that Diluthermex becomes violently unstable in Quantum travel, so don't do it. Use conventional thrusters only.
PU_ADVREP01_F_DEH_Pickup_QuantumSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_003_BeCarefulWith=Be careful with that Diluthermex. It will explode during Quantum travel, so you'll need to use regular thrusters to get it back to Jericho.
PU_ADVREP01_F_DEH_Pickup_Supplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_NowThatYou,P=Now that you got your hands on some supplies, I need you to bring those back to Jericho as soon as you can.
PU_ADVREP01_F_DEH_Pickup_Supplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_OnceYoureDone,P=Once you're done hunting for supplies, go ahead and bring everything back to Jericho. They're waiting for you.
PU_ADVREP01_F_DEH_Pickup_Supplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_AsSoonAs,P=As soon as you're done searching for supplies, I want you to rush whatever you found back to Jericho and get it unloaded.
PU_ADVREP01_F_DEH_Pickup_TimedSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_001_QuickRundownOn=Quick rundown on transporting Zeta-Prolonide. That timer on the crate is tracking the mineral's decay. Make sure you deliver it before it runs out or the crate's useless.
PU_ADVREP01_F_DEH_Pickup_TimedSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_002_NotSureIf=Not sure if you've transported Zeta-Prolonide before, but make sure you deliver it to Jericho quick. If that timer on the box runs out, the mineral's useless.
PU_ADVREP01_F_DEH_Pickup_TimedSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_003_JustAHeads=Just a head's up if you've never moved Zeta-Prolanide before, that timer on the box tracks the mineral's decay. Make sure you deliver it before the timer runs out or the mineral's useless.
PU_ADVREP01_F_DEH_Quit_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_001_IDontKnow=I don't know why you bailed on us, but we still need your help. Hit me up if you really want to lend a hand.
PU_ADVREP01_F_DEH_Quit_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_002_YouAbandoningThe=You abandoning the mission? What could be more important than dealing with the XenoThreat right now?
PU_ADVREP01_F_DEH_Quit_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_003_LookIKnow=Look, I know not everyone's cut out for this but we could really use your help. Let me know if you change your mind.
PU_ADVREP01_F_DEH_Quit_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_001_LookInThe=Look, in the future, don't volunteer unless you're gonna see this through to the end.
PU_ADVREP01_F_DEH_Quit_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_002_INeedAll=I need all volunteers to give their all. If you're not up to that, fine.
PU_ADVREP01_F_DEH_Quit_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_003_IKnowXenothreats=I know XenoThreat's scary, but we all have to stand up to them if we want to keep our system safe.
PU_ADVREP01_F_DEH_ReactDamage_MissionShip_Siege_IG_001_EasyOnThe=Easy on the vehicles. Until the Restricted Airspace is reset, they're all we're going to get and we need them to reach the Nine Tails inverter.
PU_ADVREP01_F_DEH_ReactDamage_MissionShip_Siege_IG_002_YoullNeedTo=You'll need to be careful with that vehicle. We only have a fixed number to work with until that main inverter is shut off.
PU_ADVREP01_F_DEH_ReactDamage_MissionShip_Siege_IG_003_MightWannaBe=Might want to be extra careful with these comandeered ships. They're our only way of getting to central platform and regaining control of the Restricted Airspace.
PU_ADVREP01_F_DEH_React_Arrest_Trespassing_Siege_IG_001_CrusaderSecurityIs=Crusader Security is taking you into custody for trespassing.
PU_ADVREP01_F_DEH_React_Arrest_Trespassing_Siege_IG_002_StandDownCrusader=Stand down. Crusader Security's taking you into custody.
PU_ADVREP01_F_DEH_React_Arrest_Trespassing_Siege_IG_003_YouAreBeing=You are being detained for trespassing on an active crime scene.
PU_ADVREP01_F_DEH_React_MissionObj_MassacreTaunt_Siege_IG_001_YouFindHim=You find him and put him down. Make it hurt.
PU_ADVREP01_F_DEH_React_MissionObj_MassacreTaunt_Siege_IG_002_GodDammitPeople=Goddammit? people claim Vanduul are the brutal ones, but Humans can be just as bad? if not worse?
PU_ADVREP01_F_DEH_React_MissionObj_MassacreTaunt_Siege_IG_003_IveSeenA=I've seen a lot of tragedy in my life, but this? You make sure Acker goes down.
PU_ADVREP01_F_DEH_Received_DestructibleSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_001_JustGotWord=Just got word that we hit our quota for AcryliPlex. Keep those other supplies coming.
PU_ADVREP01_F_DEH_Received_DestructibleSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_002_ReceivedConfirmationThat=Received confirmation that the Navy has received a full stock of AcryliPlex. Efforts should be focused on completing the other supply runs.
PU_ADVREP01_F_DEH_Received_DestructibleSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_003_ItSeemsOur=Its seems our efforts are paying off. The Navy now has a full supply of AcryliPlex. Let's focus on finishing up the rest of what they need.
PU_ADVREP01_F_DEH_Received_OverallSupplies_BarelySupplies_aAlly_tPlayer_FromAlly_IG_001_WereOnOur=We're on our way with the resupply but still got a way to go.
PU_ADVREP01_F_DEH_Received_OverallSupplies_BarelySupplies_aAlly_tPlayer_FromAlly_IG_002_SuppliesAreStarting=Supplies are starting to come in.
PU_ADVREP01_F_DEH_Received_OverallSupplies_BarelySupplies_aAlly_tPlayer_FromAlly_IG_003_LetsKeepThose=Let's keep those supplies coming.
PU_ADVREP01_F_DEH_Received_OverallSupplies_BarelySupplies_aAlly_tPlayer_FromAlly_IG_004_WereGoingTo=We're going to need a lot more supplies to deal with XenoThreat. Let's keep it going.
PU_ADVREP01_F_DEH_Received_OverallSupplies_BarelySupplies_aAlly_tPlayer_FromAlly_IG_005_NavysHappyWith=Navy's happy with the supplies being delivered, but there's still plenty of work to do. Don't stop now.
PU_ADVREP01_F_DEH_Received_OverallSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_001_JavelinsBeenSuccessfully=Javelin's been successfully resupplied. Repeat. The Javelin's been resupplied. Thanks for the hustle.
PU_ADVREP01_F_DEH_Received_OverallSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_002_NavysFullySupplied=Navy's fully supplied. Thanks for all the hard work, people.
PU_ADVREP01_F_DEH_Received_OverallSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_003_JustGotA=Just got a comm from the Navy. They've got all the supplies they need for now.
PU_ADVREP01_F_DEH_Received_OverallSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_004_NavyReachedOut=Navy reached out to say that they're full up on supplies.
PU_ADVREP01_F_DEH_Received_OverallSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_005_NiceJobAll=Nice job, all. The Navy has been fully resupplied and send their thanks.
PU_ADVREP01_F_DEH_Received_OverallSupplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_001_WereOverThe=We're over the hump, people. Let's keep those supply drops coming.
PU_ADVREP01_F_DEH_Received_OverallSupplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_002_LookLikeWere=Looks like we're three-quarters of the way there on our supply drops.
PU_ADVREP01_F_DEH_Received_OverallSupplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_003_QuartermasterOnThe=Quartermaster on the Jericho said they just hit seventy-five percent of the supplies they need.
PU_ADVREP01_F_DEH_Received_OverallSupplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_001_JustWantedTo=Just wanted to send along an update. We're doing good with supplies, but still need a lot to be fully restocked.
PU_ADVREP01_F_DEH_Received_OverallSupplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_002_StillGotA=Still got a while to go until we're resupplied.
PU_ADVREP01_F_DEH_Received_OverallSupplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_003_NavyJustSent=Navy just sent an update. They're about twenty-five percent restocked, so let's keep it coming.
PU_ADVREP01_F_DEH_Received_OverallSupplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_004_WeveFulfilled25=We've fulfilled 25% of the Navy's supply request. That's good, but we can't let up now.
PU_ADVREP01_F_DEH_Received_OverallSupplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_005_JustSpokeWith=Just spoke with the Navy quartermaster. 25% of the supplies accounted for. It's a start, but there's still a lot more needed.
PU_ADVREP01_F_DEH_Received_OverallSupplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_001_ResupplyEffortsJust=Resupply efforts just crossed the halfway mark. Keep it up.
PU_ADVREP01_F_DEH_Received_OverallSupplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_002_NavyJustDropped=Navy just dropped a comm. They're about halfway full.
PU_ADVREP01_F_DEH_Received_OverallSupplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_003_StatusUpdateNavys=Status update. Navy's got half of what they need.
PU_ADVREP01_F_DEH_Received_OverallSupplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_004_SeemsThatWe=Seems that we hit the halfway point on fulfilling the supply requisition. We've got to keep going.
PU_ADVREP01_F_DEH_Received_OverallSupplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_005_GoodNewsSupply=Good news. Supply stock is halfway to being full. Let's focus and deliver the rest.
PU_ADVREP01_F_DEH_Received_OverallSupplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_001_QuickUpdateWeve=Quick update. We've almost completed the resupply. Let's get those last deliveries in.
PU_ADVREP01_F_DEH_Received_OverallSupplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_002_WeGotA=We got a good flow of supplies coming in. Navy's almost got everything they need.
PU_ADVREP01_F_DEH_Received_OverallSupplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_003_NavyCommdThat=Navy comm'd that they almost have all the supplies they need. One final push and we'll be done.
PU_ADVREP01_F_DEH_Received_OverallSupplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_GotOurFirst=Got our first supply drop. Let's keep them coming.
PU_ADVREP01_F_DEH_Received_OverallSupplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_NavyJustSaid=Navy just said they got their first supply drop.
PU_ADVREP01_F_DEH_Received_OverallSupplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_FirstDropsBeen=First drop's been made. We're off and running, people.
PU_ADVREP01_F_DEH_Received_OverallSupplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_004_QuickUpdateTo=Quick update to let you know that we've had our first supply drop.
PU_ADVREP01_F_DEH_Received_OverallSupplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_005_ConfirmationFirstSupply=Confirmation. First supply drop has been received. Good work.
PU_ADVREP01_F_DEH_Received_QuantumSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_001_HeresAStatus=Here's a status update. The station said they're full up on Diluthermex.
PU_ADVREP01_F_DEH_Received_QuantumSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_002_WantedToInform=Wanted to inform you that the Navy is good on stores of Diluthermex. They want us to focus on the other supplies for now.
PU_ADVREP01_F_DEH_Received_QuantumSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_003_NavyJustCommd=Navy just comm'd. Diluthermex stores are now replenished. Just need to finish the rest of the resupply.
PU_ADVREP01_F_DEH_Received_Supplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_001_NavySaidThey=Navy said they don't need any more of that supply crate, so you don't need to keep dropping it off.
PU_ADVREP01_F_DEH_Received_Supplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_002_WereAllStocked=We're all stocked up on that. Any other supplies you can bring in?
PU_ADVREP01_F_DEH_Received_Supplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_003_GoodWorkBut=Good work, but we hit our quota for that type of supply crate.
PU_ADVREP01_F_DEH_Received_Supplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_004_WhatElseCan=What else can you haul in? Navy said that type of supply crate is all stocked up.
PU_ADVREP01_F_DEH_Received_Supplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_005_JavelinsAtCapacity=Javelin's at capacity for that supply. No need for it anymore.
PU_ADVREP01_F_DEH_Received_Supplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_001_NavysOverHalfway=Navy's over halfway there. Let's keep those drops coming.
PU_ADVREP01_F_DEH_Received_Supplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_002_WerePastThe=We're past the halfway point. Keep up the good work.
PU_ADVREP01_F_DEH_Received_Supplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_003_ImHearingThe=I'm hearing the Javelin's over half full. We're getting close here.
PU_ADVREP01_F_DEH_Received_Supplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_004_KeepTheCrates=Keep the crates coming. Navy's saying the ship's over half capacity.
PU_ADVREP01_F_DEH_Received_Supplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_005_WeveGotOver=We've got over half the supplies we need. Keep bringing in those crates and let's get this done.
PU_ADVREP01_F_DEH_Received_Supplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_001_GotWordOn=Got word on your latest drop. Keep them coming. Got a long way to go.
PU_ADVREP01_F_DEH_Received_Supplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_002_KeepThoseSupplies=Keep those supplies coming in. We've got a way to go before the Javelin's fully re-stocked.
PU_ADVREP01_F_DEH_Received_Supplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_003_NiceWorkBut=Nice work, but the Navy needs you back out there to haul in any supplies you can.
PU_ADVREP01_F_DEH_Received_Supplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_004_WereJustGetting=We're just getting started here. Long way to go before the Javelin has all the supplies it needs.
PU_ADVREP01_F_DEH_Received_Supplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_005_NavyNeedsYou=Navy needs you to keep hauling in crates. Ship's not close to being fully stocked.
PU_ADVREP01_F_DEH_Received_Supplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_001_NavyJustTold=Navy just told me that they're nearly halfway supplied. Good work.
PU_ADVREP01_F_DEH_Received_Supplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_002_JavelinsFillingUp=Javelin's filling up but there's still a way to go.
PU_ADVREP01_F_DEH_Received_Supplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_003_StillPlentyOf=Still plenty of room on the ship, so keep bringing those crates in.
PU_ADVREP01_F_DEH_Received_Supplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_004_JustGotA=Just got a quick update, Javelin's not even at half capacity. Let's keep those supplies flowing in.
PU_ADVREP01_F_DEH_Received_Supplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_005_KeepItUp=Keep it up. Javelin's getting close to half full.
PU_ADVREP01_F_DEH_Received_Supplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_001_JavelinsAlmostFully=Javelin's almost fully resupplied. Navy said they only need a couple more drops.
PU_ADVREP01_F_DEH_Received_Supplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_002_WereGettingClose=We're getting close here. Just a few more drops and we'll be resupplied.
PU_ADVREP01_F_DEH_Received_Supplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_003_KeepUpThe=Keep up the good work. Javelin's almost resupplied.
PU_ADVREP01_F_DEH_Received_Supplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_004_NavySaidThey=Navy said they only need a few more crates and the Javelin will be all stocked up.
PU_ADVREP01_F_DEH_Received_Supplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_005_NavysReportingThat=Navy's reporting that the resupply is almost complete. Let's get this done quick.
PU_ADVREP01_F_DEH_Received_Supplies_SignificantAmount_aAlly_tPlayer_FromAlly_IG_001_TheQuartermasterOn=The quartermaster on Jericho just told me about your last drop. You trying to set a record or something? Seriously though. Good job.
PU_ADVREP01_F_DEH_Received_Supplies_SignificantAmount_aAlly_tPlayer_FromAlly_IG_002_SureGladYou=Sure glad you showed up. That's a hellva haul you brought in.
PU_ADVREP01_F_DEH_Received_Supplies_SignificantAmount_aAlly_tPlayer_FromAlly_IG_003_FolksAreTalking=Folks are talking about that last shipment you delivered. Impressive work.
PU_ADVREP01_F_DEH_Received_Supplies_SignificantAmount_aAlly_tPlayer_FromAlly_IG_004_ThatWasQuite=That was quite the drop you just made. We'd be done a lot faster if everyone was that efficient.
PU_ADVREP01_F_DEH_Received_Supplies_SignificantAmount_aAlly_tPlayer_FromAlly_IG_005_TheJerichoQuartermaster=The Jericho quartermaster was impressed with your last delivery. Keep up the good work.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_LetsKeepThem=Let's keep them coming.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_NiceFirstDelivery=Nice first delivery. Now get back out there.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_GladToHave=Glad to have you helping out.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_IG_001_ThoseSuppliesLook=Those supplies look good. Get back out there.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_IG_002_KeepBringingIn=Keep bringing in crates so we can get this ship stocked.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_IG_003_ThanlsCouldntDo=Thanks. Couldn't do this without you and the rest of the CDF.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_IG_004_QuartermasterKeepsSaying=Quartermaster keeps saying they can stack crates faster than we bring them in. Let's put that to the test.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_IG_005_NeedYouTo=Need you to bring another haul in. The sooner we get this Javelin fully supplied the better.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_IG_006_GonnaNeedSome=Gonna need some more supplies brought in.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_IG_007_StillGotA=Still got a bunch more supplies to haul in. Let's get back out there.
PU_ADVREP01_F_DEH_Received_Supplies_aPlayer_tAlly_FromAlly_IG_001_ShipmentReceived=Shipment received.
PU_ADVREP01_F_DEH_Received_Supplies_aPlayer_tAlly_FromAlly_IG_002_ShipmentSecured=Shipment secured.
PU_ADVREP01_F_DEH_Received_Supplies_aPlayer_tAlly_FromAlly_IG_003_DeliveryCounted=Delivery counted.
PU_ADVREP01_F_DEH_Received_Supplies_aPlayer_tAlly_FromAlly_IG_004_ReceivedShipment=Received shipment.
PU_ADVREP01_F_DEH_Received_Supplies_aPlayer_tAlly_FromAlly_IG_005_GotTheShipment=Got the shipment.
PU_ADVREP01_F_DEH_Received_Supplies_aPlayer_tAlly_FromAlly_IG_006_ShipmentsBeenLogged=Shipment's been logged.
PU_ADVREP01_F_DEH_Received_Supplies_aPlayer_tAlly_FromAlly_IG_007_GotTheSupplies=Got the supplies.
PU_ADVREP01_F_DEH_Received_TimedSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_001_WeveGotThe=We've got the minimum amount of Zeta-Prolanide requested.
PU_ADVREP01_F_DEH_Received_TimedSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_002_JustConfirmedThat=Just confirmed that the station has all the Zeta-Prolanide they need. Let's hurry up and deliver the rest.
PU_ADVREP01_F_DEH_Received_TimedSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_003_AccordingToThe=According to the Navy, Zeta-Prolanide has been completely restocked. We're good on that for now and should work on the other supplies.
PU_ADVREP01_F_DEH_Remind_DestructibleSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_001_TheNavyNeeds=The Navy needs more AcryliPlex. Keep an eye out and drop off what you can.
PU_ADVREP01_F_DEH_Remind_DestructibleSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_002_PrioritizeAcryliplexIn=Prioritize AcryliPlex in those supply runs. Navy needs that more than the others.
PU_ADVREP01_F_DEH_Remind_DestructibleSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_003_QuartermasterJustGave=Quartermaster just gave me a head's up. They need more AcryliPlex.
PU_ADVREP01_F_DEH_Remind_DestructibleSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_004_IfYouCan=If you can, prioritize AcrylicPlex when you're out scavenging. Navy needs a lot more of that.
PU_ADVREP01_F_DEH_Remind_DestructibleSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_005_NeedMoreAcryliplex=Need more AcryliPlex. Navy says they haven't been getting shipments of that.
PU_ADVREP01_F_DEH_Remind_MissionArea_Resupply_aAlly_tPlayer_FromAlly_IG_001_WhatsYouTwenty=What's your twenty? We need your help out here.
PU_ADVREP01_F_DEH_Remind_MissionArea_Resupply_aAlly_tPlayer_FromAlly_IG_002_NotSureWhat=Not sure what you're playing at, but I need you on site ASAP.
PU_ADVREP01_F_DEH_Remind_MissionArea_Resupply_aAlly_tPlayer_FromAlly_IG_003_ClocksTickingWe=Clock's ticking. We need all pilots on site now.
PU_ADVREP01_F_DEH_Remind_MissionArea_Siege_IG_001_HeyJustWanted=Hey, just wanted you to know that we could really use you out there. Make your way to the shuttle station as soon as you can. I got it marked on your map for you.
PU_ADVREP01_F_DEH_Remind_MissionArea_Siege_IG_002_WeNeedThis=We need this situation resolved ASAP so get to the shuttle. You should have the location.
PU_ADVREP01_F_DEH_Remind_MissionArea_Siege_IG_003_FinishWhateverYoure=Finish whatever you're doing and get to the shuttle as soon as you can. We need all volunteers on site as quick as possible.
PU_ADVREP01_F_DEH_Remind_MissionObj_Barge_Siege_DefeatMiniBoss_IG_001_HeyItsNo=Hey, it's no good coming here until we finish dealing with the rest of the Nine Tails Lieutenants. Take care of them first, and then we can focus on the finding the inverter.
PU_ADVREP01_F_DEH_Remind_MissionObj_Barge_Siege_DefeatMiniBoss_IG_002_IAppreciateThat=I appreciate that you want to search the cargo barge for the inverter, but first things first. We need the lieutenants eliminated from the other platforms if we want any chance of getting access to the commander's codes.
PU_ADVREP01_F_DEH_Remind_MissionObj_Barge_Siege_DefeatMiniBoss_IG_003_LooksTheresNo=Look, there's no point in assaulting the barge while there are Nine Tails lieutenants still in play. Ren's not going to show himself until they're all taken care of.
PU_ADVREP01_F_DEH_Remind_MissionObj_Barge_Siege_FindMainPOI_IG_001_IWantEveryone=I want everyone searching for the cargo container housing the inverter. It's got to be on the barge somewhere. We have the codes to access it, so all that's left is to find it and shut it down.
PU_ADVREP01_F_DEH_Remind_MissionObj_Barge_Siege_FindMainPOI_IG_002_ListenUpPeople=Listen up, people. We need to find the cargo container with the IFFI device on it. We've got the code to unlock it, so let's shut it down and return the airspace to Crusader control.
PU_ADVREP01_F_DEH_Remind_MissionObj_Barge_Siege_FindMainPOI_IG_003_WeveGotRens=We've got Ren's access code for the containers on this island. Main priority is to find the one that has the inverter controlling the Restricted Air and shut it down.
PU_ADVREP01_F_DEH_Remind_MissionObj_Siege_DefeatEnemy_IG_001_HeyCrusaderIs=Hey, Crusader is still waiting on us to clear out the remaining Nine Tails and AA. Check your mobi and lets get the remaining platforms taken care of.
PU_ADVREP01_F_DEH_Remind_MissionObj_Siege_DefeatEnemy_IG_002_WeveStillGot=We still got platforms with hostile forces and anti-air defenses that need to be sorted. Check your mobi and let's wrap this operation up.
PU_ADVREP01_F_DEH_Remind_MissionObj_Siege_DefeatEnemy_IG_003_ComeOnPeople=Come on, people. We're close to a win here. Just need to clear out that last of the Nine Tails and AA from all the platforms. Check your mobiGlas and let's finish the job.
PU_ADVREP01_F_DEH_Remind_MissionObj_Siege_DefeatMainPOI_IG_001_DamnMoreNine=Damn. More Nine Tails reinforcements. They're just going to keep coming until we can take that inverter offline.
PU_ADVREP01_F_DEH_Remind_MissionObj_Siege_DefeatMainPOI_IG_002_WeGotMore=We got more Nine Tails inbound. You need to focus on shutting down the main IFFI so we can stop them from reinforcing.
PU_ADVREP01_F_DEH_Remind_MissionObj_Siege_DefeatMainPOI_IG_003_JustPickedUp=Just picked up additional Nine Tails heading to our location. We got to get control of the Restricted Airspace or they're going to keep sending in more reinforcements.
PU_ADVREP01_F_DEH_Remind_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_001_INeedCombat=I need combat support to help out those supply ships.
PU_ADVREP01_F_DEH_Remind_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_002_AnyAvailableCombat=Any available combat pilots. Naval supply ships are currently under attack and need help.
PU_ADVREP01_F_DEH_Remind_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_003_ThisIsA=This is a priority call. Go help that Naval convoy.
PU_ADVREP01_F_DEH_Remind_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_004_IStillNeed=I still need pilots to help out that Naval supply convoy. Drop what you're doing and get out there.
PU_ADVREP01_F_DEH_Remind_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_005_INeedMore=I need more combat ships to help out the Navy supply convoy. Let's move, people.
PU_ADVREP01_F_DEH_Remind_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_001_WhatsTheStatus=What's the status on those deliveries? We've been slacking on the dropoffs.
PU_ADVREP01_F_DEH_Remind_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_002_NavySaysThey=Navy says they haven't received any supplies in a while. Let's get out there, people.
PU_ADVREP01_F_DEH_Remind_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_003_TheNavysBeen=The Navy's been waiting on supply drops. Let's hustle up.
PU_ADVREP01_F_DEH_Remind_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_004_JustHeardFrom=Just heard from the Navy Quartermaster, they haven't had a supply drop recently. Let's keep them coming.
PU_ADVREP01_F_DEH_Remind_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_005_NeedsMoreSupplies=Need more supplies dropped off at Jericho. We've been slipping.
PU_ADVREP01_F_DEH_Remind_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_001_LetsGetA=Let's get a move on. Battle's not going to wait on you to start.
PU_ADVREP01_F_DEH_Remind_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_002_LetsGoLets=Let's go. Let's go. We got people fighting.
PU_ADVREP01_F_DEH_Remind_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_003_WhereTheHell=Where the hell are you? We need help here.
PU_ADVREP01_F_DEH_Remind_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_004_TheNavyIs=The Navy's currently engaged and we need combat support now.
PU_ADVREP01_F_DEH_Remind_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_005_HeyWeNeed=Hey, we need you in this fight. Hustle up.
PU_ADVREP01_F_DEH_Remind_QuantumSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_001_LookOutFor=Look out for any Diluthermex out there. The Navy definitely needs more.
PU_ADVREP01_F_DEH_Remind_QuantumSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_002_NavyNeedsMore=Navy needs more Diluthermex. Prioritize that on your next supply run.
PU_ADVREP01_F_DEH_Remind_QuantumSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_003_JustHeardFrom=Just heard from the Navy, they need more Diluthermex.
PU_ADVREP01_F_DEH_Remind_QuantumSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_004_ToAllOf=To all of you on supply runs, Navy needs Diluthermex more than the others right now.
PU_ADVREP01_F_DEH_Remind_QuantumSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_005_GrabSomeDiluthermex=Grab some Diluthermex if you can. Navy says they need that more than the others.
PU_ADVREP01_F_DEH_Remind_TimedSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_001_IfYouCan=If you can, prioritize Zeta-Prolanide when you're scavenging for supplies. Navy needs that more than the others.
PU_ADVREP01_F_DEH_Remind_TimedSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_002_IfYoureOut=If you're out there scavenging supplies, the Navy's looking for Zeta-Prolanide over the others.
PU_ADVREP01_F_DEH_Remind_TimedSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_003_TheNavyNeeds=The Navy needs more Zeta-Prolanide. Keep an eye out if you're out on a supply run.
PU_ADVREP01_F_DEH_Remind_TimedSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_004_NavyQuartermasterJust=Navy Quartermaster just gave me a head's up. They need more Zeta-Prolanide.
PU_ADVREP01_F_DEH_Remind_TimedSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_005_LookOutFor=Look out for any Zeta-Prolanide out there. The Navy definitely needs more.
PU_ADVREP01_F_DEH_Request_MissionObj_ProtectFlagship_UntilQT_aAlly_tPlayer_FromAlly_IG_001_TheJavelinIs,P=The Javelin is preparing to QT, I want you to guard them and provide protection until they're away.
PU_ADVREP01_F_DEH_Request_MissionObj_ProtectFlagship_UntilQT_aAlly_tPlayer_FromAlly_IG_002_AlrightTheJavelin,P=All right, the Javelin is almost ready to QT. Need you to protect them until they've quantumed away from the station. Don't want to risk anything happening to them now.
PU_ADVREP01_F_DEH_Request_MissionObj_ProtectFlagship_UntilQT_aAlly_tPlayer_FromAlly_IG_003_GotWordFrom,P=Got word from the captain that the Javelin is in final preperations to quantum travel. I want you with them as a protection detail until they've QT'd away.
PU_ADVREP01_F_DEH_Request_Support_Resupply_aNeutral_tSystem_FromNeutral_IG_001_AttentionStantonSystem=Attention Stanton system, this is Rowena Dulli of the Advocacy. A large XenoThreat fleet has been sighted approaching Naval station Jericho. We need any volunteers capable of combat or cargo retrieval to support Navy and CDF forces.
PU_ADVREP01_F_DEH_Request_Support_Resupply_aNeutral_tSystem_FromNeutral_IG_002_AttentionAllExperienced=Attention all experienced pilots, the CDF has received word that Naval Station Jericho is being targeted by XenoThreat. Able forces are to report for combat and cargo retrieval operations.
PU_ADVREP01_F_DEH_Request_Support_Resupply_aNeutral_tSystem_FromNeutral_IG_003_AttentionThisIs=Attention. This is a CDF alert. Naval Station Jericho is under immediate risk of XenoThreat attack. All combat pilots and cargo retireval experts are needed to assist in emergency operations. Please report for service.
PU_ADVREP01_F_DEH_Request_Support_Resupply_aNeutral_tSystem_FromNeutral_IG_004_AttentionAllCombat=Attention all combat pilots and trained cargo retrieval operators. The Civilian Defense Force requires volunteers to assist with hostile XenoThreat actions near Naval Station Jericho. All available ships should report as soon as possible.
PU_ADVREP01_F_DEH_Respawn_Mission_HospNotSet_Siege_IG_001_GladYoureBack=Glad you're back on your feet. We could still really use your help. Head on over to Crusader as soon as you can. You might even want to take a minute when you get here to update your imprint location at Orison General just in case you need to regen again.
PU_ADVREP01_F_DEH_Respawn_Mission_HospNotSet_Siege_IG_002_WelcomeBackIf=Welcome back. If you're heading to the platforms, you should stop off and log an imprint at Orison General on the way. Should save you some time if you have to regen again.
PU_ADVREP01_F_DEH_Respawn_Mission_HospNotSet_Siege_IG_003_HeyHopeYour=Hey, hope your regen went okay. Still need your help clearing out the last of the Nine Tails. You should log an imprint at Orison General when you get back to save yourself from doing this trip again.
PU_ADVREP01_F_DEH_Respawn_Mission_NFZInactive_Siege_IG_001_HappyToSee=Happy to see you're more or less in one piece. Now that we've gained control of the Restricted Airspace again, as soon as you're ready you can fly straight to the platforms and help us clear out the rest of the Nine Tails.
PU_ADVREP01_F_DEH_Respawn_Mission_NFZInactive_Siege_IG_002_GladToSee=Glad to see you're mobile again. Hope you can get back quick to clear out the remaining Nine Tails forces. Just a head's up that since we've retaken control of the Restricted Airspace, the approach is safe if you want to take your own ship.
PU_ADVREP01_F_DEH_Respawn_Mission_NFZInactive_Siege_IG_003_WeCanDefinitely=We can definitely use you to help clear out the remaining Nine Tails. Since the Restricted Airpsace has been retaken, you won't need to use the shuttle if you don't want to. You can fly your own ship. Just check your mobi to see if there are anti-air still active.
PU_ADVREP01_F_DEH_Respawn_Mission_Siege_IG_001_YouAllRight=You all right? Heard you got punched out. Take your time get back on your feet, but we can still use your help out there if you're up to it.
PU_ADVREP01_F_DEH_Respawn_Mission_Siege_IG_002_HeyItsDulli=Hey, it's Dulli. Welcome back. Hope the regen wasn't too bad. Don't want to rush you, but the operation's still active if you want to get back out there.
PU_ADVREP01_F_DEH_Respawn_Mission_Siege_IG_003_DulliHereI=Dulli here. I just heard you got hit. Hope you're recovering. If you'd like a little revenge, we could still use your help out there.
PU_ADVREP01_F_DEH_Spotted_Railgun_Charging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_001_ThatIdrisIs=That Idris is charging up its main gun.
PU_ADVREP01_F_DEH_Spotted_Railgun_Charging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_002_ImGettingAn=I'm getting an energy buildup on that Idris.
PU_ADVREP01_F_DEH_Spotted_Railgun_Charging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_003_ThatIdrisIs=That Idris is getting ready to shoot.
PU_ADVREP01_F_DEH_Spotted_Railgun_Charging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_004_LookAliveIdris=Look alive. Idris' main gun is charging up.
PU_ADVREP01_F_DEH_Spotted_Railgun_Charging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_005_GetReadyXenothreats=Get ready. XenoThreat's charging their main gun.
PU_ADVREP01_F_DEH_Spotted_Railgun_Charging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_006_IdrisMainGun=Idris' main gun is activating.
PU_ADVREP01_F_DEH_Spotted_Railgun_Charging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_007_IdrisIsReadying=Idris is readying their main gun. Not good.
PU_ADVREP01_F_DEH_Spotted_Railgun_Engaging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_001_IdrisJustTagged=Idris just tagged the Javelin.
PU_ADVREP01_F_DEH_Spotted_Railgun_Engaging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_002_DammitXenothreatJust=Dammit, XenoThreat just blasted the Javelin with their Idris.
PU_ADVREP01_F_DEH_Spotted_Railgun_Engaging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_003_JavelinJustTook=Javelin just took a massive shot from that Idris.
PU_ADVREP01_F_DEH_Spotted_Railgun_Engaging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_004_ThatXenothreatIdris=That XenoThreat idris just tagged the Javelin.
PU_ADVREP01_F_DEH_Spotted_Railgun_Engaging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_005_MainGunHit=Main gun hit on the Javelin.
PU_ADVREP01_F_DEH_Spotted_Railgun_Engaging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_006_DammitThatWas=Dammit, that was a monster hit.
PU_ADVREP01_F_DEH_Spotted_Railgun_Engaging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_007_JavelinJustTook=Javelin just took one from the main gun.
PU_ADVREP01_F_DEH_Spotted_Reinforcements_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_001_BetThatsA=Bet that's a sight for sore eyes.
PU_ADVREP01_F_DEH_Spotted_Reinforcements_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_002_JavelinsOnSite=Javelin's on site and engaging targets.
PU_ADVREP01_F_DEH_Spotted_Reinforcements_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_003_JavelinsHereTime=Javelin's here. Time to dish out some punishment.
PU_ADVREP01_F_DEH_Spotted_Reinforcements_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_004_JavelinsOnDeck=Javelin's on deck. XenoThreat's in for it now.
PU_ADVREP01_F_DEH_Spotted_Reinforcements_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_005_JavelinsJumpingIn=Javelin's jumping in and ready to rock.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyFinishedQT_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_001_XenothreatIdrisIs=XenoThreat Idris is away.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyFinishedQT_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_002_ScopesClearIdris=Scope's clear. Idris is gone.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyFinishedQT_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_003_IdrisAway=Idris away.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyFinishedQT_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_004_HostileIdrisHas=Hostile Idris has completed quantum. They're gone.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyFinishedQT_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_005_HostileCapitalShip=Hostile capital ship away.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyStarting_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_001_XenothreatsFallingBack=XenoThreat's falling back!
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyStarting_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_002_LooksLikeXenothreats=Looks like XenoThreat's retreating!
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyStarting_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_003_LookTheyrePulling=Look! They're pulling back! We've got them on the run.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyStarting_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_004_XenothreatAreMaking=XenoThreat are making a break for it.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyStarting_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_005_TheEnemyIdris=The enemy Idris... it's disengaging. We got them!
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_001_IJustDetected=I just detected an unidentified cap ship burning towards Jericho station. I need all available combat personnel to support. Looks like XenoThreat's making a play.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_002_GotAnUnknown=Got an unknown contact headed for the station. It's big? might be a cap ship? I need all combat CDF forces to get to Jericho, now.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_003_UnknownContactInbound=Unknown contact inbound. CS looks like it might be a capship. All available CDF combat personnel scramble to Jericho station.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_004_ImTrackingAn=I'm tracking an unknown capship on a trajectory to Jericho station. I think it might be hostile. I want CDF combat forces to head there now.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_005_TheresAnUnknown=There's an unknown capship heading for Jericho. I don't like the look of it. I want CDF combat support to intercept just in case.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_RepeatOccur_IG_001_JustPickedUp=Just picked up a XenoThreat Idris headed towards Jericho. Combat support needed.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_RepeatOccur_IG_002_GotAnotherXenothreat=Got another XenoThreat cap ship heading towards Jericho station.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_RepeatOccur_IG_003_LooksLikeAnother=Looks like another Idris is heading towards Jericho. How many of these things have they got?
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_RepeatOccur_IG_004_PickedUpAnother=Picked up another unknown capship, got the same fake reg-tags as the other XenoThreat Idris, so get over to Jericho.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_RepeatOccur_IG_005_XenothreatsGotAnother=XenoThreat's got another Idris burning to Jericho. Get over there and get ready for a fight.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatAA_IG_001_TheBargesAnti=The barge's anti-air defense have been destroyed. Aerial approach should be clear.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatAA_IG_002_CdfVolunteersYou=CDF Volunteers, you are clear to approach the barge. Anti-Air defenses have been destroyed.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatAA_IG_003_ThatsTheLast=That's the last of the anti-air defenses on the barge. CDF ships, lets move in.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatBoss_IG_001_CongratulationsOnTaking=Congratulations on taking down Mendo. A lot people have been after him for a long time. It's a real feather in your cap. Now, search the body and let's see if we can find the codes to gain access to the controls for the Restricted flight space.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatBoss_IG_002_ImpressiveWorkOut=Impressive work out there. I bet Mendo Ren wasn't counting on running into the likes of you. The CDF needs more volunteers of your caliber. Now, see if you can find the commander's access codes.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatBoss_IG_003_IWishWe=I wish we could stop and celebrate you taking out a bastard like Mendo Ren, but I need you to find the access codes he was carrying first. We won't be able to reset the restricted flight area without them.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatEnemy_IG_001_AllHostileForces=All hostile forces on the barge have been eliminated.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatEnemy_IG_002_TheScansAre=The scans are showing that the barge is clear of all Nine Tails.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatEnemy_IG_003_LooksLikeThe=Looks like the last of the outlaws aboard the barge have been neutralized.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatMainPOI_IG_001_ExcellentIKnew=Excellent. I knew I could count on you to get the flight restrictions sorted.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatMainPOI_IG_002_FantasticJobResetting=Fantastic job resetting the flight restrictions. With the Nine Tails cut off from their reinforcements we should be able to clear out any outlaws left. You and the rest of the CDF volunteers will now be able to use your personal ships to access the platforms so we should be able to get everything secured in no time.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatMainPOI_IG_003_ThanksToYou=Thanks to you, the Nine Tails are now blocked from flying in reinforcements. Let's get out there and clear out any remaining outlaws still holed up on the platforms. You can even use your own ship now if you prefer.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_FindBossIntel_IG_001_ImSendingEveryone=I'm sending everyone the codes for the Nine Tails storage containers on the barge. Let's find the one with the inverter and get their override systems shut down.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_FindBossIntel_IG_002_HereAreThe=Here are the Commander's access codes. Use them to get into the storage conainer on the barge housing the Nine Tails' inverter.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_FindBossIntel_IG_003_NowThatWe=Now that we have the codes to access the Nine Tails' storage containers on the Barge, I need all hands trying to find the inverter's location.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_FindMainPOI_IG_001_GoodYouveFound=Good, you found the Nine Tails inverter. Shut it down and get the restricted flight zone reset.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_FindMainPOI_IG_002_YouNowHave=You now have access to the inverter system the Nine Tails are using to control the restricted airspace. Shut it down so we can get our ships back in action.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_FindMainPOI_IG_003_GoodWorkFinding=Good work finding the Nine Tails storage container housing the inverter. Go ahead and shut it off so we can restore the flight permissions.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_SecureArea_IG_001_GoodWorkYall=Good work, y'all. The barge has been retaken and the Nine Tails forces there dealt with.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_SecureArea_IG_002_WeHaveConfirmation=We have confirmation that the barge is now back under Crusader control. Nicely done.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_SecureArea_IG_003_AttentionCdfThe=Attention CDF, the barge has been secured and the outlaw forces eliminated. Good work.
PU_ADVREP01_F_DEH_Succeed_MissionObj_CodeGuessed_Siege_FindIntel_IG_001_DidYouJust=Did you just guess that? Holy shit? that's insane.
PU_ADVREP01_F_DEH_Succeed_MissionObj_CodeGuessed_Siege_FindIntel_IG_002_WaitHowDid=Wait, how did you do that? You know what, I don't even want to know. Great job.
PU_ADVREP01_F_DEH_Succeed_MissionObj_CodeGuessed_Siege_FindIntel_IG_003_IDontKnow=I don't know what kind of magic tech skills you have, but getting access into that system was real impressive.
PU_ADVREP01_F_DEH_Succeed_MissionObj_CodeProvided_Siege_FindIntel_IG_001_GoodNewsEverybody=Good news everybody. One of our techs was able to crack this platform's access code. Sending it to you all now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_CodeProvided_Siege_FindIntel_IG_002_HeyEverybodyQuick=Hey everybody, quick update. We managed to crack the platform's access code since the original was irretrievable. Gonna pass it along to you now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_CodeProvided_Siege_FindIntel_IG_003_WeGotA=We got a bit of a break. The tech team was able to decipher this platform's access code and we're transmitting it to all CDF personnel. You should be able to shut down the controls now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatAA_IG_001_AaDefensesHave=AA defenses have been secured. Airspace above Solanki should be safe for friendlies now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatAA_IG_002_TheCdfHave=The CDF has regained control of Solanki's anti-air system.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatAA_IG_003_SolankiPlatformsAirspace=Solanki platform's airspace is now secure.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatEnemy_IG_001_AllRightAll=All right, all of the Nine Tails on Solanki have been neutralized. Let's get the AA taken care of next.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatEnemy_IG_002_TheSolankiPlatform=The Solanki Platform has been swept clear of all remaining Nine Tails forces. I want you to focus on shutting down the AA next.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatEnemy_IG_003_WeveConfirmedThat=We've confirmed that CDF volunteers have eliminated all the Nine Tails on Solanki. Your next task will be clearing the Anti-Air defenses.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatMiniBoss_IG_001_WeHaveConfirmation=We have confirmation that Remy Kettle has been neutralized.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatMiniBoss_IG_002_AllCdfVolunteers=All CDF volunteers, the Nine Tails lieutenant on Solanki has now been dealt with and is no longer a threat.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatMiniBoss_IG_003_AttentionRemyKettle=Attention, Remy Kettle was just eliminated. That's one less Nine Tail that we have to worry about.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_SecureArea_IG_001_GoodWorkThats=Good work. That's Solanki Platform secure.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_SecureArea_IG_002_AllRightPeople=All right, people. Solanki Platform is now back under our control.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_SecureArea_IG_003_OurVolunteersHave=Our volunteers have now liberated Solanki Platform from Nine Tails control.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatAA_IG_001_AttentionWeveSecured=Attention, we've secured the device controlling the anti-air on Hartmoore platform. The airspace should be safe now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatAA_IG_002_AllVolunteersBe=All volunteers, be aware, the anti-air defense system on Hartmoore platform has been returned to Crusader control.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatAA_IG_003_AttentionThanksTo=Attention, thanks to CDF volunteers, we've restored control of the anti-air on Hartmoore back to Crusader control.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatEnemy_IG_001_CdfForcesHave=CDF forces have cleared Hartmoore platform of all remaining Nine Tails. We just need the Anti-Air defenses taken care of now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatEnemy_IG_002_WeHaveGotten=We have gotten confirmation that all Nine Tails have been eliminated from Hartmoore platform. All that remains are the AA defenses.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatEnemy_IG_003_ThatWasThe=That was the last of the Nine Tails forces on the Hartmoore platform. Should be clear to focus on the Anti-Air defenses now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatMiniBoss_IG_001_NolanAckerHas=Nolan Acker has been eliminated.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatMiniBoss_IG_002_AttentionCdfForces=Attention, CDF forces just took down Nolan Acker on Hartmoore platform.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatMiniBoss_IG_003_WeJustTook=We just took out the Nine Tails lieutenant on Hartmoore platform.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_SecureArea_IG_001_WeveGotHartmoore=We've got Hartmoore platform back under our control. It wasn't easy, but we did it. Nicely done.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_SecureArea_IG_002_ListenUpHartmoore=Listen up, Hartmoore platform has been secured. Great job everyone.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_SecureArea_IG_003_GoodNewsEveryone=Good news everyone. Hartmoore platform has been cleared of all Nine Tails and anti-air is back under our control.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatAA_IG_001_AttentionTheAnti=Attention. The anti-air defenses on Brushwood platform have been secured and returned to Crusader control.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatAA_IG_002_BeAwareBrushwood=Be aware. Brushwood platform's anti-air defenses have been deactivated, so the airspace should be safe.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatAA_IG_003_AllUnitsBrushwoods=All units, Brushwood's anti-air defenses have just been returned to Crusader control. Good work.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatEnemy_IG_001_ThanksToOur=Thanks to our forces, all remaining Nine Tails on Brushwood platform have been eliminated. We just have to shut down their Anti-Air defenses now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatEnemy_IG_002_IHaveReceived=I have received word that the remaining Nine Tails on Brushwood have been cleared. All that's left to do is shut down the AA and the platform's ours.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatEnemy_IG_003_AllHostilesOn=All hostiles on Brushwood platform have been neutralized, and we can now focus on getting those Anti-Air defenses offline.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatMiniBoss_IG_001_AttentionTheNine=Attention, the Nine Tails lieutenant on Brushwood platform was just neutralized.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatMiniBoss_IG_002_AttentionAllVolunteers=Attention all volunteers. Devin Marcus, the Nine Tails member in charge of Brushwood platform was just taken out.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatMiniBoss_IG_003_ThatsAnotherNine=That's another Nine Tails lieutenant eliminated. Repeat. Devin Marcus was just neutralized on Brushwood platform.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_SecureArea_IG_001_BrushwoodPlatformIs=Brushwood Platform is now under CDF control. Let's keep the momentum going and finish this mission out.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_SecureArea_IG_002_ThanksToAll=Thanks to all your efforts, we've got Brushwood platform back from the Nine Tails. Let's keep pushing.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_SecureArea_IG_003_AttentionBrushwoodPlatform=Attention. Brushwood Platform has been secured from the Nine Tails. Thanks to all the volunteers who helped take it back.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_EasyIsland_Siege_DefeatAA_IG_001_AaDefencesHave=AA defenses have been secured. Airspace above Solanki should be safe for friendlies now. All that's left is to clear out the last of the Nine Tails forces.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_EasyIsland_Siege_DefeatAA_IG_002_TheCdfHas=The CDF has regained control of Solanki's anti-air system. Will make clearing out the rest of the Nine Tails there that much easier.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_EasyIsland_Siege_DefeatAA_IG_003_SolankiPlatformsAirspace=Solanki platform's airspace is now secure. Focus on neutralizing any remaining hostiles.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_HardIsland_Siege_DefeatAA_IG_001_AttentionWeveSecured=Attention, we've secured the device controlling the anti-air on Hartmoore platform. The airspace should be safe now. Let's move in any available units and clear out the remaining Nine Tails.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_HardIsland_Siege_DefeatAA_IG_002_AllVolunteersBe=All volunteers, be aware, the anti-air defense system on Hartmoore platform has been returned to Crusader control. Now's the time to focus on clearing out the last of the Nine Tails forces.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_HardIsland_Siege_DefeatAA_IG_003_AttentionThanksTo=Attention, thanks to CDF volunteers, we've restored control of the anti-air on Hartmoore back to Crusader control. All that's left to do on the platform is clear out any remaining Nine Tails.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_MedIsland_Siege_DefeatAA_IG_001_AttentionTheAnti=Attention. The anti-air defenses on Brushwood platform have been secured and returned to Crusader control. All that's left is to neutralize the remaining Nine Tails.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_MedIsland_Siege_DefeatAA_IG_002_BeAwareBrushwood=Be aware. Brushwood platform's anti-air defenses have been deactivated, so the airspace should be safe. Lets focus now on clearing out the rest of the Nine Tails.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_MedIsland_Siege_DefeatAA_IG_003_AllUnitsBrushwoods=All units, Brushwood's anti-air defenses have just been returned to Crusader control. Good work. Next step is clear out any of the remaining Nine Tails forces.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerOutside_Siege_DefeatMainPOI_IG_001_TheFlightRestrictions=The flight restrictions have been reset and CDF approved ships can now access the platforms. Additionally, the Nine Tails should no longer be able to fly in reinforcements. Lets eliminate the remaining forces while we have the advantage.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerOutside_Siege_DefeatMainPOI_IG_001_TheFlightRestrictions_edit=Good news. I've just received the official all clear. The flight restrictions have been reset and CDF approved ships can now access the platforms. Additionally, the Nine Tails should no longer be able to fly in reinforcements. The CDF appreciates your help in settling the matter. Crusader personnel will be moving in to secure the area. Dismissed.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerOutside_Siege_DefeatMainPOI_IG_002_AttentionAllCdf=Attention all CDF ships. The restricted flight paths has been reset and we now have full access to platforms. Get down there and clear out any remining Nine Tails. With the proper restrictions in place they won't be able to call for reinforcements.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerOutside_Siege_DefeatMainPOI_IG_003_WantedToLet=Wanted to let you know that the CDF forces on the barge have managed to reset the restricted flight zone. Fly to the platforms as soon as you can and help clear out any remaining Nine Tails.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerResponsible_Siege_DefeatNFZ_IG_001_ExcellentIKnew,P=Excellent. I knew I could count on you to get the flight restrictions sorted.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerResponsible_Siege_DefeatNFZ_IG_002_FantasticJobResetting,P=Fantastic job resetting the flight restrictions.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerResponsible_Siege_DefeatNFZ_IG_003_GoodWorkResetting,P=Good work resetting the flight restrictions.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerWithin_Siege_DefeatMainPOI_IG_001_AllFlightRestrictions=All flight restrictions have been reset and the Nine Tails are locked out. Use whatever ship you want but I want you focused on neutralizing any remaining outlaws in the area. Happy hunting y'all.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerWithin_Siege_DefeatMainPOI_IG_001_AllFlightRestrictions_edit=Good news. I've just received the official all clear. The flight restrictions have been reset and CDF approved ships can now access the platforms. Additionally, the Nine Tails should no longer be able to fly in reinforcements. The CDF appreciates your help in settling the matter. Crusader personnel will be moving in to secure the area, so clear out as soon as you are able. Dismissed.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerWithin_Siege_DefeatMainPOI_IG_002_TheTidesHave=The tides have turned people. The flight path is back under our control and the Nine Tails can't get in any more reinforcements. I want all the ships we can muster out there cleaning up any of the outlaws left behind.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerWithin_Siege_DefeatMainPOI_IG_003_ItTookA=It took a lot of hard work, but CDF volunteers can finally fly private ships into the restricted area. Best part is now the Nine Tails are locked out. I want all volunteers in the area hunting down any remaining outlaws they can find. Let's wrap this up, people.
PU_ADVREP01_F_DEH_Succeed_MissionObj_ProtectFlagship_ContNextPoint_aAlly_tPlayer_FromAlly_IG_001_JavelinIsAway,P=Javelin is away. Join up at its location and lets put an end to this.
PU_ADVREP01_F_DEH_Succeed_MissionObj_ProtectFlagship_ContNextPoint_aAlly_tPlayer_FromAlly_IG_002_JavelinIsAlready,P=Javelin is already en route. Go on and get after them.
PU_ADVREP01_F_DEH_Succeed_MissionObj_ProtectFlagship_ContNextPoint_aAlly_tPlayer_FromAlly_IG_003_YouJustMissed,P=You just missed the Javelin. Head back to the front now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatAA_LastThresh_IG_001_ThatsTheLast=That's the last AA. All the platforms should be safe for aerial approach now. Get out there and find the rest of the Nine Tails.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatAA_LastThresh_IG_002_FinalAntiAir=Final Anti-Air defense is now offline. All volunteers shift focus to clearing out any remaining hostiles.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatAA_LastThresh_IG_003_TheNineTails=The Nine Tails' AA Defenses have been neutralized. Let's finish the job and eliminate any remaining outlaws on the platforms.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatEnemy_LastThresh_IG_001_AllTheRemaining=All remaining Nine Tails have been dealt with. Now we just have to finish taking care of the remaining Anti-Air defenses.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatEnemy_LastThresh_IG_002_ThePlatformsAre=The platforms are now clear of all hostiles. Just need to shut down any remaining AA and we can return control to Crusader.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatEnemy_LastThresh_IG_003_HappyToReport=Happy to report that was the last of the Nine Tails forces. With them eliminated, all we have to do is clear out the remaining Anti-Air defenses.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatMiniBoss_LastThresh_IG_001_SeemsLikeThe=Seems like the plan worked. All CDF head to the cargo barge and engage with Ren. Once we neutralize him, we can get his access code and shut down the inverter.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatMiniBoss_LastThresh_IG_002_NowThatRen=Now that Ren has decided to show his face, I want all CDF volunteers to focus on taking him out. Head to the barge and get his access codes.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatMiniBoss_LastThresh_IG_003_IKnewIt=I knew it was only a matter of time before we forced Ren's hand. All CDF - make your way to the cargo barge and find him. I want his access code.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_FindIntel_IG_001_GoodNewsAccess=Good news. Access codes for the locked cargo containers on this platform were sucessfully recovered from the Lieutenant's body. I've gone ahead and passed it along to all CDF volunteers.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_FindIntel_IG_002_PerfectTheLieutenant=Perfect. The Lieutenant had the access codes for this platform's locked cargo containers on his body. Transmitting it out to the team now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_FindIntel_IG_003_SearchingTheLieutenants=Searching the Lieutenant's body paid off. We found the access code for the containers on this platform. Passing it along now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_StopHack_IG_001_GoodWorkWho=Good work. Who knows what the Nine Tails were trying to steal.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_StopHack_IG_002_NiceOneCrusader=Nice one. Crusader got really freaked out when I told them what was happening. Hopefully this'll put them at ease.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_StopHack_IG_003_ImRelievedYou=I'm relieved you were able to stop this system breach in time. Crusader's going to be thrilled when I tell them the good news.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_DefeatAA_IG_001_AttentionTheAnti=Attention, the anti-air defenses on the Admin Center platform have been disabled.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_DefeatAA_IG_002_ListenUpThe=Listen up. Admin Center's anti-air defense network has been taken down. Good job.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_DefeatAA_IG_003_BeAdvisedAnti=Be advised, anti-air defenses on the Admin Center have been disabled.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_DefeatMiniBoss_IG_001_BeAdvisedThe=Be advised, the Nine Tails lieutenant in charge of the Admin Center's been taken down.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_DefeatMiniBoss_IG_002_JustConfirmedThat=Just confirmed that Art Kelvin was just taken out on the Admin Center.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_DefeatMiniBoss_IG_003_ThatsAConfirmed=That's a confirmed kill. Quite an end for a longtime criminal like Kelvin.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_SecureArea_IG_001_TheAdminCenter=The Admin Center is now 100% secure and under CDF control.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_SecureArea_IG_002_ICanNow=I can now confirm that the Admin Center has been completely secured.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_SecureArea_IG_003_WereMakingGreat=We're making great progress and have now secured the Admin Center.
PU_ADVREP01_F_DEH_Succeed_Mission_Invictus_aAlly_tSystem_FromAlly_IG_001_AttentionThisIs=Attention, this is SAIC Rowena Dulli with the CDF with an update. I'm pleased to announce that the emergency situation has been resolved thanks to the tireless efforts and bravery of our volunteers. We thank you for your patience and hope you enjoy your Invictus celebrations.
PU_ADVREP01_F_DEH_Succeed_Mission_Orison_Siege_aAlly_tSystem_FromAlly_IG_001_ThisIsRowena=This is Rowena Dulli with the CDF. I am pleased to announce that the current crisis on Orison has been resolved and the Nine Tails have been effectively routed from the planet. I'd like to thank all our CDF volunteers who bravely battled to take back these platforms and prevent the loss of further life. We couldn't have done it without them. Thank you.
PU_ADVREP01_F_DEH_Succeed_Mission_Orison_Siege_aAlly_tSystem_FromAlly_IG_002_AttentionTheCDF=Attention. The CDF is pleased to announce that thanks to the hardwork and diligence of our brave volunteers, the Nine Tails have been dealt with and the current crisis on Crusader has been resolved. You are now free to safely resume travel in the area. Thank you.
PU_ADVREP01_F_DEH_Succeed_Mission_Orison_Siege_aAlly_tSystem_FromAlly_IG_003_AttentionOnBehalf=Attention, on behalf of our brave volunteer forces, the CDF is pleased to announce that the Nine Tails incursion into Orison has been successfully resolved. The hostile forces have been eliminated and the platforms in question once again secured. A hearty congratulations to everyone who assisted. We couldn't have done it without you.
PU_ADVREP01_F_DEH_Succeed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_001_GreatJobProtecting=Great job protecting that supply ship. Captain said it was a helluva fight.
PU_ADVREP01_F_DEH_Succeed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_002_XenothreatForcesAre=XenoThreat forces are clear. Thanks for the assist.
PU_ADVREP01_F_DEH_Succeed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_003_BetTheXenothreat=Bet the XenoThreat thought that supply ship was going to be easy pickings. This'll teach 'em to think twice before tangling with the CDF.
PU_ADVREP01_F_DEH_Succeed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_004_LooksLikeThe=Looks like the supply ship's in the clear. Thanks for backing them up.
PU_ADVREP01_F_DEH_Succeed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_005_GoodWorkDefending=Good work defending the supply ship. Just shows how much the CDF can make a difference.
PU_ADVREP01_F_DEH_Succeed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_006_LastHostileEliminated=Last hostile eliminated. Good job looking out for that supply ship.
PU_ADVREP01_F_DEH_Succeed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_007_ScopesClearLooks=Scope's clear. Looks like the convoy ship can finish its run.
PU_ADVREP01_F_DEH_Succeed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_001_JavelinsHeadingBack=Javelin's heading back to the AO. Navy said they'll be sure to hit XenoThreat extra hard for you.
PU_ADVREP01_F_DEH_Succeed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_002_JavelinsSpinningUp=Javelin's spinning up to head back to the front.
PU_ADVREP01_F_DEH_Succeed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_003_JavelinsGettingTheir=Javelin's getting their Quantum online to get back out there.
PU_ADVREP01_F_DEH_Succeed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_004_NavyJustUpdated=Navy just updated me, the Javelin's on the move, heading back out to fight.
PU_ADVREP01_F_DEH_Succeed_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_001_AttentionStantonSystem=Attention Stanton system, this is Dulli with the Advocacy. Thanks to the efforts of the Civilian Defense Force, the XenoThreat fleet was repelled. The Navy sends their thanks.
PU_ADVREP01_F_DEH_Succeed_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_002_ThisIsSpecial=This is Special Agent Dulli with an update on the recent XenoThreat hostilities. Thanks to a joint response from the UEE Navy and the Civilian Defense Force, Stanton System has been successfully defended and the threat has been neutralized. We owe a debt of gratitude to the brave pilots who performed so valiantly.
PU_ADVREP01_F_DEH_Succeed_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_003_AttentionThisIs=Attention. This is a Civilian Defense Force update. UEE Naval forces in a combined effort with the CDF have successfully defended the Stanton System and stopped an assault by the outlaw group known as XenoThreat. Normal travel may now resume.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_001_ScopesClearIt=Scope's clear. It looks like all hostiles have been taken care of. Helluva job everyone.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_002_YouDidIt=You did it. Navy's given the all clear. Fine flying out there.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_003_TablesClearedI=Table's cleared. I got nothing else on my scope. Great job everybody.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tSystem_FromAlly_IG_001_AttentionStantonSystem=Attention Stanton system. Thanks to coordinated efforts of the UEE Navy and Civilian Defense Force, the XenoThreat fleet was defeated and fled back to Pyro system. You should still execute caution when traveling in case there are lingering hostiles hiding out in the system.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tSystem_FromAlly_IG_002_AttentionTheXenothreat=Attention, the XenoThreat incursion into the Stanton system has been repelled thanks to the UEE Navy and Civilian Defense Force. Please still exercise caution when traveling through the system.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tSystem_FromAlly_IG_003_AttentionTheNavy=Attention, the Navy and Civilian Defense Force have successfully defended Stanton from XenoThreat. Travel throughout the system is now safe but please remain vigilant of any remaining hostiles.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tSystem_FromAlly_IG_004_PeopleOfStanton=People of Stanton, the system threat level has returned to normal. Hostile XenoThreat forces have fled back to Pyro thanks to the brave work done by the UEE Navy and Civilian Defense Force.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tSystem_FromAlly_IG_005_PeopleOfStanton=People of Stanton, your system is safe again thanks to the UEE Navy and the brave volunteers from Civilian Defense Force. Our combined forces have pushed XenoThreat out of the system and back into Pyro. Travel freely but cautious of any hostiles still hiding in-system.
PU_ADVREP01_F_DEH_Succeed_Mission_Siege_IG_001_AttentionEveryoneIm=Attention everyone. I'm proud to announce that the Nine Tails have been successfully neutralized and all platforms returned to Crusader control. Well done, everyone. Dismissed.
PU_ADVREP01_F_DEH_Succeed_Mission_Siege_IG_002_GoodNewsIve=Good news. I've just received the official all clear. The Nine Tails are neutralized and the threat is over. The CDF appreciates your help in settling the matter. Crusader personnel will be moving in to secure the area, so clear out as soon as you're able. Dismissed.
PU_ADVREP01_F_DEH_Succeed_Mission_Siege_IG_003_HelloEveryoneThis=Hello everyone, this is Dulli. Thanks to your tireless efforts, the Nine Tails threat has been eliminated and the platforms have been restored to Crusader's control. Make your way out of the AO so local security forces can secure the area. Dismissed.
PU_ADVREP01_F_DEH_Succeed_Mission_aAlly_tSystem_FromAlly_IG_001_AttentionThisIs=Attention, this is Special Agent Dulli with the CDF. Thanks to the bravery of our volunteers, the emergency situation has been resolved. We thank you for your patience.
PU_ADVREP01_F_DEH_Succeed_Mission_aAlly_tSystem_FromAlly_IG_002_AttentionTheCDF=Attention. The CDF is pleased to announce that thanks to the hardwork and diligence of our brave volunteers, the current crisis has been resolved. Feel free to resume your normal activities. Thank you.
PU_ADVREP01_F_DEH_Succeed_Mission_aAlly_tSystem_FromAlly_IG_003_AttentionTheOngoing=Attention, the ongoing emergency situation has now been resolved thanks to the dedicated support of CDF volunteers. This sector should once again be safe for normal travel. Thank you.
PU_ADVREP01_F_DEH_Thanks_Mission_Participated_Siege_MissionWon_IG_001_HeyJustWanted,P=Hey, just wanted to thank you for stepping up and helping resolve this situation. The CDF is only effective because of volunteers like you.
PU_ADVREP01_F_DEH_Thanks_Mission_Participated_Siege_MissionWon_IG_002_ThisIsDulli,P=This is Dulli, just wanted to drop a line and thank you for your help back there. We wouldn't have been able to retake those platforms without you.
PU_ADVREP01_F_DEH_Thanks_Mission_Participated_Siege_MissionWon_IG_003_IJustWanted,P=I just wanted you to know that you made a real difference today. Thanks. Now go try and relax, you've earned it.
PU_ADVREP01_F_DEH_Update_MissionObj_LocationsMarked_Siege_FindMainPOI_IG_001_LookingAtThe,P=Looking at the latest info coming in, we've narrowed down some potential locations of this platform's IFFI device. Sending them now.
PU_ADVREP01_F_DEH_Update_MissionObj_LocationsMarked_Siege_FindMainPOI_IG_002_WeMightHave,P=We might have a couple leads on this platform's IFFI. Marking them now.
PU_ADVREP01_F_DEH_Update_MissionObj_LocationsMarked_Siege_FindMainPOI_IG_003_JustGotSome,P=Just got some intel that might help you find the IFFI on this platform. Sending you the data now.
PU_ADVREP01_F_DEH_Warn_FlyingShip_AAActive_Siege_IG_001_BeCarefulThe=Be careful, the anti-air defenses are still active on that platform.
PU_ADVREP01_F_DEH_Warn_FlyingShip_AAActive_Siege_IG_002_ImStillSeeing=I'm still seeing Nine Tail controlled anti-air defenses on that platform. Use caution approaching.
PU_ADVREP01_F_DEH_Warn_FlyingShip_AAActive_Siege_IG_003_WatchItThat=Watch it. That platform's anti-air is still active. Be careful as you get closer.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_FirstOccur_IG_001_AlrightPeopleLets=All right, people. Let's start vacating the platforms and get back to Orison. Crusader Security's trying to get in and start cleaning up the space.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_FirstOccur_IG_002_GreatJobEverybody=Great job everybody, but I need you all to move the celebration back to Orison. Crusader Security's looking to lock down these platforms for a damage assessment and start their cleanup.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_FirstOccur_IG_003_ImGonnaNeed=I'm gonna need everyone to start packing it up and making their way out of the mission area. We need to clear the path for Crusader Security to reclaim the platforms and start their investigation and cleanup.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_LastOccur_IG_001_ThisIsA=This is a final warning to all CDF volunteers. You need to leave the Crusader platforms and airspace immediately so Crusader Security can do their work. If you stick around, you will be arrested, regardless of the help you provided.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_LastOccur_IG_002_INeedAny=I need any CDF personnel to leave the platforms immediately. Anyone sticking around can be arrested for trespassing. This is your final warning.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_LastOccur_IG_003_ThisIsYour=This is your last chance. I need all CDF personnel to immediately leave the former mission area. Anyone caught after Crusader Security close off the area will be arrested for trespassing.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_RepeatOccur_IG_001_AttentionINeed=Attention, I need all CDF personnel to vacate the platforms. Crusader's chomping at the bit to secure the scene.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_RepeatOccur_IG_002_CrusaderSecurityIs=Crusader Security is harassing me to take control of the platforms to investigate and start clean up, so I need all CDF to get out of the mission area as soon as possible.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_RepeatOccur_IG_003_ListenUpPeople=Listen up, people. I'm gonna need y'all to vacate the mission area. Our job is done here and it's time for Crusader Security to do their thing. They've already said they'll arrest anyone who's still on site. I wouldn't test them on this.
PU_ADVREP01_F_DEH_Warn_NFZActive_Siege_IG_001_HeyTheAirspace=Hey, the airspace around those platforms is under Nine Tails control right now. You need to use the shuttle if you want to access the platforms.
PU_ADVREP01_F_DEH_Warn_NFZActive_Siege_IG_002_BeCarefulThat=Be careful. That Restricted Area is still under Nine Tails control. The only way you can get in is using the shuttle.
PU_ADVREP01_F_DEH_Warn_NFZActive_Siege_IG_003_YouCantFly=You can't fly into that Restricted Airspace right now. Nine Tails are still controlling it. Set down and take the shuttle instead.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_IG_001_AHostileOperative,P=A hostile operative just took out one of our volunteers. They don't seem to be Nine Tails. I'll try to mark them, but be careful.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_IG_002_ShitANine,P=Shit, a Nine Tails sympathizer just killed a CDF member. I've tagged them for you so you can keep an eye out.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_IG_003_GotANew,P=Got a new hostile in the area. I don't think they're Nine Tails. Sending you their location now.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_RepeatOccur_IG_001_GoddammitAnotherNine,P=Goddammit, another Nine Tails sympathizer's in the area. Marked 'em for you.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_RepeatOccur_IG_002_HereImFlagging,P=Here. I'm flagging another independent hostile for you. Steer clear or take them down.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_RepeatOccur_IG_003_DontKnowWhere,P=Don't know where all these bastards keep coming from, but we got another independant attacking our people. Marking them now.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_TargetMultiple_IG_001_BeAdvisedYou,P=Be advised, you have multiple Nine Tails sympathizers operating on that platform.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_TargetMultiple_IG_002_AttentionCdfSeveral,P=Attention, CDF. Several Nine Tail sympathizers have been identified on your platform. Be careful.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_TargetMultiple_IG_003_SeemsWeHave,P=Seems we have a new threat to deal with; multiple unaffiliated hostiles are attacking CDF volunteers on this platform.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyPresent_Siege_IG_001_JustAHeads,P=Just a head's up, I've been getting reports that there are non-Nine Tails hostiles attacking CDF volunteers.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyPresent_Siege_IG_002_WordOfWarning,P=Word of warning. We got reports of independent operators attacking CDF volunteers. Keep an eye out for unexpected hostiles.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyPresent_Siege_IG_003_AsIfThis,P=As if this situation wasn't bad enough, seems some unaffiliated hostiles are attacking our people. Just know that the Nine Tails aren't the only threat down there.
PU_ADVREP01_F_DEH_Warn_ParkedShip_AAActive_Siege_IG_001_HeyImStill=Hey, I'm still showing that there are active Anti-Aircraft defenses nearby. It's going to be dangerous to take off before they're disabled so use extreme caution.
PU_ADVREP01_F_DEH_Warn_ParkedShip_AAActive_Siege_IG_002_BeforeYouTake=Before you take off, wanted to remind you the platform's AA defenses are still under Nine Tails control. You'll need to be extremely careful trying to fly before they're disabled.
PU_ADVREP01_F_DEH_Warn_ParkedShip_AAActive_Siege_IG_003_WordOfCaution=Word of caution. It's going to be dangerous for you to take off while the Nine Tails controlled AA systems on this platform are still online.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_PostMission_Siege_IG_001_IKnowYoure=I know you're still coming down after all the excitement, but you should really start gathering your things and moving out. Crusader needs the platforms clear. All right, safe travels.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_PostMission_Siege_IG_002_NotToCut=Not to cut the celebration short, but Crusader is pretty eager to get everything cleaned up and sorted on their end. They're asking that all CDF volunteers leave the platforms as quickly as possible.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_PostMission_Siege_IG_003_HeyIfYou=Hey, if you could, I'd appreciate you leaving the platforms now. Crusader really wants the area clear.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_PostMission_Siege_LastOccur_IG_001_NotGonnaWarn=Not going warn you again. You no longer have persmission to be in the area. Leave or Crusader will have you charged with trespassing.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_PostMission_Siege_LastOccur_IG_002_ListenCrusaderReally=Listen, Crusader really wants all CDF personnel to clear out. They're even threatening tresspassing charges if you don't leave, so this is your last warning to head out of there.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_PostMission_Siege_LastOccur_IG_003_LookItsNot=Look, it's not that Crusader doesn't appreciate what the CDF did here today, but they really need you to leave the platforms ASAP, and they're going to charge you with tresspassing if you don't. We clear?
PU_ADVREP01_F_DEH_Warn_RestrictedArea_Siege_IG_001_BeCarefulYoure=Be careful, you're heading for the end of the Restricted Air and Crusader has an anti-theft countermeasure installed that will trigger the self-destruct if you cross that barrier, so I'd turn around.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_Siege_IG_002_HeyWatchIt=Hey, watch it. If you take those ships outside the Restricted Air, Crusader's got them rigged to auto trigger the self-destruct.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_Siege_IG_003_WordOfWarning=Word of warning. Those ships have an anti-theft countermeasure installed that will trigger the self-destruct once you leave the Restricted Airspace, so I'd turn around.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_Siege_LastOccur_IG_001_DoYouCopy=Do you copy? You need to turn around before the self-destruct activates.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_Siege_LastOccur_IG_002_DidYouHear=Did you hear me? That ship's self-destruct will kick in if you go much further. Turn around.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_Siege_LastOccur_IG_003_IWasntKidding=I wasn't kidding. If you get outside that Restricted Air, the ship's self-destruct will activate.
PU_ADVREP01_F_DEH_Warn_TurretsActive_Barge_Siege_IG_001_CarefulWithYour=Careful with your approach. The barge still has active turrets in place.
PU_ADVREP01_F_DEH_Warn_TurretsActive_Barge_Siege_IG_002_HeadsUpThere=Heads up there are still active turrets covering the approach to the barge. I don't want you to get shot down just blindly rushing in.
PU_ADVREP01_F_DEH_Warn_TurretsActive_Barge_Siege_IG_003_TheNineTails=The Nine Tails got the barge rigged with AA turrets. Be careful.
PU_AKent_CIV_M_PMH_GenericIntroMissionAccept_GP_001,P=Hey there, just heard you're looking to give huntin' a try. My name's Angor Kent. I came up in a lot of the gangs you're probably gonne be hunting, but I'm sitting on this side of the law now, making sure you're up to snuff. I put together an easy bounty for your first run, but that don't make them a pushover. Make sure you're loaded and ready and if it all goes well, I'll get you paid.
PU_AKent_CIV_M_PMH_GenericMissionAbandon_GP_001,P=Guess this bounty's going back in the rotation.
PU_AKent_CIV_M_PMH_GenericMissionAbandon_GP_002,P=You know, sometimes if you're not feeling a job, it's best to just walk away.
PU_AKent_CIV_M_PMH_GenericMissionAbandon_GP_003,P=Rather have you drop a bounty than do a half-assed job.
PU_AKent_CIV_M_PMH_GenericMissionAbandon_GP_004,P=Nice thing about being on this side of the law, I guess. You can walk away from a job without getting your fingers broken.
PU_AKent_CIV_M_PMH_GenericMissionAbandon_GP_005,P=Guild don't like it when hunters drop a bounty, but hey, screw 'em, right? Not like they own us.
PU_AKent_CIV_M_PMH_GenericMissionAcceptHardVeryHard_GP_001,P=Mean son of a bitch, that one. Gonna need to bring your A-game if you're gonna take them down.
PU_AKent_CIV_M_PMH_GenericMissionAcceptHardVeryHard_GP_002,P=Glad someone picked this up. This scag's been breathing free air for too long. Good luck.
PU_AKent_CIV_M_PMH_GenericMissionAcceptHardVeryHard_GP_003,P=Hope you're ready, this one'll be tougher than your usual scumbag. Good luck.
PU_AKent_CIV_M_PMH_GenericMissionAcceptSuper_GP_001,P=Hey there. Can't tell if the cops are dirty or just stupid, but it makes no sense this scumbag should still be running around. Good luck out there.
PU_AKent_CIV_M_PMH_GenericMissionAcceptSuper_GP_002,P=Lotta good people have tried to take this asshole down. Hope you have better luck than they did.
PU_AKent_CIV_M_PMH_GenericMissionAcceptSuper_GP_003,P=Taking on a top-shelf bounty, huh? Somebody's feeling their hustle today. I love it.
PU_AKent_CIV_M_PMH_GenericMissionAccept_GP_001,P=Bounty's all yours. Get locked and loaded and take 'em out.
PU_AKent_CIV_M_PMH_GenericMissionAccept_GP_002,P=Hey, it's Kent. Saw that you're picking up another bounty. Good luck with this one.
PU_AKent_CIV_M_PMH_GenericMissionAccept_GP_003,P=You got all the details and you know what to do. Play it smart and come home safe, you hear?
PU_AKent_CIV_M_PMH_GenericMissionAccept_GP_004,P=Good day to take down some shitheads, huh. Got your pay on tap and ready to go once you punch them out.
PU_AKent_CIV_M_PMH_GenericMissionAccept_GP_005,P=Kent here. I'll be tracking your progress on the bounty. Watch yourself out there.
PU_AKent_CIV_M_PMH_GenericMissionCompleteHardVeryHard_GP_001,P=I didn't think anyone was gonna take them down. Nice work.
PU_AKent_CIV_M_PMH_GenericMissionCompleteHardVeryHard_GP_002,P=That asshole's been haunting my bounty list for too long. Helluva job.
PU_AKent_CIV_M_PMH_GenericMissionCompleteHardVeryHard_GP_003,P=Well that son of a bitch finally got what was coming to them. I'll push this bounty through collections.
PU_AKent_CIV_M_PMH_GenericMissionCompleteSuper_GP_001,P=God damn. I never thought someone would finally do it. Hope you enjoy your payout on this one. You earned it.
PU_AKent_CIV_M_PMH_GenericMissionCompleteSuper_GP_002,P=Nice one. You did what a helluva lotta people couldn't. I'll close this bounty down and get you paid.
PU_AKent_CIV_M_PMH_GenericMissionCompleteSuper_GP_003,P=That was a damn fine takedown. That asshole reminded me of this skag I used to clash with back in the day. Always nice to see people like that get taken down.
PU_AKent_CIV_M_PMH_GenericMissionComplete_GP_001,P=Just got confirmation that bounty's been cleared. I'll get you paid.
PU_AKent_CIV_M_PMH_GenericMissionComplete_GP_002,P=Nice job taking them out. I'll push your payment through.
PU_AKent_CIV_M_PMH_GenericMissionComplete_GP_003,P=Great. Lemme cross them off the list and get you paid.
PU_AKent_CIV_M_PMH_GenericMissionComplete_GP_004,P=Done and dusted. Nice one. Sending your pay.
PU_AKent_CIV_M_PMH_GenericMissionComplete_GP_005,P=We'll mark one less shithead on the run. Pleasure doing business with ya.
PU_AKent_CIV_M_PMH_GenericMissionFailTargetKilledbyOtherHunter_GP_001,P=Hey, it's Kent. Looks like someone snaked the bounty from you. Gotta move fast in this game.
PU_AKent_CIV_M_PMH_GenericMissionFailTargetKilledbyOtherHunter_GP_002,P=What's up there? Got some bad news. Rival bounty hunter got to your target first. How it goes sometimes. Better luck next time.
PU_AKent_CIV_M_PMH_GenericMissionFailTargetKilledbyOtherHunter_GP_003,P=You can hit the brakes if you're burning to that bounty. Somebody else got in there and took care of it for you. Bad luck, I guess.
PU_AKent_CIV_M_PMH_GenericMissionFail_GP_001,P=That was a helluva effort. Hope you get back out there once you're on your feet.
PU_AKent_CIV_M_PMH_GenericMissionFail_GP_002,P=Damn… they really tuned you up. Hey, buck up, it happens to the best of us.
PU_AKent_CIV_M_PMH_GenericMissionFail_GP_003,P=Well they're a nasty son of a bitch, huh. I put the bounty back on the wire, hopefully somebody'll bag 'em.
PU_AKent_CIV_M_PMH_GenericMissionFail_GP_004,P=Sometimes the bar eats you, huh. Take some time to get your feet back under you, but get back out there.
PU_AKent_CIV_M_PMH_GenericMissionFail_GP_005,P=That could've gone better. But hey, we all have off days. Maybe next time, huh.
PU_AKent_CIV_M_PMH_SDRunFocusScan_GP_001,P=Hey, it's Kent. You see 'em yet? Send out a scan. Bastard's here somewhere.
PU_AKent_CIV_M_PMH_SDRunFocusScan_GP_002,P=Kent here. We're in it now. Send out a scan to get eyes on 'em and get hunting.
PU_AKent_CIV_M_PMH_SDRunFocusScan_GP_003,P=It's Kent. Just saw you're getting close. Scan if you can't see 'em and good hunting when you can.
PU_AMallor_CIV_M_PMH_ASDLabShuttingDown_GP_001,P=From the state of things here, I can't believe ASD kept Jorrit onboard after this. Never doubt the lengths a company will go to make money.
PU_AMallor_CIV_M_PMH_ASDMissionAbandonedGeneric_GP_001,P=You're quitting, huh? Wouldn't be the first wannabe investigator who couldn't hack it, and you won't be the last.
PU_AMallor_CIV_M_PMH_ASDMissionAbandonedGeneric_GP_002,P=Look if you can't do it, you can't do it, but in the future, don't take on a job if you can't see it through.
PU_AMallor_CIV_M_PMH_ASDMissionAbandonedGeneric_GP_003,P=So, not gonna do the contract after all? Thanks for wasting my time.
PU_AMallor_CIV_M_PMH_ASDPhase1ArriveatASD_GP_001,P=All right, welcome to ASD's Onyx facility. Remember, even though it's decomissioned, it's probably not empty. Scavengers could be raiding the joint and there might even be mercs in the area. I guess what I'm trying to say is, keep your eyes open and your weapon loaded.
PU_AMallor_CIV_M_PMH_ASDPhase1ArriveatLabs_GP_001,P=Hey, I want you to be extra careful inside the Onyx research wing. I'm not exactly sure what you're going to find, but whatever it is, probably best not to think too hard about it. Try to focus on the job at hand.
PU_AMallor_CIV_M_PMH_ASDPhase1ArriveatPower_GP_001,P=Okay, the engineering wing of the facility is what keeps the whole place running. Of course, with the weird readings coming from this section, I'm guessing they got something a little more powerful than a generator stashed inside. Tread lightly.
PU_AMallor_CIV_M_PMH_ASDPhase1MissionAcceptLabs_GP_001,P=Okay, here's the score. Since we confirmed that Dr. Jorrit's been to the facility recently, we need to see if you can learn why. I've pinpointed the last files he accessed. Go there and see if you can find out what's going on.
PU_AMallor_CIV_M_PMH_ASDPhase1MissionAcceptPower_GP_001,P=So that last upload was useful, but we still don't know why a twisted mind like Dr. Jorrit was revisiting his old stomping grounds. If you can find the next file he accessed in the engineering sector, it might paint us a clearer picture. I'll leave you to it.
PU_AMallor_CIV_M_PMH_ASDPhase1MissionAcceptReception_GP_001,P=Hey, thanks for picking this up. Name's Arken Mallor, Hockrow's dropped this case on me so I'll be running ops on this side. You got the high level from the brief, but client's interested in looking into a Dr. Logan Jorrit. He's one of Associated Science & Development's big brains who's been catching some flack ever since it came out that he was crushing baby worms over at their Lazarus sites. You're heading to a decommissioned ASD facility called Onyx that was Jorrit's first official post. Client thinks Jorrit may have been shady back then and wants to know what he got into there. This place may be closed but it's probably not empty, so bring some protection. I'll get in touch once you get on site.
PU_AMallor_CIV_M_PMH_ASDPhase1MissionSuccessDataUploadedLabs_GP_001,P=Let's see what we got… okay, that confirms it, he was definitely here and digging up his lost research, but we still don't why. We're going to need to find out more. Stand by and I'll send you the next steps.
PU_AMallor_CIV_M_PMH_ASDPhase1MissionSuccessDataUploadedPower_GP_001,P=Well, I'll be damned. Seems like the bastard might be hiding somewhere in Onyx. I'm going to run down a few leads and see if I can figure out where. I'll contact you when I have more. Until then, I'd get out of there as soon as you can. Can't be good for your health to linger down there for too long.
PU_AMallor_CIV_M_PMH_ASDPhase1MissionSuccessDataUploadedReception_GP_001,P=Great. Got the data and I'm gonna have to run these names to see if we get any hits…but I'm seeing Dr. Jorrit's accessed some personal logs and some are even tagged from the last few weeks. Okay, give me a second and I'll send you an updated contract.
PU_AMallor_CIV_M_PMH_ASDPhase2ItemCollectedPhase2_GP_001,P=Good. Now that you got the data, bring it to me.
PU_AMallor_CIV_M_PMH_ASDPhase2ItemCollectedPhase2_GP_002,P=All right. Now you just need to drop that data off somewhere safe.
PU_AMallor_CIV_M_PMH_ASDPhase2ItemCollectedPhase2_GP_003,P=That's what we're looking for. Get out of there and take it to the drop-off.
PU_AMallor_CIV_M_PMH_ASDPhase2ItemCollectedPhase2_GP_004,P=Great, extraction confirmed. Now all you got to do is bring it to me.
PU_AMallor_CIV_M_PMH_ASDPhase2ItemCollectedPhase2_GP_005,P=Looks like you got the data we need. Last step is to deliver it as soon as you can.
PU_AMallor_CIV_M_PMH_ASDPhase2MissionAcceptChamber7_GP_001,P=So, this is going to be a bit strange, but one of the old experiments they had running back in the old day tracked seismic changes. If Jorrit is down there, then he could be showing up on those sensors. Only downside is that testing chamber isn't exactly the healthiest place to be. Take it one step at a time, and you should be able to get what we need.
PU_AMallor_CIV_M_PMH_ASDPhase2MissionAcceptGeneric_GP_001,P=Okay, hope you're ready to tackle this one. Just keep your head down and you should be able to get it sorted.
PU_AMallor_CIV_M_PMH_ASDPhase2MissionAcceptGravityRoom_GP_001,P=All right, I've been thinking things through, and if Jorrit is operating in the facility somewhere, then we need to see the output data from the power core. We track that usage and we have a real shot at narrowing down where he's hiding. Head into the engineering wing and see if you can pull the data for me.
PU_AMallor_CIV_M_PMH_ASDPhase2MissionAcceptIntroduction_GP_001,P=Hey, it's Arken. Glad you're back onboard. I keep pouring over that last batch of data you pulled from Onyx. There's a picture forming, but it's hazy. Still not sure what or where Jorrit's hiding. We need more info to bring everything into focus so you're going back in. Start making your way and I'll be in touch.
PU_AMallor_CIV_M_PMH_ASDPhase2MissionAcceptRadiation_GP_001,P=So, here's what I'm thinking. The egineering wing has a bunch of sensors used to monitor the facility. You pull the data from them and I should be able to check for any anomalies in the last few months. Only problem, and it's a big one, is that the area's dangerously radioactive. So you'll need to figure something out for that.
PU_AMallor_CIV_M_PMH_ASDPhase2MissionAcceptSecurity_GP_001,P=It's Arken again. In a bit of good news, it seems some of the old ASD security systems are still outputting data that we might be able to use to pinpoint Jorrit. I'm guessing there are still active protocols you'll need to bypass to get access to the data. Grab what you can and I'll put the intel to good use.
PU_AMallor_CIV_M_PMH_ASDPhase2MissionSuccessChamber7_GP_001,P=Appreciate you delivering that data. I've got a contact who's an expert in this stuff who agreed to take a look. Maybe they'll be able to spot something I missed. It's gonna take a bit of time though. I'll reach out when I got something for you.
PU_AMallor_CIV_M_PMH_ASDPhase2MissionSuccessGeneric_GP_001,P=All right. That's some solid work. Couldn't have done it any better myself. I'll contact you again soon.
PU_AMallor_CIV_M_PMH_ASDPhase2MissionSuccessGravityRoom_GP_001,P=Perfect, that data from the core should really shed some light on what's been going on down there. I'm going to add this to the data I already have and see if anything emerges. Hopefully I'll have something to report real soon.
PU_AMallor_CIV_M_PMH_ASDPhase2MissionSuccessRadiation_GP_001,P=Thanks for dropping the data off. I'm hoping that the sensors managed to pick up something anomylous and then we can start putting together a clearer pattern. I'll be in touch again soon.
PU_AMallor_CIV_M_PMH_ASDPhase2MissionSuccessSecurity_GP_001,P=Great. That security data should give us a better idea of which areas of the facility have been accessed and when. I might even be able to start putting together a rough timeline of Jorrit's actions. I'll give this a once-over and contact you when I have our next step figured out.
PU_AMallor_CIV_M_PMH_ASDPhase3AllCodesCollected_GP_001,P=That should be everything you need. Head back down to Jorrit's lab and see if you can get the experiment running so we can download his research.
PU_AMallor_CIV_M_PMH_ASDPhase3ArriveatScience_GP_001,P=All right, let's get in there and see what Jorrit's been up to. Watch yourself. The more I learn about this guy, the less I like him.
PU_AMallor_CIV_M_PMH_ASDPhase3DrJorritInstructionsCollected_GP_001,P=Glad the doctor liked to keep organized notes. That should lay out everything you need to do to get this experiment of his up and running again. Looks like you'll need to get components from the research and engineering wing. I'll leave it up to you where you start.
PU_AMallor_CIV_M_PMH_ASDPhase3LabExperimentCodeCollected_GP_001,P=Now that you got that code, you can head over to engineering for the next one.
PU_AMallor_CIV_M_PMH_ASDPhase3MissionAcceptGeneric_GP_001,P=Hey, it's Arken. Client wants you to run the experiment at Onyx again. Head back in and work your magic.
PU_AMallor_CIV_M_PMH_ASDPhase3MissionAcceptGeneric_GP_002,P=Hey, it's Arken here. Client seems to think there's more to uncover at Onyx. Wants you to run Jorrit's experiment again and suggested we "adjust the independent variables." Which I guess means try shit and see what sticks. I'll leave that to you.
PU_AMallor_CIV_M_PMH_ASDPhase3MissionAcceptGeneric_GP_003,P=Hey, Arken here. Thanks for heading back to Onyx. I know it's not the most pleasant of places to spend a day, but the credits should more than make up for it.
PU_AMallor_CIV_M_PMH_ASDPhase3MissionAccept_GP_001,P=Hey, thanks for coming back on board. Looking through everything, I figured out why Jorrit's been back at Onyx. The facility isn't decommissioned. He's still working out of it. I want you to go back in, find his new lab, and collect data from his latest research.
PU_AMallor_CIV_M_PMH_ASDPhase3MissionSuccessGeneric_GP_001,P=Got the data. Client's gonna be thrilled. Good work.
PU_AMallor_CIV_M_PMH_ASDPhase3MissionSuccessGeneric_GP_002,P=The data's coming through clean. Just what I like to see. Thanks for making it happen.
PU_AMallor_CIV_M_PMH_ASDPhase3MissionSuccessGeneric_GP_003,P=Getting the data now. Everything looks good. I'll pass it on. Appreciate the hard work.
PU_AMallor_CIV_M_PMH_ASDPhase3MissionSuccess_GP_001,P=Okay, I'm pulling the research data now.
PU_AMallor_CIV_M_PMH_ASDPhase3MissionSuccess_GP_002,P=Good work down there. Client's gonna flip their lid when they see we actually managed to pull it off.
PU_AMallor_CIV_M_PMH_ASDPhase3RadiationExperimentCodeCollected_GP_001,P=Good. One code down. Head over to the research wing and track down the next one.
PU_AMallor_CIV_M_PMH_GravityExperiment_GP_001,P=Talk about a textbook case of hubris. Can't imagine anyone willing to drop their staff like that.
PU_AMallor_CIV_M_PMH_PowerIssues_GP_001,P=Five credits says that's the closest this guy ever admits to being wrong. Takes some serious stones to chalk up killing a bunch of your own people as "regrettable."
PU_AMallor_CIV_M_PMH_RegenExperiment_GP_001,P=That poor bastard… Can't believe anyone would subject themselves to one of Jorrit's crackpot ideas.
PU_AMallor_CIV_M_PMH_RunningAway_GP_001,P=Can't say it's much of a surprise that Jorrit got the hell out of here. Can't imagine he's gonna have a lot of places to hide when word gets out about what's he's done here.
PU_AMallor_CIV_M_PMH_VanduulBioMass_GP_001,P=I hate to imagine what sort of things Jorrit thought to feed into this thing. As if I didn't have enough trouble sleeping already.
PU_AMallor_CIV_M_PMH_VanduulExperiment_GP_001,P=What the hell… this guy's a lunatic.
PU_AMallor_CIV_M_PMH_VanduulExperiment_GP_001_Stitch,P=What the hell… this guy's a lunatic. Good work down there. Client's gonna flip their lid when they see we actually managed to pull it off.
PU_AMallor_CIV_M_PMH_WormLab_GP_001,P=Guess we know where Jorrit got the inspiration for Lazarus from. This whole place is a breeding ground for bad ideas.
PU_AMallor_CIV_M_PMH_YormandiSample_GP_001,P=I wonder if Jorrit ever did manage to track down where this sample came from. Probably would have tortured its babies if he did.
PU_AREP_Tieno_ARC_F_PMH_RSGDoYourPart_GP_001,P=Got a bit of spare time? Looking to make some credits? ArcCorp has the job for you. Thanks to recent government incentive programs, ArcCorp needs all available pilots for the urgent delivery of resources. Do you have what it takes? Yes, you do.
PU_AREP_Tieno_ARC_F_PMH_RSGGenericMissionAbandon_GP_001,P=Hey, this is El. You know, from ArcCorp. Saw that you canceled the contract. What the hell? Next time only take a contract you plan on doing, okay?
PU_AREP_Tieno_ARC_F_PMH_RSGGenericMissionAbandon_GP_002,P=Hey, did you just quit the job? Do you have any idea how much extra work you just made for me? Whatever, I've wasted enough time dealing with you.
PU_AREP_Tieno_ARC_F_PMH_RSGGenericMissionAbandon_GP_003,P=Hey, what happened? I thought you were gonna do that contract? You know what, it doesn't matter, I still need to find someone else to do the work. Enjoy your time off, I guess.
PU_AREP_Tieno_ARC_F_PMH_RSGGenericMissionFail_GP_001,P=Ah, dang it. That's not good. I was really counting on this contract getting done. Guess, I'm working late tonight after all… again.
PU_AREP_Tieno_ARC_F_PMH_RSGGenericMissionFail_GP_002,P=Oh wow. Wish that had gone differently. Just what I needed. [ Heavy Sigh ] I better get started on filling in the paperwork.
PU_AREP_Tieno_ARC_F_PMH_RSGGenericMissionFail_GP_003,P=Wow. Wasn't expecting things to get botched like that. I'm gonna have to call in some overtime and try to salvage this mess. Oh well, not your fault you're not good at your job, right?
PU_AREP_Tieno_ARC_F_PMH_RSGGiveReward_GP_001,P=Hey, it's El. Guess what? ArcCorp's been so impressed with your hustle out there that they're sending you a little something as thanks. Pretty nice, right? Almost makes me wish I was a contractor… Anyway, enjoy and keep up the good work.
PU_AREP_Tieno_ARC_F_PMH_RSGGiveReward_GP_002,P=Hi, you ready for some good news? ArcCorp decided to send you a gift for helping them gather so many resources. Guess it's supposed to inspire dynamic motivational synergy, so that's uh… nice I guess. All right. Congrats and I'll see you on the next job.
PU_AREP_Tieno_ARC_F_PMH_RSGMissionAcceptCatchUpMission_GP_001,P=So, despite everything we've been doing, it's just not enough. But I think this contract could turn things around for ArcCorp. Just try your best, and whatever you do, get it done, okay? No matter what. We need this.
PU_AREP_Tieno_ARC_F_PMH_RSGMissionAcceptCatchUpMission_GP_002,P=Hey, it's El again. I'm gonna level with you. Things aren't going great for ArcCorp in terms of getting the resources we need and this contract could change all that. So basically, lots of pressure riding on this one. Good luck!
PU_AREP_Tieno_ARC_F_PMH_RSGMissionAcceptCatchUpMission_GP_003,P=Hey, wanted to chat about this contract real quick. Now, sure, all contracts are important. But this one is really, really important. ArcCorp needs to make up for lost ground and you doing this would make a big difference. Okay, pep talk over. Focus and get it done!
PU_AREP_Tieno_ARC_F_PMH_RSGMissionAcceptGeneral_GP_001,P=Hi. This is your first job with ArcCorp, right? Oh, wait. Sorry, that's the other contractor. I know you. You've done this before, so just keep it up. All right, later.
PU_AREP_Tieno_ARC_F_PMH_RSGMissionAcceptGeneral_GP_002,P=Okay! Back for another job. That's great. ArcCorp appreciates you and all that stuff. Just try to get it done ASAP, okay? Great. Thanks.
PU_AREP_Tieno_ARC_F_PMH_RSGMissionAcceptGeneral_GP_003,P=All right, look who's back for another contract. Guess you love working for ArcCorp. Well, you know the drill by now, so I'll just leave you to take care of everything. Thanks.
PU_AREP_Tieno_ARC_F_PMH_RSGMissionAcceptGeneral_GP_004,P=Hi, El Tieno with ArcCorp. Was just comming you to say… Sorry, totally blanked on why I comm'd. Too many things going on. Anyway, if I remember I'll comm you back. Sorry. Good luck with the contract.
PU_AREP_Tieno_ARC_F_PMH_RSGMissionAcceptGeneral_GP_005,P=Hey! It's ArcCorp's favorite contractor. Not to get ahead of ourselves, but as soon as you finish this contract, I've got like two more I could use you on. So, probably shouldn't be wasting time, right? We'll talk later.
PU_AREP_Tieno_ARC_F_PMH_RSGMissionAcceptGeneral_GP_006,P=No, I don't care why it went missing, just fix it… [Frustrated sigh] Sorry about that. Where were we? Oh, right! New contract. Good luck and you know, try to make sure everything gets where it's supposed to go.
PU_AREP_Tieno_ARC_F_PMH_RSGMissionAcceptGeneral_GP_007,P=Hey, it's El. Thanks for handling another job. I'm sure you'll do great. ArcCorp needs all the competant people we can get right n- What? Yeah, I'm hanging up-
PU_AREP_Tieno_ARC_F_PMH_RSGMissionAcceptIntro_GP_001,P=Great! You're going to help us out with getting resources. The market's going crazy thanks to Addision's big research push and ArcCorp's trying… hold on for one sec… Yeah? Just tell them to wait… Sorry, it's a bit crazy here today. Anyway! You're gonna be great. Oh, and I'm El Tieno by the way. Okay. Bye.
PU_AREP_Tieno_ARC_F_PMH_RSGMissionCompleteDefendCargo_GP_001,P=Hey, El here with an update. Thanks to you that cargo made it to ArcCorp safely. Thanks for the hard work.
PU_AREP_Tieno_ARC_F_PMH_RSGMissionCompleteDefendCargo_GP_002,P=Hey, looks like all that cargo was safely delivered to us. Wouldn't have made it without you, so thanks. Hopefully we can work together again soon.
PU_AREP_Tieno_ARC_F_PMH_RSGMissionCompleteDefendCargo_GP_003,P=Okay, wanted to let you know that the cargo made it safely to us. Wish I had a few more contractors like you. Hell, even just one more. Anyway, see you on the next job.
PU_AREP_Tieno_ARC_F_PMH_RSGMissionCompletePlayerDelivers_GP_001,P=Perfect! Love to see a succesful delivery. You did such a good job you should probably take another contract as soon as possible, right? Talk soon!
PU_AREP_Tieno_ARC_F_PMH_RSGMissionCompletePlayerDelivers_GP_002,P=Hey, El here. Seeing that you were able to complete the delivery. Thanks! And if you could do another, that'd be even better. All right, gotta go.
PU_AREP_Tieno_ARC_F_PMH_RSGMissionCompletePlayerDelivers_GP_003,P=All right! ArcCorp appreciates you completing your delivery and- Oh crap. Sorry! I have to take this other comm.
PU_AREP_Tieno_ARC_F_PMH_RSGMissionCompletePlayerDelivers_GP_004,P=Great! You brought the stuff. Nice to see someone actually doing their job for a change. Okay, I better get back to it. Have a good one.
PU_AREP_Tieno_ARC_F_PMH_RSGMissionCompletePlayerDelivers_GP_005,P=Yes! Perfect timing on the delivery. Really, really needed this. ArcCorp thanks you. See you next time.
PU_ASDMercCaptain_CIV_M_BNA_Audiolog1_GP_001,P=All teams. You should have all the specs on the op, but we're going to get in, do what needs to be done and get out. I want at least one, ideally two, shadowing the egghead at all times. Client's said the place has been decommisioned for years, but that don't mean it's empty, so make sure you don't take any chances. Stay focused and check those corners.
PU_ASDMercCaptain_CIV_M_BNA_Audiolog2_GP_001,P=All teams. Fall back to my postion immediately. We've encountered unexpected resistance and need to regroup. Make your way here and seal any doors behind you. We need to contain this situation before it gets completely out of hand.
PU_ASDMercCaptain_CIV_M_BNA_Audiolog3_GP_001,P=All surviving team members. You are ordered to exfil. Authorization Delta Delta Zebra. Forget the target and get out. I'm not having our team wiped out by radiation bursts, feral kopion, and god knows what else. It's not what any of you signed up for and it's not worth the credits. I'll see you all at the rendezvous.
PU_BANISTER_MG_Celebrate_IG_001_Incredible=Incredible.
PU_BANISTER_MG_Celebrate_IG_002_Fantastic=Fantastic.
PU_BANISTER_MG_Celebrate_IG_002b_Fantastic=Fantastic.
PU_BANISTER_MG_Celebrate_IG_003_LoveIt=Love it!
PU_BANISTER_MG_Celebrate_IG_004_Yes=Yes!
PU_BANISTER_MG_Celebrate_IG_005_ThatIsSo=That is so good.
PU_BANISTER_MG_Celebrate_IG_005b_ThatIsSo=That is so good.
PU_BANISTER_MG_CommMsg_JobOffer_2ndChance_IG_001_SoIveBeen=So, I've been thinking over the way we ended things and well, maybe I was a bit too harsh. I mean, we all make mistakes right? Look at me, I wound up buying the last Ellroy Cass album. Talk about unforgiveable. Anyway, if you come by, maybe we can try again.
PU_BANISTER_MG_CommMsg_JobOffer_2ndChance_IG_002_OkayIKnow=Okay, I know we didn't exactly end things on the best note, but I figured it's worth giving us another try. Second time's the charm, right? Oh wait, it's third time's the charm, isn't it? Guess we get to look forward to doing this at least once more. But first things first. Come pay me a visit if you're interested.
PU_BANISTER_MG_CommMsg_JobOffer_2ndChance_IG_003_HeyListenIf=Hey, listen, if you think you might be ready to really give it a go this time - like really, really try - then I might be willing to give you another shot. When you're ready, come and see me.
PU_BANISTER_MG_CommMsg_JobOffer_IG_001_HelloItsMe=Hello. It's me. Tessa. Junior Cartographer. Stop by when you can. I have something for you.
PU_BANISTER_MG_CommMsg_JobOffer_IG_002_HiItsTessa=Hi, it's Tessa. I was hoping you might have a second to swing by. Have something you might be interested in.
PU_BANISTER_MG_CommMsg_JobOffer_IG_003_HeyThereTessa=Hey there. Tessa here. Hope I'm not catching you at a bad time. Something popped up and I thought of you. Be great if you could come by.
PU_BANISTER_MG_CommMsg_JobOffer_IG_004_HeyItsTessa=Hey, it's Tessa. Have something I could use you for. Well, use is a bad word. Anyway, if you're free, stop by.
PU_BANISTER_MG_CommMsg_JobOffer_IG_005_HeyThereGuess=Hey there. Guess who. Came across something that I think you'll be interested in. Come by when you can.
PU_BANISTER_MG_CommMsg_ReturnProperty_FailSecurity_IG_001_ListenIDidnt=Listen, I didn't want it to come to this, but there's a warrant on you for that property you stole. Sorry.
PU_BANISTER_MG_CommMsg_ReturnProperty_FailSecurity_IG_002_WellYouDidnt=Well, you didn't return the property, and now we had to report it stolen. I think that technically makes you a thief, so you might want to take care of that.
PU_BANISTER_MG_CommMsg_ReturnProperty_IG_001_HeyEhYou=Hey, eh, you still have some property of mine. I'm gonna need you to return it.
PU_BANISTER_MG_CommMsg_ReturnProperty_IG_002_LooksLikeYou=Looks like you have still have some property of mine. Be great if you can bring it back.
PU_BANISTER_MG_CommMsg_ReturnProperty_LastWarning_IG_001_HeyIfYou=Hey, if you don't return the ICC's property, I'm gonna have to report you.
PU_BANISTER_MG_CommMsg_ReturnProperty_LastWarning_IG_002_JustAWord=Just a word of warning. The ICC is going to report you if you don't return their property.
PU_BANISTER_MG_CommMsg_UnderAttack_IG_001_HeyEhLong=Hey. Eh, Long story short, I'm being attacked right now, and I really need some help. Please, hurry. And bring some weapons. A lot of weapons.
PU_BANISTER_MG_CommMsg_UnderAttack_IG_002_MaydayThisIs=Mayday. This is Tessa Banister. I am under attack. Assistance is needed. Mayday. S.O.S. Emergency. Also, it's realy weird finally making one of these.
PU_BANISTER_MG_CommMsg_UnderAttack_IG_003_HeyEhHope=Hey. Eh, Hope you're not busy, because there's a bunch of ships shooting at me right now and it would great if you could stop them. Thanks! Hurry!
PU_BANISTER_MG_EncourageDecision_IG_001_SeemsLikeA=Seems like a good fit for you. What do you think?
PU_BANISTER_MG_EncourageDecision_IG_002_YouThinkIts=You think it's something you want to do?
PU_BANISTER_MG_EncourageDecision_IG_003_IfYouDont=If you don't want the job, you totally don't have to do it.
PU_BANISTER_MG_EncourageDecision_IG_004_PrettyStraightForward=Pretty straight forward, right?
PU_BANISTER_MG_EncourageDecision_IG_005_SoYouThink=So, you think you'll do it?
PU_BANISTER_MG_EndRelationship_IG_001_IHateTo=I hate to say it, but I don't think this is going to work.
PU_BANISTER_MG_EndRelationship_IG_002_SoAsHard=So as hard as this is, I think it might be for the best if we just called it quits.
PU_BANISTER_MG_EndRelationship_IG_003_LookITried=Look, I tried to make this work, I really did, but sometimes you just have to accept that some things are a lost cause.
PU_BANISTER_MG_Expletives_IG_001_Crap=Crap!
PU_BANISTER_MG_Expletives_IG_001b_Crap=Crap!
PU_BANISTER_MG_Expletives_IG_002_DamnIt=Damn it!
PU_BANISTER_MG_Expletives_IG_003_Shit=Shit!
PU_BANISTER_MG_Expletives_IG_004_OhNo=Oh no!
PU_BANISTER_MG_Expletives_IG_005_Seriously=Seriously?
PU_BANISTER_MG_Farewell_Bad_IG_001_Later=Later.
PU_BANISTER_MG_Farewell_Bad_IG_002_YeahBetterGet=Yeah better get going.
PU_BANISTER_MG_Farewell_Bad_IG_003_SeeYouAround=See you around.
PU_BANISTER_MG_Farewell_Bad_IG_004_IThinkThats=I think that's everything.
PU_BANISTER_MG_Farewell_Bad_IG_005_AlrightSigningOff=All right. Signing off.
PU_BANISTER_MG_Farewell_Good_IG_001_AlrightTalkTo=All right. Talk to you soon.
PU_BANISTER_MG_Farewell_Good_IG_002_BeCarefulOut=Be careful out there.
PU_BANISTER_MG_Farewell_Good_IG_003_FlySafe=Fly safe.
PU_BANISTER_MG_Farewell_Good_IG_004_HopefullyIllSee=Hopefully I'll see you again soon.
PU_BANISTER_MG_Farewell_Good_IG_005_GoodLuck=Good luck.
PU_BANISTER_MG_FriendlyFire_CallSecurity_IG_001_ThatsItIm=That's it! I'm reporting you.
PU_BANISTER_MG_FriendlyFire_CallSecurity_IG_002_FineConsiderYourself=Fine! Consider yourself reported.
PU_BANISTER_MG_FriendlyFire_CallSecurity_IG_003_OhYouBastard=Oh, you bastard. The authorities are going to hear about this.
PU_BANISTER_MG_FriendlyFire_IG_001_WatchYourAim=Watch your aim!
PU_BANISTER_MG_FriendlyFire_IG_002_YoureNotSupposed=You're not supposed to shoot that!
PU_BANISTER_MG_FriendlyFire_IG_003_HoldYourFire=Hold your fire!
PU_BANISTER_MG_GenericChatter_IG_001_YouKnowWhats=You know what's strange? I had a fly in here the other day. No idea how it got in or where it came from. Maybe it was in one my foodpacks? Drove me nuts till I chased it into an airlock.
PU_BANISTER_MG_GenericChatter_IG_002_IKeepRunning=I keep running into these people who think stellar cartography is dull. Can you believe it? Cartography! I mean, if you think precisely scanning star systems and charting every single astronomical feature is dull, then I don't even know what to say to you.
PU_BANISTER_MG_GenericChatter_IG_003_HeresSomethingYou=Here's something you may find interesting - my surname, Banister, came from the fact that my ancestors like forty or so generations back were master stair craftsmen. All the wealthiest people couldn't get enough of their stairs. My family crest actually looks like one of those 'in case of emergency' signs.
PU_BANISTER_MG_GenericChatter_IG_004_LetMeBounce=Let me bounce something off you. I'm debating going to either Cassel or to Green for my vacation and you know what, nevermind. I just decided. Tangaroa it is.
PU_BANISTER_MG_GenericChatter_IG_005_HeresAQuick=Here's a quick tidbit for you. Never eat toast with the gravity turned off. I have never seen so many crumbs in my life. Huge mistake.
PU_BANISTER_MG_Greeting_1stX_IG_001_TessaToRandom=Tessa to random ship. Come in random ship.
PU_BANISTER_MG_Greeting_Bad_IG_001_OhHey=Oh. Hey.
PU_BANISTER_MG_Greeting_Bad_IG_002_HeyLookWho=Hey, look who it is... you...
PU_BANISTER_MG_Greeting_Bad_IG_003_HeyYouAlright=Hey, you all right?
PU_BANISTER_MG_Greeting_Bad_IG_004_AndThereYou=And there you are. Great.
PU_BANISTER_MG_Greeting_Bad_IG_005_OkayRightHi=Okay, right. Hi.
PU_BANISTER_MG_Greeting_Beacon_Bad_IG_001_WellSinceYoure=Well, since you're here, I guess you'll have to do.
PU_BANISTER_MG_Greeting_Beacon_Bad_IG_002_OhItsYou=Oh, it's you. I guess that's fine. It doesn't pay to be to choosy at times like this.
PU_BANISTER_MG_Greeting_Beacon_Bad_IG_003_HeyImIn=Hey, I'm in a bit of a bind here, so I'm hoping you can help.
PU_BANISTER_MG_Greeting_Beacon_Bad_IG_004_HeyListen=Hey listen. There's something I need you do.
PU_BANISTER_MG_Greeting_Beacon_Bad_IG_005_HeyImRunning=Hey, I'm running low on options, so maybe you can help. Any port in a storm, right?
PU_BANISTER_MG_Greeting_Beacon_Good_IG_001_YesIAm=Yes! I am so happy to see you.
PU_BANISTER_MG_Greeting_Beacon_Good_IG_002_PerfectJustThe=Perfect. Just the pilot I was hoping to see.
PU_BANISTER_MG_Greeting_Beacon_Good_IG_003_HeyGotSomething=Hey! Got something for you.
PU_BANISTER_MG_Greeting_Beacon_Good_IG_004_TalkAboutGood=Talk about good timing.
PU_BANISTER_MG_Greeting_Beacon_Good_IG_005_FinallyIWas=Finally! I was hoping you'd show.
PU_BANISTER_MG_Greeting_Beacon_Good_IG_006_HeyYouBusy=Hey, you busy?
PU_BANISTER_MG_Greeting_GoAway_IG_001_ListenIThought=Listen, I thought I made myself clear, but I'd appreciate it if you didn't come around here anymore. It's just not working out.
PU_BANISTER_MG_Greeting_GoAway_IG_002_IllBeHonest=I'll be honest, I'm not sure what you think you're doing here. I definitely can't trust you to help, and if I'm being upfront with you, I really don't want to chat with someone I can't trust. It'd be better if you just go.
PU_BANISTER_MG_Greeting_GoAway_IG_003_LookImNot=Look, I'm not saying it's going to be this way forever, but right now I think it'd be better for both of us if you stopped coming here. You go do your stuff. I'll do mine. And if anything changes, I'll let you know.
PU_BANISTER_MG_Greeting_Good_IG_001_TessaHere=Tessa here.
PU_BANISTER_MG_Greeting_Good_IG_002_HeyThereStranger=Hey there, stranger.
PU_BANISTER_MG_Greeting_Good_IG_003_Hello=Hello!
PU_BANISTER_MG_Greeting_Good_IG_004_WoahARepeat=Woah. A repeat visit. I should probably be less impressed by that shouldn't I?
PU_BANISTER_MG_Greeting_Good_IG_005_NiceToSee=Nice to see a familiar face around.
PU_BANISTER_MG_Greeting_Good_IG_006_WelcomeBackTo=Welcome back to the probe.
PU_BANISTER_MG_Greeting_Good_IG_007_HiAgain=Hi again!
PU_BANISTER_MG_Greeting_Good_IG_008_HeyItsYou=Hey, its you.
PU_BANISTER_MG_Greeting_Good_IG_009_HopeEverythingsBeen=Hope everything's been going all right out there.
PU_BANISTER_MG_Intro_1stX_IG_001_HiWelcomeTo=Hi! Welcome to the neighborhood. 2nd Class Junior Cartographer Tessa Banister reporting in. I'm the eyes behind all the ICC scan probes in the\narea. What these little guys see, I see. Which, yes, means I can totally see you. Right. Now... Anyway, there was actually a reason to why I\ncomm'd. I'm sorta not allowed to leave my post, important jump point scanning and all, so I was hoping you might be able to help me with something.
PU_BANISTER_MG_LastMission_Beacon_FailStreak_IG_001_AnotherFailedRescue=Another failed rescue, huh? You haven't crossed a shaman or something, have you? Not that I believe in curses, but in the face of overwhelming evidence it might not hurt to re-evaluate that stance.
PU_BANISTER_MG_LastMission_Beacon_FailStreak_IG_002_WeKeepTrying=We keep trying to help these people in these distress beacons, but what good is it when these outlaws are getting more and more ruthless. Maybe we have to accept that it's a lost cause.
PU_BANISTER_MG_LastMission_Beacon_FailStreak_IG_003_HowManyIs=How many is it that we've lost now? After that last distress beacon, I'm starting to wonder why we even try.
PU_BANISTER_MG_LastMission_Beacon_FailTurnAround_IG_001_ReallyAShame=Really a shame that about that last distress beacon, but you know, you can't win them all. Still sad though.
PU_BANISTER_MG_LastMission_Beacon_FailTurnAround_IG_002_ListenIKnow=Listen, I know we lost that last pilot, but you can't focus on that. You've helped a lot of people out there.
PU_BANISTER_MG_LastMission_Beacon_FailTurnAround_IG_003_OnThatLast=On that last distress beacon, don't blame yourself for what happened. You were just trying to help.
PU_BANISTER_MG_LastMission_Beacon_Fail_IG_001_EvenThoughYou=Even though you weren't able to save that ship from before, it was pretty nice of you to try.
PU_BANISTER_MG_LastMission_Beacon_Fail_IG_002_IHeardWhat=I heard what happened with that last distress call. Messed up stuff.
PU_BANISTER_MG_LastMission_Beacon_Fail_IG_003_ItWasToo=It was too bad about that ship you tried to help. I guess sometimes our best just isn't good enough.
PU_BANISTER_MG_LastMission_Beacon_Fail_IG_004_IWasSorry=I was sorry to hear about that last ship. Really sucks. At least you're okay.
PU_BANISTER_MG_LastMission_Beacon_Fail_IG_005_WantedToLet=Wanted to let you know that I appreciate you risking your life to help those people, even if it ended the way it did.
PU_BANISTER_MG_LastMission_Beacon_Ignored_IG_001_IWasA=I was a little surprised you decided not to help that last pilot. Guess I was silly for thinking you were the kind of person who cared about people in trouble.
PU_BANISTER_MG_LastMission_Beacon_Ignored_IG_002_ItWasTooBad=It was too bad you weren't able to make it to that last distress beacon in time. I'm thinking about sending the pilot's family a fruit basket. A nice one though, one that isn't all melon.
PU_BANISTER_MG_LastMission_Beacon_Ignored_IG_003_OhYouRemember=Oh, you remember that last distress beacon? The one you didn't check out? Yeah, so I've been trying to find out what happened to them, but it seems we might have been the last people to have been in contact with them. I guess we were their last hope.
PU_BANISTER_MG_LastMission_Beacon_SuccessStreak_IG_001_HowManyShips=How many ships have you rescued at this point? Got to be some kind of record. You're like a one person Advocacy force.
PU_BANISTER_MG_LastMission_Beacon_SuccessStreak_IG_002_ImKindaBlown=I'm kinda blown away by the number of people you've helped out there. It's like you're some kind of insurance fairy, saving hulls before premiums can go up.
PU_BANISTER_MG_LastMission_Beacon_SuccessStreak_IG_003_AtTheRisk=At the risk of giving you a big ego, it's pretty impressive how many ships you've helped rescue. Good job.
PU_BANISTER_MG_LastMission_Beacon_SuccessTurnAround_IG_001_WayToActually=Way to actually rescue someone! I was starting to think they may be better off if you didn't answer the distress beacons. I'm glad to see I was wrong.
PU_BANISTER_MG_LastMission_Beacon_SuccessTurnAround_IG_002_CongratsOnThat=Congrats on that last successful rescue! That must feel pretty good after that string of bad luck you had.
PU_BANISTER_MG_LastMission_Beacon_SuccessTurnAround_IG_003_WantedToSay=Wanted to say nicely done on that last rescue. You heard someone needed help, you went and tried to help them, and in a surprise turn of events it actually worked. Hopefully this is the start of a trend.
PU_BANISTER_MG_LastMission_Beacon_Success_IG_001_ItWasNice=It was nice of you to help that ship out.
PU_BANISTER_MG_LastMission_Beacon_Success_IG_002_HeardYouGot=Heard you got hit by some trouble out there. Glad you scraped through.
PU_BANISTER_MG_LastMission_Beacon_Success_IG_003_WithThatShip=With that ship in trouble... I mean, space is dangerous, but it's good to know there's people like you out there too.
PU_BANISTER_MG_LastMission_Beacon_Success_IG_004_AppreciateThatYou=Appreciate that you put yourself on the line to help that ship out. I don't know if there's a lot of people who would have done that.
PU_BANISTER_MG_LastMission_Beacon_Success_IG_005_ISawThat=I saw that you saved that ship. Kind of amazing that you can change someone's whole life like that.
PU_BANISTER_MG_LastMission_Canceled_IG_001_GuessYouWerent=Guess you weren't able to finish that last job. Bit embarrassing, when you think about it. Saying you're going to do something, then changing your mind.
PU_BANISTER_MG_LastMission_Canceled_IG_002_ImSuprisedYou=I'm surprised you canceled on that last job. Must be that modern work ethic my nan was always complaining about.
PU_BANISTER_MG_LastMission_Canceled_IG_003_SawThatYou=Saw that you canceled the last job. That's too bad. I'm guessing you have your reasons but still... oh well.
PU_BANISTER_MG_LastMission_Generic_Fail_IG_001_OhItWas=Oh It was too bad to hear that last job didn't work out. I feel sort of responsible since I was the one who set you up with it. Oh well, guess these things happen.
PU_BANISTER_MG_LastMission_Generic_Fail_IG_002_SeemsLikeThings=Seems like things didn't go that smoothly on the last job. Live and learn as nan used to say. She also used to loved eating citrus. Always had an orange or a pomelo on her. I miss her a lot.
PU_BANISTER_MG_LastMission_Generic_Fail_IG_003_LooksLikeYou=Looks like you didn't have a lot of luck on that last job. You'll get 'em next time.
PU_BANISTER_MG_LastMission_Generic_Success_IG_001_IHeardThat=I heard that the last job went well.
PU_BANISTER_MG_LastMission_Generic_Success_IG_002_IWasVery=I was very glad to hear that the last gig worked out all right.
PU_BANISTER_MG_LastMission_Generic_Success_IG_003_CongratsOnPulling=Congrats on pulling off that last job. I'm sure that felt satisfying.
PU_BANISTER_MG_LastMission_Probe_FailStreak_IG_001_SoMyBoss=So, my boss has started asking me about where all the probes I've requisitioned keep ending up. I think I'm good for now, but we can't really afford to lose any more.
PU_BANISTER_MG_LastMission_Probe_FailStreak_IG_002_LostAnotherProbe=Lost another probe, huh? I guess what they say is true. More probes, more problems.
PU_BANISTER_MG_LastMission_Probe_FailStreak_IG_003_YoureReallyNot=You're really not having any luck with these probes. Like none. It's almost impressive.
PU_BANISTER_MG_LastMission_Probe_Fail_IG_001_NoLuckOn=No luck on that last probe, huh? Eh...I guess we'll just have to make do without for now.
PU_BANISTER_MG_LastMission_Probe_Fail_IG_002_ItsTooBad=It's too bad you're weren't able to deploy that last probe. It would have come in handy.
PU_BANISTER_MG_LastMission_Probe_Fail_IG_003_IDidntThink=I didn't think deploying a probe would be that hard, but I guess it's just one of those things that depends on who's doing it.
PU_BANISTER_MG_LastMission_Probe_Fail_IG_004_LooksLikeYou=Looks like you ran into some trouble placing that probe. I will admit, I'm a bit disappointed. I was really hoping to see the data it would've provided.
PU_BANISTER_MG_LastMission_Probe_Fail_IG_005_ShameThatWe=Shame that we couldn't get that last probe deployed. The ICC really counts on those scans.
PU_BANISTER_MG_LastMission_Probe_SuccessStreak_IG_001_ThoseLastFew=Those last few probes you helped me with, we've been getting some really fanastic data. Who knows, maybe at this rate I'll be a first class junior cartographer soon!
PU_BANISTER_MG_LastMission_Probe_SuccessStreak_IG_002_TheMoreOf=The more of those probes you deploy for us, the clearer picture we're getting of the system. It's been a huge help.
PU_BANISTER_MG_LastMission_Probe_SuccessStreak_IG_003_YoureTurningInto=You're turning into quite the probe expert, aren't you.
PU_BANISTER_MG_LastMission_Probe_Success_IG_001_QuickUpdateFor=Quick update for you, that probe you deployed has been working out great so far.
PU_BANISTER_MG_LastMission_Probe_Success_IG_002_InCaseYoure=In case you're interested, we've been pulling a ton of really useful data from the last probe you set up, so thanks again for your help on that.
PU_BANISTER_MG_LastMission_Probe_Success_IG_003_YouShouldSee=You should see some of the scans coming in from the last probe you deployed. I mean, it would probably just look like a jumble of numbers to you, but take it from me, it's very exciting.
PU_BANISTER_MG_LastMission_Probe_Success_IG_004_WantedToLet=Wanted to let you know that we've gotten some really interesting data from the last probe, so thanks again for deploying it.
PU_BANISTER_MG_LastMission_Probe_Success_IG_005_IveBeenSpending=I've been spending a lot of my shift pouring over scans from that last probe. There's some really intriguing stuff coming through.
PU_BANISTER_MG_LastMission_UnderAttack_Fail_IG_001_DecidedToCome=Decided to come back and see if I was still alive? Well, despite a certain someone, I luckily am.
PU_BANISTER_MG_LastMission_UnderAttack_Fail_IG_002_IveBeenThinking=I've been thinking about how that last attack went down and I have to say, it might be worth spending a few more hours training in a flight sim. You know, so you don't let down the next person who relies on you.
PU_BANISTER_MG_LastMission_UnderAttack_Fail_IG_003_JustThoughtId=Just thought I'd tell you that I forgive you for what happened during the attack. You tried, and that's what matters.
PU_BANISTER_MG_LastMission_UnderAttack_Success_IG_001_IJustWanted=I just wanted to say again how much I appreciate your help with those outlaws. I don't what I would have done if you hadn't shown up when you did.
PU_BANISTER_MG_LastMission_UnderAttack_Success_IG_002_ThanksAgainFor=Thanks again for the help with that attack. I'm still a bit shaken up. I keep jumping at the smallest thing. There was a commercial for popcorn on last night and I nearly had a heart attack.
PU_BANISTER_MG_LastMission_UnderAttack_Success_IG_003_IKeepThinking=I keep thinking about the attack, imagining how many different ways it could have gone wrong... Kind of amazing how many things had to go right for both of us to get through that alive.
PU_BANISTER_MG_LastMission_Unkown_Fail_IG_001_GuessYouWere=Guess you were too busy to check out that unknown reading for me. That's fine. Could have been a huge discovery and we'll never know, but I understand.
PU_BANISTER_MG_LastMission_Unkown_Fail_IG_002_YouKnowThat=You know that thing I wanted you to scan for me? The one you didn't do? Well turns out someone else did. Their name's going to be in the Galactapedia now. Bet that feels nice for them, huh?
PU_BANISTER_MG_LastMission_Unkown_Fail_IG_003_DidntEndUp=Didn't end up doing that scan, huh? That's too bad. Would have been interesting to see what was actually out there.
PU_BANISTER_MG_LastMission_Unkown_Success_IG_001_ThanksForLooking=Thanks for looking into that for me. Really helpful.
PU_BANISTER_MG_LastMission_Unkown_Success_IG_002_AppreciateYouLooking=Appreciate you looking into that scan for me. Between me and you I had been hoping we might discover a new lifeform, like a sentient rock or something, but what you found was pretty neat too.
PU_BANISTER_MG_LastMission_Unkown_Success_IG_003_ThanksAgainFor=Thanks again for checking into that unknown reading.
PU_BANISTER_MG_LastMission_Unkown_Success_IG_004_IGottaSay=I gotta say, for just being someone who flew by one day, you've proven pretty useful so far.
PU_BANISTER_MG_LastMission_Unkown_Success_IG_005_KeepHelpingMe=Keep helping me out like that, and I just might make you an honorary Junior Cartographer.
PU_BANISTER_MG_MidMission_Probe_Complete_IG_001_OhGreatYou=Oh great! You placed the probe! Let me just try to sync with its signal and... there. Full connection. Oh, just look at all that data.
PU_BANISTER_MG_MidMission_Probe_Complete_IG_002_IHopeYouDidnt=I hope you didn't run into too much trouble placing that probe. I'll connect to it now and make sure we're good. Hey, look at that. Synched on the first try. You are a natural at placing things.
PU_BANISTER_MG_MidMission_Probe_Complete_IG_003_WellSinceThe=Well, since the probe is in position, let me just bring it online. Oh, look at that. Data's just pouring in. Nicely done. Well probed. Which actually might be the first time anyone's used that as a compliment.
PU_BANISTER_MG_MidMission_Probe_Complete_IG_004_LooksLikeThe=Looks like the probe is in place. All that's left is to sync my systems and we are up and running. Excellent.
PU_BANISTER_MG_MidMission_Probe_Complete_IG_005_OkayStepOne=Okay. Step one was deploy the probe. You took care of that. All that's left is step two, me remotely connecting to it. Finger's crossed. There we go. Step two complete! Don't we make quite the team.
PU_BANISTER_MG_MidMission_Probe_EncourageFinish_IG_001_JustOutOf=Just out of curiosity, I did ask you to place a probe for me, right? I'm pretty sure I did, but maybe I just thought about doing it, and.. oh wait, no, have it here in my notes. Probe. Awesome. As soon as you have it in position, let me know.
PU_BANISTER_MG_MidMission_Probe_EncourageFinish_IG_002_NotThatI=Not that I don't appreciate the visit, but I think you're supposed to be dropping a probe for me. Once you get it in place, come and let me know.
PU_BANISTER_MG_MidMission_Probe_EncourageFinish_IG_003_AnyLuckWith=Any luck with that probe, yet? It'll be exciting to start scanning as soon as you have it set up.
PU_BANISTER_MG_MidMission_Probe_EncourageRepos_IG_001_LooksLikeYou=Looks like you placed the probe! Let me just try to sync with my system and... oh, that's not good. The scan is off. I really hate to do this, but I think we might need to redeploy it in a slightly different position. Here, this should do it.
PU_BANISTER_MG_MidMission_Probe_EncourageRepos_IG_002_GreatSinceThe=Great. Since the probe is in place, all that's left is to sync the signal and ... I don't understand. It should be sending - Ohhhh. I think I know what's wrong. It's the positioning. Looks like you're going to have to go back and deploy it somewhere else. Here, let me update the coordinates.
PU_BANISTER_MG_MidMission_Probe_EncourageRepos_IG_003_OkayTheProbes=Okay, the probe is in position, so let me run a quick diagnostic. Crap. That's not gonna work. Looks like we might have to reposition the probe a bit. You mind going back and adjusting its positioning? I'm really sorry.
PU_BANISTER_MG_MissionBriefs_Beacon_1stXIntro_IG_001_SeeSometimesI=See, sometimes I accidentally pick up distress beacons that are outside of ECN range, but if I went chasing after all of them, I'd totally lose my job, not to mention get blown up by outlaws. But on the other hand, it's not like I can just sit here and do nothing, so I try to pass them along and get help when I can. And that's where you come in. If I give you the coordinates, I was hoping you could maybe see if there's anything you could do?
PU_BANISTER_MG_MissionBriefs_Beacon_Generic_IG_001_ShootingYouThe=Shooting you the location of a distress beacon. It is going off hard. You gotta help them. Code of space and all, right?
PU_BANISTER_MG_MissionBriefs_Beacon_Generic_IG_002_ADistressBeacon=A distress beacon just went off. Here are the coordinates. Go. Save.
PU_BANISTER_MG_MissionBriefs_Beacon_Generic_IG_003_TheresADB=There's a DB blinking like crazy on my screen. Here. I sent you the location. If you take a look its a win-win. They get help and I get to stop hearing the damn thing go beep beep beep every freaking second. Oh, and DB stands for distress beacon by the way. Cause I realized I might be the only who calls them DB. Feel free to start using it.
PU_BANISTER_MG_MissionBriefs_Beacon_Generic_IG_004_DropWhateverYour=Drop whatever your doing. Two words. Distress bacon. Beacon. Distress beacon. Sorry. I didn't have breakfast. Forget it. Just go help, okay?
PU_BANISTER_MG_MissionBriefs_Beacon_Generic_IG_005_ImPickingUp=I'm picking up a faint distress beacon on my scanners. I'll send you the coordiates. Might wanna be careful though, I was just reading about an outlaw pack that liked to use them to lure people into ambushes. Not that it should stop you from looking. Just, you know, don't get ambushed.
PU_BANISTER_MG_MissionBriefs_Beacon_Generic_IG_006_PickingUpA=Picking up a distress beacon signal at these coordinates. If you check it out, be careful.
PU_BANISTER_MG_MissionBriefs_Beacon_PostMsg_IG_001_ItDoesNot=It does not sound good. Sending you the location of the signal. I think you should go try to help. I mean, you don't have to. You can do what you want, or whatever. But after hearing this - are you really not going to?
PU_BANISTER_MG_MissionBriefs_Beacon_PostMsg_IG_002_TheyreUnderAttack=They're under attack. Here are the coordinates. You've gotta hurry!
PU_BANISTER_MG_MissionBriefs_Beacon_PostMsg_IG_003_MaybeYouCan=Maybe you can go help? Sending location now.
PU_BANISTER_MG_MissionBriefs_Beacon_PostMsg_IG_004_YeahNightmaresFor=Yeah, nightmares for a week. Please, these are the cords, if you think you can help them out, it would be pretty nice of you.
PU_BANISTER_MG_MissionBriefs_Beacon_PostMsg_IG_005_ImSendingYou=I'm sending you their location, though to be honest, by the time you get there, not sure how much good you'll be... And I just won the pessismist of the year award. Sorry. Good luck, okay?
PU_BANISTER_MG_MissionBriefs_Beacon_PostMsg_IG_006_ItsComingFrom=It's coming from these coordinates. You should help if you can.
PU_BANISTER_MG_MissionBriefs_Beacon_PreMsg_IG_001_ListenToThis=Listen to this.
PU_BANISTER_MG_MissionBriefs_Beacon_PreMsg_IG_002_IJustGot=(frantic) I just got a comm. Here -
PU_BANISTER_MG_MissionBriefs_Beacon_PreMsg_IG_003_QuickQuestionFor=Quick question for you. This sounds serious, right?
PU_BANISTER_MG_MissionBriefs_Beacon_PreMsg_IG_004_ReadyForYour=Ready for your unsettling comm of the day? And, yeah. Nightmares for a week.
PU_BANISTER_MG_MissionBriefs_Beacon_PreMsg_IG_005_JustWhenYou=Just when you start to forget that space can be pretty terrible you hear something like this-
PU_BANISTER_MG_MissionBriefs_Beacon_PreMsg_IG_006_EmergencyCommJust=Emergency comm just came in -
PU_BANISTER_MG_MissionBriefs_Generic_IG_001_IPickedUp=I picked up this job posting off the public spec and thought it might be your kinda thing. Sending it over.
PU_BANISTER_MG_MissionBriefs_Generic_IG_002_FiguredIdPass=Figured I'd pass this along in case your interested in some extra work.
PU_BANISTER_MG_MissionBriefs_Generic_IG_003_IDontKnow=I don't know if you're busy or just out coasting, but check this out.
PU_BANISTER_MG_MissionBriefs_Generic_IG_004_SawAJob=Saw a job that you might be interested in. I'll send it over.
PU_BANISTER_MG_MissionBriefs_Generic_IG_005_IfYoureOn=If you're on the hunt for some credits, and I mean, who doesn't need credits, there's a local posting that could be perfect for you. Here.
PU_BANISTER_MG_MissionBriefs_NoAvailable_IG_001_ImSorryTo=I'm sorry to say, but I don't really have anything exciting to tell you at the moment. Pretty boring here, actually. Well, other than the varied and exciting opportunties afforded me as an employee of the ICC, of course.
PU_BANISTER_MG_MissionBriefs_NoAvailable_IG_002_GuessWhatTheres=Guess what? There's absolutely nothing going on at the moment. To be honest, if you hadn't shown up when you did, I'd probably be taking a desk nap right now.
PU_BANISTER_MG_MissionBriefs_NoAvailable_IG_003_IDontReally=I don't really have anything to give you right now. Unless of course, you're in the mood to do some laundry. Just kidding, I don't actually want you to do my laundry.
PU_BANISTER_MG_MissionBriefs_Probe_1stXIntro_IG_001_IfYoureInterested=If you're interested, I could use a hand deploying one of our smaller scan probes. They're what we use to survey the areas that the large probes have a hard time seeing. All you'd have to do is pick one up from the depot, deploy it at the specified coordinates, and then come back here so I can do the final sync and verify everything's working. Best part is, I have a budget to hire contractors with, so you'd actually get paid. Take a look and see what you think.
PU_BANISTER_MG_MissionBriefs_Probe_Generic_IG_001_IHaveA=I have a new location that we need a probe deployed to. Think you can help?
PU_BANISTER_MG_MissionBriefs_Probe_Generic_IG_002_JustGotThe=Just got the coordinates for a new probe deployment site. Any interest?
PU_BANISTER_MG_MissionBriefs_Probe_Generic_IG_003_IfYouHappen=If you happen to be in the mood to deploy some scan probes, today is your lucky day. Take a look.
PU_BANISTER_MG_MissionBriefs_Probe_Generic_IG_004_SomeNewAnalysis=Some new analysis came in and it seems we need some more detailed scans for a particular sector. I was hoping you could deploy the probe for me. What do you say?
PU_BANISTER_MG_MissionBriefs_Probe_Generic_IG_005_WereTryingTo=We're trying to get a more detailed picture of a sector, which means additional scan probes need to be deployed, which means potential work for you. What do you think?
PU_BANISTER_MG_MissionBriefs_Probe_LostRecover_IG_001_WeLostContact=We lost contact with one of the probes before it could transfer all of its scan data. I need someone to go recover it and take it to the depot, so we can salvage what we can. Here, I'm sending you the specifics.
PU_BANISTER_MG_MissionBriefs_Probe_LostRecover_IG_002_TheresAScan=There's a scan probe on the fritz. I was hoping you could grab it and take it to the depot for me. What do you think?
PU_BANISTER_MG_MissionBriefs_Probe_LostRecover_IG_003_SoItSeems=So it seems that a scan probe - one of my favorites by the way - is having a few problems. Signal's going in an out. Weird anomalous readings. The works. But I'm hoping that we can still salvage the little guy. You up for grabbing it and taking it to the depot for me?
PU_BANISTER_MG_MissionBriefs_Probe_LostReplace_IG_001_OneOfOur=One of our probes went down and needs to be replaced. Straightforward enough except that whatever took out the probe in the first place might still be there. Maybe outlaws? Maybe a storm? I don't know. Here, take a look.
PU_BANISTER_MG_MissionBriefs_Probe_LostReplace_IG_002_GotAReport=Got a report this morning that one of the probes went offline. Not sure what happened. One minute it was humming away nicely. Next minute, nothing. Would be lovely if you could deploy a replacement. Just might want to be extra careful when you out there. Interested?
PU_BANISTER_MG_MissionBriefs_Probe_LostReplace_IG_003_ANewBlind=A new blindspot just appeared in the grid. Seems that a probe went down. It's actually a little suspicious if you ask me. Probes don't usually just switch off like that on their own. Either way, the end result is the same. We have to replace it ASAP. You up for a run?
PU_BANISTER_MG_MissionBriefs_Probe_Repos_IG_001_IveBeenGetting=I've been getting a bit of interference on one of the scan probes and I was hoping that you might be able to move into a better position for me. Here are the details.
PU_BANISTER_MG_MissionBriefs_Probe_Repos_IG_002_AllTheData=All the data I'm getting back from one of the scan probes isn't making much sense. I think it might need to be repositioned. Here, have a look.
PU_BANISTER_MG_MissionBriefs_Probe_Repos_IG_003_IveBeenScratching=I've been scratching my head over this distorted data set that we've been getting from one of the scan probes. I've tried everything on this end, but at this point, I think the only way to sort it is to physicaly reposition the probe itself. Which, as you may be guessing, is why I'm mentioning it to you. Feel like doing a bit of reorganizing for me?
PU_BANISTER_MG_MissionBriefs_Unknown_IG_001_NotToSound=Not to sound mysterious or anything, but I'm picking up some really weird pings on my scanners. I don't know if you'd want to check it out and tell me what the hell it is. I would myself, but, you know, I can't leave. Sorry, forgot the coordinates.
PU_BANISTER_MG_MissionBriefs_Unknown_IG_002_SomethingKindaOdd=Something kinda odd just popped up on my screen and it might be worth checking out. I mean, you don't have to. Might be something cool though... or it could be a chunk of aluminium. I don't know. But I guess that's the point right? Neither of us will know unless you go and see.
PU_BANISTER_MG_MissionBriefs_Unknown_IG_003_SoImGetting=So I'm getting a strange signal on my scan. It's saying it can't ID it. That's odd, right? ID'ing stuff is kind of what scans do. Anyway, not mine apparently, cause I have no clue what they found. Giving you the cords if you're interested in scoping it out.
PU_BANISTER_MG_MissionBriefs_Unknown_IG_004_OneOfMy=One of my probes... God, that's a weird lead-off... I just picked up an odd reading. Might be worth checking out.
PU_BANISTER_MG_MissionBriefs_Unknown_IG_005_IfYouHave=If you have a second. Could you check out these coordiates? Scans are saying something's there, but can't ID it.
PU_BANISTER_MG_MissionBriefs_Unknown_IG_006_MySystemsStuck=My system's stuck processing an unknown reading. I'd love to be able to provide more information on my report than just like five question marks in a row. Think you could take a look at what's at this location?
PU_BANISTER_MG_PerformanceWarning_IG_001_ImNotReally=I'm not really sure what's going on with you. I keep thinking you're going to be able to handle stuff, but then I keep finding out that stuff has definitely not been handled and it's beginning to make me wonder if I should maybe not be giving you stuff at all. But who knows, maybe this time's the charm.
PU_BANISTER_MG_PerformanceWarning_IG_002_IReallyAppreciate=I really appreciate that you're trying to help me out, but at a certain point you're starting to become more of a hinderance. If you can't actually start helping, I'm going to stop asking.
PU_BANISTER_MG_PerformanceWarning_IG_003_ThisIsA=This is a bit awkward, but I got to say it, you've been having a really hard time out there and it seems like no matter what I ask for your help with, it's just not happening. I think you can do better, but if you can't then, well... then I might have to just accept that it's not going to work.
PU_BANISTER_MG_PlayerAcceptsMission_IG_001_GreatGladYoure=Great, glad you're the one handling it.
PU_BANISTER_MG_PlayerAcceptsMission_IG_002_SoundsGood=Sounds good.
PU_BANISTER_MG_PlayerAcceptsMission_IG_003_Fantastic=Fantastic.
PU_BANISTER_MG_PlayerAcceptsMission_IG_004_HappyToHear=Happy to hear.
PU_BANISTER_MG_PlayerAcceptsMission_IG_005_ThoughtYoudLike=Thought you'd like it.
PU_BANISTER_MG_PlayerActingStrange_IG_001_AreYouFeeling=Are you feeling all right? You're acting a bit... odd.
PU_BANISTER_MG_PlayerActingStrange_IG_002_OkImPretty=Okay. I'm pretty sure that's not normal.
PU_BANISTER_MG_PlayerActingStrange_IG_003_IsThisA=Is this a joke? Are you messing with me?
PU_BANISTER_MG_PlayerCollides_IG_001_WoahWatchIt=Woah! Watch it!
PU_BANISTER_MG_PlayerCollides_IG_002_HeyCarefulWith=Hey, careful with the equipment!
PU_BANISTER_MG_PlayerCollides_IG_003_AndIThoughtI=And I thought I was bad at flying.
PU_BANISTER_MG_PlayerDeclinesMission_IG_001_OkayNoWorries=Okay. No worries.
PU_BANISTER_MG_PlayerDeclinesMission_IG_002_ThatsFineI=That's fine. I can hopefully find someone else to handle it.
PU_BANISTER_MG_PlayerDeclinesMission_IG_003_IfYouThink=If you think that's best.
PU_BANISTER_MG_PlayerDeclinesMission_IG_004_GotItNot=Got it. Not for you. Understood.
PU_BANISTER_MG_PlayerDeclinesMission_IG_005_NotThisTime=Not this time. No problem.
PU_BANISTER_MG_PlayerDeclinesMission_OpenEnded_IG_001_IfYouChange=If you change your mind, let me know.
PU_BANISTER_MG_PlayerDeclinesMission_OpenEnded_IG_002_LetMeKnow=Let me know if you have second thoughts.
PU_BANISTER_MG_PlayerDeclinesMission_OpenEnded_IG_003_GimmeAHeads=Gimme a heads up if you end up deciding you want it after all.
PU_BANISTER_MG_Reward_IG_001_HereMyWay=Here. My way of saying thanks.
PU_BANISTER_MG_Reward_IG_002_IWantYou=I want you to have this. It's the least I could do.
PU_BANISTER_MG_Reward_IG_003_HereALittle=Here. A little something to show my gratitude.
PU_BANISTER_MG_SendPayment_IG_001_IllTransferThe=I'll transfer the credits to you now.
PU_BANISTER_MG_SendPayment_IG_002_AllRightSending=All right, sending your payment. Don't spend it all in one place. Unless you're in a bank. Then it's just good financial prudence.
PU_BANISTER_MG_SendPayment_IG_003_HereYouveEarned=Here. You've earned this.
PU_BANISTER_MG_SendPayment_IG_004_IllJustGo=I'll just go ahead and send over your payment.
PU_BANISTER_MG_SendPayment_IG_005_OkayEverythingSeems=Okay. Everything seems good on my end, let's get you paid.
PU_BANISTER_MG_Transition_IG_001_Anyway=Anyway ...
PU_BANISTER_MG_Transition_IG_002_EnoughAboutThat=Enough about that ...
PU_BANISTER_MG_Transition_IG_003_OkayMovingOn=Okay, moving on ...
PU_BANISTER_MG_Transition_IG_004_OhIHad=Oh, I had something else to discuss... what was it... oh! Right ...
PU_BANISTER_MG_Transition_IG_005_AnywayChangingSubjects=Anyway, changing subjects...
PU_BANISTER_MG_UnderAttack_AllClear_IG_001_WaitIsThat=Wait. Is that it? Are they gone? Cause the scans are clear. Did we actually make it. I can't believe we made it.
PU_BANISTER_MG_UnderAttack_AllClear_IG_002_ThatWasIt=That was it! That was the last of them. We made it!
PU_BANISTER_MG_UnderAttack_AllClear_IG_003_LooksLikeIts=Looks like it's over for now.
PU_BANISTER_MG_UnderAttack_EncourageDefend_IG_001_YoureDoingGreat=You're doing great. Just keep shooting them.
PU_BANISTER_MG_UnderAttack_EncourageDefend_IG_002_NotToRush=Not to rush you, but the faster we take them out, the less likely they are to blow stuff up.
PU_BANISTER_MG_UnderAttack_EncourageDefend_IG_003_ThatsItGet=That's it. Get the bastards!
PU_BANISTER_MG_UnderAttack_EncourageDefend_IG_004_StayOnThem=Stay on them! You can do it.
PU_BANISTER_MG_UnderAttack_EncourageDefend_IG_005_ComeOnKeep=Come on! Keep it up!
PU_BANISTER_MG_UnderAttack_HostilesArrive_More_IG_001_OhNoLooks=Oh no. Looks like they called in some friends. That can't be good for us.
PU_BANISTER_MG_UnderAttack_HostilesArrive_More_IG_002_IJustPicked=I just picked up some more trouble coming our way, and - oh, they're here already.
PU_BANISTER_MG_UnderAttack_HostilesArrive_More_IG_003_ReinforcementsLikeThings=Reinforcements! Like things weren't bad enough already.
PU_BANISTER_MG_UnderAttack_HostilesKilled_IG_001_YesYouGot=Yes! You got one!
PU_BANISTER_MG_UnderAttack_HostilesKilled_IG_002_HahTakeThat=Ha! Take that you creep!
PU_BANISTER_MG_UnderAttack_HostilesKilled_IG_003_BetTheyDidnt=Bet they didn't like that.
PU_BANISTER_MG_UnderAttack_HostilesKilled_IG_004_ThatllTeachThem=That'll teach them not to mess with the ICC!
PU_BANISTER_MG_UnderAttack_HostilesKilled_IG_005_IGottaSay=I gotta say, you're not half bad at this combat stuff.
PU_BANISTER_MG_UnderAttack_PlayerArrives_IG_001_YouActuallyCame=You actually came. I thought you would, but still.
PU_BANISTER_MG_UnderAttack_PlayerArrives_IG_002_YesSoHappy=Yes. So happy to see you right now.
PU_BANISTER_MG_UnderAttack_PlayerArrives_IG_003_ThankGodYou=Thank god. You got here just in time.
PU_BANISTER_MG_UnderAttack_PlayerLeaves_IG_001_AreYouActually=Are you actually running away, right now? Like seriously?
PU_BANISTER_MG_UnderAttack_PlayerLeaves_IG_002_WhereAreYou=Where are you going? All the shooting's over here!
PU_BANISTER_MG_UnderAttack_PlayerLeaves_IG_003_HeyYouCant=Hey, you can't just leave me like this!
PU_BANISTER_MG_UnderAttack_Thanks_IG_001_ICannotTell=I can not tell you enough how much I appreciate your help. I'm still not sure why they attacked. Maybe there's something they didn't want the ICC to scan? I just hope they don't come back.
PU_BANISTER_MG_UnderAttack_Thanks_IG_002_ThatWasClose=That was close. I don't know what I would have done if you hadn't shown up when you did. Still can't believe we were attacked. Were they trying to loot the probe? I guess there's some tech equipment that's worth something, but still... I think I deserve some time off after this.
PU_BANISTER_MG_UnderAttack_Thanks_IG_003_WellThatEnded=Well, that ended a lot better than I thought it was going to. I can't help but wonder why they attacked in the first place. I thought everyone loved the ICC? I mean, who can hate a cartographer?
PU_BARAMSCO_UEE_M_DEH_HostileDestroyedEncouragement_GP_001,P=You're doing good, but don't get cocky.
PU_BARAMSCO_UEE_M_DEH_HostileDestroyedEncouragement_GP_002,P=You're improving. Keep it up.
PU_BARAMSCO_UEE_M_DEH_HostileDestroyedEncouragement_GP_003,P=You're making good progress. Stay frosty.
PU_BARAMSCO_UEE_M_DEH_HostileDestroyedEncouragement_GP_004,P=That's what we like to see. Solid work.
PU_BARAMSCO_UEE_M_DEH_HostileDestroyedEncouragement_GP_005,P=One step closer to the finish line. Keep going.
PU_BARAMSCO_UEE_M_DEH_TrainingHostileDestroyed_GP_001,P=Target down. You're a natural at this.
PU_BARAMSCO_UEE_M_DEH_TrainingHostileDestroyed_GP_002,P=Well, someone's Sierra Hotel. Keep it up.
PU_BARAMSCO_UEE_M_DEH_TrainingHostileDestroyed_GP_003,P=Good kill. Keep on the pressure.
PU_BARAMSCO_UEE_M_DEH_TrainingHostileDestroyed_GP_004,P=Kill confirmed. That's what I like to see.
PU_BARAMSCO_UEE_M_DEH_TrainingHostileDestroyed_GP_005,P=Hostile down. Nice one.
PU_BARAMSCO_UEE_M_DEH_TrainingSDFriendlySatelliteFound_GP_001,P=Contact. Looks like you picked up a basic satellite. That's what a lot of patrolling is about. Checking stuff out and finding everything's perfectly normal.
PU_BARAMSCO_UEE_M_DEH_TrainingSDFriendlySatelliteFound_GP_002,P=Your scan's found a standard satellite. Seems like everything is in order.
PU_BARAMSCO_UEE_M_DEH_TrainingSDMovetoNextScan_GP_001,P=Okay. We're Oscar Mike to the next scan point.
PU_BARAMSCO_UEE_M_DEH_TrainingSDMovetoNextScan_GP_002,P=All right. This point's secure. Redirect and head to the next one.
PU_BARAMSCO_UEE_M_DEH_TrainingSDMovetoNextScan_GP_003,P=That should do it for this point. Get ready and fly to the next AO.
PU_BARAMSCO_UEE_M_DEH_WaveClearedGetReadyforNextWave_GP_001,P=Cleared that wave. I've signalled the next.
PU_BARAMSCO_UEE_M_DEH_WaveClearedGetReadyforNextWave_GP_002,P=All targets neutralized. Catch your breath, the next one is on its way.
PU_BARAMSCO_UEE_M_DEH_WaveClearedGetReadyforNextWave_GP_003,P=Wave clear. Here comes the next.
PU_BARAMSCO_UEE_M_DEH_WaveClearedGetReadyforNextWave_GP_004,P=Clear up, but I got more coming your way.
PU_BARAMSCO_UEE_M_DEH_WaveClearedGetReadyforNextWave_GP_005,P=All clear. Standby for the next wave. It's going to be even tougher.
PU_BARAMSCO_UEE_M_DEO_HostilesArrived_GP_001,P=Contact. Contact. Ready up.
PU_BARAMSCO_UEE_M_DEO_HostilesArrived_GP_002,P=Looks like you got inbound. Weapons free.
PU_BARAMSCO_UEE_M_DEO_HostilesArrived_GP_003,P=Hostiles inbound. Light 'em up.
PU_BARAMSCO_UEE_M_DEO_HostilesArrived_GP_004,P=Got hostiles heading to your position. Prepare to engage.
PU_BARAMSCO_UEE_M_DEO_HostilesArrived_GP_005,P=Hostiles spotted. Give 'em what you got.
PU_BARAMSCO_UEE_M_DEO_ObjectiveStart_GP_001,P=Welcome, rook. We'll get started in a moment.
PU_BARAMSCO_UEE_M_DEO_ObjectiveStart_GP_002,P=Okay, you're in the right place. Standby while I deploy your targets.
PU_BARAMSCO_UEE_M_DEO_ObjectiveStart_GP_003,P=Good. You're here. I'll notify the other pilots and we can begin.
PU_BARAMSCO_UEE_M_DEO_ObjectiveStart_GP_004,P=Welcome to the training site. Get settled and I'll let everyone know to start.
PU_BARAMSCO_UEE_M_DEO_ObjectiveStart_GP_005,P=Now that you're in position, we can start the lesson. Standby.
PU_BARAMSCO_UEE_M_DEO_TrainingDefendShipObjectiveStart_GP_001,P=All right, rookie. Here's the sitrep: that ship's in serious trouble and it's up to you to defend them. Don't let those hostiles dictate the cadence of the combat. You need to set the pace, keep the targets engaged, and make sure that you don't let them get past you. Good luck.
PU_BARAMSCO_UEE_M_DEO_TrainingDefendShipReminder_GP_001,P=Try to focus, rookie. I know there's a lot going on but you got to protect that ship.
PU_BARAMSCO_UEE_M_DEO_TrainingHostilesObjectiveStart_GP_001,P=Now that you're here we can get the party started. Not sure how much combat experience you have but the main advice I like to give is to try to focus on moving while aiming. It's too easy to get too focused on one at the expense of the other. Remember, you're a spaceship, not a glorified turret. You ready? Weapons free and good luck.
PU_BARAMSCO_UEE_M_DEO_TrainingSDIllegalSatelliteFound_GP_001,P=Uh oh. Seems this satellite's been hacked by outlaws. You're gonna have to take it out. Let's put on some go-juice and see what your bird can do. Just keep an eye on your six as corrupted satellites have been known to bite back.
PU_BARAMSCO_UEE_M_DEO_TrainingSDObjectiveStart_GP_001,P=You made it. That's one hurdle cleared. You'd be surprised how many don't even get this far. Okay, welcome to your first sortie. First things first, choose a point to scan and use your radar to see what you can find.
PU_BARAMSCO_UEE_M_PMH_FinalMissionComplete_GP_001,P=Excellent work. You are an official graduate of Gilly's famous Combat Pilot Training course and I couldn't be prouder. You now have the skills to not only protect yourself in a dangerous 'verse, but you might have the makings of a truly exceptional merc. I wish you luck, and hope we'll meet again next time you're looking to improve your piloting know-how. This is Flight Instructor Gilly, signing off.
PU_BARAMSCO_UEE_M_PMH_MissionAccept01SingleHostileTargets_GP_001,P=Hey, rookie. Thanks for signing up for my Combat Pilot Training course. Just to introduce myself, I'm Lucas Baramsco, but my students call me Gilly. I've served in six squadrons in the Navy and have over ten years experience teaching pilots how to fly and fight. For this first lesson, we're going to start off slow and evaluate how you handle yourself in some one-on-one dogfights. Everyone you're facing off against are former students of mine flying special training rigs. You can treat them like normal hostiles, so don't worry and do your best. They can handle it. All right, get ready and I'll see you out there.
PU_BARAMSCO_UEE_M_PMH_MissionAccept02MultipleHostileTargets_GP_001,P=You ready for your next challenge, rookie? Now that you proved you can handle going mano a mano, we're going to see how you do going against multiple ships at the same time. Not only that, but this time you're going against ships made for dogfighting. We're talking about a whole other challenge rating on this. I think you can handle it though. Let's move out and I'll see you at the training site when you're ready.
PU_BARAMSCO_UEE_M_PMH_MissionAccept03TargetPriority_GP_001,P=Welcome back, rook. I've got a more tactical lesson for you this time. We know you can fight multiple ships at once, but now we're going to dive into the calculations that separates an average combat pilot from great one. I'm talking about target priority. Choosing which ship to shoot when. It can make all the difference when you find yourself up against a mixed squad. Head to the training site and we'll give you some hands on experience.
PU_BARAMSCO_UEE_M_PMH_MissionAccept04StealthShips_GP_001,P=Got your next lesson all ready for you. You fought ships you can see, now it's time to face the ones you can't. That's right, I'm talking stealth. Remember that the best pilots don’t get comfortable just because their radar's empty. We're going to teach you how important radar use can be when it comes to tracking down hidden targets. Head over to the training site and we'll get started.
PU_BARAMSCO_UEE_M_PMH_MissionAccept05MissilesandCounterMeasures_GP_001,P=Hope you're ready to take things up a level, because I got all my pilots locked and loaded with some heavy ordnance for today's lesson. That's right. They're going to be launching missiles at you, and you're going to be firing your countermeasures right back. Make sure your ship's stocked up, and report to the training site.
PU_BARAMSCO_UEE_M_PMH_MissionAccept06LargerMultiCrewShips_GP_001,P=Nice to see you again, rook. Won't be able to call you that for much longer at the rate you're learning. For your next lesson, I've got some multi-crew ships ready to take you on. Not only will you need to avoid turret fire, but these larger ships have multi-faceted shields. That means you'll need to focus your targeting to completely take out a shield face if you want to start doing some real damage. All right, make your way to the training site when you're feeling brave.
PU_BARAMSCO_UEE_M_PMH_MissionAccept07CorvetteClassShips_GP_001,P=Hope you're excited, rookie. This is the lesson where you get to take on a corvette complete with escort ships. This is something that even full-blown naval pilots don't take lightly, so I want you to choose your ship carefully. Hell, I've known some students to go ahead and bring a few friends as backup. Just don't show up at the training site unless you're really ready.
PU_BARAMSCO_UEE_M_PMH_MissionAccept08CapitalClassShipBattle_GP_001,P=Well, rook. This is it. Final lesson. It's going to be the culmination of everything you learned so far - a fleet battle against a capital ship. I don't got a lot to say here that I haven't said already. Stay calm, trust your instincts, and I'll see you on the other side.
PU_BARAMSCO_UEE_M_PMH_MissionCompleteDomoreTraining_GP_001,P=That's it. Lesson complete. Good work today. Hopefully, I'll see you soon when you're ready to keep training.
PU_BARAMSCO_UEE_M_PMH_MissionCompleteDomoreTraining_GP_002,P=Nicely done, rookie. I wish more of my students flew like that. Take a well-deserved rest and let me know when you're ready for the next lesson.
PU_BARAMSCO_UEE_M_PMH_MissionCompleteDomoreTraining_GP_003,P=Take a deep breath, rook. You pulled it off. Another lesson learned. Hit the showers, celebrate, and I'll see you when you're ready for the next one.
PU_BARAMSCO_UEE_M_PMH_MissionCompleteDomoreTraining_GP_004,P=Congrats on completing another part of the course. You impressed the other pilots out there today. I'll see you when you're ready to continue your training.
PU_BARAMSCO_UEE_M_PMH_MissionCompleteDomoreTraining_GP_005,P=That's going to put a big check mark in the done column. You showed a lot of solid skills out there today, rookie. Can't wait to see how you do with the next lesson.
PU_BARAMSCO_UEE_M_PMH_MissionCompleteDomoreTraining_GP_006,P=All right then. That wraps up this lesson. Fantastic work. Seems like you're developing a real aptitude for combat. Hopefully the next lesson will help you grow even more.
PU_BARAMSCO_UEE_M_PMH_MissionCompleteDomoreTraining_GP_007,P=There we go. Another lesson in the books. Hopefully you can feel yourself improving, because I'm definitely seeing it on my side. I recommend a bit of downtime, and then we can get back at it. Rest up and I'll see you soon.
PU_BARAMSCO_UEE_M_PMH_MissionFail_GP_001,P=Guess your skills aren't quite where they need to be yet. Rest up, and when you're back in fighting shape, you should give it another go.
PU_BARAMSCO_UEE_M_PMH_MissionFail_GP_002,P=Seems like my pilots might be a bit beyond your current flying level.
PU_BARAMSCO_UEE_M_PMH_MissionFail_GP_003,P=You didn't pass that lesson, but don't feel too bad. That's what training's for, right? Important thing is you pick yourself up and try again.
PU_BARAMSCO_UEE_M_PMH_MissionFail_GP_004,P=Well, nobody said you had to be perfect. You're still training, so mistakes are bound to happen. I'll be ready when you want to give it another go.
PU_BARAMSCO_UEE_M_PMH_MissionFail_GP_005,P=Not gonna lie, I'm a little disappointed. Really thought you had that one in the bag. Oh, well. Maybe next time. Hope I'll see you back for another lesson soon.
PU_BARAMSCO_UEE_M_PMH_TrainingMissionAcceptDefendShip_GP_001,P=Hello again, pilot. Great to have you for the last part of this Navy Patrol Training exercise. This is gonna be a fun one. I arranged for you to train against a ship in distress. It'll be up to you to defend it while dealing with hostile threats. Since you handled yourself so well in the last lesson, I told them not to hold back on you this time, so be ready. I'll comm you again once you arrive at the training site.
PU_BARAMSCO_UEE_M_PMH_TrainingMissionAcceptHostiles_GP_001,P=Welcome back, rookie. For your next patrol were gonna be encountering some hostiles and it's gonna be up to you to neutralize the threat. Now the pilots I got flying the bogies are former students of mine so you can be sure they're going to be putting on a good show for you. And don't worry about hurting them, they're flying special rigs to make the combat scenario seem as real as possible for you, so no need to hold anything back. Ready up, grab your ship, and I'll see you out there.
PU_BARAMSCO_UEE_M_PMH_TrainingMissionAcceptSearchDestroy_GP_001,P=Hey there, rookie. Welcome to the Navy Patrol Training experience. I'm Lucas Baramsco, but my students call me Gilly. I've served in six squadrons and have over ten years of teaching under my belt. We're going to be running you through three exercises covering a basic patrol. While not as intense as the real-deal naval training, this should give you a pretty good idea of what life is like for new recruits learning the ropes. To start, we're going to have you do some scanning, so head to the designated patrol point when you're ready and we'll kick things off.
PU_BARAMSCO_UEE_M_PMH_TrainingMissionCompleteDefendShip_GP_001,P=Well, I'll be. You passed with flying colors, rookie. Hopefully now that you got a taste for it, you'll be looking to keep upping your skills. Hell, I could see you becoming a full Navy pilot in a year or so. To be honest, you could even be ready to start taking on some mercenary work right now. Whichever path you decide on, it was honor to be your instructor. Be safe out there. This is Flight Instructor Gilly, signing off.
PU_BARAMSCO_UEE_M_PMH_TrainingMissionCompleteHostiles_GP_001,P=All right, that's it for this exercise. You did good, rook. Let me guess: you're a fan of Arena Commander? Either way, you're making good progress. Heck, I bet there's some real navy combat pilots who don't pick up the trade as quick as you are. We got one more exercise. Grab some rack time, and I'll see you when you're ready for the last lesson.
PU_BARAMSCO_UEE_M_PMH_TrainingMissionComplete_GP_001,P=That's it. You successfully completed the first exercise. Hopefully you're feeling proud. You showed some real promise out there. Why don't you get some rest and I'll see you when you're ready to move onto the next lesson.
PU_BARAMSCO_UEE_M_PMH_TrainingMissionFailDefendShip_GP_001,P=Oof. Not the way I wanted that to go. But on the brightside, even in defeat there's lessons to be learned, right? Take some downtime, and think over what happened and what you can do better next time, and then let me know when you're ready to try again.
PU_BARAMSCO_UEE_M_PMH_TrainingMissionFailHostiles_GP_001,P=Too bad, rook. Really thought you were gonna come out on top that time. That's why it's called training. See you next time.
PU_BARAMSCO_UEE_M_PMH_TrainingMissionFail_GP_001,P=Well, rook. You weren't able to get through the whole exercise this time. Better to learn here than in the field. Shouldn't stop you from trying again though. We all have our off days.
PU_BARTENDER1_SK_Gruff_Busy_IG_001_IllBeWith,P=Be with you in a minute.
PU_BARTENDER1_SK_Gruff_Busy_IG_002_EaseUpIm,P=Ease up. I'm in the middle of something.
PU_BARTENDER1_SK_Gruff_Busy_IG_003_OneSecondAlright,P=One second all right.
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_001_UhHuh,P=Uh huh.
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_006_Right,P=Right.
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_007_Really,P=Oh really?
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_008_SurelyNot,P=Surely not.
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_009_YouThink,P=You think?
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_010_ItsNotWhat,P=Its not what I would've done.
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_011_YeahYeahYeah,P=Yeah yeah yeah yeah...
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_012_WellIDont,P=Well I don't know about that.
PU_BARTENDER1_SK_Gruff_Farewell_IG_001_Later,P=Later.
PU_BARTENDER1_SK_Gruff_Farewell_IG_002_HaveAGood,P=Have a good one.
PU_BARTENDER1_SK_Gruff_Farewell_IG_004_GoodRiddance,P=Good riddance.
PU_BARTENDER1_SK_Gruff_Farewell_IG_005_Sniff,P=
PU_BARTENDER1_SK_Gruff_Farewell_IG_006_AlrightWellGood,P=All right. Well, good to talk to you. Mind how you go. {Sighs}
PU_BARTENDER1_SK_Gruff_Farewell_IG_007_Sniff,P=
PU_BARTENDER1_SK_Gruff_Farewell_IG_008_Pleasure,P=Pleasure.
PU_BARTENDER1_SK_Gruff_Greetings_IG_001_Hey,P=Hey.
PU_BARTENDER1_SK_Gruff_Greetings_IG_002_YouAlright,P=You all right?
PU_BARTENDER1_SK_Gruff_Greetings_IG_003_HowsItGoing,P=How's it going?
PU_BARTENDER1_SK_Gruff_Greetings_IG_004_HowYouDoing,P=How you doing?
PU_BARTENDER1_SK_Gruff_Greetings_IG_005_WhatsUp,P=What's up.
PU_BARTENDER1_SK_Gruff_Greetings_IG_007_Evening,P=Evening.
PU_BARTENDER1_SK_Gruff_OfferDrink_IG_001_WhatDoYou,P=What do you want?
PU_BARTENDER1_SK_Gruff_OfferDrink_IG_002_YouWantA,P=You want a drink or something?
PU_BARTENDER1_SK_Gruff_OfferDrink_IG_003_WhatCanI,P=What can I getcha?
PU_BARTENDER1_SK_Gruff_OfferDrink_IG_004_NeedSomething,P=Need something?
PU_BARTENDER1_SK_Gruff_OfferDrink_IG_005_WhatllItBe,P=What'll it be?
PU_BARTENDER1_SK_Gruff_OfferDrink_Specific_IG_001_WhatDoYou,P=What do you want? Whiskey? Beer? Or... whiskey?
PU_BARTENDER1_SK_Gruff_OfferDrink_Specific_IG_002_YouWantA,P=You want a whiskey?
PU_BARTENDER1_SK_Gruff_OfferDrink_Specific_IG_003_WhiskeyIGot,P=Whiskey? I've got some local stuff that's not half bad. Or if you want something fancier I can do you a shot of Radegast.
PU_BARTENDER1_SK_Gruff_OfferDrink_Specific_IG_005_HowAboutA,P=How about a beer?
PU_BARTENDER1_SK_Gruff_OfferDrink_Specific_IG_006_HowAboutA,P=How about a beer? I got Smoltz and... That's about it.
PU_BARTENDER1_SK_Gruff_PhysicalBump_IG_LEFT_002_WhatTheHell,P=What the hell?
PU_BARTENDER1_SK_Gruff_PhysicalBump_IG_LEFT_003_Easy,P=Easy.
PU_BARTENDER1_SK_Gruff_PhysicalBump_IG_RIGHT_002_WhatTheHell,P=What the hell?
PU_BARTENDER1_SK_Gruff_PhysicalBump_IG_RIGHT_003_Easy,P=Easy.
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_001_SureThing,P=Sure thing.
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_002_ComingRightUp,P=Coming right up.
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_004_WithIceNo,P=With ice? No problem.
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_005_GoodChoice,P=Good choice.
PU_BARTENDER1_SK_Gruff_PlayerTurnsDownDrink_IG_001_Fine,P=Fine.
PU_BARTENDER1_SK_Gruff_PlayerTurnsDownDrink_IG_002_NoSweatOff,P=No sweat off my back.
PU_BARTENDER1_SK_Gruff_PlayerTurnsDownDrink_IG_003_YouKnowThis,P=You do know this is a bar right? For drinking?
PU_BARTENDER1_SK_Gruff_PlayerTurnsDownDrink_IG_004_IfYouArent,P=If you aren't drinking I'm not making a living.
PU_BARTENDER1_SK_Gruff_RandomChatter_IG_001_OkayTellMe,P=Okay, stop me if you've heard this one. All right, so, a Banu a Tevar' and a Xi'an are sitting at a bar and the bartender asks, "Which one of you ordered the beer?" The Xi'an all proper like says, "I did not order your disgusting Human beer." Then the Tevar' goes, "I can't afford a beer." And finally the Banu reaches over grabs the beer, chugs it in one gulp. The bartender goes, "Guess you ordered the beer then." And the Banu goes, "What beer?" {Laughs} You get it? Eh? Eh...
PU_BARTENDER1_SK_Gruff_RandomChatter_IG_002_TheseSataballPlayers,P=These Sataball players these days. All they do is bitch and moan. Credits this. Safety that. I tell you can have the lot of them. Not one of them would've lasted five minutes against the players we had growing up.
PU_BARTENDER1_SK_Gruff_RandomChatter_IG_003_YouveBeenFollowing,P=You've been following the races? Some good line-ups this year.
PU_BARTENDER1_SK_Gruff_RandomChatter_IG_004_TheseVanduulMake,P=These Vanduul make me sick. The sooner we wipe them out the better.
PU_BARTENDER1_SK_Gruff_RandomChatter_IG_005_ThinkingAboutPicking,P=I've been thinking about picking up a Dragonfly. Been hearing good things. Whitley's gave it a helluva review.
PU_BARTENDER1_SK_Gruff_RandomChatter_IG_006_SoTheOther,P=So, the other day this kid comes in and asks me to change the music. I asked him if he preferred hearing bells ring and smacked him on the head. Fuckin nerve of some people.
PU_BARTENDER1_SK_Gruff_RandomChatter_IG_007_SickOfHearing,P=You know, I'm sick of hearing all this election news. You ask me there ain't no such thing as a good politician. Only bad and worse.
PU_BARTENDER2_SK_Friendly_Busy_IG_001_IllBeWith,P=I'll be with you in a minute.
PU_BARTENDER2_SK_Friendly_Busy_IG_002_GiveMeOne,P=Give me one moment okay.
PU_BARTENDER2_SK_Friendly_Busy_IG_003_SorryIllHelp,P=Sorry I'll help you in a second.
PU_BARTENDER2_SK_Friendly_ConvoCont_IG_001_UhHuh,P=Uh huh.
PU_BARTENDER2_SK_Friendly_ConvoCont_IG_002_Serious,P=Serious?
PU_BARTENDER2_SK_Friendly_ConvoCont_IG_003_OhYeah,P=Oh yeah?
PU_BARTENDER2_SK_Friendly_ConvoCont_IG_004_OhWow,P=Wow.
PU_BARTENDER2_SK_Friendly_Farewell_IG_001_ThanksForComing,P=Thanks for coming.
PU_BARTENDER2_SK_Friendly_Farewell_IG_002_HaveAGood,P=Have a good one.
PU_BARTENDER2_SK_Friendly_Farewell_IG_003_SeeYouAgain,P=See you again okay.
PU_BARTENDER2_SK_Friendly_Farewell_IG_004_AllRightCatch,P=All right catch you later.
PU_BARTENDER2_SK_Friendly_Greetings_IG_001_HeyWelcome,P=Hey, welcome.
PU_BARTENDER2_SK_Friendly_Greetings_IG_002_EverythingGoingAlright,P=Everything going all right?
PU_BARTENDER2_SK_Friendly_Greetings_IG_003_HowYouDoing,P=How you doing?
PU_BARTENDER2_SK_Friendly_Greetings_IG_004_HiThere,P=Hi there.
PU_BARTENDER2_SK_Friendly_OfferDrink_IG_001_WhatllItBe,P=What'll it be?
PU_BARTENDER2_SK_Friendly_OfferDrink_IG_002_CareForA,P=Care for a drink?
PU_BARTENDER2_SK_Friendly_OfferDrink_IG_003_AnythingICan,P=Anything I can get you?
PU_BARTENDER2_SK_Friendly_OfferDrink_IG_004_YouLookLike,P=You look like you could use a drink.
PU_BARTENDER2_SK_Friendly_OfferDrink_IG_005_WhatCanI,P=What can I get you?
PU_BARTENDER2_SK_Friendly_OfferDrink_Specific_IG_001_SomethingFruityLike,P=Something fruity like a Lemon Lush? Or if you want something more exotic, I can do a Crimson Blitz.
PU_BARTENDER2_SK_Friendly_OfferDrink_Specific_IG_002_IMakeA,P=I can make a mean Terran Tea if you're looking to unwind. Strong, but goes down easy.
PU_BARTENDER2_SK_Friendly_OfferDrink_Specific_IG_003_YouEverTry,P=You ever try a Banu Firesale? It's a pretty popular shot around here.
PU_BARTENDER2_SK_Friendly_OfferDrink_Specific_IG_004_AlsoIfYoure,P=Also, if you're interested, we've got an all-day drink special: half off Cassellitos.
PU_BARTENDER2_SK_Friendly_PhysicalBump_IG_LEFT_001_WhoaYouOkay,P=Whoa you okay there?
PU_BARTENDER2_SK_Friendly_PhysicalBump_IG_LEFT_002_OhSorryAbout,P=Oh. Sorry about that.
PU_BARTENDER2_SK_Friendly_PhysicalBump_IG_LEFT_003_MyFault,P=My fault.
PU_BARTENDER2_SK_Friendly_PhysicalBump_IG_RIGHT_001_WhoaYouOkay,P=Whoa you okay there?
PU_BARTENDER2_SK_Friendly_PhysicalBump_IG_RIGHT_002_OhSorryAbout,P=Oh. Sorry about that.
PU_BARTENDER2_SK_Friendly_PhysicalBump_IG_RIGHT_003_MyFault,P=My fault.
PU_BARTENDER2_SK_Friendly_PlayerOrdersDrink_IG_001_ComingRightUp,P=Coming right up.
PU_BARTENDER2_SK_Friendly_PlayerOrdersDrink_IG_002_SureThing,P=Sure thing.
PU_BARTENDER2_SK_Friendly_PlayerOrdersDrink_IG_003_ExcellentChoice,P=Ah, excellent choice.
PU_BARTENDER2_SK_Friendly_PlayerOrdersDrink_IG_004_PerfectLetMe,P=Perfect. Let me get that for you.
PU_BARTENDER2_SK_Friendly_PlayerOrdersDrink_IG_005_YouGotIt,P=You got it.
PU_BARTENDER2_SK_Friendly_PlayerTurnsDownDrink_IG_001_OkayLetMe,P=Okay. Let me know if you change your mind.
PU_BARTENDER2_SK_Friendly_PlayerTurnsDownDrink_IG_002_NoWorries,P=No worries.
PU_BARTENDER2_SK_Friendly_PlayerTurnsDownDrink_IG_003_IllBeHere,P=I'll be here if you need anything.
PU_BARTENDER2_SK_Friendly_PlayerTurnsDownDrink_IG_004_MaybeLaterThen,P=Maybe later then.
PU_BARTENDER2_SK_Friendly_RandomChatter_IG_001_HadToTake,P=Had to take a HOV into work today... can be rough not having your own transport.
PU_BARTENDER2_SK_Friendly_RandomChatter_IG_002_HowAboutThat,P=How about that Jata lineup? Last night was one hell of a match.
PU_BARTENDER2_SK_Friendly_RandomChatter_IG_003_IHearThis,P=I hear this Murray Cup season's shaping up. Got a lot of new pilots in the ranks.
PU_BARTENDER2_SK_Friendly_RandomChatter_IG_004_YouCatchThat,P=You catch that speech that Admiral Bishop gave a little while back? Pretty intense right? I almost thought of signing up.
PU_BARTENDER2_SK_Friendly_RandomChatter_IG_005_LoveThisSong,P=Uh, I love this song.
PU_BARTENDER2_SK_Friendly_RandomChatter_IG_006_IThinkWe,P=I think we might be starting one of those trivia nights here soon. Could be fun.
PU_BARTENDER3_SK_Friendly_Busy_IG_001_IllBeWith,P=I'll be with you in a minute.
PU_BARTENDER3_SK_Friendly_Busy_IG_002_GiveMeOne,P=Give me one moment okay.
PU_BARTENDER3_SK_Friendly_Busy_IG_003_SorryIllHelp,P=Sorry I'll help you in a second.
PU_BARTENDER3_SK_Friendly_ConvoCont_IG_001_UhHuh,P=Uh huh.
PU_BARTENDER3_SK_Friendly_ConvoCont_IG_002_Serious,P=Serious?
PU_BARTENDER3_SK_Friendly_ConvoCont_IG_003_OhYeah,P=Oh yeah?
PU_BARTENDER3_SK_Friendly_ConvoCont_IG_004_Wow,P=Wow.
PU_BARTENDER3_SK_Friendly_Farewell_IG_001_ThanksForComing,P=Thanks for coming.
PU_BARTENDER3_SK_Friendly_Farewell_IG_002_HaveAGood,P=Have a good one.
PU_BARTENDER3_SK_Friendly_Farewell_IG_003_SeeYouAgain,P=See you again okay.
PU_BARTENDER3_SK_Friendly_Farewell_IG_004_AlrightCatchYou,P=All right catch you later.
PU_BARTENDER3_SK_Friendly_Greetings_IG_001_HeyWelcome,P=Hey, welcome.
PU_BARTENDER3_SK_Friendly_Greetings_IG_002_EverythingGoingAlright,P=Everything going all right?
PU_BARTENDER3_SK_Friendly_Greetings_IG_003_HowYouGoing,P=How you doing?
PU_BARTENDER3_SK_Friendly_Greetings_IG_004_WellHeyThere,P=Well, hey there.
PU_BARTENDER3_SK_Friendly_OfferDrink_IG_001_WhatllItBe,P=What'll it be?
PU_BARTENDER3_SK_Friendly_OfferDrink_IG_002_CareForA,P=You care for a drink?
PU_BARTENDER3_SK_Friendly_OfferDrink_IG_003_AnythingICan,P=Anything I can get you?
PU_BARTENDER3_SK_Friendly_OfferDrink_IG_004_YouLookLike,P=You look like you could use a drink.
PU_BARTENDER3_SK_Friendly_OfferDrink_IG_005_WhatCanI,P=Well, what can I get you?
PU_BARTENDER3_SK_Friendly_OfferDrink_Specific_IG_001_YouWantSomething,P=You want something fruity like a Lemon Lush? Or if you want something more exotic, I can do a Crimson Blitz.
PU_BARTENDER3_SK_Friendly_OfferDrink_Specific_IG_002_IMakeA,P=I make a mean Terran Tea if you're looking to unwind. Strong, but goes down easy.
PU_BARTENDER3_SK_Friendly_OfferDrink_Specific_IG_003_YouEverTry,P=You ever try an Banu Firesale? It's a pretty popular shot around here.
PU_BARTENDER3_SK_Friendly_OfferDrink_Specific_IG_004_AlsoIfYoure,P=Also, if you're interested, we've got an all-day drink special: half off Cassellitos.
PU_BARTENDER3_SK_Friendly_PhysicalBump_IG_LEFT_001_WhoaYouOkay,P=Whoa, you okay?
PU_BARTENDER3_SK_Friendly_PhysicalBump_IG_LEFT_002_OhSorryAbout,P=Oh. Sorry about that.
PU_BARTENDER3_SK_Friendly_PhysicalBump_IG_LEFT_003_MyFault,P=My fault.
PU_BARTENDER3_SK_Friendly_PhysicalBump_IG_RIGHT_001_WhoaYouOkay,P=Whoa you okay there?
PU_BARTENDER3_SK_Friendly_PhysicalBump_IG_RIGHT_002_OhSorryAbout,P=Oh. Sorry about that.
PU_BARTENDER3_SK_Friendly_PhysicalBump_IG_RIGHT_003_MyFault,P=Whoa my fault.
PU_BARTENDER3_SK_Friendly_PlayerOrdersDrink_IG_001_ComingRightUp,P=Coming right up.
PU_BARTENDER3_SK_Friendly_PlayerOrdersDrink_IG_002_SureThing,P=Sure thing.
PU_BARTENDER3_SK_Friendly_PlayerOrdersDrink_IG_003_ExcellentChoice,P=Excellent choice.
PU_BARTENDER3_SK_Friendly_PlayerOrdersDrink_IG_004_PerfectLetMe,P=Perfect. Let me get that for you.
PU_BARTENDER3_SK_Friendly_PlayerOrdersDrink_IG_005_YouGotIt,P=You got it.
PU_BARTENDER3_SK_Friendly_PlayerTurnsDownDrink_IG_001_OkayLetMe,P=Okay. You let me know if you change your mind.
PU_BARTENDER3_SK_Friendly_PlayerTurnsDownDrink_IG_002_NoWorries,P=No worries.
PU_BARTENDER3_SK_Friendly_PlayerTurnsDownDrink_IG_003_IllBeHere,P=I'll be here if you need anything.
PU_BARTENDER3_SK_Friendly_PlayerTurnsDownDrink_IG_004_MaybeLaterThen,P=Maybe later then.
PU_BARTENDER3_SK_Friendly_RandomChatter_IG_001_HadToTake,P=Had to take a HOV into work today... can be rough not having your own transport.
PU_BARTENDER3_SK_Friendly_RandomChatter_IG_002_HowAboutThat,P=How about that Jata lineup? Last night was one hell of a match.
PU_BARTENDER3_SK_Friendly_RandomChatter_IG_003_IHearThis,P=I hear this Murray Cup season's shaping up. Got a lot of new pilots in the ranks.
PU_BARTENDER3_SK_Friendly_RandomChatter_IG_004_YouCatchThat,P=You catch that speech that Admiral Bishop gave a while back? Pretty intense right? I almost thought of signing up.
PU_BARTENDER3_SK_Friendly_RandomChatter_IG_005_LoveThisSong,P=Oh, I love this song.
PU_BARTENDER3_SK_Friendly_RandomChatter_IG_006_IThinkWe,P=I think we might be starting one of those trivia nights here soon. Could be fun.
PU_BATTAGLIA_MG_Busy_IG_001_ImInThe,P=I'm in the thick of it. Maybe some other time.
PU_BATTAGLIA_MG_Busy_IG_002_DoMeA,P=Do me a favor and come around some other time, all right?
PU_BATTAGLIA_MG_Chosen_PlayerAcceptMission_IG_001_ItsAllYours,P=It's all yours.
PU_BATTAGLIA_MG_Chosen_PlayerAcceptMission_IG_002_Good,P=Good.
PU_BATTAGLIA_MG_Chosen_PlayerDeclineMission_IG_001_BetterToSay,P=Better to say no then to take on a job you can't handle.
PU_BATTAGLIA_MG_Chosen_PlayerDeclineMission_IG_002_FairEnough,P=Fair enough.
PU_BATTAGLIA_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_001_IfYouChange,P=If you change your mind, let me know.
PU_BATTAGLIA_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_002_TheJobWill,P=The job will most likely be here for a little while if you reconsider.
PU_BATTAGLIA_MG_Comms_MissionComplete_IG_001_LetsGoAhead,P=Let's go ahead and call that last job done.
PU_BATTAGLIA_MG_Comms_MissionComplete_IG_002_WantedToLet,P=Wanted to let you know that everything checked out. Consider the contract complete.
PU_BATTAGLIA_MG_Comms_NewMission_IG_001_GotWordOf,P=Got word of a new job that I like you for.
PU_BATTAGLIA_MG_Comms_NewMission_IG_002_ThingsArePretty,P=Things are pretty busy right now and I could use someone like you.
PU_BATTAGLIA_MG_Comms_PaymentSent_IG_001_PuttingYourPayment,P=Putting your payment through.
PU_BATTAGLIA_MG_Comms_PaymentSent_IG_002_UploadingYourPay,P=Uploading your pay to you now.
PU_BATTAGLIA_MG_ConvoRejoin_IG_001_DecidedToGive,P=Decided to give it another go, huh?
PU_BATTAGLIA_MG_ConvoRejoin_IG_002_YouReadyTo,P=You ready to listen now?
PU_BATTAGLIA_MG_Decide_EncourageLookAndDecide_IG_001_HaveALook,P=Have a look, see if it's right for you.
PU_BATTAGLIA_MG_Decide_EncourageLookAndDecide_IG_002_ReadThroughAnd,P=Read through and let me know.
PU_BATTAGLIA_MG_Decide_MissionTimeout_IG_001_ForgetIt,P=Forget it.
PU_BATTAGLIA_MG_Decide_WarningMissionTimeout_IG_001_ImGoingTo,P=I'm going to need a decision.
PU_BATTAGLIA_MG_Decide_WarningMissionTimeout_IG_002_WhatDoYou,P=What do you say?
PU_BATTAGLIA_MG_Idles_IG_001_ICanAlways,P=I can always tell when someone's got a good strike or not. Just by how they fly in.
PU_BATTAGLIA_MG_Idles_IG_002_IHeardAn,P=I heard an old timer say once that you loved to watch the dance. Stuck with me.
PU_BATTAGLIA_MG_Idles_IG_003_IShouldBe,P=I should be used to it by now, but I can't help getting a bit anxious when a team's running a bit late. 99% of the time it's nothing.
PU_BATTAGLIA_MG_Idles_IG_004_PrettyAintIt,P=Pretty ain't it?
PU_BATTAGLIA_MG_Interrupt_IG_001_AreYouEven,P=Are you even listening?
PU_BATTAGLIA_MG_Interrupt_IG_002_ComeOnNow,P=Come on now. That's how it's gonna be?
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_D1_001_YeahNotMuch,P=Yeah? Not much to see, but the bar serves up a solid bit of firejuice. Just be sure not to lose all your wits, or your belongings might go with them.
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_D2_001_AsLongAs,P=As long as you're not too particular the market might do for you. We have the bare necessities, but every few cycles someone will dig up something more interesting.
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_D3_A_001_GreatIllTake,P=Great. I'll take a scan through now.
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_D3_B_001_WellIfYou,P=Well if you change your mind, you know where to find me.
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_D3_SUBSTART_001_AhThenYoull,P=Ah. Then you'll be wanting to see me. Name's Recco. I see to the boring fiddlybits for most of the miners working the area. Dig site claims, equipment orders, ore transfers, and the like. For most jobs, the terminal will set you up, but if you're after something with some hair on it, best to talk to me direct.
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_D3_SUBSTART_002_IfYoudLike,P=If you'd like I can see to setting you up with something now. Nothing too big, but it'll let us see how we feel about working together. Sound all right to you?
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_RESOLVE_001_AllRightIf,P=All right. If you need anything else, let me know.
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_START_001_DontThinkIve,P=Don't think I've seen your face around these parts before. We get our fair bit of traffic but I make a point of knowing who's who. What brings you around?
PU_BATTAGLIA_MG_LastMissionComment_Success_Good_IG_001_IAppreciateThe,P=I appreciate a hard worker, nice work on that last job.
PU_BATTAGLIA_MG_LastMissionComment_Success_Good_IG_002_IWantedTo,P=I wanted to say that you did a good job on that last contract.
PU_BATTAGLIA_MG_MissionBriefs_Defend_Generic_IG_001_SomeOutlawsHave,P=Some outlaws have been using a local stretch as their own hunting ground. Need you to look after some people of mine out there.
PU_BATTAGLIA_MG_MissionBriefs_Defend_Generic_IG_002_ALotOf,P=A lot of people have been running into trouble nearby. Figured you could go out and take a look at it.
PU_BATTAGLIA_MG_MissionBriefs_NoMission_IG_001_UnfortunatelyThingsAre,P=Unfortunately, things are a bit slow right now. I'll keep you in mind if anything turns up though.
PU_BATTAGLIA_MG_MissionBriefs_NoMission_IG_002_ImNotSeeing,P=I'm not seeing anything I can give you. Things should pick up soon enough though.
PU_BATTAGLIA_MG_Mission_Farewell_MissionAccepted_IG_001_FlySafe,P=Fly safe.
PU_BATTAGLIA_MG_Mission_Farewell_MissionAccepted_IG_002_KeepYourWits,P=Keep your wits about you, you hear?
PU_BATTAGLIA_MG_Mission_Farewell_MissionDeclined_IG_001_HopeYouFind,P=Hope you find something that suits you.
PU_BATTAGLIA_MG_Mission_Farewell_MissionDeclined_IG_002_SeeYouAround,P=See you around.
PU_BATTAGLIA_MG_Mission_Greetings_Good_IG_001_NiceToSee,P=Nice to see you again.
PU_BATTAGLIA_MG_Mission_Greetings_Good_IG_002_HeyIWas,P=Hey, I was hoping you'd swing around again.
PU_BATTAGLIA_MG_Mission_Greetings_StillMission_IG_001_WhatAreYou,P=What are you doin' here? Figured you'd be out finishing up the contract by now.
PU_BATTAGLIA_MG_Mission_Greetings_StillMission_IG_002_TakingYourSweet,P=Taking your sweet time on that contract, aren't you?
PU_BATTAGLIA_MG_MultipleMissionOffer_IG_001_TheresABunch,P=There's a bunch of stuff cooking right now. If one works for you, you're welcome to it.
PU_BATTAGLIA_MG_MultipleMissionOffer_IG_002_GitALot,P=Got a lot of contracts that need doing. You can take your pick of the litter.
PU_BATTAGLIA_MG_PhysicalBump_IG_LEFT_002_Easy,P=Easy.
PU_BATTAGLIA_MG_RequestNewMission_Searches_IG_001_ThereMayBe,P=There may be a contract I could toss your way.
PU_BATTAGLIA_MG_RequestNewMission_Searches_IG_002_LetsSeeWhat,P=Let's see what I can dig up.
PU_BATTAGLIA_MG_SendingMissionDetails_IG_001_HereAreThe,P=Here are the details for you.
PU_BATTAGLIA_MG_SendingMissionDetails_IG_002_UploadingTheContract,P=Uploading the contract to you now.
PU_BATTAGLIA_MG_Transition_CommentToGiving_IG_001_AllRightLets,P=All right, let's get down to business...
PU_BATTAGLIA_MG_Transition_CommentToGiving_IG_002_ButYoureNot,P=But you're not here to listen to me chatter are you...
PU_BCCANN01_M_LPA_Announce_Halls_EmergencyExit_IG_001_AttentionThisIs=Attention. This is an emergency announcement. All guests are instructed to calmly make their way to the nearest exit. Thank you.
PU_BCCANN01_M_LPA_Announce_Halls_EmergencyResolve_IG_001_AttentionWeThank=Attention. We thank you for your patience while we resolved the recent unexpected issue. All guests are now free to go about their day.
PU_BCCANN01_M_LPA_Announce_Halls_EmergencyStay_IG_001_AttentionThisIs=Attention. This is an emergency announcement. All guests are instructed to calmly remain where they are. Thank you.
PU_BCCANN01_M_LPA_Announce_Halls_EmergencyUpdate_IG_001_AttentionBevicConvention=Attention. Bevic Convention Center appreciates your full cooperation during this ongoing emergency. We hope to have the matter resolved shortly. Thank you.
PU_BCCANN01_M_LPA_Announce_Halls_Goodbye_IG_001_ThankYouFor=Thank you for visiting the Bevic Convention Center. Have a great rest of your day.
PU_BCCANN01_M_LPA_Announce_Halls_Info_IG_001_DontLetHunger=Don't let hunger and thirst slow you down. While enjoying your day, be sure to treat yourself with a stop at one of the Bevic Convention Center's refreshment stands.
PU_BCCANN01_M_LPA_Announce_Halls_Info_IG_002_BevicWouldLike=Bevic would like to thank all our guests for keeping the Convention Center a stim free environment.
PU_BCCANN01_M_LPA_Announce_Halls_Info_IG_003_WhileEveryoneIs=While everyone is welcome to the Bevic Convention Center to enjoy a day of refreshing fun, their trash and litter is not. Thanks for doing your part to keep the Convention Center clean.
PU_BCCANN01_M_LPA_Announce_Halls_NowOpen_IG_001_GreatNewsThe=Great news! The show floor is now open and all guests are invited to make their way to the halls. Enjoy!
PU_BCCANN01_M_LPA_Announce_Halls_Opening_IG_001_ExcitedToGet=Excited to get started? Today's event will be starting in a few moments. Thank you for your patience.
PU_BCCANN01_M_LPA_Announce_Halls_Welcome_IG_001_HelloAndWelcome=Hello and Welcome to the Bevic Convtion Center, ArcCorp's leading destination for live events and refreshing fun.
PU_BCCANN01_M_LPA_Warn_Halls_Arresting_IG_001_AttentionBeAdvised=Attention. Be advised that in coordination with local law enforcement, any unauthorized individuals found on the premises are considered trespassing. Thank you for your future cooperation in this matter.
PU_BCCANN01_M_LPA_Warn_Halls_Closing_IG_001_AttentionBevicConvention=Attention, Bevic Convention Center will be closing shortly. We ask all visitors to make their way to the nearest exit. Thank you.
PU_BCCANN01_M_LPA_Warn_Halls_Closing_LastOccur_IG_001_FinalReminderThe=Final reminder, the Convention Center is closing. All visitors need to leave immediately. Any guests remaining after closing hours will be trespassing.
PU_BCCANN01_M_LPA_Warn_Halls_Closing_RepeatOccur_IG_001_ReminderBevicConvention=Reminder, Bevic Convention Center will be closing soon. Please head to the nearest exit now. Thank you.
PU_BCCANN01_M_LPA_Warn_Halls_Trespassing_IG_001_BevicConventionCenter=Bevic Convention Center is now closed. Any remaining guests are now trespassing.
PU_BIGBENNY1_SK_FRIENDLY_SERVING_MOTIONS_001,P=
PU_BIGBENNY1_SK_FRIENDLY_SERVING_MOTIONS_002,P=
PU_BIGBENNY1_SK_Friendly_AnythingElse_IG_001_AnythingElse=Anything else?
PU_BIGBENNY1_SK_Friendly_AnythingElse_IG_002_IsThatAll=Is that all?
PU_BIGBENNY1_SK_Friendly_AnythingElse_IG_003_AnyInterestIn=Any interest in making that a combo?
PU_BIGBENNY1_SK_Friendly_Busy_IG_001_SorryItllBe=Sorry, it'll be just one second.
PU_BIGBENNY1_SK_Friendly_Busy_IG_002_HoldOnBe=Hold on. Be right with you.
PU_BIGBENNY1_SK_Friendly_ComingUp_IG_001_ComingRightUp=Coming right up.
PU_BIGBENNY1_SK_Friendly_ComingUp_IG_002_GreatItllJust=Great. It'll just be a second.
PU_BIGBENNY1_SK_Friendly_CustomerProblem_IG_001_IfYouCant=If you can't control yourself, I'm going to have to ask you to leave.
PU_BIGBENNY1_SK_Friendly_CustomerProblem_IG_002_CanYouPlease=Can you please calm down?
PU_BIGBENNY1_SK_Friendly_CustomerProblem_IG_003_WhatAreYou=What are you doing?
PU_BIGBENNY1_SK_Friendly_CustomerProblem_IG_004_YouNeedTo=You need to leave. Now.
PU_BIGBENNY1_SK_Friendly_Farewell_IG_001_ThanksForComing=Thanks for coming to Big Benny's.
PU_BIGBENNY1_SK_Friendly_Farewell_IG_002_ThanksForComing=Thanks for coming.
PU_BIGBENNY1_SK_Friendly_Farewell_IG_003_HaveAGood=Have a good day.
PU_BIGBENNY1_SK_Friendly_Farewell_IG_004_Thanks=Thanks.
PU_BIGBENNY1_SK_Friendly_Farewell_IG_005_HopeYouEnjoy=Hope you enjoy your meal.
PU_BIGBENNY1_SK_Friendly_Greetings_IG_001_HiAndWelcome=Hi and welcome to Big Benny's. Home of Kacho to Go.
PU_BIGBENNY1_SK_Friendly_Greetings_IG_002_WelcomeToBig=Welcome to Big Benny's.
PU_BIGBENNY1_SK_Friendly_Greetings_IG_003_Hi=Hi.
PU_BIGBENNY1_SK_Friendly_Greetings_IG_004_Welcome=Welcome.
PU_BIGBENNY1_SK_Friendly_Request_Affirm_IG_001_IDunnoI=I dunno. I just work here.
PU_BIGBENNY1_SK_Friendly_Request_Affirm_IG_002_IReallyCouldnt=I really couldn't say.
PU_BIGBENNY1_SK_Friendly_Request_Affirm_IG_003_Sure=Sure.
PU_BIGBENNY1_SK_Friendly_Request_Affirm_IG_004_Okay=Okay.
PU_BIGBENNY1_SK_Friendly_Request_Affirm_IG_006_IDontThink=I don't think so
PU_BIGBENNY1_SK_Friendly_SuggestSalesTerm_IG_001_IfYouPlace=If you place your order in the terminal, we'll get it going.
PU_BIGBENNY1_SK_Friendly_SuggestSalesTerm_IG_002_PleaseOrderThrough=Please order through the terminal.
PU_BIGBENNY1_SK_Friendly_TakeOrder_IG_001_WhatCanI=What can I get for you?
PU_BIGBENNY1_SK_Friendly_TakeOrder_IG_002_WhatWouldYou=What would you like?
PU_BIGBENNY1_SK_Friendly_TakeOrder_IG_003_DoYouKnow=Do you know what you'd like to order?
PU_BIGBENNY1_SK_Friendly_ThereYouGo_IG_001_ThereYouGo=There you go.
PU_BIGBENNY1_SK_Friendly_ThereYouGo_IG_002_HeresYourOrder=Here's your order.
PU_BIGBENNY1_SK_Friendly_ThereYouGo_IG_003_OrderUp=Order up.
PU_BIGBENNY1_SK_Friendly_ThereYouGo_IG_004_FoodsReady=Food's ready.
PU_BIGBENNY2_SK_Gruff_AnythingElse_IG_001_ThatIt=That it?
PU_BIGBENNY2_SK_Gruff_AnythingElse_IG_002_ThatEverything=That everything?
PU_BIGBENNY2_SK_Gruff_Busy_IG_001_HangOnHang=Hang on. Hang on.
PU_BIGBENNY2_SK_Gruff_Busy_IG_002_YeahYeahTake=Yeah, yeah, take it easy.
PU_BIGBENNY2_SK_Gruff_Busy_IG_003_GiveMeA=Give me a second. I've only got two hands.
PU_BIGBENNY2_SK_Gruff_ComingUp_IG_001_AllRightOne=All right. One second.
PU_BIGBENNY2_SK_Gruff_ComingUp_IG_002_FineHoldOn=Fine. Hold on.
PU_BIGBENNY2_SK_Gruff_CustomerProblem_IG_001_WhatDoYou=What do you think you're doing?
PU_BIGBENNY2_SK_Gruff_CustomerProblem_IG_002_UhUhYou=Uh uh. You can't do that in here.
PU_BIGBENNY2_SK_Gruff_CustomerProblem_IG_003_GetTheHell=Get the hell out of here.
PU_BIGBENNY2_SK_Gruff_Greetings_IG_001_WelcomeToBig=Welcome to Big Benny's.
PU_BIGBENNY2_SK_Gruff_Greetings_IG_002_Welcome=Welcome.
PU_BIGBENNY2_SK_Gruff_PhysicalBump_IG_001_WatchIt=Watch it.
PU_BIGBENNY2_SK_Gruff_PhysicalBump_IG_002_Hey=Hey!
PU_BIGBENNY2_SK_Gruff_PlayerLingers_IG_001_EitherOrderFood=Either order food or get out.
PU_BIGBENNY2_SK_Gruff_PlayerLingers_IG_002_ImNotHere=I'm not here to be your friend.
PU_BIGBENNY2_SK_Gruff_Request_Affirm_IG_001_Sure=Sure.
PU_BIGBENNY2_SK_Gruff_Request_Affirm_IG_002_Fine=Fine.
PU_BIGBENNY2_SK_Gruff_Request_DontKnow_IG_001_IDontKnow=I don't know.
PU_BIGBENNY2_SK_Gruff_Request_DontKnow_IG_002_NoIdea=No idea.
PU_BIGBENNY2_SK_Gruff_Request_Neg_IG_001_YeahRightI=Yeah, right. I don't think so.
PU_BIGBENNY2_SK_Gruff_Request_Neg_IG_002_NotGonnaHappen=Not gonna happen.
PU_BIGBENNY2_SK_Gruff_SuggestSalesTerm_IG_001_IfYouWant=If you want something, use the terminal.
PU_BIGBENNY2_SK_Gruff_SuggestSalesTerm_IG_002_YouNeverBeen=You never been to a restaurant? Use the terminal!
PU_BIGBENNY2_SK_Gruff_TakeOrder_2ndPrompt_IG_001_DoYouKnow=Do you know what you want or not?
PU_BIGBENNY2_SK_Gruff_TakeOrder_2ndPrompt_IG_002_ComeOnOrder=Come on. Order already.
PU_BIGBENNY2_SK_Gruff_TakeOrder_IG_001_WhatDoYou=What do you want?
PU_BIGBENNY2_SK_Gruff_TakeOrder_IG_002_WhatreYouHaving=What're you having?
PU_BIGBENNY2_SK_Gruff_TakeOrder_IG_003_WhatsYourOrder=What's your order.
PU_BIGBENNY2_SK_Gruff_ThereYouGo_IG_001_There=There.
PU_BIGBENNY2_SK_Gruff_ThereYouGo_IG_002_FoodsUp=Food's up.
PU_BIGBENNY2_SK_Gruff_ThereYouGo_IG_003_OrderUp=Order up.
PU_BIGBENNY2_SK_Gruff_ThereYouGo_IG_004_FoodsReady=Food's ready.
PU_BIGBENNY3_SK_Gruff_AnythingElse_IG_001_ThatIt=That it?
PU_BIGBENNY3_SK_Gruff_AnythingElse_IG_002_ThatEverything=That everything?
PU_BIGBENNY3_SK_Gruff_Busy_IG_001_HangOnHang=Hang on. Hang on.
PU_BIGBENNY3_SK_Gruff_Busy_IG_002_YeahYeahTake=Yeah, yeah, take it easy.
PU_BIGBENNY3_SK_Gruff_Busy_IG_003_GiveMeA=Give me a second. I've only got two hands.
PU_BIGBENNY3_SK_Gruff_ComingUp_IG_001_AllRightOne=All right. One second.
PU_BIGBENNY3_SK_Gruff_ComingUp_IG_002_FineHoldOn=Fine. Hold on.
PU_BIGBENNY3_SK_Gruff_CustomerProblem_IG_001_WhatDoYou=What do you think you're doing?
PU_BIGBENNY3_SK_Gruff_CustomerProblem_IG_002_UhUhYou=Uh uh. You can't do that in here.
PU_BIGBENNY3_SK_Gruff_CustomerProblem_IG_003_GetTheHell=Get the hell out of here.
PU_BIGBENNY3_SK_Gruff_Greetings_IG_001_WelcomeToBig=Welcome to Big Benny's.
PU_BIGBENNY3_SK_Gruff_Greetings_IG_002_Welcome=Welcome.
PU_BIGBENNY3_SK_Gruff_PhysicalBump_IG_001_WatchIt=Watch it.
PU_BIGBENNY3_SK_Gruff_PhysicalBump_IG_002_Hey=Hey!
PU_BIGBENNY3_SK_Gruff_PlayerLingers_IG_001_EitherOrderFood=Either order food or get out.
PU_BIGBENNY3_SK_Gruff_PlayerLingers_IG_002_ImNotHere=I'm not here to be your friend.
PU_BIGBENNY3_SK_Gruff_Request_Affirm_IG_001_Sure=Sure.
PU_BIGBENNY3_SK_Gruff_Request_Affirm_IG_002_Fine=Fine.
PU_BIGBENNY3_SK_Gruff_Request_DontKnow_IG_001_IDontKnow=I don't know.
PU_BIGBENNY3_SK_Gruff_Request_DontKnow_IG_002_NoIdea=No idea.
PU_BIGBENNY3_SK_Gruff_Request_Neg_IG_001_YeahRightI=Yeah, right. I don't think so.
PU_BIGBENNY3_SK_Gruff_Request_Neg_IG_002_NotGonnaHappen=Not gonna happen.
PU_BIGBENNY3_SK_Gruff_SuggestSalesTerm_IG_001_IfYouWant=If you want something, use the terminal.
PU_BIGBENNY3_SK_Gruff_SuggestSalesTerm_IG_002_YouNeverBeen=You never been to a restaurant? Use the terminal!
PU_BIGBENNY3_SK_Gruff_TakeOrder_2ndPrompt_IG_001_DoYouKnow=Do you know what you want or not?
PU_BIGBENNY3_SK_Gruff_TakeOrder_2ndPrompt_IG_002_ComeOnOrder=Come on. Order already.
PU_BIGBENNY3_SK_Gruff_TakeOrder_IG_001_WhatDoYou=What do you want?
PU_BIGBENNY3_SK_Gruff_TakeOrder_IG_002_WhatreYouHaving=What're you having?
PU_BIGBENNY3_SK_Gruff_TakeOrder_IG_003_WhatsYourOrder=What's your order.
PU_BIGBENNY3_SK_Gruff_ThereYouGo_IG_001_There=There.
PU_BIGBENNY3_SK_Gruff_ThereYouGo_IG_002_FoodsUp=Food's up.
PU_BIGBENNY3_SK_Gruff_ThereYouGo_IG_003_OrderUp=Order up.
PU_BIGBENNY3_SK_Gruff_ThereYouGo_IG_004_FoodsReady=Food's ready.
PU_BOYD_CIV_F_DEH_FFFPhase3Part1ThreatRunningPOLARIS_GP_001=Screw it. Let's move.
PU_BOYD_CIV_F_DEH_FFFPhase3Part1ThreatRunningPOLARIS_GP_002=Get the hell out of here. Now.
PU_BOYD_CIV_F_DEH_FFFPhase3Part1ThreatRunningPOLARIS_GP_003=Spin up the Quantum, we need to get out of here.
PU_BOYD_CIV_F_DEH_FFFPhase3Part3PlayerArrives_GP_001=You just aren't gonna quit, are you? Fine, let's finish it.
PU_BOYD_CIV_F_DEH_FFFPhase3Part3PlayerArrives_GP_002=Goddammit, why won't you leave us the hell alone? Come on then.
PU_BOYD_CIV_F_DEH_FFFPhase3Part3PlayerArrives_GP_003=Guess I'm just not gonna get rid of you. If you want to die that bad.
PU_BOYD_CIV_F_DEH_GenDeathThroe_GP_001= Screw you, you son of a
PU_BOYD_CIV_F_DEH_GenDeathThroe_GP_002=No, no, no!
PU_BOYD_CIV_F_DEH_GenDeathThroe_GP_003=I'll see you soon, Emily…
PU_BOYD_CIV_F_DEH_GenReactDamaged25_GP_001= Shit. Somebody kill this asshole!
PU_BOYD_CIV_F_DEH_GenReactDamaged25_GP_002= No, it can't end like this. They can't win.
PU_BOYD_CIV_F_DEH_GenReactDamaged25_GP_003= I swear, I will end you.
PU_BOYD_CIV_F_DEH_GenReactDamaged50_GP_001={Grunt} Yeah, all right. That was a good one.
PU_BOYD_CIV_F_DEH_GenReactDamaged50_GP_002= Doesn't mean a thing. We still got a lot of fight left in us.
PU_BOYD_CIV_F_DEH_GenReactDamaged50_GP_003= You bastard. I'll get you for that.
PU_BOYD_CIV_F_DEH_HuntPolarisPlayerArrives1_GP_001=I'm sick and tired of you wanna-be starmen showing up and sticking your nose in where it doesn't belong. You need to step down and let us Frontier Fighters do what needs to be done. This is your only warning. You keep pushing, and anything that happens is your fault.
PU_BOYD_CIV_F_DEH_HuntPolarisPlayerArrives1_GP_002=Look, I know a lot of you are upset about the whole Slicer thing, but that doesn't mean you have to get in the way of what the Frontier Fighters are doing now. All we want is the Polaris. No UEE civilians have to get hurt; but if you get in the way, I got no sympathy for you.
PU_BOYD_CIV_F_DEH_HuntPolarisPlayerArrives2_GP_001=You're dedicated, which I can respect, but you're throwing your life away. For what? To protect some scum in a system that'd sooner see you dead as spit on you? You should want us to have this Polaris. We're going to use it to save the Empire.
PU_BOYD_CIV_F_DEH_HuntPolarisPlayerArrives2_GP_002=I don't think I'll ever understand why you people fight as hard as you do for the dregs of Pyro. People like to call the Frontier Fighters murderers, but is it murder to kill to protect your home? That's all we want to do, and we ain't gonna let anything stop us.
PU_BOYD_CIV_F_DEH_HuntPolarisPolarisFlees1_GP_001=Hell with it. Let's get the hell out of here.
PU_BOYD_CIV_F_DEH_HuntPolarisPolarisFlees2_GP_001=You all deal with these CDF. Meet at the rendezvous.
PU_BOYD_CIV_F_DEH_MissionCompletePolarisDestroyed_GP_001=Don't think that's the end of us. One Polaris doesn't change what needs doing, and the Frontier Fighters will see it through. You can count on that.
PU_BOYD_CIV_F_DEH_MissionCompletePolarisDestroyed_GP_002=What a damn waste. We could have done a lot of good for the Empire with that ship. But don't worry, the Frontier Fighters will find another way. That you can be sure of.
PU_BOYD_CIV_F_DEH_MissionFailsPolarisEscapes_GP_001=There. Now we can put that Polaris' combat abilities to some real use out in Pyro hunting down every last low-life that calls that system home. Seeing you fight out here today, you might want to think about doing the same yourself.
PU_BOYD_CIV_F_DEH_MissionFailsPolarisEscapes_GP_002=Now wouldn't it have saved everyone a load of hurt and effort if you had just let us take the Polaris in the first place? Well, what's done is done. Now, you and all of Pyro will get to see what the Frontier Fighters are really capable of.
PU_BOYD_CIV_F_PMH_FFFPhase1TauntMissionCompleteEliminate_GP_001=That wasn't some criminal you killed. That was someone who wanted the Empire to be a better place. They were also a friend.
PU_BOYD_CIV_F_PMH_FFFPhase1TauntMissionCompleteEliminate_GP_002=I hope the pat on the head your handlers give you for doing their dirty work is worth what you've taken away. You killed a good person. Remember that.
PU_BOYD_CIV_F_PMH_FFFPhase1TauntMissionCompleteEliminate_GP_003=Frontier Fighters are going to keep on fighting. Regardless of what you've done here. We remember our fallen. Who will remember you?
PU_BOYD_CIV_F_PMH_FFFPhase1TauntMissionCompleteEliminate_GP_004=I hope you remember their name. I really do. I hope it haunts you until some scumbag puts a bullet in your brain.
PU_BOYD_CIV_F_PMH_FFFPhase1TauntMissionCompleteEliminate_GP_005=Even after all this, you can't see the good we're trying to do. I can't make you see, but one day, when we've won, maybe you'll understand.
PU_BOYD_CIV_F_PMH_FFFPhase1TauntMissionCompleteEliminate_GP_006=(long 2-3 pause) You just killed a friend. Someone who believed in a better Empire. You took them away. You did that.
PU_BOYD_CIV_F_PMH_FFFPhase1TauntMissionCompleteLocatePerson_GP_001=They got exactly what will come to anyone who tries to stop what we're doing. Remember that.
PU_BOYD_CIV_F_PMH_FFFPhase1TauntMissionCompleteLocatePerson_GP_002=I don't care what you think you accomplished today. You aren't going to stop us.
PU_BOYD_CIV_F_PMH_FFFPhase1TauntMissionCompleteLocatePerson_GP_003=You're not going to find us. Even if you do, our message will not be silenced.
PU_BOYD_CIV_F_PMH_FFFPhase1TauntMissionCompleteLocatePerson_GP_004=Don't think for a second you'll get anything from that traitor. We aren't going away that easy.
PU_BOYD_CIV_F_PMH_FFFPhase1TauntMissionCompleteLocatePerson_GP_005=They tried blackmailing us with that intel before coming to you. They just wanted money. They had no cause. Nothing to believe in. You won't find us.
PU_BOYD_CIV_F_PMH_FFFPhase1TauntMissionCompleteLocatePerson_GP_006=Shame you found them. I hoped my people would've done a better job disposing of that traitor. It won't matter. Even in death they won't give you anything to find us.
PU_BOYD_CIV_F_PMH_FFFPhase2TauntMissionCompleteAmbushShip_GP_001=Why the hell won't you leave us alone? You're just a slave to the credits and corporations who hold your leash.
PU_BOYD_CIV_F_PMH_FFFPhase2TauntMissionCompleteAmbushShip_GP_002=You should be fighting with us instead of against us, but you'd rather throw in with murderers and corrupt politicians.
PU_BOYD_CIV_F_PMH_FFFPhase2TauntMissionCompleteAmbushShip_GP_003=How the hell do you think this is going to end? If we die, the outlaws of Pyro and the scum just like them will just keep on killing.
PU_BOYD_CIV_F_PMH_FFFPhase2TauntMissionCompleteAmbushShip_GP_004=Where's all your moralizing now? You just ambushed and killed friends of mine who were just trying to make the universe safer.
PU_BOYD_CIV_F_PMH_FFFPhase2TauntMissionCompleteAmbushShip_GP_005=I hope you're not still deluding yourself to think that you're doing the right thing here. Now you're just an assassin, killing good people.
PU_BOYD_CIV_F_PMH_FFFPhase2TauntMissionCompleteDestroyMedicalBeds_GP_001=You realize what you're doing? You're making it harder for the people who can still regen. Just stop.
PU_BOYD_CIV_F_PMH_FFFPhase2TauntMissionCompleteDestroyMedicalBeds_GP_002=How dare you say that you are just when you destroy medical beds. You make me sick.
PU_BOYD_CIV_F_PMH_FFFPhase2TauntMissionCompleteDestroyMedicalBeds_GP_003=This is low, even for you lot. Those medical beds are meant to help people and you assholes would rather kill good people than do something about the criminal cancer detroying our systems.
PU_BOYD_CIV_F_PMH_FFFPhase2TauntMissionCompleteDestroyMedicalBeds_GP_004=I never thought the UEE could sink as low as this. Stopping your fellow humans from being able to regen makes me think that the Empire isn't worth saving.
PU_BOYD_CIV_F_PMH_FFFPhase2TauntMissionCompleteDestroyMedicalBeds_GP_005=You're willing to put the murderers and scavengers of Pyro, people who would sooner kill you then land a hand, over the good people of the Empire. You're disgusting.
PU_BOYD_CIV_F_PMH_FFFPhase3Part1TauntPlayerArrives_GP_001=So, you found us, huh? Well come on then, let's see what Pyro's lapdogs can do.
PU_BOYD_CIV_F_PMH_FFFPhase3Part1TauntPlayerArrives_GP_002=This is what you wanted, right? Let's go then.
PU_BOYD_CIV_F_PMH_FFFPhase3Part1TauntPlayerArrives_GP_003=I'm sick of laying low. Let's see if you're ready to die for the scum of the system.
PU_BRUNT_MG_Busy_IG_001_NotNowIm=Not now, I'm getting ready for the next race.
PU_BRUNT_MG_Busy_IG_002_WhateverItIs=Whatever it is you want, save it. I've got enough to deal with.
PU_BRUNT_MG_Chosen_PlayerAcceptMission_IG_001_ThatsGood=That's good.
PU_BRUNT_MG_Chosen_PlayerAcceptMission_IG_003_ThatsWhatI=That's what I like to hear.
PU_BRUNT_MG_Chosen_PlayerAcceptMission_IG_004_GoodCall=Good call.
PU_BRUNT_MG_Chosen_PlayerDeclineMission_IG_002_YoureCall=Your call.
PU_BRUNT_MG_Chosen_PlayerDeclineMission_IG_003_AnotherTimeThen=Another time then.
PU_BRUNT_MG_Chosen_PlayerDeclineMission_IG_004_NoSweat=No sweat.
PU_BRUNT_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_001_IfYouChange=If you change your mind, let me know quick, but the offer isn't gonna stick around long.
PU_BRUNT_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_002_LetMeKnow=Let me know if you have second thoughts. We still might be able to work things out.
PU_BRUNT_MG_Comms_Farewell_IG_001_Later=Later.
PU_BRUNT_MG_Comms_Farewell_IG_002_Bye=Bye.
PU_BRUNT_MG_Comms_ForgivesPlayer_IG_001_AlrightMaybeI=All right, maybe I was a little hasty with the whole 'we're done' thing. Maybe it's time to make your racing comeback.
PU_BRUNT_MG_Comms_ForgivesPlayer_IG_002_IveBeenThinking=I've been thinking things over and maybe you deserve one more chance.
PU_BRUNT_MG_Comms_InstructVisit_IG_001_StopByTheTrack=Stop by the track when you can.
PU_BRUNT_MG_Comms_InstructVisit_IG_002_MakeSureYou=Make sure you come see me, okay?
PU_BRUNT_MG_Comms_InstructVisit_IG_003_SwingByAnd=Swing by and we'll talk.
PU_BRUNT_MG_Comms_MissionComplete_IG_001_ThatWasSome=That was some nice flying.
PU_BRUNT_MG_Comms_MissionComplete_IG_002_CongratsYouPulled=Congrats. You pulled it off.
PU_BRUNT_MG_Comms_MissionComplete_IG_004_ThatsWhatI=That's what I like to see. Good race.
PU_BRUNT_MG_Comms_NewMission_IG_001_GotAnotherRace=Got another race coming up that I could use you for.
PU_BRUNT_MG_Comms_NewMission_IG_003_ThisNextRace=This next race could use your special touch.
PU_BRUNT_MG_Comms_NewMission_IG_004_IMightHave=I might have something for you.
PU_BRUNT_MG_Comms_PaymentSent_IG_001_SendingOverYour=Sending over your credits now.
PU_BRUNT_MG_Comms_PaymentSent_IG_003_HeresYourCredits=Here's your credits. You earned them.
PU_BRUNT_MG_ConvoRejoin_IG_001_TryToPay=Try to pay attention this time.
PU_BRUNT_MG_ConvoRejoin_IG_002_NowYouWant=Now you want to listen? Fine...
PU_BRUNT_MG_Decide_EncourageLookAndDecide_IG_001_LetMeKnow=Let me know if you're interested.
PU_BRUNT_MG_Decide_EncourageLookAndDecide_IG_002_ThinkItOver=Think it over.
PU_BRUNT_MG_Decide_MissionTimeout_IG_001_ForgetIt=Forget it.
PU_BRUNT_MG_Decide_MissionTimeout_IG_002_YouKnowWhat=You know what, never mind.
PU_BRUNT_MG_Decide_WarningMissionTimeout_IG_001_HurryUpThe=Hurry up, the race is gonna start soon.
PU_BRUNT_MG_Decide_WarningMissionTimeout_IG_002_ComeOnTimes=Come on. Time's a wasting.
PU_BRUNT_MG_Farewell_Neutral_IG_001_Later=Later.
PU_BRUNT_MG_Greetings_Neutral_IG_001_Hey=Hey.
PU_BRUNT_MG_Interrupt_IG_001_YouGotA=You got a problem?
PU_BRUNT_MG_Interrupt_IG_002_HeyWhereYou=Hey! Where you going?
PU_BRUNT_MG_Intro_Approach_V_WP_D1_001_YeahNothingQuite=Yeah. Nothing quite like it. I tried to make a go of it myself, but I didn't have that 'thing.' You know? Anyway, good luck out there, Okay?
PU_BRUNT_MG_Intro_Approach_V_WP_D2_A_001_MakeAnUncertain=Make an uncertain world a little more certain. That's all I can say tilI I know if you're in or not.
PU_BRUNT_MG_Intro_Approach_V_WP_D2_B_001_SureFreeEmpire=Sure. Free empire, right? Good luck in your next race
PU_BRUNT_MG_Intro_Approach_V_WP_D2_C_001_GoodGetReady=Good. Get ready for your next race and I'll explain the details once you're in the cockpit.
PU_BRUNT_MG_Intro_Approach_V_WP_D2_SUBSTART_001_YeahIHear=Yeah. I hear that. Find something you're good at and then milk it for all it's worth. Almost seems a shame that, with as good as you are, we can't find a way for you to earn even more.
PU_BRUNT_MG_Intro_Approach_V_WP_D2_SUBSTART_002_IsThatSomething=Is that something you'd be interested in? More credits?
PU_BRUNT_MG_Intro_Approach_V_WP_START_001_ThanksForSwinging=Thanks for swinging by.
PU_BRUNT_MG_Intro_Approach_V_WP_START_002_ITryTo=I try to stay current on all the upcoming racers, especially when they've been doing as well as you. The way you handled the course? Thing of beauty. Actually, if you don't mind me asking, I'm always curious, what got you into racing?
PU_BRUNT_MG_Intro_WinRace_1stTime_V_WP_001_HeyWhatA=Hey!
PU_BRUNT_MG_Intro_WinRace_1stTime_V_WP_002_WhatAFinish=What a finish! Wanted to say congrats.
PU_BRUNT_MG_Intro_WinRace_1stTime_V_WP_003_IDontThink=I don't think we've been formally introduced yet. I'm Luca. I run the book here, and I was hoping that you might pay me a visit before your next race. It'd be great to talk.
PU_BRUNT_MG_JobOfferExplained_1stTime_V_WP_001_NowImSure=Now, I'm sure you wondering what I want you to do, but I'm gonna hold off. See, I won't know the spread until the pilots sign up and I want to be sure you don't tip any one off while they can still place bets, so you're not gonna know the details until right before the race. Don't like it, don't do it. What I can tell you though is what the job's gonna pay.
PU_BRUNT_MG_JobOfferExplained_1stTime_V_WP_002_Here=Here.
PU_BRUNT_MG_LastMissionComment_FailStreak_IG_001_DoYouHave=Do you have any idea how much this losing streak of yours is costing me?
PU_BRUNT_MG_LastMissionComment_FailStreak_IG_002_WithHowMuch=With how much you've been screwing things up recently, I'm starting to think that I'd make more credits betting against you.
PU_BRUNT_MG_LastMissionComment_Fail_Good_IG_001_ListenYouveBeen=Listen, you've been pretty dependable, but we can't let what happened last race happen again.
PU_BRUNT_MG_LastMissionComment_Fail_Good_IG_002_IKnowYouve=I know you've done some good work for me, so I'm willing to chalk that last race up as a fluke. Let's not make it a habit okay?
PU_BRUNT_MG_LastMissionComment_Fail_NeutralBad_IG_001_WhatHappenedThat=What happened that last race? I gave you one small task and you couldn't even handle that.
PU_BRUNT_MG_LastMissionComment_Fail_NeutralBad_IG_004_ImStillTrying=I'm still trying to wrap my head around on how that last race went so sideways.
PU_BRUNT_MG_LastMissionComment_Killed_IG_001_ToughBreakIn=Tough break in that last race. Glad to see you're back on your feet.
PU_BRUNT_MG_LastMissionComment_Killed_IG_002_YoureLookingPretty=You're looking pretty good considering what happened to you\nlast race.
PU_BRUNT_MG_LastMissionComment_LastChance_IG_003_AgainstMyBetter=Against my better judgement, I'm gonna give you one more try.
PU_BRUNT_MG_LastMissionComment_NoLonger_IG_001_IfICant=If I can't count on you, then we got nothing to talk about, so we're done.
PU_BRUNT_MG_LastMissionComment_NoLonger_IG_002_YouLetMe=You let me down too many times. You're no good to me anymore.
PU_BRUNT_MG_LastMissionComment_SuccessStreak_IG_001_YouveBeenOn=You've been on a bit of a hot streak for me with these last few races.
PU_BRUNT_MG_LastMissionComment_SuccessStreak_IG_003_AfterThatLast=After that last race, starting to think there isn't nothing you can't do.
PU_BRUNT_MG_LastMissionComment_Success_Exceptional_IG_003_ThatWasSome=That was some sick flying last race. I knew I could count on you.
PU_BRUNT_MG_LastMissionComment_Success_Exceptional_IG_004_YouShouldveHeart=You should've heard all the talk after the last race you did for me. Those other pilots didn't know what hit 'em.
PU_BRUNT_MG_LastMissionComment_Success_Good_IG_001_YouKnowI=You know, I cleaned up quite nicely on that last race you did.
PU_BRUNT_MG_LastMissionComment_Success_Good_IG_003_BangUpJob=Bang up job on that last race.
PU_BRUNT_MG_LastMissionComment_TryHarder_IG_002_IDontKnow=I don't know what's gotten into you, but, whatever it is, fix it.
PU_BRUNT_MG_LastMissionComment_TryHarder_IG_003_IsThisReally=Is this really the best you can do? Because, if it is, then save us both some time and just walk away.
PU_BRUNT_MG_MidMission_Fail_IG_001_DamnItThe=Damn it, the race is over. Way to go, champ.
PU_BRUNT_MG_MidMission_Fail_IG_002_DoYouHave=Do you have any idea how many creds you just cost me?
PU_BRUNT_MG_MidMission_Greetings_IG_001_Hey=Hey.
PU_BRUNT_MG_MidMission_Greetings_IG_002_YouThere=You there?
PU_BRUNT_MG_MidMission_ObjUpdate_IG_001_PlansHaveChanged=Plans have changed.
PU_BRUNT_MG_MidMission_ObjUpdate_IG_002_TheresBeenA=There's been a change of plans.
PU_BRUNT_MG_MidMission_PlayerQuit_IG_001_SeriouslyYoureGonna=Seriously? You're gonna screw me like that.
PU_BRUNT_MG_MidMission_PlayerQuit_IG_002_WhatTheHell=What the hell do you think you're doing? You can't drop out like that.
PU_BRUNT_MG_MidMission_WarningFail_IG_002_YoureRunningOut=You're running out of time. You need to do this now.
PU_BRUNT_MG_MidMission_WarningFail_IG_004_NotMuchTrack=Not much track left. Time to make your move.
PU_BRUNT_MG_MissionBriefs_Generic_IG_001_YouInterestedIn=You interested in helping me on this next race?
PU_BRUNT_MG_MissionBriefs_Generic_IG_002_GotARace=Got a race coming up that I could use your skills on. Sound good?
PU_BRUNT_MG_MissionBriefs_Generic_IG_006_HaveAnotherRace=Have another race that calls for someone with your expertise.
PU_BRUNT_MG_MissionBriefs_Generic_IG_007_ThisNextRace=This next race. I want you flying in it for me.
PU_BRUNT_MG_MissionBriefs_Generic_IG_008_DontWantTo=Don't want to leave this next race to chance, so how about you fly and\nact as my good luck charm.
PU_BRUNT_MG_MissionBriefs_NoMission_IG_002_IGotNothing=I got nothing cooking for you right now, but I'll keep you in mind when\nI do.
PU_BRUNT_MG_MissionBriefs_NoMission_IG_003_NoWorkFor=No work for you. Too soon after your last job. Got to let some of\nthe races run their own course.
PU_BRUNT_MG_Mission_Farewell_MissionAccepted_IG_001_HurryAndGet=Hurry and get to your ship. I'll be in touch before the race.
PU_BRUNT_MG_Mission_Farewell_MissionAccepted_IG_003_IllSendYou=I'll send you the details once you're down on the race course.
PU_BRUNT_MG_Mission_Farewell_MissionDeclined_IG_002_AnywayIThink=Anyway, I think we're done here.
PU_BRUNT_MG_Mission_Farewell_MissionDeclined_IG_003_IllSeeYou=I'll see you later okay.
PU_BRUNT_MG_Mission_Greetings_Bad_IG_001_LetsGetThis=Let's get this over with.
PU_BRUNT_MG_Mission_Greetings_Bad_IG_002_ImBusySo=I'm busy, so let's make this quick.
PU_BRUNT_MG_Mission_Greetings_Bad_IG_003_ComeOnLets=Come on, let's hurry and wrap this up.
PU_BRUNT_MG_Mission_Greetings_Good_IG_001_HeyGoodTo=Hey, good to see you.
PU_BRUNT_MG_Mission_Greetings_Good_IG_002_WellIfIt=Well, if isn't my lucky charm.
PU_BRUNT_MG_Mission_Greetings_Good_IG_004_YouDoingAlright=You doing all right? Everything good?
PU_BRUNT_MG_Mission_Greetings_NoLonger_IG_002_WhatTheHell=What the hell aren't you getting here? I'm done working with you.
PU_BRUNT_MG_Mission_Greetings_NoLonger_IG_004_IfYoureHere=If you're here to race or gamble fine, but don't expect anything else from me.
PU_BRUNT_MG_Mission_Greetings_StillMission_IG_001_ShouldntYouBe=Shouldn't you be getting your ship for the race? What the hell you waiting for?
PU_BRUNT_MG_Mission_Greetings_StillMission_IG_002_YouForgetYoure=You forget? You're supposed to be racing. Right now.
PU_BRUNT_MG_Mission_Greetings_StillMission_IG_004_WhyArentYou=Why aren't you getting ready for the race? Get out of here.
PU_BRUNT_MG_PhysicalBump_IG_LEFT_001_WatchIt=Watch it.
PU_BRUNT_MG_PhysicalBump_IG_LEFT_002_LookWhereYoure=Look where you're going.
PU_BRUNT_MG_PhysicalBump_IG_RIGHT_001_WatchIt=Watch it.
PU_BRUNT_MG_PhysicalBump_IG_RIGHT_002_LookWhereYoure=Look where you're going.
PU_BRUNT_MG_PlayerGoofsOff_IG_001_YouGotCrossed=You got crossed circuits?
PU_BRUNT_MG_PlayerGoofsOff_IG_002_WhatTheHell=What the hell's wrong with you?
PU_BRUNT_MG_PreRace_GoodLuck_IG_001_RaceIsStarting=Race is starting. Good luck.
PU_BRUNT_MG_PreRace_GoodLuck_IG_003_TimersAboutTo=Timer's about to go. See you at the finish line.
PU_BRUNT_MG_PreRace_Greetings_IG_001_AllRightListen=All right, listen up.
PU_BRUNT_MG_PreRace_Greetings_IG_002_PayAttentionOkay=Pay attention okay.
PU_BRUNT_MG_PreRace_RaceInstruct_FirstPlaceLastLapLose_IG_001_INeedEveryone=I need everyone to think you're gonna win until the very last moment. You start the last lap in first, and then you cross the finish line in last.
PU_BRUNT_MG_PreRace_RaceInstruct_FirstPlaceLastLapLose_IG_002_ImGonnaHave=I'm gonna have you pull what's known as a RamtonRoll. You need to be in first place for the final lap, but instead of winning, you come in dead last.
PU_BRUNT_MG_PreRace_RaceInstruct_LastPlaceLastLapWin_IG_001_WereGonnaGive=We're gonna give everyone what they Love You start the final lap in last place, and the race ahead for the win.
PU_BRUNT_MG_PreRace_RaceInstruct_LastPlaceLastLapWin_IG_002_ThisIsGonna=This is gonna get their hearts pounding. You're gonna start the final lap in last place, but then out of no where you're gonna win the whole thing.
PU_BRUNT_MG_PreRace_RaceInstruct_LastPlace_IG_001_INeedYou=I need you to lose.
PU_BRUNT_MG_PreRace_RaceInstruct_LastPlace_IG_002_ItMightHurt=It might hurt your ego a bit, but I need you to come in last place.
PU_BRUNT_MG_PreRace_RaceInstruct_LookGood_IG_001_JustMakeSure=Just make sure it looks good, okay.
PU_BRUNT_MG_PreRace_RaceInstruct_LookGood_IG_002_AndDontBe=And don't be sloppy. If people catch on to what we're doing it won't be good.
PU_BRUNT_MG_PreRace_RaceInstruct_SomeoNewins_IG_001_INeedYou=I need you to make sure one of your fellow racers wins.
PU_BRUNT_MG_PreRace_RaceInstruct_SomeoNewins_IG_002_IveGotA=I've got a lot riding on one of the other pilots winning. You're going to make sure it happens.
PU_BRUNT_MG_PreRace_RaceInstruct_SomeoneLoses_IG_001_YoureGoingTo=You're going to see it to it that one of you opponents doesn't finish the race.
PU_BRUNT_MG_PreRace_RaceInstruct_SomeoneLoses_IG_004_IWantYou=I want you to make sure that one of the pilots doesn't cross that finish line.
PU_BRUNT_MG_PreRace_RaceInstruct_SpecificPlace_IG_001_NeedYouTo=Need to cover the spread, you're gonna finish the race how I say, clear?
PU_BRUNT_MG_PreRace_RaceInstruct_SpecificPlace_IG_003_IPickedOut=I picked out what place you're going to finish the race in.
PU_BRUNT_MG_PreRace_RaceInstruct_WinRace_IG_001_INeedYou=I need you to win the race. That Simple.
PU_BRUNT_MG_PreRace_RaceInstruct_WinRace_IG_002_YoureGoingTo=You're going to come in first,understood?
PU_BRUNT_MG_PreRace_RaceInstruct_WinWithoutFiring_IG_001_NeedYouTo=Need you to play the pacifist and win the race without firing a shot.
PU_BRUNT_MG_PreRace_RaceInstruct_WinWithoutFiring_IG_002_YoureGoingTo=You're going to win the race, but you got to do it with out firing a shot. Not a single one.
PU_BRUNT_MG_PreRace_SendingDetails_IG_001_SendingTheInfo=Sending the info now.
PU_BRUNT_MG_PreRace_SendingDetails_IG_005_HereAreAll=Here are all the details.
PU_BRUNT_MG_Race_AnswerMobi_IG_001_YeahWhat=Yeah. What.
PU_BRUNT_MG_Race_AnswerMobi_IG_002_ItsLucaMake=It's Luca. Make if fast.
PU_BRUNT_MG_Race_AnswerMobi_IG_003_YeahICan=Yeah, I can hear you. Go ahead.
PU_BRUNT_MG_Race_BettingClosed_IG_001_NoMoreBets=No more bets. Race is about to start.
PU_BRUNT_MG_Race_BettingOpen_IG_001_BooksAreOpen=Books are open.
PU_BRUNT_MG_Race_CommBookies_IG_001_ItsLucaI=It's Luca. I wanna talk to you.
PU_BRUNT_MG_Race_CommBookies_IG_002_YouPayingAttention=You paying attention? Good.
PU_BRUNT_MG_Race_CommBookies_IG_003_HeyYouThere=Hey, you there?
PU_BRUNT_MG_Race_GamblingTalk_IG_002_IDontCare=I don't care how they do it in Goss, this is how we do it here. You don't like, go there.
PU_BRUNT_MG_Race_GamblingTalk_IG_003_ImAlreadyBleeding=I'm already bleeding on the vig. I don't know what else you want.
PU_BRUNT_MG_Race_GamblingTalk_IG_004_IDontDecide=I don't decide who wins. You don't like losing credits, start making better bets.
PU_BRUNT_MG_Race_GoodLuck_IG_001_GoodLuck=Good luck.
PU_BRUNT_MG_Race_GoodLuck_IG_002_HaveAGood=Have a good race.
PU_BRUNT_MG_Race_HangingUp_IG_001_Later=Later.
PU_BRUNT_MG_Race_HangingUp_IG_002_WereThroughHere=We're through here.
PU_BRUNT_MG_Race_HasStarted_IG_001_CantTalkNow=Can't talk now. The race is Starting.
PU_BRUNT_MG_Race_HasStarted_IG_002_ComeBackAfter=Come back after the race.
PU_BRUNT_MG_Race_LastBetLost_IG_001_ToughBreakOn=Tough break on that last race.
PU_BRUNT_MG_Race_LastBetLost_IG_002_BadLuckOn=Bad luck on that last race. Guess that's why they call it gambling.
PU_BRUNT_MG_Race_LastBetWon_IG_001_CongratsThatLast=Congrats. That last bet was quite the windfall
PU_BRUNT_MG_Race_LastBetWon_IG_002_YouPulledSome=You pulled some serious credits on that last one. Good for you.
PU_BRUNT_MG_Race_RegClosed_IG_001_RegistrationsClosed=Registration's closed.
PU_BRUNT_MG_Race_RegLastCall_IG_001_LastChanceFor=Last chance for the pilots to register.
PU_BRUNT_MG_Race_RegOpen_IG_001_GoAheadAnd=Go ahead and start pilot registration.
PU_BRUNT_MG_Race_SomeoneLingers_IG_001_IfYouWanna=If you wanna place a bet use the terminal or talk to one of the other bookies.
PU_BRUNT_MG_Race_SomeoneLingers_IG_002_IfYoureLooking=If you're looking to race, that's what the terminal is for. Sign up over there.
PU_BRUNT_MG_Race_Start_IG_001_GoStartThe=Go. Start the race.
PU_BRUNT_MG_Routine_SmokingStim_IG_001_IThoughtI=I thought I just sparked this thing?
PU_BRUNT_MG_Routine_SmokingStim_IG_002_OhThatsBetter=Oh, that's better.
PU_BRUNT_MG_Routine_SmokingStim_IG_003_GottaCutBack=Gotta cut back.
PU_BRUNT_MG_SelectBet_DirectTerm_IG_001_IfYouWant=If you want to place a bet though, or race for yourself, feel free to hit up the terminals.
PU_BRUNT_MG_SelectBet_DirectTerm_IG_003_ImBusyBut=I'm busy, but the terminals should help you with anything else.
PU_BRUNT_MG_SendingPaymentDetails_IG_001_HeresWhatIt=Here's what it pays.
PU_BRUNT_MG_SendingPaymentDetails_IG_002_TakeALook=Take a look at the offer.
PU_BRUNT_MG_Transition_CommentToGiving_IG_001_Anyway=Anyway...
PU_BRUNT_MG_Transition_CommentToGiving_IG_003_LetsMoveOn=Let's move on to business...
PU_BUREAUCRAT1_SK_CanIHelp_IG_001_WhatCanI,P=What can I help you with?
PU_BUREAUCRAT1_SK_CanIHelp_IG_002_IsThereSomething,P=Is there something I can do for you?
PU_BUREAUCRAT1_SK_ContactManager_IG_001_IllAlertA,P=I'll alert a manager to your situation and they'll contact you later.
PU_BUREAUCRAT1_SK_ContactManager_IG_002_IWillMake,P=I will make sure that a manager contacts you.
PU_BUREAUCRAT1_SK_DealWithClient_Angry_IG_001_ImSorryTo,P=I'm sorry to hear that.
PU_BUREAUCRAT1_SK_DealWithClient_Angry_IG_002_ThatMustBe,P=That must be very frustrating.
PU_BUREAUCRAT1_SK_DealWithClient_Angry_IG_003_IPromiseYou,P=I promise you, this is the first time we've had an issue like this.
PU_BUREAUCRAT1_SK_DealWithClient_Angry_IG_004_ImSurprisedTo,P=I'm surprised to hear that happened. Usually it's not an issue.
PU_BUREAUCRAT1_SK_DealWithClient_Angry_IG_005_WeApologizeFor,P=We apologize for any undue stress.
PU_BUREAUCRAT1_SK_Farewell_IG_001_GladToHave,P=Glad to have been of service.
PU_BUREAUCRAT1_SK_Farewell_IG_002_HaveAGreat,P=Have a great day.
PU_BUREAUCRAT1_SK_Farewell_IG_003_HaveAGood,P=Have a good one.
PU_BUREAUCRAT1_SK_Greetings_Covalex_IG_001_WelcomeToCovalex,P=Welcome to Covalex.
PU_BUREAUCRAT1_SK_Greetings_EZHab_IG_001_HiWelcomeTo,P=Hi, welcome to EZ Hab.
PU_BUREAUCRAT1_SK_Greetings_IG_002_Welcome,P=Welcome.
PU_BUREAUCRAT1_SK_Greetings_TDD_IG_001_HelloAndWelcome,P=Hello, and welcome to Jobwell.
PU_BUREAUCRAT1_SK_Greetings_TDD_IG_002_HelloWelcomeTo,P=Hello, welcome to the TDD.
PU_BUREAUCRAT1_SK_NoHelp_IG_001_ImSorryUnfortunately,P=I'm sorry, unfortunately there's nothing I can do about that.
PU_BUREAUCRAT1_SK_NoHelp_IG_002_ImVerySorry,P=I'm very sorry, that's a bit outside my area of expertise.
PU_BUREAUCRAT1_SK_NoHelp_IG_003_IAppreciateThat,P=I appreciate that, but I'm afraid there's nothing I can do.
PU_BUREAUCRAT1_SK_RequestLeave_IG_001_WellImAfraid,P=Well I'm afraid I am going to have to ask you leave.
PU_BUREAUCRAT1_SK_RequestLeave_IG_002_PleaseStepBack,P=Please, step back. There are other people waiting.
PU_BUREAUCRAT1_SK_SuggestTerm_IG_001_YoureBestBet,P=You're best bet would be to use the terminal.
PU_BUREAUCRAT1_SK_SuggestTerm_IG_002_TheTerminalShould,P=The terminal should sort you right out.
PU_BUREAUCRAT1_SK_SuggestTerm_IG_003_IRecommendConsulting,P=I recommend consulting the terminal.
PU_BUREAUCRAT1_SK_SuggestTerm_IG_004_ThereAreTerminals,P=There are terminals right over there.
PU_BUREAUCRAT1_SK_TakeALook_IG_001_LetMeSee,P=Let me see what I can do.
PU_BUREAUCRAT1_SK_TakeALook_IG_002_AllRightLet,P=All right. Let me take a look.
PU_BUREAUCRAT1_SK_TakeALook_IG_003_LetsSeeIf,P=Let's see if we can't get you sorted.
PU_BUREAUCRAT1_SK_TakeALook_IG_004_HappyToHelp,P=Happy to help.
PU_BUREAUCRAT1_SK_WaitYourTurn_IG_001_YouHaveTo,P=You have to wait in line like everyone else.
PU_BUREAUCRAT1_SK_WaitYourTurn_IG_002_PleaseWaitYour,P=Please, wait your turn.
PU_BUREAUCRAT2_SK_CanIHelp_IG_001_WhatCanI,P=What can I help you with?
PU_BUREAUCRAT2_SK_CanIHelp_IG_002_IsThereSomething,P=Is there something I can do for you?
PU_BUREAUCRAT2_SK_ContactManager_IG_001_IllAlertA,P=I'll alert a manager to your situation and they'll contact you later.
PU_BUREAUCRAT2_SK_ContactManager_IG_002_IWillMake,P=I will make sure that a manager contacts you.
PU_BUREAUCRAT2_SK_DealWithClient_Angry_IG_001_ImSorryTo,P=I'm sorry to hear that.
PU_BUREAUCRAT2_SK_DealWithClient_Angry_IG_002_ThatMustBe,P=That must be very frustrating.
PU_BUREAUCRAT2_SK_DealWithClient_Angry_IG_003_IPromiseYou,P=I promise you, this is the first time we've had an issue like that.
PU_BUREAUCRAT2_SK_DealWithClient_Angry_IG_004_ImSurprisedTo,P=I'm surprised to hear that happened. Usually it's not an issue.
PU_BUREAUCRAT2_SK_DealWithClient_Angry_IG_005_WeApologizeFor,P=We apologize for any undue stress.
PU_BUREAUCRAT2_SK_Farewell_IG_001_GladToHave,P=Glad to have been of service.
PU_BUREAUCRAT2_SK_Farewell_IG_002_HaveAGreat,P=Have a great day.
PU_BUREAUCRAT2_SK_Farewell_IG_003_HaveAGood,P=Have a good one.
PU_BUREAUCRAT2_SK_Greetings_Covalex_IG_001_WelcomeToCovalex,P=Welcome to Covalex.
PU_BUREAUCRAT2_SK_Greetings_EZHab_IG_001_HiWelcomeTo,P=Hi, welcome to EZ Hab.
PU_BUREAUCRAT2_SK_Greetings_IG_001_Hello,P=Hello.
PU_BUREAUCRAT2_SK_Greetings_IG_002_Welcome,P=Welcome.
PU_BUREAUCRAT2_SK_Greetings_TDD_IG_001_HelloWelcomeTo,P=Hello, welcome to Jobwell.
PU_BUREAUCRAT2_SK_Greetings_TDD_IG_002_HelloWelcomeTo,P=Hello, welcome to the TDD.
PU_BUREAUCRAT2_SK_NoHelp_IG_001_ImSorryUnfortunately,P=I'm sorry, unfortunately there's nothing I can do about that.
PU_BUREAUCRAT2_SK_NoHelp_IG_002_ImVerySorry,P=I'm very sorry, that's a bit outside my area of expertise.
PU_BUREAUCRAT2_SK_NoHelp_IG_003_IAppreciateThat,P=I appreciate that, but I'm afraid there's nothing I can do.
PU_BUREAUCRAT2_SK_RequestLeave_IG_001_ImAfraidI,P=I'm afraid I am going to have to ask you leave.
PU_BUREAUCRAT2_SK_RequestLeave_IG_002_PleaseStepBack,P=Please, step back. There are other people waiting.
PU_BUREAUCRAT2_SK_SuggestTerm_IG_001_YoureBestBet,P=Your best bet will be to use the terminal.
PU_BUREAUCRAT2_SK_SuggestTerm_IG_002_TheTerminalShould,P=The terminal should sort you right out.
PU_BUREAUCRAT2_SK_SuggestTerm_IG_003_IRecommendConsulting,P=I recommend consulting the terminal.
PU_BUREAUCRAT2_SK_SuggestTerm_IG_004_ThereAreTerminals,P=There are terminals right over there.
PU_BUREAUCRAT2_SK_TakeALook_IG_001_LetMeSee,P=Let me see what I can do.
PU_BUREAUCRAT2_SK_TakeALook_IG_002_AllRightLet,P=All right. Let me take a look.
PU_BUREAUCRAT2_SK_TakeALook_IG_003_LetsSeeIf,P=Let's see if we can't get you sorted.
PU_BUREAUCRAT2_SK_TakeALook_IG_004_HappyToHelp,P=Happy to help.
PU_BUREAUCRAT2_SK_WaitYourTurn_IG_001_YouHaveTo,P=You have to wait in line like everyone else.
PU_BUREAUCRAT2_SK_WaitYourTurn_IG_002_PleaseWaitYour,P=Please, wait your turn.
PU_BUREAUCRAT3_SK_Bored_CanIHelp_IG_001_WhatDoYou,P=What do you want?
PU_BUREAUCRAT3_SK_Bored_CanIHelp_IG_002_YouNeedSomething,P=You need something?
PU_BUREAUCRAT3_SK_Bored_ContactManager_IG_001_ImGoingTo,P=I'm gonna let my manager deal with you. Wait over there.
PU_BUREAUCRAT3_SK_Bored_ContactManager_IG_002_FineIllLet,P=Fine. I'll let my manager know. They'll send you a comm or something.
PU_BUREAUCRAT3_SK_Bored_DealWithClient_Angry_IG_001_IDontKnow,P=I don't know what to tell you.
PU_BUREAUCRAT3_SK_Bored_DealWithClient_Angry_IG_002_YouWantTo,P=You want to watch your tone there?
PU_BUREAUCRAT3_SK_Bored_DealWithClient_Angry_IG_003_YeahIHave,P=Yeah, I have no idea what you're talking about.
PU_BUREAUCRAT3_SK_Bored_DealWithClient_Angry_IG_004_NobodyElseSeems,P=Nobody else seems to have a problem with that.
PU_BUREAUCRAT3_SK_Bored_DealWithClient_Angry_IG_005_YouNeedTo,P=You need to calm down.
PU_BUREAUCRAT3_SK_Bored_Farewell_EZHab_IG_001_EnjoyYourStay,P=Enjoy your stay.
PU_BUREAUCRAT3_SK_Bored_Farewell_IG_001_YouCanGo,P=You can go now.
PU_BUREAUCRAT3_SK_Bored_Farewell_IG_002_HaveAGreat,P=Have a great day.
PU_BUREAUCRAT3_SK_Bored_Greetings_Covalex_IG_001_WelcomeToCovalex,P=Welcome to Covalex.
PU_BUREAUCRAT3_SK_Bored_Greetings_EZHab_IG_001_WelcomeToEz,P=Welcome to EZ Hab.
PU_BUREAUCRAT3_SK_Bored_Greetings_IG_001_Hey,P=Hey.
PU_BUREAUCRAT3_SK_Bored_Greetings_IG_002_Welcome,P=Welcome.
PU_BUREAUCRAT3_SK_Bored_Greetings_TDD_IG_001_WelcomeToJobwell,P=Welcome to Jobwell.
PU_BUREAUCRAT3_SK_Bored_Greetings_TDD_IG_002_WelcomeToThe,P=Welcome to the TDD.
PU_BUREAUCRAT3_SK_Bored_NoHelp_IG_001_NoCantDo,P=No, can't do anything for you.
PU_BUREAUCRAT3_SK_Bored_NoHelp_IG_002_YeahNotA,P=Yeah, not a chance of that happening. You're pretty much out of luck.
PU_BUREAUCRAT3_SK_Bored_NoHelp_IG_003_SorryTheresNothing,P=Sorry, there's nothing I can do.
PU_BUREAUCRAT3_SK_Bored_RequestLeave_IG_001_IveHadEnough,P=I've had enough you. You're done. Get out of here.
PU_BUREAUCRAT3_SK_Bored_RequestLeave_IG_002_YouKnowYoure,P=You know you're not the most important person in the 'verse. There are other people waiting.
PU_BUREAUCRAT3_SK_Bored_SuggestTerm_IG_001_JustUseThe,P=Just use the terminal.
PU_BUREAUCRAT3_SK_Bored_SuggestTerm_IG_002_UhWhatDo,P=Uh, what do you think those terminals for?
PU_BUREAUCRAT3_SK_Bored_SuggestTerm_IG_003_TerminalsAreOver,P=Terminals are over there. Figure it out.
PU_BUREAUCRAT3_SK_Bored_TakeALook_IG_001_OkayYeahGive,P=Okay, yeah. Give me a second.
PU_BUREAUCRAT3_SK_Bored_TakeALook_IG_002_AllRightLet,P=All right. Let me take a look.
PU_BUREAUCRAT3_SK_Bored_TakeALook_IG_003_FineIllSee,P=Fine. I'll see what I can do.
PU_BUREAUCRAT3_SK_Bored_TakeALook_IG_004_YeahYeahI,P=Yeah, yeah. I get it. Hold on.
PU_BUREAUCRAT3_SK_Bored_WaitYourTurn_IG_001_WaitInLine,P=Wait in line like everyone else.
PU_BUREAUCRAT3_SK_Bored_WaitYourTurn_IG_002_YouHaveTo,P=You have to wait in line.
PU_BUREAUCRAT4_SK_Bored_CanIHelp_IG_001_WhatDoYou,P=What do you want?
PU_BUREAUCRAT4_SK_Bored_CanIHelp_IG_002_YouNeedSomething,P=You need something?
PU_BUREAUCRAT4_SK_Bored_ContactManager_IG_001_ImGonnaLet,P=I'm gonna let my manager deal with you. Wait over there.
PU_BUREAUCRAT4_SK_Bored_ContactManager_IG_002_FineIllLet,P=Fine. I'll let my manager know. They'll send you a comm or something.
PU_BUREAUCRAT4_SK_Bored_DealWithClient_Angry_IG_001_IDontKnow,P=I don't know what to tell you.
PU_BUREAUCRAT4_SK_Bored_DealWithClient_Angry_IG_002_YouWantTo,P=You want to watch your tone there?
PU_BUREAUCRAT4_SK_Bored_DealWithClient_Angry_IG_003_YeahIHave,P=Yeah, I have no idea what you're talking about.
PU_BUREAUCRAT4_SK_Bored_DealWithClient_Angry_IG_004_NoboyElseSeems,P=Nobody else seems to have a problem with that.
PU_BUREAUCRAT4_SK_Bored_DealWithClient_Angry_IG_005_YouNeedTo,P=You need to calm down.
PU_BUREAUCRAT4_SK_Bored_Farewell_EZHab_IG_001_EnjoyYourStay,P=Enjoy your stay.
PU_BUREAUCRAT4_SK_Bored_Farewell_IG_001_YouCanGo,P=You can go now.
PU_BUREAUCRAT4_SK_Bored_Farewell_IG_002_HaveAGreat,P=Have a great day.
PU_BUREAUCRAT4_SK_Bored_Greetings_Covalex_IG_001_WelcomeToCovalex,P=Welcome to Covalex.
PU_BUREAUCRAT4_SK_Bored_Greetings_EZHab_IG_001_WelcomeToEz,P=Welcome to EZ Hab.
PU_BUREAUCRAT4_SK_Bored_Greetings_IG_001_Hey,P=Hey.
PU_BUREAUCRAT4_SK_Bored_Greetings_IG_002_Welcome,P=Welcome.
PU_BUREAUCRAT4_SK_Bored_Greetings_TDD_IG_001_WelcomeToJobwell,P=Welcome to Jobwell.
PU_BUREAUCRAT4_SK_Bored_Greetings_TDD_IG_002_WelcomeToThe,P=Welcome to the TDD.
PU_BUREAUCRAT4_SK_Bored_NoHelp_IG_001_NoCantDo,P=No, can't do anything for you.
PU_BUREAUCRAT4_SK_Bored_NoHelp_IG_002_YeahNotA,P=Yeah, not a chance of that happening. You're pretty much out of luck.
PU_BUREAUCRAT4_SK_Bored_NoHelp_IG_003_SorryTheresNothing,P=Sorry, there's nothing I can do.
PU_BUREAUCRAT4_SK_Bored_RequestLeave_IG_001_IveHadEnough,P=I've had enough you. You're done. Get out of here.
PU_BUREAUCRAT4_SK_Bored_RequestLeave_IG_002_YouKnowYoure,P=You know you're not the most important person in the 'verse. There are other people waiting.
PU_BUREAUCRAT4_SK_Bored_SuggestTerm_IG_001_JustUseThe,P=Just use the terminal.
PU_BUREAUCRAT4_SK_Bored_SuggestTerm_IG_002_UhWhatDo,P=Uh, what do you think those terminals are for?
PU_BUREAUCRAT4_SK_Bored_SuggestTerm_IG_003_TerminalsAreOver,P=Terminals are over there. Figure it out.
PU_BUREAUCRAT4_SK_Bored_TakeALook_IG_001_OkayYeahGive,P=Okay, yeah. Give me a second.
PU_BUREAUCRAT4_SK_Bored_TakeALook_IG_002_AllRightLet,P=All right. Let me take a look.
PU_BUREAUCRAT4_SK_Bored_TakeALook_IG_003_FineIllSee,P=Fine. I'll see what I can do.
PU_BUREAUCRAT4_SK_Bored_TakeALook_IG_004_YeahYeahI,P=Yeah, yeah. I get it. Hold on.
PU_BUREAUCRAT4_SK_Bored_WaitYourTurn_IG_001_WaitInLine,P=Wait in line like everyone else.
PU_BUREAUCRAT4_SK_Bored_WaitYourTurn_IG_002_YouHaveTo,P=You have to wait in line.
PU_CACAPTAIN01_M_BS_Boarding_AnnounceThreat_aAlly_tEnemy_FromAlly_IG_001_DamnItThe=Damn it! The bastards are on my ship!
PU_CACAPTAIN01_M_BS_Boarding_AnnounceThreat_aAlly_tEnemy_FromAlly_IG_002_ImGettingBoarded=I'm getting boarded!
PU_CACAPTAIN01_M_BS_Boarding_AnnounceThreat_aAlly_tEnemy_FromAlly_IG_003_GotBoardersOn=Got boarders on my ship.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inAlerted_IG_001_TellYouOne=Tell you one thing. I am counting down the days till I can finally retire. There's a fishing hover with my name on it. Never go into space again if I can help it.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inAlerted_IG_002_SometimesIWonder=Sometimes I wonder why I chose this life. Guess being an accountant wasn't stressful enough.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inAlerted_IG_003_AsSoonAs=As soon as I touch down, I am heading straight for the nearest bar, tell you that much.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inCombat_IG_001_IAmSo=I am so sick of these freeloaders trying to make a quick cred off my hard work.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inCombat_IG_002_WithTheAmount=With the amount of fighting I'm doing these days I might as well have joined the Navy.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inCombat_IG_003_FeelsLikeThese=Feels like these outlaws take over more of the Empire every year.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inCombat_IG_004_WheresADamn=Where's a damn Navy fleet when you need one.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inCombat_IG_005_WithAllThese=With all these attacks it's almost getting to the point where it would cost me less just to hire a squad of mercs.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aEnemy_FromEnemy_inCombat_IG_001_ListenIfYoure=Listen, if you're down on credits there's got to be a better way earn them than this.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aEnemy_FromEnemy_inCombat_IG_002_IDontKnow=I don't know what kind of personal shit you got going on, but what you're doing isn't right. And I think deep down you know that.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aEnemy_FromEnemy_inCombat_IG_003_ItsNotToo=It's not too late you know. You could still fly away from this.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aEnemy_FromEnemy_inCombat_IG_004_HowManyBad=How many bad decisions did you have to make to wind up here?
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aEnemy_FromEnemy_inCombat_IG_005_MaybeServingA=Maybe serving a stretch will help you get your head back on straight.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_LostThrusters_aAlly_FromAlly_inAlerted_IG_001_MyThrustersAre=My thrusters are really torn up.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_LostThrusters_aAlly_FromAlly_inAlerted_IG_002_OurThrustersAre=Our thrusters are barely hanging on.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_LostThrusters_aAlly_FromAlly_inCombat_IG_001_ThrustersAreBarely=Thrusters are barely holding on.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_LostThrusters_aAlly_FromAlly_inCombat_IG_002_ThrustersHaveTaken=Thrusters have taken a beating.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_BadVehicleState_IG_001_ShesALittle=She's a little chewed up, but functional.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_BadVehicleState_IG_002_DefinitelyBeenBetter=Definitely been better, but at least we're still flying, right?
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_BadVehicleState_IG_003_WereHoldingTogether=We're holding together.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_DisabledVehicleState_IG_001_DammitWereDown=Dammit, we're down. I said, we're down.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_DisabledVehicleState_IG_002_WereDeadIn=We're dead in the water.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_DisabledVehicleState_IG_003_IveGotNot=I've got not control. Repeat. No control.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LastMissile_IG_001_OnlyGotOne=Only got one missile left.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LastMissile_IG_002_GonnaNeedTo=Gonna need to make this missile count.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LostEngines_IG_001_MyEnginesAre=My engines are really torn up.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LostEngines_IG_002_OurEnginesAre=Our engines are barely hanging on.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LostShields_IG_001_ShieldGennyIs=Shield genny is down.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LostShields_IG_002_OurShieldGenerators=Our shield generator's offline.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LowAmmo_IG_001_LooksLikeOur=Looks like our ammo count's real low.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LowAmmo_IG_002_DontHaveA=Don't have a lot of shots left.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LowFuel_IG_001_WereRunningLow=We're running low on fuel.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LowFuel_IG_002_YeahImRunning=Yeah, I'm running on fumes here.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LowMissiles_IG_001_IOnlyGot=I only got a couple missiles left.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LowMissiles_IG_002_KindaLightOn=Kinda light on missiles at the moment.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_NoAmmo_IG_001_JeezOurAmmo=Jeez, our ammo counters really go.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_NoAmmo_IG_002_WereOutOf=We're out of ammo.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_NoMissiles_IG_001_WereOutOf=We're out of missiles.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_NoMissiles_IG_002_WeGotZero=We got zero ordnance.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_BadVehicleState_IG_001_ShipsPrettyTore=Ship's pretty tore up.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_BadVehicleState_IG_002_IveBeenBetter=I've been better.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_BadVehicleState_IG_003_KickedAroundA=Kicked around a lot more than I'd like.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_DisabledVehicleState_IG_001_DammitWeLost=Dammit. We lost mobility.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_DisabledVehicleState_IG_002_ShitWereDead=Shit, we're dead in the water.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_DisabledVehicleState_IG_003_LostControlRepeat=Lost control. Repeat. Got no control.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_GoodVehicleState_IG_001_SystemsAreAll=System's are all green.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_GoodVehicleState_IG_002_WereGood=We're good.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_GoodVehicleState_IG_003_YeahShesStaying=Yeah, she's staying strong.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LastMissile_IG_001_HereWeGo=Here we go. Last missile.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LastMissile_IG_002_LastMissile=Last missile.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LostEngines_IG_001_EnginesAreBarely=Engines are barely holding on.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LostEngines_IG_002_EnginesHaveTaken=Engines have taken a beating.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LostShields_IG_001_DammitWeLost=Dammit. We lost our shield generator.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LostShields_IG_002_ShieldGennysToast=Shield genny's toast.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LowAmmo_IG_001_AmmoCountsLow=Ammo count's low.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LowAmmo_IG_002_LittleLightOn=Little light on ammo.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LowFuel_IG_001_KindaLowOn=Kinda low on fuel.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LowFuel_IG_002_FuelsBottomingOut=Fuel's bottoming out.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LowMissiles_IG_001_GettingLowOn=Getting low on missiles.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LowMissiles_IG_002_AlmostOutOf=Almost out of missiles.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_MedVehicleState_IG_001_ItllTakeA=It'll take a lot more than that to take her down.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_MedVehicleState_IG_002_TakenSomeHits=Taken some hits, but still kicking.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_MedVehicleState_IG_003_DontWorryAbout=Don't worry about us.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_NoAmmo_IG_001_AmmosOut=Ammo's out.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_NoAmmo_IG_002_WeaponsDry=Weapons dry.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_NoMissiles_IG_001_ImOutOf=I'm out of missiles.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_NoMissiles_IG_002_ThatsAllOur=That's all our missiles.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_NegativeRatio_IG_001_WithTheAmount=With the amount of force they have, this is gonna be a tough fight. Be careful and for the love of god, use your head.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_NegativeRatio_IG_002_TheyMayBe=They may be stronger than us, but... well, I'm not sure what the but is. We just have to do the best we can.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_NegativeRatio_IG_003_IThinkWe=I think we might be a bit outgunned here.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_NeutralRatio_IG_001_HardToSay=Hard to say who's gonna come out on top here. It's gonna be a close one.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_NeutralRatio_IG_002_ThisLooksLike=This looks like it's shaping up to be a long drawn out brawl. Pace yourselves.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_NeutralRatio_IG_003_WeSeemPretty=We seem pretty evenly matched. This is gonna come down to experience and keeping a level head.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_PositiveRatio_IG_001_ItMayLook=It may look like we got them outclassed, but stay sharp. Mistakes destroy more ships than missiles do.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_PositiveRatio_IG_002_IKnowIt=I know it seems like we got them dead to rights, but overconfidence is a hell of a way to wind up dead.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_PositiveRatio_IG_003_GeezTheyMust=Geez. They must be pretty desperate to be jumping all of us.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aEnemy_tPlayer_FromEnemy_inCombat_HeavyDamage_IG_001_YouCantShake=You can't shake me.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aEnemy_tPlayer_FromEnemy_inCombat_HeavyDamage_IG_002_NextOneWont=Next one won't be so gentle.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aEnemy_tPlayer_FromEnemy_inCombat_HeavyDamage_IG_003_TooSlow=Too slow!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inAlerted_IG_001_HeyWatchIt=Hey, watch it.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inAlerted_IG_002_WatchWhereYoure=Watch where you're flying.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inAlerted_IG_003_LookWhereYoure=Look where you're going!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inAlerted_LastOccur_IG_001_DoThatOne=Do that one more time and we're gonna have a problem.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inAlerted_LastOccur_IG_002_ISwearIf=I swear if you hit me one more time...
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inAlerted_LastOccur_IG_003_WhyTheHell=Why the hell do you keep doing that?
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_001_Careful=Careful!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_002_LookOutLook=Look out. Look out!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_003_WatchIt=Watch it!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_LastOccur_IG_001_DamnItWhose=Damn it! Whose side are you on?
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_LastOccur_IG_002_GettingRealTired=Getting real tired of you hitting me.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_LastOccur_IG_003_YouSeriouslyHit=You seriously hit me again? Enough already!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_001_GreatFlyingJackass=Great flying, jackass.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_002_YouForgetHow=You forget how your trigger works?
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_003_YouSureYou=You sure you wanna do this?
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_001_SomeoneLikesTo=Someone likes to fight dirty.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_002_FightMeLike=Fight me like a real pilot, coward.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_003_GetYourselfA=Get yourself a damn Vanduul ship if you like to fight like this.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001_CheckYourFlight=Check your flight path!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_002_EaseUp=Ease up!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_003_WheredYouLearn=Where'd you learn to fly?
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_001_YouRamMe=You ram me one more time, and I swear that's it!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_002_YouDoThat=You do that again and you'll regret it.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_003_IWontTell=I won't tell you again, keep clear of my ship.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_IG_001_OutOfMy=Out of my way!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_IG_002_ClearOut=Clear out!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_IG_003_IAintGot=I ain't got time to deal with your nonsense!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_LastOccur_IG_001_IllFightYou=I'll fight you too if I have to.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_LastOccur_IG_002_HitMeAgain=Hit me again and you're asking for it.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_LastOccur_IG_003_YouHitMe=You hit me again, and we're gonna have a problem.
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromAlly_inAlerted_3rdParty_IG_001_DamnThatLooks=Damn, that looks like it hurt. You good?
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromAlly_inAlerted_3rdParty_IG_002_OhShitCareful=Oh shit, careful.
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromAlly_inAlerted_3rdParty_IG_003_WatchYourselfYou=Watch yourself. You gotta be careful.
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromAlly_inCombat_3rdParty_IG_001_ShitYouOkay=Shit, you okay?
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromAlly_inCombat_3rdParty_IG_002_WhatsYourStatus=What's your status? That looked nasty.
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromAlly_inCombat_3rdParty_IG_003_HellOfA=Hell of a bump. Hope you're okay.
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromEnemy_3rdParty_IG_001_HellIMight=Hell, I might just sit back and let you kill yourself.
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromEnemy_3rdParty_IG_002_OhDamnThat=Oh damn, that looked painful.
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromEnemy_3rdParty_IG_003_YouShouldThink=You should think about doing that again, but harder.
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_BadVehicleState_IG_001_IveGotFaith=I've got faith in you. Just get it done.
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_BadVehicleState_IG_002_WeveSurvivedWorse=We've survived worse than this.
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_BadVehicleState_IG_003_JustDigIn=Just dig in and lash out.
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_HeavyDamage_IG_001_YoureNotDone=You're not done yet!
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_HeavyDamage_IG_002_StayInThis=Stay in this!
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_HeavyDamage_IG_003_HangOnAnd=Hang on and focus!
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_IG_001_NotTheTime=Not the time to lose faith.
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_IG_002_KeepItTogether=Keep it together.
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_IG_003_DontWorryWere=Don't worry, we're in this together.
PU_CACAPTAIN01_M_BS_Commentary_DestroyedVehicle_aAny_tEnemy_FromAlly_BadVehicleState_TargetNoGroup_IG_001_ThatWasCloser=That was closer than I would've liked.
PU_CACAPTAIN01_M_BS_Commentary_DestroyedVehicle_aAny_tEnemy_FromAlly_BadVehicleState_TargetNoGroup_IG_002_GeezIWas=Geez. I was worried I wasn't gonna make it out in one piece.
PU_CACAPTAIN01_M_BS_Commentary_DestroyedVehicle_aAny_tEnemy_FromAlly_BadVehicleState_TargetNoGroup_IG_003_AnyFightYou=Any fight you can walk away from, right?
PU_CACAPTAIN01_M_BS_Commentary_DestroyedVehicle_aAny_tEnemy_FromAlly_TargetNoGroup_IG_001_DamnHappyThats=Damn happy that's over.
PU_CACAPTAIN01_M_BS_Commentary_DestroyedVehicle_aAny_tEnemy_FromAlly_TargetNoGroup_IG_002_ThatWasHarrowing=That was harrowing, huh?
PU_CACAPTAIN01_M_BS_Commentary_DestroyedVehicle_aAny_tEnemy_FromAlly_TargetNoGroup_IG_003_ManMyHands=Man, my hands are shaking from all the adrenaline.
PU_CACAPTAIN01_M_BS_Commentary_EngageArrivingReinforcement_aAlly_tPlayer_FromAlly_IG_001_DamnHappyTo=Damn happy to see you.
PU_CACAPTAIN01_M_BS_Commentary_EngageArrivingReinforcement_aAlly_tPlayer_FromAlly_IG_002_ThankGodYoure=Thank god you're here.
PU_CACAPTAIN01_M_BS_Commentary_EngageArrivingReinforcement_aAlly_tPlayer_FromAlly_IG_003_LetsSeeIf=Let's see if we can't teach these scavs a lesson.
PU_CACAPTAIN01_M_BS_Commentary_EngageArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_001_ComeOnGet=Come on, get to it.
PU_CACAPTAIN01_M_BS_Commentary_EngageArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_002_GoodYouHere=Good. You here. Now get busy.
PU_CACAPTAIN01_M_BS_Commentary_EngageArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_003_LetsFocusOn=Let's focus on the problem at hand.
PU_CACAPTAIN01_M_BS_Commentary_EngageOpenHostilities_aAlly_tEnemy_FromAlly_IG_001_MakeYourShots=Make your shots count.
PU_CACAPTAIN01_M_BS_Commentary_EngageOpenHostilities_aAlly_tEnemy_FromAlly_IG_002_HereWeGo=Here we go people.
PU_CACAPTAIN01_M_BS_Commentary_EngageOpenHostilities_aAlly_tEnemy_FromAlly_IG_003_RightBehindYa=Right behind ya.
PU_CACAPTAIN01_M_BS_Commentary_EngageOpenHostilities_aEnemy_tAlly_FromEnemy_IG_001_KeepItTogether=Keep it together and don't get sloppy.
PU_CACAPTAIN01_M_BS_Commentary_EngageOpenHostilities_aEnemy_tAlly_FromEnemy_IG_002_AllRightLets=All right, Let's work together and show these scavs how it's done.
PU_CACAPTAIN01_M_BS_Commentary_EngageOpenHostilities_aEnemy_tAlly_FromEnemy_IG_003_ThisIsIt=This is it. Stay sharp.
PU_CACAPTAIN01_M_BS_Confirms_CombatAction_aAlly_FromAlly_inAlerted_IG_001_NoProblem=No problem.
PU_CACAPTAIN01_M_BS_Confirms_CombatAction_aAlly_FromAlly_inAlerted_IG_002_SureThing=Sure thing.
PU_CACAPTAIN01_M_BS_Confirms_CombatAction_aAlly_FromAlly_inAlerted_IG_003_OnIt=On it.
PU_CACAPTAIN01_M_BS_Confirms_CombatAction_aAlly_FromAlly_inCombat_IG_001_GotIt=Got it!
PU_CACAPTAIN01_M_BS_Confirms_CombatAction_aAlly_FromAlly_inCombat_IG_002_Okay=Okay!
PU_CACAPTAIN01_M_BS_Confirms_CombatAction_aAlly_FromAlly_inCombat_IG_003_Roger=Roger.
PU_CACAPTAIN01_M_BS_Confirms_Help_aAlly_FromAlly_IG_001_OnOurWay=On our way.
PU_CACAPTAIN01_M_BS_Confirms_Help_aAlly_FromAlly_IG_002_IllSeeWhat=I'll see what I can do.
PU_CACAPTAIN01_M_BS_Confirms_Help_aAlly_FromAlly_IG_003_HeadingYourWay=Heading your way now.
PU_CACAPTAIN01_M_BS_DamageDealt_IG_EX_001=get hit exertion
PU_CACAPTAIN01_M_BS_DamageDealt_IG_EX_002=get hit exertion
PU_CACAPTAIN01_M_BS_DamageDealt_IG_EX_003=get hit exertion
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_001_MyShieldsAre=My shields are down. Need some cover fire!
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_002_ShieldsNeedTo=Shields need to recharge. Cover me!
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_003_GiveMeA=Give me a hand! I'm recharging my shields.
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_001_LetsSeeHow=Let's see how you fair without any shields.
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_002_NotGonnaLast=Not gonna last long without your shields.
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_003_ThereGoYour=There go your shields. The rest of your ship's next.
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_001_YeahYouGot=Yeah, you got my shields, so what?
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_002_ComeOnCome=Come on, come on, recharge.
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_003_YouThinkI=You think I need shields against you?
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_BadVehicleState_IG_001_WereOnOur=We're on our last legs. Need support now before it's too late.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_BadVehicleState_IG_002_WontLastMuch=Won't last much longer without some back-up!
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_BadVehicleState_IG_003_HelpBeforeWere=Help before we're blown to bits!
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_GroundDamage_IG_001_WatchOutTheyve=Watch out. They've got ground support.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_GroundDamage_IG_002_CarefulTakingDamage=Careful, taking damage from planetside!
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_GroundDamage_IG_003_GotHitBy=Got hit by ground fire!
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_HeavyDamage_IG_001_DammitThatOne=Dammit, that one hurt.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_HeavyDamage_IG_002_WereGettingRipped=We're getting ripped to shreds here.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_HeavyDamage_IG_003_GetThisBastard=Get this bastard off of us!
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_IG_001_TakingDamage=Taking damage!
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_IG_002_ComingUnderFire=Coming under fire.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_IG_003_WeGotHit=We got hit.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_001_YouShouldLeave=You should leave while you still can.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_002_TimeForYou=Time for you to find a new line of work.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_003_YoureADamn=You're a damn fool for picking a fight with me.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_HeavyDamage_IG_001_NotSuchAn=Not such an easy target, am I?
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_HeavyDamage_IG_002_RememberThisAll=Remember, this all your fault.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_HeavyDamage_IG_003_LooksLikeYoure=Looks like you're gonna need a new ship.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_001_ImGonnaPick=I'm gonna pick you apart.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_002_ThereYouAre=There you are.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_003_YouDeserveEvery=You deserve every bit of this.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_004_HowsThatFeel=How's that feel?
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_005_RightThere=Right there!
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_001_IToldYou=I told you to leave me alone.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_002_RethinkingThingsNow=Rethinking things now, I bet.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_003_BetYouThought=Bet you thought I was easy pickings.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_3rdParty_IG_001_HeyTheyreWith=Hey! They're with us!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_3rdParty_IG_002_CeaseFireThats=Cease fire. That's a friendly.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_3rdParty_IG_003_CheckYourTarget=Check your target. That's a friend.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_IG_001_HeyWhatThe=Hey, what the hell are you shooting at?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_IG_002_WhatTheHell=What the hell?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_IG_003_HeyLayOff=Hey! Lay off the trigger!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_LastOccur_IG_001_LookImNot=Look, I'm not telling you again.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_LastOccur_IG_002_DoThatAgain=Do that again and I'm returning fire.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_LastOccur_IG_003_IllDefendMyself=I'll defend myself if I have to.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_001_CheckYourFire=Check your fire!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_002_ImAFriendly=I'm a friendly.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_003_ImOnYour=I'm on your side!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_LastOccur_IG_001_HaveYouLost=Have you lost your mind?! Stop shooting.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_LastOccur_IG_002_WhatTheHells=What the hell's your problem? We're on the same side.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_LastOccur_IG_003_StopShootingRepeat=Stop shooting. Repeat. Stop shooting. Or I'll return fire.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromAlly_BadVehicleState_IG_001_GoOnFinish=Go on. Finish them off!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromAlly_BadVehicleState_IG_002_CarefulThatShips=Careful, that ship's busted but still deadly.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromAlly_BadVehicleState_IG_003_CleanItUp=Clean it up quick before they can strike back.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromAlly_HeavyDamage_IG_001_NiceShooting=Nice shooting.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromAlly_HeavyDamage_IG_002_ThatWasA=That was a thing of beauty.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromAlly_HeavyDamage_IG_003_GoodWorkThey=Good work. They won't last much longer.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_001_YouSureYou=You sure you want to do this?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_002_StopPlease=Stop... please.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_003_ISwearIf=I swear, if I go, you're coming with me.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_001_YeahYoureReal=Yeah, you're real bad, hitting a ship that can't hit back.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_001_YouAintGotta=You ain't gotta do this. Please. I got people waiting on me.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_002_EnoughWereNo=Enough! We're no threat to you now!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_002_WhatKindOf=What kind of sick bastard shoots a disabled ship?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_003_IllMakeSure=I'll make sure you're hunted to the end of the 'verse for this.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_003_StopWeCant=Stop! We can't fly. We can't shoot. There's no cause for this.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_HeavyDamage_IG_001_GoodButNot=Good, but not good enough.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_HeavyDamage_IG_002_GottaAdmitThat=Gotta admit, that one hurt.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_HeavyDamage_IG_003_LookWhatYou=Look what you did my ship!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_001_NothingANew=Nothing a new paint job won't fix.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_002_ThatllBuffRight=That'll buff right out.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_003_EnjoyItWhile=Enjoy it while you can.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_004_ComeOnCome=Come on, come on!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_005_Shit=Shit!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_001_YouArentGiving=You aren't giving up, are ya?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_002_TimeToReturn=Time to return the favor.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_003_YoureNotHalf=You're not half bad.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_TargetNotAlone_IG_001_LetsSeeHow=Let's see how you handle dealing with them too!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_TargetNotAlone_IG_002_LuckyForMe=Lucky for me, I'm not alone.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_TargetNotAlone_IG_003_GuessWhosGot=Guess who's got back up?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromAlly_3rdParty_IG_001_HeyWatchYour=Hey, watch your targeting.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromAlly_3rdParty_IG_002_CarefulWhereYoure=Careful, where you're shooting.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromAlly_3rdParty_IG_003_TheHellYou=The hell you shooting them for?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001_WhatTheHell=What the hell? Was that on purpose?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_002_WhatYouMessing=What you messing with me for?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_003_CheckYourDamn=Check your damn targeting.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_001_HitMeAgain=Hit me again and we won't be so friendly.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_002_StopShootingMe=Stop shooting me. I won't say it again.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_003_ImNotYour=I'm not your enemy, but hit me again and I will be.
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_BadVehicleState_IG_001_CantTakeToo=Can't take too much more!
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_BadVehicleState_IG_002_WontLastLong=Won't last long at this rate!
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_BadVehicleState_IG_003_ShipsToastedNot=Ship's toasted. Not much left in her!
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_HeavyDamage_IG_001_ShitThatReally=Shit! That really hurt.
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_HeavyDamage_IG_002_WereGettingTorn=We're getting torn apart!
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_HeavyDamage_IG_003_DammitThatWasnt=Dammit. That wasn't good.
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_IG_001_TakingDamage=Taking damage!
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_IG_002_DamnIt=Damn it!
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_IG_003_NotGood=Not good!
PU_CACAPTAIN01_M_BS_Denies_CombatAction_aAlly_FromAlly_inAlerted_IG_001_YeahNotRight=Yeah, not right now.
PU_CACAPTAIN01_M_BS_Denies_CombatAction_aAlly_FromAlly_inAlerted_IG_002_HoldOffA=Hold off a sec.
PU_CACAPTAIN01_M_BS_Denies_CombatAction_aAlly_FromAlly_inAlerted_IG_003_Cant=Can't.
PU_CACAPTAIN01_M_BS_Denies_CombatAction_aAlly_FromAlly_inCombat_IG_001_NoSorry=No. Sorry.
PU_CACAPTAIN01_M_BS_Denies_CombatAction_aAlly_FromAlly_inCombat_IG_002_CantRightNow=Can't right now.
PU_CACAPTAIN01_M_BS_Denies_CombatAction_aAlly_FromAlly_inCombat_IG_003_KindaInThe=Kinda in the middle of something.
PU_CACAPTAIN01_M_BS_Denies_Help_aAlly_FromAlly_IG_001_GotMyHands=Got my hands full!
PU_CACAPTAIN01_M_BS_Denies_Help_aAlly_FromAlly_IG_002_YoureOnYour=You're on your own!
PU_CACAPTAIN01_M_BS_Denies_Help_aAlly_FromAlly_IG_003_GotMyOwn=Got my own problems!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_LongDuration_IG_EX_001=drawn-out death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_LongDuration_IG_EX_002=drawn-out death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_LongDuration_IG_EX_003=drawn-out death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_MedDuration_IG_EX_001=medium-length death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_MedDuration_IG_EX_002=medium-length death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_MedDuration_IG_EX_003=medium-length death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_ShortDuration_IG_EX_001=short death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_ShortDuration_IG_EX_002=short death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_ShortDuration_IG_EX_003=short death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_001_OneLessTo=One less to worry about!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_002_YouSeeThat=You see that? Took one of them out!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_003_ImJustGetting=I'm just getting warmed up!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tAlly_FromEnemy_TargetAlone_IG_001_YoureAllAlone=You're all alone now. You sure you want to do this?
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tAlly_FromEnemy_TargetAlone_IG_002_YouSawWhat=You saw what happened to your friends. No reason it has to be your fate too.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tAlly_FromEnemy_TargetAlone_IG_003_HereWeGo=Here we go. Last call.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromAlly_TargetAlone_IG_001_OnlyOneOf=Only one of them left.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromAlly_TargetAlone_IG_002_TheyreDownTo=They're down to their last ship.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromAlly_TargetAlone_IG_003_LastOneLets=Last one. Let's finish this.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromAlly_TargetNoGroup_IG_001_IThinkThats=I think that's all of them.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromAlly_TargetNoGroup_IG_002_AreaLooksClear=Area looks clear. That might've been it.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromAlly_TargetNoGroup_IG_003_ScansLookGood=Scans look good. I think we made it through.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromEnemy_TargetAlone_IG_001_GuessItsDown=Guess it's down to just us then.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromEnemy_TargetAlone_IG_002_IfYouThink=If you think I'm scared to fight on my own, you thought wrong.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromEnemy_TargetAlone_IG_003_YoureGonnaHave=You're gonna have to go ahead and take me out too. I ain't giving up.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aEnemy_tAlly_FromAlly_3rdParty_IG_001_CrapWereDown=Crap! We're down a ship.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aEnemy_tAlly_FromAlly_3rdParty_IG_002_WeCantLet=We can't let them take out any more of us!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aEnemy_tAlly_FromAlly_3rdParty_IG_003_DamnItNo=Damn it! No! That was one of ours.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_001_YouBroughtThis=You brought this on yourself.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_002_YouCanStill=You can still stop this before I have to hurt any more of ya.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_003_YouStartedThis=You started this, but I'm damn well gonna settle it.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tAlly_FromAlly_3rdParty_IG_001_HaveYouCompletely=Have you completely lost it?
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tAlly_FromAlly_3rdParty_IG_002_YouFuckerWhat=You fucker! What was that?!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tAlly_FromAlly_3rdParty_IG_003_WhatInThe=What in the 'verse possessed you to do that?!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_AssistedAlly_IG_001_IOweYou=I owe you one for that.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_AssistedAlly_IG_002_YeahTargetsDown=Yeah, target's down.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_AssistedAlly_IG_003_ThatllTeachEm=That'll teach 'em for messing with us.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_001_NiceOne=Nice one.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_002_GoodJob=Good job.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_003_HateToSee=Hate to see it, but it needed to be done.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromEnemy_3rdParty_IG_001_YouWontGet=You won't get away with that.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromEnemy_3rdParty_IG_002_IllSeeYou=I'll see you burn for that!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromEnemy_3rdParty_IG_003_YouScavThey=You scav! They didn't deserve to go like that.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromNeutral_AssistedNeutral_IG_001_CheersAppreciateIt=Cheers! Appreciate it!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromNeutral_AssistedNeutral_IG_002_ThankYouNice=Thank you! Nice to know there's still good folks out here.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromNeutral_AssistedNeutral_IG_003_YoureALife=You're a life saver!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tNeutral_FromAlly_3rdParty_IG_001_WeJustKilling=We just killing anybody now?
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tNeutral_FromAlly_3rdParty_IG_002_WhatTheDid=What the- Did I miss something? Why'd you do that?
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tNeutral_FromAlly_3rdParty_Illegal_IG_001_YouCantGo=You can't go around just killing anybody you want. There's gonna be consequences.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tNeutral_FromAlly_3rdParty_Illegal_IG_002_WhoaWhyThe=Whoa, why the hell did you do that?
PU_CACAPTAIN01_M_BS_Engage_ArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_001_LetsSeeIf=Let's see if I can't help even the odds.
PU_CACAPTAIN01_M_BS_Engage_ArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_002_LooksLikeYoure=Looks like you're causing some trouble.
PU_CACAPTAIN01_M_BS_Engage_ArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_003_LetsSeeHow=Let's see how you like it when someone picks on you.
PU_CACAPTAIN01_M_BS_Engage_AttackFromStealth_aEnemy_tPlayer_FromAlly_IG_001_TheyGotThe=They got the drop on us!
PU_CACAPTAIN01_M_BS_Engage_AttackFromStealth_aEnemy_tPlayer_FromAlly_IG_002_LookOutTheyre=Look out! They're right on us!
PU_CACAPTAIN01_M_BS_Engage_AttackFromStealth_aEnemy_tPlayer_FromAlly_IG_003_DamnItWhere=Damn it! Where the hell did these neekos come from?
PU_CACAPTAIN01_M_BS_Engage_AttackFromStealth_aEnemy_tPlayer_FromEnemy_IG_001_ThatsWhatYou=That's what you get for not paying attention!
PU_CACAPTAIN01_M_BS_Engage_AttackFromStealth_aEnemy_tPlayer_FromEnemy_IG_002_LooksLikeYou=Looks like you need a better radar on that thing!
PU_CACAPTAIN01_M_BS_Engage_AttackFromStealth_aEnemy_tPlayer_FromEnemy_IG_003_YoureNotThe=You're not the most observant, are you?
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_FromNeutral_inRelaxed_IG_001_WhatYouSee=What. You see something?
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_FromNeutral_inRelaxed_IG_002_WhatAreYou=What are you shooting at?
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_FromNeutral_inRelaxed_IG_003_MyScannersClear=My scanner's clear. You got something?
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_tEnemy_FromAlly_inCombat_3rdParty_LowHitRate_IG_001_AreYouEven=Are you even trying to hit them?
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_tEnemy_FromAlly_inCombat_3rdParty_LowHitRate_IG_002_ComeOnOpen=Come on, open your eyes and hit something!
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_tEnemy_FromAlly_inCombat_3rdParty_LowHitRate_IG_003_WithTheAmount=With the amount you're missing I'm starting to think you're on their side.
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_tEnemy_FromAlly_inCombat_3rdParty_MedHitRate_IG_001_MakeYourShots=Make your shots count!
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_tEnemy_FromAlly_inCombat_3rdParty_MedHitRate_IG_002_NoPointIn=No point in wasting ammo.
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_tEnemy_FromAlly_inCombat_3rdParty_MedHitRate_IG_003_YouArentGonna=You aren't gonna scare 'em off with missing them.
PU_CACAPTAIN01_M_BS_Engage_OpenHostilities_aAlly_tEnemy_FromAlly_IG_001_NoTimeLike=No time like the present.
PU_CACAPTAIN01_M_BS_Engage_OpenHostilities_aAlly_tEnemy_FromAlly_IG_002_LetsGetThis=Let's get this over with.
PU_CACAPTAIN01_M_BS_Engage_OpenHostilities_aAlly_tEnemy_FromAlly_IG_003_AllRightShow=All right. Show them who they're dealing with.
PU_CACAPTAIN01_M_BS_Engage_OpenHostilities_aEnemy_tPlayer_FromEnemy_IG_001_TimeToSettle=Time to settle this.
PU_CACAPTAIN01_M_BS_Engage_OpenHostilities_aEnemy_tPlayer_FromEnemy_IG_002_LetsSeeWhat=Let's see what you got.
PU_CACAPTAIN01_M_BS_Engage_OpenHostilities_aEnemy_tPlayer_FromEnemy_IG_003_ReadyOrNot=Ready or not. Let's do this.
PU_CACAPTAIN01_M_BS_Engage_SwitchToHostile_aAlly_FromAlly_PlayerPerp_IG_001_OhThatIs=Oh that is fucking it. I've had enough.
PU_CACAPTAIN01_M_BS_Engage_SwitchToHostile_aAlly_FromAlly_PlayerPerp_IG_002_ScrewItIm=Screw it. I'm tired of your shit.
PU_CACAPTAIN01_M_BS_Engage_SwitchToHostile_aNeutral_FromNeutral_PlayerPerp_IG_001_ThatsItI=That's it. I have had enough of you.
PU_CACAPTAIN01_M_BS_Engage_SwitchToHostile_aNeutral_FromNeutral_PlayerPerp_IG_002_EnoughYouCrossed=Enough! You crossed a line.
PU_CACAPTAIN01_M_BS_Engage_SwitchToHostile_aNeutral_FromNeutral_PlayerPerp_IG_003_IveStayedMy=I've stayed my hand long enough. This ends.
PU_CACAPTAIN01_M_BS_Evaded_Missile_aEnemy_tPlayer_FromEnemy_IG_001_ThisAintMy=This ain't my first rodeo, punk.
PU_CACAPTAIN01_M_BS_Evaded_Missile_aEnemy_tPlayer_FromEnemy_IG_002_NiceTry=Nice try.
PU_CACAPTAIN01_M_BS_Evaded_Missile_aEnemy_tPlayer_FromEnemy_IG_003_NotThisTime=Not this time, asshole.
PU_CACAPTAIN01_M_BS_Evaded_Missile_aPlayer_tEnemy_FromEnemy_IG_001_GotSomeMoves=Got some moves, huh?
PU_CACAPTAIN01_M_BS_Evaded_Missile_aPlayer_tEnemy_FromEnemy_IG_002_NotBad=Not bad.
PU_CACAPTAIN01_M_BS_Evaded_Missile_aPlayer_tEnemy_FromEnemy_IG_003_AllRightI=All right. I see how it's gonna be.
PU_CACAPTAIN01_M_BS_Interdicted_aAlly_FromAlly_IG_001_DamnItThey=Damn it! They got a net up!
PU_CACAPTAIN01_M_BS_Interdicted_aAlly_FromAlly_IG_002_ShitWeveBeen=Shit, we've been grabbed.
PU_CACAPTAIN01_M_BS_Interdicted_aAlly_FromAlly_IG_003_LookSharpThey=Look sharp. They got an interdiction field up.
PU_CACAPTAIN01_M_BS_Launched_Missile_aAlly_tEnemy_FromAlly_inCombat_IG_001_MissileAway=Missile away.
PU_CACAPTAIN01_M_BS_Launched_Missile_aAlly_tEnemy_FromAlly_inCombat_IG_002_LetsSeeHow=Let's see how they like that.
PU_CACAPTAIN01_M_BS_Launched_Missile_aAlly_tEnemy_FromAlly_inCombat_IG_003_MissileLaunched=Missile launched!
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromAlly_IG_001_MissileComingYour=Missile coming your way!
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromAlly_IG_002_MissileOnYou=Missile on you!
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromAlly_IG_003_MissilesTrackingYou=Missile's tracking you.
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_001_GotSomethingFor=Got something for you.
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_002_TangleWithThis=Tangle with this.
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_003_TryThisOn=Try this on for size.
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_004_YouShouldaJust=You should'a just left us alone.
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_005_YouPickedThe=You picked the wrong ship to mess with!
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tAlly_FromAlly_3rdParty_IG_001_WhyTheHell=Why the hell you firing at them?
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tAlly_FromAlly_3rdParty_IG_002_HeyTheyreOn=Hey, they're on our side.
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tAlly_FromAlly_3rdParty_IG_003_WhatAreYou=What are you doing? That's a friendly.
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tAlly_FromAlly_inCombat_IG_001_OhComeOn=Oh come on. Shoot them, not me!
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tAlly_FromAlly_inCombat_IG_002_ShootMissilesAt=Shoot missiles at the bad people.
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tAlly_FromAlly_inCombat_IG_003_WatchWhereYoure=Watch where you're launching those!
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tEnemy_FromEnemy_IG_001_OhISee=Oh, I see. Making this serious.
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tEnemy_FromEnemy_IG_002_GoddammitISee=Goddammit, I see how it is.
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tEnemy_FromEnemy_IG_003_ThatsUncalledFor=That's uncalled for if you ask me.
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_001_GiveMeSome=Give me some space!
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_002_WhyDontYou=Why don't you back off a bit!
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_003_HeyImTrying=Hey, I'm trying to fly here!
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_001_SeriouslyGetAway=Seriously, get away from me!
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_002_GoFlySomewhere=Go fly somewhere else!
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_003_HowAboutYou=How about you give me some god damn room!
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_IG_001_YouMindWatching=You mind watching where you're going?
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_IG_002_KeepToYour=Keep to your own flight lane, okay?
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_IG_003_HeyHowAbout=Hey, how about a little space?
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_RepeatOccur_IG_001_ImNotGonna=I'm not gonna tell you again, back off.
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_RepeatOccur_IG_002_LastTimeIm=Last time I'm gonna say it, get away from me.
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_RepeatOccur_IG_003_WhatDontYou=What don't you understand, fly the hell back.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_BadVehicleState_IG_001_MyShipCant=My ship can't take much more. Sorry, I need get out of here while I still can.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_BadVehicleState_IG_002_ThisShipIs=This ship is hanging on by a bolt and a prayer. I got to go before it's too late.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_IG_001_ImSorryBut=I'm sorry, but I can't deal with this. Good luck.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_IG_002_ThisIsGetting=This is getting out of hand. I'm done here.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_KilledAlly_PlayerPerp_IG_001_NoWayIn=No way in hell I'm working with you after that crap you just pulled.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_KilledAlly_PlayerPerp_IG_002_GetTheHell=Get the hell away from me you murdering piece of shit.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_PlayerPerp_IG_001_IveHadJust=I've had just about enough of you. We're through.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_PlayerPerp_IG_002_IThinkIve=I think I've taken all I can of your shit. Consider this relationship over.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_WantedStatus_PlayerPerp_IG_001_ICantBe=I can't be flying with no criminal. We're done.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_WantedStatus_PlayerPerp_IG_002_IfYouWant=If you want to go around breaking the law, that's on you, but I ain't going to be a part of it.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_inCombat_IG_001_FaceItWere=Face it! We're losing. This is over!
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_inCombat_IG_002_WeAintGot=We ain't got a chance in hell of pulling this off. I'm done.
PU_CACAPTAIN01_M_BS_Quit_Contract_aPlayer_FromAlly_IG_001_SeriouslyYoureJust=Seriously? You're just gonna leave me hanging?
PU_CACAPTAIN01_M_BS_Quit_Contract_aPlayer_FromAlly_IG_002_YouGotTo=You got to be kidding me. You're just gonna leave me high and dry like that?
PU_CACAPTAIN01_M_BS_Quit_Contract_aPlayer_FromAlly_inCombat_IG_001_HeyIThought=Hey! I thought we were in this together!
PU_CACAPTAIN01_M_BS_Quit_Contract_aPlayer_FromAlly_inCombat_IG_002_WhatTheHell=What the hell? We had a deal!
PU_CACAPTAIN01_M_BS_Requests_Help_aAlly_FromAlly_IG_001_NeedAHand=Need a hand!
PU_CACAPTAIN01_M_BS_Requests_Help_aAlly_FromAlly_IG_002_CouldReallyUse=Could really use some help!
PU_CACAPTAIN01_M_BS_Requests_Help_aAlly_FromAlly_IG_003_NeedAssistance=Need assistance!
PU_CACAPTAIN01_M_BS_Requests_Rearm_aAlly_FromAlly_IG_001_IShouldProbably=I should probably stop and restock, just in case.
PU_CACAPTAIN01_M_BS_Requests_Rearm_aAlly_FromAlly_IG_002_DontKnowAbout=Don't know about you, but I need to stock up.
PU_CACAPTAIN01_M_BS_Requests_Rearm_aAlly_FromAlly_IG_003_INeedTo=I need to restock my weapons.
PU_CACAPTAIN01_M_BS_Requests_Refuel_aAlly_FromAlly_IG_001_INeedTo=I need to refuel before we do anything else.
PU_CACAPTAIN01_M_BS_Requests_Refuel_aAlly_FromAlly_IG_002_ImGonnaHave=I'm gonna have to stop and refuel soon.
PU_CACAPTAIN01_M_BS_Requests_Refuel_aAlly_FromAlly_IG_003_GonnaNeedTo=Gonna need to top off my fuel soon.
PU_CACAPTAIN01_M_BS_Requests_Repair_aAlly_FromAlly_IG_001_INeedTo=I need to hit up a repair shop.
PU_CACAPTAIN01_M_BS_Requests_Repair_aAlly_FromAlly_IG_002_ShipCouldUse=Ship could use a repair if we pass one.
PU_CACAPTAIN01_M_BS_Requests_Repair_aAlly_FromAlly_IG_003_ImGonnaHave=I'm gonna have to repair my ship.
PU_CACAPTAIN01_M_BS_Searching_Continue_aEnemy_tPlayer_FromEnemy_IG_001_StopHidingAnd=Stop hiding and let's get this over with.
PU_CACAPTAIN01_M_BS_Searching_Continue_aEnemy_tPlayer_FromEnemy_IG_002_WhatAreYou=What are you playing at? Come on out!
PU_CACAPTAIN01_M_BS_Searching_Continue_aEnemy_tPlayer_FromEnemy_IG_003_WheredYouGo=Where'd you go? I don't got time for this nonsense.
PU_CACAPTAIN01_M_BS_Searching_LostContact_aAlly_tEnemy_FromAlly_IG_001_YouSeeWhere=You see where they went?
PU_CACAPTAIN01_M_BS_Searching_LostContact_aAlly_tEnemy_FromAlly_IG_002_ILostEm=I lost 'em. Anyone have eyes?
PU_CACAPTAIN01_M_BS_Searching_LostContact_aAlly_tEnemy_FromAlly_IG_003_NotSeeingEm=Not seeing 'em on my radar.
PU_CACAPTAIN01_M_BS_Searching_LostContact_aEnemy_tPlayer_FromEnemy_IG_001_GuessYouFinally=Guess you finally smartened up.
PU_CACAPTAIN01_M_BS_Searching_LostContact_aEnemy_tPlayer_FromEnemy_IG_002_GoodIHave=Good. I have better things to do than fight your sorry ass.
PU_CACAPTAIN01_M_BS_Searching_LostContact_aEnemy_tPlayer_FromEnemy_IG_003_YeahYouBetter=Yeah, you better get out of here...
PU_CACAPTAIN01_M_BS_Spotted_DangerousEnvironment_aAlly_FromAlly_IG_001_CarefulFlyingIn=Careful flying in there.
PU_CACAPTAIN01_M_BS_Spotted_DangerousEnvironment_aAlly_FromAlly_IG_002_ComingUpOn=Coming up on a tricky patch.
PU_CACAPTAIN01_M_BS_Spotted_DangerousEnvironment_aAlly_FromAlly_IG_003_BeCarefulFlying=Be careful flying through here. It's a bit hairy.
PU_CACAPTAIN01_M_BS_Spotted_EMPBuildUp_aAlly_tEnemy_FromAlly_IG_001_TheyrePrimingAn=They're priming an EMP!
PU_CACAPTAIN01_M_BS_Spotted_EMPBuildUp_aAlly_tEnemy_FromAlly_IG_002_EmpChargingGet=EMP charging! Get ready!
PU_CACAPTAIN01_M_BS_Spotted_EnemyFinishedRetreatQT_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_001_TheyQuantumedOut=They quantumed out.
PU_CACAPTAIN01_M_BS_Spotted_EnemyFinishedRetreatQT_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_002_YeahTheyreGone=Yeah, they're gone.
PU_CACAPTAIN01_M_BS_Spotted_EnemyFinishedRetreatQT_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_003_TheyQtdOut=They QT'd out. Good riddance.
PU_CACAPTAIN01_M_BS_Spotted_EnemyFinishedRetreat_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_001_DontLetThe=Don't let the airlock pinch you on the way out!
PU_CACAPTAIN01_M_BS_Spotted_EnemyFinishedRetreat_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_002_HopeThatsThe=Hope that's the last I see of their sorry face.
PU_CACAPTAIN01_M_BS_Spotted_EnemyFinishedRetreat_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_003_SoLongYou=So long you criminal piece of shit!
PU_CACAPTAIN01_M_BS_Spotted_EnemyStartingRetreatQT_aAlly_tEnemy_FromAlly_IG_001_TheyreSpoolingUp=They're spooling up their quantum drive!
PU_CACAPTAIN01_M_BS_Spotted_EnemyStartingRetreatQT_aAlly_tEnemy_FromAlly_IG_002_LooksLikeTheyre=Looks like they're spooling to QT!
PU_CACAPTAIN01_M_BS_Spotted_EnemyStartingRetreatQT_aAlly_tEnemy_FromAlly_IG_003_ImPickingUp=I'm picking up some signatures from their QT drive!
PU_CACAPTAIN01_M_BS_Spotted_EnemyStartingRetreat_aAlly_tEnemy_FromAlly_IG_001_LooksLikeTheyre=Looks like they're leaving.
PU_CACAPTAIN01_M_BS_Spotted_EnemyStartingRetreat_aAlly_tEnemy_FromAlly_IG_002_SomeonesRunningScared=Someone's running scared.
PU_CACAPTAIN01_M_BS_Spotted_EnemyStartingRetreat_aAlly_tEnemy_FromAlly_IG_003_GuessTheyDecided=Guess they decided they had enough.
PU_CACAPTAIN01_M_BS_Spotted_MissileClostToImpact_aAlly_tEnemy_FromAlly_BadVehicleState_IG_001_HelpGetIt=Help! Get it off me.
PU_CACAPTAIN01_M_BS_Spotted_MissileClostToImpact_aAlly_tEnemy_FromAlly_BadVehicleState_IG_002_ShitICant=Shit. I can't shake it.
PU_CACAPTAIN01_M_BS_Spotted_MissileClostToImpact_aAlly_tEnemy_FromAlly_BadVehicleState_IG_003_DammitMissilesGot=Dammit. Missile's got me dead to rights.
PU_CACAPTAIN01_M_BS_Spotted_MissileClostToImpact_aAlly_tEnemy_FromAlly_IG_001_MissilesLockedOn=Missile's locked on me!
PU_CACAPTAIN01_M_BS_Spotted_MissileClostToImpact_aAlly_tEnemy_FromAlly_IG_002_MissileOnMy=Missile on my tail!
PU_CACAPTAIN01_M_BS_Spotted_MissileClostToImpact_aAlly_tEnemy_FromAlly_IG_003_MissileComingIn=Missile, coming in hot.
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aAlly_tAlly_FromAlly_IG_001_GotSomeHelp=Got some help coming our way.
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aAlly_tAlly_FromAlly_IG_002_DamnGladTo=Damn glad to see some reinforcements.
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aAlly_tAlly_FromAlly_IG_003_HelpIsInbound=Help is inbound, Thank god.
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aAlly_tEnemy_FromAlly_IG_001_CrapLooksLike=Crap. Looks like they called for reinforcements.
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aAlly_tEnemy_FromAlly_IG_002_DamnItWe=Damn it. We got more ships coming in.
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aAlly_tEnemy_FromAlly_IG_003_ShitTheyCalled=Shit, they called for back up.
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aEnemy_tPlayer_FromEnemy_IG_001_CalledForBack=Called for back up, huh? Not good enough to finish the job yourself?
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aEnemy_tPlayer_FromEnemy_IG_002_WhereTheHell=Where the hell did you find more idiots willing to help you?
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aEnemy_tPlayer_FromEnemy_IG_003_GreatTheresMore=Great. There's more of you.
PU_CACAPTAIN01_M_BS_Spotted_Signal_aAlly_tAny_FromAlly_inAlerted_IG_001_PickingUpSomething=Picking up something.
PU_CACAPTAIN01_M_BS_Spotted_Signal_aAlly_tAny_FromAlly_inAlerted_IG_002_GotSomethingOn=Got something on radar.
PU_CACAPTAIN01_M_BS_Spotted_Signal_aAlly_tAny_FromAlly_inAlerted_IG_003_HuhThinkI=Huh... think I got something on my scanner.
PU_CACAPTAIN01_M_BS_Spotted_Signal_aAlly_tAny_FromAlly_inCombat_IG_001_GotASignal=Got a signal!
PU_CACAPTAIN01_M_BS_Spotted_Signal_aAlly_tAny_FromAlly_inCombat_IG_002_RadarsGotSomething=Radar's got something!
PU_CACAPTAIN01_M_BS_Spotted_Signal_aAlly_tAny_FromAlly_inCombat_IG_003_PickingUpA=Picking up a signal!
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_001_IfYouAll=If you all are thinking about attacking me, let me just say that'd be a mistake.
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_002_AndHereI=And here I was thinking this might be a relatively quiet trip.
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_003_WellLetsGet=Well... let's get this over with.
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_ShortDistance_IG_001_AintNiceTo=Ain't nice to sneak up on someone like that.
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_ShortDistance_IG_002_WoahWhereThe=Woah, where the hell you come from.
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_ShortDistance_IG_003_SneakyBastards=Sneaky bastards!
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_TargetAlone_IG_001_IsThatSmart=Is that smart? You being out here by yourself?
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_TargetAlone_IG_002_AndHereI=And here I was hoping I wouldn't run into any more scum.
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_TargetAlone_IG_003_LookWeCan=Look, we can just pass on by, don't need no trouble.
PU_CACAPTAIN01_M_CA_Chatter_DangerousSector_aAlly_tPlayer_FromAlly_inCombat_IG_001_ThisIsMy=This is my own damn fault for flying through here. Should have known better.
PU_CACAPTAIN01_M_CA_Chatter_DangerousSector_aAlly_tPlayer_FromAlly_inCombat_IG_002_LastTwoTimes=Last two times I came through this area, nothing, but I guess my luck had to run out sooner or later.
PU_CACAPTAIN01_M_CA_Chatter_DangerousSector_aAlly_tPlayer_FromAlly_inCombat_IG_003_InHindsightI=In hindsight, I should never have come through this way. It was a goddamn rookie move flying through an area this dangerous.
PU_CACAPTAIN01_M_CA_Chatter_SafeSector_aAlly_tPlayer_FromAlly_inCombat_IG_001_WhatTheHells=What the hell's the point of flying through secured sectors if you're just gonna get jumped anyway?
PU_CACAPTAIN01_M_CA_Chatter_SafeSector_aAlly_tPlayer_FromAlly_inCombat_IG_002_HereIAm=Here I am paying taxes, and those government bastards can't even bother to keep the shipping lanes safe.
PU_CACAPTAIN01_M_CA_Chatter_SafeSector_aAlly_tPlayer_FromAlly_inCombat_IG_003_ThisWholeSectors=This whole sector's going to hell. Can't even fly the shipping lanes without running into scav bastards.
PU_CACAPTAIN01_M_CA_Chatter_SmallCombatArea_aAlly_tPlayer_FromAlly_inCombat_IG_001_ItsTooDamn=It's too damn tight in here. Barely have room to think, let alone move.
PU_CACAPTAIN01_M_CA_Chatter_SmallCombatArea_aAlly_tPlayer_FromAlly_inCombat_IG_002_CouldTheyHave=Could they have picked a worse place to fight?
PU_CACAPTAIN01_M_CA_Chatter_SmallCombatArea_aAlly_tPlayer_FromAlly_inCombat_IG_003_DamnItI=Damn it. I need more space to maneuver.
PU_CACAPTAIN01_M_CA_Chatter_ValuableCargo_aAlly_tPlayer_FromAlly_inCombat_IG_001_ImCarryingAbout=I'm carrying about ten times the creds I normally haul. I can't afford to lose it.
PU_CACAPTAIN01_M_CA_Chatter_ValuableCargo_aAlly_tPlayer_FromAlly_inCombat_IG_002_IWorkedToo=I worked too damn long and hard to lose a haul this valuable. There's no way I'm just gonna hand it over to these creeps.
PU_CACAPTAIN01_M_CA_Chatter_VolatileCargo_aAlly_tPlayer_FromAlly_inCombat_IG_001_NotThatYou=Not that you need anymore to worry about, but the material in my hold isn't the most stable. I take too big of a hit and the whole thing could go.
PU_CACAPTAIN01_M_CA_Chatter_VolatileCargo_aAlly_tPlayer_FromAlly_inCombat_IG_002_IllBeFrank=I'll be frank with you. I'm carrying a shit-ton of explosives onboard. If I take too big a hit... well, it won't be good for anybody.
PU_CACAPTAIN01_M_CA_Confirms_FollowUpMission_aPlayer_tAlly_FromAlly_inCombat_BadVehicleState_IG_001_ThankYouI=Thank you! I knew I could count on you.
PU_CACAPTAIN01_M_CA_Confirms_FollowUpMission_aPlayer_tAlly_FromAlly_inCombat_BadVehicleState_IG_002_GoodThatsReal=Good. That's real good.
PU_CACAPTAIN01_M_CA_Confirms_FollowUpMission_aPlayer_tAlly_FromAlly_inRelaxed_IG_001_GreatHappyTo=Great. Happy to hear that.
PU_CACAPTAIN01_M_CA_Confirms_FollowUpMission_aPlayer_tAlly_FromAlly_inRelaxed_IG_002_PerfectIKnew=Perfect. I knew I could count on you.
PU_CACAPTAIN01_M_CA_DamageDealt_aEnemy_tAlly_FromAlly_inCombat_BadVehicleState_FirstOccur_IG_001_ImInA=I'm in a bad way. Need you to step up and handle this.
PU_CACAPTAIN01_M_CA_DamageDealt_aEnemy_tAlly_FromAlly_inCombat_BadVehicleState_FirstOccur_IG_002_ThingsAreLooking=Things are looking pretty dire. If you got something up your sleeve, now's the time.
PU_CACAPTAIN01_M_CA_DamageDealt_aEnemy_tAlly_FromAlly_inCombat_BadVehicleState_FirstOccur_IG_003_YouNeedTo=You need to make a stand right here, right now. This is it.
PU_CACAPTAIN01_M_CA_Denies_FollowUpMission_aPlayer_tAlly_FromAlly_inCombat_BadVehicleState_IG_001_FineThatsOn=Fine. That's on you.
PU_CACAPTAIN01_M_CA_Denies_FollowUpMission_aPlayer_tAlly_FromAlly_inCombat_BadVehicleState_IG_002_WellShit=Well... shit.
PU_CACAPTAIN01_M_CA_Denies_FollowUpMission_aPlayer_tAlly_FromAlly_inRelaxed_IG_001_FairEnough=Fair enough.
PU_CACAPTAIN01_M_CA_Denies_FollowUpMission_aPlayer_tAlly_FromAlly_inRelaxed_IG_002_IWasHoping=I was hoping you'd say otherwise, but no hard feelings.
PU_CACAPTAIN01_M_CA_Farewell_aAlly_tPlayer_FromAlly_inRelaxed_IG_001_AllRightI=All right. I need to head out. Schedule to keep and all that.
PU_CACAPTAIN01_M_CA_Farewell_aAlly_tPlayer_FromAlly_inRelaxed_IG_002_OkayTimeWe=Okay, time we should be moving on. Be good.
PU_CACAPTAIN01_M_CA_Farewell_aAlly_tPlayer_FromAlly_inRelaxed_IG_003_GuessIShould=Guess I should be on my way. Stay safe.
PU_CACAPTAIN01_M_CA_Inform_RepairsAlmostDone_aAlly_tPlayer_FromAlly_inCombat_IG_001_AlmostDoneWith=Almost done with the repairs.
PU_CACAPTAIN01_M_CA_Inform_RepairsAlmostDone_aAlly_tPlayer_FromAlly_inCombat_IG_002_RepairsAreAlmost=Repairs are almost done. Shouldn't be much longer.
PU_CACAPTAIN01_M_CA_Inform_RepairsAlmostDone_aAlly_tPlayer_FromAlly_inCombat_IG_003_ItsAlmostFixed=It's almost fixed. Just give us a little more time!
PU_CACAPTAIN01_M_CA_Inform_RepairsDone_aAlly_tPlayer_FromAlly_inCombat_IG_001_ThereWereBack=There! We're back in this!
PU_CACAPTAIN01_M_CA_Inform_RepairsDone_aAlly_tPlayer_FromAlly_inCombat_IG_002_AhThankHeavens=Ah, thank heavens. We're up and running!
PU_CACAPTAIN01_M_CA_Inform_RepairsDone_aAlly_tPlayer_FromAlly_inCombat_IG_003_AllFixedFor=All fixed! For now at least.
PU_CACAPTAIN01_M_CA_Inform_Repairs_aAlly_tPlayer_FromAlly_inCombat_IG_001_HitABit=Hit a bit of a hiccup on the repairs, gonna need some more time!
PU_CACAPTAIN01_M_CA_Inform_Repairs_aAlly_tPlayer_FromAlly_inCombat_IG_002_DamnOverflowBacked=Damn overflow backed up on us! Repairs are gonna be a bit longer!
PU_CACAPTAIN01_M_CA_Inform_Repairs_aAlly_tPlayer_FromAlly_inCombat_IG_003_BackupBlewWhen=Backup blew when we tried to restart the system. Gonna take a little more time to fix.
PU_CACAPTAIN01_M_CA_Launched_Missile_aPlayer_tEnemy_FromAlly_InefficientBehavior_IG_001_GodDamnThats=God damn that's a lot of ordnance.
PU_CACAPTAIN01_M_CA_Launched_Missile_aPlayer_tEnemy_FromAlly_InefficientBehavior_IG_002_ImNotOne=I'm not one to tell people how to live, but you shot a shit-ton of missiles there.
PU_CACAPTAIN01_M_CA_Launched_Missile_aPlayer_tEnemy_FromAlly_InefficientBehavior_IG_003_HellOfA=Hell of a doomsday spread you just launched.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionContinue_aAlly_tPlayer_FromAlly_inCombat_BadVehicleState_IG_001_IfIDont=If I don't make it out of here, you have to finish my job. It's vital, you hear me?
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionContinue_aAlly_tPlayer_FromAlly_inCombat_BadVehicleState_IG_002_IfThoseBastards=If those bastards finish me off, I want you to carry on and finish my job. Can you do that?
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionContinue_aAlly_tPlayer_FromAlly_inCombat_BadVehicleState_IG_003_WhateverHappensTo=Whatever happens to me, this job's got to be finished. Can I trust you to see it through to the end?
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionEscort_aAlly_tPlayer_FromAlly_inRelaxed_IG_001_WeTookCare=We took care of those scavs, but I was hoping you'd keep flying with me just in case anymore trouble is lurking.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionEscort_aAlly_tPlayer_FromAlly_inRelaxed_IG_002_HeyAnyInterest=Hey, any interest in seeing me the rest of the way? Seems like we work pretty well together and it'd give me some piece of mind.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionEscort_aAlly_tPlayer_FromAlly_inRelaxed_IG_003_JustAnIdea=Just an idea, if you aren't too busy, how about hiring you as an extra set of eyes the rest of the way? I can get you some proper pay.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionGeneric_aAlly_tPlayer_FromAlly_inCombat_BadVehicleState_IG_001_ListenIfI=Listen, if I don't make it. There's something I need you to do for me.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionGeneric_aAlly_tPlayer_FromAlly_inCombat_BadVehicleState_IG_002_HeyImNot=Hey, I'm not sure I'm getting out of here. And if I don't, there's something I need you to do.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionGeneric_aAlly_tPlayer_FromAlly_inCombat_BadVehicleState_IG_003_ListenIfSomething=Listen, if something happens, can I trust you take care of something for me?
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionGeneric_aAlly_tPlayer_FromAlly_inRelaxed_IG_001_JustToChange=Just to change subjects, a friend of mine's been looking for someone with your skills for a gig.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionGeneric_aAlly_tPlayer_FromAlly_inRelaxed_IG_002_YouKnowIm=You know, I'm not sure what your schedule's like, but I might have a job for you if you're interested.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionGeneric_aAlly_tPlayer_FromAlly_inRelaxed_IG_003_IKnowTimes=I know times are pretty lean these days, so I gotta ask. There's a job I got sent that I can't do. You can snag it if you want.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inAlerted_IG_001_YouShouldHit=You should hit the objective.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inAlerted_IG_002_ObjectivesAllYou=Objective's all you. Take 'em down.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inAlerted_IG_003_YouAttackThe=You attack the objective.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inCombat_IG_001_HitTheObjective=Hit the objective.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inCombat_IG_002_KnockOutThe=Knock out the objective.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inCombat_IG_003_YouTakeOut=You take out the objective.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_001_YouGottaTake=You gotta take out the objective now.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_002_ObjectivesAllYou=Objective's all you. Let's go.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_003_NeedYouTo=Need you to hit the objective. Get to it.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inAlerted_IG_001_HereAssigningYou=Here. Assigning you a target.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inAlerted_IG_002_SendingTargetNow=Sending target now.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inAlerted_IG_003_GotATarget=Got a target for you.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inCombat_IG_001_NeedYourHelp=Need your help on my target.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inCombat_IG_002_HitMyTarget=Hit my target.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inCombat_IG_003_LetsTakeOut=Let's take out my target.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_001_ComeOnI=Come on. I need your help here.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_002_ICantDo=I can't do it alone. Help me take 'em out.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_003_GetOnThe=Get on the clock! Let's take 'em out.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inAlerted_IG_001_WatchOutFor=Watch out for the target.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inAlerted_IG_002_GonnaNeedYou=Gonna need you to protect the target.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inAlerted_IG_003_DefendTheTarget=Defend the target.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inCombat_IG_001_DefendThem=Defend them.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inCombat_IG_002_YouProtectThe=You protect the target.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inCombat_IG_003_TargetsUnderYour=Target's under your watch.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_001_WhatAreYou=What are you doing? Help them.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_002_DidntYouHear=Didn't you hear me? Defend the target.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_003_ISaidProtect=I said protect the target.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inStealth_IG_001_ProtectTheTarget=Protect the target. Make sure you stay out of sight though.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inStealth_IG_002_KeepAnEye=Keep an eye on the target. But keep quiet.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inStealth_IG_003_YouWatchThe=You watch the target. Low sig. Get me?
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inAlerted_IG_001_HoldUpFor=Hold up for a second.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inAlerted_IG_002_HoldYourPosition=Hold your position.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inAlerted_IG_003_HangBackFor=Hang back for a bit.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inAlerted_RepeatOccur_IG_001_ISaidWait=I said, wait.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inAlerted_RepeatOccur_IG_002_StopMovingIm=Stop moving. I'm serious.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inAlerted_RepeatOccur_IG_003_HeyISaid=Hey, I said to stay where you are.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inCombat_IG_001_HoldStill=Hold still.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inCombat_IG_002_DontMove=Don't move.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inCombat_IG_003_WaitHere=Wait here.
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inAlerted_IG_001_WeShouldGet=We should get out of here.
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inAlerted_IG_002_ImThinkingWe=I'm thinking we should fall back.
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inAlerted_IG_003_ImNotLiking=I'm not liking the look of this. We should bounce.
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inCombat_IG_001_ScrewItLets=Screw it. Let's go!
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inCombat_IG_002_GetOutOf=Get out of here. Go!
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inCombat_IG_003_HellWithIt=Hell with it. Run!
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_001_WhatTheHell=What the hell are you doing? Get out of there!
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_002_YouWannaDie=You wanna die? Run.
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_003_HaveYouLost=Have you lost your mind? Get the hell out of there.
PU_CACAPTAIN01_M_CA_Order_StayClose_aAlly_tPlayer_FromAlly_inAlerted_IG_001_KeepClose=Keep close.
PU_CACAPTAIN01_M_CA_Order_StayClose_aAlly_tPlayer_FromAlly_inAlerted_IG_002_LetsStickTogether=Let's stick together.
PU_CACAPTAIN01_M_CA_Order_StayClose_aAlly_tPlayer_FromAlly_inAlerted_IG_003_DontWanderToo=Don't wander too far.
PU_CACAPTAIN01_M_CA_Order_StayClose_aAlly_tPlayer_FromAlly_inCombat_IG_001_StayClose=Stay close.
PU_CACAPTAIN01_M_CA_Order_StayClose_aAlly_tPlayer_FromAlly_inCombat_IG_002_DontWander=Don't wander!
PU_CACAPTAIN01_M_CA_Order_StayClose_aAlly_tPlayer_FromAlly_inCombat_IG_003_KeepItTight=Keep it tight.
PU_CACAPTAIN01_M_CA_Quit_GiveIn_aAlly_tPlayer_FromAlly_IG_001_HellWithIt=Hell with it. I'm just gonna give 'em what they want.
PU_CACAPTAIN01_M_CA_Quit_GiveIn_aAlly_tPlayer_FromAlly_IG_002_IHateTo=I hate to do this, but I don't think I have a choice. I'm gonna give in to their demands.
PU_CACAPTAIN01_M_CA_Quit_GiveIn_aAlly_tPlayer_FromAlly_IG_003_EnoughIfThat=Enough. If that want this so bad... they can just take it. I'd rather be alive.
PU_CACAPTAIN01_M_CA_Requests_Help_DistressResponse_aNeutral_tPlayer_FromNeutral_IG_001_AttentionIfYou=Attention! If you hear this, we are under attack and are in desperate need of help. Not sure how long we can hold out.
PU_CACAPTAIN01_M_CA_Requests_Help_DistressResponse_aNeutral_tPlayer_FromNeutral_IG_002_MaydayMaydayWere=Mayday, mayday. We're under attack and need assistance.
PU_CACAPTAIN01_M_CA_Requests_Help_DistressResponse_aNeutral_tPlayer_FromNeutral_IG_003_AnyoneOutThere=Anyone out there. We got some angry SOB's punching holes in our hull. Could use some assistance.
PU_CACAPTAIN01_M_CA_Requests_Help_DistressResponse_aNeutral_tPlayer_FromNeutral_IG_004_WeAreIn=We are in dire need of combat assistance. I got bogies with bad intentions swarming around me.
PU_CACAPTAIN01_M_CA_Requests_Help_DistressResponse_aNeutral_tPlayer_FromNeutral_IG_005_EmergencyCommI=Emergency comm. I am under attack and need immediate assistance. Any combat support would be appreciated.
PU_CACAPTAIN01_M_CA_Retreating_Announce_aAlly_tPlayer_FromAlly_IG_001_ICantHold=I can't hold out any longer. Cover me and I'll try to make a run out of here.
PU_CACAPTAIN01_M_CA_Retreating_Announce_aAlly_tPlayer_FromAlly_IG_002_ImGonnaMake=I'm gonna make a break for it. Cover me, would you?
PU_CACAPTAIN01_M_CA_Retreating_Announce_aAlly_tPlayer_FromAlly_IG_003_AllRightWere=All right, we're going to see if we can get out of here. Can you cover our exit?
PU_CACAPTAIN01_M_CA_Spotted_ReinforcementsLate_aAlly_tPlayer_FromAlly_IG_001_AboutTimeYou=About time you showed up. Now you ready to help or not?
PU_CACAPTAIN01_M_CA_Spotted_ReinforcementsLate_aAlly_tPlayer_FromAlly_IG_002_IWasWorried=I was worried you weren't coming. Hope you're ready to jump into this.
PU_CACAPTAIN01_M_CA_Spotted_ReinforcementsLate_aAlly_tPlayer_FromAlly_IG_003_TookYourTime=Took your time, didn't ya. Better late than never I guess.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_DisabledVehicleState_IG_001_YoureASight=You're a sight for sore eyes. My ships offline, but we're working on it. Keep us clear and we should be able to get up and running again.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_DisabledVehicleState_IG_002_IllBeDamned=I'll be damned. I was getting a little worried you weren't gonna show. Keep them distracted while we fix our ship up.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_DisabledVehicleState_IG_003_TheVerseJust=The 'verse just keeps on surprising me. Here's the situation, we're dead in the water but trying to get her back online. I need you to take some of the pressure off us while we work.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_DisabledVehicleState_IG_004_YouMadeIt=You made it. Here's the deal, we've already taken some monster hits so we're trying to get functions back online. Think you can tangle with them while we work?
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_DisabledVehicleState_IG_005_NotAMoment=Not a moment too soon. They've done a number on our ship. Now that you're here, we can try and get her back online while you keep 'em busy.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_IG_001_DamnHappyTo=Damn happy to see you. These bastards need a good seeing to.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_IG_002_ThanksForShowing=Thanks for showing up. You ready to show these bastards what's what?
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_IG_003_AppreciateTheAssist=Appreciate the assist. Hope you like a good fight, cause we got one.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_IG_004_GladToHave=Glad to have ya. Might have to skip the introductions, we got a fight going on.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_IG_005_ThanksForThe=Thanks for the help. With you here, this shouldn't take long.
PU_CACAPTAIN01_M_CA_Thanks_WithPayment_aAlly_tPlayer_FromAlly_inRelaxed_IG_001_YouDidGood=You did good by me. I like to do the same. Here. Something for your trouble.
PU_CACAPTAIN01_M_CA_Thanks_WithPayment_aAlly_tPlayer_FromAlly_inRelaxed_IG_002_ThanksForAll=Thanks for all your help. Sending over a little something for putting your neck on the line.
PU_CACAPTAIN01_M_CA_Thanks_WithPayment_aAlly_tPlayer_FromAlly_inRelaxed_IG_003_AppreciateTheHelp=Appreciate the help. Now this don't begin to cover what you done, but I'm sending a little something as a thank you.
PU_CACAPTAIN01_M_CA_Thanks_aAlly_tPlayer_FromAlly_inRelaxed_IG_001_ThanksForBailing=Thanks for bailing us out.
PU_CACAPTAIN01_M_CA_Thanks_aAlly_tPlayer_FromAlly_inRelaxed_IG_002_AppreciateAllYou=Appreciate all you did for us. Not a lot of folks these days would.
PU_CACAPTAIN01_M_CA_Thanks_aAlly_tPlayer_FromAlly_inRelaxed_IG_003_ThanksForThe=Thanks for the help. You're a literal lifesaver.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Begin_IG_001_AlrightCargoIs=All right, cargo is being transferred.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Begin_IG_002_HoldTightWere=Hold tight. We're starting to transfer your cargo.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Begin_IG_003_CoolStartCargo=Cool, start cargo transfer now.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Finish_IG_001_AlrightYoureLoaded=All right, you're loaded up. Have a good one.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Finish_IG_002_AllCargosBeen=All cargo's been transferred. Safe flying.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Finish_IG_003_TransferCompleteYoure=Transfer complete. You're good to go.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Interrupted_IG_001_WhoaGotAn=Whoa, got an issue. Double check your position and that the loading area is clear.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Interrupted_IG_002_ImGettingAn=I'm getting an error on your cargo. Check your position and make sure the area's clear and we can continue.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Interrupted_IG_003_GotAnError=Got an error so I'm stopping the transfer. Make sure you're in the right position and the area's clear so we can keep going.
PU_CARGOATC01_F_ATC_Announce_Deck_ArrivalSuccess_IG_001_AlrightIveGot=All right, I've got you in the loading area. Get into place and we'll start loading your cargo.
PU_CARGOATC01_F_ATC_Announce_Deck_ArrivalSuccess_IG_002_ImTrackingYou=I'm tracking you. Go ahead and get into position to get your cargo transferred.
PU_CARGOATC01_F_ATC_Announce_Deck_ArrivalSuccess_IG_003_WelcomeToThe=Welcome to the loading area, if you get into position, we can get started.
PU_CARGOATC01_F_ATC_Call_Security_IG_001_IveContactedArea=I've contacted area security.
PU_CARGOATC01_F_ATC_Call_Security_IG_002_DontDoAnything=Don't do anything crazy. Security's on the way.
PU_CARGOATC01_F_ATC_Call_Security_IG_003_YouMessedUp=You messed up now. I've flagged you with security.
PU_CARGOATC01_F_ATC_Decline_Deck_AlreadyHave_IG_001_UhYouAlready=Uh... you already have a spot.
PU_CARGOATC01_F_ATC_Decline_Deck_AlreadyHave_IG_002_IGaveYou=I gave you a spot already.
PU_CARGOATC01_F_ATC_Decline_Deck_AlreadyHave_IG_003_TheresAlreadyA=There's already a slot assigned to you.
PU_CARGOATC01_F_ATC_Decline_Deck_CrimeStat_IG_001_SorryICant=Sorry, I can't give you a spot with an active CrimeStat.
PU_CARGOATC01_F_ATC_Decline_Deck_CrimeStat_IG_002_HeyYouNeed=Hey, you need to take care of that CrimeStat before you can land here.
PU_CARGOATC01_F_ATC_Decline_Deck_CrimeStat_IG_003_ImNotAllowed=I'm not allowed to assign a slot to wanted criminals.
PU_CARGOATC01_F_ATC_Decline_Deck_NoPermission_IG_001_SorryButYouve=Sorry but you've been denied access to this facility.
PU_CARGOATC01_F_ATC_Decline_Deck_NoPermission_IG_002_HateToDo=Hate to do this, but I can't let you dock here.
PU_CARGOATC01_F_ATC_Decline_Deck_NoPermission_IG_003_LookIDont=Look, I don't think I'm gonna be able to help you.
PU_CARGOATC01_F_ATC_Decline_Deck_NoValidSize_IG_001_HeyImSorry=Hey, I'm sorry but we can't accommodate that vehicle here.
PU_CARGOATC01_F_ATC_Decline_Deck_NoValidSize_IG_002_IDontThink=I don't think we're kitted out to handle that vehicle here. Sorry.
PU_CARGOATC01_F_ATC_Decline_Deck_NoValidSize_IG_003_WeCantHandle=We can't handle that vehicle here. Sorry about that.
PU_CARGOATC01_F_ATC_Despawn_Ship_IG_001_YouAskedFor=You asked for it. Landing systems are taking control of your systems.
PU_CARGOATC01_F_ATC_Despawn_Ship_IG_002_AlrightFineLocking=All right , fine. Locking down your vehicle now.
PU_CARGOATC01_F_ATC_Despawn_Ship_IG_003_OkayFineWell=Okay, fine, we'll do this hard way. Taking over control of your vehicle.
PU_CARGOATC01_F_ATC_Give_Deck_Cargo_IG_001_SendingYouA=Sending you a deck assignment.
PU_CARGOATC01_F_ATC_Give_Deck_Cargo_IG_002_OkayHeresYour=Okay, here's your deck assignment.
PU_CARGOATC01_F_ATC_Give_Deck_Cargo_IG_003_GotADeck=Got a deck assignment for you.
PU_CARGOATC01_F_ATC_Queue_Deck_Cargo_IG_001_LooksLikeWere=Looks like we're full up at the moment. Stand by.
PU_CARGOATC01_F_ATC_Queue_Deck_Cargo_IG_002_IDontActually=I don't actually have any free spots. Hold tight for a sec.
PU_CARGOATC01_F_ATC_Queue_Deck_Cargo_IG_003_ALittleSlammed=A little slammed right now, give me a minute and I'll get you a spot.
PU_CARGOATC01_F_ATC_Request_Deck_Cargo_IG_001_CargoServicesLet=Cargo services, let me see what we've got...
PU_CARGOATC01_F_ATC_Request_Deck_Cargo_IG_002_ThanksForContacting=Thanks for contacting cargo services, checking for an open slot.
PU_CARGOATC01_F_ATC_Request_Deck_Cargo_IG_003_HeyThisIs=Hey, this is cargo services. Let me see what we got.
PU_CARGOATC01_F_ATC_Revoke_Deck_AlignFailed_IG_001_WereOnA=We're on a tight schedule, I can't transfer cargo unless you're in place. Please vacate the area and request again.
PU_CARGOATC01_F_ATC_Revoke_Deck_AlignFailed_IG_002_WeCantKeep=We can't keep waiting for you to get into place. You're gonna have to leave.
PU_CARGOATC01_F_ATC_Revoke_Deck_AlignFailed_IG_003_OkayLookI=Okay, look, I can't wait anymore for you to get in place, you'll have to clear the area.
PU_CARGOATC01_F_ATC_Revoke_Deck_ArrivalFailed_IG_001_SorryICant=Sorry, I can't hold your deck spot any longer.
PU_CARGOATC01_F_ATC_Revoke_Deck_ArrivalFailed_IG_002_ImPullingYour=I'm pulling your deck assignment. Next time get there quicker.
PU_CARGOATC01_F_ATC_Revoke_Deck_ArrivalFailed_IG_003_LookWerePretty=Look, we're pretty busy here, so I can't hold onto your spot if you aren't gonna use it.
PU_CARGOATC01_F_ATC_Revoke_Deck_IG_001_ImPullingYour=I'm pulling your deck assignment.
PU_CARGOATC01_F_ATC_Revoke_Deck_IG_002_AlrightImVoiding=All right, I'm voiding your deck assignment.
PU_CARGOATC01_F_ATC_Revoke_Deck_IG_003_SorryButI=Sorry but I canceled your assignment.
PU_CARGOATC01_F_ATC_Warn_Deck_AlignTimeLimit_IG_001_JustWaitingOn=Just waiting on you to get in place.
PU_CARGOATC01_F_ATC_Warn_Deck_AlignTimeLimit_IG_002_WeCantStart=We can't start transferring your cargo until you're in position.
PU_CARGOATC01_F_ATC_Warn_Deck_AlignTimeLimit_IG_003_CouldYouGet=Could you get your ship in place so we can start transferring? Thanks.
PU_CARGOATC01_F_ATC_Warn_Deck_ArrivalTimeLimit_IG_001_GonnaNeedYou=Gonna need you to get to your deck assignment.
PU_CARGOATC01_F_ATC_Warn_Deck_ArrivalTimeLimit_IG_002_CanYouHead=Can you head to your deck assignment if you still need it.
PU_CARGOATC01_F_ATC_Warn_Deck_ArrivalTimeLimit_IG_003_WereBusyToday=We're busy today, get to your assigned deck.
PU_CARGOATC01_F_ATC_Warn_Deck_Clear_IG_001_YoureAllDone=You're all done here, so I'm gonna need the deck for another pilot.
PU_CARGOATC01_F_ATC_Warn_Deck_Clear_IG_002_HeyImGonna=Hey, I'm gonna need you to clear out.
PU_CARGOATC01_F_ATC_Warn_Deck_Clear_IG_003_CouldYouHead=Could you head on out of here? I got someone looking to use the deck.
PU_CARGOATC01_F_ATC_Warn_ShipState_InvalidConfig_IG_001_HeyImGonna=Hey, I'm gonna need you to shift your vehicle configuration to accept cargo.
PU_CARGOATC01_F_ATC_Warn_ShipState_InvalidConfig_IG_002_YouNeedTo=You need to shift your vehicle into the other configuration before we can load cargo.
PU_CARGOATC01_F_ATC_Warn_ShipState_InvalidConfig_IG_003_ICantStart=I can't start loading until you adjust your ship configuration.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_IG_001_LookYouCant=Look, you can't be here. Get out or we'll lock down your vehicle.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_IG_002_YouArentAuthorized=You aren't authorized to be here. Get the hell out or you vehicle will be seized.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_IG_003_HeyYoureTrespassing=Hey, you're trespassing. Landing services will seize your ship if you don't get out of here.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_LastOccur_IG_001_ImNotGonna=I'm not gonna tell you again. Get the hell out of here or we'll lock down your vehicle.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_LastOccur_IG_002_IfYouDont=If you don't leave, you're gonna be in violation of landing protocols.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_LastOccur_IG_003_LastChanceYou=Last chance. You better leave or landing's gonna take control of your vehicle.
PU_CARGOATC02_M_ATC_Announce_CargoTransfer_Begin_IG_001_CargoTransferInitiated=Cargo transfer initiated.
PU_CARGOATC02_M_ATC_Announce_CargoTransfer_Finish_IG_001_CargoTransferComplete=Cargo transfer complete.
PU_CARGOATC02_M_ATC_Announce_CargoTransfer_Interrupted_IG_001_ErrorCargoTransfer=Error. Cargo transfer halted. Vehicle must be aligned and loading area clear to continue.
PU_CARGOATC02_M_ATC_Announce_Deck_ArrivalSuccess_IG_001_VehicleMustBe=Vehicle must be aligned properly to begin cargo transfer.
PU_CARGOATC02_M_ATC_Call_Security_IG_001_AttentionSecurityHas=Attention. Security has been notified.
PU_CARGOATC02_M_ATC_Decline_Deck_AlreadyHave_IG_001_ActiveCargoService=Active cargo service request in progress. Complete before making additional requests.
PU_CARGOATC02_M_ATC_Decline_Deck_NoPermission_IG_001_YouAreNot=You are not authorized to use this cargo facility.
PU_CARGOATC02_M_ATC_Decline_Deck_NoValidSize_IG_001_CargoServiceRequest=Cargo service request denied. Unable to accommodate vehicle.
PU_CARGOATC02_M_ATC_Despawn_Ship_IG_001_YourVehicleIs=Your vehicle is now locked down. Standby.
PU_CARGOATC02_M_ATC_Give_Deck_Cargo_IG_001_CargoDeckAssigned=Cargo deck assigned.
PU_CARGOATC02_M_ATC_Queue_Deck_Cargo_IG_001_CargoServiceRequest=Cargo service request pending. No current space available. Standby.
PU_CARGOATC02_M_ATC_Request_Deck_Cargo_IG_001_CargoServiceRequest=Cargo service request acknowledged. Standby.
PU_CARGOATC02_M_ATC_Revoke_Deck_AlignFailed_IG_001_VehicleNotAligned=Vehicle not aligned. Assigned cargo deck has been revoked.
PU_CARGOATC02_M_ATC_Revoke_Deck_ArrivalFailed_IG_001_AssignedCargoDeck=Assigned cargo deck has been revoked.
PU_CARGOATC02_M_ATC_Revoke_Deck_IG_001_AssignedCargoDeck=Assigned cargo deck has been revoked.
PU_CARGOATC02_M_ATC_Warn_Deck_AlignTimeLimit_IG_001_AlignVehicleOr=Align vehicle or assigned cargo deck will be revoked.
PU_CARGOATC02_M_ATC_Warn_Deck_ArrivalTimeLimit_IG_001_WarningAssignedCargo=Warning. Assigned cargo deck will be revoked if not utilized.
PU_CARGOATC02_M_ATC_Warn_Deck_Clear_IG_001_VehiclesNotTransferring=Vehicles not transferring cargo must vacate the cargo deck.
PU_CARGOATC02_M_ATC_Warn_ShipState_InvalidConfig_IG_001_AdjustingVehicleConfiguration=Adjusting vehicle configuration for cargo transfer.
PU_CARGOATC02_M_ATC_Warn_Ship_Obstructing_IG_001_WarningYourVehicle=Warning. Your vehicle is not authorized for cargo deck use. Vacate or your vehicle will be locked down.
PU_CARGOATC02_M_ATC_Warn_Ship_Obstructing_LastOccur_IG_001_WarningVacateThe=Warning. Vacate the cargo deck or your vehicle will be locked down.
PU_CIVMED1_SK_Busy_IG_001_ImVerySorry=I'm very sorry. I'm with a patient at the moment.
PU_CIVMED1_SK_ConvoCont_IG_001_Understood=Understood.
PU_CIVMED1_SK_ConvoCont_IG_002_UhHuh=Uh huh.
PU_CIVMED1_SK_ConvoCont_IG_003_Okay=Okay.
PU_CIVMED1_SK_Farewell_IG_001_ThankYou=Thank you.
PU_CIVMED1_SK_Farewell_IG_002_TakeCare=Take care.
PU_CIVMED1_SK_Greetings_IG_001_Hello=Hello.
PU_CIVMED1_SK_Greetings_IG_002_GoodDay=Good day.
PU_CIVMED1_SK_Greetings_IG_003_HowAreYou=How are you?
PU_CIVMED1_SK_Greetings_MedStation_IG_001_WelcomeToMediunit=Welcome to MediUnit. How may I help you?
PU_CIVMED1_SK_Greetings_MedStation_IG_002_WelcomeToThe=Welcome to the Crusader Health Clinic.
PU_CIVMED1_SK_HealthComment_IG_001_DoYouRequire=Do you require assistance?
PU_CIVMED1_SK_HealthComment_IG_002_AreYouAlright=Are you all right? Can we help?
PU_CIVMED1_SK_IDLES_GENERAL,P=
PU_CIVMED1_SK_PlayerWakes_DuringOp_IG_001_AlrightClampIt=All right, clamp it. I'm adding an anticoagulant, so keep an eye on their vitals.
PU_CIVMED1_SK_PlayerWakes_Recovery_IG_001_HiYoureOkay=Hi, you're okay. You're safe. You suffered a catastrophic injury, but you're okay now. Now don't rush anything, but you're free to go when you feel comfortable.
PU_CIVMED1_SK_Request_Affirm_IG_001_YesDoctor=Yes, doctor.
PU_CIVMED1_SK_Request_Affirm_IG_002_IWill=I will.
PU_CIVMED1_SK_Request_Neg_IG_002_ThatSimplyWont=That simply won't be possible.
PU_CIVMED1_SK_SuggestTerm_IG_001_AhYesThe=Ah, yes. The terminals should be able to handle your needs.
PU_CIVMED1_SK_SuggestTerm_IG_002_YesOfCourse=Yes of course. Please check with the terminal.
PU_CIVMED1_SK_SuggestTerm_IG_003_YouShouldConsult=You should consult the terminal for that.
PU_CIVMED2_SK_Busy_IG_001_ImVerySorry=I'm very sorry. I'm with a patient at the moment.
PU_CIVMED2_SK_Busy_IG_001b_ImVerySorry=I'm very sorry. I'm with a patient at the moment.
PU_CIVMED2_SK_ConvoCont_IG_001_Understood=Understood.
PU_CIVMED2_SK_ConvoCont_IG_002_UhHuh=Uh huh.
PU_CIVMED2_SK_ConvoCont_IG_003_Okay=Okay.
PU_CIVMED2_SK_Farewell_IG_001_ThankYou=Thank you.
PU_CIVMED2_SK_Farewell_IG_002_TakeCare=Take care.
PU_CIVMED2_SK_Greetings_IG_001_Hello=Hello.
PU_CIVMED2_SK_Greetings_IG_002_GoodDay=Good day.
PU_CIVMED2_SK_Greetings_IG_003_HowAreYou=How are you?
PU_CIVMED2_SK_Greetings_MedStation_IG_001_WelcomeToMediunit=Welcome to MediUnit. How may I help you?
PU_CIVMED2_SK_Greetings_MedStation_IG_002_WelcomeToThe=Welcome to the Crusader Health Clinic.
PU_CIVMED2_SK_Greetings_MedStation_IG_003_WelcomeToMaria=Welcome to Maria, Pure of Heart.
PU_CIVMED2_SK_HealthComment_IG_001_DoYouRequire=Do you require assistance?
PU_CIVMED2_SK_IDLES_GENERAL,P=
PU_CIVMED2_SK_PlayerWakes_DuringOp_IG_001_AlrightClampIt=All right, clamp it. Adding an anticoagulant, so keep an eye on their vitals.
PU_CIVMED2_SK_PlayerWakes_Recovery_IG_002_HelloWelcomeBack=Hello. Welcome back. You had us a little worried there. Your system's reacted well to the treatment. Now you may experience some slight vertigo, but you have been cleared to leave.
PU_CIVMED2_SK_Request_Affirm_IG_001_YesDoctor=Yes, doctor.
PU_CIVMED2_SK_Request_Neg_IG_001_ImAfraidI=I'm afraid I can't.
PU_CIVMED2_SK_Request_Neg_IG_002_ThatSimplyWont=That simply won't be possible.
PU_CIVMED2_SK_SuggestTerm_IG_001_AhYesThe=Ah, yes. The terminals should be able to handle your needs.
PU_CIVMED2_SK_SuggestTerm_IG_002_OfCoursePlease=Of course. Please check with the terminal.
PU_CIVMED2_SK_SuggestTerm_IG_003_YouShouldConsult=You should consult the terminal for that.
PU_COMMARRAY1_M_SY_InnerRing_Trespass_Alerted_IG_001_AlertYouAre=Alert: You are in violation of the CommArray Protection Act. Security Protocols are now active. Authorities have been notified.
PU_COMMARRAY1_M_SY_MiddleRing_Trespass_Warning_IG_001_WarningTrespassingIn=Warning: Trespassing in CommArray space is against UEE Law. Vacate immediately.
PU_COMMARRAY1_M_SY_OuterRing_StationClosed_IG_001_AttentionCommarrayAccess=Attention: CommArray access is for Authorized Personnel only. Vacate the area immediately.
PU_COMMARRAY1_M_SY_Station_ComputerHack_Warning_IG_001_AlertTamperingWith=Alert: Tampering with a CommArray is an Imperial Crime. Violators will be prosecuted to fullest extent of the law.
PU_COMMARRAY1_M_SY_Station_EncourageVacate_IG_001_AttentionStandardCommarray=Attention: Standard CommArray security protocols will activate shortly. Please vacate the area immediately.
PU_COMMARRAY1_M_SY_Station_SystemReactivated_IG_001_CommarrayIsBack=CommArray is back online. ECN services restored. Re-initializing security protocols. Please use this time to vacate to a safe distance.
PU_COMMARRAY1_M_SY_Station_Trespass_Alerted_IG_001_WarningTrespasserDetected=Warning: Trespasser detected. Security Protocols engaged.
PU_CRATECOMP1_M_SY_General_Caution_Closing_IG_001_NowClosingPlease=Now closing. Please stand clear.
PU_CRATECOMP1_M_SY_General_Caution_Closing_IG_002_ClosingStandClear=Closing. Stand clear of panels.
PU_CRATECOMP1_M_SY_General_Caution_IG_001_CautionStandClear=Caution. Stand Clear.
PU_CRATECOMP1_M_SY_General_Caution_IG_002_CautionPleaseStand=Caution. Please stand clear.
PU_CRATECOMP1_M_SY_General_Caution_IG_003_CautionStandClear=Caution. Stand clear of panels.
PU_CRATECOMP1_M_SY_General_Caution_Opening_IG_001_NowOpeningPlease=Now opening. Please stand clear.
PU_CRATECOMP1_M_SY_General_Caution_Opening_IG_002_OpeningStandClear=Opening. Stand clear of panels.
PU_CREP_Samuels_CRU_M_PMH_RSGDoYourPart_GP_001,P=Hello everyone. As part of the Empire's call for resources to fund scientific research, Crusader Industries is eagerly seeking contractors to do their part to resolve the regen crisis.
PU_CREP_Samuels_CRU_M_PMH_RSGGenericMissionAbandon_GP_001,P=I'm really sorry you weren't able to complete this contract, but I understand, we all get busy.
PU_CREP_Samuels_CRU_M_PMH_RSGGenericMissionAbandon_GP_002,P=I just saw that you are unable to complete the contract. I hope everything's okay. Talk soon.
PU_CREP_Samuels_CRU_M_PMH_RSGGenericMissionAbandon_GP_003,P=Just received a ping that you were pulling out of the contract. I don't really know… hey, it's okay. We'll figure out something.
PU_CREP_Samuels_CRU_M_PMH_RSGGenericMissionFail_GP_001,P=I hate to tell you this, but we have to pull the contract. I hope it doesn't get you down too much. Sometimes a step back can lead to a stronger step forward.
PU_CREP_Samuels_CRU_M_PMH_RSGGenericMissionFail_GP_002,P=Sorry this contract didn't work out for you. Sometimes a job is just not the right fit, you know? Anyway, hope to work with you again soon.
PU_CREP_Samuels_CRU_M_PMH_RSGGenericMissionFail_GP_003,P=Unfortunately I'm going to have to pull that contract. On a personal level, I hate to do this and hope you understand.
PU_CREP_Samuels_CRU_M_PMH_RSGGiveReward_GP_001,P=I'm excited to announce that we've sent you something for all your hard work. Thank you for supporting Crusader in these trying times.
PU_CREP_Samuels_CRU_M_PMH_RSGGiveReward_GP_002,P=This is Denver from Crusader. As a thank-you for all your hard work, Crusader wanted me to pass along a little something. Hope you like it.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionAcceptCatchUpMission_GP_001,P=Crusader's really been struggling of late to keep pace with the other companies. While it's wonderful that they're succeeding, hopefully completing this will put us back in the running.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionAcceptCatchUpMission_GP_002,P=Thank you for accepting this contract. We're really behind the eight ball on this one and could really use your help.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionAcceptCatchUpMission_GP_003,P=It's been a little tense around here knowing that Crusader hasn't been pulling its weight. Hopefully you knocking out this mission will help get us back in there.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionAcceptGeneral_GP_001,P=This is Denver at Crusader. Thank you so much for taking on this responsibility. We appreciate your hard work.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionAcceptGeneral_GP_002,P=Crusader and the Empire thank you for undertaking this opportunity. I appreciate you.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionAcceptGeneral_GP_003,P=I'm so happy I saw your name pop up as the contractor for this. I think you're going to do a great job.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionAcceptGeneral_GP_004,P=Exciting to see you're doing another contract for us. Crusader appreciates your hard work on this.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionAcceptGeneral_GP_005,P=I was just wondering if you were going to help us out with another contract. I'm really thrilled. Good luck out there.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionAcceptGeneral_GP_006,P=Thank you for taking on this contract. Every single one of our contractors is a valuable contributor to Crusader. Good luck.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionAcceptGeneral_GP_007,P=Welcome aboard. Looking forward to working with you again. You have all the details. Good luck.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionAcceptIntro_GP_001,P=Hi, this is Denver Samuels. I'm a contractor liaison with Crusader. Thank you so much for helping us and the Empire get through these trying times.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionCompleteDefendCargo_GP_001,P=I just received word that the cargo just arrived. We would've lost that delivery if it hadn't been for you. Thanks.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionCompleteDefendCargo_GP_002,P=Great news. That cargo you saved just arrived. I appreciate you and all your hard work.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionCompleteDefendCargo_GP_003,P=Hello, it's Denver from Crusader. Just got word the cargo was safely delivered. The pilot told me themselves how incredible you were. Just thought you should know.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionCompletePlayerDelivers_GP_001,P=That's amazing. Thank you so much for completing that contract.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionCompletePlayerDelivers_GP_002,P=Just saw that you completed that contract. Thank you so much and hope to work together again soon.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionCompletePlayerDelivers_GP_003,P=I will mark that contract complete. Thank you so much for all your hard work. It's been a genuine thrill to work with you.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionCompletePlayerDelivers_GP_004,P=Everything looks in order, so let me get you paid, but the most valuable reward is knowing you helped people today.
PU_CREP_Samuels_CRU_M_PMH_RSGMissionCompletePlayerDelivers_GP_005,P=Crusader here. Just wanted to thank you for completing that job. Your contribution goes beyond just cargo. Thank you for being.
PU_CRUPATROL1_M_CV_General_DeathThroes_Scream_IG_EX_001=Ah... come on, come on no, no no please... no... < Scream >
PU_CRUPATROL1_M_CV_General_DeathThroes_Scream_IG_EX_002=No... < Struggle>... < Scream >
PU_CRUPATROL1_M_CV_General_DeathThroes_Scream_IG_EX_003=No, no no... Come on, come on... No < Scream >
PU_CRUPATROL1_M_CV_General_DeathThroes_Scream_IG_EX_004=No, come on... Please, please... No, I can't take it < Scream >
PU_CRUPATROL1_M_CV_General_DeathThroes_Scream_IG_EX_005=Come on... Come on... Ah, no we are going down. We are going down. System failure < Scream >
PU_CRUPATROL1_M_CV_General_DeathThroes_Scream_IG_EX_006=I'm out. I'm out. Help. Please help!
PU_CRUPATROL1_M_CV_General_DeathThroes_Scream_IG_EX_007=< Struggle >... No. Please Noooo!
PU_CRUPATROL1_M_CV_General_DeathThroes_Sudden_IG_EX_001=< Scream >
PU_CRUPATROL1_M_CV_General_DeathThroes_Sudden_IG_EX_002=< Scream >
PU_CRUPATROL1_M_CV_General_DeathThroes_Sudden_IG_EX_003=< Scream >
PU_CRUPATROL1_M_CV_General_FriendlyFire_Handler_IG_001_CheckYourFire=Check your fire! I'm on your side.
PU_CRUPATROL1_M_CV_General_FriendlyFire_Handler_IG_002_WatchWhereYoure=Watch where you're shooting.
PU_CRUPATROL1_M_CV_General_FriendlyFire_Handler_IG_003_HeyYouHit=Hey! You hit me!
PU_CRUPATROL1_M_CV_General_FriendlyFire_Teammate_IG_001_CheckYourFire=Check your fire! They're on your side.
PU_CRUPATROL1_M_CV_General_FriendlyFire_Teammate_IG_002_ThatTargetIs=That target is a friendly.
PU_CRUPATROL1_M_CV_General_FriendlyFire_Teammate_IG_003_StopYoureShooting=Stop, you're shooting your teammates.
PU_CRUPATROL1_M_CV_General_FriendlyTurnsHostile_IG_001_GetReadyLooks=Okay, get ready. Looks like we've got a new hostile to take care of.
PU_CRUPATROL1_M_CV_General_FriendlyTurnsHostile_IG_002_AfterRepeatedViolations=After repeated violations, I'm declaring your teammate a hostile.
PU_CRUPATROL1_M_CV_General_FriendlyTurnsHostile_IG_003_SeemsOneOf=Seems one of our own's turned against us. Do what you gotta do, everybody.
PU_CRUPATROL1_M_CV_General_GetHits_IG_EX_001=< Grunt >
PU_CRUPATROL1_M_CV_General_GetHits_IG_EX_002=< Grunt >
PU_CRUPATROL1_M_CV_General_GetHits_IG_EX_003=< Grunt >
PU_CRUPATROL1_M_CV_General_Killed_Hostile_IG_001_HostileEliminated=Hostile eliminated.
PU_CRUPATROL1_M_CV_General_Killed_Hostile_IG_002_GotATarget=Got a target down.
PU_CRUPATROL1_M_CV_General_Killed_Hostile_IG_003_GoodKill=Good kill.
PU_CRUPATROL1_M_CV_General_Killed_Teammate_IG_001_LostOneOf=Lost one of ours. Damn it.
PU_CRUPATROL1_M_CV_General_Killed_Teammate_IG_002_LostAShip=Lost a ship.
PU_CRUPATROL1_M_CV_General_Killed_Teammate_IG_003_PilotDownRepeat=Pilot down. Repeat, pilot down.
PU_CRUPATROL1_M_CV_General_Killed_Teammate_IG_004_WereTakingCasualties=We're taking casualties.
PU_CRUPATROL1_M_CV_General_PlayerAdandons_High_IG_001_YouGotA=You got a lotta nerve quitting on me right now.
PU_CRUPATROL1_M_CV_General_PlayerAdandons_High_IG_002_InCaseYou=In case you hadn't noticed, this is a pretty crap time to bail on us.
PU_CRUPATROL1_M_CV_General_PlayerAdandons_High_IG_003_NotReallyThe=Not really the best time to bail on a job.
PU_CRUPATROL1_M_CV_General_PlayerAdandons_Low_IG_001_YouKnowI=You know, I can't stand people who bail on a job before it's done.
PU_CRUPATROL1_M_CV_General_PlayerAdandons_Low_IG_002_PieceOfAdvice=Piece of advice, don't take a job unless you're gonna finish it.
PU_CRUPATROL1_M_CV_General_PlayerAdandons_Low_IG_003_YoureQuittingGreat=You're quitting? Great. Thanks for wasting my time.
PU_CRUPATROL1_M_CV_General_PlayerTurnsHostile_IG_001_OkayFineYou=Okay, fine. You want trouble? Well, now you got it.
PU_CRUPATROL1_M_CV_General_PlayerTurnsHostile_IG_002_EnoughYouCant=Enough. You can't get away with acting like this.
PU_CRUPATROL1_M_CV_General_PlayerTurnsHostile_IG_003_ThatsItYoure=That's it. You're done.
PU_CRUPATROL1_M_CV_General_ShipBumps_IG_001_Careful=Careful!
PU_CRUPATROL1_M_CV_General_ShipBumps_IG_002_WatchWhereYoure=Watch where you're flying.
PU_CRUPATROL1_M_CV_General_ShipBumps_IG_003_LookOut=Look out!
PU_CRUPATROL1_M_CV_General_UnderAttack_IG_001_WhereTheHell=Where the hell did these assholes come from?
PU_CRUPATROL1_M_CV_General_UnderAttack_IG_002_ThatAllYou=That all you got? Huh? That all you got?!
PU_CRUPATROL1_M_CV_General_UnderAttack_IG_003_ComeOnCome=Come on, come on. You got this...
PU_CRUPATROL1_M_CV_MidMission_ArriveScanningStart_IG_001_AlrightLetsHave=All right, let's have a look around.
PU_CRUPATROL1_M_CV_MidMission_ArriveScanningStart_IG_002_ScanningTheArea=Scanning the area now ...
PU_CRUPATROL1_M_CV_MidMission_ArriveScanningStart_IG_003_GonnaRunA=Gonna run a scan ...
PU_CRUPATROL1_M_CV_MidMission_ArriveScanningStart_IG_004_StartingScan=Starting scan...
PU_CRUPATROL1_M_CV_MidMission_ArriveScanningStart_IG_005_ScanningNow=Scanning... now.
PU_CRUPATROL1_M_CV_MidMission_BackupRequested_IG_001_ChangeOfPlans=Change of plans. A swarm of hostiles are moving on my position. Need you back here ASAP.
PU_CRUPATROL1_M_CV_MidMission_BackupRequested_IG_002_DamnItEnemy=Damn it. Enemy contacts heading my way. Gonna need some immediate combat assistance.
PU_CRUPATROL1_M_CV_MidMission_BackupRequested_IG_003_MyScopesBlowing=My scopes blowing up. Outlaws must've found my position. Get your ass back here, now.
PU_CRUPATROL1_M_CV_MidMission_Derelict_CorpseFound_IG_001_GotItThanks=Got it, thanks. This should really help with the paperwork.
PU_CRUPATROL1_M_CV_MidMission_Derelict_CorpseFound_IG_002_ThanksIllForward=Thanks. I'll forward these on to the appropriate channels.
PU_CRUPATROL1_M_CV_MidMission_Derelict_CorpseFound_IG_003_GotItIll=Got it. I'll make sure this info gets processed.
PU_CRUPATROL1_M_CV_MidMission_Derelict_FindCapt_IG_001_DoYouThink=Do you think you could EVA over and ID the captain's remains? And be careful while you're out there, the perps responsible could still be nearby.
PU_CRUPATROL1_M_CV_MidMission_Derelict_FindCapt_IG_002_HeadOverAnd=Head over and try to pull the captain's ID. Stay alert though. There's a chance whoever did this could come back.
PU_CRUPATROL1_M_CV_MidMission_Derelict_FindCapt_IG_003_CorporateWantsUs=Corporate wants us to pull an ID on the captain. Head over and check it out but keep your eyes open, okay? No telling who's lurking around.
PU_CRUPATROL1_M_CV_MidMission_Derelict_FindPilot_IG_001_INeedYou=I need you to head over and log the pilot's remains for the incident report. And be careful, the perps responsible could still be nearby.
PU_CRUPATROL1_M_CV_MidMission_Derelict_FindPilot_IG_002_EvaToThe=EVA to the wreckage and see if you can ID the pilot's body. And stay alert, there's a chance who ever did this could come back.
PU_CRUPATROL1_M_CV_MidMission_Derelict_FindPilot_IG_003_WeNeedYou=We need you to pull an ID off the pilot. But keep your eyes open, okay? No telling who could still be lurking around out here.
PU_CRUPATROL1_M_CV_MidMission_Derelict_NoObjective_IG_001_WeHaveTo=We have to keep moving. I've forwarded the wreck onto a retrieval team.
PU_CRUPATROL1_M_CV_MidMission_Derelict_NoObjective_IG_002_YouKnowI=You know, I moved out here to get away from all this crime. Let's keep moving.
PU_CRUPATROL1_M_CV_MidMission_Derelict_NoObjective_IG_003_CorporatesTellingUs=Corporate's telling us to leave the wreck for now. They want us finishing the patrol.
PU_CRUPATROL1_M_CV_MidMission_EncourageNextPatrolPoint_IG_001_ComeOnLets=Come on, let's keep it moving.
PU_CRUPATROL1_M_CV_MidMission_EncourageNextPatrolPoint_IG_002_ISaidYoure=I said you're done here. Let's go.
PU_CRUPATROL1_M_CV_MidMission_EncourageNextPatrolPoint_IG_003_ISentThe=I sent the point. Time to go.
PU_CRUPATROL1_M_CV_MidMission_EncourageNextPatrolPoint_Urgent_IG_001_WhatAreYou=What are you waiting for? Move.
PU_CRUPATROL1_M_CV_MidMission_EncourageNextPatrolPoint_Urgent_IG_002_HurryUpAnd=Hurry up and get going.
PU_CRUPATROL1_M_CV_MidMission_EncourageNextPatrolPoint_Urgent_IG_003_QuitStallingAlready=Quit stalling already and get moving.
PU_CRUPATROL1_M_CV_MidMission_FriendlyAdandons_IG_001_LooksLikeWere=Looks like we're down a ship. Let's go ahead and finish without them.
PU_CRUPATROL1_M_CV_MidMission_FriendlyAdandons_IG_002_OneOfThe=One of the contractors didn't work out so the rest of the patrol is just us.
PU_CRUPATROL1_M_CV_MidMission_FriendlyAdandons_IG_003_FyiYoureGoing=FYI. You're going to have to finish the patrol with one less ship helping.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointComplete_HostilesElim_IG_001_AreasSecure=Area's secure.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointComplete_HostilesElim_IG_002_IThinkThats=I think that's the last of them.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointComplete_HostilesElim_IG_003_WeClearWere=We clear? We're clear.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointComplete_HostilesElim_IG_004_AllRightI=All right. I think you're good.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointComplete_HostilesElim_IG_005_HostilesDownWere=Hostiles down. We're good.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointComplete_HostilesElim_IG_006_ScopesClearThink=Scope's clear. Think you're secure.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointHold_Last_IG_001_AlrightLetMe=All right. Let me get the last patrol point ready for you.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointHold_Last_IG_002_ThisNextPoints=This next point's the last stop. Should have it for you in a moment.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointHold_Last_IG_003_GiveMeA=Give me a sec and I'll send you the final patrol point.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointHold_Next_IG_001_StandByCalling=Stand by. Calling up next point.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointHold_Next_IG_002_HoldOnA=Hold on a sec. I'm sending the next patrol point.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointHold_Next_IG_003_ThatShouldDo=That should do it. Hang on. I'm plotting our next stop.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointSet_Next_IG_001_ThereYouGo=There you go. Marker sent.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointSet_Next_IG_002_OkayLetsMove=Okay, let's move on.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointSet_Next_IG_003_GoOnHead=Go on, head on out.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointSet_Next_IG_004_HeadToThe=Head to the next marker.
PU_CRUPATROL1_M_CV_MidMission_PlayerKicked_IG_001_HeyThePatrol=Hey, the patrol can't wait any longer, so I'm gonna go ahead and cancel your contract. Good luck, though.
PU_CRUPATROL1_M_CV_MidMission_PlayerKicked_IG_002_HeyWantedTo=Hey, wanted to let you know that since you're not here to do the work, I've got to cancel your contract. Sorry.
PU_CRUPATROL1_M_CV_MidMission_PlayerKicked_IG_003_ListenYourContracts=Listen, your contract's been canceled. Official policy. Only contractors on active patrol get paid. Just the way it is.
PU_CRUPATROL1_M_CV_MidMission_PlayerOutOfZone_High_IG_001_WhereTheHeck=Where the heck are you going?
PU_CRUPATROL1_M_CV_MidMission_PlayerOutOfZone_High_IG_002_YouBetterNot=You better not be running.
PU_CRUPATROL1_M_CV_MidMission_PlayerOutOfZone_High_IG_003_GetBackOn=Get back on course, pilot!
PU_CRUPATROL1_M_CV_MidMission_PlayerOutOfZone_Low_IG_001_HeyThatsNot=Hey, that's not our patrol route. Let's stay on task.
PU_CRUPATROL1_M_CV_MidMission_PlayerOutOfZone_Low_IG_002_CheckYourCourse=Check your course. You're heading's all wrong.
PU_CRUPATROL1_M_CV_MidMission_PlayerOutOfZone_Low_IG_003_WatchYourFlight=Watch your flight path. You're drifting off course.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_None_IG_001_BadNewsHelp=Bad news. Help ain't coming.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_None_IG_002_ShitAlrightLook=Shit... all right, look, it's a no-go on backup. You're your own for this one.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_None_IG_003_CorporateSaysThey=Corporate says they don't have any available support units. Sorry.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_Sending_IG_001_CommandsTaskingSome=Command's tasking some reinforcements to help out.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_Sending_IG_002_ReinforcementsComingIn=Reinforcements. Coming in.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_Sending_IG_003_GotSomeHelp=Got some help. Stand by.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_Sending_IG_004_DontDieIm=Don't die. I'm sending help.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_Sending_IG_005_IJustGot=I just got clearance to send reinforcements.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_BigThreat_IG_001_UmThisIs=Um... this is not good. I've got heavily armed hostiles headed your way. Let me see if I can get you some backup.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_BigThreat_IG_002_GotHostilesThese=Got hostiles. These guys look really strapped. I'll contact Command and see if I can pull up some support. Watch yourself in the meantime.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_BigThreat_IG_003_IJustPicked=I just picked up a significant enemy force heading your way. You know, I'm not liking these odds. Let me see if I can dredge up some help.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_DerelictFound_IG_001_PickingUpA=Picking up a contact... looks destroyed.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_DerelictFound_IG_002_HuhThatsNot=Huh... That's not good... Black box signal coming from nearby.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_DerelictFound_IG_003_ScansShowingA=Scans showing a lot of debris nearby. Probably a downed ship.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_Hostiles_IG_001_ContactContactGot=Contact, contact. Got hostiles on site.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_Hostiles_IG_002_ImPickingUp=I'm picking up hostile contacts. Get ready. It's about to get interesting.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_Hostiles_IG_003_ReadyUpYou=Ready up. You've got hostiles inbound.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_Hostiles_IG_004_GetFocusedGot=Get focused. Got unknown contacts heading your way.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_Hostiles_IG_005_OkayLooksPretty=Okay... looks pretty- Contact! Contact! Hostiles inbound.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_Hostiles_IG_006_GotEnemyContacts=Got enemy contacts. Weapons free.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_ScopeClear_IG_001_OkayLooksPretty=Okay... looks pretty good... Yeah, I don't see anyone.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_ScopeClear_IG_002_ScopesLookingClear=Scope's looking clear... let's give it a second to confirm... Yeah, we're good.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_ScopeClear_IG_003_MyScopesClear=My scope's clear... Yeah. I think we're clear.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_ScopeClear_IG_004_NothingNothingYeah=Nothing... Nothing... Yeah. We are all clear.
PU_CRUPATROL1_M_CV_MidMission_Thanks_Rescued_IG_001_IThinkWere=I think we're clear. Appreciate the assist.
PU_CRUPATROL1_M_CV_MidMission_Thanks_Rescued_IG_002_LooksLikeThat=Looks like that was all of them. Hey, thanks for saving my ass.
PU_CRUPATROL1_M_CV_MidMission_Thanks_Rescued_IG_003_WereGoodThanks=We're good. Thanks for help.
PU_CRUPATROL1_M_CV_MissionStart_Briefing_IG_001_SoHeresHow=So here's how this is gonna work, I'll be here running the op over comms. You head to a patrol point. You clear it. I send you the next one.
PU_CRUPATROL1_M_CV_MissionStart_Briefing_IG_002_QuickOutlineOf=Quick outline of how this is gonna work. I send you the patrol points. You check out each of those points while I monitor from here. Anyone takes a shot. You handle it.
PU_CRUPATROL1_M_CV_MissionStart_Briefing_IG_003_BeforeWeGet=Before we get started, let me break down how this patrol will work. We'll check each point to make sure it's clear. Then move on. Simple. Corporate, in all their wisdom, have ordered us to run these ops remotely, so I'll stay here and monitor you.
PU_CRUPATROL1_M_CV_MissionStart_PatrolPointSet_First_IG_001_HeresTheFirst=Here's the first patrol point. Move out.
PU_CRUPATROL1_M_CV_MissionStart_PatrolPointSet_First_IG_002_SendingTheFirst=Sending the first patrol point. Get going.
PU_CRUPATROL1_M_CV_MissionStart_PatrolPointSet_First_IG_003_YouShouldBe=You should be seeing the first patrol point now.
PU_CRUPATROL1_M_CV_MissionStart_RendezvousComplete_IG_001_LooksLikeYoure=Looks like you're all cleared to go.
PU_CRUPATROL1_M_CV_MissionStart_RendezvousComplete_IG_002_AllRightYoure=All right. You're all set. Get ready to move out.
PU_CRUPATROL1_M_CV_MissionStart_RendezvousComplete_IG_003_AlrightThePatrols=All right , the patrol's been cleared. Ready up.
PU_CRUPATROL1_M_CV_PostMission_Thanks_MissionComplete_IG_001_WereAllDone=We're all done. Thanks for the help.
PU_CRUPATROL1_M_CV_PostMission_Thanks_MissionComplete_IG_002_AllPatrolPoints=All patrol points clear. Thanks for the assist.
PU_CRUPATROL1_M_CV_PostMission_Thanks_MissionComplete_IG_003_OkayIThink=Okay, I think that about does it. Contract complete. Thanks.
PU_CRUPATROL1_M_CV_PreMission_Greeting_IG_001_HeyYoureHere=Hey, you're here for the patrol, right? Great. Hang out for a sec, we'll get going shortly.
PU_CRUPATROL1_M_CV_PreMission_Greeting_IG_002_HeyImAssuming=Hey. I'm assuming you're here for the op. I'm gonna be your handler. Just waiting for final clearance and then we can get started.
PU_CRUPATROL1_M_CV_PreMission_Greeting_IG_003_HeyYouMust=Hey, you must be the contractor. Nice to have you on board. I'll be handling logistics for you. Once we get the all clear from HQ, I'll let you know.
PU_CRUPATROL1_M_CV_PreMission_WaitLonger_IG_001_SorryStillClearing=Sorry, still clearing up some paperwork for the bosses.
PU_CRUPATROL1_M_CV_PreMission_WaitLonger_IG_002_SorryForThe=Sorry for the delay. We still haven't gotten official 'go' from the higher ups.
PU_CRUPATROL1_M_CV_PreMission_WaitLonger_IG_003_HeyLookThe=Hey look. The geniuses in charge still haven't approved the patrol path. Shouldn't be much longer.
PU_CRUPILOT1_CV_AllClear_IG_001_AreasClear,P=Area's clear.
PU_CRUPILOT1_CV_AllClear_IG_002_ScansArentShowing,P=Scans aren't showing anything. We're clear.
PU_CRUPILOT1_CV_AllClear_IG_003_ThatWasThe,P=That was the last of them, I think.
PU_CRUPILOT1_CV_AllClear_IG_004_LooksLikeThat,P=Looks like that was all of them.
PU_CRUPILOT1_CV_AllClear_IG_005_HostilesEliminated,P=Hostiles eliminated.
PU_CRUPILOT1_CV_Celebrate_IG_001_Yeah,P=Yeah!
PU_CRUPILOT1_CV_Celebrate_IG_002_ThatsIt,P=That's it!
PU_CRUPILOT1_CV_Celebrate_IG_003_Yes,P=Yes!
PU_CRUPILOT1_CV_Celebrate_IG_004_Beautiful,P=Beautiful!
PU_CRUPILOT1_CV_Celebrate_IG_005_ThereWeGo,P=There we go.
PU_CRUPILOT1_CV_DeathCry_IG_001_NoNo,P=No. No!
PU_CRUPILOT1_CV_DeathCry_IG_002_EX,P=
PU_CRUPILOT1_CV_Frustrate_IG_001_Crap,P=Crap!
PU_CRUPILOT1_CV_Frustrate_IG_002_DamnIt,P=Damn it!
PU_CRUPILOT1_CV_Frustrate_IG_003_Shit,P=Shit!
PU_CRUPILOT1_CV_Frustrate_IG_004_NotGood,P=Not good!
PU_CRUPILOT1_CV_Frustrate_IG_005_No,P=No!
PU_CRUPILOT1_CV_Greeting_IG_001_HeyThisIs,P=Hey, this is Crusader Security, wanted to give you a heads up that we're just doing a routine sweep of the area. Nothing to be worried about.
PU_CRUPILOT1_CV_Greeting_IG_002_HiThereHope,P=Hi there, hope everything's going all right. Crusader Security has us patroling the area, so let us know if you need anything.
PU_CRUPILOT1_CV_Greeting_IG_003_CrusaderSecurityTo,P=Crusader Security to pilot. You are currently in Crusader controlled space. You run into any problems while we're on patrol here, just give us a comm.
PU_CRUPILOT1_CV_Greeting_IG_004_AttentionPilotThis,P=Attention Pilot. This is Crusader Security. We've had reports of outlaws in the area. Haven't come across anything during this patrol yet, but caution is advised. Thanks.
PU_CRUPILOT1_CV_Greeting_IG_005_PilotCrusaderSecurity,P=Pilot, Crusader Security here. Be advised that we're conducting sweeps of the area. Appreciate your cooperation.
PU_CRUPILOT1_CV_MovingOn_IG_001_WereAllDone,P=We're all done in this sector. Stay safe, all right.
PU_CRUPILOT1_CV_MovingOn_IG_002_HeyThisArea,P=Hey, this area looks all clear, so we're moving on. Good flying.
PU_CRUPILOT1_CV_MovingOn_IG_003_CrusaderSecurityTo,P=Crusader Security to Pilot. Wanted to let you know that everything looks good around here. Gonna head out now, but feel free to carry on with your business.
PU_CRUPILOT1_CV_MovingOn_IG_004_HeyTherePilot,P=Hey there Pilot, finished our scans and nothing suspicious to report. Have yourself a good one.
PU_CRUPILOT1_CV_MovingOn_IG_005_ThatAboutWraps,P=That about wraps it up for us out here. Enjoy the rest of your time in Crusader.
PU_CRUPILOT1_CV_NeedRepairs_IG_001_DammitImPretty,P=Dammit, I'm pretty banged up. Gonna need some repairs before continuing.
PU_CRUPILOT1_CV_NeedRepairs_IG_002_TheyDidA,P=They did a real number on me. Gonna have to visit a service station.
PU_CRUPILOT1_CV_NeedRepairs_IG_003_AfterThatFight,P=After that fight, I better drag over to a Cry-Astro.
PU_CRUPILOT1_CV_NeedRepairs_IG_004_TookABit,P=Took a bit a damage there. Probably should re-up while I can.
PU_CRUPILOT1_CV_OutlawsAttack_IG_001_PilotBeAdvised,P=Pilot, be advised, we've got hostile contacts!
PU_CRUPILOT1_CV_OutlawsAttack_IG_002_PilotThisIs,P=Pilot, this is Crusader Security, watch yourself. We've got outlaws incoming.
PU_CRUPILOT1_CV_OutlawsAttack_IG_003_AlertFullAlert,P=Alert! Full alert! Hostiles inbound to sector.
PU_CRUPILOT1_CV_OutlawsAttack_IG_004_HeyYouMight,P=Hey, you might want to get out of here while you can. We've got trouble coming.
PU_CRUPILOT1_CV_OutlawsAttack_IG_005_GotOutlaws,P=Got outlaws!
PU_CRUPILOT1_CV_OutlawsEscape_IG_001_DangersOverFor,P=Danger's over for now.
PU_CRUPILOT1_CV_OutlawsEscape_IG_002_TheyreGoneFor,P=They're gone... for now at least.
PU_CRUPILOT1_CV_OutlawsEscape_IG_003_WellThatSent,P=Well that sent them running.
PU_CRUPILOT1_CV_OutlawsEscape_IG_004_LookAtThose,P=Look at those bastards run.
PU_CRUPILOT1_CV_OutlawsEscape_IG_005_GuessWellMark,P=Guess we'll mark that one down as 'to be continued.'
PU_CRUPILOT1_CV_PlayerAttacks_IG_001_WhatTheHell,P=What the hell?!?
PU_CRUPILOT1_CV_PlayerAttacks_IG_002_StandDownNow,P=Stand down! Now!
PU_CRUPILOT1_CV_PlayerAttacks_IG_003_CeaseFire,P=Cease fire!
PU_CRUPILOT1_CV_PlayerAttacks_IG_004_ImUnderAttack,P=I'm under attack!
PU_CRUPILOT1_CV_PlayerAttacks_IG_005_YouBastard,P=You bastard!
PU_CRUPILOT1_CV_RequestHelp_IG_001_MaydayMaydayIm,P=Mayday! Mayday! I'm in need of assistance.
PU_CRUPILOT1_CV_RequestHelp_IG_002_AttentionAllShips,P=Attention! All ships in the area. Crusader Security vessel in need of assistance.
PU_CRUPILOT1_CV_RequestHelp_IG_003_ThisIsAn,P=This is an emergency comm. Back up requested.
PU_CRUPILOT1_CV_RequestHelp_IG_004_AlertAllPilots,P=Alert, all pilots. This is a Crusader Security ship requesting emergency combat assistance.
PU_CRUPILOT1_CV_RequestHelp_IG_005_EmergencyCrusaderSecurity,P=Emergency! Crusader Security under attack! I need help!
PU_CRUPILOT1_CV_Retreat_IG_001_Fallback,P=Fallback!
PU_CRUPILOT1_CV_Retreat_IG_002_Retreat,P=Retreat!
PU_CRUPILOT1_CV_Retreat_IG_003_WereDoneWe,P=We're done. We gotta go.
PU_CRUPILOT1_CV_Retreat_IG_004_ItsNoGood,P=It's no good! Initiate emergency jump protocols.
PU_CRUPILOT1_CV_Retreat_IG_005_FallbackToBase,P=Fallback to base.
PU_CRUPILOT1_CV_StandClear_IG_001_PilotStandClear,P=Pilot, stand clear of the engagement.
PU_CRUPILOT1_CV_StandClear_IG_002_PilotFallBack,P=Pilot, fall back. We don't want any civilian casualties here.
PU_CRUPILOT1_CV_StandClear_IG_003_ThisIsCrusader,P=This is Crusader Security. We need civilians to clear the area.
PU_CRUPILOT1_CV_StandClear_IG_004_PilotCrusaderSecurity,P=Pilot, Crusader Security here. You don't want to tangle with these bastards.
PU_CRUPILOT1_CV_StandClear_IG_005_DoNotEngage,P=Do not engage, Pilot. Leave this to the professionals.
PU_CRUPILOT1_CV_Thanks_IG_001_AppreciateTheAssist,P=Appreciate the assist back there.
PU_CRUPILOT1_CV_Thanks_IG_002_ThanksForThe,P=Thanks for the hand.
PU_CRUPILOT1_CV_Thanks_IG_003_ThatWasSome,P=That was some good flying.
PU_CRUPILOT1_CV_Thanks_IG_004_GottaSayYoure,P=Gotta say, you're pretty good at this sort of thing.
PU_CRUPILOT1_CV_Thanks_IG_005_ThanksForThe,P=Thanks for the help.
PU_CRUPILOT2_CV_1stFightNoHelp_IG_001_GladYouWerent,P=Glad you weren't hurt. If you got a second, we could actually use your help with something. Outlaws keep shutting down comm Arrays in the area. Think dirsupting information flow will give them an edge. We need to guard the perimeter in case they come back. Think you could EVA down and reboot the Array for us?
PU_CRUPILOT2_CV_1stXPlayerHelps_IG_001_OhManThanks,P=Oh man, thanks for the assist. Things were looking a little tight. If you got a second, we could use your help with one more thing. Outlaws keep shutting down comm Arrays in the area. Think dirsupting information flow will give them an edge. We need to guard the perimeter in case they come back. Think you could EVA down and reboot the Array for us?
PU_CRUPILOT2_CV_Farewell_IG_001_SeeYouAround,P=See you around.
PU_CRUPILOT2_CV_Farewell_IG_002_KeepYourNose,P=Keep your nose clean.
PU_CRUPILOT2_CV_Farewell_IG_003_StayOutOf,P=Stay out of trouble.
PU_CRUPILOT2_CV_Farewell_IG_004_HeyBeSafe,P=Hey, be safe out there.
PU_CRUPILOT2_CV_Farewell_IG_005_FlySafe,P=Fly safe!
PU_CRUPILOT2_CV_FutureWork_IG_001_NowThatYou,P=Now that you know how its done, if you come across any more downed Arrays, go ahead and reset them. Only if it's safe though. Don't want you tangling with outlaws.
PU_CRUPILOT2_CV_FutureWork_IG_002_IfYouSee,P=If you see any more Arrays like this one, wouldn't mind you reactivating them. Unofficialy of course.
PU_CRUPILOT2_CV_FutureWork_IG_003_ImNotThe,P=I'm not the one telling you this, if you get me, but they've been hitting a lot of the other Arrays in the area and our manpower's stretched pretty thin. You reset more of these yourself, no one would mind thats for damn sure.
PU_CRUPILOT2_CV_MistakenTech_IG_001_AhHeyYou,P=Ah hey, you must be the tech from Aciedo. The area's clear so you're good to go down and reset the Array.
PU_CRUPILOT2_CV_MistakenTech_IG_002_AreYouOne,P=Are you one of the Aciedo techs? It doesn't look like there's going to be any more trouble for now so feel free to go down and bring the Array back online.
PU_CRUPILOT2_CV_MistakenTech_IG_003_ManIWish,P=Man I wish those outlaws would stop messing with these Arrays. Must have you techs running around like crazy. Don't let me hold you up though, huh. Feel free to get started resetting the Arrays
PU_CRUPILOT2_CV_MistakenTech_IG_004_GladYouTechnicians,P=Glad you technicians got here so quick. Things are quiet now so you might as well get started reconnecting the Array.
PU_CRUPILOT2_CV_OutlawsAttack_IG_001_MultipleContactsIncoming,P=Multiple contacts. Incoming.
PU_CRUPILOT2_CV_OutlawsAttack_IG_001b_MultipleContactsIncoming,P=Multiple contacts. Incoming.
PU_CRUPILOT2_CV_OutlawsAttack_IG_002_ContactContactDefinitely,P=Contact! Contact! Definitely not friendlies.
PU_CRUPILOT2_CV_OutlawsAttack_IG_003_OutlawsInbound,P=Outlaws inbound!
PU_CRUPILOT2_CV_OutlawsAttack_IG_004_HostilesComingAre,P=Hostiles coming are way!
PU_CRUPILOT2_CV_OutlawsAttack_IG_005_HereTheyCome,P=Here they come!
PU_CRUPILOT2_CV_PlayerAttacks_IG_001_WhatTheHell,P=What the hell are you doing?!
PU_CRUPILOT2_CV_PlayerAttacks_IG_002_YoureOneOf,P=You're one of them?!
PU_CRUPILOT2_CV_PlayerAttacks_IG_002b_YoureOneOf,P=You're one of them?!
PU_CRUPILOT2_CV_PlayerAttacks_IG_003_Gambit3ToCentral,P=Gambit-3 to Central! We need backup here.
PU_CRUPILOT2_CV_PlayerAttacks_IG_004_OhYouWant,P=Oh, you want some too?
PU_CRUPILOT2_CV_PlayerAttacks_IG_005_Traitor,P=Traitor.
PU_CRUPILOT2_CV_PlayerAttacks_IG_006_LetsJustShoot,P=Let's just shoot everybody.
PU_CRUPILOT2_CV_PlayerEnters_High_IG_001_AttentionPilotStand,P=Attention pilot, stand clear and do not engage.
PU_CRUPILOT2_CV_PlayerEnters_High_IG_003_HeyNotSure,P=Hey, not sure what you're business here is, but now's not the time.
PU_CRUPILOT2_CV_PlayerEnters_High_IG_004_ThisAreaIs,P=This area is not safe. Please move along.
PU_CRUPILOT2_CV_PlayerEnters_Low_IG_001_AttentionPilotStand,P=Attention pilot, stand clear and do not engage.
PU_CRUPILOT2_CV_PlayerEnters_Low_IG_002_ThisIsCrusader,P=This is Crusader Security. We've got the situation handled.
PU_CRUPILOT2_CV_PlayerEnters_Low_IG_004_ThisAreaIs,P=This area is not safe. Please keep moving.
PU_CRUPILOT2_CV_PlayerHelps_IG_001_ThatsTheLast,P=That's the last of them. Go ahead and restart the system. We'll keep an eye out.
PU_CRUPILOT2_CV_PlayerHelps_IG_002_ScansClearWell,P=Scan's clear. We'll set up a perimeter, can you land and bring the Array back online?
PU_CRUPILOT2_CV_PlayerHelps_IG_003_IfYouWant,P=If you want to keep helping, EVA down and reset the Array. We'll watch your back.
PU_CRUPILOT2_CV_PlayerHelps_IG_004_YouSeemLike,P=You seem like you can handle yourself pretty well. How about you bring the Array online? We'll make sure no one jumps you while you're EVAing.
PU_CRUPILOT2_CV_PlayerHelps_IG_005_HeyThatWas,P=Hey, that was some pretty decent flying. How are you at EVA? We need to guard the perimeter, but if you could reset the Array, that'd be great.
PU_CRUPILOT2_CV_PlayerLeaves_IG_001_WhereYouGoing,P=Where you going?
PU_CRUPILOT2_CV_PlayerLeaves_IG_002_NotGonnaHelp,P=Not gonna help?
PU_CRUPILOT2_CV_PlayerLeaves_IG_003_AlrightNeverMind,P=All right, never mind then.
PU_CRUPILOT2_CV_PlayerLeaves_IG_004_FineWellTake,P=Fine. We'll take it from here.
PU_CRUPILOT2_CV_RebootRequest_IG_001_PhewThatsThe,P=Phew, that's the last of 'em. It's too bad the damn technicians won't be here for a few days. The whole department's backed up since those outlaw bastards started shutting down Arrays. I'll tell you what, if you're up for it, you could EVA to the Array and restart it. I'd do it myself but you know, corporate politics. Anyway, it's up to you.
PU_CRUPILOT2_CV_RebootRequest_IG_002_ScansClearBut,P=Scan's clear but we're not going to be able to wait around much longer. If you wanted to you could go land and bring the Array back online. Not that I'm asking you to do that but it'd be a pretty nice thing to do if you get me.
PU_CRUPILOT2_CV_RebootRequest_IG_003_IfYouWant,P=If you want to keep helping you could EVA down and reset the Array. We'll pretend we didn't see anything.
PU_CRUPILOT2_CV_RebootRequest_IG_004_AhYouSeem,P=Ah, you seem like you can handle yourself pretty well. How about you go down and bring the Array online? Not officially or anything but it'd help us out.
PU_CRUPILOT2_CV_ReminderPrompt_IG_001_AreaLooksClear,P=Area looks clear. Go ahead and reset the Array.
PU_CRUPILOT2_CV_ReminderPrompt_IG_002_YoullHaveTo,P=You'll have to EVA down to get to the Array control panel.
PU_CRUPILOT2_CV_ReminderPrompt_IG_003_GoAheadAnd,P=Go ahead and EVA to the control panel.
PU_CRUPILOT2_CV_ReminderPrompt_IG_004_YouGonnaBring,P=You gonna bring the Array back online or not?
PU_CRUPILOT2_CV_ReminderPrompt_IG_005_WhatsTheHold,P=What's the hold up?
PU_CRUPILOT2_CV_Thanks_IG_001_Thanks,P=Thanks.
PU_CRUPILOT2_CV_Thanks_IG_002_AppreciateIt,P=Appreciate it.
PU_CRUPILOT2_CV_Thanks_IG_003_GoodWork,P=Good work.
PU_CRUPILOT2_CV_Thanks_IG_004_NicelyDone,P=Nicely done.
PU_CRUPILOT2_CV_Thanks_IG_005_NotBadNot,P=Not bad. Not bad at all.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetBattle_aPlayer_tAlly_FromAlly_IG_001_SendingYouThe=Sending you the coordinates for the Nine Tails fleet generating the quantum blockade. We need to take them out if we want to restore regular travel to the area. Head there and be ready to engage the enemy.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetBattle_aPlayer_tAlly_FromAlly_IG_002_HeresTheLocation=Here's the location of the Nine Tails fleet. These ships are the ones behind this quantum blockade. If we can eliminate them, then the station will be safe again. They're not going to go easy though. Expect a full out brawl when you arrive.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetBattle_aPlayer_tAlly_FromAlly_IG_003_UpdatingYouWith=Updating you with the Nine Tails fleet coordinates. I need you to head there and clear out the hostiles responsible for powering the quantum dampener. We take them out, and the blockade will be over.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetBattle_aPlayer_tAlly_FromAlly_IG_004_ThanksForSigning=Thanks for signing up. Every bit of help we get makes it that much more likely we can put a stop to the Nine Tails blockade. Here are the coordinates. This outlaw fleet is the one responsible for the quantum dampening. We take them out and the area should be clear again.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetBattle_aPlayer_tAlly_FromAlly_IG_005_GladYoureWith=Glad you're with us on this. Not going to be easy facing down this Nine Tails fleet, but we take these ships out and we take the quantum dampener out with them. Then this damn blockade will finally be over. Head to the coordinates and let's get this done.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousAbandon_aPlayer_tAlly_FromAlly_IG_001_LookHereI=Look here. I know that last time the Nine Tails blockaded a station and you volunteered to assist Crusader Security things didn't exactly work out. I'm willing to give you another chance though. Head to the first scan area and I expect you to help secure the site. Don't let me down this time.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousAbandon_aPlayer_tAlly_FromAlly_IG_002_AllRightPilot=All right, pilot. Let's not beat around the bush - last time you offered to help with a Nine Tails blockade you were less than reliable. But these bastards are at it again, and I need every ship I can get. Head to the first scan point, and lets see if you can help us locate their fleet.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousAbandon_aPlayer_tAlly_FromAlly_IG_003_ThisIsCommander=This is Commander Herdsman. I'm surprised to see you're volunteering again. Last time there was a Nine Tails blockade you left us high and dry. But if there's one thing I've learned is that if someone asks for a chance to prove themselves, you might as well let them try. If you're serious about helping this time, we need to secure the first scan point so we can try and locate the main fleet. We'll see if you can do better this time around.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousFail_aPlayer_tAlly_FromAlly_IG_001_CommanderHerdsmanHere=Commander Herdsman here. Thanks for volunteering. I know the last time the Nine Tails blockaded a station we weren't able to capture those responsible, but I'm confident that we can do better this time around. First we got to find their fleet, though. I'm sending you the coordinates for the first scan location. See you there.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousFail_aPlayer_tAlly_FromAlly_IG_002_ThisIsCommander=This is Commander Herdsman. Thanks for offering to help end this blockade. I know the Nine Tails got the better of us last time, but that was then and this is now. If we focus and give a hundred and ten percent, I have every confidence that we can stop them. First though, we have to secure the initial scan point so we can locate their fleet. Head over there now.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousFail_aPlayer_tAlly_FromAlly_IG_003_ISeeThat=I see that you'll be joining us to put an end to the lastest Nine Tails' blockade attempt. Here's hoping things go better for us this time. I sent you the coordinates for our first scan point. Make your way to the site. We will need to secure it to begin searching for their fleet.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousSucceedWell_aPlayer_tAlly_FromAlly_IG_001_IWasDamn=I was damn glad to see your name pop up. Crusader Security hasn't forgotten your vital contributions to shutting down the Nine Tails last time they tried something like this. Head to the first scan area and let's see if we cant end this blockade like we did the last one.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousSucceedWell_aPlayer_tAlly_FromAlly_IG_002_RealHappyTo=Real happy to have you with us again. With you on board, I'm sure we'll be just as successful shutting down the Nine Tails blockade this time around. Head to the first scan area and we'll start hunting for their fleet's location. See you there.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousSucceedWell_aPlayer_tAlly_FromAlly_IG_003_NiceToHave=Nice to have you fighting with us again. Hopefully we can destroy their fleet as successfully as we did last time. Sending you the location of the first point we will need to scan. Head to the coordinates and secure the site.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousSucceed_aPlayer_tAlly_FromAlly_IG_001_ThisIsCommander=This is Commander Herdsman. Very happy to see that you're voluteering again. Nine Tails seem to think they'll have a better chance this time around, but with pilots like you rejoining the fight they're sorely mistaken. First things first, we got to secure the initial scan point before we can locate their fleet. I'll see you there.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousSucceed_aPlayer_tAlly_FromAlly_IG_002_CommanderHerdsmanHere=Commander Herdsman, here. Glad to have you back on board. With how we successfully dealt with the Nine Tails last time around, I have every bit of faith that this current blockade will be shut down with the same efficiency. Let's not waste any time, head to the first scan point and we'll begin our search for the Nine Tails fleet.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousSucceed_aPlayer_tAlly_FromAlly_IG_003_ThisIsCommander=This is Commander Herdsman. I hoped the Nine Tails would've learned their lesson after we took care of their last blockade. Guess I shouldn't be surprised they're at it again. But just like last time, we'll shut them down again. Head to the first scan point and we'll begin searching for their main fleet.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_aPlayer_tAlly_FromAlly_FirstOccur_IG_001_GladYoullBe=Glad you'll be joining us. We need all the help we can get. I'm Commander Herdsman with Crusader Security and I'll be overseeing this op. The plan is to use scan ships to help us locate whatever the Nine Tails are using to block quantum travel, but we can't do that until we clear a safe zone for the scanners to operate. You have the coordinates of the first scan site. Make your way there now.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_aPlayer_tAlly_FromAlly_IG_001_CommanderHerdsmanHere=Commander Herdsman here. Good to have you with us. Crusader Security needs to trace the current location of the main Nine Tails fleet, but can't get our scan ships into position until active hostiles have been cleared. Head to the coordinates now.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_aPlayer_tAlly_FromAlly_IG_002_ThisIsCommander=This is Commander Herdsman. Nice to see you will be joining Crusader Security for this operation. I have scan ships at the ready to help us locate the main Nine Tails fleet and put an end to this blockade, but we can't begin the scans until we can secure the location. Report to the provided coordinates.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_aPlayer_tAlly_FromAlly_IG_003_ThisIsCommander=This is Commander Herdsman of Crusader Security. I'm coordinating a protective detail to secure a scan site so we can locate the source of this Nine Tails blockade. Head to the location provided now. And be ready for a fight.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_aPlayer_tAlly_FromAlly_IG_004_CommanderHerdsmanHere=Commander Herdsman here. I'm happy to see you're joining Crusader Security's efforts to end this blockade. First step will be to ascertain the Nine Tails fleet's location using scan ships. But it will be too risky to deploy them until we can fully secure the scan site. Head there now to assist with clearing any hostiles.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_aPlayer_tAlly_FromAlly_IG_005_CommanderHerdsmanHere=Commander Herdsman here. You've got the coordinates of the scan site I need you to clear. Once we are sure there are no active hostiles we can begin scanning, find the Nine Tails fleet, and hopefully put a stop to this blockade once and for all. Report to the site as soon as possible.
PU_CSCDR01_M_DEH_Affirm_ToChief_aAlly_tPlayer_FromAlly_Neg_IG_001_YesSir=Yes Sir (defeated)
PU_CSCDR01_M_DEH_Affirm_ToChief_aAlly_tPlayer_FromAlly_Neg_IG_002_YesSir=Yes Sir (defeated)
PU_CSCDR01_M_DEH_Affirm_ToChief_aAlly_tPlayer_FromAlly_Neg_IG_003_YesSir=Yes Sir (defeated)
PU_CSCDR01_M_DEH_Affirm_ToChief_aAlly_tPlayer_FromAlly_Pos_IG_001_YesSir=Yes Sir (upbeat)
PU_CSCDR01_M_DEH_Affirm_ToChief_aAlly_tPlayer_FromAlly_Pos_IG_002_YesSir=Yes Sir (upbeat)
PU_CSCDR01_M_DEH_Affirm_ToChief_aAlly_tPlayer_FromAlly_Pos_IG_003_YesSir=Yes Sir (upbeat)
PU_CSCDR01_M_DEH_Announce_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_CommanderHerdsmanHere=Commander Herdsman, here. We have the blockade's location and are moving in to engage. If you're willing to sign up, Crusader could sure use your help putting these bastards down.
PU_CSCDR01_M_DEH_Announce_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_ThisIsCommander=This is Commander Herdsman. We were able to ID the location of the main Nine Tails fleet. I'm hoping you'll sign up to help us put an end to this blockade.
PU_CSCDR01_M_DEH_Announce_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_ComeInPilot=Come in pilot, this is Commander Herdsman. The location of the Nine Tails fleet has been found. I'm hoping you'll sign up to lend us a hand in shutting them down.
PU_CSCDR01_M_DEH_Announce_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_ThisIsCommander=This is Commander Herdsman. Wanted to inform you that we have discovered the main Nine Tails fleet's whereabouts. It'll be difficult but I'm hoping I can count on your assistance in dealing with them.
PU_CSCDR01_M_DEH_Announce_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_PilotWeHave=Pilot, we have word on where the Nine Tails fleet is. I'm hoping to send as many ships as I can there now. Sign up, if you want to help us take these bastards down.
PU_CSCDR01_M_DEH_DamageDealt_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_001_GotAScanning=Got a scanning ship in trouble. Help them out.
PU_CSCDR01_M_DEH_DamageDealt_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_002_ScanShipTaking=Scan ship taking damage.
PU_CSCDR01_M_DEH_DamageDealt_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_003_ScanningShipUnder=Scanning ship under fire.
PU_CSCDR01_M_DEH_DamageDealt_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_004_NineTailsAre=Nine Tails are chewing up the scan ships. Help them.
PU_CSCDR01_M_DEH_DamageDealt_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_005_ScanShipIn=Scan ship in need of immediate assistance.
PU_CSCDR01_M_DEH_Deactivated_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_FirstOccur_IG_001_HoldOnQuantum=Hold on... Quantum is back. They shut down the dampeners. What the hell are they up to?... Damn it. I've got a contact inbound. Looks big... All units, get ready for some heavy fire.
PU_CSCDR01_M_DEH_Deactivated_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_001_WaitTheyrePowering=Wait? they're powering down the array. Something's up? Bad news, we're picking up reinforcements quantuming to your location. They've called something big. Ready up.
PU_CSCDR01_M_DEH_Deactivated_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_002_WhatHappenedThe=What happened? The array just shut down? Wait, let me check? Yeah. Looks like they shut down the blockade to call in reinforcements. I'm tracking a large Nine Tails signal heading to our location. Stay alert.
PU_CSCDR01_M_DEH_Deactivated_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_003_HeadsUpThe=Heads up. The array just went dark. I think they're calling in back up? Got it. Reinforcements confirmed. Be ready. Things are going to get intense.
PU_CSCDR01_M_DEH_Deactivated_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_004_LookTheyTurned=Look. They turned off the array. If this is like last time that means... There. Our scans just picked up a quantum signature headed your way. The Nine Tails are calling in the big guns. All ships, get ready.
PU_CSCDR01_M_DEH_Deactivated_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_005_NotGoodThey=Not good, they turned the array off. They're probably got reinforcements ready to quantum in. Checking? Confirmed. Nine Tails force enroute now. Not sure what's coming, but be ready for anything.
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_001_GoodStartEveryone=Good start everyone. Seems our combined efforts across the sector are paying off and their numbers are starting to thin. Keep it up.
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_002_GettingReportsIn=Getting reports in from across the sector and we're starting to see results. Lets keep the pressure up.
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_003_AllRightEveryone=All right, everyone. Early reports from across the sector are looking good. We keep this up and I don't think the Nine Tails stand a chance.
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_001_NineTailsAre=Nine Tails are starting to take heavy losses across the sector. Their blockade won't last much longer. Don't let up. We can do this.
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_002_IveGottenWord=I've gotten word from multiple sources - The Nine Tails are taking heavy losses across the sector. Focus up. This is our chance to shutdown this Quantum Blockade for good.
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_003_WereSeeingHeavy=We're seeing heavy Nine Tails losses from all over the sector. It's now or never, people! Let's end this blockade!
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_001_WeveGotThem=We've got them against the ropes. The array is starting to weaken. Focus and finish them.
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_002_TheresNotMuch=There's not much fight left in them now. This should be the last of their forces. Let's put an end to this blockade!
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_003_AllRightPeople=All right, people. My reports are saying the array is barely hanging on. Let's take them down.
PU_CSCDR01_M_DEH_Destroyed_MainObj_FleetBattle_aPlayer_tEnemy_FromAlly_IG_001_QuantumDampeningShip=Quantum dampening ship down. Excellent.
PU_CSCDR01_M_DEH_Destroyed_MainObj_FleetBattle_aPlayer_tEnemy_FromAlly_IG_002_NiceJobTaking=Nice job taking out that quantum dampener. Keep it up.
PU_CSCDR01_M_DEH_Destroyed_MainObj_FleetBattle_aPlayer_tEnemy_FromAlly_IG_003_GoodThatsAnother=Good. That's another ship in the quantum dampening array eliminated.
PU_CSCDR01_M_DEH_Destroyed_MainObj_FleetBattle_aPlayer_tEnemy_FromAlly_IG_004_AnotherShipIn=Another ship in the array taken out. Good shooting.
PU_CSCDR01_M_DEH_Destroyed_MainObj_FleetBattle_aPlayer_tEnemy_FromAlly_IG_005_QuantumDampenerShip=Quantum dampener ship destroyed.
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_001_DamnItWe=Damn it. We lost a scanning ship. Don't let it happen it again.
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_002_ScanningShipDown=Scanning ship down. We can't afford to lose another.
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_003_NineTailsTook=Nine Tails took out a scan ship. Would somebody please stop these bastards?
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_004_ScanShipLost=Scan ship lost. Let's do better people.
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_005_DamnScanShip=Damn. Scan ship down. Focus up! I don't want to lose any more.
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetAlone_IG_001_WereDownTo=We're down to our last scanning ship. Protect it at all costs.
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetAlone_IG_002_OnlyOneScanning=Only one scanning ship left, people. Get on them!
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetAlone_IG_003_IWantAll=I want all pilots guarding the last scanning ship!
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetAlone_IG_004_ScanShipDown=Scan ship down! We can't let the Nine Tails get the last one!
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetAlone_IG_005_NineTailsTook=Nine Tails took out another scan ship. Only one left. We can't lose it.
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetNoGroup_IG_001_AllScanningShips=All scanning ships down. We're going to have to move on to the next scan point. Stand by for coordinates?
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetNoGroup_IG_002_DamnItThat=Damn it, that was the last scan ship, people. No choice. We got to retreat to the next scan point. Stand by for coordinates?
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetNoGroup_IG_003_NineTailsGot=Nine Tails got the final scan ship. We're done here. Let's move on to the next scan point and try again. Stand by for coordinates?
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetNoGroup_IG_004_WereOutOf=We're out of scanning ships. This area's lost. All pilots ready to move to the next scan area. Stand by for coordinates?
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetNoGroup_IG_005_ThatWasOur=That was our last scanning ship. Pilots prepare to retreat to the next scan point. Stand by for coordinates?
PU_CSCDR01_M_DEH_Destroyed_Turret_FleetBattle_aPlayer_tEnemy_FromAlly_IG_001_TurretEliminated=Turret eliminated.
PU_CSCDR01_M_DEH_Destroyed_Turret_FleetBattle_aPlayer_tEnemy_FromAlly_IG_002_HostileTurretDestroyed=Hostile turret destroyed.
PU_CSCDR01_M_DEH_Destroyed_Turret_FleetBattle_aPlayer_tEnemy_FromAlly_IG_003_EnemyTurretDestroyed=Enemy turret destroyed. Nicely done.
PU_CSCDR01_M_DEH_Destroyed_Turret_FleetBattle_aPlayer_tEnemy_FromAlly_IG_004_NineTailsTurret=Nine Tails turret eliminated.
PU_CSCDR01_M_DEH_Destroyed_Turret_FleetBattle_aPlayer_tEnemy_FromAlly_IG_005_ThereHostileTurret=There. Hostile turret down.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_CruiserShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_001_NineTailsCruiser=Nine Tails cruiser destroyed! That's gotta have them shaking.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_CruiserShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_002_ConfirmedHostileCruiser=Confirmed. Hostile cruiser destroyed!
PU_CSCDR01_M_DEH_Destroyed_Vehicle_CruiserShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_003_EnemyCruiserEliminated=Enemy cruiser eliminated.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_CruiserShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_004_LooksLikeThat=Looks like that Nine Tails cruiser's done for.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_CruiserShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_005_HostileCruiserDown=Hostile cruiser down.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FighterShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_001_EnemyFighterDown=Enemy fighter down. Nice work.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FighterShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_002_ExcellentNineTails=Excellent. Nine Tails fighter destroyed.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FighterShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_003_HostileFighterDestroyed=Hostile fighter destroyed.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FighterShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_004_EnemyFighterEliminated=Enemy fighter eliminated.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FighterShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_005_NineTailsFighter=Nine Tails fighter destroyed.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_001_YouDidIt=You did it! Nine Tails flagship is down! We got the bastards.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_002_ThatsItFlagships=That's it! Flagship's destroyed and the blockade is offline! We won!
PU_CSCDR01_M_DEH_Destroyed_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_003_YesFlagshipEliminated=Yes! Flagship eliminated! That should teach the Nine Tails not to mess with Crusader.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_004_ThereWeGot=There! We got them! Nine Tails are running scared! That'll teach them.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_005_IllBeDamned=I'll be damned, you did it! Flagship's down, blockade's over, and we got the bastards on the run.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_IG_001_HostileDown=Hostile down.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_IG_002_ThatsOneLess=That's one less Nine Tails to worry about.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_IG_003_EnemyEliminatedGood=Enemy eliminated. Good work.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_IG_004_NiceFlying=Nice flying.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_IG_005_WellDoneKeep=Well done. Keep it up and these Nine Tails will be done before they know it.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_001_RadarsClearPeople=Radar's clear, people. That looks like the last of them. For now at least.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_002_AreasClearOf=Area's clear of hostiles. Good work.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_003_ThatsItRadar=That's it. Radar is clear of enemies. Area secure.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_004_LooksLikeThat=Looks like that might have been the last of them. Stay on alert in case more arrive.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_005_IThinkThat=I think that was the last of them for now. Be we need to be vigilant. Keep patrolling the area just in case.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_006_NotSeeingAny=Not seeing any more Nine Tails in the area. Think we?re good for now.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_007_AllHostilesDown=All hostiles down. Go ahead and catch your breath but be ready in case the Nine Tails try again.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_008_HostilesEliminatedWere=Hostiles eliminated. We're all clear.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_009_ConfirmedAllNine=Confirmed. All Nine Tails in the area eliminated. Stay sharp in case they send more our way.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_010_ThatDidIt=That did it, people. Hostiles are clear and the radar looks good.
PU_CSCDR01_M_DEH_Encourage_Mission_Return_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_WeCouldReally=We could really use you out here with us. I want you to rejoin the operation as soon as you can.
PU_CSCDR01_M_DEH_Encourage_Mission_Return_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_WereMakingProgress=We're making progress against the Nine Tails, but could use you back in action. Get over here as quick as you can. The sooner, the better.
PU_CSCDR01_M_DEH_Encourage_Mission_Return_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_TheOperationIs=The operation is still underway and we're dealing with these Nine Tails best we can, but it would be going a whole lot better with a few extra hands. Hurry up, and report back here ASAP.
PU_CSCDR01_M_DEH_Encourage_Mission_Return_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_ISincerelyHope=I sincerely hope you're making your way back to the operation. We need all the pilots we can get. Your help could make all the difference.
PU_CSCDR01_M_DEH_Encourage_Mission_Return_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_JustCheckingIn=Just checking in to make sure you're on your way. I need every ship out here fighting if we're going to deal with these Nine Tails.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_001_WelcomeToThe=Welcome to the mix. We?ve identified the array of ships responsible for generating the quantum dampening field. Focus your fire on taking them out. Fly fast, aim true, and good luck.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_002_GoodToHave=Good to have you here. Turns out the Nine Tails are generating the quantum dampening field using an array of ships. Those are our priority, but any hostile is fair game. It's going to take everything we got to put these Nine Tails down.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_003_SeemsLikeTheres=Seems like there's more than enough of these Nine Tails to go around, but your priority is the array of ships responsible for generating the quantum dampening field. Take your pick and take them down.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_004_YourOrdersAre=Your orders are simple - neutralize the array of ships responsible for generating the quantum dampening field. Good luck.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_005_WithAFleet=With a fleet this size, I'm a bit surprised at how well they managed to stay hidden. But now that we got them, I'm counting on you to take out the array of ships responsible for generating the quantum dampening field. Make me proud.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_RepeatOccur_IG_001_GladToHave=Glad to have you back. Get in there and let's end this.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_RepeatOccur_IG_002_WelcomeBackFind=Welcome back. Find a target, and let them know you mean business.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_RepeatOccur_IG_003_GoodYoureBack=Good. You're back. Get in there and help where you can.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_RepeatOccur_IG_004_NiceToHave=Nice to have you back. Now get to work and make your shots count.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_RepeatOccur_IG_005_HopingYoudCome=Hoping you'd come back. We can use all the help we can get. Find a target and show these Nine Tails what you can do.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_IG_001_ThisSiteLooks=This site looks clear. No hostiles on radar. Sending for the scan ships now.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_IG_002_AreasQuietSending=Area's quiet. Sending for the scan ships now and let's get them into position.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_IG_003_GoodNewsNo=Good news. No Nine Tails in sight. Hold position while the scan ships make their way here.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_IG_004_ImNotSeeing=I'm not seeing any Nine Tails on radar. Sending for the scan ships now.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_IG_005_TheScanArea=The scan area appears to be clear. Deploying the scanning ships to our location now.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_inCombat_IG_001_ShouldntBeSurprised=Shouldn't be surprised the Nine Tails were waiting for us. Bastards are crawling all over the area. We need to clear them out before we scan.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_inCombat_IG_002_WeNeedTo=We need to secure this area before we can redeploy the scanning ships. I want all Nine Tails eliminated.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_inCombat_IG_003_LookAlivePeople=Look alive, people. Let's get this area secured and these Nine Tails taken care of.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_inCombat_IG_004_AllRightWere=All right. We're not going to be able to scan the area until the Nine Tails are eliminated so let's get it done.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_inCombat_IG_005_LookAliveI=Look alive. I want all hostiles cleared out of the scan area ASAP.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NoObj_aPlayer_tAlly_FromAlly_inCombat_IG_001_GoodYoureHere=Good, you're here. Need you to clear those Nine Tails out before the scan ships can move into position.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NoObj_aPlayer_tAlly_FromAlly_inCombat_IG_002_AllRightPilot=All right, pilot. We need all hostiles in the area cleared before we can begin scanning. Get to work.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NoObj_aPlayer_tAlly_FromAlly_inCombat_IG_003_YourPriorityIs=Your priority is to engage the Nine Tails. We can't move the scan ships into position until all hostiles are clear.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NoObj_aPlayer_tAlly_FromAlly_inCombat_IG_004_PilotINeed=Pilot. I need you to clear these Nine Tails out. As soon as the area is secure we can move the scan ships into position.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NoObj_aPlayer_tAlly_FromAlly_inCombat_IG_005_GoodYoureHere=Good, you're here. We need all hostiles eliminated and the area secured. The sooner it's safe the sooner we can scan for the main fleet.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_IG_001_WelcomePilotWere=Welcome pilot. We're underway with the scan, but until it's complete, I want you sweeping the area in case any Nine Tails arrive.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_IG_002_HeyThereThe=Hey there. The scan ships are doing their thing. Until they finish, I need you patrolling. If any Nine Tails show up, handle them.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_IG_003_AllRightPilot=All right, pilot. We've started scanning this area. It's quiet for now, but be ready for action just in case. I wouldn't be surprised if the Nine Tails tried to shut us down before we can find their fleet's location.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_IG_004_GladYouCould=Glad you could make it. The scan ships have begun collecting their data. I want you protecting them if any Nine Tails decide to attack. Stay ready.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_IG_005_ThanksForJoining=Thanks for joining us. The scans are already underway, so I need you on full alert. Nine Tails could attack at any moment.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_RepeatOccur_IG_001_GoodToSee=Good to see you back in action. You're on protection duty. See that no one interferes with the scan ships.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_RepeatOccur_IG_002_YoureBackGood=You're back. Good timing. We could use the extra firepower. Protect the scan ships at all cost.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_RepeatOccur_IG_003_GladYouMade=Glad you made it back. I want you guarding those scan ships, clear? Get to it.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_RepeatOccur_IG_004_NowThatYoure=Now that you're back in action, I need you to guard the scanning ships from the Nine Tails. Make sure nothing happens to them.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_RepeatOccur_IG_005_WelcomeBackPilot=Welcome back, pilot. We definitely could use the extra support in guarding the scanning ships. Be on the alert for Nine Tails.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_IG_001_ScansAreLooking=Scans are looking good but I need those Nine Tails taken care of now.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_IG_002_WelcomeToThe=Welcome to the fray pilot. I need you to protect those scanning ships so they can do their job.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_IG_003_TheScanningShips=The scanning ships are going to be in trouble if we don't take care of these Nine Tails. Go.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_IG_004_YourPriorityIs=Your priority is to engage the Nine Tails and keep the scan ships safe. We're going to need them if we want to find the main fleet.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_IG_005_YouGotHere=You got here just in time. The Nine Tails are trying to take out our scanning ships. Protect them at all costs.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_001_YoureBackPerfect=You're back. Perfect timing. Now how about giving those Nine Tails a hearty hello?
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_002_GladToSee=Glad to see ya. Go on and give those Nine Tail bastards everything you got.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_003_AboutTimeYou=About time you got back. We need the help. Focus fire on those Nine Tails.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_004_GoodYoureBack=Good. You're back. Get in there. I need these Nine Tails put down now.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_005_WelcomeBackLets=Welcome back. Let's see if you can't teach those Nine Tails a lesson.
PU_CSCDR01_M_DEH_Failed_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_ThatsItThe=That's it. The operation is over. You're free to go about your business. Thank you.
PU_CSCDR01_M_DEH_Failed_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_WereAllDone=We're all done here. You can go.
PU_CSCDR01_M_DEH_Failed_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_NothingLeftTo=Nothing left to do here. You're free to head out.
PU_CSCDR01_M_DEH_Failed_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_IDontThink=I don't think there's anything left for you to do here. Feel free to go.
PU_CSCDR01_M_DEH_Failed_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_OperationsDoneYoure=Operation's done. You're dismissed.
PU_CSCDR01_M_DEH_Failed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_DirectorRustThe=Director Rust. The blockade is over but the Nine Tails... they escaped, sir. We tried, but? it wasn't enough.
PU_CSCDR01_M_DEH_Failed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_DirectorRustWe=Director Rust. We weren't able to eliminate the fleet, sir. Good news is that the quantum blockade is over for now.
PU_CSCDR01_M_DEH_Failed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_DirectorRustSorry=Director Rust. Sorry to report, but the Nine Tails managed to slip away, sir. The blockade is over, but I am afraid that the threat isn't fully contained yet.
PU_CSCDR01_M_DEH_Failed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_DirectorRustApologies=Director Rust. Apologies, sir. We were unable to successfully contain the Nine Tails. At the very least though, the blockade is over.
PU_CSCDR01_M_DEH_Failed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_DirectorRustSome=Director Rust. Some bad news, sir. We were unable to capture the ones responsible. They turned off the blockade and escaped.
PU_CSCDR01_M_DEH_Failed_Warning_15Mins_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_ListenUpIntel=Listen up. Intel picked up some comm traffic. Seems the Nine Tails might try to make a break for it. Crusader can't afford to let them get away. We need to step up the pressure and put an end to this, now.
PU_CSCDR01_M_DEH_Failed_Warning_15Mins_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_AttentionPilotsWere=Attention, pilots. We're getting intel that the Nine Tails are going to run for ground if we don't stop them soon. That can't happen. Crusader needs them stopped here and now. We're counting on you.
PU_CSCDR01_M_DEH_Failed_Warning_15Mins_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_BadNewsSeems=Bad news. Seems if we don't put an end to things soon, the Nine Tails are going to try to run. That's unacceptable. Do what you have to, but I want them stopped.
PU_CSCDR01_M_DEH_Failed_Warning_5Mins_FleetBattle_BlockadeOff_aAlly_tPlayer_FromAlly_IG_001_SeemsLikeTheyre=Seems like they're gearing up to make a run for it. This is the final push. Don't let them get away.
PU_CSCDR01_M_DEH_Failed_Warning_5Mins_FleetBattle_BlockadeOff_aAlly_tPlayer_FromAlly_IG_002_ListenUpPeople=Listen up, people. I don't think the Nine Tails are going to wait around all day for us to finish them. We can't let them escape. If you're holding anything back, now's the time to use it.
PU_CSCDR01_M_DEH_Failed_Warning_5Mins_FleetBattle_BlockadeOff_aAlly_tPlayer_FromAlly_IG_003_ComeOnPeople=Come on, people. Don't know about you but I want to see these criminals pay for their actions. That's not going to happen if we let them get away. Let's end this while we can.
PU_CSCDR01_M_DEH_Failed_Warning_5Mins_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_TheyTurnedOff=They turned off the blockade! Quantum travel's back. I think they're going to make a run for it. We can't let them get away. I'll call in reinforcements but do what you can to stop them.
PU_CSCDR01_M_DEH_Failed_Warning_5Mins_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_TheQuantumDampener=The quantum dampener is off! They're going to try to run. We need to stop the Nine Tails! Crusader reinforcements are inbound but it may be too late.
PU_CSCDR01_M_DEH_Failed_Warning_5Mins_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_WaitTheyTurned=Wait. They turned off the dampener. I think they're going to try to quantum out of here. I'll call in reinforcements, but it's going to be up to us to stop them from running.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_001_HeresTheLocation=Here's the location of the next scan point. Head there now and secure the site.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_002_SendingTheNext=Sending the next scan point location. Everyone roll out and secure the area.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_003_ThatsTheNext=That's the next scan location. All pilots head there now. Weapons ready. Nine Tails may be waiting for us.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_004_GotTheNext=Got the next scan area. Fly there and secure the site.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_005_HeresTheNext=Here's the next area that needs to be scanned. It's up to us to secure it. Move out.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_inCombat_IG_001_SendingTheLocation=Sending the location of our next scan point. Break off engagement and head there now.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_inCombat_IG_002_SendingTheCoordinates=Sending the coordinates of our next scan point. Break engagement and relocate to the next site now.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_inCombat_IG_003_GotTheLocation=Got the location of the next scan area. Hostiles here are no longer a priority. We need to get to the site and secure it.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_inCombat_IG_004_JustSentThe=Just sent the location of the next scanning site. All pilots should disengage and head there now.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_inCombat_IG_005_ThisIsThe=This is the next scan site. Securing it takes priority. Break engagement and fly there now.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjArrived_aAlly_tPlayer_FromAlly_IG_001_ScanningShipsAre=Scanning ships are moving into position now. Keep the Nine Tails away from them.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjArrived_aAlly_tPlayer_FromAlly_IG_002_ShipsHaveArrived=Ships have arrived and are preparing to scan. This data's the only way we're going to find the Nine Tails main fleet and stop the quantum blockade. I'm counting on all of you to make sure that happens.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjArrived_aAlly_tPlayer_FromAlly_IG_003_ShipsMovingInto=Ships moving into scanning positions now. Let's establish a perimeter around them and get ready in case the Nine Tails decide to show.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjArrived_aAlly_tPlayer_FromAlly_IG_004_WithTheScan=With the scan ships here we'll begin collecting data soon. Hopefully, it'll help us find the main Nine Tails fleet. Until then, I want eyes open for any threats.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjArrived_aAlly_tPlayer_FromAlly_IG_005_ScanShipsHave=Scan ships have arrived so everyone be on high alert for threats. We can't let anything happen to them.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjEnRoute_aAlly_tPlayer_FromAlly_IG_001_TheScanShips=The scan ships just deployed from base. They should be here momentarily.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjEnRoute_aAlly_tPlayer_FromAlly_IG_002_ScanShipsDeployed=Scan ships deployed. Prepare for their arrival.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjEnRoute_aAlly_tPlayer_FromAlly_IG_003_ScanShipsAre=Scan ships are en route now. Stand by.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjEnRoute_aAlly_tPlayer_FromAlly_IG_004_AllRightScan=All right. Scan ships are making their way to us now.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjEnRoute_aAlly_tPlayer_FromAlly_IG_005_ScanShipsAre=Scan ships are heading our way. Look alive, people.
PU_CSCDR01_M_DEH_Inform_Mission_LastFail_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_001_ListenTheNine=Listen, the Nine Tails got the better of us and we had to abandon the scan. Hopefully our ships will do better at the next site. Updating the coordinates. Get there as soon as you can.
PU_CSCDR01_M_DEH_Inform_Mission_LastFail_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_002_BadNewsWe=Bad news. We got overrun at the last scan point. I need you to head to the next site and help us deal with these Nine Tails. Only way we're going to put an end to this blockade.
PU_CSCDR01_M_DEH_Inform_Mission_LastFail_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_003_WantedToLet=Wanted to let you know that Nine Tails forced us out of the previous scan area. Had no choice but to reconvene at the next set of coordinates. Make your way there.
PU_CSCDR01_M_DEH_Inform_Mission_LastFail_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_004_HeyTheNine=Hey, the Nine Tails wiped out our scanning ships. I'm ordering everyone to regroup at the next scan location and we'll see if we can fare better. I'm expecting you onsite on lend a hand.
PU_CSCDR01_M_DEH_Inform_Mission_LastFail_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_005_IKnowYouve=I know you've been out of the fight, but things haven't been going our way. We lost the last scan point to the Nine Tails. I need you at the next set of coordinates ASAP, geared up and ready to fight.
PU_CSCDR01_M_DEH_Inform_Mission_LastSuccess_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_001_AllRightPilot=All right, pilot. We finished up at the last scan site, and are making our way to the next. Updating the coordinates.
PU_CSCDR01_M_DEH_Inform_Mission_LastSuccess_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_002_GoodNewsWe=Good news. We were able to complete our scan at the last location and are now moving on to the next site. See you there.
PU_CSCDR01_M_DEH_Inform_Mission_LastSuccess_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_003_WantedToGive=Wanted to give you a heads up that we finished collecting data at the last scan area. Need you to head to the next scan point.
PU_CSCDR01_M_DEH_Inform_Mission_LastSuccess_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_004_HeyTheScanning=Hey, the scanning ships just finished their pass at the current location, so we're going to head to the next scan point. Meet us there.
PU_CSCDR01_M_DEH_Inform_Mission_LastSuccess_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_005_LooksLikeWere=Looks like we're all set with the last scan point. Need you to head to the next coordinates and help us secure the site there.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_001_ScanningShipsAre=Scanning ships are beginning their sweep of the area. It's going to draw attention, so be on the look out for hostile action.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_002_ScanningHasBegun=Scanning has begun. Nine Tails aren't going to be happy about it, so get ready.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_003_ScanningIsUnderway=Scanning is underway. All ships be on alert for a Nine Tails response.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_004_TheShipsHave=The ships have started their scans. I want everyone at the ready in case the Nine Tails decide to attack.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_005_ScanOfThe=Scan of the area is now underway. All pilots ready up for a possible Nine Tails response.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_006_ScanningShipsHave=Scanning ships have begun collecting data. All pilots, stand ready in case of attack.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_007_AllRightScans=All right. Scans have started. Combat ships, eyes open in case the Nine Tails come back.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_008_ScansAreBeing=Scans are being carried out. Patrol the area and make sure those ships are protected.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_009_OkayScansHave=Okay. Scans have kicked off. While the ships are gathering info, everyone else needs to be on the look out for hostile interference.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_010_ShipsAreNow=Ships are now actively scanning. Everyone else, you're on high alert for any Nine Tails attack.
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_IG_001_ScanIsComplete=Scan is complete. Good work. They'll report to back to base so we can process the data and find the Nine Tails fleet. Meanwhile, we need to secure the next scan point. Stand by for coordinates?
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_IG_002_ScansOfThis=Scans of this area are done and the data's ready to be analyzed back at base while we head to the next scan area. Stand by for coordinates?
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_IG_003_ThatsItScans=That's it. Scans for the area complete. Nice work everyone. They'll bring the data back to base for analysis while we secure the next scan area. Stand by for coordinates?
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_IG_004_AllRightScans=All right. Scans are complete. Data needs to be brought back to base so it can be analyzed while we secure the next location. Stand by for coordinates?
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_IG_005_GoodScanningsDone=Good. Scanning's done. While the data is being brought back for analysis, we'll head out to secure the next scanning area. Stand by for coordinates?
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_001_ScanCompleteRecalling=Scan complete. Recalling them back to base now. Protect them until they're clear.
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_002_ScansHaveFinished=Scans have finished. Ships will head back to base so the data can be processed.
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_003_ScansAreDone=Scans are done. Fall back and protect them until they're clear.
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_004_ScansAreAll=Scans are all done. Cover them so they can fall back to base with the data.
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_005_AreaScansComplete=Area scans complete and data's ready to return to base. Keep the Nine Tails off of them until they clear the area.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_001_ScansAreProgressing=Scans are progressing nicely. Should be just a bit longer.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_002_WereMakingGood=We're making good progress on the scans. Maintain the perimeter until I give the all clear.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_003_ScansShouldBe=Scans should be done soon. Continue patrolling the area for hostile threats.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_004_ScanDataCollection=Scan data collection is still progressing. Stay alert. Nine Tails could attack at any moment.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_005_WereGatheringSolid=We're gathering solid data from the scan, but need more time. Everyone stay alert.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_006_DataCollectionIs=Data collection is still proceeding along. Shouldn't be much longer, now.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_007_KeepUpThe=Keep up the good work everyone. We should be done scanning the area soon.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_008_EverythingStillSeems=Everything still seems quiet, but don't get comfortable. We still need a bit more time scanning, and the Nine Tails could crash the party at any moment.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_009_LetsStaySharp=Let's stay sharp, people. Scans are making good progress, but we're not done yet.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_010_ScanningShipsAre=Scanning ships are making good headway. Not much longer now.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_001_ScansProgressingBut=Scans progressing, but we need more time! Keep those Nine Tails clear.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_002_TheScansAre=The scans are still going. Protect those ships!
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_003_WereScanningAs=We're scanning as fast as we can, but we need more time. Hold the Nine Tails off!
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_004_KeepTheNine=Keep the Nine Tails off the scanning ships, or they won't be able to finish!
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_005_IWantThese=I want these Nine Tails dealt with, people. The scan ships have to finish collecting data.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_006_WeNeedMore=We need more time to finish the scans! I want these Nine Tails cleared!
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_007_ProtectTheScanning=Protect the scanning ships! They need more time to finish!
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_008_ScanningShipsNeed=Scanning ships need more time. Keep these damn Nine Tails busy until they can finish.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_009_ScansAreMaking=Scans are making good progress but it won't matter if we don't protect them.
PU_CSCDR01_M_DEH_Inform_Scanning_Interference_FleetFind_aAlly_tPlayer_FromAlly_IG_001_WereGettingSome=We're getting some interference on the scan data. Going to reposition the scanning ships to a new formation to try and compensate. Stay with them.
PU_CSCDR01_M_DEH_Inform_Scanning_Interference_FleetFind_aAlly_tPlayer_FromAlly_IG_002_TheScanShips=The scan ships need to recalibrate their positions. Stay on them as they reposition.
PU_CSCDR01_M_DEH_Inform_Scanning_Interference_FleetFind_aAlly_tPlayer_FromAlly_IG_003_TheShipsAre=The ships are going to adjust their formation to improve the scan data. Cover them.
PU_CSCDR01_M_DEH_Inform_Scanning_Interference_FleetFind_aAlly_tPlayer_FromAlly_IG_004_SignalsRunningInto=Signal's running into issues. Need to adjust the scan ships. Repositioning now.
PU_CSCDR01_M_DEH_Inform_Scanning_Interference_FleetFind_aAlly_tPlayer_FromAlly_IG_005_WereGoingTo=We're going to have reposition the scan ships to compensate for some interference. Keep them covered.
PU_CSCDR01_M_DEH_Kicked_Mission_CriminalStat_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_LooksLikeYou=Looks like you got yourself a crimestat. Crusader Security can't use you until you get that sorted. My advice? Turn yourself in. Commander Herdsman, out.
PU_CSCDR01_M_DEH_Kicked_Mission_CriminalStat_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_AttentionPilotIndividuals=Attention, pilot. Individuals with crimestats can't be a part of any Crusader Security operations. Simple as that.
PU_CSCDR01_M_DEH_Kicked_Mission_CriminalStat_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_ThisIsA=This is a formal notice that as of now Cursader Security is going to sever its ties with you on this operation. We can't be working with active criminals.
PU_CSCDR01_M_DEH_Kicked_Mission_CriminalStat_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_ThisIsTo=This is to let you know that due to your current crimestat, Crusader Security will no longer be requiring your assistance.
PU_CSCDR01_M_DEH_Kicked_Mission_CriminalStat_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_INeedTo=I need to inform you that because of your crimestat, you will no long be able to assist Crusader Security with this operation. I strongly recommend you do the right thing and sort that out.
PU_CSCDR01_M_DEH_Leave_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_001_YoureBailingOn=You're bailing on us? Not surprised really. Just disappointed.
PU_CSCDR01_M_DEH_Leave_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_002_CantBelieveYoure=Can't believe you're not going to see this through. Guess I was wrong about you.
PU_CSCDR01_M_DEH_Leave_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_003_YoureLeavingThe=You're leaving the operation? Just like that? Fine. We're better off without you.
PU_CSCDR01_M_DEH_Leave_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_004_IllAdmitI=I'll admit. I didn't think you were the type to just leave a fight. Seems I was wrong.
PU_CSCDR01_M_DEH_Leave_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_005_WhereDoYou=Where do you think you're going? We're in the middle of a operation. (pause) I'm not going to stop you but know that Crusader Security will remember what happened when we were counting on you.
PU_CSCDR01_M_DEH_Reactived_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_001_TheyveReactivatedThe=They've reactivated the quantum blockade! Figures it was too good to last.
PU_CSCDR01_M_DEH_Reactived_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_002_DamnItThe=Damn it. The quantum dampening array is back online!
PU_CSCDR01_M_DEH_Reactived_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_003_TheyBroughtThe=They brought the quantum blockade back online. Guess they want to stay and fight.
PU_CSCDR01_M_DEH_Reactived_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_004_TheQuantumDampeners=The quantum dampeners are back up! We need to take this damn array out.
PU_CSCDR01_M_DEH_Reactived_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_005_DampeningArrayIs=Dampening array is back online. No more quantum travel until we take it down.
PU_CSCDR01_M_DEH_Respawned_MainObj_FleetBattle_aAlly_tEnemy_FromAlly_IG_001_TheyreReinforcingThe=They're reinforcing the quantum dampener array.
PU_CSCDR01_M_DEH_Respawned_MainObj_FleetBattle_aAlly_tEnemy_FromAlly_IG_002_DetectingMoreQuantum=Detecting more quantum dampening ships. They're not letting this blockade go easy.
PU_CSCDR01_M_DEH_Respawned_MainObj_FleetBattle_aAlly_tEnemy_FromAlly_IG_003_NineTailsAre=Nine Tails are sending in more ships to strengthen the array.
PU_CSCDR01_M_DEH_Respawned_MainObj_FleetBattle_aAlly_tEnemy_FromAlly_IG_004_LookAlivePeople=Look alive, people. Got more quantum dampening ships joining the array.
PU_CSCDR01_M_DEH_Respawned_MainObj_FleetBattle_aAlly_tEnemy_FromAlly_IG_005_NineTailsAre=Nine Tails are bringing in more ships to maintain the quantum dampening array.
PU_CSCDR01_M_DEH_Spotted_Escape_Done_FleetBattle_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_001_DamnItAll=Damn it all. They're gone. Can't believe we let them slip away.
PU_CSCDR01_M_DEH_Spotted_Escape_Done_FleetBattle_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_002_ItWasntEnough=It wasn't enough. They got away.
PU_CSCDR01_M_DEH_Spotted_Escape_Done_FleetBattle_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_003_HowTheHell=How the hell could we let them escape.
PU_CSCDR01_M_DEH_Spotted_Escape_Done_FleetBattle_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_004_EveryoneStandDown=Everyone stand down. We lost them.
PU_CSCDR01_M_DEH_Spotted_Escape_Done_FleetBattle_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_005_ItsOverThe=[Sigh] It's over. The bastards managed to get away.
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetBattle_aAlly_tEnemy_FromAlly_IG_001_WeveGotMore=We've got more Nine Tails inbound!
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetBattle_aAlly_tEnemy_FromAlly_IG_002_HeadsUpMore=Heads up! More Nine Tails on the way!
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetBattle_aAlly_tEnemy_FromAlly_IG_003_RadarsShowingNine=Radar's showing Nine Tails reinforcements inbound.
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetBattle_aAlly_tEnemy_FromAlly_IG_004_AdditionalNineTails=Additional Nine Tails forces coming your way. Ready up.
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetBattle_aAlly_tEnemy_FromAlly_IG_005_NineTailsReinforcements=Nine Tails reinforcements! Get ready!
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetFind_aAlly_tEnemy_FromAlly_IG_001_HeadsUpWeve=Heads up! We've got more Nine Tails coming in hot.
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetFind_aAlly_tEnemy_FromAlly_IG_002_LookAlivePeople=Look alive people. Nine Tails reinforcements inbound.
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetFind_aAlly_tEnemy_FromAlly_IG_003_MoreNineTails=More Nine Tails headed your way!
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetFind_aAlly_tEnemy_FromAlly_IG_004_HostileReinforcementsInbound=Hostile reinforcements inbound!
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetFind_aAlly_tEnemy_FromAlly_IG_005_ContactEnemyReinforcements=Contact! Enemy reinforcements!
PU_CSCDR01_M_DEH_Spotted_Retreat_Begin_FleetBattle_aAlly_tEnemy_FromAlly_IG_001_HellYesThat=Hell yes! That did it. We got them on the run!
PU_CSCDR01_M_DEH_Spotted_Retreat_Begin_FleetBattle_aAlly_tEnemy_FromAlly_IG_002_ThatsItTheyre=That's it! They're giving up! We did it!
PU_CSCDR01_M_DEH_Spotted_Retreat_Begin_FleetBattle_aAlly_tEnemy_FromAlly_IG_003_LookTheyreLeaving=Look, they're leaving! We won!
PU_CSCDR01_M_DEH_Spotted_Retreat_Begin_FleetBattle_aAlly_tEnemy_FromAlly_IG_004_ThatDidIt=That did it! They're on the run and the station's safe!
PU_CSCDR01_M_DEH_Spotted_Retreat_Begin_FleetBattle_aAlly_tEnemy_FromAlly_IG_005_TheyreRetratingThe=They're retreating! The Nine Tails blockade's done for good!
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_AfterCompletion_aAlly_tEnemy_FromAlly_IG_001_NineTailsFlagship=Nine Tails flagship! It's going to cover their retreat! Take them out!
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_AfterCompletion_aAlly_tEnemy_FromAlly_IG_002_TheNineTails=The Nine Tails are going to use their flagship to get as many ships out as they can. We can't let them get away.
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_AfterCompletion_aAlly_tEnemy_FromAlly_IG_003_TheFlagshipsTheir=The flagship's their cover! The slippery bastards are going to try to use it to escape. That can't happen.
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_001_NineTailsFlagship=Nine Tails flagship! Watch its fire!
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_002_LookAliveNine=Look alive! Nine Tails cap ship on site!
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_003_ThisIsIt=This is it! Nine Tails flagship. Don't let that thing catch you out.
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_004_CrapNineTails=Crap. Nine Tails flagship.
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_005_FlagshipSightedThese=Flagship sighted! These Nine Tails mean business.
PU_CSCDR01_M_DEH_Spotted_Vehicle_FleetFind_aAlly_tEnemy_FromAlly_IG_001_HostilesInbound=Hostiles inbound!
PU_CSCDR01_M_DEH_Spotted_Vehicle_FleetFind_aAlly_tEnemy_FromAlly_IG_002_NineTailsEn=Nine Tails en route.
PU_CSCDR01_M_DEH_Spotted_Vehicle_FleetFind_aAlly_tEnemy_FromAlly_IG_003_EnemiesApproaching=Enemies approaching!
PU_CSCDR01_M_DEH_Spotted_Vehicle_FleetFind_aAlly_tEnemy_FromAlly_IG_004_PilotsAtThe=Pilots, at the ready. We got Nine Tails headed our way.
PU_CSCDR01_M_DEH_Spotted_Vehicle_FleetFind_aAlly_tEnemy_FromAlly_IG_005_RadarsShowingHostile=Radar's showing hostile contacts. Get ready.
PU_CSCDR01_M_DEH_Succeed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_001_ListenUpPeople=Listen up, people. The scans paid off and we know where the bastards are hiding. Let's go and shut them down once and for all.
PU_CSCDR01_M_DEH_Succeed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_002_AllRightEveryone=All right, everyone. We did it. We found the Nine Tails fleet. Time to put an end to this blockade. Let's move out.
PU_CSCDR01_M_DEH_Succeed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_003_WeGotWhat=We got what we were waiting for. Location of the Nine Tails fleet. All pilots move out. Let's finish this.
PU_CSCDR01_M_DEH_Succeed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_004_NowThatWe=Now that we know the location of the Nine Tails fleet we can finally take these bastards down. All pilots, move out.
PU_CSCDR01_M_DEH_Succeed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_005_OkayPeopleOur=Okay, people. Our data techs came through and we got the location of where the Nine Tails are hiding the quantum dampener. I expect you all to help us take these bastards out.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_DirectorRustThe=Director Rust, the blockade is cleared, sir. Nine Tails have been eliminated.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_DirectorRustWe=Director Rust, we did it. The Nine Tails blockade is over, sir.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_DirectorRustCommander=Director Rust. Commander Herdsman, here. The Nine Tails have been dealt with, sir.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_DirectorRustThis=Director Rust. This is Commander Herdsman. Good news. The Nine Tails threat has been taken care of.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_DirectorRustI=Director Rust. I am proud to say that our forces were able to overcome the Nine Tails and neutralized the threat, sir.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetFind_aAlly_tPlayer_FromAlly_IG_001_ExcellentSirWe=Excellent, sir. We will move to engage.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetFind_aAlly_tPlayer_FromAlly_IG_002_RelievedToHear=Relieved to hear it, sir. You can count on us.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetFind_aAlly_tPlayer_FromAlly_IG_003_GladTheScans=Glad the scans worked out, sir. Those Nine Tails won't know what hit them.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetFind_aAlly_tPlayer_FromAlly_IG_004_GoodNewsIndeed=Good news indeed, sir. This blockade is all but over.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetFind_aAlly_tPlayer_FromAlly_IG_005_WonderfulSirIll=Wonderful, sir. I'll let you know when the threat has been dealt with.
PU_CSCDR01_M_DEH_Thanks_WithPayment_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_OnBehalfOf=On behalf of Crusader, I want to thank you for everything. You all stepped up when you didn't have to and I won't forget it. Here. You've earned this.
PU_CSCDR01_M_DEH_Thanks_WithPayment_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_ISincerelyWant=I sincerely want to thank everyone for what we accomplished here. We all came together and we won. Here. You've earned this.
PU_CSCDR01_M_DEH_Thanks_WithPayment_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_CongratulationsPilotsIt=Congratulations, pilots. It was a hard fought victory and you all deserve the thanks and appreciation of the people of Crusader. Well done.
PU_CSCDR01_M_DEH_Thanks_WithPayment_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_WhatWeDid=What we did here today, could not have been done with out the help of all of you. This was a momentous effort and you have my appreciation. Thank you.
PU_CSCDR01_M_DEH_Thanks_WithPayment_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_OnBehalfOf=On behalf of myself and all of Crusader Security. I want to thank you for your help in dealing with this Nine Tails threat. You have earned our gratitude and more.
PU_CSCHIEF01_F_DEH_Accepted_Mission_Trade_aPlayer_tAlly_FromAlly_IG_001_HelloCrusaderSecurity=Hello. Crusader Security Director Rust, here. I was informed that you've agreed to help bring supplies to our beleaguered station. I wanted to personally let you know how much your effort will mean in our fight against the Nine Tails. I wish you speed and good fortune. We're counting on you.
PU_CSCHIEF01_F_DEH_Accepted_Mission_Trade_aPlayer_tAlly_FromAlly_IG_002_GreetingsThisIs=Greetings. This is Crusader Security Director Rust. I wanted to let you know that your assistance to resupply the blocked station is extremely appreciated. Those supplies will be vital to our effort and cannot be delivered soon enough. Good luck and safe flying.
PU_CSCHIEF01_F_DEH_Accepted_Mission_Trade_aPlayer_tAlly_FromAlly_IG_003_ThisIsDirector=This is Director Rust for Crusader Security. I wanted to personally express my thanks for volunteering to do a supply run to the blockaded station. Those supplies will mean a lot to the people there. Hopefully, everything will go well and they will be restocked before too long. Good luck.
PU_CSCHIEF01_F_DEH_Accepted_Mission_Trade_aPlayer_tAlly_FromAlly_IG_004_HelloThisIs=Hello. This is Security Director Rust with Crusader. Was told that you'd agreed to help the blockaded station by doing a supply run. Know that your assistance could make all the difference to the people there. Safe flying out there. We're counting on you.
PU_CSCHIEF01_F_DEH_Accepted_Mission_Trade_aPlayer_tAlly_FromAlly_IG_005_ThisIsSecurity=This is Crusader Security Director Rust and I'm contacting you to say how much all of us here at Crusader appreciate you contributing to the effort. Resupplying the blockaded station is of the utmost importance. Best of luck and safe flying.
PU_CSCHIEF01_F_DEH_Announce_Mission_Trade_aNeutral_tSector_FromNeutral_IG_001_ThisIsCrusader=This is Crusader Security Director Rust. I am calling upon any traders and haulers in the sector for assistance during these ongoing hostilities. With regular quantum traffic currently offline, the people of the blockaded station are in dire need of emergency supplies. Fair compensation will be offered as thanks for undertaking such risk during these trying times.
PU_CSCHIEF01_F_DEH_Announce_Mission_Trade_aNeutral_tSector_FromNeutral_IG_002_TradersAndHaulers=Traders and Haulers of Crusader. Your community needs you. The station currently being blockaded by the Nine Tails is in desperate need of supplies. Crusader Security requests all ships able to make the run to do so. Compensation will be adjusted to match the additional risk.
PU_CSCHIEF01_F_DEH_Announce_Mission_Trade_aNeutral_tSector_FromNeutral_IG_003_SecurityUpdateThe=Security Update. The ongoing Nine Tails blockade means that normal trade routes have been interrupted and essentials are in short supply. Crusader is calling on those traders and haulers who are able to deliver much needed supplies to the station. Prices will be adjusted to reflect the ongoing hostilities. Thank you in advance.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L1Area_aNeutral_tSector_FromNeutral_IG_001_PeopleOfCrusader=People of Crusader. The criminal group known as the Nine Tails have cut off all quantum travel around Ambitious Dream Station. Crusader Security has dispatched forces to resolve this issue. Until then, we advise all civilian ships to avoid this area until further notification and request that all qualified mercenary forces assist us during this emergency. Thank you.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L1Area_aNeutral_tSector_FromNeutral_IG_002_AttentionThisIs=Attention. This is a Crusader Security high alert. The Nine Tails outlaw gang has blockaded Ambitious Dream Station preventing all quantum travel in or out. All travelers are advised to avoid the area. Security Forces are already working to address the issue, but if there are additional trained security professionals available to assist, please do so. Further information will be released when available.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L1Area_aNeutral_tSector_FromNeutral_IG_003_AttentionPleaseThis=Attention, please. This is Crusader Security Director Sasha Rust with a vital security alert. The criminal gang known as the Nine Tails have launched an illegal blockade of Ambitious Dream Station. At this time, all travelers are advised to avoid the affected area until Quantum Travel can be restored. To aid with our efforts, Crusader Security is calling upon any trained security professionals in the area to assist. Stand by for further announcements.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L4Area_aNeutral_tSector_FromNeutral_IG_001_PeopleOfCrusader=People of Crusader. The criminal group known as the Nine Tails have cut off all quantum travel around Shallow Fields Station. Crusader Security has dispatched forces to resolve this issue. Until then, we advise all civilian ships to avoid this area until further notification and request that all qualified mercenary forces assist us during this emergency. Thank you.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L4Area_aNeutral_tSector_FromNeutral_IG_002_AttentionThisIs=Attention. This is a Crusader Security high alert. The Nine Tails outlaw gang has blockaded Shallow Fields Station preventing all quantum travel in or out. All travelers are advised to avoid the area. Security Forces are already working to address the issue, but if there are additional trained security professionals available to assist, please do so. Further information will be released when available.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L4Area_aNeutral_tSector_FromNeutral_IG_003_AttentionPleaseThis=Attention, please. This is Crusader Security Director Sasha Rust with a vital security alert. The criminal gang known as the Nine Tails have launched an illegal blockade of Shallow Fields Station. At this time, all travelers are advised to avoid the affected area until Quantum Travel can be restored. To aid with our efforts, Crusader Security is calling upon any trained security professionals in the area to assist. Stand by for further announcements.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L5Area_aNeutral_tSector_FromNeutral_IG_001_PeopleOfCrusader=People of Crusader. The criminal group known as the Nine Tails have cut off all quantum travel around Bountiful Glen Station. Crusader Security has dispatched forces to resolve this issue. Until then, we advise all civilian ships to avoid this area until further notification and request that all qualified mercenary forces assist us during this emergency. Thank you.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L5Area_aNeutral_tSector_FromNeutral_IG_002_AttentionThisIs=Attention. This is a Crusader Security high alert. The Nine Tails outlaw gang has blockaded Bountiful Glen Station preventing all quantum travel in or out. All travelers are advised to avoid the area. Security Forces are already working to address the issue, but if there are additional trained security professionals available to assist, please do so. Further information will be released when available.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L5Area_aNeutral_tSector_FromNeutral_IG_003_AttentionPleaseThis=Attention, please. This is Crusader Security Director Sasha Rust with a vital security alert. The criminal gang known as the Nine Tails have launched an illegal blockade of Bountiful Glen Station. At this time, all travelers are advised to avoid the affected area until Quantum Travel can be restored. To aid with our efforts, Crusader Security is calling upon any trained security professionals in the area to assist. Stand by for further announcements.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_OnGoing_aNeutral_tSector_FromNeutral_IG_001_HelloThisIs=Hello. This is Sasha Rust, director of Crusader Security and I wanted to provide an update on the current crisis. While the Nine Tails are still blockading quantum travel, know that security forces and a highly skilled group of volunteers are hard at work cleaning out the outlaw elements. All of us at Crusader Industries appreciate your cooperation during these trying times.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_OnGoing_aNeutral_tSector_FromNeutral_IG_002_AttentionAllPeople=Attention all people of Crusader. This is a security update regarding the ongoing outlaw blockade. Efforts are underway to arrest those responsible and restore quantum travel to the affected station as soon as possible. Until such a time, travel to the sector is considered to be high-risk. Your patience in this matter is appreciated.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_OnGoing_aNeutral_tSector_FromNeutral_IG_003_AttentionPleaseThis=Attention, please. This is a Crusader Security update. Unfortunately, the outlaw blockade is still prohibiting quantum travel through the sector and we are continuing to advise ships to avoid the area. But rest assured that we are working diligently to resolve the situation and arrest the Nine Tails responsible. We will continue to provide updates as new information arises. Thank you.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_aNeutral_tSector_FromNeutral_IG_001_PeopleOfCrusader=People of Crusader. The criminal group known as the Nine Tails have cut off all quantum travel around one of this sector's stations. Crusader Security has dispatched forces to resolve this issue. Until then, we advise all civilian ships to avoid this area until further notification and request that any qualified mercenary forces willing to assist contact our outsource managers. Thank you.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_aNeutral_tSector_FromNeutral_IG_002_AttentionThisIs=Attention. This is a Crusader Security high alert. The Nine Tails outlaw gang have blockaded a local station preventing all quantum travel in or out. Security Forces are already working to address the issue, but all travelers are advised to avoid the area. Any support from trained security professionals would be appreciated. Further information will be released when available.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_aNeutral_tSector_FromNeutral_IG_003_AttentionPleaseThis=Attention, please. This is Crusader Security Director Sasha Rust with a vital security alert. The criminal gang known as the Nine Tails have launched an illegal blockade of one the sector's stations. At this time, all travelers are advised to avoid the affected area until Quantum Travel can be restored. To aid with our efforts, Crusader Security is calling upon any trained security professionals in the area to assist. Stand by for further announcements.
PU_CSCHIEF01_F_DEH_Announce_Warning_HighCrimeRate_aNeutral_tSector_FromNeutral_FirstOccur_IG_001_PeopleOfCrusader=People of Crusader, guests and residents. This is Sasha Rust, director of Crusader Security. We have received viable intelligence concerning possible outlaw threats in the area. Though we are working diligently to maintain security, I must ask that you use caution while traveling through the sector and to report anything suspicious. Your safety is a top priority for all of us at Crusader Industries. Thank you.
PU_CSCHIEF01_F_DEH_Announce_Warning_HighCrimeRate_aNeutral_tSector_FromNeutral_IG_001_PeopleOfCrusader=People of Crusader, guests and residents. I have an important security update. We have once again received word that outlaw elements are plotting to move against a station in our sector. Although it is my belief that Security forces will be able to deal with this threat before it emerges, it is encouraged that you take extra precautions while traveling. Thank you.
PU_CSCHIEF01_F_DEH_Announce_Warning_HighCrimeRate_aNeutral_tSector_FromNeutral_IG_002_AttentionCrusaderThis=Attention Crusader. This is Director Rust with an important update regarding possible hostile activity in the sector. We have received credible reports that outlaws may once again be planning a show of force. Crusader Security is doing everything in our power to ensure the safe travel through the area. I will keep you posted if there are any new updates. Thank you.
PU_CSCHIEF01_F_DEH_Announce_Warning_HighCrimeRate_aNeutral_tSector_FromNeutral_IG_003_AttentionPleaseCrusader=Attention, please. Crusader Security has new information regarding another possible outlaw attack and would like to strongly encourage all those traveling through the sector to use extra caution. While we have no specifics to share at this time, rest assured that we are diligently working to stop any such threat before it occurs. Thank you for your time.
PU_CSCHIEF01_F_DEH_Failed_Event_aNeutral_tSector_FromNeutral_FirstOccur_IG_001_HelloThisMessage=Hello. This message is to inform you that Crusader Security has regained control of the sector and quantum travel can proceed as normal. However, even though the immediate threat may be over, I urge all ships to take extra precautions as efforts continue to stop the Nine Tails once and for all. Finally, I would like to offer a moment of silence for all those who lost their lives trying to defend us... Thank you.
PU_CSCHIEF01_F_DEH_Failed_Event_aNeutral_tSector_FromNeutral_IG_001_AttentionCrusaderSecurity=Attention. Crusader Security has verified that the recent blockade is over, and quantum travel can again resume. Though those responsible remain at large, rest assured that we will continue to do everything we can to make sure that these Nine Tails are punished for their actions. Until then, be safe.
PU_CSCHIEF01_F_DEH_Failed_Event_aNeutral_tSector_FromNeutral_IG_002_AttentionThisIs=Attention. This is Director Rust of Crusader Security. While those responsible still remain at large, the quantum travel blockade is now over. We are doing everything we can to keep you safe, but strongly advise extra caution as traffic resumes. That is all.
PU_CSCHIEF01_F_DEH_Failed_Event_aNeutral_tSector_FromNeutral_IG_003_AttentionPeopleOf=Attention, people of Crusader. The recent blockade of quantum travel has been ended. And while travel may resume as normal, the culprits behind this attack are unfortunately still on the loose. We at Crusader Security will continue to pursue justice but we kindly ask that you please use extra caution when traveling to ensure your safety. Thank you.
PU_CSCHIEF01_F_DEH_Failed_Event_aNeutral_tSector_FromNeutral_IG_004_AttentionTheRecent=Attention. The recent illegal blockade of a station in Crusader space has been concluded. As we continue to work to bring those responsible to justice, please use extra caution as you resume normal travel. That is all.
PU_CSCHIEF01_F_DEH_Failed_Event_aNeutral_tSector_FromNeutral_IG_005_AttentionQuantumTravel=Attention. Quantum travel can once again resume freely in the sector. Crusader Security is working to find and arrest those responsible for this criminal blockade, but until such a time, please continue to prioritize safety and caution while traveling. Thank you.
PU_CSCHIEF01_F_DEH_Failed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_ThatIsDissapointing=That is disappointing, Commander. At least the blockade is over for now. I want to see you in my office when you get back. Director Rust, out.
PU_CSCHIEF01_F_DEH_Failed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_UnfortunateButAt=Unfortunate, but at least travel to the station can resume. Report back to HQ immediately. The board will want to know why we failed to stop the Nine Tails. Director Rust, out.
PU_CSCHIEF01_F_DEH_Failed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_AShameCommander=A shame, Commander. I'm sure you did what you could, but this is what happens when we're forced to rely on civilians. Now that traffic can resume to the station, I want a full report on my desk before end of shift. Director Rust, out.
PU_CSCHIEF01_F_DEH_Failed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_ThatsTooBad=That's too bad. The board is going to be disappointed to say the least. Hopefully the blockade ending will overshadow the Nine Tails' escape. Return to HQ, Commander. I expect a full report ASAP.
PU_CSCHIEF01_F_DEH_Failed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_NotExactlyThe=Not exactly the news I was hoping for. With the Nine Tails in the wind its only a matter of time before they take action again. Still, the blockade is ended for now and that was the more pressing concern. I expect you to report to my office upon your return Commander.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_25Completion_aAlly_tPlayer_FromAlly_IG_001_ThisIsCrusader=This is Crusader Security Director Rust. Wanted to let you know that we're starting to get good data back from the scan ships. I'm confident we will be able to track down the source of the blockade if we keep this up.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_25Completion_aAlly_tPlayer_FromAlly_IG_002_ThisIsCrusader=This is Crusader Security Director Rust. I received word from our data techs that preliminary scans are looking hopeful. We will need more information to get a clearer picture of where the blockade is hiding, but we're on the right track.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_25Completion_aAlly_tPlayer_FromAlly_IG_003_ThisIsCrusader=This is Crusader Security Director Rust. We have begun processing the scan information. No sign of the blockade's location yet, but it's only a matter of time. If we keep scanning, I'm sure we'll be able to track the Nine Tails down.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_50Completion_aAlly_tPlayer_FromAlly_IG_001_DirectorRustHere=Director Rust, here. Thanks to the scans, we are beginning to narrow down the potential source of the Nine Tails blockade. If we keep scanning, it'll only be a matter of time.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_50Completion_aAlly_tPlayer_FromAlly_IG_002_DirectorRustHere=Director Rust, here with an update. Our techs are hard at work figuring out the source of the quantum dampening field, but they still need more scan data. We're counting on you.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_50Completion_aAlly_tPlayer_FromAlly_IG_003_DirectorRustHere=Director Rust, here. We're making good progress on analyzing the scan data. It seems that if we keep gathering intelligence at this rate, we should soon be able to track down the source of the blockade.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_75Completion_aAlly_tPlayer_FromAlly_IG_001_DirectorRustAgain=Director Rust, again. Good news. We are getting very close to finding the Nine Tails fleet that are operating the blockade. Just a few more scans and we should have them.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_75Completion_aAlly_tPlayer_FromAlly_IG_002_DirectorRustAgain=Director Rust, again. The technicians are telling me that we are just a few scans away from determining the location of the Nine Tails fleet. Keep at it and we'll be able to shut down this blockade for good.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_75Completion_aAlly_tPlayer_FromAlly_IG_003_DirectorRustAgain=Director Rust, again with another update. We only need a bit more scan data and we should finally be able to locate the source of the blockade and deal with these Nine Tails once and for all. This is it. We're close.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_FirstOccur_IG_001_IWasJust=I was just informed of your successful delivery, pilot. Happy you were able to lend a hand. Anything else you're able to contribute will be very appreciated.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_FirstOccur_IG_002_JustTakingA=Just taking a moment to tell you good job on the first delivery, pilot. Fighting may get all the headlines, but it?s the efforts of people like you that make everything we do possible. Keep up the effort.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_FirstOccur_IG_003_GoodWorkOn=Good work on completing a supply dropoff. You wouldn't believe how many people say they're going to help and never deliver. You should feel proud of yourself and keep up the hard work.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_FirstOccur_IG_004_ThankYouFor=Thank you for completing a delivery, pilot. Crusader is counting on folks like yourself to help end this terrible blockade. Anything else you could resupply the station with would be much appreciated.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_FirstOccur_IG_005_ReachingOutTo=Reaching out to personally thank you for completing your first delivery. And as badly as these supplies are needed, hopefully it's the first of many.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_IG_001_WantedToLet=Wanted to let you know how much these deliveries are helping our efforts. Your hard work is not going unnoticed. Keep it up.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_IG_002_IMustSay=I must say, I've been impressed by your ongoing work to resupply the station. It shows real dedication. Every contribution makes a difference.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_IG_003_PilotIWanted=Pilot, I wanted to check in and let you know that your continuing efforts to resupply the station are exactly what's needed during these difficult times. You've done a great job so far.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_IG_004_WellDonePilot=Well done, pilot. Another successful delivery. These supplies are very much needed, so stay the course.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_IG_005_ISeeHere=I see here that you've completed another delivery. Excellent. Every supply you bring to the station is very much needed, so carry on.
PU_CSCHIEF01_F_DEH_Succeed_Event_aNeutral_tSector_FromNeutral_FirstOccur_IG_001_ToAllMy=To all my fellow Crusaders, this is Director Rust. I am pleased to announce that the Nine Tails threat has been resolved and quantum travel can now resume. Thank you for your patience during these trying times and thank you to the brave individuals who assisted our security forces in defeating this scourge. Crusader Industries prides itself on providing safe travel for all.
PU_CSCHIEF01_F_DEH_Succeed_Event_aNeutral_tSector_FromNeutral_IG_001_PeopleOfCrusader=People of Crusader, once again the Nine Tails have been pushed back and normal travel restored. I would like to personally thank Crusader Security and every civilian who contributed to this noble effort. You have my eternal gratitude.
PU_CSCHIEF01_F_DEH_Succeed_Event_aNeutral_tSector_FromNeutral_IG_002_AttentionPleaseOn=Attention, please. On behalf of Crusader Security, this is Director Rust with some good news to share. The blockade is over, the Nine Tails have been dealt a decisive blow, and quantum travel can once again resume. I want to offer my sincerest thanks to everyone who contributed to this successful resolution. For all of us at Crusader, have a wonderful day.
PU_CSCHIEF01_F_DEH_Succeed_Event_aNeutral_tSector_FromNeutral_IG_003_ThisIsA=This is a security update from Director Rust and I am pleased to share some good news. The latest Nine Tails blockade has been decisively concluded by our fearless security personnel and the brave private contractors who assisted the effort. We all owe them a debt of gratitude. Feel free to resume normal travel.
PU_CSCHIEF01_F_DEH_Succeed_Event_aNeutral_tSector_FromNeutral_IG_004_AttentionThisIs=Attention. This is Security Director Rust. I am thrilled to announce that the Nine Tails outlaw group has once again been repelled and safe travel through Crusader space can resume thanks to the tireless efforts of our hardworking security forces and contractors. Whatever challenges arise in the future, I feel confident in our ability to meet them head on. Thank you all.
PU_CSCHIEF01_F_DEH_Succeed_Event_aNeutral_tSector_FromNeutral_IG_005_ThisIsA=This is a security update on the recent quantum blockade of Crusader space. I am pleased to announce that our skilled security forces and contractors have successfully dealt with the perpetrators and regular travel can resume once again. Thank you all for your perseverance during these trying times. All of us here at Crusader wish you safe travels.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_ExcellentIKnew=Excellent. I knew I could count on you. The people of Crusader will be very happy to hear the good news. Be sure that any civilians who assisted are rewarded for their hard work and I'll expect to be debriefed when you get back to Orison, Commander.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_WellDoneCommander=Well done, Commander. A hearty congratulations to you and the volunteer force. Rest assured that they will be provided due compensation for all their brave efforts. The board and I look forward to speaking with you in person when you return. Until then Commander, Director Rust, out.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_WonderfulNewsI=Wonderful news. I only hope that we've put a stop to the Nine Tails once and for all. Make sure to compensate all the volunteers who assisted, and then report back to headquarters. See you soon, Commander.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_ThatsARelief=That's a relief to hear. I know putting a stop to these Nine Tails was no easy feat. You should be proud. As should all the civilians who helped. See to it that they are duly rewarded for their efforts. Last thing before I let you go, the board's requested a personal debrief, so I'll need you to return to Orison as soon as you're able. Good work, Commander.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_FantasticCommanderThe=Fantastic, Commander. The board will be thrilled to hear. Reward the volunteers for their efforts and report back to headquarters. Director Rust, out.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetFind_aAlly_tPlayer_FromAlly_IG_001_IHaveGood=I have good news, Commander. All your hard work has paid off. We have the location of the Nine Tails fleet. Head there now. We're putting an end to this once and for all.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetFind_aAlly_tPlayer_FromAlly_IG_002_IHaveAn=I have an update, Commander. The scan information has paid off and we have the location of the main hostile fleet. I want you to engage the Nine Tails as soon as possible and end this. Good luck to you and all your forces.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetFind_aAlly_tPlayer_FromAlly_IG_003_CommanderWeHave=Commander. We have finished analyzing the latest scans and determined the location of the Nine Tails' fleet. Head to their position ASAP. You have my permission to engage.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetFind_aAlly_tPlayer_FromAlly_IG_004_CommanderJustReceived=Commander. Just received word on the latest scan data. We found the bastards. Sending you the location of the main Nine Tails fleet now. Head to their position and put an end to this blockade once and for all.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetFind_aAlly_tPlayer_FromAlly_IG_005_CommanderTheData=Commander. The data team has successfully analyzed the scans and isolated the Nine Tails fleet location. I'm authorizing you to head there now and shut this blockade down immediately. Good luck.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_NotTakePart_aAlly_tAlly_FromAlly_IG_001_ThisIsDirector=This is Director Rust. The blockaded station has been resupplied so we wont be needing your assistance any longer. Crusader appreciates your offer to help. Safe flying.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_NotTakePart_aAlly_tAlly_FromAlly_IG_002_ThisIsCrusader=This is Crusader Security Director Rust. Wanted to inform you that we no longer need your assistance in restocking the station. It's all been taken care of. We'll definitely let you know if we need any further assistance in the future.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_NotTakePart_aAlly_tAlly_FromAlly_IG_003_AttentionThe=Attention. The station has been successfully restocked. No further assistance with supplies is needed at this time. Thank you for your offer to help.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_aPlayer_tAlly_FromAlly_IG_001_HelloIWas=Hello. I was just informed that the blockaded station has been resupplied thanks to you. Not an easy task. Please trust that they will be going towards a good cause. You have my and Crusader's gratitude. Safe flying.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_aPlayer_tAlly_FromAlly_IG_002_CongratulationsOnA=Congratulations on a successful supply run. Your effort has done a lot of good for that station. On behalf of Crusader, thanks.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_aPlayer_tAlly_FromAlly_IG_003_ThisIsDirector=This is Director Rust. Wanted to let you know that the station resupply was successful and not a moment too soon. Your assistance in this matter was much appreciated.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_aPlayer_tAlly_FromAlly_IG_004_DirectorRustHere=Director Rust here. I have an update on the station resupply. Just got word that they have everything they need. Thanks for contributing to the effort.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_aPlayer_tAlly_FromAlly_IG_005_ThisIsDirector=This is Director Rust. I've got good news. The blockaded station has been completely resupplied. Should make quite a difference to our efforts there. Crusader appreciates your help with the matter.
PU_CSECRREP01_M_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_HeyThereLiaison=Hey there. Liaison Officer Vanzant with Crusader Security. I'm the one managing your contract with us to - says here, "Destroy Illegal Contraband." Ah, right. Basically, criminals have been setting up these automated production facilities that can just keep turning out product like its nothing. We got coordinates on one of these sites, and we want you to go destroy all the contraband they make. We even got a nice little bonus scheme set up where we'll pay you based on how much product you manage to take off the market. You'll be doing good for the community, and getting a good salary to do it. Nothing wrong with that, right?
PU_CSECRREP01_M_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_HiImYour=Hi, I'm your Crusader Security Liaison Officer for this contract. That means I'll be supervising while you deal with this automated facility. You should have the details, but the idea is that you'll infiltrate the compound and destroy the packages as they come off the production line, preventing them from getting out into the wild. While the manufacturing process takes care of itself, I wouldn't be surprised if you run into some outlaw resistance anyway. Go in prepared, and you should come out all right. Good luck.
PU_CSECRREP01_M_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_HeyLiaisonOfficer=Hey, Liaison Officer Vanzant here. Thanks for agreeing to help us deal with this illegal production facility. Crusader Security is very eager to make sure that whatever products are coming off the line don't make it onto market. Once you're on site, deal with whatever resistance there is, and destroy as much of the contraband as you can. Ideally all of it. I sent you the details so you should be all set to go. Safe flying.
PU_CSECRREP01_M_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_001_HiThisIs=Hi, this is Liaison Officer Vanzant with Crusader Security. I'll be overseeing your contract with us. Appreciate your help in dealing with this illegal production facility. As outlined, the hope is that you'll be able to secure the site and confiscate any contraband you find for delivery to our evidence hold. Now, these so-called criminal geniuses have managed to automate a lot of the production, so its unclear how long they'll be manufacturing product for or how many outlaws will be on site, but I'd go in ready to face some serious resistance. Could get pretty nasty... Sure you'll be fine though. I'll check in on you later.
PU_CSECRREP01_M_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_002_GreetingsImA=Greetings. I'm a Liaison Officer with Crusader Security and I'll be supervising your work in helping us deal with this illegal production facility today. It's one of the newer automated style where it's pretty much hands free for the outlaws. Crazy how advanced these things are getting. We'd like you to go there and secure as many of the crates of contraband as you can and bring them to us for processing and disposal. And of course, if there any hostile forces present, you're expected to deal with them as appropriate. And remember, caution is the keyword all around.
PU_CSECRREP01_M_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_003_HeyThereCrusader=Hey there. Crusader Security Officer Vanzant comming you about the contract work. Just wanted to make sure everything was clear. You're going to be headed to an automated production facility and grabbing all the contraband that comes off the line. Once you have it secured, you're to bring them to the appointed location so we can properly analyze and dispose of it. Not sure what exactly you can expect in terms of hostile resistance, but it usually pays to be ready for a fight. And just to say it, I'm really happy we hired you for this. Will be great to get all this contraband off the market before it does any damage.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_001_HiThereLiaison=Hi there. Liaison Officer Vanzant. Happy to see you'll be helping Crusader Security out with this contract. With the work you've been doing so far, I'm sure you'll be able to take care of this one no problem. Updating you with all the details now.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_002_HeyGreatTo=Hey! Great to see your name pop up on this contract. Always appreciate having experienced and dependable operators handling things. Okay, I've updated all the info and you should be good to go. Good luck out there and I'll check in with you later.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_003_HiOfficerVanzant=Hi! Officer Vanzant here. You've been working with Crusader Security for a bit now, so I won't hold your hand too much. Check the details, use your best judgment, and I'll catch up with you later. Thanks.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_001_HiThisIs=Hi, this is Liaison Officer Vanzant with Crusader Security. I'll be managing your contract on this upcoming job. Sending you the important info now so you can get on your way.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_002_HiThereIm=Hi there. I'm the Crusader Security Liaison Officer overseeing your contract. You should have all the important details now, and I'll be monitoring you're progress as you go. Good luck out there.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_003_HeyImOfficer=Hey, I'm Officer Vanzant with Crusader Security. Thanks for taking this contract. I'm updating the details for you now but it should all be pretty clear. Just remember to keep your head down and be safe. Don't want to lose anybody on my watch. All right, get to it and I'll check in on you later.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_004_HeyCommingYou=Hey, comming you on behalf of Crusader Security. I'll be supervising your current contract with us. All the details have been forwarded so hopefully that covers everything you need to get started. I'll check in with you periodically, but until then, good luck and be safe.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_005_HeyThereThis=Hey there, this is Crusader Security Liaison Officer Vanzant comming about the contract. I'll be your point of contact on this job but it should hopefully be straightforward. You have all details so feel free to get going right away. Just make sure to stock up on any supplies you'll need. Nothing worse than being caught unprepared. Good luck.
PU_CSECRREP01_M_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_001_HeyItsOfficer=Hey, it's Officer Vanzant again. Just wanted to pass along that the Crusader Security personnel on patrol in your sector have been notified that you're delivering some contraband to our evidence hold for us. You shouldn't run into any problem as you make your way there. At least from us. There's probably a few outlaws out there who'd like to get their product back. Actually, might be a good idea for you make the delivery as fast as you can. Won't be safe flying around too long with this stuff.
PU_CSECRREP01_M_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_002_HeyThereOfficer=Hey there. Officer Vanzant. Wanted to let you know that I notified the local patrols that you'd be heading through the sector. Didn't want them to be surprised when a ship carting a bunch of contraband turned up. Also told them to keep an eye out for anybody who might be trying to get their hands on that stash you're hauling. Hopefully you won't have any trouble on your way to the drop off.
PU_CSECRREP01_M_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_003_HiLiaisonOfficer=Hi, Liaison Officer Vanzant here. Didn't want you to run into any trouble on your way to the evidence hold, so I've gone ahead and alerted Crusader Security patrols in the area that you're authorized to be traveling with contraband aboard. Should make things easier for you. Now all you have to do is avoid any outlaws trying to take their drugs back and you'll be fine.
PU_CSECRREP01_M_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_SoJustGot=So, just got a tip hot off the wire. Seems these perps didn?t like us interfering and the site's been ordered offline. Since, they won't be producing any more contraband, destroy whatever's left before heading off.
PU_CSECRREP01_M_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_WantedToPass=Wanted to pass along an update. The production line's going to be shutting down. Guess these bastards decided to count their losses or lick their wounds or whatever. Go ahead and finish destroying whatever contraband is still on site and then we should be all set.
PU_CSECRREP01_M_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_HeyGotA=Hey, got a report from an informant that the production line's going dark. They probably figured there's no point in making more if we're just going to destroy all of it. Speaking of, finishing destroying whatever you can find left down there and then you're good to clear out.
PU_CSECRREP01_M_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_001_HeyOneOf=Hey, one of our contacts just let us know that the people operating the site got word of our operation and ordered it to go dark. Collect whatever you can, and bring it to the evidence hold. It's not worth you hanging around there longer than you have to.
PU_CSECRREP01_M_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_002_HeyIfThis=Hey, if this report I got is right, that production line should be shutting down any moment now. Finish collecting whatever contraband you can get your hands on and go ahead and bring it to the drop off.
PU_CSECRREP01_M_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_003_SoLooksLike=So, looks like they're going to be deactivating the production line at the sight. Guess the criminals finally got word of what we were up to. Since their won't be any more contraband coming off the line, finish collecting whatever there is and bring it to the evidence hold. Thanks.
PU_CSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_001_OfficerVanzantHere=Officer Vanzant here. I was rooting for you, but with your performance I have no choice but to unfortunately terminate your contract. Sorry, it didn't work out.
PU_CSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_002_LookImGonna=Look, I'm gonna give it to you straight. You just weren't up to snuff this time around. Nothing you can't overcome with a bit of a hard work and practice, but for now I'm going to have to terminate the contract. Hopefully things turn around for you soon.
PU_CSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_003_HeySoFrom=Hey. So from what I'm seeing your performance isn't up to Crusader Security standards. Gonna go ahead and cancel your contract. Guess you just weren't the right person for this job, huh?
PU_CSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_004_ThisIsOfficer=This is Officer Vanzant again. It's not good. Your performance has been sub-par and I'm canceling the contract. Nothing personal. Have a good one, okay.
PU_CSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_005_AllRightTheres=All right, there's no easy way to say this, but I'm terminating your contract. Your performance just wasn't meeting our requirements for this job. That's it. Good luck out there.
PU_CSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_001_GeezWhatAre=Geez, what are you thinking? That just because you're working for us you can break the law? That's not how it works, buddy. Contract's canceled, and you can forget about working with Crusader Security until you get your life sorted.
PU_CSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_002_AmIReading=Am I reading this right? Did you actually get a crimestat while working as a security contractor? Talk about not knowing which way your feet are facing. It goes without saying, but we can't have an active criminal on the payroll, so you're fired. Good luck with your legal problems.
PU_CSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_003_HeyNotSure=Hey, not sure what the hell happened, but an active crimestat means you can't work for Crusader Security. I gotta cut you loose. Contract's over.
PU_CSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_004_LookIfWe=Look, if we knew you were going to be out there breaking the law, Crusader Security never would have hired you in the first place. That crimestat means you're terminated. That's just how it is.
PU_CSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_005_DidYouSeriously=Did you seriously just get a crimestat? I know things can get tricky out there but I expected you to be more careful than this. Whatever happened, I'm gonna have to cut you loose. Crusader Security doesn't employ criminals. All right, contract's terminated.
PU_CSECRREP01_M_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_001_WoahYoureGoing=Woah, you're going around selling this stuff? I can't believe you'd betray our trust like that. You can forget about the contract. Hell, you can forget about working for Crusader again for a very long time.
PU_CSECRREP01_M_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_002_HeyDidYou=Hey! Did you actually think selling the illegal contraband we hired you to collect was a good idea? Unbelievable! You are so fired. I can't even comprehend what was going through your mind. You know what, I don't care. I'm done with you.
PU_CSECRREP01_M_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_003_IDidntWant=I didn't want to believe it at first, but I can't argue with the evidence. I can't believe you'd stab me in the back like this. Do you have any idea what kind of damage that contraband you sold will do to the community? Forget it. There's no point in talking to someone like you.
PU_CSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_001_HeyHateTo=Hey, hate to do this, but it seems that Crusader Security isn't going to need your help on this contract after all. Don't worry though. This won't reflect on you at all. Next contract, we'd be happy to have you back. Safe flying until then.
PU_CSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_002_HeyCommingWith=Hey, comming with a bit of bad news. I have to close out the contract. You didn't do anything wrong, it?s just the higher ups have decided our resources will be better spent elsewhere. Apologies. Hopefully this won't happen again.
PU_CSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_003_HeyItsVanzant=Hey, it's Vanzant. Wanted to let you know that I have to cancel the contract. It's not your fault in the slightest, just one of those things. Crap luck really. Anyway, hopefully we'll have another job for you soon and we can make it up to you. All right. Have a good one.
PU_CSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_004_HeyReallyHate=Hey, really hate to do this to you, but I'm canceling the contract. The situation's changed and we won't be needing you after all. Hope you're not too mad. Would love to have you on another job in the future. Okay. Sorry again.
PU_CSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_005_OkayDontShoot=Okay, don't shoot the messenger here, but Crusader Security is terminating this contract. Nothing you did. It just happens sometimes and you unfortunately got the short straw. Hopefully, next time you work with us things will go smoother.
PU_CSECRREP01_M_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_001_ListenUpThis=Listen up. This is Security Officer Vanzant and it is my obligation to hereby notify you that due to breach of contract, your employment is hereby terminated.
PU_CSECRREP01_M_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_002_AttentionContractorHaving=Attention contractor. Having failed in your obligations to Crusader Security, I am hereby authorized to terminate your employment. Effective immediately.
PU_CSECRREP01_M_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_003_LookIDont=Look, I don't want to do this but with the way you've been acting, you've given me no choice. I'm canceling your contract. Sorry.
PU_CSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_001_HeyJustChecking=Hey, just checking in. Looks like you're making solid progress. Keep it up and we should have everything wrapped up soon.
PU_CSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_002_WantedToLet=Wanted to let you know how happy I am that you're making good progress on the contract. Seems like we got the right person for the job. Now you just need to do the rest. Shouldn't be a problem, right?
PU_CSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_003_HeyHopeIm=Hey, hope I'm not interrupting anything. Had gotten a status update on your progress and wanted to say that it seems you're more or less on target. Just keep doing what you've been doing and we'll be all set.
PU_CSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_004_HeyThereIts=Hey there, it's Officer Vanzant. Just hopping on the comm to say good work so far. All the progress updates I've gotten have been pretty much on track, so that's great. Hopefully, we'll be able to close this thing out soon. Keep it up.
PU_CSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_005_HeyHowsIt=Hey, how's it going? Everything's pretty good on my end. Really liking these status reports I'm seeing on your progress. Crusader Security always appreciates contractors who can stay on task and get a job done. At this rate, the whole contract should be finished before too long. And then the best part, getting paid! Okay, I'll check in again later.
PU_CSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_001_WelcomeBackHope=Welcome back. Hope the regen wasn't too rough on you. Now that you have some extra life experience under your belt, I'm sure you'll clear out this contract no problem. Good luck.
PU_CSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_002_HeyGladYoure=Hey, glad you're back on your feet. Contract is still open, so if you're up for it, could use your help in closing it out. I'm sure you'll do great this time.
PU_CSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_003_HeyLookWhos=Hey, look who's back in action! Was worried about you. Not to rush your recovery, but the contract's still waiting. Would be great if you can head back out and take care of it. Better luck this time.
PU_CSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_004_IKnewIt=I knew it! I knew you'd pull through. I tried to send you flowers, but there was a whole thing, but anyway, I'm glad you?re feeling better now. The contract is still yours if you want it. And hopefully you can get it taken care of this time while staying in one piece! Just kidding. Be safe and good luck.
PU_CSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_005_HeyFeelingBetter=Hey, feeling better? This regen stuff's a real miracle isn't it? Anyway, now that you're moving about again, the contract is still waiting for you to finish. Figured you'd appreciate the chance to close it out. Just try and be a little more careful this time, okay?
PU_CSECRREP01_M_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_001_HeyAgainOfficer=Hey again. Officer Vanzant. Just saw the confirmation that you dropped off the contraband. Great work. Crusader Security thanks you for your effort.
PU_CSECRREP01_M_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_002_HeyWantedTo=Hey, wanted to say thanks for getting that contraband delivered to us. Your hard work is very appreciated. I'll make note of it on the final comments section of your contract when I close it out. Have a good rest of your day.
PU_CSECRREP01_M_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_003_HiOfficerVanzant=Hi, Officer Vanzant here. Looks like all the contraband you dropped off made it safely into the evidence hold. I'll make sure the higher ups know about how much you helped. Thanks again.
PU_CSECRREP01_M_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_GoodNewsGot=Good news. Got reports that all the contraband on the site has been destroyed. Appreciate all your help in keeping Crusader safe.
PU_CSECRREP01_M_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_HeyLooksLike=Hey, looks like all the contraband at the site have been destroyed. That means your contract's complete. Thanks for your help on this. You should be proud of what we accomplished.
PU_CSECRREP01_M_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_HeyItsVanzant=Hey, it's Vanzant. Just got word that the site has been completely cleared of all contraband so on behalf of Crusader Security, thanks for a job well done. Hopefully we'll get to work together again soon.
PU_CSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_001_LookAtThat=Look at that, contract's all done. Great job. Appreciate you making my life easier, and actually doing what we hired you for. You would not believe some of the people I have to deal with. Anyway, Crusader Security thanks you for your effort and you should receive your payment shortly.
PU_CSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_002_HeyCongratsOn=Hey, congrats on wrapping up the contract. Good work. Crusader needs people we can count on. Hopefully we can do it again sometime soon.
PU_CSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_003_HiThisIs=Hi, this is Officer Vanzant. Just saw that the contract was all wrapped up and wanted to say on behalf of Crusader Security job well done. Safe flying out there.
PU_CSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_004_HeyWantedTo=Hey, wanted to let you know I received confirmation that you got the contract all taken care of. We should be all set now, and I'll make sure your payment gets processed. Oh, and feel free to hit up Crusader Security next time you're looking for work, okay? Be safe.
PU_CSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_005_HeyYouPulled=Hey! You pulled it off! Nice work out there. Between you and me, Crusader Security needs all the help we can get so this was great. Maybe we'll work together again soon. All right, I better get back to it. Later.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_001_HeyOfficerVanzant=Hey, Officer Vanzant here. Couldn't help but notice that you seem to be getting a bit off track. It'd be great if you could go ahead and focus on getting the contract done. Appreciate it.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_002_HeyItsOfficer=Hey, it's Officer Vanzant. Looks like you might be getting a bit turned around. You should check the contract again and try to get back on track. Thanks.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_003_HiThereI=Hi there. I was just checking on your status and it's looking like you might be a little lost or something? Not sure exactly, but it'd be good if you can check your bearings. Would love to get this contract closed out.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_004_HeyAreYou=Hey are you okay? It looks like you?re a bit off course. Probably should get your headings sorted so you can finish off the contract. All right, I'll leave you to it. Thanks.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_005_HeyNotSure=Hey, not sure if this is right, but from my end it looks like you're headed in the wrong direction. It's probably nothing, but figured it couldn't hurt to check. Okay, that was it. Talk to you again in a bit.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_001_OkayLookIf=Okay, look. If you're going to keep messing around, I'm gonna have to give the contract to someone else. I think neither of us wants that. Get it together, and get it done.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_002_ImStartingTo=I'm starting to run out of patience with you. Either get on task and take care of this job, or I'm gonna pull the contract. Your choice.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_003_DidYouGet=Did you get hit on the head or something? You're still way off course. Get yourself sorted, or I'm pulling you off the job. It's that simple.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_004_IDontWant=I don't want to be the bad guy here, but if you're not going to take this job seriously, I'm not gonna waste my time dealing with you. Get on track, or you're gone. Understand me?
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_005_ListenImTrying=Listen, I'm trying to help you out but you're not making it easy on me with the way you're acting. I need you to get back on track with this contract, okay? If you can't do that for me, I'm afraid my hands are tied. I'll have to let you go.
PU_CUSTOMS1_SK_Access_Allow_IG_001_YoureCleared=You're cleared.
PU_CUSTOMS1_SK_Access_Allow_IG_002_YouCanGo=You can go.
PU_CUSTOMS1_SK_Access_Allow_IG_003_YoureClearMove=You're clear. Move along.
PU_CUSTOMS1_SK_Access_Deny_IG_001_HoldForA=Hold for a second.
PU_CUSTOMS1_SK_Access_Deny_IG_002_SorryYourAccess=Sorry, your access has been denied
PU_CUSTOMS1_SK_CheckID_IG_001_StandStill=Stand still.
PU_CUSTOMS1_SK_CheckID_IG_001b_StandStill=Stand still.
PU_CUSTOMS1_SK_CheckID_IG_002_StandByStarting=Stand by. Starting to scan.
PU_CUSTOMS1_SK_CheckID_IG_002b_StandByStarting=Stand by. Starting to scan.
PU_CUSTOMS1_SK_CheckID_IG_003_HoldForScan=Hold for scan.
PU_CUSTOMS1_SK_CheckID_IG_003b_HoldForScan=Hold for scan.
PU_CUSTOMS1_SK_Encourage_IG_001_LetsGo=Let's go.
PU_CUSTOMS1_SK_Encourage_IG_002_ComeOnMove=Come on. Move.
PU_CUSTOMS1_SK_Encourage_IG_003_KeepItMoving=Keep it moving, people.
PU_CUSTOMS1_SK_RequestLeave_IG_001_PleaseVacateThe=Please vacate the area.
PU_CUSTOMS1_SK_RequestLeave_IG_002_LetsGo=Let's go.
PU_CUSTOMS1_SK_RequestLeave_IG_002b_LetsGo=Let's go.
PU_CUSTOMS1_SK_WaveForward_IG_001_AlrightNext=All right, next.
PU_CUSTOMS1_SK_WaveForward_IG_002_NextUp=Next up.
PU_CUSTOMS1_SK_WaveForward_IG_003_YouYoureUp=You. You're up.
PU_CUSTOMS2_SK_Access_Allow_IG_001_YoureCleared=You're cleared.
PU_CUSTOMS2_SK_Access_Allow_IG_002_YouCanGo=You can go.
PU_CUSTOMS2_SK_Access_Allow_IG_003_YoureClearMove=You're clear. Move along.
PU_CUSTOMS2_SK_Access_Deny_IG_001_HoldForA=Hold for a second.
PU_CUSTOMS2_SK_Access_Deny_IG_002_SorryYouveBeen=Sorry, you've been denied access.
PU_CUSTOMS2_SK_CheckID_IG_001_StandStill=Stand still.
PU_CUSTOMS2_SK_CheckID_IG_002_StandByeStarting=Stand by. Starting scan.
PU_CUSTOMS2_SK_CheckID_IG_003_HoldForScan=Hold for scan.
PU_CUSTOMS2_SK_Encourage_IG_001_LetsGo=Let's go.
PU_CUSTOMS2_SK_Encourage_IG_002_ComeOnMove=Come on. Move.
PU_CUSTOMS2_SK_Encourage_IG_003_KeepItMoving=Keep it moving, people.
PU_CUSTOMS2_SK_RequestLeave_IG_001_PleaseVacateThe=Please vacate the area.
PU_CUSTOMS2_SK_RequestLeave_IG_001b_PleaseVacateThe=Please vacate the area.
PU_CUSTOMS2_SK_RequestLeave_IG_002_LetsGo=Let's go.
PU_CUSTOMS2_SK_WaveForward_IG_001_AlrightNext=All right, next.
PU_CUSTOMS2_SK_WaveForward_IG_002_NextUp=Next up.
PU_CUSTOMS2_SK_WaveForward_IG_003_YouYoureUp=You. You're up.
PU_CUSTOMS3_SK_Access_Allow_IG_001_YouCleared=You're cleared.
PU_CUSTOMS3_SK_Access_Allow_IG_002_YouCanGo=You can go.
PU_CUSTOMS3_SK_Access_Allow_IG_003_YouClearMove=You're clear. Move along.
PU_CUSTOMS3_SK_Access_Deny_IG_001_HoldForA=Hold for a second.
PU_CUSTOMS3_SK_Access_Deny_IG_002_SorryYouveBeen=Sorry, you've been denied access.
PU_CUSTOMS3_SK_CheckID_IG_001_StandStill=Stand still.
PU_CUSTOMS3_SK_CheckID_IG_002_StandByeStarting=Stand by. Starting scan.
PU_CUSTOMS3_SK_CheckID_IG_003_HoldForScan=Hold for scan.
PU_CUSTOMS3_SK_Encourage_IG_001_LetsGo=Let's go.
PU_CUSTOMS3_SK_Encourage_IG_002_ComeOnMove=Come on. Move.
PU_CUSTOMS3_SK_Encourage_IG_003_KeepItMoving=Keep it moving, people.
PU_CUSTOMS3_SK_RequestLeave_IG_001_PleaseVacateThe=Please vacate the area.
PU_CUSTOMS3_SK_RequestLeave_IG_002_LetsGo=Let's go.
PU_CUSTOMS3_SK_WaveForward_IG_001_AlrightNext=All right, next.
PU_CUSTOMS3_SK_WaveForward_IG_002_NextUp=Next up.
PU_CUSTOMS3_SK_WaveForward_IG_003_YouYoureUp=You. You're up.
PU_CUSTOMS4_SK_Access_Allow_IG_001_YoureCleared=You're cleared.
PU_CUSTOMS4_SK_Access_Allow_IG_002_YouCanGo=You can go.
PU_CUSTOMS4_SK_Access_Allow_IG_003_YoureClearMove=You're clear. Move along.
PU_CUSTOMS4_SK_Access_Deny_IG_001_HoldForA=Hold for a second.
PU_CUSTOMS4_SK_Access_Deny_IG_002_SorryYourAccess=Sorry, your access has been denied
PU_CUSTOMS4_SK_CheckID_IG_001_StandStill=Stand still.
PU_CUSTOMS4_SK_CheckID_IG_002_StandByStarting=Stand by. Starting scan.
PU_CUSTOMS4_SK_CheckID_IG_003_HoldForScan=Hold for scan.
PU_CUSTOMS4_SK_Encourage_IG_001_LetsGo=Let's go.
PU_CUSTOMS4_SK_Encourage_IG_002_ComeOnMove=Come on. Move.
PU_CUSTOMS4_SK_Encourage_IG_003_KeepItMoving=Keep it moving, people.
PU_CUSTOMS4_SK_RequestLeave_IG_001_PleaseVacateThe=Please vacate the area.
PU_CUSTOMS4_SK_RequestLeave_IG_002_LetsGo=Let's go.
PU_CUSTOMS4_SK_RequestLeave_IG_002b_LetsGo=Let's go.
PU_CUSTOMS4_SK_WaveForward_IG_001_AlrightNext=All right, next.
PU_CUSTOMS4_SK_WaveForward_IG_002_NextUp=Next up.
PU_CUSTOMS4_SK_WaveForward_IG_003_YouYoureUp=You. You're up.
PU_Collector_BAN_M_CIV_ATC_AlreadyGranted_001,P=Confused now. You have permission... strange human.
PU_Collector_BAN_M_CIV_ATC_AlreadyGranted_002,P=But you can land… oh, is this game? I see. Yes.
PU_Collector_BAN_M_CIV_ATC_AlreadyGranted_003,P=What happening? You can land.
PU_Collector_BAN_M_CIV_ATC_LandingAssigned_001,P=Yes. Yes. Come on by. Pad is ready.
PU_Collector_BAN_M_CIV_ATC_LandingAssigned_002,P=Here you go. Bring ship in.
PU_Collector_BAN_M_CIV_ATC_LandingAssigned_003,P=Go land, please.
PU_Collector_BAN_M_CIV_ATC_LandingContacted_001,P=Oh, hello. Wasn't expecting anyone today… can you see? I can't see.
PU_Collector_BAN_M_CIV_ATC_LandingContacted_002,P=Hello, yes. Can you see me? Very disappointing… but you want pad. Hold.
PU_Collector_BAN_M_CIV_ATC_LandingContacted_003,P=Apologies. Having communication issue. But you want to land. Wait beat.
PU_Collector_BAN_M_CIV_ATC_LandingDenied_001,P=Can't see you now. Try later. Bye.
PU_Collector_BAN_M_CIV_ATC_LandingDenied_002,P=Closed now. Come back.
PU_Collector_BAN_M_CIV_ATC_LandingDenied_003,P=No pad now. Try different time. Bye.
PU_Collector_BAN_M_CIV_ATC_LandingOutOfTime_001,P=Door open. Why don't you land? Must have changed mind. Okay.
PU_Collector_BAN_M_CIV_ATC_LandingOutOfTime_002,P=Did you sleep? Will close hangar until you wake.
PU_Collector_BAN_M_CIV_ATC_LandingOutOfTime_003,P=Need to seal hangar. Call when you want to land.
PU_Collector_BAN_M_CIV_ATC_RequestTakeOff_001,P=Wish to leave, yes. Let me find button.
PU_Collector_BAN_M_CIV_ATC_RequestTakeOff_002,P=You ready, yes? Moment please.
PU_Collector_BAN_M_CIV_ATC_RequestTakeOff_003,P=Time to leave then. Okay, okay…
PU_Collector_BAN_M_CIV_ATC_TakeOffGranted_001,P=You may go now.
PU_Collector_BAN_M_CIV_ATC_TakeOffGranted_002,P=Everything good now. Bye.
PU_Collector_BAN_M_CIV_ATC_TakeOffGranted_003,P=Opening hatch to leave. Bye now.
PU_Collector_BAN_M_CIV_ATC_TakeoffOutOfTime_001,P=Don't want to leave? Okay. Take some beats and let me know.
PU_Collector_BAN_M_CIV_ATC_TakeoffOutOfTime_002,P=You stay then? Okay.
PU_Collector_BAN_M_CIV_ATC_TakeoffOutOfTime_003,P=Going to close hangar. Call again if you want open.
PU_Collector_BAN_M_CIV_ATC_WaitingInQueue_001,P=Hmm… have problem here. Give me second.
PU_Collector_BAN_M_CIV_ATC_WaitingInQueue_002,P=Have system error. Apologize. Fixing now.
PU_Collector_BAN_M_CIV_ATC_WaitingInQueue_003,P=Need a little longer. Hold.
PU_Collector_BAN_M_CIV_ATC_WaitingInQueue_004,P=Hangar not responding. Must fix. Hold please.
PU_Collector_BAN_M_CIV_ATC_WaitingInQueue_005,P=Hmm… button do nothing. Give me beat.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftATLS_GP_001,P=Wikelo see many of these when move to Human system. Carry many box of Wikelo things. Learned how to make more fun Will make for you. Go. Bye.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftATLS_GP_002,P=You want big robot suit. Understand. Very fun and yes, can make better. Bring things to me.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftArmor_GP_001,P=Ah, excellent. Happy to make for you. Please bring things. I make you safer.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftArmor_GP_002,P=Wikelo here. Universe have much danger. Good to have more protection. Please, bring things. I give you suit.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftArmor_GP_003,P=Need suit, yes? Get shot much? No problem. Wikelo can make. You get shot all day.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftShipHigh_GP_001,P=You want impressive ship. Many do. This impress Human, Xi'an, Banu, maybe Vanduul too. Go, get things for me.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftShipHigh_GP_002,P=Make big ship for you. Yes. Wikelo ready. Just bring things I need and I do. Bye.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftShipLow_GP_001,P=Hmm, yes, suppose can do. Have project I work on, but can do for you. Go. Bring. I figure make ship for you.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftShipLow_GP_002,P=Yes, you want ship. Okay, yes. Will make for you when you bring things. Good luck. Bye.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftShipMid_GP_001,P=Just saw you want big ship, but not too big. Wikelo understand. Have been watching Human spectrum shows. Very interesting. But will stop once you bring things and I make.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftShipMid_GP_002,P=Wikelo ready to make ship. You have list of things, yes? Good. Be here when ready.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftShipVeryHigh_GP_001,P=You have ambition. I like very much. This ship not easy to make. Many part needed but very rewarding. Good luck.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftShipVeryHigh_GP_002,P=Big project for very big ship. Wikelo excited to make these. Always fun. Big commitment.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftVehicle_GP_001,P=You need vehicle? Oh yes, can for sure make for you. Very easy. Go. Bring things.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftVehicle_GP_002,P=Yes. Okay. Will get ready to make vehicle for you. Bring things and I will do. Bye.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftWeapon_GP_001,P=Oooh, very powerful. You must fight lots. Fun to make too. Go, bring things and we have fun.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftWeapon_GP_002,P=Weapons very popular now. Everybody want guns. Wikelo happy to give. Bring things and join them.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptCraftWeapon_GP_003,P=Need weapon. Yes. Wikelo can make. Make it better. Bring things and I do. Bye.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptMenuGeneric_GP_001,P=Wonderful wonderful human. Wikelo very hungry. Please bring.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptMenuGeneric_GP_002,P=Yes. Could use useful, useful food. Very exciting. Bye.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptMenuGeneric_GP_003,P=You say you get Wikelo food. Very kind. Will pay.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptMenuGeneric_GP_004,P=Happy day. Would love food. Many thanks. Go.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptMenuGeneric_GP_005,P=Very fun. Happy you will bring food. Go. Bye.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptTradeFavor_GP_001,P=Excellent. You want more favors? Okay. Do what I need and I give.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptTradeFavor_GP_002,P=You need more favors. Okay. Can give when you bring things to me.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptTradeFavor_GP_003,P=Hello. Wikelo here. Will give you favors if you do job. Good. Bye.
PU_Collector_BAN_M_CIV_DEO_MissionAcceptTradeFavor_GP_004,P=Yes. Trade for favors. Happy to. Good luck. Bye.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftATLS_GP_001,P=Ready for robo-suit now? Hope you get ready. Very fun.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftATLS_GP_002,P=Thank you for parts. Build robot suit for you now. Wait.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftArmor_GP_001,P=Excellent. Let me make armor now. Think you will like. Yes. Very good.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftArmor_GP_002,P=Parts look good. I make armor for you now. Hold for beats.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftArmor_GP_003,P=Will be making armor now. Look good. Think you like.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftShipHigh_GP_001,P=Time for ship, yes? Parts look good. Will get to work and get you back in space. Hold.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftShipHigh_GP_002,P=Think you will really like ship. It can very useful in travel. Many people impress with you.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftShipLow_GP_001,P=Look over parts now, think I have everything need to make ship for you. Hold and will give.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftShipLow_GP_002,P=Wikelo here. Just see parts you bring. Will make ship for you now.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftShipMid_GP_001,P=Oh, you have come for ship. See you have things I need. Look good. Will make. Be ready.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftShipMid_GP_002,P=Going to start build on your ship now. You do your part. I do mine now.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftShipVeryHigh_GP_001,P=Wikelo very impressed. Lots of thing needed to make this ship. Think you will enjoy much.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftShipVeryHigh_GP_002,P=You spend many beats to get parts for ship. Very impressive. You make much money in Protectorate. I build for you now.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftVehicle_GP_001,P=Okay. Will make excellent vehicle for you. Yes. Move very well. You like.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftVehicle_GP_002,P=Wikelo here. Have parts I need to make vehicle for you. Wait.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftWeapon_GP_001,P=You are back. Let me look at parts… yes. Will make gun now and give.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftWeapon_GP_002,P=Wikelo here. I look at parts now. Think I have all need to make weapon.
PU_Collector_BAN_M_CIV_PMH_MIssionCompleteCraftWeapon_GP_003,P=Can build weapon for you now, yes. Hold and will have soon.
PU_Collector_BAN_M_CIV_PMH_MissionAcceptIntro_GP_001,P=Thank you for accepting contract. My name Wikelo. I am recent person from Banu Protectorate. Very happy to live alongside you human kinds.Please complete contract and I will pay. Both very happy. Thank you. Bye.
PU_Collector_BAN_M_CIV_PMH_MissionCompleteIntro_GP_001,P=Hello again. Wikelo here. Thank you for completing contract as asked. We are best of friends now. Look to seeing you in future.
PU_Collector_BAN_M_CIV_PMH_TradingCompleteFavor_GP_001,P=Excellent. Here you go. Save up favors for later time.
PU_Collector_BAN_M_CIV_PMH_TradingCompleteFavor_GP_002,P=Have your favors. Hope you come back for thing you want. Bye.
PU_Collector_BAN_M_CIV_PMH_TradingCompleteFavor_GP_003,P=Job done. Here. Favors.
PU_Collector_BAN_M_CIV_PMH_TradingCompleteFavor_GP_004,P=Wikelo very happy. Thank you. Here favors for you.
PU_Collector_BAN_M_CIV_PMH_TradingCompleteFavor_GP_005,P=You do what Wikelo ask. Pay you with favors now.
PU_Collector_BAN_M_CIV_PVE_ItemReady_001,P=Finished. Here you go.
PU_Collector_BAN_M_CIV_PVE_ItemReady_002,P=Think you might like. Here.
PU_Collector_BAN_M_CIV_PVE_ItemReady_003,P=Yes… I think that complete. Very proud.
PU_Collector_BAN_M_CIV_PVE_ItemReady_004,P=Are you ready? I finished.
PU_Collector_BAN_M_CIV_PVE_ItemReady_005,P=Hello. Good thing. Done now.
PU_Collector_BAN_M_CIV_PVE_ItemReady_006,P=Stand away. Sending elevator.
PU_Collector_BAN_M_CIV_PVE_TradingCompleteEpic_001,P=Very pretty. Been looking for one of these. Big beast, very nasty. Give me several beats, will find something nice for you.
PU_Collector_BAN_M_CIV_PVE_TradingCompleteEpic_002,P=.onjeko ndi tsira. .sa. .ekte ponjeko sangeto soa. .yajæ. I'm sorry. Forgot you were there. Let me get something quite special for you since you help my exciting project.
PU_Collector_BAN_M_CIV_PVE_TradingCompleteLegendary_001,P=Oh… oh indeed. Very good gatherer, you are. Would wish to have you as slave back with me in souli. Incredible finds deserve incredible rewards. Hold on.
PU_Collector_BAN_M_CIV_PVE_TradingCompleteLegendary_002,P=.onjeko ndi tsira. .sa. .ekte ponjeko sangeto soa. .yajæ. I'm sorry. Forgot you were there. Let me get something quite special for you since you help my exciting project.
PU_Collector_BAN_M_CIV_PVE_TradingCompleteLegendary_003,P=Today, excellent day. You make me very happy. Have something very special to make you happy too. Stand there.
PU_Collector_BAN_M_CIV_PVE_TradingCompleteRare_001,P=Ooh, thank you, thank you. Very fine quality this is. Should have something good for you somewhere...
PU_Collector_BAN_M_CIV_PVE_TradingCompleteRare_002,P=¡ówa! njakte, ¡ndi njakteyæ! My friend, you’ve brought me something very nice. Hold on, let me get you something in return.
PU_Collector_BAN_M_CIV_PVE_TradingCompleteRare_003,P=Exactly what I look for. Let me get you something nice. Please hold.
PU_Collector_BAN_M_CIV_PVE_WorkingSounds_001,P=Just need to make a few… adjustments…
PU_Collector_BAN_M_CIV_PVE_WorkingSounds_002,P=.mbe mbenge, ¡mbengeyæ! Sorry, almost there. Almost there.
PU_Collector_BAN_M_CIV_PVE_WorkingSounds_003,P=Yes, very nice. Very nice indeed.
PU_Collector_BAN_M_CIV_PVE_WorkingSounds_004,P=Yes, yes, coming along nicely, yes.
PU_Collector_BAN_M_CIV_PVE_WorkingSounds_005,P=Yes, yes, coming along nicely, yes.
PU_Collector_BAN_M_CIV_SOC_BrowsingGeneric_001,P=Nice, yes? I make it.
PU_Collector_BAN_M_CIV_SOC_BrowsingGeneric_002,P=Can make for you if you want.
PU_Collector_BAN_M_CIV_SOC_BrowsingGeneric_003,P=Ingredients posted if you want one.
PU_Collector_BAN_M_CIV_SOC_BrowsingGeneric_004,P=If you like, I can make for you.
PU_Collector_BAN_M_CIV_SOC_BrowsingGeneric_005,P=Have contract out if you want me to make.
PU_Collector_BAN_M_CIV_SOC_BrowsingGeneric_006,P=Really pretty, yes? Solid build, but also fun to make.
PU_Collector_BAN_M_CIV_SOC_BrowsingGeneric_007,P=Many people like this. Get many request.
PU_Collector_BAN_M_CIV_SOC_BrowsingGeneric_008,P=This inspired by old essosouli of mine. Similar line, yes?
PU_Collector_BAN_M_CIV_SOC_BrowsingGeneric_009,P=Can build. Could be very helpful in your travel.
PU_Collector_BAN_M_CIV_SOC_CraftMissionAcceptGeneric_001,P=Hello there. So happy that you can help. Truly exciting indeed. Please collect and deliver to me. Very busy so don't bother until you have all. Okay? Thank you, bye.
PU_Collector_BAN_M_CIV_SOC_CraftMissionAcceptGeneric_002,P=Hello. I am Wikelo. Thank you for taking job. Happily make thing for you. Bring me stuff. Bye.
PU_Collector_BAN_M_CIV_SOC_CraftMissionAcceptGeneric_003,P=Can make for you, yes. You know the stuff I need. Come to home when you have.
PU_Collector_BAN_M_CIV_SOC_CraftMissionAcceptGeneric_004,P=You would like. Wikelo can make. Yes, yes, bring things and Wikelo can make.
PU_Collector_BAN_M_CIV_SOC_CraftMissionAcceptGeneric_005,P=Just saw you request item. Yes, can make for you. Bring things. Bye.
PU_Collector_BAN_M_CIV_SOC_CraftMissionAcceptGeneric_006,P=Mobi ping and say you want Wikelo to help. Very happy to help human. Bring things.
PU_Collector_BAN_M_CIV_SOC_CraftMissionAcceptGeneric_007,P=Wikelo hear you would like me to build. Very happy to help human. Bring things and will start.
PU_Collector_BAN_M_CIV_SOC_CraftMissionAcceptGeneric_008,P=You want Wikelo to make? Yes, can make. You have things I need. Go get. Bye.
PU_Collector_BAN_M_CIV_SOC_GoodBye_001,P=Good bye.
PU_Collector_BAN_M_CIV_SOC_GoodBye_002,P=See you next time.
PU_Collector_BAN_M_CIV_SOC_GoodBye_003,P=Safe living, human.
PU_Collector_BAN_M_CIV_SOC_MissionQuit_001,P=But… you did not complete request. Very unusual. You humans are strange.
PU_Collector_BAN_M_CIV_SOC_MissionQuit_002,P=Hello. Wikelo here. You change mind. No problem. Indecisive, but okay.
PU_Collector_BAN_M_CIV_SOC_MissionQuit_003,P=Don't know why you cancel order. You not want? Strange. Okay. Bye.
PU_Collector_BAN_M_CIV_SOC_TradeMissionAcceptEpic_001,P=Excellent. Need to get things for me now. Have very exciting stuff to trade for it. Very exciting.
PU_Collector_BAN_M_CIV_SOC_TradeMissionAcceptEpic_002,P=Wonderful news. Have great need for those things. Please get when you can. Will trade well for it.
PU_Collector_BAN_M_CIV_SOC_TradeMissionAcceptEpic_003,P=Wikelo calling. Just been told you will get stuff for me. Very happy. Thank you human.
PU_Collector_BAN_M_CIV_SOC_TradeMissionAcceptLegendary_001,P=Yes, really? Oh very exciting. Have many nice things to trade when you bring. You will be happy. Yes.
PU_Collector_BAN_M_CIV_SOC_TradeMissionAcceptLegendary_002,P=I am Wikelo. If you really obtain, I will very grateful. Happy day.
PU_Collector_BAN_M_CIV_SOC_TradeMissionAcceptLegendary_003,P=Wikelo very happy to hear that you will find for me. Have best present to trade if you get.
PU_Collector_BAN_M_CIV_SOC_TradeMissionAcceptRare_001,P=Good, good. Very eager to get hands on that. Go, get and bring to me. Will pay you well.
PU_Collector_BAN_M_CIV_SOC_TradeMissionAcceptRare_002,P=Thank you human. Very happy you will retrieve for me. Very please me. Will trade well for it.
PU_Collector_BAN_M_CIV_SOC_TradeMissionAcceptRare_003,P=This Wikelo calling. Thank you for get things for me. Will put to good use and give you good prize.
PU_Collector_BAN_M_CIV_SOC_WelcomeFirstTime_001,P=Welcome and thank you for your pleasant visit, human person. I am recent addition to your human system and bring many items from my time in your Empire and the Protectorate. Please relax, don't kill, and invite you look around. If you have things to trade, even more fun.
PU_Collector_BAN_M_CIV_SOC_WelcomeRepeat_001,P=Ah, hello. It Wikelo. Welcome to my home.
PU_Collector_BAN_M_CIV_SOC_WelcomeRepeat_002,P=Sorry, very busy at the moment, but have a look around.
PU_Collector_BAN_M_CIV_SOC_WelcomeRepeat_003,P=Welcome. Let me know what you need.
PU_Collector_BAN_M_CIV_SOC_WelcomeRepeat_004,P=Hello… nice to see.
PU_Collector_BAN_M_CIV_SOC_WelcomeRepeat_005,P=Nice ship. Very shiny.
PU_DARNEELY_MG_Busy_IG_001_MyApologiesToo=My apologies, too much to do.
PU_DARNEELY_MG_Busy_IG_003_WeShallHave=We shall have to talk later. I am positively overwhelmed at the moment.
PU_DARNEELY_MG_Chosen_PlayerAcceptsMission_IG_001_Splendid=Splendid.
PU_DARNEELY_MG_Chosen_PlayerAcceptsMission_IG_002_Wonderful=Wonderful.
PU_DARNEELY_MG_Chosen_PlayerDeclineMission_IG_001_IAppreciateYour=I appreciate your honesty. Most would have taken the job and let it languish.
PU_DARNEELY_MG_Chosen_PlayerDeclineMission_IG_002_ThatOfCourse=That, of course, is your prerogative.
PU_DARNEELY_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_001_PerhapsIfYour=Perhaps if your schedule clears you will reconsider.
PU_DARNEELY_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_002_ComeBackIf=Come back if you change your mind. Sadly, I will still be here.
PU_DARNEELY_MG_Comms_Farewell_IG_001_GoodDay=Good day.
PU_DARNEELY_MG_Comms_Farewell_IG_002_Farewell=Farewell.
PU_DARNEELY_MG_Comms_Farewell_IG_002b_Farewell=Farewell.
PU_DARNEELY_MG_Comms_ForgivesPlayer_IG_001_HelloHowAre=Hello, how are you? It's Clovus, by the way. I trust you're well. I know we didn't leave things under the best of circumstances, but I am in need of assistance and have exhausted my usual rogue's gallery.
PU_DARNEELY_MG_Comms_ForgivesPlayer_IG_002_HelloThereIts=Hello there. It's been a while. We both did things we regret, you and I. Maybe it's time to try and move on. It's Clovus by the way.
PU_DARNEELY_MG_Comms_InstructVisit_IG_001_ComeSeeMe=Come see me in Lorville if you're free.
PU_DARNEELY_MG_Comms_InstructVisit_IG_003_PleaseVisitLorville=Please visit. Lorville is lovely this time of year. I kid. It's dreadful as always, but you should come by.
PU_DARNEELY_MG_Comms_MissionComplete_IG_001_YesThisAll=Yes, this all seems to be in order. Thank you.
PU_DARNEELY_MG_Comms_MissionComplete_IG_004_WonderfulAllIs=Wonderful, all i's dotted and t's crossed so to speak. Your efforts are appreciated.
PU_DARNEELY_MG_Comms_NewMission_IG_003_WhyHelloIve=Why hello. I've just received word about some exciting employment opportunities.
PU_DARNEELY_MG_Comms_NewMission_IG_004_HelloThereIts=Hello there, it's your friend and benefactor, Clovus Darneely. Seems an opportunity has arisen that could profit both of us.
PU_DARNEELY_MG_Comms_PaymentSent_IG_002_TheCreditsYou=The credits you are owed have been issued.
PU_DARNEELY_MG_Comms_PaymentSent_IG_003_IWillSend=I will send you your fee at once.
PU_DARNEELY_MG_Comms_ReturnItems_FailBounty_IG_001_ThisIsTo=This is notify you that I have officially placed a bounty for the return of the goods you absconded with. I have asked that they do not harm you, but that is ultimately for fate and yourself to decide.
PU_DARNEELY_MG_Comms_ReturnItems_FailBounty_IG_003_DespiteMyAttempts=Despite my attempts to be civil, you have forced my hand. A bounty has been placed for the retrieval of my stolen property.
PU_DARNEELY_MG_Comms_ReturnItems_FailBounty_Stolen_IG_001_FairWarningThere=Fair warning, there are now professionals hunting you down to collect what is mine.
PU_DARNEELY_MG_Comms_ReturnItems_LastWarning_IG_001_YouStillHave=You still have not returned my property. If that oversight is not rectified shortly, I will be forced to take action.
PU_DARNEELY_MG_Comms_ReturnItems_LastWarning_IG_003_IfYouDo=If you do not return my property at once, there will be consequences. You should know that I am not one to make idle threats.
PU_DARNEELY_MG_Comms_ReturnItems_Reminder_IG_001_OfCourseYou=Of course, you will have to return any property that rightfully belongs to me.
PU_DARNEELY_MG_Comms_ReturnItems_Reminder_IG_003_NeedIRemind=Need I remind you that any property of mine that is currently in your possesion will need to be returned post haste.
PU_DARNEELY_MG_ConvoRejoin_IG_002_WhereWasI=Where was I... oh yes.
PU_DARNEELY_MG_ConvoRejoin_IG_003_OhYouveReturned=Oh, you've returned. Splendid. As I was saying...
PU_DARNEELY_MG_Decide_EncourageLookAndDecide_IG_001_PleaseReviewAt=Please review at your convenience and let me know.
PU_DARNEELY_MG_Decide_EncourageLookAndDecide_IG_003_Interested=Interested?
PU_DARNEELY_MG_Decide_MissionTimeout_IG_001_IShallTake=I shall take your inaction as a no.
PU_DARNEELY_MG_Decide_MissionTimeout_IG_002_YourHesitancySpeaks=Your hesitancy speaks volumes. Say no more. Consider the offer null.
PU_DARNEELY_MG_Decide_WarningMissionTimeout_IG_001_IWillNeed=I will need an answer.
PU_DARNEELY_MG_Decide_WarningMissionTimeout_IG_002_IAwaitYour=I await your decision.
PU_DARNEELY_MG_Interupt_IG_001_IBelieveI=I believe I was speaking...
PU_DARNEELY_MG_Interupt_IG_003_WhereAreYou=Where are you going?
PU_DARNEELY_MG_Intro_1stTime_IG_001_ApologiesTheAir=Apologies, the air is especially dreadful today. There, still alive. I think?
PU_DARNEELY_MG_Intro_1stTime_IG_002_HelloAndWelcome=Hello and welcome to Reclamation & Disposal. My name is Clovus Darneely. Wonderful to meet you.
PU_DARNEELY_MG_LastMissionComment_FailStreak_IG_001_LikeSisyphusYou=Like Sisyphus, you seem to be perpetually locked in an uphill struggle only to fail time and time again.
PU_DARNEELY_MG_LastMissionComment_FailStreak_IG_002_ThatLastAssignment=That last assignment marks yet another failure in what seems destined to inevitably be a very long line of failures. Dissappointing to say the least.
PU_DARNEELY_MG_LastMissionComment_Fail_Good_IG_001_DoNotBe=Do not be too disheartened by the outcome of our last arrangement. Even the gods themselves stumble from time to time. Actually quite often, if the texts are to be believed.
PU_DARNEELY_MG_LastMissionComment_Fail_Good_IG_002_ApologiesOnYour=Apologies on your last assignment. You were on the cusp of success, but I guess that's why the prevailing wisdom espouses that you can't win them all.
PU_DARNEELY_MG_LastMissionComment_Fail_NeutralBad_IG_001_IHopeWeve=I hope we've learned from our mistakes on that last assignment.
PU_DARNEELY_MG_LastMissionComment_Fail_NeutralBad_IG_003_FailureIsSomething=Failure is something we all have to learn to cope with. More to the point, after your last assignment, failure is something you have to cope with specifically.
PU_DARNEELY_MG_LastMissionComment_LastChance_IG_001_ToBeQuite=To be quite frank with you, you have bumbled most heroically despite entrusting you with multiple opportunities, but my father said I was too generous, so I'm going to give you one more chance.
PU_DARNEELY_MG_LastMissionComment_LastChance_IG_002_DespiteMyBetter=Despite my better judgment, I am inclinded to grant you one more chance to turn the tide of your misfortunes.
PU_DARNEELY_MG_LastMissionComment_NoLonger_IG_001_ThereAreNo=There are no options left for us, I am afraid. This partnership, if it ever could be called such, is henceforth null and void. I wish you good day.
PU_DARNEELY_MG_LastMissionComment_NoLonger_IG_003_ItWouldSeem=It would seem that I have no choice. Effective immediately and for all perpetuity, you and I will no longer work our special little jobs together. Use the salvage facilities if you must, but otherwise, consider our relationship dissolved.
PU_DARNEELY_MG_LastMissionComment_Robbed_IG_002_IAmRelieved=I am relieved to see you back on your feet after your misfortune during the last job.
PU_DARNEELY_MG_LastMissionComment_Robbed_IG_003_ItIsFortuitous=It is fortuitous that you emerged, life intact, after being accosted by such scoundrels. The sooner we put the previous assignment behind us the better I say.
PU_DARNEELY_MG_LastMissionComment_SuccessStreak_IG_002_IMustSay=I must say, it seems there is nary an egg that your touch cannot turn to gold.
PU_DARNEELY_MG_LastMissionComment_SuccessStreak_IG_004_YourEffortsOf=Your efforts of late have not gone unnoticed. Truely, I could not be more ecstatic about our little arrangement.
PU_DARNEELY_MG_LastMissionComment_Success_Exceptional_IG_002_IWasReflecting=I was reflecting upon the completion of your most recent task. Fantastic work. Really.
PU_DARNEELY_MG_LastMissionComment_Success_Exceptional_IG_004_IfIMay=If I may say so, you accomplished your task with Porthos' grace and Icarus' speed.
PU_DARNEELY_MG_LastMissionComment_Success_Good_IG_002_FullMarksFor=Full marks for that last bit of work you saw to.
PU_DARNEELY_MG_LastMissionComment_Success_Good_IG_004_IWantedTo=I wanted to take a moment to congratulate you on your recent work. As my mother always canted, "A good job, deserves a good word."
PU_DARNEELY_MG_LastMissionComment_TryHarder_IG_001_IImploreYou=I implore you, reach deep into yourself and find new strength with which to pursue our fortunes.
PU_DARNEELY_MG_LastMissionComment_TryHarder_IG_003_YouMustTry=You must try harder. You simply must. Otherwise, I must cast my employment services elsewhere.
PU_DARNEELY_MG_MidMission_Deactivate_IG_001_ThisIsEmbarassing=This is embarassing, but I'm afraid I must cancel our arrangement. Apologies for the inconvenience.
PU_DARNEELY_MG_MidMission_Deactivate_IG_003_DueToA=Due to a cavalcade of unforseen circumstances, I must render our agreement null.
PU_DARNEELY_MG_MidMission_Fail_IG_001_ImAfraidYou=I'm afraid you've thoroughly fumbled this opportunity.
PU_DARNEELY_MG_MidMission_Fail_IG_003_ImNotGoing=I'm not going to yell. I'm not. But this... is most disappointing.
PU_DARNEELY_MG_MidMission_Greetings_IG_002_WhyHello=Why hello.
PU_DARNEELY_MG_MidMission_Greetings_IG_003_AThousandSalutations=A thousand salutations.
PU_DARNEELY_MG_MidMission_ObjUpdate_IG_001_ThisIsVery=This is very exciting, but things have gotten a little more complicated. Have a look. Very exciting indeed.
PU_DARNEELY_MG_MidMission_ObjUpdate_IG_004_NewInformationPertaining=New information pertaining to your current task has come to light.
PU_DARNEELY_MG_MidMission_PlayerQuit_IG_001_IAmMost=I am most dismayed to hear that. When you agree to perform a service, one assumes that you will see it through to the end.
PU_DARNEELY_MG_MidMission_PlayerQuit_IG_002_ThisIsMost=This is most unprofessional. Most unprofessional...
PU_DARNEELY_MG_MidMission_ReceiveData_IG_001_IReceivedYour=I received your upload. Many thanks.
PU_DARNEELY_MG_MidMission_ReceiveData_IG_002_ThankYouFor=Thank you for the transfer, my friend.
PU_DARNEELY_MG_MidMission_WarningFail_IG_003_ItMayBe=It may be that I am growing nervous with age, but ideally you should be getting close to wrapping up this job for me, correct?
PU_DARNEELY_MG_MidMission_WarningFail_IG_004_YouAreNearing=You are nearing completion on your current assignment for me, are you not? Not that I'm checking in. I trust you. I'm sure everything is fine.
PU_DARNEELY_MG_MissionBriefs_Generic_Hard_IG_001_IfYouAre=If you are up for a challenge, I may know of something that would fit the bill.
PU_DARNEELY_MG_MissionBriefs_Generic_Hard_IG_002_WouldYouDescribe=Would you describe yourself as high in confidence, but low on funds? If so, there is an assignment that I think you would be ideal for.
PU_DARNEELY_MG_MissionBriefs_Generic_IG_002_IHaveProcured=I have procured quite a little adventure for profit and gain.
PU_DARNEELY_MG_MissionBriefs_Generic_IG_003_AnotherSootFilled=Another soot-filled, chemical stained sunrise brings another chance to avail ourselves of our current situation.
PU_DARNEELY_MG_MissionBriefs_NoMission_IG_003_IAmLoathe=I am loathe to dash your hopes, but the job well seems to have run dry for the moment.
PU_DARNEELY_MG_MissionBriefs_NoMission_IG_004_AnExcellentQuestion=An excellent question, with a dissapointing answer I'm afraid. I regrettably have nothing to offer.
PU_DARNEELY_MG_MissionBriefs_Salvage_Find_IG_001_HurstonSecurityWas=Hurston Security was kind enough to notify me of several wreckage sites in the area and I find myself in need of a pilot to retrieve the detritus. Unfortunately, it might require some searching on your part.
PU_DARNEELY_MG_MissionBriefs_Salvage_Find_IG_003_IReceivedAnother=I received another tip about some salvage. Sadly, they were not as forthcoming about exactly where it could be found.
PU_DARNEELY_MG_MissionBriefs_Salvage_Generic_IG_001_IHaveReceived=I have received word that there is salvage to be had. Very exciting, I know.
PU_DARNEELY_MG_MissionBriefs_Salvage_Generic_IG_002_IRequireThe=I require the retrieval of some salvage. If you are willing, you shall go fetch it.
PU_DARNEELY_MG_MissionBriefs_Salvage_Investigate_IG_001_IHaveSeveral=I have several confidants within Hurston Security who notify me when conflicts have been 'resolved' around the planet. They have no interest in salvaging the wreckage themselves, but pass along the location to me, for a nice cut of the sale.
PU_DARNEELY_MG_MissionBriefs_Salvage_Investigate_IG_002_AnotherDayAnother=Another day, another cluster of opportunity. I have received a list of potential salvage sites and if you agree, they shall be yours for the taking.
PU_DARNEELY_MG_MissionBriefs_Salvage_Pirates_IG_001_SecurityWereJust=Security were just notified of a battle going on this very moment. They aren't going to intervene until the conflict is resolved, but I was thinking it might be beneficial to get up there before anyone else does. There might still be some aggressors in the area... but that shouldn't be a problem for someone like you, right?
PU_DARNEELY_MG_MissionBriefs_Salvage_Pirates_IG_003_IMayKnow=I may know of some very fresh salvage. Unfortunately, you might have to battle your way to it. Thrilling, yes?
PU_DARNEELY_MG_MissionBriefs_Steal_Generic_IG_001_IfYoureNot=If you're not particularly concerned with shades of morality, I may have a lead on some... well, let's just call it questionable materials in need of forceful collection.
PU_DARNEELY_MG_MissionBriefs_Steal_Generic_IG_002_IOftenFind=I often find people are too preoccupied with material concerns. I own this and you own that. Who is to say who owns what? I mean, if you were to bring me some salvage, woudn't that technically make it ours? Even if someone else said it was there's?
PU_DARNEELY_MG_MissionBriefs_Steal_Retrieve_IG_001_FeelFreeTo=Feel free to say no, but a little bird gave me the location of some unfortunates who have been attacking convoys heading through the system. Now, should you eliminate them, it seems like that would produce some salvageable materials, no?
PU_DARNEELY_MG_MissionBriefs_Steal_Retrieve_IG_003_TruthBeTold=Truth be told, I have been in dire need of some very specific salvage. Dire enough to encourage you to go ahead and create the salvage yourself.
PU_DARNEELY_MG_Mission_Farewell_MissionAccepted_IG_001_ExcellentGoodLuck=Excellent. Good luck on your charge and I will speak to you soon.
PU_DARNEELY_MG_Mission_Farewell_MissionAccepted_IG_002_WonderfulBestOf=Wonderful. Best of luck.
PU_DARNEELY_MG_Mission_Farewell_MissionDeclined_IG_001_IUnderstandPerhaps=I understand. Perhaps next time.
PU_DARNEELY_MG_Mission_Farewell_MissionDeclined_IG_003_IWillBid=I will bid you a fond day then.
PU_DARNEELY_MG_Mission_Greetings_Bad_IG_001_WellLookWho=Well, look who it is...
PU_DARNEELY_MG_Mission_Greetings_Bad_IG_004_What=What...
PU_DARNEELY_MG_Mission_Greetings_Good_IG_001_AhMyOld=Ah, my old friend, it's been too long.
PU_DARNEELY_MG_Mission_Greetings_Good_IG_002_AtLastSomeone=At last, someone interesting. This day has been absolutely dragging.
PU_DARNEELY_MG_Mission_Greetings_Good_IG_003_WelcomeWelcomeMy=Welcome, welcome. My soul vaults to the heavens to see you again.
PU_DARNEELY_MG_Mission_Greetings_NoLonger_IG_001_IfYouAre=If you are here for reclamation services you may avail yourself at the terminal, otherwise, kindly leave me alone.
PU_DARNEELY_MG_Mission_Greetings_NoLonger_IG_002_IHaventA=I haven't a single thing I wish to discuss with you. Good day.
PU_DARNEELY_MG_Mission_Greetings_StillMission_IG_001_TimeIsFleeting=Time is fleeting and unfortunately, so is your charge. Perhaps you should expedite things.
PU_DARNEELY_MG_Mission_Greetings_StillMission_IG_004_WhatAreYou=What are you doing here? Off you go. There's no time to waste.
PU_DARNEELY_MG_Mission_Greetings_WrongDelivery_IG_002_IBelieveYou=I believe you are mistaken. That doesn't come here.
PU_DARNEELY_MG_Mission_Greetings_WrongDelivery_IG_003_ImNotQuite=I'm not quite sure what you expect me to do with that. I suggest you take it to a more suitable destination.
PU_DARNEELY_MG_MultipleMissionOffer_IG_001_IAmSimply=I am simply overwhelmed with the prospects of employment. Far too many to keep track of. Let me know if you may alleviate me.
PU_DARNEELY_MG_MultipleMissionOffer_IG_002_LikeNiscesHerself=Like Nisces herself, I have become a confluence of opportunity. See for yourself.
PU_DARNEELY_MG_PlayerGoofsOff_IG_001_WhatPerplexingBehaviour=What perplexing behaviour.
PU_DARNEELY_MG_PlayerGoofsOff_IG_003_AreYouFeeling=Are you feeling quite all right?
PU_DARNEELY_MG_Prompt_MissionOrScrap_IG_001_WhatCanI=What can I do for you on this fine day?
PU_DARNEELY_MG_Prompt_MissionOrScrap_IG_003_AndHowMay=And how may I help you?
PU_DARNEELY_MG_RandomToNPC_LocationComments_IG_001_DoYouKnow=Do you know I've met four generations of Hurstons? And just like my favourite cheeses they get softer and more repugnant with age.
PU_DARNEELY_MG_RandomToNPC_LocationComments_IG_003_ItSaddensMe=It saddens me to see good people toil so hard and have so little to show for it. But that is our lot in life is it not?
PU_DARNEELY_MG_RandomToNPC_LocationComments_IG_004_SurroundedBySuch=Surrounded by such Human industry, I am both profoundly awed and deeply saddened.
PU_DARNEELY_MG_SelectMission_Searches_IG_001_LetMeThink=Let me think...
PU_DARNEELY_MG_SelectMission_Searches_IG_002_AnExcellentQuestion=An excellent question...
PU_DARNEELY_MG_SelectScrap_DirectTerminal_IG_002_AhYesMore=Ah. Yes. More metal for the pile, I say. Well, the terminal will be able to sort you out.
PU_DARNEELY_MG_SelectScrap_DirectTerminal_IG_003_WellThenAccess=Well then, access the terminal over there and we'll get you started.
PU_DARNEELY_MG_SelectScrap_DirectTerminal_IG_004_MightIDirect=Might I direct you to consult with my colleague over there. The terminal is most accommodating.
PU_DARNEELY_MG_SendingMissionDetails_IG_001_HereAreThe=Here are the particulars to this little excursion.
PU_DARNEELY_MG_SendingMissionDetails_IG_002_TheDevilsIn=The devil's in the details, I believe. Read them well.
PU_DARNEELY_MG_SendingMissionDetails_IG_003_IHaveA=I have a list of the pertinent details for you to peruse.
PU_DARNEELY_MG_Transition_CommentToGiving_IG_002_ButISuppose=But I suppose that hearing an old man's opinions was not the real focus of your visit, correct?
PU_DARNEELY_MG_Transition_CommentToGiving_IG_003_ButLetUs=But let us move on, shall we...
PU_DATAHEISTSV01_F_AttentionServerOffline=Attention. Server Offline.
PU_DATAHEISTSV01_F_ServerCoolingEnabled=Server cooling enabled. Temperature returning to normal.
PU_DATAHEISTSV01_F_WarningServerOverheating=Warning. Server Overheating. Attention Required
PU_DATAHEISTSV01_F_WarningServerTemperature=Warning. Server Temperature Critical. Data Loss Imminent.
PU_DATAHEISTSV01_M_WarningSecurityBreach=Warning. Security Breach. Response Team has been dispatched.
PU_DATASCIENTIST1_BNA_DataFacilityLog_GP_001,P=Test? Test? Okay, it's recording. Preliminary results look promising. Ibrahim spheres enhanced with irradiated pearl dust are showing better entanglement outcomes than what we're seeing in the normal ones. Dr. Jorrit's already given clinical the go-ahead to start in vivo testing, but I'm not confident we're at that stage yet. I want to replicate this a dozen or so times before we move onto development. We don't have enough data yet to say this is statistically significant. I wanted to get this on record in case Dr. Jorrit keeps pressuring us to rush things. Still, I'm feeling hopeful. Maybe we can solve the regen crisis. Not bad for a weapons company.
PU_DCANN01_F_LPA_Announce_Halls_NowOpen_IG_001_DefenseConIs=DefenseCon is a go, people. Enjoy yourselves.
PU_DCANN01_F_LPA_Announce_Halls_NowOpen_IG_002_AndWereOff=And we're off. DefenseCon is open for business.
PU_DCANN01_F_LPA_Announce_Halls_NowOpen_IG_003_DefenseConIs=DefenseCon is now open. Thanks and enjoy your day.
PU_DCANN01_F_LPA_Announce_Halls_Opening_IG_001_HelloEveryoneDefense=Hello everyone, DefenseCon will be opening really soon.
PU_DCANN01_F_LPA_Announce_Halls_Opening_IG_002_GladToSee=Glad to see you all. DefenseCon will be open soon.
PU_DCANN01_F_LPA_Announce_Halls_Opening_IG_003_HeyThereEverybody=Hey there, everybody. Thanks for waiting, DefenseCon will be opening shortly.
PU_DCANN01_F_LPA_Warn_Arresting_IG_001_HeyIWasnt=Hey, I wasn't joking. You aren't meant to be here. You better sit tight for security.
PU_DCANN01_F_LPA_Warn_Arresting_IG_002_UmYoureNot=Um, you're not allowed to be in here. I hate to narc you out, but rules are rules.
PU_DCANN01_F_LPA_Warn_Arresting_IG_003_WhatTheHell=What the hell are you doing? You really should have left when you had the chance. Sorry, but I've got to send security to pick you up. Do yourself a favor and go quietly.
PU_DCANN01_F_LPA_Warn_Halls_Closing_IG_001_HeyEverybodyWere=Hey everybody, we're gonna be closing up soon.
PU_DCANN01_F_LPA_Warn_Halls_Closing_IG_002_HiAllJust=Hi all, just a head's up that DefenseCon going to be closing soon. No rush, but start making your way to the exits.
PU_DCANN01_F_LPA_Warn_Halls_Closing_IG_003_JustWantedTo=Just wanted to let you know that DefenseCon will be closing up soon, so start making your way to the exit.
PU_DCANN01_F_LPA_Warn_Halls_Closing_LastOccur_IG_001_LastChanceTo=Last chance to get out of here. We can't have any attendees in the halls, so you've gotta leave.
PU_DCANN01_F_LPA_Warn_Halls_Closing_LastOccur_IG_002_DefenseConIs=DefenseCon is about to close so this is your last chance to head out. Anyone caught after we've closed will be charged with trespassing. We don't make the rules.
PU_DCANN01_F_LPA_Warn_Halls_Closing_LastOccur_IG_003_ThisIsA=This is a final call. DefenseCon's gonna be closing very, very soon, so this is your last chance to head out of here. Unfortunately we gotta get the law involved if you stick around.
PU_DCANN01_F_LPA_Warn_Halls_Closing_RepeatOccur_IG_001_HeyAllWere=Hey all, we're closing up soon so you'll have to head out.
PU_DCANN01_F_LPA_Warn_Halls_Closing_RepeatOccur_IG_002_JustAQuick=Just a quick announcement, the event's due to close up soon. You don't have to go home but you can't stay here.
PU_DCANN01_F_LPA_Warn_Halls_Closing_RepeatOccur_IG_003_AnotherReminderThat=Another reminder that DefenseCon will be closing soon. I know it's tough to leave, but you've got to.
PU_DCANN01_F_LPA_Warn_Trespassing_IG_001_AlrightThatsIt=All right, that's it. DefenseCon is closed. I hope everybody listened to my previous announcements and got out.
PU_DCANN01_F_LPA_Warn_Trespassing_IG_002_DefenseConIs=DefenseCon is now closed for the day. Really hope that nobody stuck around after they locked the doors.
PU_DCANN01_F_LPA_Warn_Trespassing_IG_003_AlrightDoorsAre=All right, doors are locked. Great work everybody, and I really hope none of our attendees thought they'd be clever and hide out in here.
PU_DERELICT1_CV_AskForMoney_IG_SIT_001_SpareSomeCredits=Spare some credits?
PU_DERELICT1_CV_AskForMoney_IG_STAND_001_SpareSomeCredits=Spare some credits?
PU_DERELICT1_CV_AskForMoney_IG_STAND_002_GotAnyMoney=Got any money?
PU_DERELICT1_CV_AskForMoney_IG_STAND_003_CanYouHelp=Can you help me buy some food?
PU_DERELICT1_CV_AskForMoney_IG_STAND_004_IReallyCould=I really could use a few creds.
PU_DERELICT1_CV_AskForMoney_IG_STAND_005_AnythingYouCould=Anything you could spare would really help me out.
PU_DERELICT1_CV_Drunk_IG_001_HeyWhereYou=Hey! Where you going?
PU_DERELICT1_CV_Drunk_IG_002_ThisIsNothing=This is nothing. I'm gonna be fine.
PU_DERELICT1_CV_PlayerGivesMoney_IG_SIT_001_Thanks=Thanks
PU_DERELICT1_CV_PlayerGivesMoney_IG_STAND_001_ThankYouThank=Thank you. Thank you.
PU_DERELICT1_CV_PlayerGivesMoney_IG_STAND_003_SafeJourneys=Safe journeys.
PU_DERELICT1_CV_PlayerGivesMoney_IG_STAND_004_YoureOneOf=You're one of the good ones.
PU_DERELICT1_CV_PlayerWalksPast_IG_STAND_001_NoWorries=No worries.
PU_DERELICT1_CV_PlayerWalksPast_IG_STAND_002_HaveAGood=Have a good one.
PU_DERELICT1_CV_PlayerWalksPast_IG_STAND_003_ScrewYou=Screw you.
PU_DERELICT1_CV_PlayerWalksPast_IG_STAND_004_YeahPretendLike=Yeah, pretend like you don't see me.
PU_DERELICT1_CV_PlayerWalksPast_IG_STAND_005_YeahSureJust=Yeah sure, just keep walking.
PU_DERELICT2_CV_AskForMoney_IG_SIT_001_SpareSomeCredits=Spare some credits sweetheart?
PU_DERELICT2_CV_AskForMoney_IG_SIT_002_GotAnyMoney=Got any money love?
PU_DERELICT2_CV_AskForMoney_IG_SIT_003_CanYouHelp=Can you help me buy some food?
PU_DERELICT2_CV_AskForMoney_IG_SIT_004_ReallyCouldUse=Really could use a few creds.
PU_DERELICT2_CV_AskForMoney_IG_SIT_005_AnythingYouCould=Anything you could spare would really help me out.
PU_DERELICT2_CV_AskForMoney_IG_STAND_001_SpareSomeCredits=Spare some credits love?
PU_DERELICT2_CV_PlayerGivesMoney_IG_SIT_001_AwThankYou=Aw Thank you. Thank you.
PU_DERELICT2_CV_PlayerGivesMoney_IG_SIT_001b_AwThankYou=Aw Thank you. Thank you.
PU_DERELICT2_CV_PlayerGivesMoney_IG_SIT_002_FortuneFindYou=Fortune find you love
PU_DERELICT2_CV_PlayerGivesMoney_IG_SIT_003_SafeJourneys=Safe journeys.
PU_DERELICT2_CV_PlayerGivesMoney_IG_SIT_004_AwYoureOne=Aw you're one of the good ones love
PU_DERELICT2_CV_PlayerGivesMoney_IG_STAND_001_Thanks=Thanks
PU_DERELICT2_CV_PlayerWalksPast_IG_SIT_001_NoWorries=No worries
PU_DERELICT2_CV_PlayerWalksPast_IG_SIT_002_HaveAGood=Have a good one sweetheart
PU_DERELICT2_CV_PlayerWalksPast_IG_SIT_003_YeahYeahScrew=Yeah yeah, screw you.
PU_DERELICT2_CV_PlayerWalksPast_IG_SIT_004_YeahPretendLike=Yeah, pretend like you don't see me.
PU_DERELICT2_CV_PlayerWalksPast_IG_SIT_005_SureSweetheartJust=Sure sweetheart, just keep walking.
PU_DERELICT3_CV_AskForMoney_IG_SIT_001_CanYouSpare=Can you spare some credits?
PU_DERELICT3_CV_AskForMoney_IG_STAND_001_SpareSomeCredits=Spare some credits?
PU_DERELICT3_CV_AskForMoney_IG_STAND_002_GotAnyMoney=Got any money?
PU_DERELICT3_CV_AskForMoney_IG_STAND_003_CanYouHelp=Can you help me buy some food friend?
PU_DERELICT3_CV_AskForMoney_IG_STAND_004_ReallyCouldUse=Really could use a few creds.
PU_DERELICT3_CV_AskForMoney_IG_STAND_005_AnythingYouCould=Anything you could spare would really help me out y'know.
PU_DERELICT3_CV_Drunk_IG_001_AyAyWhere=Ay!, Ay, where you going?
PU_DERELICT3_CV_Drunk_IG_002_NahImAlright=Nah I'm all right, 'cause I got a s-, a second wind now.
PU_DERELICT3_CV_PlayerGivesMoney_IG_SIT_001_Thanks=Thanks
PU_DERELICT3_CV_PlayerGivesMoney_IG_STAND_001_ThankYouThank=Thank you. Thank you.
PU_DERELICT3_CV_PlayerGivesMoney_IG_STAND_002_FortuneFindYou=Fortune find you.
PU_DERELICT3_CV_PlayerGivesMoney_IG_STAND_003_SafeJourneys=Safe journeys.
PU_DERELICT3_CV_PlayerGivesMoney_IG_STAND_004_YoureOneOf=You're one of the good ones.
PU_DERELICT3_CV_PlayerWalksPast_IG_STAND_001_EhNoNo=Eh no, No worries.
PU_DERELICT3_CV_PlayerWalksPast_IG_STAND_001b_NoWorries=No worries, yeah.
PU_DERELICT3_CV_PlayerWalksPast_IG_STAND_002_HaveAGood=Have a good one.
PU_DERELICT3_CV_PlayerWalksPast_IG_STAND_003_YeahScrewYou=Yeah? Screw you.
PU_DERELICT3_CV_PlayerWalksPast_IG_STAND_004_YeahYouPretend=Yeah, you pretend like you don't see me.
PU_DERELICT3_CV_PlayerWalksPast_IG_STAND_005_SureYouJust=Sure, you just keep walking.
PU_DERELICT4_CV_AskForMoney_IG_SIT_001_SpareSomeCredits=Spare some credits?
PU_DERELICT4_CV_AskForMoney_IG_SIT_002_GotAnyMoney=Got any money?
PU_DERELICT4_CV_AskForMoney_IG_SIT_003_CanYouHelp=Can you help me buy some food?
PU_DERELICT4_CV_AskForMoney_IG_SIT_004_ReallyCouldUse=Really could use a few creds.
PU_DERELICT4_CV_AskForMoney_IG_SIT_005_AnythingYouCan=Anything you can spare would really help me out.
PU_DERELICT4_CV_AskForMoney_IG_STAND_001_SpareSomeCredits=Spare some credits?
PU_DERELICT4_CV_PlayerGivesMoney_IG_SIT_001_ThankYouThank=Thank you. Thank you.
PU_DERELICT4_CV_PlayerGivesMoney_IG_SIT_002_FortuneFindYou=Fortune find you.
PU_DERELICT4_CV_PlayerGivesMoney_IG_SIT_003_SafeJourneys=Safe journeys.
PU_DERELICT4_CV_PlayerGivesMoney_IG_SIT_004_YoureOneOf=You're one of the good ones.
PU_DERELICT4_CV_PlayerGivesMoney_IG_STAND_001_Thanks=Thanks
PU_DERELICT4_CV_PlayerWalksPast_IG_SIT_001_NoWorries=No worries.
PU_DERELICT4_CV_PlayerWalksPast_IG_SIT_002_HaveAGood=Have a good one yeah
PU_DERELICT4_CV_PlayerWalksPast_IG_SIT_003_ScrewYou=Screw you.
PU_DERELICT4_CV_PlayerWalksPast_IG_SIT_004_YeahPretendLike=Yeah, pretend like you don't see me.
PU_DERELICT4_CV_PlayerWalksPast_IG_SIT_005_SureJustKeep=Sure, just keep walking.
PU_DULLI_UEE_F_DEH_HuntPolarisResponsetoAmelia1_GP_001,P=That was Amelia Boyd, leader of the Frontier Fighters. Don't let her faze you. Stay focused and let's get this done.
PU_DULLI_UEE_F_DEH_HuntPolarisResponsetoAmelia2_GP_001,P=I don't know who she's trying to convince. If she honestly expects us to let them get away with stealing a Polaris, she's crazier than I thought.
PU_DULLI_UEE_F_DEH_HuntPolarisResponsetoAmelia3_GP_001,P=Amelia talks a good game, but at the end of the day the Frontier Fighters are just glorified murderers. I'm counting on you to shut them down here and now.
PU_DULLI_UEE_F_DEH_ResponsetoAmelia1_GP_001,P=That was Amelia Boyd, leader of the Frontier Fighters. Don't let her faze you. Stay focused and let's get this done.
PU_DULLI_UEE_F_DEH_ResponsetoAmelia2_GP_001,P=I don't know who she's trying to convince. If she honestly expects us to let them get away with stealing a Polaris, she's crazier than I thought.
PU_DULLI_UEE_F_DEH_ResponsetoAmelia3_GP_001,P=Amelia talks a good game, but at the end of the day the Frontier Fighters are just glorified murderers. I'm counting on you to shut them down here and now.
PU_DULLI_UEE_F_DEO_AmbushArrive_GP_001,P=Looks like we beat them here. Find a good place to post up and we'll wait.
PU_DULLI_UEE_F_DEO_AmbushArrive_GP_002,P=No sign of 'em yet. Pick a spot and go dark. I'm sure they'll be here soon.
PU_DULLI_UEE_F_DEO_AmbushObjectiveHammerheadDestroyed_GP_001,P=Dammit, can't believe they took out that Navy ship. Got word from one of my contacts that they spotted some Frontier Fighters ships around a suspected transient jump point into Pyro. I think that's where the Polaris might be heading. Let's get over there and maybe we can turn the tables on them for once.
PU_DULLI_UEE_F_DEO_AmbushObjectiveHammerheadDestroyed_GP_002,P=I'm scrambling Rescue teams to look for survivors from that Navy ship. We snatched a Frontier Fighter pilot and put the full burn on him. He didn't want to be tied to killing Navy so he flipped quick and gave up the location of a transient jump point the Polaris is gonna use to get out of the system. Get over there and set up an ambush.
PU_DULLI_UEE_F_DEO_AmbushObjectiveHammerheadSurvived_GP_001,P=Just got word from that Navy ship. They picked up some Frontier Fighter survivors and squeezed them about where the Polaris rendezvous was. Turns out they've found a transient jump point into Pyro. Here's the location. Get over there and we can jump them before they escape the system.
PU_DULLI_UEE_F_DEO_AmbushObjectiveHammerheadSurvived_GP_002,P=Nice work. Just found one of the Frontier Fighter survivors gave up Boyd's rendezvous. They're looking at using a transient jump point to slip into Pyro undetected. If you move quick, you could get the drop on them before they escape.
PU_DULLI_UEE_F_DEO_AmbushWait_GP_001,P=Go when you want to go, but I'd wait until you have eyes on the Polaris.
PU_DULLI_UEE_F_DEO_AmbushWait_GP_002,P=Finally some luck. Hold until you're ready to go.
PU_DULLI_UEE_F_DEO_DefendShipObjective_GP_001,P=Heads up. A UEE patrol intercepted the Polaris. They're currently engaged. Go help them out.
PU_DULLI_UEE_F_DEO_DefendShipObjective_GP_002,P=Just got word a Navy patrol came across our Polaris. I told them to hold back and observe but they attacked anyway. Get over there before they get themselves killed.
PU_DULLI_UEE_F_DEO_HuntPolarisAmbushArrive_GP_001,P=Looks like we beat them here. Find a good place to post up and we'll wait.
PU_DULLI_UEE_F_DEO_HuntPolarisAmbushArrive_GP_002,P=No sign of 'em yet. Pick a spot and go dark. I'm sure they'll be here soon.
PU_DULLI_UEE_F_DEO_HuntPolarisAmbushObjectiveHammerheadDestroyed_GP_001,P=Dammit, can't believe they took out that Navy ship. Got word from one of my contacts that they spotted some Frontier Fighters ships around a suspected transient jump point into Pyro. I think that's where the Polaris might be heading. Let's get over there and maybe we can turn the tables on them for once.
PU_DULLI_UEE_F_DEO_HuntPolarisAmbushObjectiveHammerheadDestroyed_GP_002,P=I'm scrambling Rescue teams to look for survivors from that Navy ship. We snatched a Frontier Fighter pilot and put the full burn on him. He didn't want to be tied to killing Navy so he flipped quick and gave up the location of a transient jump point the Polaris is gonna use to get out of the system. Get over there and set up an ambush.
PU_DULLI_UEE_F_DEO_HuntPolarisAmbushObjectiveHammerheadSurvived_GP_001,P=Just got word from that Navy ship. They picked up some Frontier Fighter survivors and they squeezed them about where the Polaris rendezvous was. Turns out they've found a transient jump point into Pyro. Here's the location. Get over there and we can jump them before they escape the system.
PU_DULLI_UEE_F_DEO_HuntPolarisAmbushObjectiveHammerheadSurvived_GP_002,P=Nice work. Just found one of the Frontier Fighter survivors gave up Boyd's rendezvous. They're looking at using a transient jump point to slip into Pyro undetected. If you move quick, you could get the drop on them before they escape.
PU_DULLI_UEE_F_DEO_HuntPolarisAmbushWait_GP_001,P=Go when you want to go, but I'd wait until you have eyes on the Polaris.
PU_DULLI_UEE_F_DEO_HuntPolarisAmbushWait_GP_002,P=Finally some luck. Hold until you're ready to go.
PU_DULLI_UEE_F_DEO_HuntPolarisDefendShipObjective_GP_001,P=Head's up. A UEE patrol intercepted the Polaris. They're currently engaged. Go help them out.
PU_DULLI_UEE_F_DEO_HuntPolarisDefendShipObjective_GP_002,P=Just got word a Navy patrol came across our Polaris. I told them to hold back and observe but they attacked anyway. Get over there before they get themselves killed.
PU_DULLI_UEE_F_DEO_HuntPolarisSearchObjectiveDecoyFound_GP_001,P=Looks like a decoy.
PU_DULLI_UEE_F_DEO_HuntPolarisSearchObjectiveDecoyFound_GP_002,P=It's a spoofed beacon.
PU_DULLI_UEE_F_DEO_HuntPolarisSearchObjectiveFrontierFightersFound_GP_001,P=Those look like Frontier Fighters. No Polaris though. Take 'em out.
PU_DULLI_UEE_F_DEO_HuntPolarisSearchObjectiveFrontierFightersFound_GP_002,P=Contact. Frontier Fighter ships. Weapons free.
PU_DULLI_UEE_F_DEO_HuntPolarisSearchObjectiveMovetoNextScan_GP_001,P=Move onto the next point.
PU_DULLI_UEE_F_DEO_HuntPolarisSearchObjectiveMovetoNextScan_GP_002,P=Let's keep going.
PU_DULLI_UEE_F_DEO_HuntPolarisSearchObjective_GP_001,P=There have been a handful of emergency beacons set off in the area. Not sure if it's the Polaris or Frontier Fighters are just causing chaos, but need you to head over and check them out.
PU_DULLI_UEE_F_DEO_HuntPolarisSearchObjective_GP_002,P=Scans picked up some emergency beacons. One of them might be that Polaris. Go take a look.
PU_DULLI_UEE_F_DEO_PolarisEscapes1_GP_001,P=Dammit, the Polaris quantumed away. Clean up these Frontier Fighters and we'll go after it.
PU_DULLI_UEE_F_DEO_PolarisEscapes1_GP_002,P=Shit. The Polaris made a break for it. Secure the area and then we'll go after them.
PU_DULLI_UEE_F_DEO_PolarisEscapes2_GP_001,P=I'm getting a little sick of these Frontier Fighters hauling ass at the first sight of trouble. Clear these hostiles and keep after 'em.
PU_DULLI_UEE_F_DEO_PolarisEscapes2_GP_002,P=Polaris is on the move. Amelia Boyd doesn't seem too concerned about abandoning her people. Take them out and we'll stay on her.
PU_DULLI_UEE_F_DEO_SearchObjectiveDecoyFound_GP_001,P=Looks like a decoy.
PU_DULLI_UEE_F_DEO_SearchObjectiveDecoyFound_GP_002,P=It's a spoofed beacon.
PU_DULLI_UEE_F_DEO_SearchObjectiveFrontierFightersFound_GP_001,P=Those look like Frontier Fighters. No Polaris though. Take 'em out.
PU_DULLI_UEE_F_DEO_SearchObjectiveFrontierFightersFound_GP_002,P=Contact. Frontier Fighter ships. Weapons free.
PU_DULLI_UEE_F_DEO_SearchObjectiveMovetoNextScan_GP_001,P=Move onto the next point.
PU_DULLI_UEE_F_DEO_SearchObjectiveMovetoNextScan_GP_002,P=Let's keep going.
PU_DULLI_UEE_F_DEO_SearchObjective_GP_001,P=There have been a handful of emergency beacons set off in the area. Not sure if it's the Polaris or Frontier Fighters are just causing chaos, but need you to head over and check them out.
PU_DULLI_UEE_F_DEO_SearchObjective_GP_002,P=Scans picked up some emergency beacons. One of them might be that Polaris. Go take a look.
PU_DULLI_UEE_F_PMH_HuntPolarisMissionAccept_GP_001,P=Thanks for the assist. Hopefully you're up to speed with the mission specifics, but just in case you skimmed. Frontier Fighters stole a fully armed Polaris while in transit to the Invictus ceremony. Not sure what they've got planned for it, whether it's some future op or just to terrorize Stanton but bottom line, we can't let them get away with that ship. Navy's cleared us to take it out, so that's what we're gonna do. This thing's heavy, armed, and dangerous so I'd recommend bringing friends, breaking out the big ships, or both. Let's go hunting.
PU_DULLI_UEE_F_PMH_HuntPolarisMissionComplete_GP_001,P=The Polaris is down. Helluva job y'all.
PU_DULLI_UEE_F_PMH_HuntPolarisMissionComplete_GP_002,P=Nice job taking out that Polaris before it could run again.
PU_DULLI_UEE_F_PMH_HuntPolarisMissionFail_GP_001,P=That Polaris got away. This isn't good people. God knows what Boyd and the rest of those lunatics are gonna do with it.
PU_DULLI_UEE_F_PMH_HuntPolarisMissionFail_GP_002,P=Shit… lost contact with the Polaris. I don't think we're gonna pick them up again. I gotta make some calls. You're dismissed.
PU_DULLI_UEE_F_PMH_MissionAccept_GP_001,P=Thanks for the assist. Hopefully you're up to speed with the mission specifics, but just in case you skimmed: Frontier Fighters stole a fully-armed Polaris while in transit to the Invictus ceremony. Not sure what they've got planned for it, whether it's some future op or just to terrorize Stanton. Bottom line, we can't let them get away with that ship. Navy's cleared us to take it out, so that's what we're gonna do. This thing's heavy, armed, and dangerous so I'd recommend bringing friends, breaking out the big ships, or both. Let's go hunting.
PU_DULLI_UEE_F_PMH_MissionComplete_GP_001,P=The Polaris is down. Helluva job, y'all.
PU_DULLI_UEE_F_PMH_MissionComplete_GP_002,P=Nice job taking out that Polaris before it could run again.
PU_DULLI_UEE_F_PMH_MissionFail_GP_001,P=That Polaris got away. This isn't good, people. God knows what Boyd and the rest of those lunatics are gonna do with it.
PU_DULLI_UEE_F_PMH_MissionFail_GP_002,P=Shit… lost contact with the Polaris. I don't think we're gonna pick them up again. I gotta make some calls. You're dismissed.
PU_DefendNPC01_CIV_M_PMH_BombersCallOut_GP_001,P=Those bombers are gonna wreck us if you don't stop them.
PU_DefendNPC01_CIV_M_PMH_BombersCallOut_GP_002,P=Damn it. Bombers. You got to do something about them.
PU_DefendNPC01_CIV_M_PMH_BombersCallOut_GP_003,P=Got bombers coming. You gotta take 'em out before it's too late.
PU_DefendNPC01_CIV_M_PMH_Damage25TargetsRemaining_GP_001,P=They almost destroyed everything! We can't let them win!
PU_DefendNPC01_CIV_M_PMH_Damage25TargetsRemaining_GP_002,P=We're hanging on by a thread here. Take them out now or we're done for.
PU_DefendNPC01_CIV_M_PMH_Damage25TargetsRemaining_GP_003,P=This is your last chance to stop them before everything's destroyed!
PU_DefendNPC01_CIV_M_PMH_Damage50TargetsRemaining_GP_001,P=We're taking a lot of damage. Can't you do something?
PU_DefendNPC01_CIV_M_PMH_Damage50TargetsRemaining_GP_002,P=They've knocked about half of everything out. If they keep this up, they're going to get the rest.
PU_DefendNPC01_CIV_M_PMH_Damage50TargetsRemaining_GP_003,P=Can't you do anything more to stop them? They've taken out half of everything already.
PU_DefendNPC01_CIV_M_PMH_HostileDestroyedEncouragement_GP_001,P=That showed them a thing or two!
PU_DefendNPC01_CIV_M_PMH_HostileDestroyedEncouragement_GP_002,P=Hell yeah. That was crack bit of flying.
PU_DefendNPC01_CIV_M_PMH_HostileDestroyedEncouragement_GP_003,P=Nicely done. Have I said how happy I am you're here?
PU_DefendNPC01_CIV_M_PMH_HostileDestroyedEncouragement_GP_004,P=Look at that! You're not half bad you know.
PU_DefendNPC01_CIV_M_PMH_HostileDestroyedEncouragement_GP_005,P=Good work there. Guess you know what you're doing after all.
PU_DefendNPC01_CIV_M_PMH_HostileReinforcementsArrive_GP_001,P=There's more of those bastards coming our way!
PU_DefendNPC01_CIV_M_PMH_HostileReinforcementsArrive_GP_002,P=Look out! More ships incomining!
PU_DefendNPC01_CIV_M_PMH_HostileReinforcementsArrive_GP_003,P=More ships arriving. Get ready!
PU_DefendNPC01_CIV_M_PMH_MissionFailAllTargetsDestroyed_GP_001,P=The bastards destroyed the last of 'em! Guess it was too much to hope that we'd stop them in time.
PU_DefendNPC01_CIV_M_PMH_MissionFailAllTargetsDestroyed_GP_002,P=Damn it all. The destroyed the last one. Bet those bastards are feeling pretty smug about themselves. Well, at least you tried to help.
PU_DefendNPC01_CIV_M_PMH_MissionFailAllTargetsDestroyed_GP_003,P=No! They destroyed all of them! Damn it. Guess I should have known better than to get my hopes up.
PU_DefendNPC01_CIV_M_PMH_MissionSuccess_GP_001,P=God damn. I can't believe we made it through that. You be safe out there. I'm gonna start looking at repairs.
PU_DefendNPC01_CIV_M_PMH_MissionSuccess_GP_002,P=Yes! Take that, you bastards. That was some nice flying out there. You seriously saved our bacon.
PU_DefendNPC01_CIV_M_PMH_MissionSuccess_GP_003,P=We good? That was a helluva job you did out there. No way we would've made it through that.
PU_DefendNPC01_CIV_M_PMH_MopUpRemaining_GP_001,P=Nice work. Just come on back and sweep up these stragglers.
PU_DefendNPC01_CIV_M_PMH_MopUpRemaining_GP_002,P=Helluva job. Clean up these stragglers and we can call it a day.
PU_DefendNPC01_CIV_M_PMH_MopUpRemaining_GP_003,P=I'll be damned, you did it. Just gotta finish off the last of 'em now.
PU_DefendNPC01_CIV_M_PMH_NewSubObjectiveGeneric_GP_001,P=As if we didn't have enough to worry about, guess we got to deal with this now too…
PU_DefendNPC01_CIV_M_PMH_NewSubObjectiveGeneric_GP_002,P=Hey, I know you got a lot to handle already, but something else came up…
PU_DefendNPC01_CIV_M_PMH_NewSubObjectiveGeneric_GP_003,P=Hate to bother you, but got something else that can use your attention…
PU_DefendNPC01_CIV_M_PMH_NewSubObjectiveGeneric_GP_004,P=Okay, I know I'm asking a lot, but think you can take care of one more thing?
PU_DefendNPC01_CIV_M_PMH_PlayerArrives_GP_001,P=Damn happy to see you. Not gonna lie, we're in a heap of trouble here so just do whatever you can.
PU_DefendNPC01_CIV_M_PMH_PlayerArrives_GP_002,P=Great. You're here. We really could use your help dealing with these outlaws before they destroy everything.
PU_DefendNPC01_CIV_M_PMH_PlayerArrives_GP_003,P=Thank goodness you're here. These outlaws are going to destroy everything unless you stop them.
PU_DefendNPC01_CIV_M_PMH_PlayerArrives_GP_004,P=Nice of you to show up. We got our hands full as you can see. Jump in and do what you can to stop 'em.
PU_DefendNPC01_CIV_M_PMH_PlayerArrives_GP_005,P=Hey there. Glad you could help us out. These assholes are trying to destroy everything we got.
PU_DefendNPC01_CIV_M_PMH_SubObjectiveFail_GP_001,P=Damn. Wish that had gone better, but this isn't over yet. We can still get through this.
PU_DefendNPC01_CIV_M_PMH_SubObjectiveFail_GP_002,P=Oh well. No time to worry about that. We got bigger fish to fry.
PU_DefendNPC01_CIV_M_PMH_SubObjectiveFail_GP_003,P=Guess it was too much to hope you could take care of that too. Let's just focus on the main problem for now.
PU_DefendNPC01_CIV_M_PMH_SubObjectiveSuccess_GP_001,P=Good. Glad that's dealt with.
PU_DefendNPC01_CIV_M_PMH_SubObjectiveSuccess_GP_002,P=Happy that's done. Now we can focus on the real problem.
PU_DefendNPC01_CIV_M_PMH_SubObjectiveSuccess_GP_003,P=All right, that's taken care of. Just got to take care of the rest.
PU_DefendNPC02_CIV_F_PMH_BombersCallOut_GP_001,P=Those bombers are going to be the end of us if we don't take them out.
PU_DefendNPC02_CIV_F_PMH_BombersCallOut_GP_002,P=Focus fire on those bombers before they can take us out.
PU_DefendNPC02_CIV_F_PMH_BombersCallOut_GP_003,P=Got to clear out those bombers fast before they do some serious damage.
PU_DefendNPC02_CIV_F_PMH_Damage25TargetsRemaining_GP_001,P=We're running out of time! They've almost destroyed everything!
PU_DefendNPC02_CIV_F_PMH_Damage25TargetsRemaining_GP_002,P=Hey, this is our last chance. Stop them now, or they're gonna destroy them all!
PU_DefendNPC02_CIV_F_PMH_Damage25TargetsRemaining_GP_003,P=You need to do something now before these assholes destroy everything!
PU_DefendNPC02_CIV_F_PMH_Damage50TargetsRemaining_GP_001,P=The station's not looking too good. Need to do something before they take out the rest of it.
PU_DefendNPC02_CIV_F_PMH_Damage50TargetsRemaining_GP_002,P=We're really getting beat up here. How about you stop these assholes before they do too much more damage.
PU_DefendNPC02_CIV_F_PMH_Damage50TargetsRemaining_GP_003,P=We need to get serious here. They're doling out more damage than we can take.
PU_DefendNPC02_CIV_F_PMH_HostileDestroyedEncouragement_GP_001,P=Yes! Way to show these bastards a thing or two.
PU_DefendNPC02_CIV_F_PMH_HostileDestroyedEncouragement_GP_002,P=Good. Let's make this scum pay.
PU_DefendNPC02_CIV_F_PMH_HostileDestroyedEncouragement_GP_003,P=Yeah! Bet they're regrettin' messin' with my station now!
PU_DefendNPC02_CIV_F_PMH_HostileDestroyedEncouragement_GP_004,P=Hell yeah. I hope that asshole can't regen.
PU_DefendNPC02_CIV_F_PMH_HostileDestroyedEncouragement_GP_005,P=Lovely. Nothin' better than someone getting what they deserve.
PU_DefendNPC02_CIV_F_PMH_HostileReinforcementsArrive_GP_001,P=Hey, look alive. We got more ships arriving.
PU_DefendNPC02_CIV_F_PMH_HostileReinforcementsArrive_GP_002,P=Did you see? These scum called in reiforcements.
PU_DefendNPC02_CIV_F_PMH_HostileReinforcementsArrive_GP_003,P=Damn it. More hostiles.
PU_DefendNPC02_CIV_F_PMH_MissionFailAllTargetsDestroyed_GP_001,P=Damn it to hell. They got it all. Guess I better go and see what I can salvage.
PU_DefendNPC02_CIV_F_PMH_MissionFailAllTargetsDestroyed_GP_002,P=Shit. That was the last one. Guess the bastards got what they wanted. No idea how we're gonna rebuild after this.
PU_DefendNPC02_CIV_F_PMH_MissionFailAllTargetsDestroyed_GP_003,P=Can't believe it. 5 years of work and savings wiped out just like that. Don't know how I'm gonna come back from this. Anyway, thanks for trying.
PU_DefendNPC02_CIV_F_PMH_MissionSuccess_GP_001,P=Ace flying out there. I really owe you for this one, but I gotta get back to it.
PU_DefendNPC02_CIV_F_PMH_MissionSuccess_GP_002,P=I think we're clear. Got some work to do to get us back to 100%, but could've been a lot worse. Thank you.
PU_DefendNPC02_CIV_F_PMH_MissionSuccess_GP_003,P=Scope's clear. Appreciate the help. We would've been cooked if you hadn't shown up.
PU_DefendNPC02_CIV_F_PMH_MopUpRemaining_GP_001,P=We're looking real good now. Just finish off the last of 'em.
PU_DefendNPC02_CIV_F_PMH_MopUpRemaining_GP_002,P=Oh hell yeah. Just got a couple more to deal with and we should be good.
PU_DefendNPC02_CIV_F_PMH_MopUpRemaining_GP_003,P=Nice one. Still got a few causing problems and then we should be good.
PU_DefendNPC02_CIV_F_PMH_NewSubObjectiveGeneric_GP_001,P=Hey, there's one more thing we gotta deal with…
PU_DefendNPC02_CIV_F_PMH_NewSubObjectiveGeneric_GP_002,P=Guess when it rains it pours. See if you can sort this out too.
PU_DefendNPC02_CIV_F_PMH_NewSubObjectiveGeneric_GP_003,P=Like there wasn't enough going on already. Think you can tackle this too?
PU_DefendNPC02_CIV_F_PMH_NewSubObjectiveGeneric_GP_004,P=I know you got a lot on your plate, but I need your help on one more thing.
PU_DefendNPC02_CIV_F_PMH_PlayerArrives_GP_001,P=About time we got some help. Shoot any of these bastards you can before they can do any real damage.
PU_DefendNPC02_CIV_F_PMH_PlayerArrives_GP_002,P=Glad to see the calvary. These idiots are hell-bent on destroying my station. Hopefully you can stop them.
PU_DefendNPC02_CIV_F_PMH_PlayerArrives_GP_003,P=Welcome to the shit. Hope you're ready to fight. These bootlicks are trying to destroy my station and that can't happen, you hear me?
PU_DefendNPC02_CIV_F_PMH_PlayerArrives_GP_004,P=Nice to see a friendly face. You think you can blow up these bastards before they do the same to me?
PU_DefendNPC02_CIV_F_PMH_PlayerArrives_GP_005,P=Welcome to the party. Got some uninvited guests that need to be kicked out before they can break anything else.
PU_DefendNPC02_CIV_F_PMH_SubObjectiveFail_GP_001,P=You can’t win them all, but we ain't got time dwell. Forget it and focus up.
PU_DefendNPC02_CIV_F_PMH_SubObjectiveFail_GP_002,P=Cocked that one up, didn't ya. No matter. You can still help if you take out the rest of these bastards.
PU_DefendNPC02_CIV_F_PMH_SubObjectiveFail_GP_003,P=Not gonna lie, that's a setback. But we're still in this so let's get it done.
PU_DefendNPC02_CIV_F_PMH_SubObjectiveSuccess_GP_001,P=Okay, one less thing to deal with.
PU_DefendNPC02_CIV_F_PMH_SubObjectiveSuccess_GP_002,P=All right, hopefully now that's done, we can deal with the rest of the assholes once and for all.
PU_DefendNPC02_CIV_F_PMH_SubObjectiveSuccess_GP_003,P=Good. Now that's sorted, we can focus on taking care of the rest of these ships.
PU_DefendNPC02_CIV_M_PMH_HostileDestroyedEncouragement_GP_001,P=Yes! Way to show these bastards a thing or two.
PU_DefendNPC02_CIV_M_PMH_HostileDestroyedEncouragement_GP_002,P=Good. Let's make this scum pay.
PU_DefendNPC02_CIV_M_PMH_HostileDestroyedEncouragement_GP_003,P=Yeah! Bet they're regrettin' messin' with my station now!
PU_DefendNPC02_CIV_M_PMH_HostileDestroyedEncouragement_GP_004,P=Hell yeah. I hope that asshole can't regen.
PU_DefendNPC02_CIV_M_PMH_HostileDestroyedEncouragement_GP_005,P=Lovely. Nothin' better than someone getting' what they deserve.
PU_DefendNPC02_CIV_M_PMH_HostileReinforcementsArrive_GP_001,P=Hey, look alive. We got more ships arriving.
PU_DefendNPC02_CIV_M_PMH_HostileReinforcementsArrive_GP_002,P=Did you see? These scum called in reiforcements.
PU_DefendNPC02_CIV_M_PMH_HostileReinforcementsArrive_GP_003,P=Damn it. More hostiles.
PU_DefendNPC02_CIV_M_PMH_MissionFailAllTargetsDestroyed_GP_001,P=Damn it to hell. They got it all. Guess I better go an see what I can salvage.
PU_DefendNPC02_CIV_M_PMH_MissionFailAllTargetsDestroyed_GP_002,P=Shit. That was the last one. Guess the bastards got what they wanted. No idea how we're gonna rebuild after this.
PU_DefendNPC02_CIV_M_PMH_MissionFailAllTargetsDestroyed_GP_003,P=Can't believe it. 5 years of work and savings wiped out just like that. Don't know how I'm gonna come back from this. Anyway, thanks for trying.
PU_ECKHART_MG_Farewell_IG_001_LaterSlick=Later, slick.
PU_ECKHART_MG_Farewell_IG_002_AllRightI=All right, I got stuff to do. I'll catch you later.
PU_ECKHART_MG_Farewell_IG_003_YouBeGood=You be good, okay.
PU_ECKHART_MG_Farewell_IG_004_GoodTalkSlick=Good talk, slick.
PU_ECKHART_MG_Farewell_MissionAccepted_Comm_IG_001_GoodLuckAnd=Good luck and all that.
PU_ECKHART_MG_Farewell_MissionAccepted_IG_001_GoodLuckAnd=Good luck and all that.
PU_ECKHART_MG_Farewell_MissionAccepted_IG_002_ThanksGetOut=Thanks. Get out there.
PU_ECKHART_MG_Farewell_MissionAccepted_IG_003_LetMeKnow=Let me know when it's done.
PU_ECKHART_MG_Farewell_MissionDeclined_IG_001_FineComeBack=Fine. Come back when you actually want to work.
PU_ECKHART_MG_Farewell_MissionDeclined_IG_002_YourLossTalk=Your loss. Talk to you later.
PU_ECKHART_MG_Farewell_MissionDeclined_IG_003_NextTimeI=Next time, I guess.
PU_ECKHART_MG_Farewell_MissionDeclined_IG_004_FairEnoughSee=Fair enough. See you later.
PU_ECKHART_MG_GCIntro_AcceptsMission_V_WP_001_GreatHeresThe=Great. Here's the tracking address for the ship. Let me know once you have the blackbox data.
PU_ECKHART_MG_GCIntro_Comm_V_WP_001_HeyHowAre=Hey, how are you? Miles Eckhart.
PU_ECKHART_MG_GCIntro_Comm_V_WP_002_AFriendOver=A friend over at Crusader Security said you've building quite a rep. I run a modest security outfit and I'm always on the lookout for capable people who don't rattle.
PU_ECKHART_MG_GCIntro_Comm_V_WP_003_IfYoureInterested=If you're interested in picking up some extra work, we should talk. I'll send my details.
PU_ECKHART_MG_GCIntro_LeavesMoon_V_WP_001_SoFindAnything=So... find anything good?
PU_ECKHART_MG_GCIntro_LeavesMoon_V_WP_002_IfYouDont=If you don't mind, I'll just have a look myself.
PU_ECKHART_MG_GCIntro_PlayerSits_V_WP_001_SorryForThe=Sorry for the locale, don't look like much but the homemade stuff has some kick.
PU_ECKHART_MG_GCIntro_PlayerSits_V_WP_002_AnywayAJob=Anyway, a job came in late last night. Some idiot hauler cut through low-sec space, got his crew vented. Company needs to retrieve the ship's blackbox to claim insurance on the lost cargo. Should be a romper job: get in, get out, but all my people are tied up with bigger ops, so I figured I could use this as a chance to make a new friend.
PU_ECKHART_MG_GCIntro_PlayerSits_V_WP_003_IllSendThe=I'll send the details. Let me know if you're interested.
PU_ECKHART_MG_GCIntro_SentBBData_V_WP_001_GotTheBlack=Got the blackbox data and verified it. I'll send it off. Great job.
PU_ECKHART_MG_GCIntro_SentBBData_V_WP_002_YouKnowIm=You know... I'm just going to throw this out, but I ended up talking to a couple contacts of mine, turns out the pack that hit that ship are squatting in an old facility on that nearby moon.
PU_ECKHART_MG_GCIntro_SentBBData_V_WP_003_ImJustTalking=I'm just talking here, but it's not crazy to think that they're keeping the cargo there. These outlaws are scum, so it's not like anyone'll miss 'em and the company is gonna claim the insurance, so it wouldn't technically be stealing if you happened to head on down and take it.
PU_ECKHART_MG_GCIntro_SentBBData_V_WP_004_AgainImNot=Again, I'm not saying anything here, I'm just gonna send along a location on that moon and... do what you want.
PU_ECKHART_MG_GCIntro_SpotsPlayer_V_WP_001_GladYouCould=Glad you could make it, grab a seat.
PU_ECKHART_MG_Greetings_Bad_IG_001_TheFuckYou=The fuck you want?
PU_ECKHART_MG_Greetings_Bad_IG_002_KeepOnRolling=Keep on rolling, slick.
PU_ECKHART_MG_Greetings_Bad_IG_003_OhYou=Oh, you.
PU_ECKHART_MG_Greetings_Bad_IG_004_IAintGot=I ain't got time for your shit right now.
PU_ECKHART_MG_Greetings_Good_IG_001_Hey=Hey.
PU_ECKHART_MG_Greetings_Good_IG_002_GoodToSee=Good to see you.
PU_ECKHART_MG_Greetings_Good_IG_003_HeySlick=Hey, slick.
PU_ECKHART_MG_Greetings_Good_IG_004_BackAgain=Back again?
PU_ECKHART_MG_IdleConvo_V_001_YeahSpeak=Yeah, speak.
PU_ECKHART_MG_IdleConvo_V_002_UhHuh=Uh huh.
PU_ECKHART_MG_IdleConvo_V_003_WellTellHim=Tell him if he doesn't like the prices, he doesn't have to pay them. I'm sure some other cut-rate outfit will run an escort for less, just don't come running back to me when they shit their pants at the first sight of outlaws. If he survives the attack, of course...
PU_ECKHART_MG_IdleConvo_V_004_NoImSerious=No, I'm serious, tell him that. I'll wait.
PU_ECKHART_MG_IdleConvo_V_005_YeahThoughtSo=Yeah, thought so. Do me a favor, next time your boss tries to grow some balls, remind him of this conversation or I'll come by his office and remind him how binding our contract is.
PU_ECKHART_MG_IdleConvo_V_006_Prick=Prick.
PU_ECKHART_MG_Intro_Comm_V_WP_Bad_001_HeyThereA=Hey there. A couple associates of mine passed me your name. If you're looking for some strongarm stuff, I'm always looking for good soldiers. Here's my details.
PU_ECKHART_MG_Intro_PlayerSits_V_WP_Bad_001_FromTimeTo=From time to time, jobs find their way to me that aren't "orthodox" requests.
PU_ECKHART_MG_Intro_PlayerSits_V_WP_Bad_002_TheresABetter=There's a better way to say that... but let's just say they aren't the kind of ops you can give to just anyone. They require a very specific type of person.
PU_ECKHART_MG_Intro_PlayerSits_V_WP_Bad_003_NowMutualFriends=Now, mutual friends have told me that you might be one of those precious few who are capable of completing a contract without question.
PU_ECKHART_MG_Intro_PlayerSits_V_WP_Bad_004_IfImWrong=If I'm wrong, we can leave it at that. Enjoy a drink in my spectacular company for a few minutes then we'll part ways with the understanding that this meeting never happened.
PU_ECKHART_MG_Intro_PlayerSits_V_WP_Bad_005_IfImRight=But if I'm right, then I might just have a gig that I could use you for.
PU_ECKHART_MG_Intro_PlayerSits_V_WP_Good_001_SorryForThe=Sorry for the locale, don't look like much but the homemade stuff has some kick. Anyway, I've been hearing good things about you. Real stand-up sort. Just the type of people I like to know. As I mentioned, I run a small security outfit, we handle all sorts of ops, so I'm always on the lookout for people who know how to handle themselves in a scrap.
PU_ECKHART_MG_Intro_TakeSeat_V_WP_Bad_001_TakeASeat=Take a seat.
PU_ECKHART_MG_Intro_TakeSeat_V_WP_Good_001_HeyThereSport=Hey there, sport. Grab a seat.
PU_ECKHART_MG_Intro_V_WP_Unknown_001_YouLookingFor=You looking for somebody?
PU_ECKHART_MG_MidMission_ObjComplete_IG_001_YoureMakingGood=You're making good progress. Keep it up.
PU_ECKHART_MG_MidMission_ObjComplete_IG_002_KeepGoingSlick=Keep going, slick. I want this whole thing wrapped up soon.
PU_ECKHART_MG_MidMission_ObjComplete_IG_003_ClientWillBe=Client will be glad to know we're making progress.
PU_ECKHART_MG_MidMission_ObjComplete_IG_004_ThatPartsDone=That part's done. Now you just got to handle the rest.
PU_ECKHART_MG_MidMission_ObjFail_IG_001_HowTheHell=How the hell did you lose it?
PU_ECKHART_MG_MidMission_ObjFail_IG_002_YouLetEm=You let 'em get away?
PU_ECKHART_MG_MidMission_ObjFail_IG_003_YouLostThe=You lost the package! What the hell.
PU_ECKHART_MG_MidMission_ObjFail_IG_004_Seriously=Seriously? You didn't get it? What is this? Amateur hour?
PU_ECKHART_MG_MidMission_ObjFail_IG_005_HowCouldYou=How could you let it slip through your fingers?
PU_ECKHART_MG_MidMission_ObjUpdate_IG_001_LittleChangeOf=Little change of plans. Here.
PU_ECKHART_MG_MidMission_ObjUpdate_IG_002_MissionParametersHave=Mission parameters have changed. Updating you now.
PU_ECKHART_MG_MidMission_ObjUpdate_IG_003_GotAnUpdate=Got an update for you, slick. Things got a little more complicated.
PU_ECKHART_MG_MidMission_Quit_IG_001_FineYouDont=Fine. You don't want the job, forget it.
PU_ECKHART_MG_MidMission_Quit_IG_002_DidntTakeYou=Didn't take you for a quitter. Guess I was wrong.
PU_ECKHART_MG_MidMission_Quit_IG_003_YoureJustGonna=You're just gonna walk away? Just like that? Real nice.
PU_ECKHART_MG_MissionBriefs_Ambush_Hostage_Good_IG_001_WeJustReceived=We just received a bid for a forced extraction. Client's being held against their will and it's up to us to secure their freedom and make sure that the abductors are duly punished.
PU_ECKHART_MG_MissionBriefs_Ambush_Kill_Bad_IG_001_ClientsNeedTo=Client's need to get someone gone. They've provided a detailed analysis of the target's movements and want you to set up an ambush.
PU_ECKHART_MG_MissionBriefs_Ambush_Kill_Good_IG_003_WordIsThat=Word is that a High Value Target has come out of hiding. Don't ask me how, but I got a line on their flight path, so we're gonna hit 'em. Well, you are.
PU_ECKHART_MG_MissionBriefs_Bounty_Good_IG_001_IEverTell=I ever tell you that I started out as a bounty hunter? Yeah, after three tours, I guess I wasn't ready for the dogfighting to end. Couldn't stomach the thought of being a cop though. Too many bad run-ins as a kid, you know? I started hunting down criminals. Seemed like a decent compromise. Anyway, although we've moved mostly into security roles, I still keep tabs on open bounties.
PU_ECKHART_MG_MissionBriefs_Bounty_Good_IG_003_IfYoureLooking=If you're looking for some easy creds, got another bounty wasting away on the pile.
PU_ECKHART_MG_MissionBriefs_Breakout_Prison_Bad_IG_001_TheresNoEasy=There's no easy way to say this so I'm just gonna come out and say it... I need you to knock over a prison. Yeah, yeah, it's kinda messed up, I know. We've got a client locked inside who's paying good money to get sprung. It's a whole lotta heat if this goes bad, so you gotta be sure you can pull this off.
PU_ECKHART_MG_MissionBriefs_Breakout_SecurityPost_Bad_IG_002_AnotherClientsGone=Another client's gone and gotten pinched. They're currently being held at a security post. Would you mind retrieving them?
PU_ECKHART_MG_MissionBriefs_Collect_Find_Bad_IG_002_TheresSomeCargo=There's some cargo I'm looking to get ahold of. Only snag is that the owner is unwilling to part with it. I'm sure that won't stop someone like you.
PU_ECKHART_MG_MissionBriefs_Collect_Find_Good_IG_001_IveGotSome=I've got some clients who've lost some property. They're sparing no expense to get it back if it hasn't been destroyed. They've sent along a rough area where you can start your search. You're to find, retrieve and bring back this property intact.
PU_ECKHART_MG_MissionBriefs_Collect_Find_Good_IG_002_GotAnotherLine=Got another line on some cargo on the drift. I'll send the details if you're interested.
PU_ECKHART_MG_MissionBriefs_Collect_Investigate_Bad_IG_002_HeresTheDeal=Here's the deal. There's a couple wrecks on the drift and you're going to go take for look for the client. See what you can find. Report back. Simple as can be.
PU_ECKHART_MG_MissionBriefs_Collect_Investigate_Good_IG_002_WeveBeenHired=We've been hired to check out some wrecks in the area. If you got some time, I'll send the details.
PU_ECKHART_MG_MissionBriefs_Collect_Pirates_Bad_IG_001_HeresARetrieval=Here's a retrieval opportunity for you. Outlaws hit a hauling convoy recently and they've been taking their time picking at the carcass. There is a piece that I'd like you to retrieve before they discover it.
PU_ECKHART_MG_MissionBriefs_Collect_Pirates_Good_IG_002_GotARetrieval=Got a retrieval op for you. Word from the client is that enemy contacts are still in the area, so watch yourself.
PU_ECKHART_MG_MissionBriefs_ContractKilling_Bad_IG_001_ClientJustCame=Client just came through with a job. This is a straight-up ghosting. Find the target and eliminate. You'll be paid accordingly. And don't even think about getting caught.
PU_ECKHART_MG_MissionBriefs_ContractKilling_Bad_IG_002_GotAnotherEmpty=Got another empty casket come over the comm. You busy?
PU_ECKHART_MG_MissionBriefs_Defend_Bad_IG_001_IKnowYoure=I know you're pretty good at taking people down, but how are you with defense? I've got a gig that's pretty heavy on digging in and holding out against an assault.
PU_ECKHART_MG_MissionBriefs_Defend_Good_IG_002_WeveBeenHired=We've been hired to help bulk up defenses against a prospective assault. Take a look at the op specs, see if it's something you can help with.
PU_ECKHART_MG_MissionBriefs_Deliver_Bad_IG_001_IveGotSome=Hmm ... I've got some cargo that needs to move through the system without a lot of extra scrutiny, if you catch my meaning.
PU_ECKHART_MG_MissionBriefs_Deliver_Bomb_Bad_IG_001_BitOfAn=Bit of an unusual request came in, clients want a problem taken care of in the noisiest way possible. I trust you're comfortable working with explosives? Pretty much just like dropping off a regular package if you think about it.
PU_ECKHART_MG_MissionBriefs_Deliver_Good_IG_001_GotAStraight=Got a straight delivery run for you. Cargo needs to get there untouched and intact. Details will follow, but there's a possibility of enemy contact, so eyes open.
PU_ECKHART_MG_MissionBriefs_Deliver_Pickup_Bad_IG_001_GotAnExchange=Got an exchange going down that needs a bagman. You give them something. They give you something back. Easy. Now these people aren't the most trustworthy sorts, so be ready if they get any bright ideas.
PU_ECKHART_MG_MissionBriefs_Deliver_Pickup_Good_IG_002_OneOfMy=One of my usual guys fell through, you think you could do a run? They might have something for you to pick up as well.
PU_ECKHART_MG_MissionBriefs_Deliver_Timed_Bad_IG_002_NeedAnotherRunner=Need another runner job. You'd be on a clock, so don't mess around.
PU_ECKHART_MG_MissionBriefs_Deliver_Timed_Good_IG_001_GotARush=Got a rush delivery. You'll need to get the package to the location on time, no exceptions. Have a look at the route and see if it's feasible.
PU_ECKHART_MG_MissionBriefs_Escort_AToB_Bad_IG_001_HeyIGot=Hey, I got a client who's looking for an escort. Standard deal: keep a low profile and make sure they arrive alive, okay?
PU_ECKHART_MG_MissionBriefs_Escort_AToB_Good_IG_003_GotAClient=Got a client that needs an escort. Way the universe's been going to shit, I figure this isn't going to be for show, so stay sharp.
PU_ECKHART_MG_MissionBriefs_Escort_Passenger_Bad_IG_001_IMightNeed=I might need you to take on a passenger. Make sure they got a comfy seat and don't ask any questions. The less you know, the better.
PU_ECKHART_MG_MissionBriefs_Escort_Passenger_Good_IG_001_YouGotA=You got a ship that can carry passengers, right? I got a client that's looking for a transport. Should be easy credits.
PU_ECKHART_MG_MissionBriefs_Escort_Several_Bad_IG_001_GotAComm=Got a comm from a client looking for a little extra protection while they make their rounds. Should be pretty straightforward: keep your mouth shut and follow their lead.
PU_ECKHART_MG_MissionBriefs_Escort_Several_Good_IG_002_IveGotA=I've got a VIP who needs a bodyguard for a series of stops.
PU_ECKHART_MG_MissionBriefs_Escort_Survive_Bad_IG_001_ClientNeedsA=Client needs a heavy-hitter to back them up. You're going to be muscle and escort, so tune up the target while keeping the client alive.
PU_ECKHART_MG_MissionBriefs_Escort_Survive_Bad_IG_003_YouBusyI=You busy? I need somebody who's willing to crack some heads. I'll send the details.
PU_ECKHART_MG_MissionBriefs_Escort_Survive_Good_IG_002_LocalLawsBeen=Local Law's been calling and need some more backup. I'll send the location and target.
PU_ECKHART_MG_MissionBriefs_Investigate_Collect_Good_IG_001_ToGiveYou=To give you some backstory here, one of the many services Eckhart Security provides is as independent investigators. Sometimes that means extracting blackbox data, pulling datapads from wrecks or even looking for missing persons. Different day, different job. That's what my dad always said.
PU_ECKHART_MG_MissionBriefs_Investigate_Collect_Good_IG_002_IHaveAnother=I have another snoop job if you're interested.
PU_ECKHART_MG_MissionBriefs_Investigate_Search_Good_IG_002_TheAdvocacyAint=The advocacy ain't doing their job, so we get to pick up the slack. There's a wreck with some evidence on it that could get one of our clients off the hook. And since a client's worth more out of jail than in it, I need you to go fetch it.
PU_ECKHART_MG_MissionBriefs_Recover_Good_IG_001_GotATip=Got a tip that some smugglers have set up a planetside dead drop. No telling what kind of stolen swag they got down there, but might be good for a reward or something.
PU_ECKHART_MG_MissionBriefs_Steal_Bad_IG_001_TheresSomeCargo=There's some cargo I need. I've made them some generous offers, but they don't seem interested in selling. I'd like you to get it for me.
PU_ECKHART_MG_MissionBriefs_Steal_Bad_IG_002_TheresTalkThat=There's talk that some valuable cargo got snatched. I've got a fence already lined up, so I need you to get it for me.
PU_ECKHART_MG_MissionBriefs_Steal_Bad_IG_003_GotAnotherBoost=Got another boost job if you got the time.
PU_ECKHART_MG_MissionComplete_Comm_IG_001_GreatJob=Great job.
PU_ECKHART_MG_MissionComplete_Comm_IG_002_IThinkWere=I think we're good. Transferring the funds.
PU_ECKHART_MG_MissionComplete_Comm_IG_003_ThanksForTaking=Thanks for taking care of that. We're all set. Nice work.
PU_ECKHART_MG_MissionComplete_Comm_IG_004_IllSendYour=I'll send your pay. Go buy something nice.
PU_ECKHART_MG_MissionComplete_Comm_IG_005_IllLetThe=I'll let the client know... thanks.
PU_ECKHART_MG_MissionComplete_IG_001_GreatJob=Great job.
PU_ECKHART_MG_MissionComplete_IG_002_IThinkWere=I think we're good. Transferring the funds.
PU_ECKHART_MG_MissionComplete_IG_003_ThanksForTaking=Thanks for taking care of that. We're all set. Nice work.
PU_ECKHART_MG_MissionComplete_IG_004_IllSendYour=I'll send your pay. Go buy something nice.
PU_ECKHART_MG_MissionDeactivated_IG_001_YouWinSome=You win some, you lose some. I guess we weren't the only outfit the job got shopped too.
PU_ECKHART_MG_MissionDeactivated_IG_002_YouShouldveMoved=You should've moved a little faster.
PU_ECKHART_MG_MissionDeactivated_IG_003_SorrySituationsGotten=Sorry, situation's gotten more complicated, so I gotta pull the plug on the op.
PU_ECKHART_MG_MissionFail_IG_001_WhatTheHell=What the hell happened out there?
PU_ECKHART_MG_MissionFail_IG_002_DamnItYou=Damn it. You really screwed me on this. Not good, Slick. Not good.
PU_ECKHART_MG_MissionFail_IG_003_IGaveYou=I gave you a simple job and you boned me.
PU_ECKHART_MG_MissionFail_IG_004_DoYouHave=Do you have any idea how many creds you just cost us?
PU_ECKHART_MG_MissionFail_IG_005_ITrustedYou=I trusted you to handle this and you really dropped the ball.
PU_ECKHART_MG_NewMission_Bad_IG_001_IveGotSomething=I've got something for you.
PU_ECKHART_MG_NewMission_Bad_IG_002_SoItTurns=So, it turns out, I might be in need of your services.
PU_ECKHART_MG_NewMission_Bad_IG_003_AnotherJobsPopped=Another job's popped up. Thought you'd be a good fit.
PU_ECKHART_MG_NewMission_Bad_IG_004_HeySlickOpportunitys=Hey slick. Opportunity's knocking.
PU_ECKHART_MG_NewMission_GoodForBad_IG_001_GotANew=Got a new gig for you. This one's straight-up legit, so be on your best behavior.
PU_ECKHART_MG_NewMission_GoodForBad_IG_002_ImReallyShorthanded=I'm really shorthanded and I've got an op that needs handling that's outside your usual purview, but hey, credits are credits, right?
PU_ECKHART_MG_NewMission_GoodForBad_IG_003_GotABit=Got a bit of business that needs doing. Figured I'd toss it your way.
PU_ECKHART_MG_NewMission_GoodForBad_IG_004_IfYoureLooking=If you're looking to make a few creds, here's your chance.
PU_ECKHART_MG_NewMission_Good_IG_001_GotANew=Got a new job if you're interested.
PU_ECKHART_MG_NewMission_Good_IG_002_DontKnowWhat=Don't know what your sched is looking like, but I got a gig.
PU_ECKHART_MG_NewMission_JobBoard_IG_001_SoHeresThe=So here's the deal, business has been booming, which is great because I'm trying to snag this swank seaside property on Casell, but I've got more gigs than operators at the moment. Have a look and see if there's any you'd like to take off my plate.
PU_ECKHART_MG_NewMission_JobBoard_IG_002_KindaBusyAt=Kinda busy at the moment, slick, but I got jobs if you're looking, so tell me which you want. You know what to do.
PU_ECKHART_MG_NewMission_JobBoard_IG_003_TellMeIf=Tell me if there's an op you want to take.
PU_ECKHART_MG_ReVisit_CurrentlyOnMission_IG_001_LetsGetOn=Let's get on the clock, come on.
PU_ECKHART_MG_ReVisit_CurrentlyOnMission_IG_002_YouGotThe=You got the details, so get moving.
PU_ECKHART_MG_ReVisit_CurrentlyOnMission_IG_003_ThisShitAint=This shit ain't gonna sort itself out. Let's go.
PU_ECKHART_MG_ReVisit_CurrentlyOnMission_IG_004_ImNotPaying=I'm not paying you to stand around.
PU_ECKHART_MG_ReVisit_FailedLastChance_IG_001_IfIWasnt=If I wasn't so short-handed, I wouldn't even be talking to you, but I'm in a bind, so this is your lucky day. You do whatever you gotta do to get your head right because if you fuck this up, I'll break your goddamn legs.
PU_ECKHART_MG_ReVisit_FailedLastMission_IG_001_IllBeHonest=I'll be honest with you. I'm hurt. More than a little annoyed, but mostly disappointed in myself for misjudging you. I'm gonna give you a shot to redeem yourself.
PU_ECKHART_MG_ReVisit_FailedLastMission_IG_002_ITakeA=I take a lot of time setting up these missions, so don't take them if you can't deliver. You have no idea how much it pisses me off watching credits slip away.
PU_ECKHART_MG_ReVisit_NegMissionRep_IG_001_NoImDone=No, I'm done with you.
PU_ECKHART_MG_ReVisit_NegMissionRep_IG_002_WeAintGot=We ain't got nothing to talk about.
PU_ECKHART_MG_ReVisit_NegMissionRep_IG_003_GetOutOf=Get out of here. Now.
PU_ECKHART_MG_ReVisit_NoMission_IG_001_DontHaveAnything=Don't have anything at the moment. Check back with me later.
PU_ECKHART_MG_ReVisit_NoMission_IG_002_ImKickingSome=I'm kicking some bushes, trying to scare up some gigs, but I'm a little light right now.
PU_ECKHART_MG_ReVisit_NoMission_IG_003_HitMeUp=Hit me up some other time.
PU_ECKHART_MG_ReVisit_SucceededLastMission_IG_001_BeforeWeGet=Before we get down to business, I gotta say, helluva job on that last run.
PU_ECKHART_MG_ReVisit_SucceededLastMission_IG_002_WereMakingQuite=We're making quite a team here. Couple more of these and I might treat myself.
PU_ECKHART_MG_ReVisit_SucceededLastMission_IG_003_GreaJobOn=Great job on that last op.
PU_ECKHART_MG_SendingDetails_IG_001_HaveALook=Have a look.
PU_ECKHART_MG_SendingDetails_IG_002_SendingYouThe=Sending you the details.
PU_ECKHART_MG_SendingDetails_IG_003_CheckYourMobi=Check your mobi.
PU_ECKHART_MG_SendingDetails_IG_004_HeresABreakdown=Here's a breakdown of the op.
PU_ECKHART_MG_SendingDetails_IG_005_HereYouGo=Here you go.
PU_ECKHART_MG_SendingDetails_IG_006_IllSendThe=I'll send the details.
PU_ECKHART_MG_SendingDetails_IG_007_DetailsSent=Details sent.
PU_ECKHART_MG_SendingDetails_IG_008_IllSendThe=I'll send the files.
PU_ECKHART_MG_WantsTransitionToBad_V_WP_001_IveBeenHearing=I've been hearing some interesting things about you, slick. People, I won't say who, but people have been saying you've been pulling jobs on the side. Now, I don't know if you're just acting out, I don't know and I'm not judging, just be careful. You drift too long outside the law, it gets tougher to come back... but there's money to be made. Just saying.
PU_EDL1_FO_Approaching_GrimHex_Hacked_G_001_HelloAndWelcome=Hello and welcome to ... GrimHEX!
PU_EDL1_FO_Approaching_GrimHex_IG_001_HelloAndWelcome=Hello and welcome to Green Imperial Housing Exchange. Would you like to land?
PU_EDL1_FO_Approaching_IG_001_HelloAndThank=Hello and thank you for contacting EDL landing assist.
PU_EDL1_FO_CheckLandingBay_IG_001_StandByWhile=Stand by while we check for available hangar space.
PU_EDL1_FO_ClearToLaunch_IG_001_YouAreClear=You are clear to launch.
PU_EDL1_FO_Denied_BannedFromLanding_IG_001_ImSorryYour=I'm sorry. Your regtags have been flagged for protocol violations. You are prohibited from landing at this facility.
PU_EDL1_FO_Denied_HangarFull_IG_001_AllOfOur=All of our landing pads are currently full. Please hold for hangar assignment.
PU_EDL1_FO_Denied_NotEnoughCredits_IG_001_ImSorryYou=I'm sorry, you have insufficient credits to land.
PU_EDL1_FO_Denied_ShipTooBig_IG_001_ImSorryYour=I'm sorry. Your vessel exceeds the size limitations for our hangars.
PU_EDL1_FO_EncourageVacateHangar_IG_001_PleaseExitThe=Please exit the hangar in a timely fashion. Thank you.
PU_EDL1_FO_EncourageVacateHangar_IG_002_PleaseVacateThe=Please vacate the hangar.
PU_EDL1_FO_Farewell_IG_001_ThankYouAnd=Thank you and please visit again.
PU_EDL1_FO_FuelRepairRestock_IG_001_StopByThe=Stop by the main office for information about fuel, repair and restocking services.
PU_EDL1_FO_LandingBayAssigned_IG_001_LandingPadAssigned=Landing Pad assigned.
PU_EDL1_FO_LandingComplete_IG_001_LandingCompleteHave=Landing complete. Have a pleasant stay.
PU_EDL1_FO_Paid_IG_001_PaymentaAccepted=Payment accepted.
PU_EDL1_FO_ProceedToLandingBay_IG_001_PleaseProceedTo=Please proceed to assigned landing bay.
PU_EDL1_FO_RevokeLanding_IG_001_DueToRepeated=Due to repeated violations of hangar safety protocols, your landing privileges have been revoked.
PU_EDL1_FO_RevokeLanding_IG_002_YourLandingPrivileges=Your landing privileges have been revoked.
PU_EDL1_FO_ShipRequests_Delivered_IG_001_YourShipHas=Your ship has been delivered to the following landing bay.
PU_EDL1_FO_ShipRequests_NoAvailableBays_IG_001_ImSorryWe=I'm sorry, we have no available landing bays. Your request has been processed and your ship will be delivered in the next available hangar.
PU_EDL1_FO_ShipRequests_OutstandingFees_IG_001_RequestDeniedDue=Request denied due to outstanding landing fees.
PU_EDL1_FO_ShipRequests_Selected_IG_001_StandbyRetrievingShip=Standby, retrieving ship information.
PU_EDL1_FO_ShipRequests_Terminal_IG_001_PleaseRequestShips=Please request ships using the landing terminal.
PU_EDL1_FO_SwitchToTractorAssist_IG_001_StandByFor=Stand by for EDL tractor assist.
PU_EDL1_FO_TakePayment_IG_001_TheOwnersOf=The owners of this facility have implemented a mandatory landing fee.
PU_EDL1_FO_VacateHangar_IG_001_AllPersonnelAre=All personnel are expected to vacate the hangar as soon as possible to accommodate fellow travellers.
PU_EDL1_FO_Warning_BlockingFlightLane_IG_001_WarningYouAre=Warning. You are blocking an active flight lane. Please vacate the vicinity.
PU_EDL1_FO_Warning_ViolateProtocol_IG_001_WarningYouAre=Warning. You are in violation of hangar safety protocols.
PU_EDL2_FO_AlreadyGranted_IG_001_ThatRequestHas=That request has already been granted.
PU_EDL2_FO_Approaching_GrimHex_Hacked_IG_001_HelloAndWelcome,P=Hello and welcome to ... GrimHEX!!!
PU_EDL2_FO_Approaching_GrimHex_IG_001_HelloAndWelcome=Hello and welcome to Green Imperial Housing Exchange. Would you like to land?
PU_EDL2_FO_Approaching_IG_001_HelloAndThank=Hello and thank you for contacting EDL landing assist.
PU_EDL2_FO_Assigned_Garage_IG_001_GarageAssigned=Garage assigned.
PU_EDL2_FO_Assigned_Hangar_IG_001_HangerAssigned=Hangar assigned.
PU_EDL2_FO_Assigned_Pad_IG_001_LandingPadAssigned=Landing Pad assigned.
PU_EDL2_FO_Assignments_00_IG_001_Zero=Zero.
PU_EDL2_FO_Assignments_01_IG_001_One=One.
PU_EDL2_FO_Assignments_02_IG_001_Two=Two.
PU_EDL2_FO_Assignments_03_IG_001_Three=Three.
PU_EDL2_FO_Assignments_04_IG_001_Four=Four.
PU_EDL2_FO_Assignments_05_IG_001_Five=Five.
PU_EDL2_FO_Assignments_06_IG_001_Six=Six.
PU_EDL2_FO_Assignments_07_IG_001_Seven=Seven.
PU_EDL2_FO_Assignments_08_IG_001_Eight=Eight.
PU_EDL2_FO_Assignments_09_IG_001_Nine=Nine.
PU_EDL2_FO_Assignments_A_IG_001_A=A
PU_EDL2_FO_Assignments_B_IG_001_B=B
PU_EDL2_FO_Assignments_C_IG_001_C=C
PU_EDL2_FO_Assignments_D_IG_001_D=D
PU_EDL2_FO_Assignments_E_IG_001_E=E
PU_EDL2_FO_Assignments_F_IG_001_F=F
PU_EDL2_FO_Assignments_G_IG_001_G=G
PU_EDL2_FO_Assignments_H_IG_001_H=H
PU_EDL2_FO_Assignments_I_IG_001_I=I
PU_EDL2_FO_Assignments_J_IG_001_J=J
PU_EDL2_FO_Assignments_K_IG_001_K=K
PU_EDL2_FO_CheckLandingBay_IG_001_StandByWhile,P=Stand by while we check for available hangar space.
PU_EDL2_FO_CheckLandingSpace_IG_001_StandByWhile=Stand by while we check for available landing space.
PU_EDL2_FO_ClearToLaunch_IG_001_YouAreClear=You are clear to launch.
PU_EDL2_FO_Denied_BannedFromLanding_IG_001_ImSorryYour=I'm sorry. Your regtags have been flagged for protocol violations. You are prohibited from landing at this facility.
PU_EDL2_FO_Denied_BannedFromLanding_IG_002_YouAreProhibited=You are prohibited from landing at this facility.
PU_EDL2_FO_Denied_HangarFull_IG_001_AllOfOur,P=All of our landing pads are currently full. Please hold for hangar assignment.
PU_EDL2_FO_Denied_LandingFull_IG_001_AllOfOur=All of our landing areas are currently full. Please hold for assignment.
PU_EDL2_FO_Denied_NotEnoughCredits_IG_001_ImSorryYou=I'm sorry, you have insufficient credits to land.
PU_EDL2_FO_Denied_ShipTooBig_Hangar_IG_001_ImSorryYour=I'm sorry. Your vessel exceeds the size limitations for our hangars.
PU_EDL2_FO_Denied_ShipTooBig_Pad_IG_001_ImSorryYour=I'm sorry. Your vessel exceeds the size limitations for our pads.
PU_EDL2_FO_EncourageVacateHangar_IG_001_PleaseExitThe,P=Please exit the hangar in a timely fashion. Thank you.
PU_EDL2_FO_EncourageVacateHangar_IG_002_PleaseVacateThe,P=Please vacate the hangar.
PU_EDL2_FO_EncourageVacateLandingArea_IG_001_PleaseExitIn=Please exit in a timely fashion. Thank you.
PU_EDL2_FO_EncourageVacateLandingArea_IG_002_PleaseVacateThe=Please vacate the landing area.
PU_EDL2_FO_Farewell_IG_001_ThankYouAnd=Thank you and please visit again.
PU_EDL2_FO_FuelRepairRestock_IG_001_StopByThe=Stop by the main office for information about fuel, repair and restocking services.
PU_EDL2_FO_InvalidRequest_IG_001_ImSorryI=I'm sorry. I don't understand that request.
PU_EDL2_FO_LandingBayAssigned_IG_001_LandingPadAssigned,P=Landing Pad assigned.
PU_EDL2_FO_LandingComplete_IG_001_LandingCompleteHave=Landing complete. Have a pleasant stay.
PU_EDL2_FO_OperatorStandBy_IG_001_StandByFor=Stand by for landing operator.
PU_EDL2_FO_OperatorStandBy_IG_002_WereSorryAll=We're sorry, all of our landing assistants are currently occupied with other customers. Please stand by.
PU_EDL2_FO_OutOfTime_Landing_IG_001_ImSorryDue=I'm sorry. Due to inactivity, we have been forced to assign your landing zone to another customer.
PU_EDL2_FO_OutOfTime_Takeoff_IG_001_WereSorryYou=We're sorry. You have exceeded the allotted time to depart. We will have to return your ship to storage.
PU_EDL2_FO_Paid_IG_001_PaymentAccepted=Payment accepted.
PU_EDL2_FO_ProceedToLandingBay_IG_001_PleaseProceedTo=Please proceed to assigned landing bay.
PU_EDL2_FO_ProceedTo_Garage_IG_001_PleaseProceedTo=Please proceed to garage...
PU_EDL2_FO_ProceedTo_Hangar_IG_001_PleaseProceedTo=Please proceed to hangar...
PU_EDL2_FO_ProceedTo_Pad_IG_001_PleaseProceedTo=Please proceed to pad...
PU_EDL2_FO_RevokeLanding_IG_001_DueToRepeated=Due to repeated violations of hangar safety protocols, your landing privileges have been revoked.
PU_EDL2_FO_RevokeLanding_IG_002_YourLandingPrivileges=Your landing privileges have been revoked.
PU_EDL2_FO_ShipRequests_Delivered_Hangar_IG_001_YourShipHas=Your ship has been delivered to the following hangar.
PU_EDL2_FO_ShipRequests_Delivered_IG_001_YourShipHas,P=Your ship has been delivered to the following landing bay.
PU_EDL2_FO_ShipRequests_Delivered_Pad_IG_001_YourShipHas=Your ship has been delivered to the following landing pad.
PU_EDL2_FO_ShipRequests_NoAvailableBays_IG_001_ImSorryWe=I'm sorry, we have no available landing bays. Your request has been processed and your ship will be delivered in the next available hangar.
PU_EDL2_FO_ShipRequests_OutstandingFees_IG_001_RequestDeniedDue=Request denied due to outstanding landing fees.
PU_EDL2_FO_ShipRequests_Selected_IG_001_StandByRetrieving=Standby, retrieving ship information.
PU_EDL2_FO_ShipRequests_Terminal_IG_001_PleaseRequestShips=Please request ships using the landing terminal.
PU_EDL2_FO_ShipStorageProcedure_IG_001_InitiatingShipStorage=Initiating ship storage procedure. For your safety, please vacate the area. Thank you for your cooperation.
PU_EDL2_FO_SwitchToTractorAssist_IG_001_StandByFor=Stand by for EDL tractor assist.
PU_EDL2_FO_TakePayment_IG_001_TheOwnersOf=The owner of this facility have implemented a mandatory landing fee.
PU_EDL2_FO_VacateHangar_IG_001_AllPersonnelAre,P=All personnel are expected to vacate the hangar as soon as possible to accommodate fellow travellers.
PU_EDL2_FO_VacateLandingArea_IG_001_AllPersonnelAre=All personnel are expected to vacate the landing area as soon as possible to accommodate fellow travellers.
PU_EDL2_FO_Warning_BlockingFlightLane_IG_001_WarningYouAre=Warning. You are blocking an active flight lane. Please vacate the vicinity.
PU_EDL2_FO_Warning_TimeLimit_IG_001_ImSorryYou=I'm sorry. You have exceeded the allotted time.
PU_EDL2_FO_Warning_TimeLimit_Landing_IG_001_PleaseProceedTo=Please proceed to landing assignment. Continued delays will result in forfeiture of landing permission.
PU_EDL2_FO_Warning_TimeLimit_Takeoff_IG_001_PleaseLaunchFrom=Please launch from the landing platform in a timely manner. Thank you for your assistance.
PU_EDL2_FO_Warning_ViolateProtocol_IG_001_WarningYouAre=Warning. You are in violation of hangar safety protocols.
PU_EDL2_GHEX_FO_AlreadyGranted_IG_001_ThatRequestHas=That request has already been granted.
PU_EDL2_GHEX_FO_Approaching_IG_001_HelloAndWelcome=Hello and welcome to Gre- (person shouting) Grim HEX!
PU_EDL2_GHEX_FO_Assigned_Garage_IG_001_GarageAssigned=Garage assigned.
PU_EDL2_GHEX_FO_Assigned_Hangar_IG_001_HangerAssigned=Hangar assigned.
PU_EDL2_GHEX_FO_Assigned_Pad_IG_001_LandingPadAssigned=Landing Pad assigned.
PU_EDL2_GHEX_FO_Assignments_00_IG_001_Zero=Zero.
PU_EDL2_GHEX_FO_Assignments_01_IG_001_One=One.
PU_EDL2_GHEX_FO_Assignments_02_IG_001_Two=Two.
PU_EDL2_GHEX_FO_Assignments_03_IG_001_Three=Three.
PU_EDL2_GHEX_FO_Assignments_04_IG_001_Four=Four.
PU_EDL2_GHEX_FO_Assignments_05_IG_001_Five=Five.
PU_EDL2_GHEX_FO_Assignments_06_IG_001_Six=Six.
PU_EDL2_GHEX_FO_Assignments_07_IG_001_Seven=Seven.
PU_EDL2_GHEX_FO_Assignments_08_IG_001_Eight=Eight.
PU_EDL2_GHEX_FO_Assignments_09_IG_001_Nine=Nine.
PU_EDL2_GHEX_FO_Assignments_A_IG_001_A=A
PU_EDL2_GHEX_FO_Assignments_B_IG_001_B=B
PU_EDL2_GHEX_FO_Assignments_C_IG_001_C=C
PU_EDL2_GHEX_FO_Assignments_D_IG_001_D=D
PU_EDL2_GHEX_FO_Assignments_E_IG_001_E=E
PU_EDL2_GHEX_FO_Assignments_F_IG_001_F=F
PU_EDL2_GHEX_FO_Assignments_G_IG_001_G=G
PU_EDL2_GHEX_FO_Assignments_H_IG_001_H=H
PU_EDL2_GHEX_FO_Assignments_I_IG_001_I=I
PU_EDL2_GHEX_FO_Assignments_J_IG_001_J=J
PU_EDL2_GHEX_FO_Assignments_K_IG_001_K=K
PU_EDL2_GHEX_FO_CheckLandingSpace_IG_001_StandByWhile=Stand by while we check for available landing space.
PU_EDL2_GHEX_FO_ClearToLaunch_IG_001_YouAreClear=You are clear to launch.
PU_EDL2_GHEX_FO_Denied_BannedFromLanding_IG_001_ImSorryYour=I'm sorry. You are prohibited from landing... (cackling laughter) Find somewhere else, muppet.
PU_EDL2_GHEX_FO_Denied_LandingFull_IG_001_AllOfOur=All of our landing areas are currently full. Please hold for assignment.
PU_EDL2_GHEX_FO_Denied_NotEnoughCredits_IG_001_ImSorryYou=I'm sorry, you have insufficient credits to land.
PU_EDL2_GHEX_FO_Denied_ShipTooBig_Hangar_IG_001_ImSorryYour=I'm sorry. Your vessel exceeds the size limitations for our hangars.
PU_EDL2_GHEX_FO_Denied_ShipTooBig_Pad_IG_001_ImSorryYour=I'm sorry. Your vessel exceeds the size limitations for our pads.
PU_EDL2_GHEX_FO_EncourageVacateLandingArea_IG_001_PleaseExitIn=Please exit in a timely fashion. Thank you.
PU_EDL2_GHEX_FO_EncourageVacateLandingArea_IG_002_PleaseVacateThe=Please vacate the landing area.
PU_EDL2_GHEX_FO_Farewell_IG_001_ThankYouAnd=Thank you and please visit again.
PU_EDL2_GHEX_FO_FuelRepairRestock_IG_001_StopByThe=Stop by the main office for information about fuel, repair and restocking services.
PU_EDL2_GHEX_FO_InvalidRequest_IG_001_ImSorryI=I'm sorry. I don't understand that request.
PU_EDL2_GHEX_FO_LandingComplete_IG_001_LandingCompleteHave=Landing complete. Have a pleasant stay.
PU_EDL2_GHEX_FO_OperatorStandBy_IG_001_StandByFor=Stand by for landing operator.
PU_EDL2_GHEX_FO_OperatorStandBy_IG_002_WereSorryAll=We're sorry, all of our landing assistants are currently occupied with other customers. Please stand by.
PU_EDL2_GHEX_FO_OutOfTime_Landing_IG_001_ImSorryDue=I'm sorry. Due to inactivity, we have been forced... (person screaming) You lost your pad, genius!
PU_EDL2_GHEX_FO_OutOfTime_Takeoff_IG_001_WereSorryYou=We're sorry. You have exceeded the allotted time to depart. We will have to return your ship to storage.
PU_EDL2_GHEX_FO_Paid_IG_001_PaymentAccepted=Payment accepted.
PU_EDL2_GHEX_FO_ProceedToLandingBay_IG_001_PleaseProceedTo=Please proceed to assigned landing bay.
PU_EDL2_GHEX_FO_ProceedTo_Garage_IG_001_PleaseProceedTo=Please proceed to garage...
PU_EDL2_GHEX_FO_ProceedTo_Hangar_IG_001_PleaseProceedTo=Please proceed to hangar...
PU_EDL2_GHEX_FO_ProceedTo_Pad_IG_001_PleaseProceedTo=Please proceed to pad...
PU_EDL2_GHEX_FO_RevokeLanding_IG_001_DueToRepeated=Due to repeated violations of hangar safety protocols, your landing privileges have been revoked.
PU_EDL2_GHEX_FO_RevokeLanding_IG_002_YourLandingPrivileges=Your landing privileges have been revoked.
PU_EDL2_GHEX_FO_ShipRequests_Delivered_Hangar_IG_001_YourShipHas=Your ship has been delivered to the following hangar.
PU_EDL2_GHEX_FO_ShipRequests_Delivered_Pad_IG_001_YourShipHas=Your ship has been delivered to the following landing pad.
PU_EDL2_GHEX_FO_ShipRequests_NoAvailableBays_IG_001_ImSorryWe=I'm sorry, we have no available landing bays. Your request has been processed and your ship will be delivered in the next available hangar.
PU_EDL2_GHEX_FO_ShipRequests_OutstandingFees_IG_001_RequestDeniedDue=Request denied due to outstanding landing fees. (person yelling) Pay us the creds!
PU_EDL2_GHEX_FO_ShipRequests_Selected_IG_001_StandByRetrieving=Standby, retrieving ship information.
PU_EDL2_GHEX_FO_ShipRequests_Terminal_IG_001_PleaseRequestShips=Please request ships using the landing terminal.
PU_EDL2_GHEX_FO_ShipStorageProcedure_IG_001_InitiatingShipStorage=Initiating ship storage procedure. For your safety, please vacate the area. Thank you for your cooperation.
PU_EDL2_GHEX_FO_SwitchToTractorAssist_IG_001_StandByFor=Stand by for EDL tractor assist.
PU_EDL2_GHEX_FO_TakePayment_IG_001_TheOwnersOf=The owner of this facility have implemented a mandatory landing fee.
PU_EDL2_GHEX_FO_VacateLandingArea_IG_001_AllPersonnelAre=All personnel are expected to vacate the landing area as soon as possible to accommodate fellow travellers.
PU_EDL2_GHEX_FO_Warning_BlockingFlightLane_IG_001_WarningYouAre=Warning. You are blocking an active flight lane. (person yelling) You dick!
PU_EDL2_GHEX_FO_Warning_TimeLimit_IG_001_ImSorryYou=I'm sorry. You have exceeded the allotted time.
PU_EDL2_GHEX_FO_Warning_TimeLimit_Landing_IG_001_PleaseProceedTo=Please proceed to landing assignment. Continued delays will result in forfeiture of landing permission.
PU_EDL2_GHEX_FO_Warning_TimeLimit_Takeoff_IG_001_PleaseLaunchFrom=Please launch from the landing platform in a timely manner. Thank you for your assistance.
PU_EDL2_GHEX_FO_Warning_ViolateProtocol_IG_001_WarningYouAre=Warning. You are in violation of hangar safety protocols.
PU_EHSDISP01_F_LPA_Announce_Hospital_EmergPaging_IG_001_StandByTriage=Stand by, triage. Emergency rescue team inbound. Full ready.
PU_EHSDISP01_F_LPA_Announce_Hospital_EmergPaging_IG_002_CodeBlueCode=Code Blue. Code Blue. Cybernetic response to Emergency. Cybernetics to Emergency.
PU_EHSDISP01_F_LPA_Announce_Hospital_EmergPaging_IG_003_CodeYellowCode=Code Yellow. Code Yellow. Need a level two decom team to surgery three.
PU_EHSDISP01_F_LPA_Announce_Hospital_EmergPaging_IG_004_SecurityToSouth=Security to south wing, level four. Security to south wing, level four.
PU_EHSDISP01_F_LPA_Announce_Hospital_EmergPaging_IG_005_CrashTeamTo=Crash team to emergency five. Crash team to emergency five.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_001_RemainderThatStims=Reminder that stims are not allowed in exam rooms. Please restrict stim use to designated areas.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_002_DrWarrickYoure=Dr. Warrick, you're needed in diagnostics. Dr. Warrick to diagnostics.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_003_TechnicianKarpovTo=Technician Karpov to imaging services. Technician Karpov, please report to imaging services.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_004_ElonCadenaPlease=Elon Cadena, please contact imprint storage. Elon Cadena, contact imprint storage.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_005_DrSenguptaTo=Dr. Sengupta to the nanobiology lab. Dr. Sengupta, to the nanobiology lab.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_006_WouldPatientNichole=Would patient Nichole Armine please return to the Neurology department? Patient Nichole Armine, the Neurology department is looking for you.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_007_DrManabeSurgery=Dr. Manabe, surgery two is ready for you. Dr. Manabe, surgery two is ready.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_008_HamalDejongYoure=Hamal Dejong, you're needed in admissions. Hamal Dejong, to admissions.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_009_WouldTheFamily=Would the family of Monroe Devitt please come to the recovery ward? Would the family of Monroe Devitt please come to recovery.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_010_ReminderPleaseKeep=Reminder, please keep an eye on your belongings. EHS is not responsible for lost items.
PU_EHSHOSP01_M_LPA_Announce_Hospital_CheckIn_IG_001_AttentionAllArriving=Attention, all arriving patients should please check in at a self service kiosk to receive a medical room assignment.
PU_EHSHOSP01_M_LPA_Announce_Hospital_GeneralInfo_EHS_IG_001_TheEHSIs=The EHS is a Bias Free Zone. We urge all patients to be open and honest with their health provider.
PU_EHSHOSP01_M_LPA_Announce_Hospital_GeneralInfo_EHS_IG_002_TheEHSNeeds=The EHS needs your help. We're recruiting medical professionals for a variety of positions. If you're interested in a career with Empire Health Services, contact us on spectrum.
PU_EHSHOSP01_M_LPA_Announce_Hospital_GeneralInfo_EHS_IG_003_EmpireHealthServices=Empire Health Services pledges to prioritize the health and wellbeing of our patients while remaining respectful of their wishes and concerns. We're all partners in making the Empire feel its best.
PU_EHSHOSP01_M_LPA_Announce_Hospital_GeneralInfo_EHS_IG_004_AsAProud=As a proud part of the UEE, Empire Health Services is here to provide equal and fair medical treatment to all.
PU_EHSHOSP01_M_LPA_Announce_Hospital_WellnessInfo_IG_001_ForYourConvenience=For your convenience, there are sanitizing stations located throughout the facility. With your help, we can stop the spread of germs.
PU_EHSHOSP01_M_LPA_Announce_Hospital_WellnessInfo_IG_002_PleaseRememberThat=Please remember that regeneration doesn't fix everything. As advanced as current technology is, there's no substitute for caution and prevention. When in doubt, just stop. It's not worth the risk.
PU_EHSHOSP01_M_LPA_Announce_Hospital_WellnessInfo_IG_003_WhenItComes=When it comes to addiction, you don't have to suffer alone. If you or someone you know is experiencing issues of addiction, contact the EHS Addiction Center and get the help you need.
PU_EHSHOSP01_M_LPA_Announce_Hospital_WellnessInfo_IG_004_EveryoneDeservesA=Everyone deserves a chance at a better life. Sign up today to become a cybernetic donor and give someone less fortunate the greatest gift of all.
PU_EHSHOSP01_M_LPA_Warn_Emergency_Done_IG_001_AttentionTheEmergency=Attention. The emergency situation has been resolved. Repeat. The emergency has been resolved. You are free to go about your business.
PU_EHSHOSP01_M_LPA_Warn_Emergency_InProgress_IG_001_AttentionWeAre=Attention. We are currently working to resolve the emergency situation. Please continue to follow all instructions and obey staff. Thank you.
PU_EHSHOSP01_M_LPA_Warn_Emergency_Remain_IG_001_AttentionThisIs=Attention. This is an emergency alert. Please remain where you are until the situation is resolved. Repeat, please remain where you are.
PU_EHSHOSP01_M_LPA_Warn_Emergency_Vacate_IG_001_AttentionThisIs=Attention. This is an emergency alert. Please vacate the premises in a calm manner. Repeat. Please vacate the premises.
PU_EHSHOSP01_M_LPA_Welcome_Hospital_EHS_IG_001_WelcomeToEmpire=Welcome to Empire Health Services. Dedicated to providing better care for all for over three centuries.
PU_Endicott_CFP_F_DEH_AcePilotArrives_GP_001,P=Watch yourself. Got an inbound ship that's already taken out some skilled CFP pilots.
PU_Endicott_CFP_F_DEH_AcePilotArrives_GP_002,P=Look out. I've heard stories about that ship. Better be ready.
PU_Endicott_CFP_F_DEH_AcePilotArrives_GP_003,P=Got a dangerous pilot heading your way. Watch out.
PU_Endicott_CFP_F_DEH_AcePilotCollectibleReminder_GP_001,P=Wonder if that pilot was carrying anything interesting. Might be worth checking out.
PU_Endicott_CFP_F_DEH_AcePilotCollectibleReminder_GP_002,P=Just to say, pilots of that caliber tend to carry some interesting gear. Maybe have a look if you want.
PU_Endicott_CFP_F_DEH_AcePilotCollectibleReminder_GP_003,P=By the way, anything you find in the wreckage of that ship is all yours.
PU_Endicott_CFP_F_DEH_AcePilotDestroyed_GP_001,P=Sorry it had to come to this, but glad you came out on top.
PU_Endicott_CFP_F_DEH_AcePilotDestroyed_GP_002,P=I wished we could've talked it through, but I'm glad to be rid of that ship.
PU_Endicott_CFP_F_DEH_AcePilotDestroyed_GP_003,P=I know CFP is hoping for more peaceful ways to ways to enact change, but that pilot wasn't helping.
PU_Endicott_CFP_F_DEH_AcePilotEscapes_GP_001,P=Would've been great if you took out that ship, but I still consider that a win for CFP.
PU_Endicott_CFP_F_DEH_AcePilotEscapes_GP_002,P=That pilot was smart enough to clock a losing battle. Guess we'll deal with them another day.
PU_Endicott_CFP_F_DEH_AcePilotEscapes_GP_003,P=Good. They're gone. Maybe they'll twice before messing with CFP again.
PU_Endicott_CFP_F_DEH_AmbushArriveatLocation_GP_001,P=Great, you're there. Find a spot and lower your signature.
PU_Endicott_CFP_F_DEH_AmbushArriveatLocation_GP_002,P=For this to work, you better hide and keep your sig as low as possible.
PU_Endicott_CFP_F_DEH_AmbushArriveatLocation_GP_003,P=Okay. Now that you're there, find cover and go dark before they get here.
PU_Endicott_CFP_F_DEH_AmbushHideinMarkedLocation_GP_001,P=Our advance team recommended a good spot to hide. I'll share it with you.
PU_Endicott_CFP_F_DEH_AmbushHideinMarkedLocation_GP_002,P=Marked a location for you. Head there and it should help hide your sig.
PU_Endicott_CFP_F_DEH_AmbushHideinMarkedLocation_GP_003,P=Got a decent spot where you can go dark. Flagged it for you.
PU_Endicott_CFP_F_DEH_AmbushTargetDestroyed_GP_001,P=Good work! Kill confirmed.
PU_Endicott_CFP_F_DEH_AmbushTargetDestroyed_GP_002,P=Target's down. Nice job.
PU_Endicott_CFP_F_DEH_AmbushTargetDestroyed_GP_003,P=Looks like you got 'em.
PU_Endicott_CFP_F_DEH_AmbushTargetMissing_GP_001,P=Heads up. Ships are inbound but not seeing the target.
PU_Endicott_CFP_F_DEH_AmbushTargetMissing_GP_002,P=You've got company... But I don't see the target yet...
PU_Endicott_CFP_F_DEH_AmbushTargetMissing_GP_003,P=Contacts heading your way. Don't see the target though.
PU_Endicott_CFP_F_DEH_AmbushTargetSpotted_GP_001,P=Get ready. Here comes the target.
PU_Endicott_CFP_F_DEH_AmbushTargetSpotted_GP_002,P=That's who we want. Target sighted.
PU_Endicott_CFP_F_DEH_AmbushTargetSpotted_GP_003,P=Target confirmed. Go on your mark.
PU_Endicott_CFP_F_DEH_AmbushWait_GP_001,P=Hold tight. Targets should be inbound soon.
PU_Endicott_CFP_F_DEH_AmbushWait_GP_002,P=Go ahead and relax. I'll let you know when they're close.
PU_Endicott_CFP_F_DEH_AmbushWait_GP_003,P=Stay in position. Shouldn't be long now.
PU_Endicott_CFP_F_DEH_ChickenShipDestroyed_GP_001,P=Good work! No telling how many they would've brought back.
PU_Endicott_CFP_F_DEH_ChickenShipDestroyed_GP_002,P=Nice, that ship would've been a problem if it got away.
PU_Endicott_CFP_F_DEH_ChickenShipDestroyed_GP_003,P=Normally CFP doesn't advocate engaging fleeing ships, but they would've made this situation worse.
PU_Endicott_CFP_F_DEH_ChickenShipEscapeSuccessful_GP_001,P=Damn, that ship got away. Bet they'll be back with friends.
PU_Endicott_CFP_F_DEH_ChickenShipEscapeSuccessful_GP_002,P=Uh oh. They got away. I'd expect them to get reinforcements soon.
PU_Endicott_CFP_F_DEH_ChickenShipEscapeSuccessful_GP_003,P=Too bad you lost that ship. Hope you've got enough ammo to deal with what's coming back with it.
PU_Endicott_CFP_F_DEH_ChickenShipReinforcements_GP_001,P=That ship you couldn't take care of earlier is back. With friends too.
PU_Endicott_CFP_F_DEH_ChickenShipReinforcements_GP_002,P=Scans are showing that you got more incoming. I knew that ship was gonna come back to haunt us.
PU_Endicott_CFP_F_DEH_ChickenShipReinforcements_GP_003,P=Things are about to get intense. That runner is back and brought friends.
PU_Endicott_CFP_F_DEH_ChickenShipRun_GP_001,P=We got a runner. Better stop it or it'll return with reinforcements.
PU_Endicott_CFP_F_DEH_ChickenShipRun_GP_002,P=That ship's running for it. Don't let it escape.
PU_Endicott_CFP_F_DEH_ChickenShipRun_GP_003,P=Watch out! That ship's running for reinforcements. Stop it if you can.
PU_Endicott_CFP_F_DEH_DefendShipDistress_GP_001,P=Need you to step up. Our ship's in serious trouble.
PU_Endicott_CFP_F_DEH_DefendShipDistress_GP_002,P=Our ship needs your help. Not sure how long it'll last.
PU_Endicott_CFP_F_DEH_DefendShipDistress_GP_003,P=Let's go. You gotta protect that ship.
PU_Endicott_CFP_F_DEH_DefendShipObjectiveComplete_GP_001,P=That was close. Thanks for stepping up for us.
PU_Endicott_CFP_F_DEH_DefendShipObjectiveComplete_GP_002,P=Glad you were available to help. Don't know what we would've done without you.
PU_Endicott_CFP_F_DEH_DefendShipObjectiveComplete_GP_003,P=I'll check that off the list. Good work out there.
PU_Endicott_CFP_F_DEH_DefendShipObjectiveFail_GP_001,P=Damn. They're gone. I hate days like this.
PU_Endicott_CFP_F_DEH_DefendShipObjectiveFail_GP_002,P=We lost the ship... If working for CFP has taught me anything, it's that sometimes even when you do all you can, it's still not enough.
PU_Endicott_CFP_F_DEH_DefendShipObjectiveFail_GP_003,P=Thanks for trying. [Sigh] I better go let the team know the ship didn't make it.
PU_Endicott_CFP_F_DEH_DefendShipObjectiveFail_GP_004,P=If this job has taught me anything, it's that sometimes the bad guys win. But what's important is keeping up the good fight no matter what.
PU_Endicott_CFP_F_DEH_DefendShipObjectiveFail_GP_005,P=Gotta admit, I was really hoping you'd pull that off.
PU_Endicott_CFP_F_DEH_DefendShipObjectiveFail_GP_006,P=That didn't go to plan, but don't let that discourage you.
PU_Endicott_CFP_F_DEH_DefendShipObjectiveStart_GP_001,P=Bet our ship is happy to see you. Do everything you can to keep it safe.
PU_Endicott_CFP_F_DEH_DefendShipObjectiveStart_GP_002,P=Great, you made it. Now comes the hard part. Good luck protecting our ship.
PU_Endicott_CFP_F_DEH_DefendShipObjectiveStart_GP_003,P=No time to waste. Better start helping before it's too late.
PU_Endicott_CFP_F_DEH_DefendShipReminder_GP_001,P=Remember, defending that ship is your primary objective.
PU_Endicott_CFP_F_DEH_DefendShipReminder_GP_002,P=Know there's a lot going on, but don't forget to protect our ship.
PU_Endicott_CFP_F_DEH_DefendShipReminder_GP_003,P=Please help that ship. It should be your top priority.
PU_Endicott_CFP_F_DEH_EmptyFindsAbandonedShip_GP_001,P=Interesting. Found a derelict nearby. Feel free to check it out, but I'd be careful if I were you.
PU_Endicott_CFP_F_DEH_EmptyFindsAbandonedShip_GP_002,P=Scans picked up a derelict ship not too far from you. You can have a look if you want.
PU_Endicott_CFP_F_DEH_EmptyFindsAbandonedShip_GP_003,P=Scans found a derelict ship in that sector. I'll leave it up to you whether you want to investigate it or not.
PU_Endicott_CFP_F_DEH_EmptyScanFalseNegative_GP_001,P=Think we can move on. Wait... hold tight. Might have something here.
PU_Endicott_CFP_F_DEH_EmptyScanFalseNegative_GP_002,P=One second… Ok, thought we were clear but there's definintely something out there.
PU_Endicott_CFP_F_DEH_EmptyScanFalseNegative_GP_003,P=Thanks for your patience. Let me just double check... Yup, I'm seeing something now.
PU_Endicott_CFP_F_DEH_EmptyScanFindsNothing_GP_001,P=Okay, cool. Scan is clear.
PU_Endicott_CFP_F_DEH_EmptyScanFindsNothing_GP_002,P=Scans are clear.
PU_Endicott_CFP_F_DEH_EmptyScanFindsNothing_GP_003,P=We're clear here.
PU_Endicott_CFP_F_DEH_EmptyWaitScanLocation_GP_001,P=Maintain position while I scan the area.
PU_Endicott_CFP_F_DEH_EmptyWaitScanLocation_GP_002,P=Do me a favor. Sit tight while I do a scan.
PU_Endicott_CFP_F_DEH_EmptyWaitScanLocation_GP_003,P=Want to do a scan before moving on.
PU_Endicott_CFP_F_DEH_EmptyWaitScanLocation_GP_004,P=Gonna run a scan to make sure we didn't miss anything.
PU_Endicott_CFP_F_DEH_EmptyWaitScanLocation_GP_005,P=Let me do a quick scan here.
PU_Endicott_CFP_F_DEH_EmptyWaitScanLocation_GP_006,P=Take a breather. Got to scan the area.
PU_Endicott_CFP_F_DEH_FriendlyReinforcementsArrive_GP_001,P=I scrambled some CFP forces and sent them your way. Should be there soon.
PU_Endicott_CFP_F_DEH_FriendlyReinforcementsArrive_GP_002,P=Don't worry, CFP has your back. Sending you some help.
PU_Endicott_CFP_F_DEH_FriendlyReinforcementsArrive_GP_003,P=Shared your location with some other CFP members. They're flying in fast.
PU_Endicott_CFP_F_DEH_HostilesDestroyedEncouragement_GP_001,P=That's it. You're doing a helluva job.
PU_Endicott_CFP_F_DEH_HostilesDestroyedEncouragement_GP_002,P=Yes! One less bad guy to worry about.
PU_Endicott_CFP_F_DEH_HostilesDestroyedEncouragement_GP_003,P=You got one. Nice work.
PU_Endicott_CFP_F_DEH_HostilesObjectiveCleared_GP_001,P=You're clear. That was intense, huh?
PU_Endicott_CFP_F_DEH_HostilesObjectiveCleared_GP_002,P=Hostiles clear. Don't know about you, but my heart's almost beating outta my chest after that.
PU_Endicott_CFP_F_DEH_HostilesObjectiveCleared_GP_003,P=Not seeing any more hostiles. That was impressive.
PU_Endicott_CFP_F_DEH_HostilesObjectiveStart_GP_001,P=Careful! You've got company.
PU_Endicott_CFP_F_DEH_HostilesObjectiveStart_GP_002,P=I'm seeing hostiles in your area.
PU_Endicott_CFP_F_DEH_HostilesObjectiveStart_GP_003,P=Got some hostiles.
PU_Endicott_CFP_F_DEH_HostilesObjectiveStart_GP_004,P=Here comes the heat. Hope you're ready.
PU_Endicott_CFP_F_DEH_HostilesObjectiveStart_GP_005,P=Be careful. Enemies inbound.
PU_Endicott_CFP_F_DEH_HostilesReinforcementsBigShip_GP_001,P=Careful. Got a cap ship inbound.
PU_Endicott_CFP_F_DEH_HostilesReinforcementsBigShip_GP_002,P=Uh oh. I'm seeing a big ship heading your way.
PU_Endicott_CFP_F_DEH_HostilesReinforcementsBigShip_GP_003,P=Capital ship inbound. Here comes the big guns.
PU_Endicott_CFP_F_DEH_HostilesReinforcements_GP_001,P=They're bringing in backup.
PU_Endicott_CFP_F_DEH_HostilesReinforcements_GP_002,P=I'm seeing reinforcements flying in now.
PU_Endicott_CFP_F_DEH_HostilesReinforcements_GP_003,P=Look out. Here comes reinforcements.
PU_Endicott_CFP_F_DEH_SDFriendlySatelliteFound_GP_001,P=Just checking that this CFP satellite is functioning properly. Yup, good to go.
PU_Endicott_CFP_F_DEH_SDFriendlySatelliteFound_GP_002,P=Looks like that satellite is ours. We're good go move on.
PU_Endicott_CFP_F_DEH_SDFriendlySatelliteFound_GP_003,P=Cool. That's a CFP satellite. Nothing to worry about.
PU_Endicott_CFP_F_DEH_SDMovetoNextScan_GP_001,P=How about we check the next one?
PU_Endicott_CFP_F_DEH_SDMovetoNextScan_GP_002,P=Head out to the next scan point.
PU_Endicott_CFP_F_DEH_SDMovetoNextScan_GP_003,P=Ok, we can move on.
PU_Endicott_CFP_F_DEH_SDNothingFound_GP_001,P=Ok, good. That one's clear.
PU_Endicott_CFP_F_DEH_SDNothingFound_GP_002,P=Scans look good on my side.
PU_Endicott_CFP_F_DEH_SDNothingFound_GP_003,P=Nothing to report.
PU_Endicott_CFP_F_DEH_SDObjectiveComplete_GP_001,P=That should do it. Thanks for the help.
PU_Endicott_CFP_F_DEH_SDObjectiveComplete_GP_002,P=Appreciate the help sweeping through the sector.
PU_Endicott_CFP_F_DEH_SDObjectiveComplete_GP_003,P=Security sweep complete. Thanks.
PU_Endicott_CFP_F_DEH_SDRunFocusScan_GP_001,P=Can you do a focused scan for us here? Thanks.
PU_Endicott_CFP_F_DEH_SDRunFocusScan_GP_002,P=We need a better look here. Run a focused scan please.
PU_Endicott_CFP_F_DEH_SDRunFocusScan_GP_003,P=Gonna need you to run a focused scan here.
PU_Endicott_CFP_F_DEO_SDIllegalSatelliteFound_GP_001,P=That satellite's definitely not ours. You're clear to eliminate it.
PU_Endicott_CFP_F_DEO_SDIllegalSatelliteFound_GP_002,P=Ok, I've double-checked CFP records and not seeing anything about one of our satellites being there. Let's get rid of it.
PU_Endicott_CFP_F_DEO_SDIllegalSatelliteFound_GP_003,P=Huh... that satellite wasn't there the last time we checked this sector. Better clear it away.
PU_Endicott_CFP_F_DEO_SDObjectiveStart_GP_001,P=Ok, got my list of areas you need to check for us. Go to each one and run a scan to see what's there.
PU_Endicott_CFP_F_DEO_SDObjectiveStart_GP_002,P=Let's do a sweep through the sector. Head to each marker and ping your scanner.
PU_Endicott_CFP_F_DEO_SDObjectiveStart_GP_003,P=Thanks for doing this sweep. Ping your scanner at the POIs I marked and let's see if there's anything out there.
PU_Endicott_CFP_F_PMH_AmbushMissionAccept_GP_001,P=Hi, it's Lima. These ships have been terrorizing us for a while, so getting rid of them would be a big win. Good luck.
PU_Endicott_CFP_F_PMH_AmbushMissionAccept_GP_002,P=Lima here. Letting you know that I've triple confirmed all the ambush details. Head out and I'll advise when you're on site.
PU_Endicott_CFP_F_PMH_AmbushMissionAccept_GP_003,P=Everything's set on our side. CFP got this intel from one of our best sources, so let's make the most of it, ok? Good luck.
PU_Endicott_CFP_F_PMH_DefendMissionAccept_GP_001,P=Lima here. Thanks for fighting the good fight. I've spent some time at that site and would hate to see CFP lose it.
PU_Endicott_CFP_F_PMH_DefendMissionAccept_GP_002,P=Hey, it's Lima with CFP. Getting reports that the assault on that location is getting pretty intense. Better be prepared and bring plenty of gear.
PU_Endicott_CFP_F_PMH_DefendMissionAccept_GP_003,P=Hey, thanks for stepping up to help protect our base. CFP needs more people like you to make this system safe.
PU_Endicott_CFP_F_PMH_DefendShipMissionAccept_GP_001,P=Hey, it's Lima with CFP. Our crew on that ship are growing desperate. Grab what you need and get there as fast as you can.
PU_Endicott_CFP_F_PMH_DefendShipMissionAccept_GP_002,P=Lima here with a quick update. I've commed the ship and let them know help is en route. Appreciate you stepping up for us.
PU_Endicott_CFP_F_PMH_DefendShipMissionAccept_GP_003,P=It's Lima. Really glad you're available to help because it's essential that ship arrives at its destination. Good luck.
PU_Endicott_CFP_F_PMH_GenericMissionAbandon_GP_001,P=Hi, it's Lima with CFP. Thanks for letting us know you won't be finishing that job. Hopefully the next one will be more your speed.
PU_Endicott_CFP_F_PMH_GenericMissionAbandon_GP_002,P=Lima here. Saw you opted out of the contract you took. No problem I'll put it back into the system. Hope everything's ok out there.
PU_Endicott_CFP_F_PMH_GenericMissionAbandon_GP_003,P=Hey, it's Lima. Got flagged that you dropped that contract. I get it. Sometimes a gig just isn't the right fit. Sure you'll do better on the next one.
PU_Endicott_CFP_F_PMH_GenericMissionAccept_GP_001,P=Hi, it's Lima with Citizens for Prosperity. Just wanted to thank you for coming on board. Good luck out there.
PU_Endicott_CFP_F_PMH_GenericMissionAccept_GP_002,P=Thanks for lending a hand. Citizens for Prosperity truly appreciates your help and support.
PU_Endicott_CFP_F_PMH_GenericMissionAccept_GP_003,P=Hey, it's Lima from CFP. Just wanted to thank you for picking up that contract. We can really use your help.
PU_Endicott_CFP_F_PMH_GenericMissionComplete_GP_001,P=Hi, it's Lima. I'm just double-checking, but I think you knocked out everything we needed. I'll get your payment settled. Thanks again.
PU_Endicott_CFP_F_PMH_GenericMissionComplete_GP_002,P=Hi there. I just saw you completed that last contract. I'm right in the middle of putting together a gift basket for a new outpost we're opening, but I'm sending your payment.
PU_Endicott_CFP_F_PMH_GenericMissionComplete_GP_003,P=Hey, got a notice that you've closed out that contract. Appreciate you taking care of it for us. I'll process your payment now.
PU_Endicott_CFP_F_PMH_GenericMissionFail_GP_001,P=Looks like you ran into some trouble with that last contract. Know it's rough out there, so don't be too tough on yourself about it.
PU_Endicott_CFP_F_PMH_GenericMissionFail_GP_002,P=Lima here. Sorry this contract didn't work out. Maybe grab another one and apply what you learned on this run to make the next one a success.
PU_Endicott_CFP_F_PMH_GenericMissionFail_GP_003,P=Hey, it's Lima. Sucks about that last contract, but hope it doesn't discourage you from doing another. CFP needs all the help it can get.
PU_Endicott_CFP_F_PMH_PatrolMissionAccept_GP_001,P=Thanks for grabbing that contract. Only way CFP can bring security to this system is if good folks like you are out there patrolling it.
PU_Endicott_CFP_F_PMH_PatrolMissionAccept_GP_002,P=Lima here with CFP. You should stock up before going out. Would hate for you to not be ready for anything that comes up. Good luck out there.
PU_Endicott_CFP_F_PMH_PatrolMissionAccept_GP_003,P=Thank you for picking up this patrol. We have to prove to the bad guys that we're here to stay.
PU_Endicott_CFP_F_PMH_PatrolPointCleared_GP_001,P=Sector is clear. Time to move on to the next one.
PU_Endicott_CFP_F_PMH_PatrolPointCleared_GP_002,P=Thanks for checking that sector. Looks good on my side. Let's go to the next one.
PU_Endicott_CFP_F_PMH_PatrolPointCleared_GP_003,P=Area is clear. Hope the next one is too.
PU_FWDRAKPA02_M_LPA_Announce_DrakeHall_GeneralInfo_IG_001_WelcomeToDefensecon=Welcome to DefenseCon. While we at Drake Interplanetary celebrate the brave men and women in the UEE Navy, I think we all know that while they're protecting our borders from Vanduul incursions, Drake is continuing to provide security at home with our affordable and reliable line of ships. Whether you need to haul cargo across the 'verse or protect your homestead from outlaw packs, Drake's got your back.
PU_FWDRAKPA02_M_LPA_Announce_DrakeHall_GeneralInfo_IG_002_WeveAllBeen=We've all been there. Some ships pop up on your scanner and they don't look friendly. Sure, you could try to call local law or the Navy, but who are you kidding, you'll be blown up and picked clean long before they show up. Stock up on any one of Drake's versatile, combat-tested ships, and it'll be the outlaws that'll be hollering for the law.
PU_FWDRAKPA02_M_LPA_Announce_DrakeHall_GeneralInfo_IG_003_TheseAreDangerous=These are dangerous times. That's why Drake Interplanetary builds ships that not only provide function and power at a price that we can all afford, but provide peace of mind. For you. For your family.
PU_FWDRAKPA02_M_LPA_Announce_DrakeHall_GeneralInfo_IG_004_DefenseconsAGreat=DefenseCon's a great opportunity to take a look at the real ships that are out there every day, defending your freedom and moving the gears of this Empire.
PU_FWMILPA02_M_LPA_Announce_Diorama_IG_001_WhileTrainingAt=While training at one of the Navy Forges on MacArthur, recruits will push themselves to their physical and mental limits, but the real lesson that our Divisional Officers will impart is that the Navy doesn't excel based on the individual, but as a team working together.
PU_FWMILPA02_M_LPA_Announce_GeneralInfo_IG_001_AlthoughInvictusIs=Although Invictus is a celebration of the men and woman who are about to ship off to begin their training, Launch Week not only provides an opportunity to celebrate our recent graduates, but also gives our active service members much needed recreational leave. Be sure to thank a starman today.
PU_FWMILPA02_M_LPA_Announce_GeneralInfo_IG_002_ForCenturiesInvictus=For centuries, Invictus has been a time for friends and family to come together and celebrate the pillars of duty, service, and civic pride.
PU_FWMILPA02_M_LPA_Announce_GeneralInfo_IG_003_ForThoseWith=For those with loved ones setting off today to begin their life in the Navy, stop by our Friends and Family booth to get a better understanding of what they have to look forward to in Naval service.
PU_FWMILPA02_M_LPA_Announce_ShipHall_Aegis_IG_001_TheUeeNavy=The UEE Navy and Roberts Space Industries have worked together since the earliest days of space expansion. Utilizing their timeless designs to push the boundaries of our universe with ships like to Carrack to defending Humanity with the majesty of the Bengal Carrier, we are proud to have RSI as partners and invite you to see the latest additions to the fleet from this innovative pioneer.
PU_FWMILPA02_M_LPA_Announce_ShipHall_Aegis_IG_002_TheUeeNavy=The UEE Navy has always tried to stay at the forefront of innovation. To that end, Consolidated Outland has started to create exciting new opportunities to the Naval fleet with their line of spacecraft.
PU_FWMILPA02_M_LPA_Announce_ShipHall_Aegis_IG_003_TheUeeNavy=The UEE Navy and Origin Jumpworks might not seem like the most obvious combination, but their dynamic innovation in pushing the limits of speed provides the backbone for many of the Naval interception and reconaissance units carrying out operations throughout the Empire and beyond.
PU_FWMILPA02_M_LPA_Announce_ShipHall_Anvil_IG_001_AegisDynamicsIs=Aegis Dynamics is committed to improving the pilot experience. More so than any other manufacturer, Their reps and engineers are a common fixture at the academy and Naval bases to try and get first-hand accounts of what works and what doesn't in their ships.
PU_FWMILPA02_M_LPA_Announce_ShipHall_Anvil_IG_002_AlthoughTheNavy=Although the Navy is commonly known for the awe-inspiring Bengal and the dynamic Hornet, it's really the utility ships that allow the Navy to function day in and day out. ARGO Astronautics has been one of our valued partners for centuries and can be found on almost all of our capital ships, space stations, and even ground facilities.
PU_FWMILPA02_M_LPA_Announce_ShipHall_Anvil_IG_003_CapitalizingOnA=Capitalizing on a relationship that's been cemented over centuries, Roberts Space Industries has been there since the very first Invictus and looks forward to working closely with the Navy to develop the next generation of protectors for the Empire.
PU_FWMILPA02_M_LPA_Announce_ShipHall_ArgoCnouCrusMISC_IG_001_InvictusMightBe=Invictus might be an odd place to reveal a new vehicle type, but Origin's new G12 impressed our test squadrons by operating in a variety of hostile atmospheres and environments. Our Pathfinder units are eager to get their hands on these new rovers.
PU_FWMILPA02_M_LPA_Announce_ShipHall_ArgoCnouCrusMISC_IG_002_AlthoughCrusaderIndustries=Although Crusader Industries has been one of the leading manufacturers of commercial transports for a long time, but did you know that they are also responsible for creating military transports? Whether we're moving troops, vehicles or supplies, Crusader ships have been loyal members of the Navy fleet for years and will continue for years to come.
PU_FWMILPA02_M_LPA_Announce_ShipHall_ArgoCnouCrusMISC_IG_003_ACommonSight=A common sight with our brothers and sisters in the UEE Army, Tumbril Land Systems were responsible for such dependable and versatile ground vehicles that even the Navy found it beneficial to add them to our fleet to secure landing zones in combat operations.
PU_FWMILPA02_M_LPA_Announce_ShipHall_ArgoCnouCrusMISC_IG_004_SomeOfThe=Some of the most valuable members of the UEE Navy never see a moment of combat. Logistics, Support, and Supply ships are the backbone of our fleet as they keep our frontline forces equipped to handle any threat that comes their way. The Navy is proud to count MISC ships as a valuable ally in maintaining combat readiness.
PU_FWMILPA02_M_LPA_Announce_ShipHall_GeneralInfo_IG_001_InvictusLaunchWeek=Invictus Launch Week is a great opportunity to see your taxes at work. As members of the Empire, it's your right to inspect the latest acquisitions of the UEE Navy.
PU_FWMILPA02_M_LPA_Announce_ShipHall_GeneralInfo_IG_002_WhileFightersLike=While fighters like the Hornet and Gladius have become synonymous with the UEE Navy. The truth is that with the variety of operations over the vastness of the Empire, the Navy utilize a variety of ships including some models made for the private sector.
PU_FWMILPA02_M_LPA_Announce_ShipHall_GeneralInfo_IG_003_TheUeeNavys=The UEE Navy's small, but elite group of vehicle operators train for a variety of operations, but for their Combat Search & Rescue training, they are some of the few non-Marine military personnel who are invited to train with the Marines on the hostile environments of Corin.
PU_FWMILPA02_M_LPA_Announce_ShipHall_RSIOrigin_IG_001_ThoughNotNearly=Though not nearly at the numbers that our UEE Army brethren order, the Navy maintains an active, versatile fleet of ground vehicles as well, whether for logistics, transport, or even exploration operations.
PU_FWMILPA02_M_LPA_Announce_ShipHall_RSIOrigin_IG_002_TheUeeNavy=The UEE Navy couldn't be prouder of our partnership with Anvil Aerospace. Their fighters, exploration ships, and transports are on the front-line every day keeping the Empire safe. We look forward to our continued relationship with them and invite you to take a look at their work up close.
PU_FWMILPA02_M_LPA_Announce_ShipHall_RSIOrigin_IG_003_EverSinceAnvil=Ever since Anvil Aerospace emerged with the Terrapin, pilots and politicians alike have cited their spacecraft and vehicles for hundreds of operations from combat to exploration to logistics.
PU_FWMILPA02_M_LPA_Announce_VehicleHall_RSIOriginTumbrilAnvil_IG_001_TheUeeNavy=The UEE Navy is proud to announce that Anvil Aerospace has been invited to a joint engineering research facility that will be opening on MacArthur in the new year. Together Naval and Anvil engineers and scientists are looking to develop the next generation of ship technology.
PU_FWMILPA02_M_LPA_Announce_VehicleHall_RSIOriginTumbrilAnvil_IG_002_TheUeeNavy=The UEE Navy is proud to welcome Aegis Dynamics back to Invictus Launch Week. Though they have created some of the most iconic and decorated Naval ships in our history, their past was draped in shadow for decades. We are thrilled to see that they have truly committed themselves to building a brighter future.
PU_FWMILPA02_M_LPA_Announce_VehicleHall_RSIOriginTumbrilAnvil_IG_003_TheLatestLine=The latest line of defenders from Aegis Dynamics have already been battle-tested throughout the Empire and beyond. With that kind of success, it's no wonder that the Navy expanded their roster of Aegis ships in their fleet.
PU_FWMILPA02_M_LPA_Welcome_ConventionEntrance_IG_001_ATimeHonoredTradition=A time-honored tradition since 2541, Invictus Launch Week is an opportunity for the public and the UEE Navy to celebrate the next generation of men and women who are about to join our ranks to defend the Empire and give you an opportunity to see the latest additions to our fleet of defenders. Please enjoy your day.
PU_FWMILPA02_M_LPA_Welcome_ShipHall_IG_001_WelcomeToThe=Welcome to the Invictus Ship Hall. All of the vehicles you see on display are this year's additions to the fleet. With the expanding nature of operations throughout the systems, have a look to see how each of these ships will help defend the Empire.
PU_FWMILPA02_M_LPA_Welcome_TramStation_IG_001_DutyTraditionService=Duty. Tradition. Service. We salute those taking their first step to their new life in the UEE Navy. Welcome to Invictus Launch Week.
PU_FWMILPA02_M_LPA_Welcome_TramStation_IG_002_TheUeeNavy=The UEE Navy would like to welcome you to the Invictus Expo Hall. Make your way inside for a look at the latest and greatest additions to the Navy fleet.
PU_FWMILPA02_M_LPA_Welcome_TramStation_IG_003_HelloAndWelcome=Hello and welcome to Invcictus Launch Week, a celebration of the men and women stepping forward to defend the Empire.
PU_FWMILPA02_M_LPA_Welcome_TramStation_IG_004_ThisIsThe=This is the Invictus Launch Week Expo Hall, an opportunity to celebrate the people and ships that are joining the UEE Navy in their ongoing mission to protect the Empire.
PU_Forge_SHA_M_PMH_PreNyxCombatEnd_GP_001,P=You wasted some of my best fighters. I won't forget this.
PU_Forge_SHA_M_PMH_PreNyxCombatEnd_GP_002,P=You must think you've done something here. All you've done is put a mark on your head.
PU_Forge_SHA_M_PMH_PreNyxCombatEnd_GP_003,P=They deserved better than that. I'm gonna take out all their deaths on you. Mark my words.
PU_Forge_SHA_M_PMH_PreNyxCombatProgressTaunt_GP_001,P=Take out as many of us as you like. We’re gonna keep coming back, again, and again, and again. Nothing’s gonna put us down.
PU_Forge_SHA_M_PMH_PreNyxCombatProgressTaunt_GP_002,P=There's no way you're coming out of this alive. Give up now, and I promise my fighters will end you quick.
PU_Forge_SHA_M_PMH_PreNyxCombatProgressTaunt_GP_003,P=You enjoy being a lapdog for the UEE? You must to keep doing their dirty work for them.
PU_Forge_SHA_M_PMH_PreNyxCombatStart_GP_001,P=You're gonna die now so make it a good death.
PU_Forge_SHA_M_PMH_PreNyxCombatStart_GP_002,P=Finally, my people have been itching for a fight.
PU_Forge_SHA_M_PMH_PreNyxCombatStart_GP_003,P=All right, killer, show me what you’ve got.
PU_Forge_SHA_M_PMH_PreNyxFirstAllVanduulDestroyedIntro_GP_001,P=Damn! You're pretty good at killing 'duul. Really saved our ass. To show our love… why don't you come land and the people you saved can give you a proper thanks.
PU_Forge_SHA_M_PMH_PreNyxFirstAmbushCompleteIntro_GP_001,P=You’re a tough one ain’t you? First the 'duul, now my people? I ain't gonna let you get the best of us again. We'll be ready next time. Trust me on that.
PU_Forge_SHA_M_PMH_PreNyxFirstAmbushInitiatedIntro_GP_001,P=Sorry, killer. Nothing personal, but you ain’t leaving this place alive.
PU_Forge_SHA_M_PMH_PreNyxFirstDataDecryptedIntro_GP_001,P=Well done, Killer. So now you know all about the Shattered Blade. Won't do you much good. We face down whole clans, so we aren't scared by the likes of you. Think real hard before picking this fight.
PU_Forge_SHA_M_PMH_PreNyxFirstPlayerArrivesIntro_GP_001,P=Hey! Can you hear me? My people need help! These 'duul are gonna wipe them all out if you don't do something. Please.
PU_Forge_SHA_M_PMH_PreNyxRepeatDataDecrypted_GP_001,P=Oh bravo, you decrypted the data. Don’t make a lick of difference to me. The Shattered can always get more buyers. We're survivors through and through, trust that.
PU_Forge_SHA_M_PMH_PreNyxRepeatDataDecrypted_GP_002,P=You know, I’m not even angry. I’m actually impressed. If I hadn’t already decided that I’m gonna put a bullet in your brain when I finally get to meet you, I might have offered you a job. Until next time, killer.
PU_Forge_SHA_M_PMH_PreNyxRepeatDataDecrypted_GP_003,P=You think you’re tough, taking out my gang and stealing our data? You wouldn’t last five minutes where I’m from. You’re nothing.
PU_Forge_SHA_M_PMH_PreNyxRepeatPlayerArrives_GP_001,P=If it isn’t the little rat that’s been scurrying around our storage sites. Come on in, we’ll be sure to give you a big, warm welcome.
PU_Forge_SHA_M_PMH_PreNyxRepeatPlayerArrives_GP_002,P=Back for more? You just don’t know when to quit, do you? You were lucky to get away last time, but that luck’s about to run out.
PU_Forge_SHA_M_PMH_PreNyxRepeatPlayerArrives_GP_003,P=If it isn’t our favorite killer! I was wondering when you’d show up. Well, what are you waiting for? Come say hello already!
PU_Forge_SHA_M_PMH_PreNyxTauntPlayerDeath_GP_001,P=Hope your regen's better at fighting than you are.
PU_Forge_SHA_M_PMH_PreNyxTauntPlayerDeath_GP_002,P=If you know what's good for you: stay down.
PU_Forge_SHA_M_PMH_PreNyxTauntPlayerDeath_GP_003,P=It was only gonna end this way.
PU_GENASOP02_M_ATC_Inform_Deck_Obstructing_aNeutral_tPlayer_FromNeutral_IG_001_ObstructionOnVehicle=Obstruction on vehicle platform detected. Please clear.
PU_GENASOP02_M_ATC_Inform_FleetManager_Begin_aNeutral_tPlayer_FromNeutral_IG_001_FleetManagerInitiating=Fleet Manager initiating. Accessing your records.
PU_GENASOP02_M_ATC_Inform_FleetManager_Finish_aNeutral_tPlayer_FromNeutral_IG_001_FleetManagerServices=Fleet Manager services complete Terminating connection.
PU_GENASOP02_M_ATC_Inform_InsuranceClaim_aNeutral_tPlayer_FromNeutral_IG_001_InsuranceClaimSubmitted=Insurance claim submitted.
PU_GENASOP02_M_ATC_Inform_Retrieval_AlreadyHave_aNeutral_tPlayer_FromNeutral_IG_001_ThatVehicleHas=That vehicle has already been retrieved and is no longer in storage.
PU_GENASOP02_M_ATC_Inform_Retrieval_Begin_aNeutral_tPlayer_FromNeutral_IG_001_ProcessingVehicleSelection=Processing vehicle selection.
PU_GENASOP02_M_ATC_Inform_Retrieval_Cargo_aNeutral_tPlayer_FromNeutral_IG_001_StandByRetrieving=Stand by. Retrieving cargo.
PU_GENASOP02_M_ATC_Inform_Retrieval_Finish_aNeutral_tPlayer_FromNeutral_IG_001_YourVehicleHas=Your vehicle has been retrieved.
PU_GENASOP02_M_ATC_Inform_Retrieval_Impounded_aNeutral_tPlayer_FromNeutral_IG_001_VehicleSelectionDenied=Vehicle selection denied. Vehicle currently impounded.
PU_GENASOP02_M_ATC_Inform_Retrieval_InQueue_aNeutral_tPlayer_FromNeutral_IG_001_VehicleRetrievalPending=Vehicle retrieval pending. No available space. Standby.
PU_GENASOP02_M_ATC_Inform_Retrieval_Invalid_aNeutral_tPlayer_FromNeutral_IG_001_VehicleSelectionDenied=Vehicle selection denied. Invalid request.
PU_GENASOP02_M_ATC_Inform_Retrieval_Paid_aNeutral_tPlayer_FromNeutral_IG_001_PaymentReceivedVehicle=Payment received. Vehicle is now available for retrieval.
PU_GENASOP02_M_ATC_Inform_Retrieval_Storage_aNeutral_tPlayer_FromNeutral_IG_001_YourVehicleHas=Your vehicle has been moved into storage.
PU_GENASOP02_M_ATC_Inform_Retrieval_TooBig_aNeutral_tPlayer_FromNeutral_IG_001_VehicleSelectionDenied=Vehicle selection denied. Unable to accommodate vehicle size.
PU_GENASOP02_M_ATC_Inform_Retrieval_Vehicle_aNeutral_tPlayer_FromNeutral_IG_001_StandByRetrieving=Stand by. Retrieving vehicle.
PU_GENATC01_M_ATC_Approved_Departure_aNeutral_tPlayer_FromNeutral_IG_001_YouAreCleared=You are cleared to leave.
PU_GENATC01_M_ATC_Assigned_Storage_aNeutral_tPlayer_FromNeutral_IG_002_AnAvailableSpace=An available space has been located.
PU_GENATC01_M_ATC_Decline_Payment_aNeutral_tPlayer_FromNeutral_IG_001_PaymentDeclinedThank=Payment declined. Thank you for contacting EDL automated vehicle services.
PU_GENATC01_M_ATC_Farewell_aNeutral_tPlayer_FromNeutral_IG_001_ThankYouFor=Thank you for visiting. Safe travels.
PU_GENATC01_M_ATC_Give_Payment_aNeutral_tPlayer_FromNeutral_IG_001_ThankYouPayment=Thank you. Payment received. Please proceed to the designated location.
PU_GENATC01_M_ATC_Impounded_Vehicle_aNeutral_tPlayer_FromNeutral_IG_001_ThisIsTo=This is to inform you that your vehicle has been impounded. Consult an ASOP terminal to retrieve it.
PU_GENATC01_M_ATC_Inform_Arrival_Complete_aNeutral_tPlayer_FromNeutral_IG_001_ArrivalCompleteWelcome=Arrival complete. Welcome.
PU_GENATC01_M_ATC_Inform_Banned_CrimeStat_aNeutral_tPlayer_FromNeutral_IG_001_AttentionThisVehicles=Attention. This vehicle's registered owner has an active crimestat. Use of this facility is not permitted. Please leave the area as soon as possible.
PU_GENATC01_M_ATC_Inform_Banned_StolenVehicle_aNeutral_tPlayer_FromNeutral_IG_001_AttentionThisVehicle=Attention. This vehicle has been reported stolen. Use of this facility is not permitted. Please leave the area as soon as possible.
PU_GENATC01_M_ATC_Inform_Banned_aNeutral_tPlayer_FromNeutral_IG_001_AttentionYouDo=Attention. You do not have permission to use this facility. Please leave the area as soon as possible.
PU_GENATC01_M_ATC_Inform_NewBabbage_Closed_aNeutral_tPlayer_FromNeutral_IG_001_TheNewBabbage=The New Babbage Spaceport is currently closed for construction. Please check back in a few months
PU_GENATC01_M_ATC_Inform_Storage_NotAvailable_aNeutral_tPlayer_FromNeutral_IG_001_ApologiesThisFacility=Apologies. This facility currently does not have any available space. Please stand by and one will be assigned when available.
PU_GENATC01_M_ATC_Inform_Storage_NotPossible_aNeutral_tPlayer_FromNeutral_IG_001_ApologiesThisFacility=Apologies. This facility cannot accommodate vehicles of that type. Please seek alternative landing services.
PU_GENATC01_M_ATC_Inform_Vehicle_NotDetected_aNeutral_tPlayer_FromNeutral_IG_001_ApologiesEdlServices=Apologies. EDL Services can only assist customers actively operating a vehicle.
PU_GENATC01_M_ATC_Inform_Vehicle_TooBig_aNeutral_tPlayer_FromNeutral_IG_001_ApologiesThisFacility=Apologies. This facility cannot accommodate vehicles of that size. Please seek alternative landing services.
PU_GENATC01_M_ATC_Inform_Zone_Closed_aNeutral_tPlayer_FromNeutral_IG_001_ImSorryDue=I'm sorry. Due to unforeseen technical complications, this landing zone is unable to accept new visitors at this time.
PU_GENATC01_M_ATC_Inform_Zone_Closed_aNeutral_tPlayer_FromNeutral_IG_002_ThisLandingZone=This landing zone has been quarantined by order of Empire Health Services.
PU_GENATC01_M_ATC_Inform_Zone_Closed_aNeutral_tPlayer_FromNeutral_IG_003_ErrorCannotConnect=Error: Cannot connect.
PU_GENATC01_M_ATC_Request_Departure_aNeutral_tPlayer_FromNeutral_IG_001_ExitProtocolsInitiated=Exit protocols initiated. Please stand by, final preperations underway.
PU_GENATC01_M_ATC_Request_Payment_aNeutral_tPlayer_FromNeutral_IG_001_ToUtilizeThis=To utilize this space, please pay the necessary fees.
PU_GENATC01_M_ATC_Request_Storage_AlreadyGranted_aNeutral_tPlayer_FromNeutral_IG_001_ThisVehicleAlready=This vehicle already has a space assigned. Please proceed to the designated location.
PU_GENATC01_M_ATC_Request_Storage_aNeutral_tPlayer_FromNeutral_IG_001=Thank you for contacting EDL automated vehicle services. Stand by for a space assignment.
PU_GENATC01_M_ATC_Revoked_Storage_CrimeStat_aNeutral_tPlayer_FromNeutral_IG_001_AttentionThisVehicles=Attention. This vehicle's registered owner has an active crimestat. Use of this facility is not permitted. Your space assignment has been revoked.
PU_GENATC01_M_ATC_Revoked_Storage_aNeutral_tPlayer_FromNeutral_IG_001_YourSpaceAssignment=Your space assignment has been revoked. To acquire a new assignment, please contact EDL services again.
PU_GENATC01_M_ATC_Stored_Vehicle_DepartTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_ThisIsTo=This is to inform you that your vehicle has been stored. Please consult an ASOP terminal to retrieve it.
PU_GENATC01_M_ATC_Warn_Storage_ArriveTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_AttentionPleaseUtilize=Attention. Please utilize your assigned space or it will be revoked and assigned to a different customer.
PU_GENATC01_M_ATC_Warn_Storage_DepartTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_AttentionPleaseLeave=Attention. Please leave the space as soon as possible or this vehicle will be placed into storage.
PU_GENATC01_M_ATC_Warn_Storage_StorageTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_AttentionThisVehicle=Attention. This vehicle will be moved into storage to accommodate other customers. Please clear the area as soon as possible.
PU_GENATC01_M_ATC_Warn_Vehicle_Obstructing_aNeutral_tPlayer_FromNeutral_IG_001_WarningYourVehicle=Warning. Your vehicle is blocking a critical path. Please clear the area or it will be impounded.
PU_GENATC02_M_ATC_Approved_Departure_aNeutral_tPlayer_FromNeutral_IG_001_ExitApprovedSafe=Exit approved. Safe travels.
PU_GENATC02_M_ATC_Assigned_Storage_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request approved. Storage space assigned.
PU_GENATC02_M_ATC_Decline_Payment_aNeutral_tPlayer_FromNeutral_IG_001_PaymentDeclinedVehicle=Payment declined. Vehicle storage request denied.
PU_GENATC02_M_ATC_Farewell_aNeutral_tPlayer_FromNeutral_IG_001_ServiceCompleteConnection=Service complete. Connection terminating.
PU_GENATC02_M_ATC_Give_Payment_aNeutral_tPlayer_FromNeutral_IG_001_PaymentAcceptedVehicle=Payment accepted. Vehicle storage request approved.
PU_GENATC02_M_ATC_Impounded_Vehicle_aNeutral_tPlayer_FromNeutral_IG_001_YourVehicleHas=Your vehicle has been impounded.
PU_GENATC02_M_ATC_Inform_Arrival_Complete_aNeutral_tPlayer_FromNeutral_IG_001_YourVehicleIs=Your vehicle is now stored.
PU_GENATC02_M_ATC_Inform_Banned_aNeutral_tPlayer_FromNeutral_IG_001_YouAreNot=You are not authorized to use this facility. Vacate immediately.
PU_GENATC02_M_ATC_Inform_Cargo_Clear_aNeutral_tPlayer_FromNeutral_IG_001_AirSpaceIs=Air space is clear. Stand by for launch.
PU_GENATC02_M_ATC_Inform_Cargo_Congested_aNeutral_tPlayer_FromNeutral_IG_001_AirSpaceIs=Air space is too congested to launch. Stand by.
PU_GENATC02_M_ATC_Inform_Cargo_Warning_aNeutral_tPlayer_FromNeutral_IG_001_AttentionLooseCargo=Attention, loose cargo has been detected in the hangar. Any cargo left behind will be considered abandoned.
PU_GENATC02_M_ATC_Inform_JumpPoint_CrimeStat_aNeutral_tPlayer_FromNeutral_IG_001_AttentionYouHave=Attention, you have an active criminal rating. Security forces have been dispatched.
PU_GENATC02_M_ATC_Inform_JumpPoint_Encourage_aNeutral_tPlayer_FromNeutral_IG_001_ScansIndicateThe=Scans indicate the jump point is open. Please proceed forward.
PU_GENATC02_M_ATC_Inform_JumpPoint_Proceed_aNeutral_tPlayer_FromNeutral_IG_001_YouAreNow=You are now authorized to access the jump point.
PU_GENATC02_M_ATC_Inform_JumpPoint_QueueEnter_aNeutral_tPlayer_FromNeutral_IG_001_StandByFor=Stand by for authorization to access jump point.
PU_GENATC02_M_ATC_Inform_JumpPoint_QueueKicked_aNeutral_tPlayer_FromNeutral_IG_001_YouHaveForfeited=You have forfeited your position in this queue.***** Used the same for Timer Expired *****
PU_GENATC02_M_ATC_Inform_JumpPoint_QueueLeave_aNeutral_tPlayer_FromNeutral_IG_001_YouAreLeaving=You are leaving the accepted waiting area. Please return or risk losing your position in the queue.
PU_GENATC02_M_ATC_Inform_JumpPoint_QueueTimer_aNeutral_tPlayer_FromNeutral_IG_001_YouHaveForfeited=You have forfeited your position in this queue.
PU_GENATC02_M_ATC_Inform_JumpPoint_Queue_aNeutral_tPlayer_FromNeutral_IG_001_ThisJumpPoint=This jump point is experiencing higher than usual traffic. Stay close until cleared to access jump point.
PU_GENATC02_M_ATC_Inform_Storage_NotAvailable_aNeutral_tPlayer_FromNeutral_IG_001_StorageSpaceIs=Storage space is not currently available. Stand by.
PU_GENATC02_M_ATC_Inform_Storage_NotPossible_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request denied. Unable to accommodate vehicle type.
PU_GENATC02_M_ATC_Inform_Vehicle_NotDetected_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request denied. No vehicle detected.
PU_GENATC02_M_ATC_Inform_Vehicle_TooBig_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request denied. Vehicle too large.
PU_GENATC02_M_ATC_Inform_Zone_Closed_aNeutral_tPlayer_FromNeutral_IG_001_ErrorVehicleStorage=Error. Vehicle storage not currently available.
PU_GENATC02_M_ATC_Request_Departure_aNeutral_tPlayer_FromNeutral_IG_001_ExitRequestAcknowledged=Exit request acknowledged. Stand by.
PU_GENATC02_M_ATC_Request_Payment_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request pending. Awaiting payment.
PU_GENATC02_M_ATC_Request_Storage_AlreadyGranted_aNeutral_tPlayer_FromNeutral_IG_001_ActiveVehicleStorage=Active vehicle storage in progress. Complete before making additional requests.
PU_GENATC02_M_ATC_Request_Storage_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request acknowledged. Standby.
PU_GENATC02_M_ATC_Revoked_Storage_aNeutral_tPlayer_FromNeutral_IG_001_AssignedStorageSpace=Assigned storage space has been revoked.
PU_GENATC02_M_ATC_Stored_Vehicle_DepartTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_YourVehicleHas=Your vehicle has been placed into storage. Use fleet manager terminal to gain access.
PU_GENATC02_M_ATC_Warn_Storage_ArriveTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_WarningAssignedStorage=Warning. Assigned storage space will be revoked if not utilized.
PU_GENATC02_M_ATC_Warn_Storage_DepartTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_WarningExitThe=Warning. Exit the facility or your vehicle will be placed into storage.
PU_GENATC02_M_ATC_Warn_Storage_StorageTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_WarningRelocateYour=Warning. Relocate your vehicle immediately or it will be placed into storage.
PU_GENATC02_M_ATC_Warn_Vehicle_Obstructing_aNeutral_tPlayer_FromNeutral_IG_001_WarningRelocateYour=Warning. Relocate your vehicle or it will be impounded.
PU_GENCIVCHAT01_F_LBG_Accept_Drink_ToBuy_IG_001_YeahThanksThats=Yeah. Thanks. That's really nice of you.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutChoice_IG_001_DangICant=Dang, I can't decide what I want.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutChoice_IG_002_ISawA=I saw a review for these on spectrum last week. Not sure which one I should get.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutDay_Neg_IG_001_IllBeHonest=I'll be honest, today was a tough one. Glad I'm finally able to relax.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutDay_Neg_IG_002_ThisWeekHas=This week has just been dragging. Can not wait for it to be over.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutDay_Pos_IG_001_ISetA=I set a new record on the line today. If that doesn't call for a little bit of celebration, I don't know what does.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutDay_Pos_IG_002_IDontWant=I don't want to jinx anything before it's official, but I think that project I've been trying to get off the ground might finally be happening.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutDrink_IG_001_YeahThisIs=Yeah, this is good. What do you think about your drink?
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutDrink_IG_002_TheBartendersHere=The bartenders here knows what they're doing. This drink's amazing.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutGreeting_IG_001_HeyIThought=Hey! I thought that was you. How's it going? It's been a while.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutGreeting_IG_002_HeyLongTime=Hey, long time no see. How's it going?
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutLeaving_IG_001_OkayIGotta=Okay, I gotta head out. But it was great seeing you.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutLeaving_IG_002_IShouldProbably=I should probably get going. Let's get together soon though, okay?
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutLocation_Orison_IG_001_YouKnowI=You know, I don't think the view here is ever going to get old.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutLocation_Orison_IG_002_IThoughtIt=I thought it was all hype, but now that I've spent time in Orison, gotta say, it's pretty darn nice.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutShopItem_Neg_IG_001_HmmIDont=Hmm. I don't know... this seems a little overpriced.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutShopItem_Neg_IG_002_IReallyLike=I really like this, I just wish they had it in a different color.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutShopItem_Pos_IG_001_OhThisIs=Oh, this is perfect. I think this is exactly what I was looking for.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutShopItem_Pos_IG_002_ThisIsReally=This is really nice. A friend of mine got this a few weeks back and I've been thinking about getting one of my own.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutChoice_IG_001_DontLookAt=Don't look at me, you know which one I'd pick.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutChoice_IG_002_IfPriceIs=If price is a factor, then probably that one.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutDay_Neg_IG_001_YeahIHear=Yeah, I hear that. I'm definitely in the mood to try and forget my problems for a bit.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutDay_Neg_IG_002_IFeelYou=I feel you. It's nice to be able kick back for a little while. Take your mind off things.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutDay_Pos_IG_001_OhDamnSounds=(Laughing) Oh damn. Sounds like you should be buying the next round.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutDay_Pos_IG_002_CongratsThatsGreat=Congrats. That's great to hear.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutDrink_IG_001_MyDrinksOkay=My drink's okay, but I think I'll order something else next time.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutDrink_IG_002_ImReallyLiking=I'm really liking what I ordered. Never tried it before, but I'd get it again.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutGreeting_IG_001_JobsGoodFamilys=Job's good, family's good. Pretty much good all around.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutGreeting_IG_002_SameAsAlways=Same as always. You know me.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutLeaving_IG_001_NoWorriesMaybe=No worries. Maybe we can meet up early next week or something.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutLeaving_IG_002_YeahIShould=Yeah, I should probably get going too.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutLocation_Orison_IG_001_TellMeAbout=Tell me about it. These sunsets take my breath away every time.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutLocation_Orison_IG_002_YeahOrisonIs=Yeah, Orison is great. Even that Stormwal mascot is starting to grow on me.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutShopItem_Neg_IG_001_YeahIdWait=Yeah, I'd wait and see if you can find something cheaper.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutShopItem_Neg_IG_002_IfYoureNot=If you're not feeling it, you don't have to get it.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutShopItem_Pos_IG_001_AgreedYouTotally=Agreed. You totally should get it.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutShopItem_Pos_IG_002_IMightHave=I might have to get one of those for myself too.
PU_GENCIVCHAT01_F_LBG_Decline_Drink_ToBuy_IG_001_ImGoodRight=I'm good right now. But feel free to get another for yourself.
PU_GENCIVCHAT01_F_LBG_Offer_Drink_ToBuy_IG_001_NextRoundsOn=Next round's on me. Can I get you anything?
PU_GENCIVCHAT01_F_LBG_Offer_Drink_ToBuy_IG_002_ImReadyFor=I'm ready for another drink. You want one?
PU_GENCIVCHAT02_M_LBG_Accept_Drink_ToBuy_IG_001_IWouldLove=I would love another one of these.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutChoice_IG_001_IWonderWhich=I wonder which of these I should get? This one seems better, but a lot of people swear by that brand.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutChoice_IG_002_IDontKnow=I don't know. Should I get this one, or spend the few extra credits for this one?
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutDay_Neg_IG_001_NotSureIf=Not sure if you heard, but my partner and I broke up. It'll be fine, but I am definitely ready for some drinks.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutDay_Neg_IG_002_ImNotGonna=I'm not gonna get into it, but today could have gone a lot better. If I ever needed a drink, it's right now.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutDay_Pos_IG_001_SoABit=So a bit of good news. You know how my ship was acting up? Turns out it was a real easy fix. Flying like new now.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutDay_Pos_IG_002_UghLooksLike=Ugh, looks like that annoying coworker of mine might finally be transferred to another department next week. It's going to make work so much better.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutDrink_IG_001_OhThisBeer=Oh, this beer's a little stale. Think they need to clean their tap or something. Your's okay?
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutDrink_IG_002_UrghIShouldnt=I shouldn't have ordered this drink. It's way too sweet for me. Maybe I'll get what you're having next time.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutGreeting_IG_001_HeyImSorry=Hey, I'm sorry I'm late. Hope you weren't waiting too long. How's everything?
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutGreeting_IG_002_HeyWhatsUp=Hey, what's up? You doing all right?
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutLeaving_IG_001_OhGeezI=Oh geez, I didn't realize how late it was. I gotta get back. I'll see you later okay?
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutLeaving_IG_002_HateToDo=Hate to do this, but I gotta head out. It was great catching up, though.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutLocation_Orison_IG_001_CrusaderSureKnows=Crusader sure knows how to take care of their people. Out of all the places in Stanton, this is where I would want to live.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutLocation_Orison_IG_002_SureCrusaderCould=Sure, Crusader could be doing a bit better about handling these outlaws, but for the most part, they're doing a good job. I love living here.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutShopItem_Neg_IG_001_IHaveNo=I have no idea who would actually buy this thing.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutShopItem_Neg_IG_002_UghTheUpdated=Ugh, the updated version of this is terrible. Why couldn't they just leave it as is?
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutShopItem_Pos_IG_001_OooILike=Ooo, I like this a lot. I might have to get it.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutShopItem_Pos_IG_002_IHaveOne=I have one of these, but it's a little worn out. Maybe it's time for an upgrade.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutChoice_IG_001_IfItWas=If it was me, I would definitely go for that one.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutChoice_IG_002_WellIfYoure=Well if you're not sure, you can always just wait.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutDay_Neg_IG_001_YeahWellHopefully=Yeah. Well hopefully a few rounds will improve your outlook.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutDay_Neg_IG_002_OhIveBeen=Oh I've been there. Let me get the next round. Help cheer you up.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutDay_Pos_IG_001_ThatsFantasticCheers=That's fantastic. Cheers to that.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutDay_Pos_IG_002_GoodForYou=Good for you. About time someone got a bit of good news.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutDrink_IG_001_IDidntThink=I didn't think I was going to like my drink as much as I do, but this was exactly what I was in the mood for.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutDrink_IG_002_ILoveWhat=I love what I got. It's my favorite drink here. You should try it.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutGreeting_IG_001_OhHeyEverythings=Oh hey! Everything's good. Not much to report.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutGreeting_IG_002_ToBeHonest=To be honest, I've been better but I don't really want to get into it right now.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutLeaving_IG_001_AllRightYou=All right, you have a good one.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutLeaving_IG_002_TotallyThisWas=Totally. This was great.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutLocation_Orison_IG_001_WhatsNotTo=What's not to like? Between the gardens, incredible views, and the people, I'll take Orison any day.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutLocation_Orison_IG_002_IDontKnow=I don't know, if I'm being completely honest, I find this place a bit cloying, you know? Like they're trying too hard or something.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutShopItem_Neg_IG_001_ReallyIKinda=Really? I kinda like it.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutShopItem_Neg_IG_002_YeahIWouldnt=Yeah, I wouldn?t get it if I were you.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutShopItem_Pos_IG_001_YouSureI=You sure? I think it's a bit much to be honest.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutShopItem_Pos_IG_002_IfYouLike=If you like it, I say go ahead and buy it.
PU_GENCIVCHAT02_M_LBG_Decline_Drink_ToBuy_IG_001_NoIShould=No, I should probably stop now. Got an important meeting tomorrow.
PU_GENCIVCHAT02_M_LBG_Offer_Drink_ToBuy_IG_001_LooksLikeYou=Looks like you could use another round. How you feeling?
PU_GENCIVCHAT02_M_LBG_Offer_Drink_ToBuy_IG_002_HmmNotSure=Hmm, not sure if I want another drink or not. What about you? You want one?
PU_GENCIVCHAT03_F_LBG_Accept_Drink_ToBuy_IG_002_SureWhyNot=Sure. Why not.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutChoice_IG_001_IHateHaving=I hate having to decide which one to get.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutChoice_IG_002_OkaySoI=Okay. So, I was planning on getting this one, but seeing this other one? I'm not so sure anymore.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutDay_Neg_IG_001_IllSpareYou=I'll spare you the details, but trust me when I say that today was absolute trash.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutDay_Neg_IG_002_MyDaysBeen=My day's been a non-stop mess. Woke up late this morning, and everything just went downhill from there.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutDay_Pos_IG_001_SoGuessWhat=So, guess what? I found that helmet I thought I'd lost. Turns out it was still in storage.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutDay_Pos_IG_002_GuessWhatGot=Guess what? Got all my test results back, and they were completely clear. Looks like I'm not going to need that surgery afterall.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutDrink_IG_001_OhYeahI=Oh, yeah. I really was in the mood for this. How's your drink?
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutDrink_IG_002_HmmThisIs=Hmm, this is almost too good. I'm drinking it way too fast. How's yours?
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutGreeting_IG_001_OkayIThought=Okay, I thought that was you. How have you been?
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutGreeting_IG_002_HeyThereYou=Hey! There you are. How are you?
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutLeaving_IG_001_IHaveTo=I have to get going, but we should try to make plans sometime or something.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutLeaving_IG_002_ImGonnaGo=I'm gonna go, but I hope you have an awesome day.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutLocation_Orison_IG_001_IllAdmitIm=I'll admit, I'm glad I gave Orison a chance. It's pretty wonderful here.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutLocation_Orison_IG_002_IReallyDidnt=I really didn't think I was going to like Crusader as much as I do.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutShopItem_Neg_IG_001_TheReviewsHave=The reviews have been a bit mixed on this one. Maybe I should wait, just in case.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutShopItem_Neg_IG_002_IsItJust=Is it just me, or does this feel a bit... cheap?
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutShopItem_Pos_IG_001_IWasntSure=I wasn't sure about this brand, but looking at it, it seems pretty nice.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutShopItem_Pos_IG_002_IDontThink=I don't think I've ever seen this one before. It's great.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutChoice_IG_001_JustMakeA=Just make a decision already.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutChoice_IG_002_YouKnowYou=You know, you don't have to get either one.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutDay_Neg_IG_001_GoodThingIm=Good thing I'm here then. Perfect thing to cheer you up.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutDay_Neg_IG_002_UrghThatSounds=Urgh, that sounds rough. Here's hoping things pick up.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutDay_Pos_IG_001_SeriouslyThatsSo=Seriously? That's so great.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutDay_Pos_IG_002_WhoaThatsGreat=Woah. That's great. Seriously.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutDrink_IG_001_IThoughtMy=I thought my drink was going to be a little bit sweeter, but it's fine.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutDrink_IG_002_OhDamnThis=Oh damn, this is stronger than I thought. Definitely gonna need to pace myself after I finish this one.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutGreeting_IG_001_ImDoingOkay=I'm doing okay. Been keeping busy.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutGreeting_IG_002_ProbablyNotAs=Probably not as good as you, but I've been getting by.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutLeaving_IG_001_SureThingWell=Sure thing. We'll talk soon.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutLeaving_IG_002_OhNoProblem=Oh, no problem. I have to get going too.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutLocation_Orison_IG_001_IJustHope=I just hope it doesn't get any more crowded here. Too many tourists kill places for me.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutLocation_Orison_IG_002_ILoveThe=I love the air here. The whole place smells great.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutShopItem_Neg_IG_001_IfImBeing=If I'm being honest, I wouldn't get any of these.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutShopItem_Neg_IG_002_ReallyIThought=Really? I thought that was pretty good.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutShopItem_Pos_IG_001_IfYouGot=If you got the creds, I say go for it.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutShopItem_Pos_IG_002_YeahLooksPretty=Yeah, looks pretty good to me.
PU_GENCIVCHAT03_F_LBG_Decline_Drink_ToBuy_IG_001_IMightWait=I might wait a bit and see how I'm doing.
PU_GENCIVCHAT03_F_LBG_Offer_Drink_ToBuy_IG_001_CanIGet=Can I get you another round?
PU_GENCIVCHAT03_F_LBG_Offer_Drink_ToBuy_IG_002_HowAboutAnother=How about another drink?
PU_GENCIVCHAT04_M_LBG_Accept_Drink_ToBuy_IG_001_OhYeahThatd=Oh, yeah, that'd be great.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutChoice_IG_001_HmmThisOne=Hmm. This one has the better price. But this one's closer to what I'm looking for.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutChoice_IG_002_NotSureWhich=Not sure which one of these I should get?
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutDay_Neg_IG_001_YouWouldNot=You would not believe the day I've having. Talk about needing a drink.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutDay_Neg_IG_002_ThisDayI=This day... I don't even know. Hopefully, things start to turn around.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutDay_Pos_IG_001_GotABit=Got a bit of good news today. My brother finally put a down payment on that ship he's been eyeballing.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutDay_Pos_IG_002_NotSureIf=Not sure if you heard yet, but I think I'm going to be able to take that vacation next month.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutDrink_IG_001_IDidntRecognize=I didn't recognize the drink you ordered. Any good?
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutDrink_IG_002_ImTryingTo=I'm trying to decide what drink to get next. You liking what you ordered?
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutGreeting_IG_001_HeyThereYou=Hey there! You made it! How are you?
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutGreeting_IG_002_HeyLookWho=Hey! Look who it is. How's it going? You all right?
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutLeaving_IG_001_ItsGettingA=It's getting a little late, so I'm gonna get going. Definitely hit me up on spectrum, okay?
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutLeaving_IG_002_WoopsLostTrack=Woops, lost track of the time. I should really get going.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutLocation_Orison_IG_001_ThePicturesReally=The pictures really don't do Orison justice.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutLocation_Orison_IG_002_TheseViewsAre=These views are just so pretty. They almost don't seem real.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutShopItem_Neg_IG_001_OofTheyReally=Oof. They really expect people to pay this much for this?
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutShopItem_Neg_IG_002_GottaSayThe=Gotta say, the selection's a bit disappointing.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutShopItem_Pos_IG_001_ILikeThis=I like this a lot. Price isn't too bad either.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutShopItem_Pos_IG_002_OohILike=Ooh, I like this one. This could work out great.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutChoice_IG_001_GetThatOne=Get that one. 100%.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutChoice_IG_002_WhatsTheProblem=What's the problem? That one is clearly better.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutDay_Neg_IG_001_DefinitelySoundsLike=Definitely sounds like you deserve a bit of a break.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutDay_Neg_IG_002_WellYoureIn=Well you're in luck. This place is usually my go-to cure for a bad day.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutDay_Pos_IG_001_WhatThatsAwesome=What! That's awesome. Congrats.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutDay_Pos_IG_002_ThatsReallyGood=That's really good news.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutDrink_IG_001_ThisRemindsMe=This reminds me of a drink I used to order back when I was still a teenager. Can't decide if that?s good or bad.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutDrink_IG_002_TheresSomethingA=There's something a bit weird about this drink. I can't exactly put my finger on it. It's not bad, just different.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutGreeting_IG_001_SameOldSame=Same old, same old. No complaints.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutGreeting_IG_002_YeahImDoing=Yeah, I'm doing good. Really, really good.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutLeaving_IG_001_SoundsGoodIll=Sounds good. I'll see you around.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutLeaving_IG_002_OkayItWas=Okay. It was great running into you.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutLocation_Orison_IG_001_YeahIJust=Yeah. I just try not to think about the fact we're not standing on solid ground or I get a bit queasy.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutLocation_Orison_IG_002_ImJustThankful=I'm just thankful that my allergies stopped acting up around all these trees.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutShopItem_Neg_IG_001_WellMaybeYoull=Well, maybe you'll have better luck somewhere else.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutShopItem_Neg_IG_002_YeahIDefinitely=Yeah, I definitely wouldn't get that.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutShopItem_Pos_IG_001_GoAheadAnd=Go ahead and get it then.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutShopItem_Pos_IG_002_OhYeahMaybe=Oh yeah? Maybe I should get one.
PU_GENCIVCHAT04_M_LBG_Decline_Drink_ToBuy_IG_001_IProbablyShouldnt=I probably shouldn?t? but what the hell. Let's do it.
PU_GENCIVCHAT04_M_LBG_Offer_Drink_ToBuy_IG_001_ImGettingAnother=I'm getting another drink. You need one?
PU_GENCIVCHAT04_M_LBG_Offer_Drink_ToBuy_IG_002_YouNeedAnother=You need another drink? It's on me.
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutConvention_IAE_IG_001_ThisIsThe=This is the first time I've been to one of these. I'm so excited.
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutConvention_IAE_IG_002_IveBeenPretty=I've been pretty blown away by everything on the show floor this year.
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutItemVehicle_IG_001_WowLookAt=Wow, look at this beauty. How fun would it be own one?
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutItemVehicle_IG_002_IveBeenWaiting=I've been waiting so long to see one of these. It's even better than I thought.
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutManufacturer_IG_001_FromWhatIve=From what I've seen so far, I really think this is the manufacturer to beat this year.
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutManufacturer_IG_002_HardToBelieve=Hard to believe that the same manufacturer makes all of these. Pretty impressive.
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutMovingOn_IG_001_ImGoingTo=I'm going to move on to the next hall I think.
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutMovingOn_IG_002_OkayIThink=Okay, I think I'm about done here.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutConvention_IAE_IG_001_ItSeemsLike=It seems like it's going to be a great show this year.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutConvention_IAE_IG_002_ImGladYou=I'm glad you came. It's always better exploring the show with someone else.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutItemVehicle_IG_001_SeeingItIn=Seeing it in person is a lot different than I imagined.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutItemVehicle_IG_002_ICantImagine=I can't imagine buying one, but it would definitely be fun to use for a weekend.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutManufacturer_IG_001_IThinkTheyve=I think they've somehow outdone themselves with their latest line up.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutManufacturer_IG_002_IReallyAppreciate=I really appreciate that they've got some of their classic designs on display.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutMovingOn_IG_001_YeahImAbout=Yeah, I'm about ready too. Let's go.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutMovingOn_IG_002_IThinkI=I think I might stay here a bit longer. Haven't seen everything yet.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutConvention_IAE_IG_001_AnotherYearAnother=Another year, another IAE. I'm not sure why I keep coming to these.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutConvention_IAE_IG_002_IWonderHow=I wonder how this show's gonna compare to the last one I went to.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutItemVehicle_IG_001_YeahICould=Yeah, I could see wanting to buy something like this.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutItemVehicle_IG_002_IfIHad=If I had the credits, I'd probably get one of these for myself.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutManufacturer_IG_001_DidntReallyThink=Didn't really think this manufacturer was my style, but I'm kinda of into what they're showing this year.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutManufacturer_IG_002_ItsNotThe=It's not the best I've seen from this manufacturer, but still a pretty solid showing.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutMovingOn_IG_001_IThinkIve=I think I've seen enough of these. Time for the next hall.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutMovingOn_IG_002_ImGonnaGo=I'm gonna go and see if I can find anything more interesting.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutConvention_IAE_IG_001_ThisYearIs=This year is pretty good. You should have seen last year though. Now that was a show.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutConvention_IAE_IG_002_LookingAroundIt=Looking around, it seems like a lot of people are enjoying themselves.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutItemVehicle_IG_001_IActuallyRented=I actually rented one of these. Wasn't for me, but maybe you'd like it.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutItemVehicle_IG_002_ToBeHonest=To be honest, I'm not exactly sure what the designers were thinking with this one.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutManufacturer_IG_001_ICanSee=I can see why some people love this style, but it's not for me.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutManufacturer_IG_002_IHaveTo=I have to say, I kind of think they're a bit over rated as a manufacturer to be honest.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutMovingOn_IG_001_IReallyHope=I really hope the other halls are better than this one.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutMovingOn_IG_002_ImJustGoing=I'm just going to stay here. Don't really feel like seeing much else.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutConvention_IAE_IG_001_EvenWithThe=Even with the crowds, I definitely think the IAE is worth going to.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutConvention_IAE_IG_002_ITellYa=I tell ya, there's nothing like being at an IAE.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutItemVehicle_IG_001_WowWhatA=Wow. What a real beauty. You can really see the influence of some classic designers in the lines.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutItemVehicle_IG_002_StuffLikeThis=Stuff like this is exactly why I love going to the IAE so much.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutManufacturer_IG_001_AsAManufacturer=As a manufacturer, I think this might be one of their strongest showings to date.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutManufacturer_IG_002_GotToTip=Got to tip my hat to them as a manufacturer. Everything they have on the show floor is pretty impressive.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutMovingOn_IG_001_AllRightIf=All right, if I'm going to keep to the schedule I made, I better head to the next exhibit.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutMovingOn_IG_002_OkayIThink=Okay, I think I've absorbed about as much as I can for now. Time to hit the next hall.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutConvention_IAE_IG_001_ILoveGoing=I love going to shows like this. It's such a good chance to see all my favorite vehicles in one place.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutConvention_IAE_IG_002_HardToBelieve=Hard to believe that I've been getting to go to these for almost a decade now.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutItemVehicle_IG_001_ActuallyDidYou=Actually, did you know that this wasn't the original design? I've seen pictures of some of the earlier versions and they were pretty out there.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutItemVehicle_IG_002_IDontKnow=I don't know... I don't think this is as good as some of their other work.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutManufacturer_IG_001_YeahTheyveDone=Yeah, they've done a good job. And knowing their full history makes what they're showing extra impressive.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutManufacturer_IG_002_IHeardThat=I heard that their CEO is actually here in the hall. I've been keeping an eye out but no luck yet.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutMovingOn_IG_001_ActuallyIMight=Actually, I might stay here for a while and do another loop to make sure I didn't miss anything.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutMovingOn_IG_002_IfYouWant=If you want to go on ahead that's fine. I'll catch up with you later.
PU_GENHDRCHAT01_F_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_001_SadlyTheInfection=Sadly, the infection has spread throughout your system.
PU_GENHDRCHAT01_F_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_002_UnfortunatelyTheMedicine=Unfortunately, the medicine doesn't seem to be working. I'm afraid we might have try surgery.
PU_GENHDRCHAT01_F_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_001_LookingThroughYour=Looking through your scans, and I'm seeing some promising signs here.
PU_GENHDRCHAT01_F_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_002_IBelieveYoure=I believe you're suffering from a very minor form of IOC. Very common and nothing to be too worried about.
PU_GENHDRCHAT01_F_LBG_Chat_Comments_TreatmentInstruction_IG_001_LetsHaveYou=Let's have you take it easy for a few days, and we'll take a look at you again then.
PU_GENHDRCHAT01_F_LBG_Chat_Comments_TreatmentInstruction_IG_002_TheresAFew=There's a few more tests we can run and lets discuss our options after that.
PU_GENHDRCHAT01_F_LBG_Chat_Requests_EmergencyOrder_IG_001_INeedA=I need a crash cart in here stat!
PU_GENHDRCHAT01_F_LBG_Chat_Requests_EmergencyOrder_IG_002_LetsGoPeople=Let's go people! I need those scans now!
PU_GENHDRCHAT01_F_LBG_Chat_Requests_MedicalOrder_IG_001_ImGoingTo=I'm going to need a few cc's of demexatrine stat.
PU_GENHDRCHAT01_F_LBG_Chat_Requests_MedicalOrder_IG_002_LetsRotateThe=Let's rotate the drain blocker and see if that clears it.
PU_GENHDRCHAT02_M_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_001_ImGoingTo=I'm going to be honest with you. It's not good. One of counselors is going to come by to speak to you about imprint options.
PU_GENHDRCHAT02_M_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_002_TheImplantIs=The implant is not taking and I'm afraid we're running out of options.
PU_GENHDRCHAT02_M_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_001_EverythingIsLooking=Everything is looking great, and with the swelling down, I think the bandages can come off next week.
PU_GENHDRCHAT02_M_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_002_HappyToSay=Happy to say that we're expecting you to make a full recovery.
PU_GENHDRCHAT02_M_LBG_Chat_Comments_TreatmentInstruction_IG_001_ButBeforeWe=But before we make any decisions, let's get you in for a round of OTR later today and see what we can learn.
PU_GENHDRCHAT02_M_LBG_Chat_Comments_TreatmentInstruction_IG_002_IdLikeFor=I'd like for you to start taking Sterogen twice a day, starting after your next meal.
PU_GENHDRCHAT02_M_LBG_Chat_Requests_EmergencyOrder_IG_001_GiveMeThat=Give me that! I'll do it myself. It's like working with a bunch of first years.
PU_GENHDRCHAT02_M_LBG_Chat_Requests_EmergencyOrder_IG_002_ClampsSuctionWere=Clamps! Suction! We're almost there, people.
PU_GENHDRCHAT02_M_LBG_Chat_Requests_MedicalOrder_IG_001_GiveMeTwo=Give me two recs of the latanol and let's monitor the reaction.
PU_GENHDRCHAT02_M_LBG_Chat_Requests_MedicalOrder_IG_002_LetsGetTheir=Let's get their KLN up to two hundred and I want them off Roxaphen.
PU_GENHDRCHAT03_M_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_001_ImAfraidIts=I'm afraid it's genetic. Regeneration or not, there's not much we can do for you.
PU_GENHDRCHAT03_M_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_002_ItsYourLungs=It's your lungs. They're in a pretty aggressive decline and most likely, it's just going to get worse.
PU_GENHDRCHAT03_M_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_001_GotSomeGood=Got some good news for you. The tests all came back negative.
PU_GENHDRCHAT03_M_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_002_TheBiopsyResults=The biopsy results came back and I'm happy to say, everything was benign.
PU_GENHDRCHAT03_M_LBG_Chat_Comments_TreatmentInstruction_IG_001_ImGoingTo=I'm going to prescribe some inhibitors and once they have a few days to get going, we'll check again.
PU_GENHDRCHAT03_M_LBG_Chat_Comments_TreatmentInstruction_IG_002_LetsGoAhead=Let's go ahead and flush your system and see if you don't feel a bit better after that.
PU_GENHDRCHAT03_M_LBG_Chat_Requests_EmergencyOrder_IG_001_ComeOnWere=Come on! We're losing them!
PU_GENHDRCHAT03_M_LBG_Chat_Requests_EmergencyOrder_IG_002_INeedMore=I need more light! I can't see anything in here.
PU_GENHDRCHAT03_M_LBG_Chat_Requests_MedicalOrder_IG_001_AllRightI=All right, I want a full diagnostic panel run, and let's see about getting a bio-read as well.
PU_GENHDRCHAT03_M_LBG_Chat_Requests_MedicalOrder_IG_002_WereGoingTo=We're going to need to get an R3P suite ready, and let's see if Dr. Walko is free for a consult.
PU_GENHDRCHAT04_F_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_001_SadlyWeStill=Sadly, we still don't know what's wrong. All the tests we've done have come back negative.
PU_GENHDRCHAT04_F_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_002_UnfortunatelyItsWhat=Unfortunately, it's what we expected.
PU_GENHDRCHAT04_F_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_001_ItTurnsOut=It turns out it was a false alarm. You're going to be fine.
PU_GENHDRCHAT04_F_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_002_ItsAnEasily=It's an easily correctable problem. We have to do a small procedure, but after that you should be as good as new.
PU_GENHDRCHAT04_F_LBG_Chat_Comments_TreatmentInstruction_IG_001_ForNowIm=For now, I'm going to arrange for you to talk to a colleague of mine who will be able to give you a bit more specialized care.
PU_GENHDRCHAT04_F_LBG_Chat_Comments_TreatmentInstruction_IG_002_WereGonnaGet=We're gonna get you on a regimented diet and exercise plan and see if that helps at all.
PU_GENHDRCHAT04_F_LBG_Chat_Requests_EmergencyOrder_IG_001_INeedFull=I need full prep of the laterial! And where the hell is that lap scope? I want it in here now!
PU_GENHDRCHAT04_F_LBG_Chat_Requests_EmergencyOrder_IG_002_DamnItYoure=Damn it! You're not gonna die on my watch!
PU_GENHDRCHAT04_F_LBG_Chat_Requests_MedicalOrder_IG_001_LetsHaveSomeone=Let's have someone prep the patient for the T-Sec, and get Dr. Randell on comms for me.
PU_GENHDRCHAT04_F_LBG_Chat_Requests_MedicalOrder_IG_002_IWantFour=I want four cc's of Constallex and a bag of NR7 swapped in every two hours.
PU_GENHNUCHAT01_F_LBG_Chat_Accepts_MedicalOrder_IG_001_OfCourseDoctor=Of course, doctor.
PU_GENHNUCHAT01_F_LBG_Chat_Accepts_MedicalOrder_IG_002_YesDoctorRight=Yes, doctor. Right away.
PU_GENHNUCHAT02_M_LBG_Chat_Accepts_MedicalOrder_IG_001_RightAwayDoctor=Right away, doctor.
PU_GENHNUCHAT02_M_LBG_Chat_Accepts_MedicalOrder_IG_002_IllGetIt=I'll get it sorted.
PU_GENHNUCHAT03_M_LBG_Chat_Accepts_MedicalOrder_IG_001_UnderstoodDoctor=Understood, doctor.
PU_GENHNUCHAT03_M_LBG_Chat_Accepts_MedicalOrder_IG_002_IllGetIt=I'll get it taken care of.
PU_GENHNUCHAT04_F_LBG_Chat_Accepts_MedicalOrder_IG_001_OnIt=On it.
PU_GENHNUCHAT04_F_LBG_Chat_Accepts_MedicalOrder_IG_002_RightAway=Right away.
PU_GENHPTCHAT01_F_LBG_AudioFidget_Cough_IG_EX_001=[ Coughing ]
PU_GENHPTCHAT01_F_LBG_AudioFidget_Cough_IG_EX_002=[ Coughing ]
PU_GENHPTCHAT01_F_LBG_AudioFidget_Cough_IG_EX_003=[ Coughing ]
PU_GENHPTCHAT01_F_LBG_AudioFidget_Groan_IG_EX_001=[ Groaning ]
PU_GENHPTCHAT01_F_LBG_AudioFidget_Groan_IG_EX_002=[ Groaning ]
PU_GENHPTCHAT01_F_LBG_AudioFidget_Groan_IG_EX_003=[ Groaning ]
PU_GENHPTCHAT01_F_LBG_Chat_Asks_AboutDiagnosis_IG_001_SoDoctorHow=So doctor, how does it look?
PU_GENHPTCHAT01_F_LBG_Chat_Asks_AboutDiagnosis_IG_002_HiDoctorThanks=Hi Doctor, thanks for seeing me.
PU_GENHPTCHAT01_F_LBG_Chat_Response_AboutDiagnosis_Neg_IG_001_IsntThereAnything=Isn't there anything we can do?
PU_GENHPTCHAT01_F_LBG_Chat_Response_AboutDiagnosis_Neg_IG_002_IWasWorried=I was worried that's what you were going say.
PU_GENHPTCHAT01_F_LBG_Chat_Response_AboutDiagnosis_Pos_IG_001_ThatsGreatNews=That's great news.
PU_GENHPTCHAT01_F_LBG_Chat_Response_AboutDiagnosis_Pos_IG_002_ThatsReallyA=That's really a relief to hear.
PU_GENHPTCHAT01_F_LBG_Chat_Response_TreatmentInstruction_IG_001_Okay=Okay.
PU_GENHPTCHAT01_F_LBG_Chat_Response_TreatmentInstruction_IG_002_WillDo=Will do.
PU_GENHPTCHAT02_M_LBG_AudioFidget_Cough_IG_EX_001=[ Coughing ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Cough_IG_EX_002=[ Coughing ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Cough_IG_EX_003=[ Coughing ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Cough_IG_EX_004=[ Coughing ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Cough_IG_EX_005=[ Coughing ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Cough_IG_EX_006=[ Coughing ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Groan_IG_EX_001=[ Groaning ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Groan_IG_EX_002=[ Groaning ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Groan_IG_EX_003=[ Groaning ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Groan_IG_EX_004=[ Groaning ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Groan_IG_EX_005=[ Groaning ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Groan_IG_EX_006=[ Groaning ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Groan_IG_EX_007=[ Groaning ]
PU_GENHPTCHAT02_M_LBG_Chat_Asks_AboutDiagnosis_IG_001_SoHaveThe=So have the results come in, doctor?
PU_GENHPTCHAT02_M_LBG_Chat_Asks_AboutDiagnosis_IG_002_AnyNewsDoctor=Any news, doctor?
PU_GENHPTCHAT02_M_LBG_Chat_Response_AboutDiagnosis_Neg_IG_001_IGuessIm=I guess I'm happy just to know one way or the other.
PU_GENHPTCHAT02_M_LBG_Chat_Response_AboutDiagnosis_Neg_IG_002_FiguredItWas=Figured it was only a matter of time.
PU_GENHPTCHAT02_M_LBG_Chat_Response_AboutDiagnosis_Pos_IG_001_ICantWait=I can't wait to tell the kids. They've been so worried about me.
PU_GENHPTCHAT02_M_LBG_Chat_Response_AboutDiagnosis_Pos_IG_002_ThatsWonderfulThank=That's wonderful. Thank you.
PU_GENHPTCHAT02_M_LBG_Chat_Response_TreatmentInstruction_IG_001_AllRight=All right.
PU_GENHPTCHAT02_M_LBG_Chat_Response_TreatmentInstruction_IG_002_IfYouThink=If you think that's best.
PU_GENHPTCHAT03_M_LBG_AudioFidget_Cough_IG_EX_001=[ Coughing ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Cough_IG_EX_002=[ Coughing ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Cough_IG_EX_003=[ Coughing ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Cough_IG_EX_004=[ Coughing ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Cough_IG_EX_005=[ Coughing ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Cough_IG_EX_006=[ Coughing ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Cough_IG_EX_007=[ Coughing ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_001=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_002=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_003=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_004=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_005=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_006=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_007=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_008=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_009=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_Chat_Asks_AboutDiagnosis_IG_001_JustGiveIt=Just give it to me straight, doc. How bad is it?
PU_GENHPTCHAT03_M_LBG_Chat_Asks_AboutDiagnosis_IG_002_WhatsTheDiagnosis=What's the diagnosis, doc? And don't sugar coat it.
PU_GENHPTCHAT03_M_LBG_Chat_Response_AboutDiagnosis_Neg_IG_001_WellThatsA=Well, that's a real kick in the gut.
PU_GENHPTCHAT03_M_LBG_Chat_Response_AboutDiagnosis_Neg_IG_002_ThatsAllYou=That's all you can say? What the hell am I paying you for?
PU_GENHPTCHAT03_M_LBG_Chat_Response_AboutDiagnosis_Pos_IG_001_WellIllBe=Well, I'll be. I was expecting a lot worse than that.
PU_GENHPTCHAT03_M_LBG_Chat_Response_AboutDiagnosis_Pos_IG_002_GuessIWont=Guess I won't be dying just yet then.
PU_GENHPTCHAT03_M_LBG_Chat_Response_TreatmentInstruction_IG_001_IfYouSay=If you say so, doc.
PU_GENHPTCHAT03_M_LBG_Chat_Response_TreatmentInstruction_IG_002_Fine=Fine.
PU_GENHPTCHAT04_F_LBG_AudioFidget_Cough_IG_EX_001=[ Coughing ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Cough_IG_EX_002=[ Coughing ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Cough_IG_EX_003=[ Coughing ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Cough_IG_EX_004=[ Coughing ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Cough_IG_EX_005=[ Coughing ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Cough_IG_EX_006=[ Coughing ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Cough_IG_EX_007=[ Coughing ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_001=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_002=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_003=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_004=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_005=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_006=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_007=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_008=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_009=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_010=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_011=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_012=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_013=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_014=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_Chat_Asks_AboutDiagnosis_IG_001_DoctorThankYou=Doctor, thank you for seeing me.
PU_GENHPTCHAT04_F_LBG_Chat_Asks_AboutDiagnosis_IG_002_HaveYouGotten=Have you gotten the results back, doctor?
PU_GENHPTCHAT04_F_LBG_Chat_Response_AboutDiagnosis_Neg_IG_001_YouGotTo=You got to be kidding me.
PU_GENHPTCHAT04_F_LBG_Chat_Response_AboutDiagnosis_Neg_IG_002_WellThatsJust=Well, that's just great.
PU_GENHPTCHAT04_F_LBG_Chat_Response_AboutDiagnosis_Pos_IG_001_ThatsFantasticI=That's fantastic. I could hug you right now.
PU_GENHPTCHAT04_F_LBG_Chat_Response_AboutDiagnosis_Pos_IG_002_OkayGreatThats=Okay. Great. That's good to hear.
PU_GENHPTCHAT04_F_LBG_Chat_Response_TreatmentInstruction_IG_001_SureIfThats=Sure, if that's what's best.
PU_GENHPTCHAT04_F_LBG_Chat_Response_TreatmentInstruction_IG_002_SoundsLikeIts=Sounds like it's worth a shot.
PU_GENNPC1_CV_Friendly_Affirm_IG_001_Sure=Sure.
PU_GENNPC1_CV_Friendly_Affirm_IG_002_Yeah=Yeah.
PU_GENNPC1_CV_Friendly_Affirm_IG_003_Totally=Totally.
PU_GENNPC1_CV_Friendly_Affirm_IG_004_Okay=Okay.
PU_GENNPC1_CV_Friendly_Affirm_IG_005_AllRight=All right.
PU_GENNPC1_CV_Friendly_AirlockComments_IG_001_CanYouHold=Can you hold the airlock?
PU_GENNPC1_CV_Friendly_AirlockComments_IG_002_HoldTheAirlock=Hold the airlock!
PU_GENNPC1_CV_Friendly_BarComments_IG_001_DrinkPlease=Drink, please.
PU_GENNPC1_CV_Friendly_BarComments_IG_002_IllHaveA=I'll have a beer.
PU_GENNPC1_CV_Friendly_BarComments_IG_003_Whiskey=Whiskey.
PU_GENNPC1_CV_Friendly_BarComments_IG_004_GodImThirsty=God, I'm thirsty.
PU_GENNPC1_CV_Friendly_BarComments_IG_005_ThisIsReally=This is really good.
PU_GENNPC1_CV_Friendly_BarComments_IG_006_IllTakeAnother=I'll take another one.
PU_GENNPC1_CV_Friendly_BarComments_IG_007_OneMoreRound=One more round.
PU_GENNPC1_CV_Friendly_BarComments_IG_008_ImGoodThanks=I'm good, thanks.
PU_GENNPC1_CV_Friendly_BarComments_IG_009_NoThatsIt=No, that's it for me.
PU_GENNPC1_CV_Friendly_BarComments_IG_010_TodayWasCrazy=Today was crazy.
PU_GENNPC1_CV_Friendly_BarComments_IG_011_WhatsThisSong=What's this song?
PU_GENNPC1_CV_Friendly_BarComments_IG_012_MusicIsABit=Music is a bit loud.
PU_GENNPC1_CV_Friendly_BarComments_IG_013_LooksALittle=Looks a little busier than normal.
PU_GENNPC1_CV_Friendly_BarComments_IG_014_ThingsSeemTo=Things seem to be picking up around here.
PU_GENNPC1_CV_Friendly_BarComments_IG_015_PrettyQuietIn=Pretty quiet in here.
PU_GENNPC1_CV_Friendly_ConvoCont_Bored_IG_001_Yup=Yup.
PU_GENNPC1_CV_Friendly_ConvoCont_Bored_IG_002_So=So?
PU_GENNPC1_CV_Friendly_ConvoCont_Bored_IG_003_And=And?
PU_GENNPC1_CV_Friendly_ConvoCont_Bored_IG_004_WhatOfIt=What of it?
PU_GENNPC1_CV_Friendly_ConvoCont_Neutral_IG_001_Okay=Okay.
PU_GENNPC1_CV_Friendly_ConvoCont_Neutral_IG_002_UhHuh=Uh huh.
PU_GENNPC1_CV_Friendly_ConvoCont_Neutral_IG_003_Yeah=Yeah?
PU_GENNPC1_CV_Friendly_ConvoCont_Neutral_IG_004_ThenWhat=Then what?
PU_GENNPC1_CV_Friendly_ConvoCont_Sarcastic_IG_001_YeahSure=Yeah. Sure.
PU_GENNPC1_CV_Friendly_ConvoCont_Sarcastic_IG_002_WhateverYouSay=Whatever you say.
PU_GENNPC1_CV_Friendly_ConvoCont_Sarcastic_IG_003_ThatsReallyGreat=That's really great.
PU_GENNPC1_CV_Friendly_ConvoCont_Sarcastic_IG_004_GoodForYou=Good for you.
PU_GENNPC1_CV_Friendly_ConvoCont_Serious_IG_001_HellNo=Hell no.
PU_GENNPC1_CV_Friendly_ConvoCont_Serious_IG_002_NoWay=No way.
PU_GENNPC1_CV_Friendly_ConvoCont_Serious_IG_003_IDontThink=I don't think so.
PU_GENNPC1_CV_Friendly_ConvoCont_Serious_IG_004_YeahRight=Yeah, right.
PU_GENNPC1_CV_Friendly_ConvoCont_Surprise_IG_001_What=What!
PU_GENNPC1_CV_Friendly_ConvoCont_Surprise_IG_002_NoWay=No way!
PU_GENNPC1_CV_Friendly_ConvoCont_Surprise_IG_003_YouSerious=You serious?
PU_GENNPC1_CV_Friendly_ConvoCont_Surprise_IG_004_Crazy=Crazy.
PU_GENNPC1_CV_Friendly_ConvoCont_Upbeat_IG_001_Nice=Nice!
PU_GENNPC1_CV_Friendly_ConvoCont_Upbeat_IG_002_Awesome=Awesome!
PU_GENNPC1_CV_Friendly_ConvoCont_Upbeat_IG_003_ThatsGreat=That's great!
PU_GENNPC1_CV_Friendly_ConvoCont_Upbeat_IG_004_Wow=Wow!
PU_GENNPC1_CV_Friendly_Farewell_IG_001_IllCatchYOu=I'll catch you later.
PU_GENNPC1_CV_Friendly_Farewell_IG_002_SeeYouLater=See you later.
PU_GENNPC1_CV_Friendly_Farewell_IG_003_Later=Later.
PU_GENNPC1_CV_Friendly_Farewell_IG_004_AllRightI=All right, I gotta head out.
PU_GENNPC1_CV_Friendly_Farewell_IG_005_SeeYouAround=See you around.
PU_GENNPC1_CV_Friendly_Farewell_IG_006_NiceSeeingYou=Nice seeing you.
PU_GENNPC1_CV_Friendly_Farewell_IG_007_TakeItEasy=Take it easy.
PU_GENNPC1_CV_Friendly_Farewell_IG_008_HaveAGood=Have a good one.
PU_GENNPC1_CV_Friendly_FoodComments_IG_001_IAmStarving=I am starving.
PU_GENNPC1_CV_Friendly_FoodComments_IG_002_ImNotSuper=I'm not super hungry, so maybe something light.
PU_GENNPC1_CV_Friendly_FoodComments_IG_003_HmmLetsSee=Hmm... Let's see.
PU_GENNPC1_CV_Friendly_FoodComments_IG_004_WhatToHave=What to have... What to have...
PU_GENNPC1_CV_Friendly_FoodComments_IG_005_IHadThat=I had that yesterday, so maybe something else.
PU_GENNPC1_CV_Friendly_FoodComments_IG_006_IRememberThere=I remember there was something I really liked last time, but I can't remember?
PU_GENNPC1_CV_Friendly_FoodComments_IG_007_DoYouDo=Do you do substitutions?
PU_GENNPC1_CV_Friendly_FoodComments_IG_008_WouldYouRecommend,P=Would you recommend anything?
PU_GENNPC1_CV_Friendly_Greetings_IG_001_Hey=Hey.
PU_GENNPC1_CV_Friendly_Greetings_IG_002_HeyThere=Hey there.
PU_GENNPC1_CV_Friendly_Greetings_IG_003_Hi=Hi.
PU_GENNPC1_CV_Friendly_Greetings_IG_004_HowsItGoing=How's it going?
PU_GENNPC1_CV_Friendly_Greetings_IG_005_EverythingGood=Everything good?
PU_GENNPC1_CV_Friendly_Greetings_IG_006_HeyWhatsUp=Hey, what's up.
PU_GENNPC1_CV_Friendly_Neg_IG_001_No=No.
PU_GENNPC1_CV_Friendly_Neg_IG_002_NoCanDo=No can do.
PU_GENNPC1_CV_Friendly_Neg_IG_003_SorryCant=Sorry, can't.
PU_GENNPC1_CV_Friendly_Neg_IG_004_NotSure=Not sure.
PU_GENNPC1_CV_Friendly_Neg_IG_005_IDontKnow=I don't know.
PU_GENNPC1_CV_Friendly_Neg_IG_006_NotReally=Not really.
PU_GENNPC1_CV_Friendly_PhysicalBump_IG_001_Whoops=Whoops.
PU_GENNPC1_CV_Friendly_PhysicalBump_IG_002_Sorry=Sorry.
PU_GENNPC1_CV_Friendly_PhysicalBump_IG_003_ExcuseMe=Excuse me.
PU_GENNPC1_CV_Friendly_PhysicalBump_IG_004_Pardon=Pardon.
PU_GENNPC1_CV_Friendly_PhysicalBump_IG_005_WatchIt=Watch it!
PU_GENNPC1_CV_Friendly_PlayerLingers_IG_001_YouNeedSomething=You need something?
PU_GENNPC1_CV_Friendly_PlayerLingers_IG_002_CanIHelp=Can I help you?
PU_GENNPC1_CV_Friendly_PlayerLingers_IG_003_What=What?
PU_GENNPC1_CV_Friendly_PlayerLingers_IG_004_WeGotA=We got a problem?
PU_GENNPC1_CV_Friendly_RandomChatter_IG_001_HowAboutThe=How about the traffic today? Took me twice as long to get here.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_002_ThisPlaceHas=This place has really gone downhill.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_003_WhyCantPeople=Why can't people clean up after themselves?
PU_GENNPC1_CV_Friendly_RandomChatter_IG_004_NotToJinx=Not to jinx it, but I got a job offer yesterday. I don't want to say anything just in case I don't get it, but it could be a big deal.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_005_AFriendOf=A friend of mine was telling me they got stopped by the Advocacy the other day for no reason. One moment they're flying, the next they're stopped and scanned. Worst part is I'm not even surprised.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_006_YouHearAbout=You hear about what's happening on Charon III? As if Vanduul weren't bad enough, we got these people going out of their way to kill each other.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_007_BishopEveryoneThinks=Bishop... Everyone think's he's so great, but you ask me, I think Costigan and his cronies are just trying to distract us from the real issues.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_008_CanYouBelieve=Can you believe it? A Tevarin senator. Never though I'd see the day.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_009_IWasReading=I was reading on the spec earlier that Elroy Cass crashed a ship into a Cry-Astro. Five creds says he's back in rehab tomorrow.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_010_YouCatchFake=You catch 'Fake Outs' a few weeks ago. Hid a guy in a Vanduul costume inside some poor joe's Aurora. Thought he was going to have a heart attack right then and there.
PU_GENNPC1_CV_Friendly_ShipComments_IG_001_IDontUnderstand=Uh, I don't... I don't understand. How can you just lose a ship.
PU_GENNPC1_CV_Friendly_ShipComments_IG_002_HowLongDoes=How long does it take to get a ship out of storage. This is ridiculous.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_001_HmmImHaving=Hmm. I'm having a really hard time deciding.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_002_ToBeHonest=To be honest, I'm not quite sure...
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_003_YeahIDont=(Indecisive) Yeah, I don't know... I don't know?
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_004_DoYouHave,P=Do you have this in any other sizes?
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_005_IsThisAll,P=Is this all you have?
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_006_ImLookingFor=I'm looking for something for my friend's birthday. Not sure what yet.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_007_ThesePricesSeem=These prices seem a little high.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_008_ThisOnesPretty=This one's pretty nice.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_009_ILikeThe=I like the looks of this one.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_010_YeahThisIs=Yeah, this is all right.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_011_JustBrowsingThanks=Just browsing, thanks.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_012_ImNotReally=I'm not really seeing anything I like.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_013_LoveThisOne=Love this one a lot.
PU_GENNPC1_CV_Friendly_Thanks_IG_001_Thanks=Thanks.
PU_GENNPC1_CV_Friendly_Thanks_IG_002_ThankYou=Thank you.
PU_GENNPC1_CV_Friendly_Thanks_IG_003_AppreciateIt=Appreciate it.
PU_GENNPC1_CV_Friendly_YoureWelcome_IG_001_SureThing=Sure thing.
PU_GENNPC1_CV_Friendly_YoureWelcome_IG_002_NoProblem=No problem.
PU_GENNPC1_CV_Friendly_YoureWelcome_IG_003_YoureWelcome=You're welcome.
PU_GENNPC1_CV_Friendly_YoureWelcome_IG_004_GladToHelp=Glad to help.
PU_GENNPC1_CV_Gruff_Affirm_IG_001_Sure=Sure.
PU_GENNPC1_CV_Gruff_Affirm_IG_002_Yeah=Yeah.
PU_GENNPC1_CV_Gruff_Affirm_IG_003_Okay=Okay.
PU_GENNPC1_CV_Gruff_Affirm_IG_003b_Okay=Okay.
PU_GENNPC1_CV_Gruff_Affirm_IG_004_Fine=Fine.
PU_GENNPC1_CV_Gruff_Affirm_IG_006_AllRight=All right.
PU_GENNPC1_CV_Gruff_AirlockComments_IG_001_HoldTheDoor=Hold the door.
PU_GENNPC1_CV_Gruff_BarComments_IG_001_GiveMeSomething,P=Give me something strong.
PU_GENNPC1_CV_Gruff_BarComments_IG_002_BeerMe=Beer me.
PU_GENNPC1_CV_Gruff_BarComments_IG_003_GimmeABeer=Gimme a beer.
PU_GENNPC1_CV_Gruff_BarComments_IG_004_Whiskey,P=Whiskey.
PU_GENNPC1_CV_Gruff_BarComments_IG_005_StiffDrinkAnd,P=Stiff drink and keep 'em coming.
PU_GENNPC1_CV_Gruff_BarComments_IG_006_Another=Another.
PU_GENNPC1_CV_Gruff_BarComments_IG_007_HitMeAgain=Hit me again.
PU_GENNPC1_CV_Gruff_BarComments_IG_008_ThatsItFor=That's it for me.
PU_GENNPC1_CV_Gruff_BarComments_IG_009_NahImDone=Nah, I'm done.
PU_GENNPC1_CV_Gruff_BarComments_IG_010_ManImWiped=Man, I'm wiped.
PU_GENNPC1_CV_Gruff_BarComments_IG_011_LongDay=Long day.
PU_GENNPC1_CV_Gruff_BarComments_IG_012_DefinitelyNeededA=Definitely needed a drink.
PU_GENNPC1_CV_Gruff_ConvoCont_Bored_IG_001_Yup=Yup.
PU_GENNPC1_CV_Gruff_ConvoCont_Bored_IG_002_So=So?
PU_GENNPC1_CV_Gruff_ConvoCont_Bored_IG_003_And=And?
PU_GENNPC1_CV_Gruff_ConvoCont_Bored_IG_004_WhatOfIt=What of it?
PU_GENNPC1_CV_Gruff_ConvoCont_Neutral_IG_001_Okay=Okay.
PU_GENNPC1_CV_Gruff_ConvoCont_Neutral_IG_002_UhHuh=Uh huh.
PU_GENNPC1_CV_Gruff_ConvoCont_Neutral_IG_003_Yeah=Yeah?
PU_GENNPC1_CV_Gruff_ConvoCont_Neutral_IG_004_ThenWhat=Then what?
PU_GENNPC1_CV_Gruff_ConvoCont_Sarcastic_IG_001_YeahSure=Yeah. Sure.
PU_GENNPC1_CV_Gruff_ConvoCont_Sarcastic_IG_002_WhateverYouSay=Whatever you say.
PU_GENNPC1_CV_Gruff_ConvoCont_Sarcastic_IG_003_ThatsReallyGreat=That's really great.
PU_GENNPC1_CV_Gruff_ConvoCont_Sarcastic_IG_004_GoodForYou=Good for you.
PU_GENNPC1_CV_Gruff_ConvoCont_Serious_IG_001_HellNo=Hell no.
PU_GENNPC1_CV_Gruff_ConvoCont_Serious_IG_002_NoWay=No way.
PU_GENNPC1_CV_Gruff_ConvoCont_Serious_IG_003_IDontThink=I don't think so.
PU_GENNPC1_CV_Gruff_ConvoCont_Serious_IG_004_YeahRight=Yeah, right
PU_GENNPC1_CV_Gruff_ConvoCont_Surprise_IG_001_What=What!
PU_GENNPC1_CV_Gruff_ConvoCont_Surprise_IG_002_NoWay=No way!
PU_GENNPC1_CV_Gruff_ConvoCont_Surprise_IG_003_YouSerious=You serious?
PU_GENNPC1_CV_Gruff_ConvoCont_Surprise_IG_004_FuckingHell=Fucking hell.
PU_GENNPC1_CV_Gruff_ConvoCont_Upbeat_IG_001_ThatsGood=That's good.
PU_GENNPC1_CV_Gruff_ConvoCont_Upbeat_IG_002_Nice=Nice.
PU_GENNPC1_CV_Gruff_ConvoCont_Upbeat_IG_003_Great=Great.
PU_GENNPC1_CV_Gruff_ConvoCont_Upbeat_IG_004_NotBad=Not bad.
PU_GENNPC1_CV_Gruff_Farewell_IG_001_IllCatchYou=I'll catch you later.
PU_GENNPC1_CV_Gruff_Farewell_IG_002_SeeYouLater=See you later.
PU_GENNPC1_CV_Gruff_Farewell_IG_003_Later=Later.
PU_GENNPC1_CV_Gruff_Farewell_IG_004_SeeYouAround=See you around.
PU_GENNPC1_CV_Gruff_FoodComments_IG_001_IveFlushedThings=I've flushed things that look more appealing.
PU_GENNPC1_CV_Gruff_FoodComments_IG_002_OneThingIs=One thing is as good as the rest, really. It all goes to the same place.
PU_GENNPC1_CV_Gruff_FoodComments_IG_003_WhenWasThis=When was this cooked?
PU_GENNPC1_CV_Gruff_FoodComments_IG_004_GiveMeA=Give me a damn second, I'm deciding.
PU_GENNPC1_CV_Gruff_FoodComments_IG_005_HowLongDoes=How long does it take to make some food?
PU_GENNPC1_CV_Gruff_Greetings_IG_001_Hey=Hey.
PU_GENNPC1_CV_Gruff_Greetings_IG_002_HeyThere=Hey there.
PU_GENNPC1_CV_Gruff_Greetings_IG_003_HowsItGoing=How's it going?
PU_GENNPC1_CV_Gruff_Greetings_IG_004_HeyWhatsUp=Hey, what's up.
PU_GENNPC1_CV_Gruff_Neg_IG_001_No=No.
PU_GENNPC1_CV_Gruff_Neg_IG_002_NoCanDo=No can do.
PU_GENNPC1_CV_Gruff_Neg_IG_003_NotGonnaHappen=Not gonna happen.
PU_GENNPC1_CV_Gruff_Neg_IG_004_ForgetIt=Forget it.
PU_GENNPC1_CV_Gruff_Neg_IG_005_FuckOff=Fuck off.
PU_GENNPC1_CV_Gruff_Neg_IG_006_NotAChance=Not a chance.
PU_GENNPC1_CV_Gruff_PhysicalBump_IG_001_WhatTheHell=What the hell!
PU_GENNPC1_CV_Gruff_PhysicalBump_IG_002_WatchIt=Watch it.
PU_GENNPC1_CV_Gruff_PhysicalBump_IG_003_Easy=Easy.
PU_GENNPC1_CV_Gruff_PhysicalBump_IG_004_LookWhereYoure=Look where you're going.
PU_GENNPC1_CV_Gruff_PhysicalBump_IG_004b_LookWhereYoure=Look where you're going.
PU_GENNPC1_CV_Gruff_PhysicalBump_IG_005_Hey=Hey!
PU_GENNPC1_CV_Gruff_PlayerLingers_IG_001_WhatTheHell=What the hell you looking at?
PU_GENNPC1_CV_Gruff_PlayerLingers_IG_002_What=What?
PU_GENNPC1_CV_Gruff_PlayerLingers_IG_003_WeGotA=We got a problem?
PU_GENNPC1_CV_Gruff_RandomChatter_IG_001_IsItJust=Is it just me or is the drift getting more crowded? Seems I can hardly find room to think these days.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_002_YouHearAbout=You hear about Skeller? Advos nabbed 'em. Damn shame.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_003_LookEitherYou=Look, either you get it or you don't. I'm not gonna explain it again.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_004_IHaulMy=I haul my ass through two separate systems just to have the price fall out? Talk about taking one sideways.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_005_HalfMyAge=Half my age and acts like he knows everything. Let's see how much he knows when he gets a bullet through the eye.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_006_AllImSaying=All I'm saying is if you hire me for a job, you damn well be ready to pay what you owe. One way or the another.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_007_YouShouldHave=You should have seen his face. Looked like he had swallowed a bug. Thought he was gonna cry. It was hilarious.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_008_SameShitDifferent=Same shit, different day.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_009_SoTheseHunkers=So these hunkers were blasting this noise right outside my window. I tell them to turn it down and they tell me it's the Leedos. Like I give a crap what cruddy band it is. I was this close to setting off an EMP just to shut 'em up.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_010_YouGoingTo=You going to Teller's funeral? Can't decide if I want to go.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_011_FoodMightBe=Food might be good.
PU_GENNPC1_CV_Gruff_ShipComments_IG_001_YouBetterFigure=You better figure out where my ship is, and you better do it now.
PU_GENNPC1_CV_Gruff_ShipComments_IG_002_HowLongDoes=How long does it take to get a ship out of storage. This is ridiculous.
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_001_WhatALot=What a lot of crap.
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_002_IsThisAll=Is this all you got?
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_003_ThatsKindaOkay=That's kinda okay.
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_004_ThisOnesNot=This one's not too bad.
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_005_SomeNerveCharging,P=Some nerve. Charging these prices for this tritus.
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_006_IdBeBetter=I'd be better off just going to get it myself.
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_007_ILikeThe=I like the looks of this.
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_008_BackOffIm=Back off, I'm just looking.
PU_GENNPC1_CV_Gruff_Thanks_IG_001_Thanks=Thanks.
PU_GENNPC2_CV_Friendly_Affirm_IG_001_Sure=Sure.
PU_GENNPC2_CV_Friendly_Affirm_IG_002_Yeah=Yeah.
PU_GENNPC2_CV_Friendly_Affirm_IG_003_Totally=Totally.
PU_GENNPC2_CV_Friendly_Affirm_IG_004_Okay=Okay.
PU_GENNPC2_CV_Friendly_Affirm_IG_005_AllRight=All right.
PU_GENNPC2_CV_Friendly_AirlockComments_IG_001_CanYouHold=Can you hold the airlock?
PU_GENNPC2_CV_Friendly_AirlockComments_IG_002_HoldTheAirlock=Hold the airlock!
PU_GENNPC2_CV_Friendly_BarComments_IG_001_DrinkPlease=Drink, please.
PU_GENNPC2_CV_Friendly_BarComments_IG_002_IllHaveA=I'll have a beer.
PU_GENNPC2_CV_Friendly_BarComments_IG_003_Whiskey=Whiskey.
PU_GENNPC2_CV_Friendly_BarComments_IG_004_GodImThirsty=God, I'm thirsty.
PU_GENNPC2_CV_Friendly_BarComments_IG_005_ThisIsReally=This is really good.
PU_GENNPC2_CV_Friendly_BarComments_IG_006_IllTakeAnother=I'll take another one.
PU_GENNPC2_CV_Friendly_BarComments_IG_007_OneMoreAround=One more round.
PU_GENNPC2_CV_Friendly_BarComments_IG_008_ImGoodThanks=I'm good, thanks.
PU_GENNPC2_CV_Friendly_BarComments_IG_009_NoThatsIt=No, that's it for me.
PU_GENNPC2_CV_Friendly_BarComments_IG_010_TodayWasCrazy=Today was crazy.
PU_GENNPC2_CV_Friendly_BarComments_IG_011_WhatsThisSong=What's this song?
PU_GENNPC2_CV_Friendly_BarComments_IG_012_MusicIsA=Music is a bit loud.
PU_GENNPC2_CV_Friendly_BarComments_IG_013_LooksALittle=Looks a little busier than normal.
PU_GENNPC2_CV_Friendly_BarComments_IG_014_ThingsSeemTo=Things seem to be picking up around here.
PU_GENNPC2_CV_Friendly_BarComments_IG_015_PrettyQuietIn=Pretty quiet in here.
PU_GENNPC2_CV_Friendly_ConvoCont_Bored_IG_001_Yup=Yup.
PU_GENNPC2_CV_Friendly_ConvoCont_Bored_IG_002_So=So?
PU_GENNPC2_CV_Friendly_ConvoCont_Bored_IG_003_And=And?
PU_GENNPC2_CV_Friendly_ConvoCont_Bored_IG_004_WhatOfIt=What of it?
PU_GENNPC2_CV_Friendly_ConvoCont_Neutral_IG_001_Okay=Okay.
PU_GENNPC2_CV_Friendly_ConvoCont_Neutral_IG_002_UhHuh=Uh huh.
PU_GENNPC2_CV_Friendly_ConvoCont_Neutral_IG_003_Yeah=Yeah?
PU_GENNPC2_CV_Friendly_ConvoCont_Neutral_IG_004_ThenWhat=Then what?
PU_GENNPC2_CV_Friendly_ConvoCont_Sarcastic_IG_001_YeahSure=Yeah. Sure.
PU_GENNPC2_CV_Friendly_ConvoCont_Sarcastic_IG_002_WhateverYouSay=Whatever you say.
PU_GENNPC2_CV_Friendly_ConvoCont_Sarcastic_IG_003_ThatsReallyGreat=That's really great.
PU_GENNPC2_CV_Friendly_ConvoCont_Sarcastic_IG_004_GoodForYou=Good for you.
PU_GENNPC2_CV_Friendly_ConvoCont_Serious_IG_001_HellNo=Hell no.
PU_GENNPC2_CV_Friendly_ConvoCont_Serious_IG_002_NoWay=No way.
PU_GENNPC2_CV_Friendly_ConvoCont_Serious_IG_003_IDontThink=I don't think so.
PU_GENNPC2_CV_Friendly_ConvoCont_Serious_IG_004_YeahRight=Yeah, right.
PU_GENNPC2_CV_Friendly_ConvoCont_Surprise_IG_001_What=What!
PU_GENNPC2_CV_Friendly_ConvoCont_Surprise_IG_002_NoWay=No way!
PU_GENNPC2_CV_Friendly_ConvoCont_Surprise_IG_003_YouSerious=You serious?
PU_GENNPC2_CV_Friendly_ConvoCont_Surprise_IG_004_Crazy=Crazy.
PU_GENNPC2_CV_Friendly_ConvoCont_Upbeat_IG_001_Nice=Nice!
PU_GENNPC2_CV_Friendly_ConvoCont_Upbeat_IG_002_Awesome=Awesome!
PU_GENNPC2_CV_Friendly_ConvoCont_Upbeat_IG_003_ThatsGreat=That's great!
PU_GENNPC2_CV_Friendly_ConvoCont_Upbeat_IG_004_Wow=Wow!
PU_GENNPC2_CV_Friendly_Farewell_IG_001_IllCatchYou=I'll catch you later.
PU_GENNPC2_CV_Friendly_Farewell_IG_002_SeeYouLater=See you later.
PU_GENNPC2_CV_Friendly_Farewell_IG_003_Later=Later.
PU_GENNPC2_CV_Friendly_Farewell_IG_004_AllRightI=All right, I gotta head out.
PU_GENNPC2_CV_Friendly_Farewell_IG_005_SeeYouAround=See you around.
PU_GENNPC2_CV_Friendly_Farewell_IG_006_NiceSeeingYou=Nice seeing you.
PU_GENNPC2_CV_Friendly_Farewell_IG_007_TakeItEasy=Take it easy.
PU_GENNPC2_CV_Friendly_Farewell_IG_008_HaveAGood=Have a good one.
PU_GENNPC2_CV_Friendly_FoodComments_IG_001_IAmStarving=I am starving.
PU_GENNPC2_CV_Friendly_FoodComments_IG_002_ImNotSuper=I'm not super hungry, so maybe something light.
PU_GENNPC2_CV_Friendly_FoodComments_IG_003_HmmLetsSee=Hmm... Let's see.
PU_GENNPC2_CV_Friendly_FoodComments_IG_004_WhatToHave=What to have... What to have...
PU_GENNPC2_CV_Friendly_FoodComments_IG_005_IHadThat=I had that yesterday, so maybe something else.
PU_GENNPC2_CV_Friendly_FoodComments_IG_006_IRememberThere=I remember there was something I really liked last time, but I can't remember?
PU_GENNPC2_CV_Friendly_FoodComments_IG_007_DoYouDo=Do you do substitutions?
PU_GENNPC2_CV_Friendly_FoodComments_IG_008_WouldYouRecommend,P=Would you recommend anything?
PU_GENNPC2_CV_Friendly_Greetings_IG_001_Hey=Hey.
PU_GENNPC2_CV_Friendly_Greetings_IG_002_HeyThere=Hey there.
PU_GENNPC2_CV_Friendly_Greetings_IG_003_Hi=Hi.
PU_GENNPC2_CV_Friendly_Greetings_IG_004_HowsItGoing=How's it going?
PU_GENNPC2_CV_Friendly_Greetings_IG_005_EverythingGood=Everything good?
PU_GENNPC2_CV_Friendly_Greetings_IG_006_HeyWhatsUp=Hey, what's up.
PU_GENNPC2_CV_Friendly_Neg_IG_001_No=No.
PU_GENNPC2_CV_Friendly_Neg_IG_002_NoCanDo=No can do.
PU_GENNPC2_CV_Friendly_Neg_IG_003_SorryCant=Sorry, can't.
PU_GENNPC2_CV_Friendly_Neg_IG_004_NotSure=Not sure.
PU_GENNPC2_CV_Friendly_Neg_IG_005_IDontKnow=I don't know.
PU_GENNPC2_CV_Friendly_Neg_IG_006_NotReally=Not really.
PU_GENNPC2_CV_Friendly_PhysicalBump_IG_001_Whoops=Whoops.
PU_GENNPC2_CV_Friendly_PhysicalBump_IG_002_Sorry=Sorry.
PU_GENNPC2_CV_Friendly_PhysicalBump_IG_003_ExcuseMe=Excuse me.
PU_GENNPC2_CV_Friendly_PhysicalBump_IG_004_Pardon=Pardon.
PU_GENNPC2_CV_Friendly_PhysicalBump_IG_005_WatchIt=Watch it!
PU_GENNPC2_CV_Friendly_PlayerLingers_IG_001_YouNeedSomething=You need something?
PU_GENNPC2_CV_Friendly_PlayerLingers_IG_002_CanIHelp=Can I help you?
PU_GENNPC2_CV_Friendly_PlayerLingers_IG_003_What=What?
PU_GENNPC2_CV_Friendly_PlayerLingers_IG_004_WeGotA=We got a problem?
PU_GENNPC2_CV_Friendly_RandomChatter_IG_001_HowAboutThe=How about the traffic today? Took me twice as long to get here.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_002_ThisPlaceHas=This place has really gone downhill.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_003_WhyCantPeople=Why can't people clean up after themselves?
PU_GENNPC2_CV_Friendly_RandomChatter_IG_004_NotToJinx=Not to jinx it, but I got a job offer yesterday. I don't want to say anything just in case I don't get it, but it could be a big deal.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_005_AFriendOfMine=A friend of mine was telling me they got stopped by the Advocacy the other day for no reason. One moment they're flying, the next they're stopped and scanned. Worst part is I'm not even surprised.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_006_YouHearAbout=You hear about what's happening on Charon III? As if Vanduul weren't bad enough, we got these people going out of their way to kill each other.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_007_BishopEveryoneThinks=Bishop... Everyone think's he's so great, but you ask me, I think Costigan and his cronies are just trying to distract us from the real issues.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_008_CanYouBelieve=Can you believe it? a Tevarin senator. Never though I'd see the day.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_009_IWasReally=I was reading on the spec earlier that Elroy Cass crashed a ship into a Cry-Astro. Five creds says he's back in rehab tomorrow.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_010_YouCatchFake=You catch 'Fake Outs' a few weeks ago. Hid a guy in a Vanduul costume inside some poor joe's Aurora. Thought he was going to have a heart attack right then and there.
PU_GENNPC2_CV_Friendly_ShipComments_IG_001_IDontUnderstand=I don't understand. How can you just lose a ship.
PU_GENNPC2_CV_Friendly_ShipComments_IG_002_HowLongsDoes=How long does it take to get a ship out of storage. This is ridiculous.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_001_HmmImHaving=Hmm. I'm having a really hard time deciding.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_002_ToBeHonest=To be honest, I'm not quite sure...
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_003_YeahIDont=(indecisive) Yeah, I don't know... I don't know?
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_004_DoYouHave,P=Do you have this in any other sizes?
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_005_IsThisAll,P=Is this all you have?
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_006_ImLookingFor=I'm looking for something for my friend's birthday. Not sure what yet.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_007_ThesePricesSeem=These prices seem a little high.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_008_ThisOnesPretty=This one's pretty nice.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_009_ILikeThe=I like the looks of this one.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_010_YeahThisIs=Yeah, this is all right.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_011_JustBrowsingThanks=Just browsing, thanks.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_012_ImNotReally=I'm not really seeing anything I like.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_013_LoveThisOne=Love this one a lot.
PU_GENNPC2_CV_Friendly_Thanks_IG_001_Thanks=Thanks.
PU_GENNPC2_CV_Friendly_Thanks_IG_002_ThankYou=Thank you.
PU_GENNPC2_CV_Friendly_Thanks_IG_003_AppreciateIt=Appreciate it.
PU_GENNPC2_CV_Friendly_YoureWelcome_IG_001_SureThing=Sure thing.
PU_GENNPC2_CV_Friendly_YoureWelcome_IG_002_NoProblem=No problem.
PU_GENNPC2_CV_Friendly_YoureWelcome_IG_003_YoureWelcome=You're welcome.
PU_GENNPC2_CV_Friendly_YoureWelcome_IG_004_GladToHelp=Glad to help.
PU_GENNPC2_CV_Gruff_Affirm_IG_001_Sure=Sure.
PU_GENNPC2_CV_Gruff_Affirm_IG_002_Yeah=Yeah.
PU_GENNPC2_CV_Gruff_Affirm_IG_003_Okay=Okay.
PU_GENNPC2_CV_Gruff_Affirm_IG_004_Fine=Fine.
PU_GENNPC2_CV_Gruff_Affirm_IG_005_Okay=Okay.
PU_GENNPC2_CV_Gruff_Affirm_IG_006_AllRight=All right.
PU_GENNPC2_CV_Gruff_AirlockComments_IG_001_HoldTheDoor=Hold the door.
PU_GENNPC2_CV_Gruff_BarComments_IG_001_GiveMeSomething,P=Give me something strong.
PU_GENNPC2_CV_Gruff_BarComments_IG_002_BeerMe=Beer me.
PU_GENNPC2_CV_Gruff_BarComments_IG_003_GimmeABeer=Gimme a beer.
PU_GENNPC2_CV_Gruff_BarComments_IG_004_Whiskey,P=Whiskey.
PU_GENNPC2_CV_Gruff_BarComments_IG_005_StiffDrinkAnd,P=Stiff drink and keep 'em coming.
PU_GENNPC2_CV_Gruff_BarComments_IG_006_Another=Another.
PU_GENNPC2_CV_Gruff_BarComments_IG_007_HitMeAgain=Hit me again.
PU_GENNPC2_CV_Gruff_BarComments_IG_008_ThatsItForMe=That's it for me.
PU_GENNPC2_CV_Gruff_BarComments_IG_009_NahImDone=(after thinking it over) Nah, I'm done.
PU_GENNPC2_CV_Gruff_BarComments_IG_010_ManImWiped=Man, I'm wiped.
PU_GENNPC2_CV_Gruff_BarComments_IG_011_LongDay=Long day.
PU_GENNPC2_CV_Gruff_BarComments_IG_012_DefinitelyNeededA=Definitely needed a drink.
PU_GENNPC2_CV_Gruff_ConvoCont_Bored_IG_001_Yup=Yup.
PU_GENNPC2_CV_Gruff_ConvoCont_Bored_IG_002_So=So?
PU_GENNPC2_CV_Gruff_ConvoCont_Bored_IG_003_And=And?
PU_GENNPC2_CV_Gruff_ConvoCont_Bored_IG_004_WhatOfIt=What of it?
PU_GENNPC2_CV_Gruff_ConvoCont_Neutral_IG_001_Okay=Okay.
PU_GENNPC2_CV_Gruff_ConvoCont_Neutral_IG_002_UhHuh=Uh huh.
PU_GENNPC2_CV_Gruff_ConvoCont_Neutral_IG_003_Yeah=Yeah?
PU_GENNPC2_CV_Gruff_ConvoCont_Neutral_IG_004_ThenWhat=Then what?
PU_GENNPC2_CV_Gruff_ConvoCont_Sarcastic_IG_001_YeahSure=Yeah. Sure.
PU_GENNPC2_CV_Gruff_ConvoCont_Sarcastic_IG_002_WhateverYouSay=Whatever you say.
PU_GENNPC2_CV_Gruff_ConvoCont_Sarcastic_IG_003_ThatsReallyGreat=That's really great.
PU_GENNPC2_CV_Gruff_ConvoCont_Sarcastic_IG_004_GoodForYou=Good for you.
PU_GENNPC2_CV_Gruff_ConvoCont_Serious_IG_001_HellNo=Hell no.
PU_GENNPC2_CV_Gruff_ConvoCont_Serious_IG_002_NoWay=No way.
PU_GENNPC2_CV_Gruff_ConvoCont_Serious_IG_003_IDontThink=I don't think so.
PU_GENNPC2_CV_Gruff_ConvoCont_Serious_IG_004_YeahRight=Yeah, right
PU_GENNPC2_CV_Gruff_ConvoCont_Surprise_IG_001_What=What!
PU_GENNPC2_CV_Gruff_ConvoCont_Surprise_IG_002_NoWay=No way!
PU_GENNPC2_CV_Gruff_ConvoCont_Surprise_IG_003_YouSerious=You serious?
PU_GENNPC2_CV_Gruff_ConvoCont_Surprise_IG_004_FuckingHell=Fucking hell.
PU_GENNPC2_CV_Gruff_ConvoCont_Upbeat_IG_001_ThatsGood=That's good.
PU_GENNPC2_CV_Gruff_ConvoCont_Upbeat_IG_002_Nice=Nice.
PU_GENNPC2_CV_Gruff_ConvoCont_Upbeat_IG_003_Great=Great.
PU_GENNPC2_CV_Gruff_ConvoCont_Upbeat_IG_004_NotBad=Not bad.
PU_GENNPC2_CV_Gruff_Farewell_IG_001_IllCatchYou=I'll catch you later.
PU_GENNPC2_CV_Gruff_Farewell_IG_002_SeeYouLater=See you later.
PU_GENNPC2_CV_Gruff_Farewell_IG_003_Later=Later.
PU_GENNPC2_CV_Gruff_Farewell_IG_004_SeeYouAround=See you around.
PU_GENNPC2_CV_Gruff_FoodComments_IG_001_IveFlushedThings=I've flushed things that look more appealing.
PU_GENNPC2_CV_Gruff_FoodComments_IG_002_OneThingIs=One thing is as good as the rest, really. It all goes to the same place.
PU_GENNPC2_CV_Gruff_FoodComments_IG_003_WhenWasThis=When was this cooked?
PU_GENNPC2_CV_Gruff_FoodComments_IG_004_GiveMeA=Give me a damn second, I'm deciding.
PU_GENNPC2_CV_Gruff_FoodComments_IG_005_HowLongDoes=How long does it take to make some food?
PU_GENNPC2_CV_Gruff_Greetings_IG_001_Hey=Hey.
PU_GENNPC2_CV_Gruff_Greetings_IG_002_HeyThere=Hey there.
PU_GENNPC2_CV_Gruff_Greetings_IG_003_HowsItGoing=How's it going?
PU_GENNPC2_CV_Gruff_Greetings_IG_004_Hey=Hey, what's up.
PU_GENNPC2_CV_Gruff_Neg_IG_001_No=No.
PU_GENNPC2_CV_Gruff_Neg_IG_002_NoCanDo=No can do.
PU_GENNPC2_CV_Gruff_Neg_IG_003_NotGonnaHappen=Not gonna happen.
PU_GENNPC2_CV_Gruff_Neg_IG_004_ForgetIt=Forget it.
PU_GENNPC2_CV_Gruff_Neg_IG_005_FuckOff=Fuck off.
PU_GENNPC2_CV_Gruff_Neg_IG_006_NotAChance=Not a chance.
PU_GENNPC2_CV_Gruff_PhysicalBump_IG_002_WatchIt=Watch it.
PU_GENNPC2_CV_Gruff_PhysicalBump_IG_003_Easy=Easy.
PU_GENNPC2_CV_Gruff_PhysicalBump_IG_004_LookWhereYoure=Look where you're going.
PU_GENNPC2_CV_Gruff_PhysicalBump_IG_005_Hey=Hey!
PU_GENNPC2_CV_Gruff_PlayerLingers_IG_001_WhatTheHell=What the hell are you looking at?
PU_GENNPC2_CV_Gruff_PlayerLingers_IG_002_What=What?
PU_GENNPC2_CV_Gruff_PlayerLingers_IG_003_WeGotA=We got a problem?
PU_GENNPC2_CV_Gruff_RandomChatter_IG_001_IsItJust=Is it just me or is the drift getting more crowded? Seems I can hardly find room to think these days.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_002_YouHearAbout=You hear about Skeller? Advos nabbed 'em. Damn shame.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_003_LookEitherYou=Look, either you get it or you don't. I'm not gonna explain it again.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_004_IHaulMy=I haul my ass through two separate systems just to have the price fall out? Talk about taking one sideways.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_005_HalfMyAge=Half my age and acts like he knows everything. Let's see how much he knows when he gets a bullet through the eye.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_006_AllImSaying=All I'm saying is if you hire me for a job, you damn well better be ready to pay what you owe. One way or another.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_007_YouShouldHave=You should have seen his face. Looked like he had swallowed a bug. Thought he was gonna cry. It was hilarious.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_008_SameShitDifferent=Same shit, different day.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_009_SoTheseHunkers=So these hunkers were blasting this noise right outside my window. I tell them to turn it down and they tell me it's the Leedos. Like I give a crap what cruddy band it is. I was this close to setting off an EMP just to shut 'em up.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_010_YouGoingTo=You going to Teller's funeral? Can't decide if I want to go. (pause) Food might be good.
PU_GENNPC2_CV_Gruff_ShipComments_IG_001_YouBetterFigure=You better figure out where my ship is, and you better do it now.
PU_GENNPC2_CV_Gruff_ShipComments_IG_002_HowLongDoes=How long does it take to get a ship out of storage. This is ridiculous.
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_001_WhatALot,P=What a lot of crap.
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_002_IsThisAll=Is this all you got?
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_003_ThatsKindaOkay=That's kinda okay.
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_004_ThisOnesNot=This one's not too bad.
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_005_SomeNerveCharging,P=Some nerve. Charging these prices for this tritus.
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_006_IdBeBetter=I'd be better off just going to get it myself.
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_007_ILikeThe=I like the looks of this.
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_008_BackOffIm=Back off, I'm just looking.
PU_GENNPC2_CV_Gruff_Thanks_IG_001_Thanks=Thanks.
PU_GENNPC3_CV_Friendly_Affirm_IG_001_Sure=Sure.
PU_GENNPC3_CV_Friendly_Affirm_IG_002_Yeah=Yeah.
PU_GENNPC3_CV_Friendly_Affirm_IG_003_Definitely=Definitely.
PU_GENNPC3_CV_Friendly_Affirm_IG_004_Okay=Okay.
PU_GENNPC3_CV_Friendly_Affirm_IG_005_AllRight=All right.
PU_GENNPC3_CV_Friendly_AirlockComments_IG_001_CanYouHold=Can you hold the airlock?
PU_GENNPC3_CV_Friendly_AirlockComments_IG_002_HoldTheAirlock=Hold the airlock!
PU_GENNPC3_CV_Friendly_BarComments_IG_001_DrinkPlease=Drink, please.
PU_GENNPC3_CV_Friendly_BarComments_IG_002_IllHaveA=I'll have a beer.
PU_GENNPC3_CV_Friendly_BarComments_IG_003_Whiskey,P=Whiskey.
PU_GENNPC3_CV_Friendly_BarComments_IG_004_AfterTheDay=After the day I had, I really need a drink.
PU_GENNPC3_CV_Friendly_BarComments_IG_005_OhThatTastes=Oh, that taste's so good.
PU_GENNPC3_CV_Friendly_BarComments_IG_006_IllHaveOne=I'll have one more.
PU_GENNPC3_CV_Friendly_BarComments_IG_007_AnotherRoundPlease=Another round, please.
PU_GENNPC3_CV_Friendly_BarComments_IG_008_ImGoodRight=I'm good, right now.
PU_GENNPC3_CV_Friendly_BarComments_IG_009_NoIThink=No, I'm think done.
PU_GENNPC3_CV_Friendly_BarComments_IG_010_ThisPlaceHas=This place has a great vibe.
PU_GENNPC3_CV_Friendly_BarComments_IG_011_ILoveThis=I love this song.
PU_GENNPC3_CV_Friendly_BarComments_IG_012_ThisCrowdsPretty=This crowd's pretty... interesting.
PU_GENNPC3_CV_Friendly_BarComments_IG_013_WhereIsEveryone=Where is everyone?
PU_GENNPC3_CV_Friendly_ConvoCont_Bored_IG_001_HuhYeah=Huh? Yeah.
PU_GENNPC3_CV_Friendly_ConvoCont_Bored_IG_002_So=So?
PU_GENNPC3_CV_Friendly_ConvoCont_Bored_IG_003_And=And?
PU_GENNPC3_CV_Friendly_ConvoCont_Bored_IG_004_YourPoint=You're point?
PU_GENNPC3_CV_Friendly_ConvoCont_Neutral_IG_001_Okay=Okay.
PU_GENNPC3_CV_Friendly_ConvoCont_Neutral_IG_002_UhHuh=Uh huh.
PU_GENNPC3_CV_Friendly_ConvoCont_Neutral_IG_003_Yeah=Yeah?
PU_GENNPC3_CV_Friendly_ConvoCont_Neutral_IG_004_ThenWhat=Then what?
PU_GENNPC3_CV_Friendly_ConvoCont_Sarcastic_IG_001_OhSure=Oh, sure.
PU_GENNPC3_CV_Friendly_ConvoCont_Sarcastic_IG_002_IfYouSay=If you say so.
PU_GENNPC3_CV_Friendly_ConvoCont_Sarcastic_IG_003_ThatSo=That so?
PU_GENNPC3_CV_Friendly_ConvoCont_Sarcastic_IG_004_GoodForYou=Good for you.
PU_GENNPC3_CV_Friendly_ConvoCont_Serious_IG_001_ThatsAwful=That's awful.
PU_GENNPC3_CV_Friendly_ConvoCont_Serious_IG_002_NoWay=No way.
PU_GENNPC3_CV_Friendly_ConvoCont_Serious_IG_003_Unbelievable=Unbelievable.
PU_GENNPC3_CV_Friendly_ConvoCont_Serious_IG_004_YouCantBe=You can't be serious.
PU_GENNPC3_CV_Friendly_ConvoCont_Surprise_IG_001_What=What!
PU_GENNPC3_CV_Friendly_ConvoCont_Surprise_IG_002_NoWay=No way!
PU_GENNPC3_CV_Friendly_ConvoCont_Surprise_IG_003_Seriously=Seriously?
PU_GENNPC3_CV_Friendly_ConvoCont_Surprise_IG_003b_Seriously=Seriously?
PU_GENNPC3_CV_Friendly_ConvoCont_Surprise_IG_004_ThatsNuts=That's nuts.
PU_GENNPC3_CV_Friendly_ConvoCont_Upbeat_IG_001_OhGreat=Great!
PU_GENNPC3_CV_Friendly_ConvoCont_Upbeat_IG_002_Awesome=Awesome!
PU_GENNPC3_CV_Friendly_ConvoCont_Upbeat_IG_003_OhThatsFantastic=That's fantastic!
PU_GENNPC3_CV_Friendly_ConvoCont_Upbeat_IG_004_ReallyGreat=Really great.
PU_GENNPC3_CV_Friendly_Farewell_IG_001_IllCatchYou=I'll catch you later.
PU_GENNPC3_CV_Friendly_Farewell_IG_002_SeeYouLater=See you later.
PU_GENNPC3_CV_Friendly_Farewell_IG_003_Later=Later.
PU_GENNPC3_CV_Friendly_Farewell_IG_004_AllRightI=All right, I better be going.
PU_GENNPC3_CV_Friendly_Farewell_IG_005_ISeeYou=See you around.
PU_GENNPC3_CV_Friendly_Farewell_IG_006_NiceSeeingYou=Nice seeing you.
PU_GENNPC3_CV_Friendly_Farewell_IG_007_TakeItEasy=Take it easy.
PU_GENNPC3_CV_Friendly_Farewell_IG_008_HaveAGood=Have a good one.
PU_GENNPC3_CV_Friendly_FoodComments_IG_001_ImSoHungry=I'm so hungry.
PU_GENNPC3_CV_Friendly_FoodComments_IG_002_MaybeJustA=Maybe just a snack...
PU_GENNPC3_CV_Friendly_FoodComments_IG_003_HmmLetsSee=Hmm... Let's see.
PU_GENNPC3_CV_Friendly_FoodComments_IG_004_WhatDoI=What do I want...
PU_GENNPC3_CV_Friendly_FoodComments_IG_005_MaybeIShould=Maybe I should try something new today?
PU_GENNPC3_CV_Friendly_FoodComments_IG_006_ICantRemember=I can't remember what I ordered last time?
PU_GENNPC3_CV_Friendly_FoodComments_IG_007_WhatsPopularHere,P=What's popular here?
PU_GENNPC3_CV_Friendly_Greetings_IG_001_Hey=Hey.
PU_GENNPC3_CV_Friendly_Greetings_IG_002_Hello=Hello.
PU_GENNPC3_CV_Friendly_Greetings_IG_003_Hi=Hi.
PU_GENNPC3_CV_Friendly_Greetings_IG_004_HowsItGoing=How's it going?
PU_GENNPC3_CV_Friendly_Greetings_IG_005_EverythingGood=Everything good?
PU_GENNPC3_CV_Friendly_Greetings_IG_006_YouAlright=You all right?
PU_GENNPC3_CV_Friendly_Neg_IG_001_No=No.
PU_GENNPC3_CV_Friendly_Neg_IG_002_NoCanDo=No can do.
PU_GENNPC3_CV_Friendly_Neg_IG_003_SorryCant=Sorry, can't.
PU_GENNPC3_CV_Friendly_Neg_IG_004_ImNotSure=Not sure.
PU_GENNPC3_CV_Friendly_Neg_IG_005_IDontKnow=I don't know.
PU_GENNPC3_CV_Friendly_Neg_IG_005b_IDontKnow=I don't know.
PU_GENNPC3_CV_Friendly_Neg_IG_006_ProbablyNot=Probably not.
PU_GENNPC3_CV_Friendly_PhysicalBump_IG_001_Whoops=Whoops.
PU_GENNPC3_CV_Friendly_PhysicalBump_IG_002_Sorry,P=Sorry.
PU_GENNPC3_CV_Friendly_PhysicalBump_IG_003_ExcuseMe=Excuse me.
PU_GENNPC3_CV_Friendly_PhysicalBump_IG_004_Pardon=Pardon.
PU_GENNPC3_CV_Friendly_PhysicalBump_IG_005_Easy=Easy!
PU_GENNPC3_CV_Friendly_PlayerLingers_IG_001_YouNeedSomething=You need something?
PU_GENNPC3_CV_Friendly_PlayerLingers_IG_002_What=What?
PU_GENNPC3_CV_Friendly_PlayerLingers_IG_003_SomethingWrong=Something wrong?
PU_GENNPC3_CV_Friendly_RandomChatter_IG_001_SometimesIThink=Sometimes I think about throwing my mobi away. We're so connected all the time that we're almost disconnected, you know?
PU_GENNPC3_CV_Friendly_RandomChatter_IG_002_ImCompletelyOff=I'm completely off stims. Been about a week now. First few days were rough, but I'm feeling a lot better.
PU_GENNPC3_CV_Friendly_RandomChatter_IG_003_IThinkIts=I think it's a bit backwards that more people streamed the Sataball championship than the last election. People need to get their priorities straight.
PU_GENNPC3_CV_Friendly_RandomChatter_IG_004_ImThinkingAbout=I'm thinking about going on one of those Starliner cruises. I'm a little worried about being cooped up on a ship that long, but I hear the vistas are stunning.
PU_GENNPC3_CV_Friendly_RandomChatter_IG_005_YouHearAbout=You hear about the latest Vanduul raid? I try not to let it get to me, but sometimes I just can't help think, what if that happened here?
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_001_ICantDecide=I can't decide...
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_002_ThisIsAPretty=This is a pretty great selection...
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_003_HmmICould=Hmm... I could go with this one? But maybe the other one's better?
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_004_DoYouHave,P=Do you have any other options for this?
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_005_OutOfCuriosity,P=Out of curiosity, are there any other stores that sell this sort of thing nearby?
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_006_IHaveA=I have a friend who's really into all this stuff.
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_007_AreTheseThe=Are these the normal prices?
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_008_OhILike=I like this one a lot.
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_009_NotBadNot=Not bad. Not bad at all
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_010_ThisIsPretty=This is pretty good.
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_011_ImGoodIm=(to shopkeep) I'm good. Just looking around.
PU_GENNPC3_CV_Friendly_Thanks_IG_001_Thanks=Thanks.
PU_GENNPC3_CV_Friendly_Thanks_IG_002_ThankYou=Thank you.
PU_GENNPC3_CV_Friendly_Thanks_IG_003_AppreciateIt=I appreciate it.
PU_GENNPC3_CV_Friendly_YoureWelcome_IG_001_OfCourse=Of course.
PU_GENNPC3_CV_Friendly_YoureWelcome_IG_002_NoProblem=No problem.
PU_GENNPC3_CV_Friendly_YoureWelcome_IG_003_YoureWelcome=You're welcome.
PU_GENNPC3_CV_Friendly_YoureWelcome_IG_004_HappyToHelp=Happy to help.
PU_GENNPC4_CV_Friendly_Affirm_IG_001_Sure=Sure.
PU_GENNPC4_CV_Friendly_Affirm_IG_002_Yeah=Yeah.
PU_GENNPC4_CV_Friendly_Affirm_IG_003_Definitely=Definitely.
PU_GENNPC4_CV_Friendly_Affirm_IG_004_Okay=Okay.
PU_GENNPC4_CV_Friendly_Affirm_IG_005_AllRight=All right.
PU_GENNPC4_CV_Friendly_AirlockComments_IG_002_HoldTheAirlock=Hold the airlock!
PU_GENNPC4_CV_Friendly_BarComments_IG_001_DrinkPlease=Drink, please.
PU_GENNPC4_CV_Friendly_BarComments_IG_002_IllHaveA=I'll have a beer.
PU_GENNPC4_CV_Friendly_BarComments_IG_003_Whiskey,P=Whiskey.
PU_GENNPC4_CV_Friendly_BarComments_IG_004_AfterTheDay=After the day I had, I really need a drink.
PU_GENNPC4_CV_Friendly_BarComments_IG_005_OhThatTastes=Oh, that taste's so good.
PU_GENNPC4_CV_Friendly_BarComments_IG_006_IllHaveOne=I'll have one more.
PU_GENNPC4_CV_Friendly_BarComments_IG_007_AnotherRoundPlease=Another round, please.
PU_GENNPC4_CV_Friendly_BarComments_IG_008_ImGoodRight=I'm good, right now.
PU_GENNPC4_CV_Friendly_BarComments_IG_009_NoIThink=No, I'm think done.
PU_GENNPC4_CV_Friendly_BarComments_IG_010_ThisPlaceHas=This place has a great vibe.
PU_GENNPC4_CV_Friendly_BarComments_IG_011_ILoveThis=I love this song.
PU_GENNPC4_CV_Friendly_BarComments_IG_012_ThisCrowdsPretty=This crowd's pretty... interesting.
PU_GENNPC4_CV_Friendly_BarComments_IG_013_WhereIsEverybody=Where is everyone?
PU_GENNPC4_CV_Friendly_ConvoCont_Bored_IG_001_HuhYeah=Huh? Yeah.
PU_GENNPC4_CV_Friendly_ConvoCont_Bored_IG_002_So=So?
PU_GENNPC4_CV_Friendly_ConvoCont_Bored_IG_003_And=And?
PU_GENNPC4_CV_Friendly_ConvoCont_Bored_IG_004_YourPoint=You're point?
PU_GENNPC4_CV_Friendly_ConvoCont_Neutral_IG_001_Okay=Okay.
PU_GENNPC4_CV_Friendly_ConvoCont_Neutral_IG_002_UhHuh=Uh huh.
PU_GENNPC4_CV_Friendly_ConvoCont_Neutral_IG_003_Yeah=Yeah?
PU_GENNPC4_CV_Friendly_ConvoCont_Neutral_IG_004_ThenWhat=Then what?
PU_GENNPC4_CV_Friendly_ConvoCont_Sarcastic_IG_001_OhSure=Oh, sure.
PU_GENNPC4_CV_Friendly_ConvoCont_Sarcastic_IG_002_IfYouSay=If you say so.
PU_GENNPC4_CV_Friendly_ConvoCont_Sarcastic_IG_003_ThatSo=That so?
PU_GENNPC4_CV_Friendly_ConvoCont_Sarcastic_IG_004_GoodForYou=Good for you.
PU_GENNPC4_CV_Friendly_ConvoCont_Serious_IG_001_ThatsAwful=That's awful.
PU_GENNPC4_CV_Friendly_ConvoCont_Serious_IG_002_NoWay=No way.
PU_GENNPC4_CV_Friendly_ConvoCont_Serious_IG_003_Unbelievable=Unbelievable.
PU_GENNPC4_CV_Friendly_ConvoCont_Serious_IG_004_YouCantBe=You can't be serious.
PU_GENNPC4_CV_Friendly_ConvoCont_Surprise_IG_001_What=What!
PU_GENNPC4_CV_Friendly_ConvoCont_Surprise_IG_002_NoWay=No way!
PU_GENNPC4_CV_Friendly_ConvoCont_Surprise_IG_003_Seriously=Seriously?
PU_GENNPC4_CV_Friendly_ConvoCont_Surprise_IG_004_ThatsCrazy=That's nuts.
PU_GENNPC4_CV_Friendly_ConvoCont_Upbeat_IG_001_Great=Great!
PU_GENNPC4_CV_Friendly_ConvoCont_Upbeat_IG_002_Awesome=Awesome!
PU_GENNPC4_CV_Friendly_ConvoCont_Upbeat_IG_003_ThatsFantastic=That's fantastic!
PU_GENNPC4_CV_Friendly_ConvoCont_Upbeat_IG_004_ReallyGreat=Really great.
PU_GENNPC4_CV_Friendly_Farewell_IG_001_IllCatchYou=I'll catch you later.
PU_GENNPC4_CV_Friendly_Farewell_IG_002_SeeYouLater=See you later.
PU_GENNPC4_CV_Friendly_Farewell_IG_003_Later=Later.
PU_GENNPC4_CV_Friendly_Farewell_IG_004_AllRightI=All right, I better be going.
PU_GENNPC4_CV_Friendly_Farewell_IG_005_SeeYouAround=See you around.
PU_GENNPC4_CV_Friendly_Farewell_IG_006_NiceSeeingYou=Nice seeing you.
PU_GENNPC4_CV_Friendly_Farewell_IG_007_TakeItEasy=Take it easy.
PU_GENNPC4_CV_Friendly_Farewell_IG_008_HaveAGood=Have a good one.
PU_GENNPC4_CV_Friendly_FoodComments_IG_001_ImSoHungry=I'm so hungry.
PU_GENNPC4_CV_Friendly_FoodComments_IG_002_MaybeJustA=Maybe just a snack...
PU_GENNPC4_CV_Friendly_FoodComments_IG_003_HmmLetsSee=Hmm... Let's see.
PU_GENNPC4_CV_Friendly_FoodComments_IG_004_WhatDoI=What do I want...
PU_GENNPC4_CV_Friendly_FoodComments_IG_005_MaybeIShould=Maybe I should try something new today?
PU_GENNPC4_CV_Friendly_FoodComments_IG_006_ICantRemember=I can't remember what I ordered last time?
PU_GENNPC4_CV_Friendly_FoodComments_IG_007_WhatsPopularHere,P=What's popular here?
PU_GENNPC4_CV_Friendly_Greetings_IG_001_Hey=Hey.
PU_GENNPC4_CV_Friendly_Greetings_IG_002_Hello=Hello.
PU_GENNPC4_CV_Friendly_Greetings_IG_003_Hi=Hi.
PU_GENNPC4_CV_Friendly_Greetings_IG_004_HowsItGoing=How's it going?
PU_GENNPC4_CV_Friendly_Greetings_IG_005_EverythingGood=Everything good?
PU_GENNPC4_CV_Friendly_Greetings_IG_006_YouAlright=You all right?
PU_GENNPC4_CV_Friendly_Neg_IG_001_No=No.
PU_GENNPC4_CV_Friendly_Neg_IG_002_NoCanDo=No can do.
PU_GENNPC4_CV_Friendly_Neg_IG_003_SorryCant,P=Sorry, can't.
PU_GENNPC4_CV_Friendly_Neg_IG_004_NotSure=Not sure.
PU_GENNPC4_CV_Friendly_Neg_IG_005_IDontKnow=I don't know.
PU_GENNPC4_CV_Friendly_Neg_IG_006_ProbablyNot=Probably not.
PU_GENNPC4_CV_Friendly_PhysicalBump_IG_001_Whoops=Whoops.
PU_GENNPC4_CV_Friendly_PhysicalBump_IG_002_Sorry,P=Sorry.
PU_GENNPC4_CV_Friendly_PhysicalBump_IG_003_ExcuseMe=Excuse me.
PU_GENNPC4_CV_Friendly_PhysicalBump_IG_004_Pardon=Pardon.
PU_GENNPC4_CV_Friendly_PhysicalBump_IG_005_Easy=Easy!
PU_GENNPC4_CV_Friendly_PlayerLingers_IG_001_YouNeedSomething=You need something?
PU_GENNPC4_CV_Friendly_PlayerLingers_IG_002_What=What?
PU_GENNPC4_CV_Friendly_PlayerLingers_IG_003_SomethingWrong=Something wrong?
PU_GENNPC4_CV_Friendly_RandomChatter_IG_001_SometimesIThink=Sometimes I think about throwing my mobi away. We're so connected all the time that we're almost disconnected, you know?
PU_GENNPC4_CV_Friendly_RandomChatter_IG_002_ImCompletelyOff=I'm completely off stims. Been about a week now. First few days were rough, but I'm feeling a lot better.
PU_GENNPC4_CV_Friendly_RandomChatter_IG_003_IThinkIts=I think it's a bit backwards that more people streamed the Sataball championship than the last election. People need to get their priorities straight.
PU_GENNPC4_CV_Friendly_RandomChatter_IG_005_DidYouHear=You hear about the latest Vanduul raid? I try not to let it get to me, but sometimes I just can't help think, what if that happened here?
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_001_ICantDecide=I can't decide...
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_002_ThisIsA=This is a pretty great selection...
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_003_HmmICould=Hmm... I could go with this one? But maybe the other one's better?
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_004_DoYouHave,P=Do you have any other options for this?
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_006_IHaveA=I have a friend who's really into all this stuff.
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_007_AreTheseThe=Are these the normal prices?
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_008_ILikeThis=I like this one a lot.
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_009_NotBadNot=Not bad. Not bad at all
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_010_ThisIsPretty=This is pretty good.
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_011_ImFineThanks=I'm fine thanks. Just looking around.
PU_GENNPC4_CV_Friendly_Thanks_IG_001_Thanks=Thanks.
PU_GENNPC4_CV_Friendly_Thanks_IG_002_ThankYou=Thank you.
PU_GENNPC4_CV_Friendly_Thanks_IG_003_AppreciateIt=Appreciate it.
PU_GENNPC4_CV_Friendly_YoureWelcome_IG_001_OfCourse=Of course.
PU_GENNPC4_CV_Friendly_YoureWelcome_IG_002_NoProblem=No problem.
PU_GENNPC4_CV_Friendly_YoureWelcome_IG_003_YoureWelcome=You're welcome.
PU_GENNPC4_CV_Friendly_YoureWelcome_IG_004_HappyToHelp=Happy to help.
PU_GENNPC5_CV_Friendly_Affirm_IG_001_Sure=Sure.
PU_GENNPC5_CV_Friendly_Affirm_IG_002_Yeah=Yeah.
PU_GENNPC5_CV_Friendly_Affirm_IG_003_Definitely=Definitely.
PU_GENNPC5_CV_Friendly_Affirm_IG_004_Okay=Okay.
PU_GENNPC5_CV_Friendly_Affirm_IG_005_AllRight=All right.
PU_GENNPC5_CV_Friendly_AirlockComments_IG_001_CanYouHold=Can you hold the airlock?
PU_GENNPC5_CV_Friendly_AirlockComments_IG_002_HoldTheAirlock=Hold the airlock!
PU_GENNPC5_CV_Friendly_BarComments_IG_001_DrinkPlease=Drink, please.
PU_GENNPC5_CV_Friendly_BarComments_IG_002_IllHaveA=I'll have a beer.
PU_GENNPC5_CV_Friendly_BarComments_IG_003_Whiskey,P=Whiskey.
PU_GENNPC5_CV_Friendly_BarComments_IG_004_AfterTheDay=After the day I had, I really need a drink.
PU_GENNPC5_CV_Friendly_BarComments_IG_005_OhThatTastes=Oh, that taste's so good.
PU_GENNPC5_CV_Friendly_BarComments_IG_006_IllHaveOne=I'll have one more.
PU_GENNPC5_CV_Friendly_BarComments_IG_007_AnotherRoundPlease=Another round, please.
PU_GENNPC5_CV_Friendly_BarComments_IG_008_ImGoodRight=I'm good, right now.
PU_GENNPC5_CV_Friendly_BarComments_IG_009_NoIThink=No, I'm think done.
PU_GENNPC5_CV_Friendly_BarComments_IG_010_ThisPlaceHas=This place has a great vibe.
PU_GENNPC5_CV_Friendly_BarComments_IG_011_OhILove=I love this song.
PU_GENNPC5_CV_Friendly_BarComments_IG_012_ThisCrowdsPretty=This crowd's pretty... interesting.
PU_GENNPC5_CV_Friendly_BarComments_IG_013_WhereIsEveryone=Where is everyone?
PU_GENNPC5_CV_Friendly_ConvoCont_Bored_IG_001_HuhYeah=Huh? Yeah.
PU_GENNPC5_CV_Friendly_ConvoCont_Bored_IG_002_So=So?
PU_GENNPC5_CV_Friendly_ConvoCont_Bored_IG_003_And=And?
PU_GENNPC5_CV_Friendly_ConvoCont_Bored_IG_004_YourPoint=You're point?
PU_GENNPC5_CV_Friendly_ConvoCont_Neutral_IG_001_Okay=Okay.
PU_GENNPC5_CV_Friendly_ConvoCont_Neutral_IG_002_UhHuh=Uh huh.
PU_GENNPC5_CV_Friendly_ConvoCont_Neutral_IG_003_Yeah=Yeah?
PU_GENNPC5_CV_Friendly_ConvoCont_Neutral_IG_004_ThenWhat=Then what?
PU_GENNPC5_CV_Friendly_ConvoCont_Neutral_IG_004b_ThenWhat=Then what?
PU_GENNPC5_CV_Friendly_ConvoCont_Sarcastic_IG_001_OhSure=Oh, sure.
PU_GENNPC5_CV_Friendly_ConvoCont_Sarcastic_IG_002_IfYouSay=If you say so.
PU_GENNPC5_CV_Friendly_ConvoCont_Sarcastic_IG_003_ThatSo=That so?
PU_GENNPC5_CV_Friendly_ConvoCont_Sarcastic_IG_004_GoodForYou=Good for you.
PU_GENNPC5_CV_Friendly_ConvoCont_Serious_IG_001_ThatsAwful=That's awful.
PU_GENNPC5_CV_Friendly_ConvoCont_Serious_IG_002_NoWay=No way.
PU_GENNPC5_CV_Friendly_ConvoCont_Serious_IG_003_Unbelievable=Unbelievable.
PU_GENNPC5_CV_Friendly_ConvoCont_Serious_IG_004_YouCantBe=You can't be serious.
PU_GENNPC5_CV_Friendly_ConvoCont_Surprise_IG_001_What=What!
PU_GENNPC5_CV_Friendly_ConvoCont_Surprise_IG_002_NoWay=No way!
PU_GENNPC5_CV_Friendly_ConvoCont_Surprise_IG_003_Seriously=Seriously?
PU_GENNPC5_CV_Friendly_ConvoCont_Surprise_IG_004_ThatsNuts=That's nuts.
PU_GENNPC5_CV_Friendly_ConvoCont_Upbeat_IG_001_Great=Great!
PU_GENNPC5_CV_Friendly_ConvoCont_Upbeat_IG_002_Awesome=Awesome!
PU_GENNPC5_CV_Friendly_ConvoCont_Upbeat_IG_003_ThatsFantastic=That's fantastic!
PU_GENNPC5_CV_Friendly_ConvoCont_Upbeat_IG_004_ReallyGreat=Really great.
PU_GENNPC5_CV_Friendly_Farewell_IG_001_IllCatchYou=I'll catch you later.
PU_GENNPC5_CV_Friendly_Farewell_IG_002_SeeYouLater=See you later.
PU_GENNPC5_CV_Friendly_Farewell_IG_003_Later=Later.
PU_GENNPC5_CV_Friendly_Farewell_IG_004_AllRightI=All right, I better be going.
PU_GENNPC5_CV_Friendly_Farewell_IG_005_SeeYouAround=See you around.
PU_GENNPC5_CV_Friendly_Farewell_IG_006_NiceSeeingYou=Nice seeing you.
PU_GENNPC5_CV_Friendly_Farewell_IG_007_TakeItEasy=Take it easy.
PU_GENNPC5_CV_Friendly_Farewell_IG_008_HaveAGood=Have a good one.
PU_GENNPC5_CV_Friendly_FoodComments_IG_001_ImSoHungry=I'm so hungry.
PU_GENNPC5_CV_Friendly_FoodComments_IG_002_MaybeJustA=Maybe just a snack...
PU_GENNPC5_CV_Friendly_FoodComments_IG_003_HmmLetsSee=Hmm... Let's see.
PU_GENNPC5_CV_Friendly_FoodComments_IG_004_WhatDoI=What do I want...
PU_GENNPC5_CV_Friendly_FoodComments_IG_005_MaybeIShould=Maybe I should try something new today?
PU_GENNPC5_CV_Friendly_FoodComments_IG_006_ICantRemember=I can't remember what I ordered last time?
PU_GENNPC5_CV_Friendly_FoodComments_IG_007_WhatsPopularHere,P=What's popular here?
PU_GENNPC5_CV_Friendly_Greetings_IG_001_Hey=Hey.
PU_GENNPC5_CV_Friendly_Greetings_IG_002_Hello=Hello.
PU_GENNPC5_CV_Friendly_Greetings_IG_003_Hi=Hi.
PU_GENNPC5_CV_Friendly_Greetings_IG_004_HowsItGoing=How's it going?
PU_GENNPC5_CV_Friendly_Greetings_IG_005_EverythingGood=Everything good?
PU_GENNPC5_CV_Friendly_Greetings_IG_006_YouAlright=You all right?
PU_GENNPC5_CV_Friendly_Neg_IG_001_No=No.
PU_GENNPC5_CV_Friendly_Neg_IG_002_NoCanDo=No can do.
PU_GENNPC5_CV_Friendly_Neg_IG_003_SorryCant=Sorry, can't.
PU_GENNPC5_CV_Friendly_Neg_IG_004_NotSure=Not sure.
PU_GENNPC5_CV_Friendly_Neg_IG_005_IDontKnow=I don't know.
PU_GENNPC5_CV_Friendly_Neg_IG_006_ProbablyNot=Probably not.
PU_GENNPC5_CV_Friendly_PhysicalBump_IG_001_Whoops=Whoops.
PU_GENNPC5_CV_Friendly_PhysicalBump_IG_002_Sorry=Sorry.
PU_GENNPC5_CV_Friendly_PhysicalBump_IG_003_ExcuseMe=Excuse me.
PU_GENNPC5_CV_Friendly_PhysicalBump_IG_004_Pardon=Pardon.
PU_GENNPC5_CV_Friendly_PhysicalBump_IG_005_Easy=Easy!
PU_GENNPC5_CV_Friendly_PlayerLingers_IG_001_YouNeedSomething=You need something?
PU_GENNPC5_CV_Friendly_PlayerLingers_IG_002_What=What?
PU_GENNPC5_CV_Friendly_PlayerLingers_IG_003_SomethingWrong=Something wrong?
PU_GENNPC5_CV_Friendly_RandomChatter_IG_001_SometimesIThink=Sometimes I think about throwing my mobi away. We're so connected all the time that we're almost disconnected, you know?
PU_GENNPC5_CV_Friendly_RandomChatter_IG_002_ImCompletelyOff=I'm completely off stims. Been about a week now. First few days were rough, but I'm feeling a lot better.
PU_GENNPC5_CV_Friendly_RandomChatter_IG_003_IThinkIts=I think it's a bit backwards that more people streamed the Sataball championship than the last election. People need to get their priorities straight.
PU_GENNPC5_CV_Friendly_RandomChatter_IG_004_ImThinkingAbout=I'm thinking about going on one of those Starliner cruises. I'm a little worried about being cooped up on a ship that long, but I hear the vistas are stunning.
PU_GENNPC5_CV_Friendly_RandomChatter_IG_005_YouHearAbout=You hear about the latest Vanduul raid? I try not to let it get to me, but sometimes I just can't help think, what if that happened here?
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_001_ICantDecide=I can't decide...
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_002_ThisIsA=This is a pretty great selection...
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_003_HmmICould=Hmm... I could go with this one? But maybe the other one's better?
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_004_DoYouHave,P=Do you have any other options for this?
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_005_OutOfCuriosity,P=Out of curiosity, are there any other stores that sell this sort of thing nearby?
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_006_IHaveA=I have a friend who's really into all this stuff.
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_007_AreTheseThe,P=(to shopkeep) Are these the normal prices?
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_008_ILikeThis=I like this one a lot.
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_009_NotBadNot=Not bad. Not bad at all
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_010_ThisIsPretty=This is pretty good.
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_011_ImGoodJust=I'm good. Just looking around.
PU_GENNPC5_CV_Friendly_Thanks_IG_001_Thanks=Thanks.
PU_GENNPC5_CV_Friendly_Thanks_IG_002_ThankYou=Thank you.
PU_GENNPC5_CV_Friendly_Thanks_IG_003_AppreciateIt=Appreciate it.
PU_GENNPC5_CV_Friendly_YoureWelcome_IG_001_OfCourse=Of course.
PU_GENNPC5_CV_Friendly_YoureWelcome_IG_002_NoProblem=No problem.
PU_GENNPC5_CV_Friendly_YoureWelcome_IG_003_YoureWelcome=You're welcome.
PU_GENNPC5_CV_Friendly_YoureWelcome_IG_004_HappyToHelp=Happy to help.
PU_GENOUTLAW1_M_BS_Chat_ProcConvo_GenSet_Question_IG_001_EverythingAlright=Everything all right?
PU_GENOUTLAW1_M_BS_Chat_ProcConvo_GenSet_Reaction_Neg_IG_001_ToughOneThat=Tough one that. They never said bein' an outlaw was easy.
PU_GENOUTLAW1_M_BS_Chat_ProcConvo_GenSet_Reaction_Pos_IG_001_ThatSoundsLike=That sounds like a bit of all right.
PU_GENOUTLAW1_M_BS_Chat_ProcConvo_GenSet_ResponseDeflect_IG_001_FineHowAbout=Fine. How about you?
PU_GENOUTLAW1_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_001_WeAintBeing=We ain't being paid to talk.
PU_GENOUTLAW1_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_002_ShutTheHell=Shut the hell up.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_High_IG_001_OnIt=On it.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_High_IG_002_YeahFine=Yeah, fine.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_High_IG_003_GoddammitOkay=Goddammit, okay.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IG_001_Yeah=Yeah.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IG_002_Okay=Okay.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IG_003_Sure=Sure.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IntoComms_IG_001_GotIt=Got it.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IntoComms_IG_002_Fine=Fine.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IntoComms_IG_003_Yeah=Yeah.
PU_GENOUTLAW1_M_BS_General_Celebration_High_IG_001_ThatsIt=That's it!
PU_GENOUTLAW1_M_BS_General_Celebration_High_IG_002_NiceOne=Nice one!
PU_GENOUTLAW1_M_BS_General_Celebration_High_IG_003_ThatsWhatI=That's what I like to see!
PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_001=< death from explosion >
PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_002=< death from explosion >
PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_003=< death from explosion >
PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_004=< Scream >
PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_005=< Scream >
PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_006=< Scream >
PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_001=< bleeding out death >
PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_002=< bleeding out death >
PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_003=< bleeding out death >
PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_004=< Moans >
PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_005=< Moans >
PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_006=< Moans >
PU_GENOUTLAW1_M_BS_General_Emote_Pain_IG_EX_001=< pain sound >
PU_GENOUTLAW1_M_BS_General_Emote_Pain_IG_EX_002=< pain sound >
PU_GENOUTLAW1_M_BS_General_Emote_Pain_IG_EX_003=< pain sound >
PU_GENOUTLAW1_M_BS_General_Expletives_High_IG_001_OhYouBastard=Oh you bastard!
PU_GENOUTLAW1_M_BS_General_Expletives_High_IG_002_Shit=Shit!
PU_GENOUTLAW1_M_BS_General_Expletives_High_IG_003_Dammit=Dammit!
PU_GENOUTLAW1_M_BS_General_Expletives_Low_IG_001_Dammit=Dammit.
PU_GENOUTLAW1_M_BS_General_Expletives_Low_IG_002_Shit=Shit...
PU_GENOUTLAW1_M_BS_General_Expletives_Low_IG_003_WellHell=Well, hell...
PU_GENOUTLAW1_M_BS_General_Expletives_Surprised_IG_001_Shit=Shit!
PU_GENOUTLAW1_M_BS_General_Expletives_Surprised_IG_002_WhatTheHell=What the hell?!
PU_GENOUTLAW1_M_BS_General_Expletives_Surprised_IG_003_Jeez=Jeez!
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_001=< hit by something big >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_002=< hit by something big >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_003=< hit by something big >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_004=< Grunt >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_005=< Grunt >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_006=< Grunt >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_007=< Grunt >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_008=< Grunt >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_009=< Grunt >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_001=< hit by something small >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_002=< hit by something small >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_003=< hit by something small >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_004=< Grunt >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_005=< Grunt >
PU_GENOUTLAW1_M_BS_General_NegativeResponse_High_IG_001_WhatNo=What? No!
PU_GENOUTLAW1_M_BS_General_NegativeResponse_High_IG_002_HellNo=Hell no!
PU_GENOUTLAW1_M_BS_General_NegativeResponse_High_IG_003_PissOff=Piss off!
PU_GENOUTLAW1_M_BS_General_NegativeResponse_IG_001_No=No.
PU_GENOUTLAW1_M_BS_General_NegativeResponse_IG_002_Nope=Nope.
PU_GENOUTLAW1_M_BS_General_NegativeResponse_IG_003_IDontThink=I don't think so.
PU_GENOUTLAW1_M_BS_General_NegativeResponse_IntoComms_IG_001_No=No
PU_GENOUTLAW1_M_BS_General_NegativeResponse_IntoComms_IG_002_YeahNo=Yeah, no.
PU_GENOUTLAW1_M_BS_General_NegativeResponse_IntoComms_IG_003_UhNo=Uh... no.
PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001_HowDoYou=How do you like that shit!
PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002_HahahaRotIn=Hahaha, rot in hell!
PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003_TheyDiedNo=They died no problem.
PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001_Goddammit=Ah, goddammit!
PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002_WeLostOne=Yeah, we lost one!
PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003_OhShitLost=Oh shit! Lost one!
PU_GENOUTLAW1_M_CB_Combat_CallBackup_High_IG_001_HeyGetSome=Hey, get some back up here!
PU_GENOUTLAW1_M_CB_Combat_CallBackup_High_IG_002_AnybodyGotAny=Anybody got any friends they can call?
PU_GENOUTLAW1_M_CB_Combat_CallBackup_High_IG_003_SomebodyCallSomebody=Somebody call somebody!
PU_GENOUTLAW1_M_CB_Combat_CoverAdvanceFrom_High_IG_001_MovingForward=Moving forward!
PU_GENOUTLAW1_M_CB_Combat_CoverAdvanceFrom_High_IG_002_Moving=Moving!
PU_GENOUTLAW1_M_CB_Combat_CoverAdvanceFrom_High_IG_003_PushingUp=Pushing up!
PU_GENOUTLAW1_M_CB_Combat_CoverFindBetter_High_IG_001_ThisCoverSucks=This cover sucks.
PU_GENOUTLAW1_M_CB_Combat_CoverFindBetter_High_IG_002_HellWithThis=Oh hell with this.
PU_GENOUTLAW1_M_CB_Combat_CoverFindBetter_High_IG_003_DammitDammitDammit=Dammit, dammit, dammit
PU_GENOUTLAW1_M_CB_Combat_CoverPinnedDown_High_IG_001_GoddammitImPinned=Goddammit, I'm pinned down!
PU_GENOUTLAW1_M_CB_Combat_CoverPinnedDown_High_IG_002_ICantFuckin=I can't fuckin' move!
PU_GENOUTLAW1_M_CB_Combat_CoverPinnedDown_High_IG_003_BastardsGotMe=The bastard's got me boxed in.
PU_GENOUTLAW1_M_CB_Combat_CoverProvide_IG_001_IGotYa=Yeah, I got ya.
PU_GENOUTLAW1_M_CB_Combat_CoverProvide_IG_002_YeahYouOwe=Yeah, you owe me though.
PU_GENOUTLAW1_M_CB_Combat_CoverProvide_IG_003_YouGotIt=You got it.
PU_GENOUTLAW1_M_CB_Combat_CoverRequest_High_IG_001_NeedSomeCover=I need some cover!
PU_GENOUTLAW1_M_CB_Combat_CoverRequest_High_IG_002_CanAnybodyCover=Can anybody cover me?
PU_GENOUTLAW1_M_CB_Combat_CoverRequest_High_IG_003_SomeoneCoverMe=Someone cover me!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Advancing_High_IG_001_WhyHelloGot=Why hello! Got some people inbound.
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Advancing_High_IG_002_LookAliveThere=Look alive, there are some real mean lookin' sombitches heading our way.
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Advancing_High_IG_003_ReadyUpTrouble=Ready up! Trouble.
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_EnemyClose_IG_001_ShitTheyreRight=Shit, they're right here!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_EnemyClose_IG_002_TheyreRightOn=They're right on me!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_EnemyClose_IG_003_RightHere=Right here!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_High_IG_001_LightEmUp=Light 'em up!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_High_IG_002_GiveEmHell=Give 'em hell!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_High_IG_003_EatThis=Eat this!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Intruder_High_IG_001_HowTheHell=How the hell did you get in here?
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Intruder_High_IG_002_Intruder=Intruder!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Intruder_High_IG_003_LookOutWe=Look out! We aren't alone.
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001_FoundEm=Found 'em!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002_ThereYouAre=There you are!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003_ISeeEm=I see 'em.
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001_TheyreUpTop=They're up top!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002_UpThere=Up there!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003_UpHighSee=Up high! See 'em?
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001_TheyGotA=They got a sniper.
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002_UhOhThey=Uh oh, they got a marksman!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003_CarefulTheresA=Careful. There's a sniper.
PU_GENOUTLAW1_M_CB_Combat_FlankThem_High_IG_001_GoAround=Go around!
PU_GENOUTLAW1_M_CB_Combat_FlankThem_High_IG_002_HitEmFrom=Hit 'em from the side.
PU_GENOUTLAW1_M_CB_Combat_FlankThem_High_IG_003_FlankEm=Flank 'em.
PU_GENOUTLAW1_M_CB_Combat_GetHits_FriendlyFire_High_IG_001_WhatTheHell=What the hell are you doing?!
PU_GENOUTLAW1_M_CB_Combat_GetHits_FriendlyFire_High_IG_002_ImOnYour=I'm on your side!
PU_GENOUTLAW1_M_CB_Combat_GetHits_FriendlyFire_High_IG_003_HeyStopShooting=Hey! Stop shooting me!
PU_GENOUTLAW1_M_CB_Combat_GetHits_ImHit_High_IG_001_ShitThatHurts=Shit, that hurts.
PU_GENOUTLAW1_M_CB_Combat_GetHits_ImHit_High_IG_002_ImHit=I'm hit!
PU_GENOUTLAW1_M_CB_Combat_GetHits_ImHit_High_IG_003_AhDammit=Ah dammit!
PU_GENOUTLAW1_M_CB_Combat_GrenadeIncoming_High_IG_001_Grenade=Grenade!
PU_GENOUTLAW1_M_CB_Combat_GrenadeIncoming_High_IG_002_ShitGrenade=Shit, grenade!
PU_GENOUTLAW1_M_CB_Combat_GrenadeIncoming_High_IG_003_DownGrenade=Down! Grenade!
PU_GENOUTLAW1_M_CB_Combat_GrenadeThrowing_High_IG_001_SeeHowThey=See how they like this!
PU_GENOUTLAW1_M_CB_Combat_GrenadeThrowing_High_IG_002_FireInThe=Fire in the hole!
PU_GENOUTLAW1_M_CB_Combat_GrenadeThrowing_High_IG_003_GrenadeOut=Grenade out!
PU_GENOUTLAW1_M_CB_Combat_KeepFighting_High_IG_001_GiveEmAll=Give 'em all you got!
PU_GENOUTLAW1_M_CB_Combat_KeepFighting_High_IG_002_WreckEm=Wreck 'em.
PU_GENOUTLAW1_M_CB_Combat_KeepFighting_High_IG_003_ItsUsOr=It's us or them!
PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Cocky_High_IG_001_YouThinkIm=You think I'm scared? I'll show you scared.
PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Cocky_High_IG_002_OhItsReally=Oh, it is really on now!
PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Cocky_High_IG_003_ScrewItI=Screw it, I work better alone.
PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Panic_IG_001_SoUhMaybe=So uhm... maybe we can work something out?
PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Panic_IG_002_YouKnowI=You know I was just kidding, right?
PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Panic_IG_003_HowAboutWe=How about we all just forget this thing happened...
PU_GENOUTLAW1_M_CB_Combat_NoticeNotLastKnown_IG_001_DammitILost=Dammit, I lost 'em!
PU_GENOUTLAW1_M_CB_Combat_NoticeNotLastKnown_IG_002_UmAnyoneKnow=Uh... does anyone know where they went?
PU_GENOUTLAW1_M_CB_Combat_NoticeNotLastKnown_IG_003_SoYeahTheyre=So, yeah... yeah... they're gone.
PU_GENOUTLAW1_M_CB_Combat_OutOfAmmo_High_IG_001_OutOfAmmo=Out of ammo!
PU_GENOUTLAW1_M_CB_Combat_OutOfAmmo_High_IG_002_ImOut=I'm out!
PU_GENOUTLAW1_M_CB_Combat_OutOfAmmo_High_IG_003_ImDry=And I'm dry!
PU_GENOUTLAW1_M_CB_Combat_ReinforcementsInRoute_High_IG_001_GoodNewsEverybody=Good news everybody. Help is on the way.
PU_GENOUTLAW1_M_CB_Combat_ReinforcementsInRoute_High_IG_002_GuessWhatGot=Guess what? Got some friends coming in.
PU_GENOUTLAW1_M_CB_Combat_ReinforcementsInRoute_High_IG_003_CalvarysOnThe=Calvary's on the way!
PU_GENOUTLAW1_M_CB_Combat_Reloading_High_IG_001_Reloading=Reloading!
PU_GENOUTLAW1_M_CB_Combat_Reloading_High_IG_002_ComeOnCome=Come on, come on...
PU_GENOUTLAW1_M_CB_Combat_Reloading_High_IG_003_Loaded=Loaded!
PU_GENOUTLAW1_M_CB_Combat_SpreadOut_High_IG_001_SpreadTheHell=Spread the hell out.
PU_GENOUTLAW1_M_CB_Combat_SpreadOut_High_IG_002_YoureBunchingUp=You're bunching up.
PU_GENOUTLAW1_M_CB_Combat_SpreadOut_High_IG_003_LetsHaveSome=Let's have some room, yeah?
PU_GENOUTLAW1_M_CB_Combat_Taunt_Anger_High_IG_001_ImGonnaHurt=I'm gonna hurt you for so long you're gonna think it's a career.
PU_GENOUTLAW1_M_CB_Combat_Taunt_Anger_High_IG_002_AfterIKill=Oh! After I kill you, I'm gonna kill your family. Then your dog. Then burn your hab to the ground!
PU_GENOUTLAW1_M_CB_Combat_Taunt_Anger_High_IG_003_YouWantedThis=You wanted this fight. Now you're gonna feel every second of it.
PU_GENOUTLAW1_M_CB_Combat_Taunt_Hiding_High_IG_001_SeriouslyComeOn=Seriously. Come on out. I'll make it quick.
PU_GENOUTLAW1_M_CB_Combat_Taunt_Hiding_High_IG_002_WeCanWork=Look, we can work this out. Honest.
PU_GENOUTLAW1_M_CB_Combat_Taunt_Hiding_High_IG_003_YouCantHide=You can't hide out forever.
PU_GENOUTLAW1_M_CB_Combat_Taunt_High_IG_001_YouPickedThe=You picked the wrong guy to screw with.
PU_GENOUTLAW1_M_CB_Combat_Taunt_High_IG_002_ImGonnaSlice=I'm gonna slice you thin enough to fry.
PU_GENOUTLAW1_M_CB_Combat_Taunt_High_IG_003_LetsSeeWhat=Let's see what you've got!
PU_GENOUTLAW1_M_CB_Combat_Taunt_MissesTarget_High_IG_001_WhatTheHell=What the hell? Are my sights off?
PU_GENOUTLAW1_M_CB_Combat_Taunt_MissesTarget_High_IG_002_HeyWhoMessed=Hey, who messed with my gun!
PU_GENOUTLAW1_M_CB_Combat_Taunt_MissesTarget_High_IG_003_HoldStillGoddammit=Hold still, goddammit.
PU_GENOUTLAW1_M_CB_Combat_Taunt_ShotsMiss_High_IG_001_NiceTryDumb=Nice try, dumb ass.
PU_GENOUTLAW1_M_CB_Combat_Taunt_ShotsMiss_High_IG_002_MissedMe=Missed me!
PU_GENOUTLAW1_M_CB_Combat_Taunt_ShotsMiss_High_IG_003_YouWannaTry=You wanna try again?
PU_GENOUTLAW1_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001_WereAllGood=We're all good.
PU_GENOUTLAW1_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002_LookedIntoIt=Looked into it. Nothing.
PU_GENOUTLAW1_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003_DidntFindAnything=Didn't find anything.
PU_GENOUTLAW1_M_CB_Hunting_Deescalate_ThreatLow_IG_001_NopeNothingHere=Nope. Nothing here.
PU_GENOUTLAW1_M_CB_Hunting_Deescalate_ThreatLow_IG_002_WellThatWas=Well, that was a waste of time.
PU_GENOUTLAW1_M_CB_Hunting_Deescalate_ThreatLow_IG_003_YeahDidntSee=Yeah, didn't see anything.
PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001_SomethingsNotRight=Something's not right here.
PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002_LookAliveI=Look alive. I think we got something.
PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003_HeyWakeUp=Hey, wake up. Get on the clock.
PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001_ThinkIMight=Think I might have something here.
PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002_HeyYeahSomethings=Hey, yeah, something's definitely going on.
PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003_YeahGonnaKeep=Yeah, gonna keep looking.
PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001_NevermindFalseAlarm=Nevermind. False alarm.
PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002_DontSweatIt=Don't sweat it. It wasn't anything to worrying about.
PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003_TurnedOutTo=Turned out to be nothing.
PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001_NeverMind=Never mind.
PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002_YeahWereClear=Yeah, we're clear here.
PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003_SoThatThing=So that thing? Yeah, it wasn't a problem.
PU_GENOUTLAW1_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001_GoTakeA=Go take a look.
PU_GENOUTLAW1_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002_MaybeYouShould=Maybe you should go check it out.
PU_GENOUTLAW1_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003_ItsAllYou=It's all you. Go.
PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IG_001_GonnaGoTake=Gonna go take a look.
PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IG_002_BeRightBack=Be right back.
PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IG_003_JustGonnaCheck=Just gonna go and check this out.
PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001_HeyIThink=Hey, I think I might'a heard something.
PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002_ImGonnaGo=I'm gonna go check on something.
PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003_HeyLookingInto=Hey, looking into something real quick.
PU_GENOUTLAW1_M_CB_Hunting_KeepSearching_IG_001_KeepLooking=Keep looking.
PU_GENOUTLAW1_M_CB_Hunting_KeepSearching_IG_002_WhatAreYou=What are you on break? Find them.
PU_GENOUTLAW1_M_CB_Hunting_KeepSearching_IG_003_WereArentStopping=We're aren't stopping until they're dead or we are.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IG_001_DammitIDont=Dammit! I don't see 'em.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IG_002_WhereTheHelld=Where the hell'd they go?
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IG_003_AreYouKidding=Are you kidding me? How'd we lose 'em?
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001_YeahIDont=Yeah, I don't know what happened, but they're gone.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002_HeyTotallyLost=Hey, totally lost them. Yeah, I don't know.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003_YeahWeDont=Yeah, we don't have them anymore. How the hell should I know?
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IG_001_ThatWasWeird=That was weird.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IG_002_YouSeeAnything=You see anything? Me neither.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IG_003_YeahIDidnt=Yeah, I didn't see anything.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001_YeahHeyI=Hey, yeah, I didn't find anything.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002_YeahTookA=Yeah, took a look and nothing.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003_HeyWhateverIt=Hey, whatever it was must be gone now.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IG_001_DammitWeNeed=Dammit, we need to find where they went.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IG_002_WhereEverThey=Where ever they are, I want them found.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IG_003_WeNeedFind=We need find them, now.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001_CantFindEm=Can't find 'em anymore. But don't worry. I'll get 'em.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002_YeahTheyGave=Yeah, they gave me the slip. But not for long.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003_GoddammitHeyIts=Goddammit. Yeah, hey, it's me. Whoever it was is gone now. Gonna see if I can pick up their trail.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IG_001_LetsGoLets=Let's go, let's go.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IG_002_GetOnThe=Get on the clock, people.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IG_003_ComeOnLets=Come on, let's do this.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001_YeahWeGot=Yeah, we got something here. Heading in.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002_OnTheHunt=On the hunt. I'll let you know what I catch.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003_HeyThinkI=Hey, think I got some troublemakers here. Gonna find out.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IG_001_LetsTakeA=Let's take a look.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IG_002_LookAlive=Look alive.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IG_003_LetsHeadOut=Let's head out.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001_GonnaTakeA=Gonna take a look around.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002_GonnaSeeWhat=Gonna see what I can find.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003_GotSomethingLooking=Got something. Looking into it.
PU_GENOUTLAW1_M_CB_Hunting_Taunt_Lost_High_IG_001_WheredYouGo=Where'd you go? I thought you wanted to play.
PU_GENOUTLAW1_M_CB_Hunting_Taunt_Lost_High_IG_002_ComeBackWe=Come back. We were having so much fun.
PU_GENOUTLAW1_M_CB_Hunting_Taunt_Lost_High_IG_003_YouKnowI=You know, I was just getting into this.
PU_GENOUTLAW1_M_CB_Hunting_Taunt_Searching_Low_IG_001_HelloYouCan=Hello? You can come out. We're friends.
PU_GENOUTLAW1_M_CB_Hunting_Taunt_Searching_Low_IG_002_ExcuseMeIm=Excuse me, I'm lost, I'm looking for directions. Do you know how to get to Kel-To?
PU_GENOUTLAW1_M_CB_Hunting_Taunt_Searching_Low_IG_003_ComeOnOut=Come on out. We're not gonna hurt you.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001_WhoaTakinFire=Whoa, takin' fire!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002_WhatTheHell=What the hell?!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003_LookOutSomeones=Look out! Someone's shootin'!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001_OooooohShit=Ooooooh shit.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002_ThatsNotGood=That's not good.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003_IDontThink=I don't think I did that...
PU_GENOUTLAW1_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001_OhDamn=Oh damn!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002_GotOneDown=Got one down!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003_TakingShots=Taking shots!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001_YoYoLook=Yo, yo, look out!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002_ShitGrenade=Shit, grenade!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003_Bomb=Bomb!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001_OhHelloWhos=Oh hello, who's out there?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002_SoundsLikeSomebodys=Sounds like somebody's getting frisky.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003_WhosShooting=Who's shooting?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001_GetDown=Get down!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002_WhatTheRocket=What the... rocket!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003_Rocket=Rocket!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001_DownDown=Down! Down!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002_SomeonesShooting=Someone's shooting!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003_Sniper=Sniper!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001_OhComeOn=Oh come on.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002_ISaidWhos=I said, who's there?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003_YouBetterCome=You better come out.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001_YeahWhatThe=Yeah, what the hell was that?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002_IGotBad=I got bad feeling about this.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003_YeahSomethingsNot=Yeah, something's not right.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000_YoureHallucinating=You're hallucinating.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002_ComeOnTheres=Come on, there's nothing there.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003_QuitPlaying=Quit playing.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001_ItsOnNow=It's on now.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002_GuessWereFighting=Guess we're fighting.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003_OkayLetsDo=Okay. Let's do this.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001_SomethingsOutThere=Something's out there.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002_WhatWasThat=What was that?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003_IThinkWe=I think we might have company.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004_Huh=Huh?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005_What=What?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001_OhShit=Oh shit!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002_Hey=Hey!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003_HeyWhatIs=Hey, what is that?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001_YeahIHeard=Yeah, I heard that.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002_YeahHeardSomething=Yeah... heard something.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003_IHeardIt=I heard it too.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001_YoureLosingIt=You're losing it.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002_IDidntHear=I didn't hear anything.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003_WhatAreYou=What are you talking about?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001_TheHell=The hell?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002_Hmm=Huh?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003_YouHearSomething=You hear something?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001_YeahYeahI=Yeah, yeah, I saw it too.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002_YouSawSomething=You saw something?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003_WhosOutThere=Who's out there?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001_HuhNoI=Huh? No, I didn't see nothin.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002_IDontSee=I don't see anything.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003_YoureTrippingAgain=You are tripping again.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001_ShitYouSee=Shit, you see that?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002_WhosThere=Who's there?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003_YouSeeThat=You see that?
PU_GENOUTLAW1_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Neg_IG_001_YouKnowWhen=You know, when the Nine Tails took over Grim, I thought it was going to be the start of something big time. But everybody seems so tied with running the station that we're barely pulling off anything decent. I mean are we outlaws, or are we station admins, you know?
PU_GENOUTLAW1_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Pos_IG_001_JustGotA=Yeah, I just got a comm from a buddy over on New Babbage. He's looking for some primo sherm and is willing to pay double what you can get on ArcCorp. I guess the rich idiots spend their creds as quick as they earn 'em.
PU_GENOUTLAW1_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Neg_IG_001_WhatReallySucks=What really sucks is Johan came down with a case of rot foot. The whole shower unit is gonna have to be scrubbed with some maxed-out chems before it's safe to use again. Gonna be a few days at least.
PU_GENOUTLAW1_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Pos_IG_001_IThinkThe=I mean the real exciting bit is that if I play my cards right, the boss might bring me in on a special job next week. Now I don't know all the details, but it's sound like it could be a real windfall.
PU_GENOUTLAW1_M_CP_Chat_ProcConvo_OutlawSet_Response_Neg_IG_001_GottaSayIm=Yeah, I gotta say, I'm a bit bored. Seems like ages since I've had any real action. Sure a spat here and there, nothing really to curl your toes. Might as well worked at my Aunt's dealership at this rate.
PU_GENOUTLAW1_M_CP_Chat_ProcConvo_OutlawSet_Response_Pos_IG_001_DamnExcitedAbout=Damn excited about that last haul. Cause once it clears the fence, I've basically got those creds spent: new helmet, finally get some new boots that won't pinch, and a bottle of Mezcal made from a succulent that only grows underground on Hyperion. Costs a load, but it's worth it.
PU_GENOUTLAW2_M_BS_Chat_ProcConvo_GenSet_Question_IG_001_YouOkay=You okay?
PU_GENOUTLAW2_M_BS_Chat_ProcConvo_GenSet_Reaction_Neg_IG_001_JustBeThankful=Just be thankful you're not dealing with half the tritus that I got going.
PU_GENOUTLAW2_M_BS_Chat_ProcConvo_GenSet_Reaction_Pos_IG_001_AtLeastThings=At least things are going good for you.
PU_GENOUTLAW2_M_BS_Chat_ProcConvo_GenSet_ResponseDeflect_IG_001_ImOkayYou=I'm okay. You good?
PU_GENOUTLAW2_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_001_SaveTheSmall=Save the small talk, all right?
PU_GENOUTLAW2_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_002_NotInThe=Not in the mood.
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_High_IG_001_MostDef=Most def!
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_High_IG_002_OhYeah=Oh, yeah!
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_High_IG_003_Absolutely=Absolutely!
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IG_001_Sure=Sure.
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IG_002_Alright=All right.
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IG_003_Yup=Yup.
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IntoComms_IG_001_GotIt=Got it.
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IntoComms_IG_002_ThatsAYes=That's a yes.
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IntoComms_IG_003_OfCourse=Of course.
PU_GENOUTLAW2_M_BS_General_Celebration_High_IG_001_HellYeah=Hell, yeah!
PU_GENOUTLAW2_M_BS_General_Celebration_High_IG_002_Nice=Nice!
PU_GENOUTLAW2_M_BS_General_Celebration_High_IG_003_ThereWeGo=There we go!
PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_001=< Scream >
PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_002=< Scream >
PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_003=< Scream >
PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_004=< Scream >
PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_005=< Scream >
PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_006=< Scream >
PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_001=< Moans >
PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_002=< Moans >
PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_003=< Moans >
PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_004=< Moans >
PU_GENOUTLAW2_M_BS_General_Expletives_High_IG_001_Shit=Shit!
PU_GENOUTLAW2_M_BS_General_Expletives_High_IG_002_Bastard=Bastard!
PU_GENOUTLAW2_M_BS_General_Expletives_High_IG_003_Dammit=Dammit!
PU_GENOUTLAW2_M_BS_General_Expletives_Low_IG_001_Seriously=Seriously?
PU_GENOUTLAW2_M_BS_General_Expletives_Low_IG_002_WhatTheHell=What the hell?
PU_GENOUTLAW2_M_BS_General_Expletives_Low_IG_003_WellShit=Well... shit.
PU_GENOUTLAW2_M_BS_General_Expletives_Surprised_IG_001_Damnit=Damnit!
PU_GENOUTLAW2_M_BS_General_Expletives_Surprised_IG_002_OhShit=Oh, shit!
PU_GENOUTLAW2_M_BS_General_Expletives_Surprised_IG_003_YouGottaBe=You gotta be shitting me.
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_001=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_002=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_003=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_004=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_005=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_006=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_007=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_001=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_002=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_003=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_004=< Grunt >
PU_GENOUTLAW2_M_BS_General_NegativeResponse_High_IG_001_NoWay=No way.
PU_GENOUTLAW2_M_BS_General_NegativeResponse_High_IG_002_OverMyDead=Over my dead body!
PU_GENOUTLAW2_M_BS_General_NegativeResponse_High_IG_003_NotHappening=Not happening!
PU_GENOUTLAW2_M_BS_General_NegativeResponse_IG_001_NoWay=No way.
PU_GENOUTLAW2_M_BS_General_NegativeResponse_IG_002_Naw=Naw.
PU_GENOUTLAW2_M_BS_General_NegativeResponse_IG_003_NotHappening=Not happening.
PU_GENOUTLAW2_M_BS_General_NegativeResponse_IntoComms_IG_001_Negative=Negative.
PU_GENOUTLAW2_M_BS_General_NegativeResponse_IntoComms_IG_002_No=No.
PU_GENOUTLAW2_M_BS_General_NegativeResponse_IntoComms_IG_003_Nope=Nope.
PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001_DidYouSee=Did you see that? I killed one!
PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002_TheyreNotGetting=They're not getting back up.
PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003_CreditMeWith=Credit me with another kill.
PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001_TheyBastardsBagged=They bastards bagged one.
PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002_HolyShitThey=Holy shit, they just killed 'em.
PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003_TheyGotYour=They got your cousin!
PU_GENOUTLAW2_M_CB_Combat_CallBackup_High_IG_001_INeedBackup=I need backup!
PU_GENOUTLAW2_M_CB_Combat_CallBackup_High_IG_002_HowAboutSome=How about some backup?
PU_GENOUTLAW2_M_CB_Combat_CallBackup_High_IG_003_INeedSome=I need some help!
PU_GENOUTLAW2_M_CB_Combat_CoverAdvanceFrom_High_IG_001_MovingUp=Moving up!
PU_GENOUTLAW2_M_CB_Combat_CoverAdvanceFrom_High_IG_002_Advancing=Advancing!
PU_GENOUTLAW2_M_CB_Combat_CoverAdvanceFrom_High_IG_003_ImPushing=I'm pushing!
PU_GENOUTLAW2_M_CB_Combat_CoverFindBetter_High_IG_001_CantStayHere=Can't stay here!
PU_GENOUTLAW2_M_CB_Combat_CoverFindBetter_High_IG_002_GottaFindNew=Gotta find new cover.
PU_GENOUTLAW2_M_CB_Combat_CoverFindBetter_High_IG_003_NeedSomeMore=Need some more cover!
PU_GENOUTLAW2_M_CB_Combat_CoverPinnedDown_High_IG_001_CantMove=Can't move!
PU_GENOUTLAW2_M_CB_Combat_CoverPinnedDown_High_IG_002_LockedDown=Locked down!
PU_GENOUTLAW2_M_CB_Combat_CoverPinnedDown_High_IG_003_TakingHeavyFire=Taking heavy fire.
PU_GENOUTLAW2_M_CB_Combat_CoverProvide_IG_001_IGotYou=I got you. Go, go!
PU_GENOUTLAW2_M_CB_Combat_CoverProvide_IG_002_LayingDownCovering=Laying down covering fire.
PU_GENOUTLAW2_M_CB_Combat_CoverProvide_IG_003_IveGotYou=I've got you covered.
PU_GENOUTLAW2_M_CB_Combat_CoverRequest_High_IG_001_GiveMeSome=Give me some cover.
PU_GENOUTLAW2_M_CB_Combat_CoverRequest_High_IG_002_NeedCoveringFire=Need covering fire.
PU_GENOUTLAW2_M_CB_Combat_CoverRequest_High_IG_003_CouldUseA=Could use a distraction.
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Advancing_High_IG_001_WeveGotTrouble=We've got trouble coming right for us!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Advancing_High_IG_002_LetsHelpThese=Let's help these bastards meet their maker.
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Advancing_High_IG_003_EnemiesAdvancingOur=Enemies advancing our way!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_EnemyClose_IG_001_WhatTheHell=What the hell!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_EnemyClose_IG_002_TheyreRightHere=They're right here!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_EnemyClose_IG_003_Contact=Contact!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_High_IG_001_FireAway=Fire away!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_High_IG_002_Attack=Attack!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_High_IG_003_TakeEmOut=Take 'em out!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Intruder_High_IG_001_Intruders=Intruders!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Intruder_High_IG_002_WeveBeenBreached=We've been breached!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Intruder_High_IG_003_BastardsGotIn=Bastards got in!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001_FoundUsSome=Found us some target practice.
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002_ContactAhead=Contact ahead.
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003_WeveGotCompany=We've got company.
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001_ShotsFromAbove=Shots from above!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002_TheyGotSome=They got some high ground.
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003_AboveUsLook=Above us, look out!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001_WatchOutSniper=Watch out, sniper!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002_SnipersScopinUs=Sniper's scopin' us!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003_Sharpshooter=Sharpshooter!
PU_GENOUTLAW2_M_CB_Combat_FlankThem_High_IG_001_FlankEm=Flank 'em!
PU_GENOUTLAW2_M_CB_Combat_FlankThem_High_IG_002_AttackTheirFlank=Attack their flank!
PU_GENOUTLAW2_M_CB_Combat_FlankThem_High_IG_003_PinchEmTight=Pinch 'em tight!
PU_GENOUTLAW2_M_CB_Combat_GetHits_FriendlyFire_High_IG_001_StopShootingMe=Stop shooting me, you idiot!
PU_GENOUTLAW2_M_CB_Combat_GetHits_FriendlyFire_High_IG_002_FriendlyFriendly=Friendly, friendly!
PU_GENOUTLAW2_M_CB_Combat_GetHits_FriendlyFire_High_IG_003_WatchYourDamn=Watch your damn fire!
PU_GENOUTLAW2_M_CB_Combat_GetHits_ImHit_High_IG_001_GotTagged=Got tagged!
PU_GENOUTLAW2_M_CB_Combat_GetHits_ImHit_High_IG_002_ShitThatHurt=Shit, that hurt!
PU_GENOUTLAW2_M_CB_Combat_GetHits_ImHit_High_IG_003_ImWounded=I'm wounded!
PU_GENOUTLAW2_M_CB_Combat_GrenadeIncoming_High_IG_001_Grenade=Grenade!
PU_GENOUTLAW2_M_CB_Combat_GrenadeIncoming_High_IG_002_GetDownGrenade=Get down, grenade!
PU_GENOUTLAW2_M_CB_Combat_GrenadeIncoming_High_IG_003_GrenadeWatchOut=Grenade, watch out!
PU_GENOUTLAW2_M_CB_Combat_GrenadeThrowing_High_IG_001_SpecialDelivery=Special delivery!
PU_GENOUTLAW2_M_CB_Combat_GrenadeThrowing_High_IG_002_Throwing=Throwing!
PU_GENOUTLAW2_M_CB_Combat_GrenadeThrowing_High_IG_003_GiftForYa=Gift for ya!
PU_GENOUTLAW2_M_CB_Combat_KeepFighting_High_IG_001_KeepItUp=Keep it up!
PU_GENOUTLAW2_M_CB_Combat_KeepFighting_High_IG_002_ComeOnWe=Come on, we got this!
PU_GENOUTLAW2_M_CB_Combat_KeepFighting_High_IG_003_FuckinKillEm=Fuckin' kill 'em. Yes!
PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Cocky_High_IG_001_NowForThe=Now for the fun part.
PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Cocky_High_IG_002_OddsAreStill=Odds are still in my favor.
PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Cocky_High_IG_003_LeaveNowBefore=Leave, now! Before I take you all down.
PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Panic_IG_001_ComeOnCome=Come on, come on. I got this!
PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Panic_IG_002_NoNoNo=No, no, no. I'm not dying today...
PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Panic_IG_003_DamnItThis=Damn it! This can't be it...
PU_GENOUTLAW2_M_CB_Combat_NoticeNotLastKnown_IG_001_WhereTheHell=Where the hell they go?
PU_GENOUTLAW2_M_CB_Combat_NoticeNotLastKnown_IG_002_CantFindEm=Shit. Can't find 'em anymore.
PU_GENOUTLAW2_M_CB_Combat_NoticeNotLastKnown_IG_003_BastardSlippedAway=Bastard slipped away.
PU_GENOUTLAW2_M_CB_Combat_OutOfAmmo_High_IG_001_ShitImOut=Shit, I'm out!
PU_GENOUTLAW2_M_CB_Combat_OutOfAmmo_High_IG_002_OutOfAmmo=Out of ammo.
PU_GENOUTLAW2_M_CB_Combat_OutOfAmmo_High_IG_003_Empty=Empty!
PU_GENOUTLAW2_M_CB_Combat_ReinforcementsInRoute_High_IG_001_FinallyReinforcementsEn=Finally! Reinforcements en route.
PU_GENOUTLAW2_M_CB_Combat_ReinforcementsInRoute_High_IG_002_BackupsClose=Backup's close.
PU_GENOUTLAW2_M_CB_Combat_ReinforcementsInRoute_High_IG_003_ReinforcementsHaveBeen=Reinforcements have been deployed.
PU_GENOUTLAW2_M_CB_Combat_Reloading_High_IG_001_GottaReload=Gotta reload.
PU_GENOUTLAW2_M_CB_Combat_Reloading_High_IG_002_PuttingInFresh=Putting in fresh.
PU_GENOUTLAW2_M_CB_Combat_Reloading_High_IG_003_Reloading=Reloading!
PU_GENOUTLAW2_M_CB_Combat_SpreadOut_High_IG_001_EveryoneSpreadOut=Everyone spread out.
PU_GENOUTLAW2_M_CB_Combat_SpreadOut_High_IG_002_StretchItOut=Stretch it out.
PU_GENOUTLAW2_M_CB_Combat_SpreadOut_High_IG_003_PutALittle=Put a little more space between us.
PU_GENOUTLAW2_M_CB_Combat_Taunt_Anger_High_IG_001_YoureSoDead=You're so dead!
PU_GENOUTLAW2_M_CB_Combat_Taunt_Anger_High_IG_002_DoTheSmart=Do the smart thing and kill yourself now! Cause if I find you, you'll regret it.
PU_GENOUTLAW2_M_CB_Combat_Taunt_Anger_High_IG_003_EnoughOfThis=Enough of this shit!
PU_GENOUTLAW2_M_CB_Combat_Taunt_Hiding_High_IG_001_ThoughtYouWanted=Thought you wanted this fight!
PU_GENOUTLAW2_M_CB_Combat_Taunt_Hiding_High_IG_002_ComeOnOut=Come on out. Let's just talk this through.
PU_GENOUTLAW2_M_CB_Combat_Taunt_Hiding_High_IG_003_NoWonderYoure=No wonder you're still alive. You're a damn coward!
PU_GENOUTLAW2_M_CB_Combat_Taunt_High_IG_001_ThisAintGonna=This ain't gonna end well for you!
PU_GENOUTLAW2_M_CB_Combat_Taunt_High_IG_002_IllBetYou=I'll bet you wish you could go back and play this different.
PU_GENOUTLAW2_M_CB_Combat_Taunt_High_IG_003_YouScrewedWith=You screwed with the wrong people.
PU_GENOUTLAW2_M_CB_Combat_Taunt_MissesTarget_High_IG_001_GotAWhole=Got a whole clip here with your name on it.
PU_GENOUTLAW2_M_CB_Combat_Taunt_MissesTarget_High_IG_002_YeahKeepMoving=Yeah, keep moving. Tire yourself out.
PU_GENOUTLAW2_M_CB_Combat_Taunt_MissesTarget_High_IG_003_DodgeAllYou=Dodge all you want. This ends with you dead!
PU_GENOUTLAW2_M_CB_Combat_Taunt_ShotsMiss_High_IG_001_YouSeeThat=You see that? You can't even hit me.
PU_GENOUTLAW2_M_CB_Combat_Taunt_ShotsMiss_High_IG_002_DidYouJust=Did you just learn how to shoot that thing?
PU_GENOUTLAW2_M_CB_Combat_Taunt_ShotsMiss_High_IG_003_GottaGetYou=Gotta get you a better gun.
PU_GENOUTLAW2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001_WereClear=We're clear.
PU_GENOUTLAW2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002_CouldntFindAnything=Couldn't find anything out here.
PU_GENOUTLAW2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003_NothingToWorry=Nothing to worry about.
PU_GENOUTLAW2_M_CB_Hunting_Deescalate_ThreatLow_IG_001_KnewItIts=Knew it. It's nothing.
PU_GENOUTLAW2_M_CB_Hunting_Deescalate_ThreatLow_IG_002_HuhNotA=Huh, not a thing.
PU_GENOUTLAW2_M_CB_Hunting_Deescalate_ThreatLow_IG_003_DidntSeeA=Didn't see a damn thing.
PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001_IKnewThere=I knew there was something.
PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002_SomeoneElseIs=Someone else is around here, I swear.
PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003_BetterLookAgain=Better look again.
PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001_TheresSomeKind=There's some kind of issue here. I'll keep you updated.
PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002_GonnaKeepSearching=Gonna keep searching.
PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003_HeyIThink=Hey, I think I'm on to something. Get ready just in case.
PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001_ForgetItFalse=Forget it. False alarm.
PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002_GotAllWorked=Got all worked up over nothing.
PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003_WellThatWasnt=Well, that wasn't what I expected.
PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001_ItWasA=It was a false alarm.
PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002_AllGoodForget=All good. Forget about it.
PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003_HeyEveryoneCan=Hey, everyone can relax.
PU_GENOUTLAW2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001_FindOutWhats=Find out what's there and report back.
PU_GENOUTLAW2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002_ThisOnesAll=This one's all you.
PU_GENOUTLAW2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003_WhatIGot=What? I got that last one.
PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IG_001_IllGiveIt=I'll give it a glance.
PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IG_002_LookingIntoIt=Looking into it.
PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IG_003_LetsSeeWhats=Let's see what's going on.
PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001_InvestigatingSomethingUnusual=Investigating something unusual. It's probably nothing,
PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002_GonnaCheckSomething=Gonna check something out real quick.
PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003_SomethingsGoingOn=Something's going on. Taking a look.
PU_GENOUTLAW2_M_CB_Hunting_KeepSearching_IG_001_TheyreAroundHere=They're around here somewhere. Keep at it.
PU_GENOUTLAW2_M_CB_Hunting_KeepSearching_IG_002_NoOneStops=No one stops looking until we find the bastard.
PU_GENOUTLAW2_M_CB_Hunting_KeepSearching_IG_003_WeDontLet=We don't let anyone get away, understand?
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IG_001_WhoLetThem=Who let them get away?
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IG_002_DisgracefulLettingEm=Disgraceful, letting 'em get away like that.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IG_003_LettingEmEscape=Letting 'em escape is unacceptable, damn it!
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001_DontKnowWhat=Don't know what to say, but they're gone.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002_TheyGotAway=They got away, and I wouldn't be surprised if someone around here helped 'em.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003_IAgreeThem=I agree. Them escaping is not ideal, but I don't know what the hell else to do about it.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IG_001_WhateverItWas=Whatever it was its gone now.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IG_002_ShitISwear=Shit, I swear they were right here.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IG_003_ThatsImpossibleNothings=That's impossible... nothing's there.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001_HeyNothingsThere=Hey, nothing's there.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002_YeahStrangestThing=Yeah, strangest thing, I can't find anything.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003_TheInvestigationDidnt=The investigation didn't turn up anything.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IG_001_DontLetThe=Don't let the bastard escape. Find 'em.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IG_002_ShitWhereverThey=Shit, wherever they are, they won't get away long.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IG_003_DamnTheyreGone=Damn, they're gone. Let's find 'em.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001_BastardsSlippedOur=Bastards slipped our surveillance, but I'll find 'em.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002_ThereGoneProbably=The're gone, probably not far. I'll keep looking.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003_YeahTheyreEither=Yeah, they're either gone or hiding real good. I'll do another sweep.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IG_001_FindEmKill=Find 'em! Kill 'em!
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IG_002_MoveOutFind=Move out, find 'em!
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IG_003_LetsGetThe=Let's get the jump on 'em!
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001_MovingOutTo=Moving out to investigate.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002_YeahIllGet=Yeah, I'll get to the bottom of it.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003_IfSomethingsHere=If something's here, I'm gonna find it.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IG_001_BetterCheckThat=Better check that out.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IG_002_LetsGoTo=Let's go to work.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IG_003_ThatsWorthChecking=That's worth checking out.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001_HeadsUpTaking=Heads up. Taking a walk around. Think we might have an audience.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002_MaybeGotSomething=Maybe got something. Kicking off a patrol to look into it.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003_SomethingsUpIll=Something's up. I'll get to the bottom of it and let you know.
PU_GENOUTLAW2_M_CB_Hunting_Taunt_Lost_High_IG_001_HideAllYou=Hide all you want. It's better this way. More fun.
PU_GENOUTLAW2_M_CB_Hunting_Taunt_Lost_High_IG_002_GoOnKeep=Go on, keep hiding. The hunt's my favorite part.
PU_GENOUTLAW2_M_CB_Hunting_Taunt_Lost_High_IG_003_IllSpendAll=I'll spend all day hunting you down if I have to.
PU_GENOUTLAW2_M_CB_Hunting_Taunt_Searching_Low_IG_001_TheHarderI=The harder I have to look for you the angrier I get.
PU_GENOUTLAW2_M_CB_Hunting_Taunt_Searching_Low_IG_002_JustComeOn=Just come on out, and we can keep this from becoming a bigger deal than it is.
PU_GENOUTLAW2_M_CB_Hunting_Taunt_Searching_Low_IG_003_ComeOnCome=Come on. Come on out. No one needs to get hurt here.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001_TakingFire=Taking fire!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002_ShitThatWas=Shit, that was close.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003_SomeBastardsAfter=Some bastard's after me!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001_FoundAFrickin=Found a frickin' body.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002_WonderWhatThis=Wonder what this one did wrong.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003_WhoKilledEm=Who killed 'em? Was this one of you?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001_SomeoneGotKnocked=Someone got knocked!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002_TakingInjuries=Taking injuries!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003_WereGettinHit=We're gettin' hit!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001_ThatsADamn=That's a damn grenade!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002_IncomingLookOut=Incoming! Look out!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003_GrenadeShit=Grenade, shit!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001_ShotsFired=Shots fired!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002_ShitThoseShots=Shit! Those shots are close.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003_WhoTheHells=Who the hell's shooting?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001_HitTheFloor=Hit the floor!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002_DownDownRocket=Down, down, rocket!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003_RocketComingThis=Rocket coming this way.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001_SniperShots=Sniper shots!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002_SomeonesHeadhunting=Someone's headhunting!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003_Sniper=Sniper!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001_SeriouslyWhatsGoing=Seriously, what's going on?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002_ComeOnAgain=Come on, again?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003_SomeoneBetterNot=Someone better not be messing with me.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001_SomethingsNotRight=Something's not right.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002_TheHellAny=The hell? Any idea what that was?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003_IDontLike=I don't like this one damn bit.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000_QuitBuggingMe=Quit bugging me over nothing.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002_StopMessingAround=Stop messing around and stay focused.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003_YoureInYour=You're in your head. Nothing's there.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001_SomeoneWantsTo=Someone wants to tussle.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002_BringIt=Bring it!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003_TodayJustGot=Today just got interesting.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001_WhatIsThat=What is that?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002_Hello=Hello?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003_SomeoneThere=Someone there?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004_Huh=Huh?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005_What=What?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001_OkayThatsNot=Okay. That's not good.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002_TheHell=The hell!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003_DontLikeThis=Don't like this one damn bit.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001_DefinitelyHeardSomething=Definitely heard something.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002_YeahIHeard=Yeah, I heard it too.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003_YeahWhatWas=Yeah. What was that?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001_SettleDownI=Settle down. I didn't hear shit.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002_DamnYoureParanoid=Damn you're paranoid.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003_YouBetterNot=You better not be high again.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001_YouHearThat=You hear that noise?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002_DidYouHear=Did you hear something?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003_SwearIHeard=Swear I heard something.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001_SawThatToo=Saw that too.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002_WhatdYouSee=What'd you see? I couldn't make it out.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003_SpottedItToo=Spotted it too.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001_WhatYouGoing=What are you going on about?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002_IDidntSee=I didn't see shit.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003_DontGetAll=Don't get all worked up over nothing.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001_IJustSaw=I just saw something.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002_ThinkISpotted=I think I spotted something over there.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003_DidYouSee=Did you see that?
PU_GENOUTLAW2_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Neg_IG_001_YouHearThey=You hear they put a price out on Pointy? Bastard dimed us to Crusader Security, so now Nine Tails gonna carve him up. Sniveling little creep deserves everything coming to him.
PU_GENOUTLAW2_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Pos_IG_001_ManImSo=Man, I'm so glad I broke my Hurston contract to join you guys. This is way better.
PU_GENOUTLAW2_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Neg_IG_001_YeahWellAt=Yeah, well at the end of the day we're all just flesh and blood. Just gotta keep that blood on the inside as long as possible.
PU_GENOUTLAW2_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Pos_IG_001_OhGetThis=Oh! Get this! Banger said she might be able to remove the overheat safety off my Behring. Once that's gone, I'll be able to fire the thing till my hands catch fire. Should be epic.
PU_GENOUTLAW2_M_CP_Chat_ProcConvo_OutlawSet_Response_Neg_IG_001_IWasJust=I was just thinking about the first cutter I ever killed. It happened somewhere just like this. Kill was good. Problem was he wound up being the wrong guy. The crew made fun of me for days for that cock up.
PU_GENOUTLAW2_M_CP_Chat_ProcConvo_OutlawSet_Response_Pos_IG_001_DontKnowAbout=Don't know about you, but nothing makes me feel better than having a fully loaded weapon at hand. It's like that dog I always wanted as kid but never got.
PU_GENOUTLAW3_M_BS_Chat_ProcConvo_GenSet_Question_IG_001_YouGood=You good?
PU_GENOUTLAW3_M_BS_Chat_ProcConvo_GenSet_Reaction_Neg_IG_001_ThingsCouldAlways=Eh... things could always be worse.
PU_GENOUTLAW3_M_BS_Chat_ProcConvo_GenSet_Reaction_Pos_IG_001_ArentYouLucky=Aren't you lucky.
PU_GENOUTLAW3_M_BS_Chat_ProcConvo_GenSet_ResponseDeflect_IG_001_ItsAllRight=It's all right. What about you?
PU_GENOUTLAW3_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_001_CutTheChatter=Look, cut the chatter and keep your eyes open.
PU_GENOUTLAW3_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_002_StayFocusedOn=Stay focused on the job, all right?
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_High_IG_001_HellYeah=Hell yeah!
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_High_IG_002_YouGotIt=You got it!
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_High_IG_003_YeahThatsIt=Yeah, that's it!
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IG_001_GotIt=Got it.
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IG_002_Yeah=Yeah.
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IG_003_Okay=Okay.
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IntoComms_IG_001_Affirmative=Affirmative.
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IntoComms_IG_002_Yes=Yes.
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IntoComms_IG_003_SureThing=Sure thing.
PU_GENOUTLAW3_M_BS_General_Celebration_High_IG_001_ILiveFor=I live for this shit.
PU_GENOUTLAW3_M_BS_General_Celebration_High_IG_002_YeahThatsRight=Yeah, that's right!
PU_GENOUTLAW3_M_BS_General_Celebration_High_IG_003_HowBoutThat=How 'bout that?
PU_GENOUTLAW3_M_BS_General_DeathThroe_High_IG_EX_001=< Scream >
PU_GENOUTLAW3_M_BS_General_DeathThroe_High_IG_EX_002=< Scream >
PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_001=< Grunt >
PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_002=< Grunt >
PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_003=< Grunt >
PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_004=< Grunt >
PU_GENOUTLAW3_M_BS_General_Expletives_High_IG_001_Shit=Shit!
PU_GENOUTLAW3_M_BS_General_Expletives_High_IG_002_Dammit=Dammit!
PU_GENOUTLAW3_M_BS_General_Expletives_High_IG_003_StupidSkag=Stupid skag!
PU_GENOUTLAW3_M_BS_General_Expletives_Low_IG_001_OhComeOn=Oh, come on...
PU_GENOUTLAW3_M_BS_General_Expletives_Low_IG_002_ThatSucks=Oh, that sucks.
PU_GENOUTLAW3_M_BS_General_Expletives_Low_IG_003_FrickinRidiculous=This is frickin' ridiculous.
PU_GENOUTLAW3_M_BS_General_Expletives_Surprised_IG_001_Shit=Shit!
PU_GENOUTLAW3_M_BS_General_Expletives_Surprised_IG_002_WhatTheHell=What the hell?!
PU_GENOUTLAW3_M_BS_General_Expletives_Surprised_IG_003_OhShit=Oh shit!
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_001=< Grunt >
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_002=< Grunt >
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_003=< Grunt >
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_004=< Grunt >
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_001=< Grunt >
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_002=< Grunt >
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_003=< Grunt >
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_004=< Grunt >
PU_GENOUTLAW3_M_BS_General_NegativeResponse_High_IG_001_HellNo=Hell no!
PU_GENOUTLAW3_M_BS_General_NegativeResponse_High_IG_002_ForgetIt=Forget it.
PU_GENOUTLAW3_M_BS_General_NegativeResponse_High_IG_003_NotAChance=Not a chance!
PU_GENOUTLAW3_M_BS_General_NegativeResponse_IG_001_Nope=Nope.
PU_GENOUTLAW3_M_BS_General_NegativeResponse_IG_002_NoWay=No way.
PU_GENOUTLAW3_M_BS_General_NegativeResponse_IG_003_Naw=Naw.
PU_GENOUTLAW3_M_BS_General_NegativeResponse_IntoComms_IG_001_No=No.
PU_GENOUTLAW3_M_BS_General_NegativeResponse_IntoComms_IG_002_Nope=Nope.
PU_GENOUTLAW3_M_BS_General_NegativeResponse_IntoComms_IG_003_Negative=Negative.
PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001_GotOne=Yeah, got one!
PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002_OneLessTo=One less to worry about!
PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003_TargetEliminated=Target eliminated.
PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001_ShitWereDown=Shit, we're down one.
PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002_FriendlyDown=Friendly down!
PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003_WeLostOne=We lost one.
PU_GENOUTLAW3_M_CB_Combat_CallBackup_High_IG_001_HowAboutSome=How about some help over here?
PU_GENOUTLAW3_M_CB_Combat_CallBackup_High_IG_002_NeedSomeSupport=I need some support.
PU_GENOUTLAW3_M_CB_Combat_CallBackup_High_IG_003_RequestingBackup=Requesting backup!
PU_GENOUTLAW3_M_CB_Combat_CoverAdvanceFrom_High_IG_001_LetsGo=Let's go!
PU_GENOUTLAW3_M_CB_Combat_CoverAdvanceFrom_High_IG_002_Pushing=Pushing!
PU_GENOUTLAW3_M_CB_Combat_CoverAdvanceFrom_High_IG_003_MoveUp=Move up!
PU_GENOUTLAW3_M_CB_Combat_CoverFindBetter_High_IG_001_WontLastLong=I won't last long here. Moving position.
PU_GENOUTLAW3_M_CB_Combat_CoverFindBetter_High_IG_002_ChangingCover=Changing cover!
PU_GENOUTLAW3_M_CB_Combat_CoverFindBetter_High_IG_003_ThisCoverSucks=This cover's shit!
PU_GENOUTLAW3_M_CB_Combat_CoverPinnedDown_High_IG_001_ImPinnedDown=I'm pinned down!
PU_GENOUTLAW3_M_CB_Combat_CoverPinnedDown_High_IG_002_ShitImBoxed=Shit, I'm boxed in!
PU_GENOUTLAW3_M_CB_Combat_CoverPinnedDown_High_IG_003_ItsRainingBullets=It's raining bullets over here!
PU_GENOUTLAW3_M_CB_Combat_CoverProvide_IG_001_GotYouCovered=I got you covered!
PU_GENOUTLAW3_M_CB_Combat_CoverProvide_IG_002_IllCoverYou=I'll cover you.
PU_GENOUTLAW3_M_CB_Combat_CoverProvide_IG_003_GoIGot=Go! Go! I got your back.
PU_GENOUTLAW3_M_CB_Combat_CoverRequest_High_IG_001_NeedSomeCover=I need some cover!
PU_GENOUTLAW3_M_CB_Combat_CoverRequest_High_IG_002_CoverMe=Cover me!
PU_GENOUTLAW3_M_CB_Combat_CoverRequest_High_IG_003_KeepEmOff=Keep 'em off me!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Advancing_High_IG_001_EnemiesOnTheir=Enemies on their way!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Advancing_High_IG_002_HereComesTrouble=Here comes trouble!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Advancing_High_IG_003_WeveGotCompany=We got company!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_EnemyClose_IG_001_IGotEm=I got 'em!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_EnemyClose_IG_002_ContactContact=Contact! Contact!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_EnemyClose_IG_003_OverHere=Over here!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_High_IG_001_HitEm=Come on, hit 'em!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_High_IG_002_GhostEm=Ghost 'em!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_High_IG_003_KillEmAll=Kill 'em all!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Intruder_High_IG_001_GotSomeUnwelcome=Got some unwelcome guests!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Intruder_High_IG_002_DoesntAnybodyFuckin=Doesn't anybody fuckin' knock?
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Intruder_High_IG_003_SomebodyBrokeIn=Somebody broke in!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001_EnemiesSpotted=Enemies spotted!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002_OverHereContact=Over there. Contact, contact!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003_GotEyesOn=Got eyes on hostiles!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001_TheyreAboveUs=They're above us!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002_ItsOverThey=It's over! They have the high ground!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003_WatchTheHigh=Watch the high ground!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001_Sniper=Sniper!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002_SniperGrabCover=Sniper! Grab cover!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003_TheyGotA=They got a sniper rifle!
PU_GENOUTLAW3_M_CB_Combat_FlankThem_High_IG_001_HitTheirFlank=Hit their flank!
PU_GENOUTLAW3_M_CB_Combat_FlankThem_High_IG_002_LetsFlankEm=Let's flank 'em!
PU_GENOUTLAW3_M_CB_Combat_FlankThem_High_IG_003_CircleAroundAnd=Circle around and hit their flank.
PU_GENOUTLAW3_M_CB_Combat_GetHits_FriendlyFire_High_IG_001_ImNotThe=I am not the enemy!
PU_GENOUTLAW3_M_CB_Combat_GetHits_FriendlyFire_High_IG_002_ShootOneMore=Shoot one more time, and we're gonna have a fuckin' problem.
PU_GENOUTLAW3_M_CB_Combat_GetHits_FriendlyFire_High_IG_003_WatchYourDamn=Watch your damn aim!
PU_GENOUTLAW3_M_CB_Combat_GetHits_ImHit_High_IG_001_ImHit=I'm hit!
PU_GENOUTLAW3_M_CB_Combat_GetHits_ImHit_High_IG_002_IGotClipped=I've been clipped!
PU_GENOUTLAW3_M_CB_Combat_GetHits_ImHit_High_IG_003_ImShot=I'm shot!
PU_GENOUTLAW3_M_CB_Combat_GrenadeIncoming_High_IG_001_Grenade=Grenade!
PU_GENOUTLAW3_M_CB_Combat_GrenadeIncoming_High_IG_002_GrenadeTakeCover=Grenade! Take cover!
PU_GENOUTLAW3_M_CB_Combat_GrenadeIncoming_High_IG_003_Incoming=Incoming!
PU_GENOUTLAW3_M_CB_Combat_GrenadeThrowing_High_IG_001_TossingOneTheir=Yeah, tossing one their way.
PU_GENOUTLAW3_M_CB_Combat_GrenadeThrowing_High_IG_002_LetsSeeHow=Let's see how they like this.
PU_GENOUTLAW3_M_CB_Combat_GrenadeThrowing_High_IG_003_HotRock=Hot rock!
PU_GENOUTLAW3_M_CB_Combat_KeepFighting_High_IG_001_KeepUpThe=Come on, keep up the pressure.
PU_GENOUTLAW3_M_CB_Combat_KeepFighting_High_IG_002_TakeItTo=Take it to them.
PU_GENOUTLAW3_M_CB_Combat_KeepFighting_High_IG_003_DontLetUp=Don't let up now.
PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Cocky_High_IG_001_ComeOnYou=Come on! You scared or something? Let's finish this!
PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Cocky_High_IG_002_ThisIsntOver=This isn't over! I'm just getting started.
PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Cocky_High_IG_003_IfImGoing=If I'm going down then I'm bring you skags with me!
PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Panic_IG_001_ShitShitShit=Shit, shit, shit.
PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Panic_IG_002_YouCanDo=You can do this.
PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Panic_IG_003_KeepItTogether=Keep it together...
PU_GENOUTLAW3_M_CB_Combat_NoticeNotLastKnown_IG_001_ShitTheyreGone=Shit, they're gone!
PU_GENOUTLAW3_M_CB_Combat_NoticeNotLastKnown_IG_002_CarefulILost=Be careful, I lost 'em.
PU_GENOUTLAW3_M_CB_Combat_NoticeNotLastKnown_IG_003_ILostEyes=I lost eyes on them.
PU_GENOUTLAW3_M_CB_Combat_OutOfAmmo_High_IG_001_AmmosEmpty=Ammo's empty.
PU_GENOUTLAW3_M_CB_Combat_OutOfAmmo_High_IG_002_ImOut=I'm out.
PU_GENOUTLAW3_M_CB_Combat_OutOfAmmo_High_IG_003_GoneDry=Gone dry!
PU_GENOUTLAW3_M_CB_Combat_ReinforcementsInRoute_High_IG_001_ReinforcementsShouldBe=Reinforcements should be here soon.
PU_GENOUTLAW3_M_CB_Combat_ReinforcementsInRoute_High_IG_002_BackupIsOn=Backup on the way.
PU_GENOUTLAW3_M_CB_Combat_ReinforcementsInRoute_High_IG_003_HelpsAlmostHere=Help's almost here.
PU_GENOUTLAW3_M_CB_Combat_Reloading_High_IG_001_Reup=Reup!
PU_GENOUTLAW3_M_CB_Combat_Reloading_High_IG_002_Reloading=Reloading!
PU_GENOUTLAW3_M_CB_Combat_Reloading_High_IG_003_SwitchingOut=Switching out.
PU_GENOUTLAW3_M_CB_Combat_SpreadOut_High_IG_001_FanOut=Fan out.
PU_GENOUTLAW3_M_CB_Combat_SpreadOut_High_IG_002_LetsSpreadOut=Let's spread out.
PU_GENOUTLAW3_M_CB_Combat_SpreadOut_High_IG_003_MakeASpread=Make a spread.
PU_GENOUTLAW3_M_CB_Combat_Taunt_Anger_High_IG_001_ImGonnaEnjoy=I'm gonna enjoy this.
PU_GENOUTLAW3_M_CB_Combat_Taunt_Anger_High_IG_002_OhIAm=Oh, I am going to make you pay for this!
PU_GENOUTLAW3_M_CB_Combat_Taunt_Anger_High_IG_003_TimeToReap=Time to reap the whirlwind, fucker.
PU_GENOUTLAW3_M_CB_Combat_Taunt_Hiding_High_IG_001_SomonesTooScared=Somone's too scared to come out and fight.
PU_GENOUTLAW3_M_CB_Combat_Taunt_Hiding_High_IG_002_ComeOutAnd=< Whistle > Come out and play.
PU_GENOUTLAW3_M_CB_Combat_Taunt_Hiding_High_IG_003_WhyYouHiding=Why you hiding?
PU_GENOUTLAW3_M_CB_Combat_Taunt_High_IG_001_TimeForThe=Time for the fun part!
PU_GENOUTLAW3_M_CB_Combat_Taunt_High_IG_002_ImGoingTo=I'm going to mess you up!
PU_GENOUTLAW3_M_CB_Combat_Taunt_High_IG_003_BelieveMeThis=Believe me, this is going to hurt.
PU_GENOUTLAW3_M_CB_Combat_Taunt_MissesTarget_High_IG_001_StayStillDamn=Stay still, damn it!
PU_GENOUTLAW3_M_CB_Combat_Taunt_MissesTarget_High_IG_002_ShitMissed=Shit, missed.
PU_GENOUTLAW3_M_CB_Combat_Taunt_MissesTarget_High_IG_003_TimeToEnd=Time to end this!
PU_GENOUTLAW3_M_CB_Combat_Taunt_ShotsMiss_High_IG_001_YouFeelThat=Can you feel that? That's your fear's getting the better of you.
PU_GENOUTLAW3_M_CB_Combat_Taunt_ShotsMiss_High_IG_002_YoureInWay=You're in way over your head.
PU_GENOUTLAW3_M_CB_Combat_Taunt_ShotsMiss_High_IG_003_YouCouldntShoot=You couldn't shoot straight if you tried.
PU_GENOUTLAW3_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001_ImDoneLooking=I'm done looking around. There's nothing here.
PU_GENOUTLAW3_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002_NotSeeingAnything=Well, I'm not seeing anything. Probably nothing.
PU_GENOUTLAW3_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003_YeahCouldntFind=Yeah, couldn't find anything.
PU_GENOUTLAW3_M_CB_Hunting_Deescalate_ThreatLow_IG_001_MaybeImGoing=Maybe I'm going crazy.
PU_GENOUTLAW3_M_CB_Hunting_Deescalate_ThreatLow_IG_002_GuessItsNothing=Guess it's nothing to worry about.
PU_GENOUTLAW3_M_CB_Hunting_Deescalate_ThreatLow_IG_003_HuhNothing=Huh. Nothing...
PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001_ImGoingTo=I'm going to go take a closer look.
PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002_StayAlertSomethings=Stay alert, something's not right.
PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003_HuhBetterKeep=Better keep looking.
PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001_HeyLooksLike=Hey, looks like my grandma's tracking skills are paying off. Think I'm on the right path.
PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002_YeahMaybeGot=Yeah, Maybe got something. going to keep looking.
PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003_SoLooksLike=So, looks like my hunch was right. Still searching, but I'll find them.
PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001_EverybodyCanRelax=Everybody just relax. False alarm.
PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002_WellThatWas=Well, that was a waste of time.
PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003_NothingToBe=It's nothing to be concerned about.
PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001_HeyFalseAlarm=Hey, false alarm.
PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002_TurnsOutIt=Turns out it was nothing to worry about.
PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003_NothingToReport=Nothing to report, over.
PU_GENOUTLAW3_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001_YoureUp=You're up.
PU_GENOUTLAW3_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002_GoSeeWhat=Go see what that is.
PU_GENOUTLAW3_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003_HustleUpAnd=Hustle up and take a look.
PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IG_001_IllCheckIt=I'll check it out.
PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IG_002_GuessIShould=Guess I should look into it.
PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IG_003_IllTakeThis=I'll take this one.
PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001_ThinkSomethingUp=Think something up. I'll check it out.
PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002_GonnaGoTake=Gonna go take a look around. Be right back.
PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003_HeyImGonna=Hey, I'm just gonna go check on something. If you don't hear back from me, probably been murdered.
PU_GENOUTLAW3_M_CB_Hunting_KeepSearching_IG_001_KeepLookingTheyre=Keep looking. They're here someplace.
PU_GENOUTLAW3_M_CB_Hunting_KeepSearching_IG_002_LetsSpreadOut=Let's spread out, cover more ground.
PU_GENOUTLAW3_M_CB_Hunting_KeepSearching_IG_003_WellFindEm=We'll find 'em. They couldn't have gone too far.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IG_001_ShitCantFind=Shit, can't find any trace of 'em.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IG_002_MustBeGone=Must be gone.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IG_003_HowTheHell=How the hell did they get away from us?
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001_CantFindEm=Can't find 'em anywhere. Think they slipped.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002_LookedEverywhereMustve=Looked for 'em everywhere. Must've vacated.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003_CameUpEmpty=Came up empty. No idea where that skag went.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IG_001_DamnWheredThey=Shit, where did they go?
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IG_002_NothingHmmm=Nothing. Hmmm...
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IG_003_DidntFindA=Didn't find a thing.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001_SearchTurnedUp=Search turned up nothing, over.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002_NothingToReport=Nothing to report.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003_YeahTheyMust=Yeah, they must be gone.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IG_001_SkagSlippedMe=The skag slipped me. We can't let 'em get away.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IG_002_TheyreGoneBetter=They're gone. So we better search high and low to find 'em.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IG_003_SomeoneGetEyes=Someone get eyes on this slippery bastard, now.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001_LostTrackOf=Lost track of the target. Starting a sweep now.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002_TheySnuckOff=They snuck off. Going to track 'em down.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003_ListenImGoing=Listen. I'm going to go find this skag and make 'em regret giving me the slip.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IG_001_LetsTrackEm=Let's track 'em down, quick.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IG_002_ComeOnWho=Come on then, who wants first crack?
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IG_003_TimesAWastin=Time's a wastin'. Let's go.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001_TakingASweep=Taking a sweep through. Find out whoever the hell this is.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002_BitOfRuckus=Bit of ruckus. On my way to find out the cause.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003_GotSomeTrouble=Got some trouble brewing. Looking into it now.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IG_001_BetterLookInto=Better look into this.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IG_002_ThatsNotRight=That's not right. I'm going to go check it out.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IG_003_ThatsWorthInvestigating=That's defo worth investigating.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001_SomethingsUpChecking=Something's up. Gonna check it out now, over.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002_NotSureExactly=Not sure exactly what's going on, but I'm gonna investigate.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003_SomeStrangeAss=Some strange ass stuff going on here. Gonna look into it.
PU_GENOUTLAW3_M_CB_Hunting_Taunt_Lost_High_IG_001_CowardsHideYou=Cowards hide. You a coward? You scared?
PU_GENOUTLAW3_M_CB_Hunting_Taunt_Lost_High_IG_002_IsThisHow=Is this how you want to spend your final moments? Hiding scared?
PU_GENOUTLAW3_M_CB_Hunting_Taunt_Lost_High_IG_003_WonderHowLong=Wonder how long you can keep quiet?
PU_GENOUTLAW3_M_CB_Hunting_Taunt_Searching_Low_IG_001_ShowYourselfAlready=Come on, show yourself already. You can't be that ugly.
PU_GENOUTLAW3_M_CB_Hunting_Taunt_Searching_Low_IG_002_QuitWastingMy=Quit wasting my time and come out. It'll be better for the both of us.
PU_GENOUTLAW3_M_CB_Hunting_Taunt_Searching_Low_IG_003_ComeOnOut=Come on out. I'm over this cat and mouse shit.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001_ImUnderFire=I'm under fire!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002_SomeoneTriedTo=Someone tried to blast me.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003_ImGettingShot=I'm getting shot at!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001_OhDamnThis=Oh damn, this poor bastard's dead!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002_GotADead=Got a dead one!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003_TheHellHappened=What the hell happened here?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001_WereTakingCasualities=We're taking casualities!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002_SomeoneJustGot=Someone just got blasted.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003_OhShitMan=Oh shit, shit, man down!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001_Grenade=Grenade!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002_OhShitGrenade=Oh shit, grenade!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003_GrenadeWatchOut=Grenade, watch out!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001_ThoseAreShots=Those are shots!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002_WeveGotCompany=We got company.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003_ShotsNearby=Shots nearby!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001_Rocket=Rocket!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002_GetDownRocket=Get down, rocket!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003_ThatsADamn=That's a damn rocket!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001_Sniper=Sniper!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002_SniperAttack=Sniper attack!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003_WereGettingSniped=We're getting sniped!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001_ThereItIs=There it is again.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002_Again=Again?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003_WhatsGoingOn=What is going on 'round here?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001_WeirdWhatWas=Weird, what was that?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002_INoticedIt=I noticed it too.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003_ThatsConcerning=That's concerning.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000_ImSureIts=I'm sure it's nothing.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002_DontThinkAnythings=Don't think anything's there.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003_IDidntNotice=I didn't notice anything.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001_ItsGoingDown=It's going down!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002_WeGotTrouble=We got trouble!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003_ItsPoppingOff=It's about to pop off!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001_WhatsThat=What's that?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002_SomethingsOverThere=Something's over there I think.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003_HeySomeoneOver=Hey, is there someone over there?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004_Huh=Huh?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005_What=What?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001_DamnWhatThe=Damn. What the hell was that?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002_SomethingsUpRound=Something's up 'round here.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003_ThatDontSeem=That don't seem right.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001_HeardItToo=Heard it too.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002_ThinkIHeard=Think I heard something coming from over there.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003_YeahThatSounded=Yeah, that sounded suspicious.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001_DidntHearA=Didn't hear a thing but I'll keep my ears open.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002_YoureHearingThings=You're hearing things.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003_IDidntHear=I didn't hear anything.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001_DidYouHear=Did you hear that?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002_YouHearLike=You hear like a sound or something?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003_WasThatA=Was that a noise?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001_AnyIdeaWhat=Any idea what that was?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002_YeahSawSomething=Yeah, saw something too.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003_SomethingDefinitelyMoved=Something definitely moved in my periphery.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001_YouSureYou=You sure you saw something?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002_YourEyesAre=Your eyes are playing tricks on you.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003_DidntSeeA=Didn't see a thing.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001_YouSeeThat=You see that?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002_OverThereLook=Over there. Look.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003_SwearIJust=Swear I just saw something then.
PU_GENOUTLAW3_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Neg_IG_001_IThinkWere=I think we're ramping up too hard, too fast here. I don't know. Normally, we don't start hitting security forces til much later, until we're much more dug in. It's seems kinda mental bashing them outright. That kinda shit attracts a lot of attention really fast.
PU_GENOUTLAW3_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Pos_IG_001_BossWantsUs=Boss wants us casing ArcCorp next week. I'll bet you a grand that we're gonna send a team there to start recruiting. Me? I can't wait. I prefer cities. You can get away with anything there if you got half a brain.
PU_GENOUTLAW3_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Neg_IG_001_IgnoringAllThat=Ignoring all that though, the Crashers got a match this weekend, so at least I have that to look forward to.
PU_GENOUTLAW3_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Pos_IG_001_WhatImReally=What I'm really hoping is for those shares I bought in Consolidated Outlands to keep going up. Fat little payday that'll be. Always good to invest in more than booze and bullets.
PU_GENOUTLAW3_M_CP_Chat_ProcConvo_OutlawSet_Response_Neg_IG_001_TheresSomethingAbout=There's something about this place... I don't know... something's off. You been in the game as long as I have, you trust your instincts.
PU_GENOUTLAW3_M_CP_Chat_ProcConvo_OutlawSet_Response_Pos_IG_001_HeresSomethingI=Here's something. I went to get my ship filled up a few weeks back but my reg-tag spoof failed, just as I was leaving. Alarms started blaring, the works. Long story short. Ended up getting free fuel.
PU_GENOUTLAW4_M_BS_Chat_ProcConvo_GenSet_Question_IG_001_HowsItGoing=How's it going?
PU_GENOUTLAW4_M_BS_Chat_ProcConvo_GenSet_Reaction_Neg_IG_001_WellAsThe=Well, as the Banu like to say "One day we'll all be dead." Bleak, but comforting.
PU_GENOUTLAW4_M_BS_Chat_ProcConvo_GenSet_Reaction_Pos_IG_001_AintNothingBetter=Ain't nothing better than when things turn your way.
PU_GENOUTLAW4_M_BS_Chat_ProcConvo_GenSet_ResponseDeflect_IG_001_OhYouKnow=Oh, you know, how about you?
PU_GENOUTLAW4_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_001_JustLeaveIt=Just leave it, all right?
PU_GENOUTLAW4_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_002_GreatIDont=Great, I don't really care.
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_High_IG_001_Yes=Yes!
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_High_IG_002_OhYeah=Oh yeah!
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_High_IG_003_Definitely=Definitely!
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IG_001_SoundsGood=Sounds good.
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IG_002_AllRight=All right.
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IG_003_Sure=Sure.
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IntoComms_IG_001_GotIt=Got it.
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IntoComms_IG_002_SureWhyNot=Sure. Why not.
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IntoComms_IG_003_Understood=Understood.
PU_GENOUTLAW4_M_BS_General_Celebration_High_IG_001_Outstanding=Outstanding!
PU_GENOUTLAW4_M_BS_General_Celebration_High_IG_002_NiceOne=Nice one.
PU_GENOUTLAW4_M_BS_General_Celebration_High_IG_003_ThereYouGo=There you go!
PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_001=< Scream >
PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_002=< Scream >
PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_003=< Scream >
PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_004=< Scream >
PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_005=< Scream >
PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_006=< Scream >
PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_001=< Grunt >
PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_002=< Grunt >
PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_003=< Grunt >
PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_004=< Grunt >
PU_GENOUTLAW4_M_BS_General_Expletives_High_IG_001_YouBastard=You bastard!
PU_GENOUTLAW4_M_BS_General_Expletives_High_IG_002_Dammit=Dammit!
PU_GENOUTLAW4_M_BS_General_Expletives_High_IG_003_SonOfA=You son of a bitch!
PU_GENOUTLAW4_M_BS_General_Expletives_Low_IG_001_Bugger=Bugger.
PU_GENOUTLAW4_M_BS_General_Expletives_Low_IG_002_Shit=Shit...
PU_GENOUTLAW4_M_BS_General_Expletives_Low_IG_003_Damn=Damn...
PU_GENOUTLAW4_M_BS_General_Expletives_Surprised_IG_001_WhatThe=What the?!
PU_GENOUTLAW4_M_BS_General_Expletives_Surprised_IG_002_Seriously=Seriously?
PU_GENOUTLAW4_M_BS_General_Expletives_Surprised_IG_003_NoBloodyWay=No bloody way!
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_001=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_002=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_003=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_004=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_005=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_006=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_007=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_008=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_009=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_010=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_011=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_001=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_002=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_003=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_004=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_005=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_006=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_007=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_008=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_009=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_010=< Grunt >
PU_GENOUTLAW4_M_BS_General_NegativeResponse_High_IG_001_NoWay=No way!
PU_GENOUTLAW4_M_BS_General_NegativeResponse_High_IG_002_NoChance=No chance!
PU_GENOUTLAW4_M_BS_General_NegativeResponse_High_IG_003_HellNo=Hell no!
PU_GENOUTLAW4_M_BS_General_NegativeResponse_IG_001_No=No.
PU_GENOUTLAW4_M_BS_General_NegativeResponse_IG_002_NoWay=No way.
PU_GENOUTLAW4_M_BS_General_NegativeResponse_IG_003_CantHelpYou=Can't help you.
PU_GENOUTLAW4_M_BS_General_NegativeResponse_IntoComms_IG_001_SorryNo=Sorry, no.
PU_GENOUTLAW4_M_BS_General_NegativeResponse_IntoComms_IG_002_NotLikely=Not likely.
PU_GENOUTLAW4_M_BS_General_NegativeResponse_IntoComms_IG_003_Negative=Negative.
PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001_IGotOne=I got one? I got one!
PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002_TookOutMy=Took out my target.
PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003_DidYouSee=Did you see that? What a shot.
PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001_ShitTheyJust=Shit, they just killed 'em.
PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002_LostOne=Lost one!
PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003_OneOfOurs=One of ours just got cut down.
PU_GENOUTLAW4_M_CB_Combat_CallBackup_High_IG_001_INeedHelp=I need help!
PU_GENOUTLAW4_M_CB_Combat_CallBackup_High_IG_002_CanSomeoneBack=Can someone back me up!
PU_GENOUTLAW4_M_CB_Combat_CallBackup_High_IG_003_SomebodyHelpMe=Somebody help me!
PU_GENOUTLAW4_M_CB_Combat_CoverAdvanceFrom_High_IG_001_Charge=Charge!
PU_GENOUTLAW4_M_CB_Combat_CoverAdvanceFrom_High_IG_002_MovingUp=Moving up!
PU_GENOUTLAW4_M_CB_Combat_CoverAdvanceFrom_High_IG_003_Advancing=Advancing!
PU_GENOUTLAW4_M_CB_Combat_CoverFindBetter_High_IG_001_HellWithIt=To hell with it!
PU_GENOUTLAW4_M_CB_Combat_CoverFindBetter_High_IG_002_Displacing=Displacing!
PU_GENOUTLAW4_M_CB_Combat_CoverFindBetter_High_IG_003_Repositioning=Repositioning!
PU_GENOUTLAW4_M_CB_Combat_CoverPinnedDown_High_IG_001_ICantMove=I can't move!
PU_GENOUTLAW4_M_CB_Combat_CoverPinnedDown_High_IG_002_LittleHelp=Little help?!
PU_GENOUTLAW4_M_CB_Combat_CoverPinnedDown_High_IG_003_ComeOnGive=Come on, give me a chance!
PU_GENOUTLAW4_M_CB_Combat_CoverProvide_IG_001_IllCoverYou=I'll cover you!
PU_GENOUTLAW4_M_CB_Combat_CoverProvide_IG_002_GoAhead=Go ahead!
PU_GENOUTLAW4_M_CB_Combat_CoverProvide_IG_003_IllKeepEm=I'll keep 'em occupied.
PU_GENOUTLAW4_M_CB_Combat_CoverRequest_High_IG_001_SomeoneCoverMe=Someone cover me?
PU_GENOUTLAW4_M_CB_Combat_CoverRequest_High_IG_002_CanAnyoneCover=Can anyone cover me?
PU_GENOUTLAW4_M_CB_Combat_CoverRequest_High_IG_003_KeepEmOff=Keep 'em off me for a sec.
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Advancing_High_IG_001_WeveGotCompany=We've got company coming in.
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Advancing_High_IG_002_GotAFight=Got a fight bearing down on us.
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Advancing_High_IG_003_TroubleComingIn=Trouble, coming in hot!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_EnemyClose_IG_001_ShitOverHere=Shit. Over here!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_EnemyClose_IG_002_WhatTheHell=What the hell?!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_EnemyClose_IG_003_GotSomebody=Got somebody!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_High_IG_001_GiveEmAll=Give 'em all you got!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_High_IG_002_UnleashHell=Unleash hell!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_High_IG_003_DontGiveEm=Don't give 'em any mercy.
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Intruder_High_IG_001_WereCompromised=We're compromised!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Intruder_High_IG_002_GotIntruders=Got intruders!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Intruder_High_IG_003_Intruders=Intruders!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001_IFoundEm=I found 'em. Right here!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002_HereTheyAre=Here they are!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003_OverHereLook=Over here! Look!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001_ISeeThem=I see them. They're up there.
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002_LookUpTop=Look up top!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003_TheyreAboveUs=They're above us.
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001_Sniper=Sniper!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002_TheyGotA=They got a sharpshooter.
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003_CarefulTheresA=Careful, there's a sniper.
PU_GENOUTLAW4_M_CB_Combat_FlankThem_High_IG_001_CircleTheirFlanks=Circle their flanks!
PU_GENOUTLAW4_M_CB_Combat_FlankThem_High_IG_002_WeShouldHit=We should hit them on the sides.
PU_GENOUTLAW4_M_CB_Combat_FlankThem_High_IG_003_LetsSneakAround=Let's sneak around and attack the flank.
PU_GENOUTLAW4_M_CB_Combat_GetHits_FriendlyFire_High_IG_001_ImOnYour=I'm on your side!
PU_GENOUTLAW4_M_CB_Combat_GetHits_FriendlyFire_High_IG_002_WhatAreYou=What are you doing?!
PU_GENOUTLAW4_M_CB_Combat_GetHits_FriendlyFire_High_IG_003_HaveYouGone=Have you gone blind?!
PU_GENOUTLAW4_M_CB_Combat_GetHits_ImHit_High_IG_001_OhShitIm=Oh shit! I'm hit!
PU_GENOUTLAW4_M_CB_Combat_GetHits_ImHit_High_IG_002_TheyGotMe=They got me. They really got me!
PU_GENOUTLAW4_M_CB_Combat_GetHits_ImHit_High_IG_003_OwDammitThat=Ah! Dammit that hurts!
PU_GENOUTLAW4_M_CB_Combat_GrenadeIncoming_High_IG_001_Grenade=Grenade!
PU_GENOUTLAW4_M_CB_Combat_GrenadeIncoming_High_IG_002_EverybodyDown=Everybody down!
PU_GENOUTLAW4_M_CB_Combat_GrenadeIncoming_High_IG_003_GetOutOf=Get out of the way!
PU_GENOUTLAW4_M_CB_Combat_GrenadeThrowing_High_IG_001_AndHereWe=And here we go!
PU_GENOUTLAW4_M_CB_Combat_GrenadeThrowing_High_IG_002_LetsSeeHow=Let's see how they like this!
PU_GENOUTLAW4_M_CB_Combat_GrenadeThrowing_High_IG_003_MightWantTo=Might want to stay down for this!
PU_GENOUTLAW4_M_CB_Combat_KeepFighting_High_IG_001_ComeOnDont=Come on. Don't give up now.
PU_GENOUTLAW4_M_CB_Combat_KeepFighting_High_IG_002_DigInWe=Dig in. We got this.
PU_GENOUTLAW4_M_CB_Combat_KeepFighting_High_IG_003_LetsGoLets=Let's go, let's go! They don't stand a chance.
PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Cocky_High_IG_001_YouThinkIm=You think I'm scared? You just killed the dead weight.
PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Cocky_High_IG_002_ThisIsFar=This is far from over.
PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Cocky_High_IG_003_ThatsItIm=That's it? I'm just getting started.
PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Panic_IG_001_ThisIsFine=This is fine. Everything's fine.
PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Panic_IG_002_OkayGettingA=Okay. Getting a little worried now.
PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Panic_IG_003_ThisIsNot=This is not good.
PU_GENOUTLAW4_M_CB_Combat_NoticeNotLastKnown_IG_001_TheyFuckinVanished=They fuckin' vanished.
PU_GENOUTLAW4_M_CB_Combat_NoticeNotLastKnown_IG_002_WhereTheHell=Where the hell are they?
PU_GENOUTLAW4_M_CB_Combat_NoticeNotLastKnown_IG_003_TheyreGone=They're gone.
PU_GENOUTLAW4_M_CB_Combat_OutOfAmmo_High_IG_001_ImOut=I'm out!
PU_GENOUTLAW4_M_CB_Combat_OutOfAmmo_High_IG_002_WeaponsDry=Weapon's dry!
PU_GENOUTLAW4_M_CB_Combat_OutOfAmmo_High_IG_003_DammitMyAmmos=Dammit, my ammo's gone
PU_GENOUTLAW4_M_CB_Combat_ReinforcementsInRoute_High_IG_001_CallsInHelps=Call's in. Help's on the way.
PU_GENOUTLAW4_M_CB_Combat_ReinforcementsInRoute_High_IG_002_AlrightLetsSee=All right . Let's see if they show up.
PU_GENOUTLAW4_M_CB_Combat_ReinforcementsInRoute_High_IG_003_TheySaidTheyd=They said they'd send people.
PU_GENOUTLAW4_M_CB_Combat_Reloading_High_IG_001_OneSec=One sec!
PU_GENOUTLAW4_M_CB_Combat_Reloading_High_IG_002_Reloading=Reloading!
PU_GENOUTLAW4_M_CB_Combat_Reloading_High_IG_003_GiveMeA=Give me a sec.
PU_GENOUTLAW4_M_CB_Combat_SpreadOut_High_IG_001_MaybeWeShould=Maybe we should spread out.
PU_GENOUTLAW4_M_CB_Combat_SpreadOut_High_IG_002_WeShouldCover=We should cover some more ground.
PU_GENOUTLAW4_M_CB_Combat_SpreadOut_High_IG_003_LetsFanOut=Let's fan out.
PU_GENOUTLAW4_M_CB_Combat_Taunt_Anger_High_IG_001_YouLittleInsignificant=You little insignificant pissant! I'm gonna ruin you!
PU_GENOUTLAW4_M_CB_Combat_Taunt_Anger_High_IG_002_ImGonnaBring=I'm gonna bring an epic amout of hurt down on you!
PU_GENOUTLAW4_M_CB_Combat_Taunt_Anger_High_IG_003_YoureReallyStarting=You're really starting to piss me off.
PU_GENOUTLAW4_M_CB_Combat_Taunt_Hiding_High_IG_001_SeriouslyHidingYoure=Seriously? Hiding? You're just being difficult now.
PU_GENOUTLAW4_M_CB_Combat_Taunt_Hiding_High_IG_002_HowBoutI=How bout I hide and you come find me?
PU_GENOUTLAW4_M_CB_Combat_Taunt_Hiding_High_IG_003_WhereYouHiding=Where you hiding now?!
PU_GENOUTLAW4_M_CB_Combat_Taunt_High_IG_001_CanYouBeileve=Can you beileve today's the day you die?
PU_GENOUTLAW4_M_CB_Combat_Taunt_High_IG_002_TryNotTo=Try not to get shot in anything valuable!
PU_GENOUTLAW4_M_CB_Combat_Taunt_High_IG_003_ThisFightIs=This fight is giving me some serious deja vu right now!
PU_GENOUTLAW4_M_CB_Combat_Taunt_MissesTarget_High_IG_001_WhyWontYou=Why won't you die?!
PU_GENOUTLAW4_M_CB_Combat_Taunt_MissesTarget_High_IG_002_HowLuckyCan=How lucky can you be?!
PU_GENOUTLAW4_M_CB_Combat_Taunt_MissesTarget_High_IG_003_ComeOnThat=Come on! That one should've hit!
PU_GENOUTLAW4_M_CB_Combat_Taunt_ShotsMiss_High_IG_001_CantWaitTill=Can't wait to tell my friends I met the worst shot in the 'verse!
PU_GENOUTLAW4_M_CB_Combat_Taunt_ShotsMiss_High_IG_002_DoYouWant=Do you want to call a time out so you can go practice?
PU_GENOUTLAW4_M_CB_Combat_Taunt_ShotsMiss_High_IG_003_BetYoureHaving=Bet you're having second thoughts now.
PU_GENOUTLAW4_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001_SoDidntFind=So, didn't find anything.
PU_GENOUTLAW4_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002_EverythingLooksLike=Everything looks like it should.
PU_GENOUTLAW4_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003_AreaSeemsClear=Area seems clear.
PU_GENOUTLAW4_M_CB_Hunting_Deescalate_ThreatLow_IG_001_HuhOkay=Uhm... okay...
PU_GENOUTLAW4_M_CB_Hunting_Deescalate_ThreatLow_IG_002_BitAnticlimactic=Bit anticlimactic.
PU_GENOUTLAW4_M_CB_Hunting_Deescalate_ThreatLow_IG_003_FeelABit=Feel a bit silly coming over here for nothing.
PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001_HereWeGo=Here we go. Got something. Keep looking.
PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002_SomeonesDefinitelyHere=Someone's definitely here. Just need to find them.
PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003_OnTheRight=On the right track.
PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001_FoundSomethingGonna=Found something. Gonna keep looking.
PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002_MightBeOn=Might be on to something. I'll let you know.
PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003_SomeonesHereDont=Someone's here. Don't know who... yet.
PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001_FalseAlarmEveryone=False alarm, everyone.
PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002_ForgetItNot=Forget it. Not gonna be a fight.
PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003_NevermindNothingExciting=Nevermind. Nothing exciting.
PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001_FalseAlarmGo=False alarm. Go about your business.
PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002_HeyYouCan=Hey, you can tell everyone to calm down.
PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003_NevermindFalseAlarm=Nevermind. False alarm.
PU_GENOUTLAW4_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001_WhyDontYou=Why don't you go see what the hell it is?
PU_GENOUTLAW4_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002_HowAboutYou=How about you get off your ass and take a look.
PU_GENOUTLAW4_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003_IfYoureSo=If you're so concerned, go see what it is.
PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IG_001_GuessIllGo=Guess I'll go take a look... I do everything around here.
PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IG_002_KeepAnEye=Keep an eye out, I'm gonna see what the fuss is.
PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IG_003_AllRightLets=All right. Let's see what we got.
PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001_HeyMightHave=Hey, I might have something over here. Might not. I'll let you know.
PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002_GonnaTakeA=Gonna take a look around.
PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003_SomethingsABit=Something's a bit off. Gonna take a look.
PU_GENOUTLAW4_M_CB_Hunting_KeepSearching_IG_001_KeepSearchingTheyve=Keep searching. They've got to be close.
PU_GENOUTLAW4_M_CB_Hunting_KeepSearching_IG_002_FocusTheyreHere=Focus. They're here somewhere.
PU_GENOUTLAW4_M_CB_Hunting_KeepSearching_IG_003_CheckEverywhereI=Check everywhere. I want to find this asshole.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IG_001_WhereTheHell=Where the hell could they have gone?
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IG_002_DidTheyFall=Did they fall into a jump point? Where the fuck did they go?
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IG_003_WhatTheHell=What the hell? People don't just dissapear.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001_HateToBe=Hate to be the bearer of bad news, but the bastard got away.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002_NoSignOf=No sign of them. They're in the wind.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003_HellIfI=Hell if I know where they went. But they sure as hell ain't here.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IG_001_WellAintThat=Well ain't that strange. All that smoke and no fire.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IG_002_ReallyNothing=Really? Nothing?
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IG_003_OkayIGive=Okay, I give up. There's nothing here.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001_TryAsI=Try as I might, didn't find anything.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002_SearchTurnedUp=Search turned up empty. Whatever was out here, I'm not seeing it.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003_ImCallingIt=I'm calling it. Nothing here.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IG_001_WellIsntThis=Well, isn't this an elusive prey.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IG_002_TheBleederShook=The bleeder shook me, but don't worry, I'll find them.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IG_003_NotSureWhere=I'm not sure where they went, but they couldn't have gone far.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001_TheyPulledA=They pulled a runner on me. Gonna find them now.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002_TrackingDownWhere=I'm tracking down where this slippery bugger went now.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003_WhereEverThe=Where ever the hell this gunter went, I'm gonna find 'em.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IG_001_DutyCalls=Duty calls.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IG_002_ThinkWeGot=Think we got company.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IG_003_ComeOnLets=Come on. Let's get to work.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001_WeGotVisitors=We got visitors. Finding them now.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002_GuestsHaveArrived=Guests have arrived. Gonna go greet them.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003_SeemsLikeThe=Seems like the party's starting. Come on. Don't want to be late.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IG_001_LetsSeeWhat=Let's see what the hell that was.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IG_002_WellThatDefinitely=Well, that definitely wasn't nothing.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IG_003_GoodTimeTo=Good time to take a walk.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001_HeyImGonna=Hey, I'm gonna stretch my legs and see if anything's going on.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002_GetTheFeelin=Get the feelin' like something's about to go down. Gonna take a look.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003_HeyCheckingSomething=Hey, checking something out. Hopefully it's nothing.
PU_GENOUTLAW4_M_CB_Hunting_Taunt_Lost_High_IG_001_IDontAppreciate=I don't appreciate you wasting my time!
PU_GENOUTLAW4_M_CB_Hunting_Taunt_Lost_High_IG_002_ThisIsA=This is a lot of build up for me putting a bullet into your skull.
PU_GENOUTLAW4_M_CB_Hunting_Taunt_Lost_High_IG_003_GetOutHere=Get out here! Or shoot me! Just do something already!
PU_GENOUTLAW4_M_CB_Hunting_Taunt_Searching_Low_IG_001_HeyWhosEver=Hey, whoever's hiding out there, come out now and we can work something out. Promise. Won't even be mad.
PU_GENOUTLAW4_M_CB_Hunting_Taunt_Searching_Low_IG_002_OllyOllyOxen=Olly, olly, oxen free. Come out. Come out.
PU_GENOUTLAW4_M_CB_Hunting_Taunt_Searching_Low_IG_003_WhereYouHiding=Where are you hiding, you little bugger?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001_TheyreShootingAt=They're shooting at me!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002_UnderFire=Under fire!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003_ImGettinGunned=I'm gettin' gunned!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001_ThatsABit=That's a bit of a mess.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002_GreatABloody=Great. A bloody corpse.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003_WhoTheHell=Who the hell ghosted this bastard?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001_AhGeezWere=Ah geez! We're getting poached!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002_ShitWereUnder=Shit! We're under attack!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003_DamnItWere=Damn it! We're hit!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001_CrapGrenade=Crap! Grenade!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002_GrenadeRun=Grenade! Run!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003_GrenadeGetBack=Grenade! Get back!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001_Shots=Shots!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002_WhoTheHells=Who the hell's shooting?!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003_LooksLikeWe=Looks like we got a party!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001_CrapRocket=Crap! Rocket!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002_RocketDown=Rocket! Down!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003_RocketGo=Rocket! Go!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001_ShitSniper=Shit! Sniper!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002_GotASniper=Got a sniper!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003_SniperGetDown=Sniper! Get down!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001_ThereItIs=There it is again.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002_ThereItsBack=There. It's back.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003_ThisAgain=This again?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001_YeahWhatWas=Yeah, what was that?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002_DefinitelySomething=Definitely something.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003_DamnWellBetter=Damn well better not be someone hiding.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000_TheresNothingThere=There's nothing there.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002_YouHavingA=You having a laugh? Nothing's there.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003_WhatYouGoing=What you going on about?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001_GotAProblem=Got a problem!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002_HereWeGo=Here we go!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003_CuttersLookLively=Cutters! Look lively!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001_WhatWasThat=What was that?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002_SomeoneLurkin=Someone lurkin'?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003_OverThere=Over there.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004_Huh=Huh?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005_What=What?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001_SomethingsUp=Something's up.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002_DoIWanna=Do I wanna know what that was?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003_ThatsNotGood=That's not good.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001_ThatNoiseYeah=That noise? Yeah.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002_YeahIThink=Yeah, I think I heard something.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003_FromOverThere=From over there. I heard it.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001_NopeDidntHear=Nope. Didn't hear a thing.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002_ThinkYourEars=Think your ears are playing tricks on you.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003_HowTheHell=How the hell should I know what you heard?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001_IThoughtI=Thought I heard something?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002_WhatWasThat=What was that sound?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003_YouHearThat=You hear that?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001_YeahIThink=Yeah, I think I saw it too.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002_OnlyCaughtA=Only caught a glimpse, but I'm sure I saw something.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003_WhatTheHeck=What the heck was that?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001_IDidntSee=Didn't see nothing.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002_IMustveMissed=I must've missed it.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003_WhatNo=What? No.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001_AnyoneElseSee=Anyone else see that?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002_IThinkSomething=I think something just moved over there.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003_ThereISaw=There. I saw something.
PU_GENOUTLAW4_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Neg_IG_001_ImStillA=I'm still a little anoyed about yesterday. Went down to Crusader to meet a contact, and my favorite cap blew over the rail. I had that thing since I was 15 and now it's crushed in the core of a gas giant. Shit luck that.
PU_GENOUTLAW4_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Pos_IG_001_GetThisLast=Get this, last week I was at Kareah and I found a blank security badge. Still debating what to do with it. Should be able to cook up a solid scam or two with that kind of ID.
PU_GENOUTLAW4_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Neg_IG_001_YeahIDont=Yeah, I don't know. I've also been getting this rash. Milo thinks it's cause I pulled the undersuit off that corpsicle we found on that derelict. I thought I washed it enough. Guess I'll ride it out and see.
PU_GENOUTLAW4_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Pos_IG_001_ToBeHonest=To be honest though, better than all that is the fact I got that crack in my helmet patched up finally. Bugged the hell out of me, but for whatever reason I just kept putting it off. Ecstatic now it's gone.
PU_GENOUTLAW4_M_CP_Chat_ProcConvo_OutlawSet_Response_Neg_IG_001_ImSoPissed=I'm so pissed at Sharps. The idiot knocked over a bordello from Sol that I'd been saving for months. He tried making it up to me with a bottle of blue shit that clangers drink. He'll be lucky if I don't cut something off while he's sleeping tonight.
PU_GENOUTLAW4_M_CP_Chat_ProcConvo_OutlawSet_Response_Pos_IG_001_DidYouHear=Did you hear what was in that last haul? A crate of Konjio coffee beans from Rhetor. Just about the smoothest brew this side of sol and nutty as hell. Got a stash in me bunk. I'll drip you a cup when we get back.
PU_GENPILOT1_CV_AnnounceAttack_IG_001_ThisIsA=This is a raid. Act accordingly. Screaming is preferred, but not required.
PU_GENPILOT1_CV_AnnounceAttack_IG_002_AhLookWhat=Ah, look what we have here...
PU_GENPILOT1_CV_AnnounceAttack_IG_003_YeahThisIs=Yeah, this is one of those 'wrong place, wrong time' scenarios. Nothing personal.
PU_GENPILOT1_CV_AnnounceAttack_IG_004_YeahWeHad=Yeah, we had a bit of a long day, all armed up and no one to shoot.
PU_GENPILOT1_CV_AnnounceAttack_IG_005_DoUsA=Do us a favor and fight back. I don't like it when people just roll over.
PU_GENPILOT1_CV_BountyHunter_Greeting_IG_001_WhatYouCome=What, you come to collect?
PU_GENPILOT1_CV_BountyHunter_Greeting_IG_002_IfYouThink=If you think I'm gonna roll over for some two-bit bounty hunter then you are very mistaken.
PU_GENPILOT1_CV_BountyHunter_Greeting_IG_003_YeahIWas=Yeah I was wondering when somebody'd have the sack to try and cash me out.
PU_GENPILOT1_CV_BountyHunter_Greeting_IG_004_YouTheySent=You. They sent you to get me. Jeez, I think people undervalue me.
PU_GENPILOT1_CV_BountyHunter_Greeting_IG_005_ThisIsNot=This is not a fight you want. No amount of credits is worth this kind of trouble.
PU_GENPILOT1_CV_DeathThroe_Scream_IG_EX_001=
PU_GENPILOT1_CV_DeathThroe_Scream_IG_EX_002=
PU_GENPILOT1_CV_DeathThroe_Scream_IG_EX_003=
PU_GENPILOT1_CV_DeathThroe_Scream_IG_EX_004=
PU_GENPILOT1_CV_DeathThroe_Scream_IG_EX_005=
PU_GENPILOT1_CV_DeathThroe_Scream_IG_EX_006=
PU_GENPILOT1_CV_Distress_AlmostDone_UnderAttack_IG_001_AlmostThereAlmost=Almost there, almost there...
PU_GENPILOT1_CV_Distress_AlmostDone_UnderAttack_IG_002_JustNeedA=Just need a few more seconds!
PU_GENPILOT1_CV_Distress_AlmostDone_UnderAttack_IG_003_JustOneMore=Just one... more... second...
PU_GENPILOT1_CV_Distress_Arrive_Combat_IG_001_YouHeardMy=You heard my comm? That's amazing. I need some help mopping up these bastards.
PU_GENPILOT1_CV_Distress_Arrive_Combat_IG_002_AhICant=Ah, I can't believe someone actually showed up. I need a hand taking out these scumbags. You in?
PU_GENPILOT1_CV_Distress_Arrive_Combat_IG_003_IWasLittle=I was little worried no one would show. Now that you're here, you wanna dust some outlaws?
PU_GENPILOT1_CV_Distress_Arrive_ShipBroken_IG_001_AhThankGod=Ah, thank god somebody came. My ship's completely offline. Can you cover me while I fix it?
PU_GENPILOT1_CV_Distress_Arrive_ShipBroken_IG_002_AwYoureA=Aw, you're a lifesaver. These bastards crippled my ship. Can you keep 'em busy while I fix it?
PU_GENPILOT1_CV_Distress_Arrive_ShipBroken_IG_003_HeyCanYou=Hey! Can you handle these fighters while I fix my ship?
PU_GENPILOT1_CV_Distress_BegForLife_IG_001_PleaseDontKill=Please don't kill me.
PU_GENPILOT1_CV_Distress_BegForLife_IG_002_LeaveMeThe=Leave me the hell alone!
PU_GENPILOT1_CV_Distress_BegForLife_IG_003_StopAlrightStop=Stop, all right? Just stop!
PU_GENPILOT1_CV_Distress_Call_Comm_IG_001_HelpMePlease=Help me, please. I'm under attack.
PU_GENPILOT1_CV_Distress_Call_Comm_IG_002_CanAnybodyHear=Can anybody hear me? I need help.
PU_GENPILOT1_CV_Distress_Call_Comm_IG_003_MaydaMaydayOutlaws=Mayday, mayday. Outlaws are attacking my ship.
PU_GENPILOT1_CV_Distress_Call_Comm_IG_004_AnybodyOutThere=Anybody out there? I need help!
PU_GENPILOT1_CV_Distress_Call_Comm_IG_005_IfAnyoneCan=If anyone can hear this, I'm under attack. Send help!
PU_GENPILOT1_CV_Distress_Call_UnderAttack_IG_001_AllChannelsIm=All channels! I'm under attack! Please! If you hear this, help me!
PU_GENPILOT1_CV_Distress_Call_UnderAttack_IG_002_AllChannelsAll=All channels, all channels. I'm under attack and need help.
PU_GENPILOT1_CV_Distress_Call_UnderAttack_IG_003_PleaseSomebodyHelp=Please, somebody help. These outlaws came out of nowhere and opened fire.
PU_GENPILOT1_CV_Distress_Call_UnderAttack_IG_004_AnybodyOutThere=Anybody out there?! I've got pirates all over me. Need assistance here!
PU_GENPILOT1_CV_Distress_Call_UnderAttack_IG_005_MaydayMaydayIm=Mayday, mayday, I'm dead in the water and got outlaws circling. I need help.
PU_GENPILOT1_CV_Distress_Farewell_Bad_IG_001_Bye=Bye.
PU_GENPILOT1_CV_Distress_Farewell_Bad_IG_002_ImThroughPushing=I'm through pushing my luck. Later.
PU_GENPILOT1_CV_Distress_Farewell_Bad_IG_003_LeavingNow=Leaving now.
PU_GENPILOT1_CV_Distress_Farewell_Good_IG_001_ImHeadingOut=I'm heading out. Take care.
PU_GENPILOT1_CV_Distress_Farewell_Good_IG_002_IllSeeYou=I'll see you later.
PU_GENPILOT1_CV_Distress_Farewell_Good_IG_003_StaySafe=Stay safe.
PU_GENPILOT1_CV_Distress_FightOver_Bad_IG_001_HolyShitI=Holy shit... I thought that was it. I thought I was done for.
PU_GENPILOT1_CV_Distress_FightOver_Bad_IG_002_OhICant=I can't believe we made it.
PU_GENPILOT1_CV_Distress_FightOver_Bad_IG_003_IsThatReally=Is that really it? It's over?
PU_GENPILOT1_CV_Distress_FightOver_Good_IG_001_ThankYouI=Thank you. I thought we were done for.
PU_GENPILOT1_CV_Distress_FightOver_Good_IG_002_IThoughtI=I thought I was a goner. Thanks.
PU_GENPILOT1_CV_Distress_FightOver_Good_IG_003_YouReallySaved=You really saved me back there. Appreciate it.
PU_GENPILOT1_CV_Distress_FightOver_OfferPayment_IG_001_HereSomethingFor=Here. Something for your trouble.
PU_GENPILOT1_CV_Distress_FightOver_OfferPayment_IG_002_TakeThisIts=Take this, it's the least I can do.
PU_GENPILOT1_CV_Distress_FightOver_OfferPayment_IG_003_HereItsNot=Here. It's not much, but I figure I owe you.
PU_GENPILOT1_CV_Distress_FinishedRepairs_UnderAttack_IG_001_BackOnline=Back online!
PU_GENPILOT1_CV_Distress_FinishedRepairs_UnderAttack_IG_002_ThatsItWere=That's it! We're good to go.
PU_GENPILOT1_CV_Distress_FinishedRepairs_UnderAttack_IG_003_UpAndRunning=Up and running!
PU_GENPILOT1_CV_Distress_NeedMoreTime_Repairing_IG_001_SystemsStillOffline=System's still offline. Just need a little more time to fix it.
PU_GENPILOT1_CV_Distress_NeedMoreTime_Repairing_IG_002_WereWorkingAs=We're working as fast as we can.
PU_GENPILOT1_CV_Distress_NeedMoreTime_Repairing_IG_003_AhItsNot=Ah, it's not good enough. Systems are still down.
PU_GENPILOT1_CV_Distress_OfferBribeForLife_IG_001_IllGiveYou=I'll give you whatever you want.
PU_GENPILOT1_CV_Distress_OfferBribeForLife_IG_002_WhatYouWant=What, you want money? I'll give you money. Just leave me alone.
PU_GENPILOT1_CV_Distress_OfferBribeForLife_IG_003_PleaseIllPay=Please, I'll pay, then you go your way and I'll go mine.
PU_GENPILOT1_CV_Distress_PlayerAttacks_IG_001_WhatTheHell=What the hell are you doing?
PU_GENPILOT1_CV_Distress_PlayerAttacks_IG_002_StopShootingAt=Stop shooting at us!
PU_GENPILOT1_CV_Distress_PlayerAttacks_IG_003_HeyWatchYour=Hey! Watch your fire!
PU_GENPILOT1_CV_Distress_PlayerCollideShip_IG_001_Hey=Hey!
PU_GENPILOT1_CV_Distress_PlayerCollideShip_IG_002_LookOut=Look out!
PU_GENPILOT1_CV_Distress_PlayerCollideShip_IG_003_OhWhatThe=Oh, what the hell?!
PU_GENPILOT1_CV_Distress_PlayerFliesTooClose_IG_001_WhoaCareful=Whoa! Careful!
PU_GENPILOT1_CV_Distress_PlayerFliesTooClose_IG_002_BraceForImpact=Brace for impact!
PU_GENPILOT1_CV_Distress_PlayerFliesTooClose_IG_003_WatchWhereYoure=Watch where you're flying.
PU_GENPILOT1_CV_Distress_TakingTooMuchDamage_IG_001_YouveGottaKeep=You've gotta keep them off us so we can work.
PU_GENPILOT1_CV_Distress_TakingTooMuchDamage_IG_002_WereTakingToo=We're taking too much damage. We can't work like this.
PU_GENPILOT1_CV_Distress_TakingTooMuchDamage_IG_003_KeepTheFighters=Keep the fighters off me so I can work.
PU_GENPILOT1_CV_Distress_UrgentQTravel_LeaveCombat_IG_001_SpoolingUp=Spooling up!
PU_GENPILOT1_CV_Distress_UrgentQTravel_LeaveCombat_IG_002_WereOutOf=We're out of here. Thanks for the assist.
PU_GENPILOT1_CV_Distress_UrgentQTravel_LeaveCombat_IG_003_LetsGoLets=Let's go. Let's go.
PU_GENPILOT1_CV_EnemiesToPlayerArrive_IG_001_HeyThereBoys=Hey there, boys, thanks for the assist.
PU_GENPILOT1_CV_EnemiesToPlayerArrive_IG_002_ShitsAboutTo=Shit's about to get real now.
PU_GENPILOT1_CV_EnemiesToPlayerArrive_IG_003_IToldYou=I told you, you should've walked away.
PU_GENPILOT1_CV_Escort_AllShipsDestroyed_IG_001_IThinkThats=I think that's all of them.
PU_GENPILOT1_CV_Escort_AllShipsDestroyed_IG_002_IGotZero=I got zero hostiles on the scope.
PU_GENPILOT1_CV_Escort_AllShipsDestroyed_IG_003_ThatsEveryoneRight=That's everyone, right?
PU_GENPILOT1_CV_Escort_AllShipsDestroyed_IG_004_WhoaOkayLets=Whoa! Okay, let's not do that again... okay?
PU_GENPILOT1_CV_Escort_AllShipsDestroyed_IG_005_IDontSee=I don't see any more. I think we're good.
PU_GENPILOT1_CV_Escort_AlmostDead_IG_001_ImNotGonna=I'm not going to last much longer.
PU_GENPILOT1_CV_Escort_AlmostDead_IG_002_MaydayMaydayIm=Mayday, mayday, I'm going down.
PU_GENPILOT1_CV_Escort_AlmostDead_IG_003_ICantHold=I can't... hold out... much longer.
PU_GENPILOT1_CV_Escort_AlmostDead_IG_004_ShipsOnIts=Ship's on its last legs.
PU_GENPILOT1_CV_Escort_AlmostDead_IG_005_WhateverYoureGonna=Whatever you're gonna do, do it now!
PU_GENPILOT1_CV_Escort_AlmostDone_IG_001_JustALittle=Just a little longer.
PU_GENPILOT1_CV_Escort_AlmostDone_IG_002_WereWrappingUp=We're wrapping up.
PU_GENPILOT1_CV_Escort_AlmostDone_IG_003_ShouldntBeToo=Shouldn't be too long now.
PU_GENPILOT1_CV_Escort_AlmostDone_IG_004_NearlyThere=Nearly there.
PU_GENPILOT1_CV_Escort_AlmostDone_IG_005_AlmostFinishedHere=Almost finished here.
PU_GENPILOT1_CV_Escort_ArriveAtDest_IG_001_ArrivingAtNav=Arriving at nav point.
PU_GENPILOT1_CV_Escort_ArriveAtDest_IG_001b_ArrivingAtNav=Arriving at nav point.
PU_GENPILOT1_CV_Escort_ArriveAtDest_IG_002_HereOurNav=Here. Our nav point's coming up.
PU_GENPILOT1_CV_Escort_ArriveAtDest_IG_002b_HereOurNav=Here. Our nav point's coming up.
PU_GENPILOT1_CV_Escort_ArriveAtDest_IG_003_WereHere=We're here.
PU_GENPILOT1_CV_Escort_ArriveAtDest_IG_004_HeresOurTarget=Here's our target.
PU_GENPILOT1_CV_Escort_ArriveAtDest_IG_005_ComingUpOn=Coming up on destination.
PU_GENPILOT1_CV_Escort_Celebrate_IG_001_Woohoo=Woohoo
PU_GENPILOT1_CV_Escort_Celebrate_IG_002_ThereWeGo=There we go!
PU_GENPILOT1_CV_Escort_Celebrate_IG_003_AlrightYeah=All right! Yeah!
PU_GENPILOT1_CV_Escort_Celebrate_IG_004_NiceOne=Nice one.
PU_GENPILOT1_CV_Escort_Celebrate_IG_004b_NiceOne=(Laughs) Nice one!
PU_GENPILOT1_CV_Escort_Celebrate_IG_005_WellDone=Well done.
PU_GENPILOT1_CV_Escort_EncourageAttack_IG_001_KeepThemOff=Keep them off me.
PU_GENPILOT1_CV_Escort_EncourageAttack_IG_002_ImGonnaNeed=I'm gonna need you to take care of them.
PU_GENPILOT1_CV_Escort_EncourageAttack_IG_003_YoureGonnaHave=You're gonna have to cover me.
PU_GENPILOT1_CV_Escort_EncourageAttack_IG_004_ItsAllYou=It's all you. Handle them.
PU_GENPILOT1_CV_Escort_EncourageAttack_IG_005_YoureUpTime=You're up. Time to show what you got.
PU_GENPILOT1_CV_Escort_EnemiesArrive_IG_001_UhOhThey=Uh oh. They don't look friendly.
PU_GENPILOT1_CV_Escort_EnemiesArrive_IG_002_GotSomeContacts=Got some contacts with bad intentions inbound.
PU_GENPILOT1_CV_Escort_EnemiesArrive_IG_003_LookOutWe=Look out. We got company.
PU_GENPILOT1_CV_Escort_EnemiesArrive_IG_004_ReadyUpContacts=Ready up. Contacts inbound.
PU_GENPILOT1_CV_Escort_EnemiesArrive_IG_005_HmmImGonna=Hmm. I'm gonna guess they aren't here to help.
PU_GENPILOT1_CV_Escort_EnemiesArrive_More_IG_001_GotMoreBad=Got more bad guys on my scope.
PU_GENPILOT1_CV_Escort_EnemiesArrive_More_IG_002_ReadyUpMore=Ready up. More shitheads inbound.
PU_GENPILOT1_CV_Escort_EnemiesArrive_More_IG_003_GotMoreContacts=Got more contacts!
PU_GENPILOT1_CV_Escort_EnemyShipDestroyed_IG_001_EnemyDown=Enemy down.
PU_GENPILOT1_CV_Escort_EnemyShipDestroyed_IG_002_EnemyShipDestroyed=Enemy ship destroyed.
PU_GENPILOT1_CV_Escort_EnemyShipDestroyed_IG_003_GoodKill=Good kill!
PU_GENPILOT1_CV_Escort_EnemyShipDestroyed_IG_004_BadGuyDown=Bad guy down.
PU_GENPILOT1_CV_Escort_EnemyShipDestroyed_IG_005_OneDown=One down.
PU_GENPILOT1_CV_Escort_Expletives_IG_001_ShitShit=Shit. Shit!
PU_GENPILOT1_CV_Escort_Expletives_IG_002_Dammit=Dammit!
PU_GENPILOT1_CV_Escort_Expletives_IG_003_OhYouGoddamn=Goddamn bastard.
PU_GENPILOT1_CV_Escort_Expletives_IG_004_SonOfA=Son of a bitch.
PU_GENPILOT1_CV_Escort_Expletives_IG_004b_SonOfA=Son of a bitch.
PU_GENPILOT1_CV_Escort_Farewell_Bad_IG_001_ThanksIMean=Thanks? I mean, we're alive, so I guess that's a win.
PU_GENPILOT1_CV_Escort_Farewell_Bad_IG_002_WeDoneCool=We done? Cool.
PU_GENPILOT1_CV_Escort_Farewell_Bad_IG_003_WellThatCouldve=Well, that could've gone better. Anyway, I'm out.
PU_GENPILOT1_CV_Escort_Farewell_Bad_IG_004_IfThatsEverything=If that's everything, I think we're done here.
PU_GENPILOT1_CV_Escort_Farewell_Bad_IG_005_ImGoingTo=I'm going to go collapse somewhere.
PU_GENPILOT1_CV_Escort_Farewell_Good_IG_001_ThanksForThe=Thanks for the assist. Take care.
PU_GENPILOT1_CV_Escort_Farewell_Good_IG_002_ItsBeenGood=It's been good having you on my six. Stay safe.
PU_GENPILOT1_CV_Escort_Farewell_Good_IG_003_ThanksForThe=Thanks for the cover. Later.
PU_GENPILOT1_CV_Escort_Farewell_Good_IG_004_LetsDoThis=Let's do this again sometime.
PU_GENPILOT1_CV_Escort_Farewell_Good_IG_005_ThanksForEverything=Thanks for everything. I'll see you around.
PU_GENPILOT1_CV_Escort_FightOver_Bad_IG_001_HolyShitThat=Holy shit that was close.
PU_GENPILOT1_CV_Escort_FightOver_Bad_IG_002_WowLetsNot=< relieved laughter > Wow... let's not do that again.
PU_GENPILOT1_CV_Escort_FightOver_Bad_IG_003_OkayThatWas=Okay. That was a little closer than I would've liked.
PU_GENPILOT1_CV_Escort_FightOver_Bad_IG_004_ICantBelieve=I can't believe we made it out of there.
PU_GENPILOT1_CV_Escort_FightOver_Bad_IG_005_ThatWasA=That was a little nerve-wracking.
PU_GENPILOT1_CV_Escort_FightOver_Good_IG_001_WereAllHere=We're all here? Good.
PU_GENPILOT1_CV_Escort_FightOver_Good_IG_002_JustWhatI=Just what I like to see, a nice, clean victory.
PU_GENPILOT1_CV_Escort_FightOver_Good_IG_003_LooksLikeWere=Looks like we're in the clear.
PU_GENPILOT1_CV_Escort_FightOver_Good_IG_004_ISeeI=I see I didn't waste my credits on you.
PU_GENPILOT1_CV_Escort_FightOver_Good_IG_005_HelluvaJob=(Sighs) Helluva job.
PU_GENPILOT1_CV_Escort_FriendlyFire_IG_001_CheckYourFire=Check your fire!
PU_GENPILOT1_CV_Escort_FriendlyFire_IG_002_HeyWatchYour=Hey! Watch your fire.
PU_GENPILOT1_CV_Escort_FriendlyFire_IG_003_StopShootingMe=Stop shooting me. I'm on your side.
PU_GENPILOT1_CV_Escort_FriendlyFire_Player_IG_001_AhShitSorry=Ah shit! Sorry, that was me.
PU_GENPILOT1_CV_Escort_FriendlyFire_Player_IG_002_OhMyBad=Oh my bad! Didn't mean to hit you.
PU_GENPILOT1_CV_Escort_FriendlyFire_Player_IG_003_SorryIThought=Sorry, I thought you were the bad guy.
PU_GENPILOT1_CV_Escort_FriendlyShipDestroyed_IG_001_ShitWeLost=Shit, we lost one of our own.
PU_GENPILOT1_CV_Escort_FriendlyShipDestroyed_IG_002_FriendlyDownRepeat=Friendly down. Repeat. Friendly down.
PU_GENPILOT1_CV_Escort_FriendlyShipDestroyed_IG_003_HolyShitThat=Holy shit, that was one of our ships.
PU_GENPILOT1_CV_Escort_Greeting_IG_001_HeyYouMy=Hey, you my escort?
PU_GENPILOT1_CV_Escort_Greeting_IG_002_Hi=Hi.
PU_GENPILOT1_CV_Escort_Greeting_IG_003_HeyThereYou=Hey there. You must be the escort. Good to meet you.
PU_GENPILOT1_CV_Escort_Greeting_IG_004_YoYouReady=Yo. You ready to do some escortin'?
PU_GENPILOT1_CV_Escort_Greeting_IG_005_HowsItGoing=How's it going?
PU_GENPILOT1_CV_Escort_KeepLookOut_IG_001_WatchOurBack=Watch our back, okay?
PU_GENPILOT1_CV_Escort_KeepLookOut_IG_002_KeepAnEye=Keep an eye out.
PU_GENPILOT1_CV_Escort_KeepLookOut_IG_003_CoverMe=Cover me.
PU_GENPILOT1_CV_Escort_KeepLookOut_IG_004_YoureUpKeep=You're up. Keep a look out for anything that looks unfriendly.
PU_GENPILOT1_CV_Escort_KeepLookOut_IG_005_TimeToEarn=Time to earn your creds. Keep a look out.
PU_GENPILOT1_CV_Escort_LetsGo_IG_001_LetsHeadOff=Let's head off.
PU_GENPILOT1_CV_Escort_LetsGo_IG_002_LetsGo=Let's go.
PU_GENPILOT1_CV_Escort_LetsGo_IG_003_LetsRollOut=Let's roll out.
PU_GENPILOT1_CV_Escort_LetsGo_IG_004_LetsGetStarted=Let's get started.
PU_GENPILOT1_CV_Escort_LetsGo_IG_005_TimeToGo=Time to go.
PU_GENPILOT1_CV_Escort_LetsGo_Urgent_IG_001_ComeOnCome=Come on, come on. Let's go!
PU_GENPILOT1_CV_Escort_LetsGo_Urgent_IG_002_LetsGetThe=Let's get the hell out of here!
PU_GENPILOT1_CV_Escort_LetsGo_Urgent_IG_003_GoGoGo=Go, go, go!
PU_GENPILOT1_CV_Escort_LetsGo_Urgent_IG_004_MoveIt=Move it!
PU_GENPILOT1_CV_Escort_LetsGo_Urgent_IG_005_LetsMoveLets=Let's move. Let's move.
PU_GENPILOT1_CV_Escort_LetsMoveOn_IG_001_MovingOn=Moving on.
PU_GENPILOT1_CV_Escort_LetsMoveOn_IG_002_LetsKeepGoing=Let's keep going.
PU_GENPILOT1_CV_Escort_LetsMoveOn_IG_003_OkayNextPoint=Okay. Next point.
PU_GENPILOT1_CV_Escort_LetsMoveOn_IG_004_LetsRoll=Let's roll.
PU_GENPILOT1_CV_Escort_LetsMoveOn_IG_005_OkayShallWe=Okay, shall we continue?
PU_GENPILOT1_CV_Escort_MissionFailed_Fired_IG_001_FineWereDone=Fine. We're done.
PU_GENPILOT1_CV_Escort_MissionFailed_Fired_IG_002_ThatsWhatYou=That's what you want? You're fired.
PU_GENPILOT1_CV_Escort_MissionFailed_Fired_IG_003_KissYourCredits=Kiss your credits goodbye.
PU_GENPILOT1_CV_Escort_MissionFailed_IG_001_YouKnowWhat=You know what? Never mind. I'll find somebody else.
PU_GENPILOT1_CV_Escort_MissionFailed_IG_002_JobsOverThanks=Job's over. Thanks for wasting my time.
PU_GENPILOT1_CV_Escort_MissionFailed_IG_003_ThisIsntGonna=This isn't gonna work, is it? Screw it, we're done.
PU_GENPILOT1_CV_Escort_MissionFailed_IG_004_YouHadYour=You had your chance. You blew it.
PU_GENPILOT1_CV_Escort_MissionFailed_IG_005_ScrewItIm=Screw it. I'm done waiting for you.
PU_GENPILOT1_CV_Escort_MissionFailed_Leave_IG_001_ScrewItIm=Screw it. I'm out.
PU_GENPILOT1_CV_Escort_MissionFailed_Leave_IG_002_HellWithThis=Hell with this.
PU_GENPILOT1_CV_Escort_MissionFailed_Leave_IG_003_ItsTooDangerous=It's too dangerous. I'm done.
PU_GENPILOT1_CV_Escort_NeedASecond_IG_001_WellHeadOff=We'll head off in a sec. Just sorting some stuff out.
PU_GENPILOT1_CV_Escort_NeedASecond_IG_002_WeAreGonna=We are gonna need a minute or two.
PU_GENPILOT1_CV_Escort_NeedASecond_IG_003_WereMakingSome=We're making some last minute adjustments.
PU_GENPILOT1_CV_Escort_NeedASecond_IG_004_WellLeaveSoon=We'll leave soon. Just waiting on one more thing.
PU_GENPILOT1_CV_Escort_NeedASecond_IG_005_SorryToDo=Sorry to do this, but we got a couple things to lock down before we head off.
PU_GENPILOT1_CV_Escort_NeedHelp_IG_001_TakingFire=Taking fire!
PU_GENPILOT1_CV_Escort_NeedHelp_IG_002_NeedSomeHelp=Need some help here!
PU_GENPILOT1_CV_Escort_NeedHelp_IG_003_HelpMe=Help me.
PU_GENPILOT1_CV_Escort_NeedHelp_IG_004_NeedHelp=Need help!
PU_GENPILOT1_CV_Escort_NeedHelp_IG_005_ICouldUse=I could use a hand here.
PU_GENPILOT1_CV_Escort_NeedMoreTime_IG_001_WeCantLeave=We can't leave yet, I'm still working.
PU_GENPILOT1_CV_Escort_NeedMoreTime_IG_002_GonnaNeedA=Gonna need a little more time.
PU_GENPILOT1_CV_Escort_NeedMoreTime_IG_003_WereAlmostDone=We're almost done here. It'll just be a little longer.
PU_GENPILOT1_CV_Escort_NeedMoreTime_IG_004_JustGonnaNeed=Just gonna need a little more time.
PU_GENPILOT1_CV_Escort_NeedMoreTime_IG_005_StillCrunchingAway=Still crunching away over here. Might be a little longer.
PU_GENPILOT1_CV_Escort_NeedMoreTime_UnderAttack_IG_001_ImGonnaNeed=I'm gonna need more time.
PU_GENPILOT1_CV_Escort_NeedMoreTime_UnderAttack_IG_002_KeepEmOff=Keep 'em off me. We're still working.
PU_GENPILOT1_CV_Escort_NeedMoreTime_UnderAttack_IG_003_AhJustA=Ah, just a little longer...
PU_GENPILOT1_CV_Escort_NeedMoreTime_UnderAttack_IG_004_AlmostThere=Almost... there...
PU_GENPILOT1_CV_Escort_NeedMoreTime_UnderAttack_IG_005_WeAlmostGot=We've almost got it. Just need a little more time.
PU_GENPILOT1_CV_Escort_PlayerCollideShip_IG_001_AhWatchIt=Ah, watch it!
PU_GENPILOT1_CV_Escort_PlayerCollideShip_IG_002_WhatTheHell=What the hell?
PU_GENPILOT1_CV_Escort_PlayerCollideShip_IG_003_WatchWhereYoure=Watch where you're flying!
PU_GENPILOT1_CV_Escort_PlayerCollideShip_IG_004_ImHit=I'm hit!
PU_GENPILOT1_CV_Escort_PlayerCollideShip_IG_005_ArghDammitThats=Argh, dammit, that's gonna leave a mark.
PU_GENPILOT1_CV_Escort_PlayerFliesTooClose_IG_001_DriftingALittle=Drifting a little close, aren't you?
PU_GENPILOT1_CV_Escort_PlayerFliesTooClose_IG_002_CarefulYoureGonna=Careful, you're gonna hit me.
PU_GENPILOT1_CV_Escort_PlayerFliesTooClose_IG_003_YouMindBacking=You mind backing off a bit?
PU_GENPILOT1_CV_Escort_PlayerFliesTooClose_IG_004_HeyWatchYour=Hey, watch your proximity.
PU_GENPILOT1_CV_Escort_PlayerFliesTooClose_IG_005_CarefulYoureFlying=Careful, you're flying a little too close.
PU_GENPILOT1_CV_Escort_PlayerLateScolding_IG_001_GetLost=Get lost?
PU_GENPILOT1_CV_Escort_PlayerLateScolding_IG_002_ThereYouAre=There you are. Thought we were gonna need to send a search party.
PU_GENPILOT1_CV_Escort_PlayerLateScolding_IG_003_AboutTimeI=About time. I was getting worried.
PU_GENPILOT1_CV_Escort_QTravelDest_IG_001_SendingQTPoint=Sending QT point.
PU_GENPILOT1_CV_Escort_QTravelDest_IG_002_StandByFor=Stand by for quantum travel point.
PU_GENPILOT1_CV_Escort_QTravelDest_IG_003_HeresTheNav=Here's the nav point.
PU_GENPILOT1_CV_Escort_QTravelDest_IG_004_SendingTheQT=Sending the QT marker.
PU_GENPILOT1_CV_Escort_QTravelDest_IG_005_HereAreThe=Here are the coordinates.
PU_GENPILOT1_CV_Escort_QTravelDest_Next_IG_001_NextNavPoint=Next nav point, coming up.
PU_GENPILOT1_CV_Escort_QTravelDest_Next_IG_002_MovingOntoOur=Moving onto our next QT point.
PU_GENPILOT1_CV_Escort_QTravelDest_Next_IG_003_SendingTheNext=Sending the next nav point.
PU_GENPILOT1_CV_Escort_QTravelSpooling_IG_001_SpoolingUpQuantum=Spooling up Quantum Drive.
PU_GENPILOT1_CV_Escort_QTravelSpooling_IG_002_LetsSpinUp=Let's spin up and head out.
PU_GENPILOT1_CV_Escort_QTravelSpooling_IG_003_DestinationLockedHeading=Destination locked. Heading out now.
PU_GENPILOT1_CV_Escort_QTravelSpooling_IG_004_SpinningUp=Spinning up.
PU_GENPILOT1_CV_Escort_QTravelSpooling_IG_005_StandByFor=Stand by for quantum travel.
PU_GENPILOT1_CV_Escort_ReadyToGo_IG_001_ThatsItWere=That's it. We're all good.
PU_GENPILOT1_CV_Escort_ReadyToGo_IG_002_OkayThanksFor=Okay, thanks for waiting. We're all set here.
PU_GENPILOT1_CV_Escort_ReadyToGo_IG_003_ThatllDoIt=That'll do it. Sorry for the delay.
PU_GENPILOT1_CV_Escort_ReadyToGo_IG_004_DoneGoodTo=Done. Good to go.
PU_GENPILOT1_CV_Escort_ReadyToGo_IG_005_AllSetHere=All set here.
PU_GENPILOT1_CV_Escort_ReturnToStart_IG_001_AndThatsThat=And that's that. Let's head back.
PU_GENPILOT1_CV_Escort_ReturnToStart_IG_002_WereAllGood=We're all good here. Heading home.
PU_GENPILOT1_CV_Escort_ReturnToStart_IG_003_ThatsTheLast=That's the last of 'em.
PU_GENPILOT1_CV_Escort_ReturnToStart_IG_004_IThinkThats=I think that's everything. We can head back.
PU_GENPILOT1_CV_Escort_ReturnToStart_IG_005_AndWereDone=And we're done. Wasn't too bad, right?
PU_GENPILOT1_CV_Escort_StartWork_IG_001_StartingScan=Starting scan.
PU_GENPILOT1_CV_Escort_StartWork_IG_002_LetsGetTo=Let's get to work.
PU_GENPILOT1_CV_Escort_StartWork_IG_003_GreatLetsGet=Great. Let's get started.
PU_GENPILOT1_CV_Escort_StartWork_IG_004_AlrightWellGet=All right. We'll get started.
PU_GENPILOT1_CV_Escort_StartWork_IG_005_ClockStartsNow=Clock starts... now.
PU_GENPILOT1_CV_Escort_StayClose_High_IG_001_WhereTheHell=Where the hell you going?
PU_GENPILOT1_CV_Escort_StayClose_High_IG_002_GetBackHere=Get back here. Now.
PU_GENPILOT1_CV_Escort_StayClose_High_IG_003_ErrFightsOver=Err, fight's over here, genius.
PU_GENPILOT1_CV_Escort_StayClose_Low_IG_001_DontWanderOff=Don't wander off.
PU_GENPILOT1_CV_Escort_StayClose_Low_IG_002_WhereYouGoing=Where you going?
PU_GENPILOT1_CV_Escort_StayClose_Low_IG_003_GetBackHere=Get back here. You're supposed to be guarding me.
PU_GENPILOT1_CV_Escort_StayClose_Low_IG_004_ComeOnGet=Come on. Get back here.
PU_GENPILOT1_CV_Escort_StayClose_Low_IG_005_HeyImGonna=Hey, I'm gonna need you back here.
PU_GENPILOT1_CV_Escort_Thanks_IG_001_Thanks=Thanks.
PU_GENPILOT1_CV_Escort_Thanks_IG_002_ThankYou=Thank you.
PU_GENPILOT1_CV_Escort_Thanks_IG_003_AppreciateIt=Appreciate it.
PU_GENPILOT1_CV_Escort_UnderAttack_High_IG_001_ALittleHelp=A little help here!
PU_GENPILOT1_CV_Escort_UnderAttack_High_IG_002_TakingHeavyFire=Taking heavy fire.
PU_GENPILOT1_CV_Escort_UnderAttack_High_IG_003_CouldDefinitelyUse=Could definitely use some support about now.
PU_GENPILOT1_CV_Escort_UnderAttack_Low_IG_001_GettingChewedUp=Getting chewed up here!
PU_GENPILOT1_CV_Escort_UnderAttack_Low_IG_002_OhShitI=Oh shit. I probably needed that.
PU_GENPILOT1_CV_Escort_UnderAttack_Low_IG_003_NeedHelpIm=Need help. I'm losing ship systems.
PU_GENPILOT1_CV_Escort_UnderAttack_Low_IG_004_TakingFire=Taking fire.
PU_GENPILOT1_CV_Escort_UnderAttack_Low_IG_005_OwThatHurt=Ow. That hurt.
PU_GENPILOT1_CV_Escort_WaitedTooLong_IG_001_YouKnowWhat=You know what? I think we've waited long enough.
PU_GENPILOT1_CV_Escort_WaitedTooLong_IG_002_ScrewItWell=Screw it. We'll have to make do.
PU_GENPILOT1_CV_Escort_WaitedTooLong_IG_003_IGuessThey=I guess they aren't showing up.
PU_GENPILOT1_CV_Escort_WaitedTooLong_IG_004_HmmWeMight=Hmm. We might have to get going without them.
PU_GENPILOT1_CV_Escort_WaitedTooLong_IG_005_ThatSucksI=That sucks. I wonder where they are...
PU_GENPILOT1_CV_Escort_WaitingForOthers_IG_001_WereWaitingOn=We're waiting on some other people.
PU_GENPILOT1_CV_Escort_WaitingForOthers_IG_002_WellHeadOut=We'll head out when everyone's here.
PU_GENPILOT1_CV_Escort_WaitingForOthers_IG_003_StillWaitingOn=Still waiting on a couple people.
PU_GENPILOT1_CV_Escort_WaitingForOthers_IG_004_GotAFew=Got a few more showing up.
PU_GENPILOT1_CV_Escort_WaitingForOthers_IG_005_HangOutFor=Hang out for a sec, we aren't all here.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Hit_High_IG_001_DammitStopHitting=Dammit. Stop hitting me! Stop it or this is over.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Hit_High_IG_002_StopMessingUp=Stop messing up my ship. Last chance.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Hit_High_IG_003_ICantBelieve=I can't believe I have to say this, but stop wrecking my ship.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Low_IG_001_LetsGetBack=Let's get back on mission, okay?
PU_GENPILOT1_CV_Escort_WarningMissionFail_Low_IG_002_ComeOnWeve=Come on, we've got a job to do. I'm getting tired of saying it.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Low_IG_003_LookLetsGet=Look, let's get this done, okay? I'm not gonna say it again.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Low_IG_004_IfYouDont=If you don't do the job, you won't get paid. Understand?
PU_GENPILOT1_CV_Escort_WarningMissionFail_Low_IG_005_IveHiredYou=I've hired you to do a job. If you won't do it, we need to reconsider your employment.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Wander_High_IG_001_GetYourAss=Get your ass back here or you're fired.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Wander_High_IG_002_YouFlyAway=You fly away from me and we are done. You hear me?
PU_GENPILOT1_CV_Escort_WarningMissionFail_Wander_High_IG_003_HeyIHired=Hey, I hired your to protect me. Now get back here and protect me!
PU_GENPILOT1_CV_Escort_WarningMissionFail_Wander_Low_IG_001_GetBackOver=Get back over here, okay? I'm not going to tell you again.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Wander_Low_IG_002_StopWanderingOff=Stop wandering off, we got a job to do.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Wander_Low_IG_003_LookIfYou=Look, if you don't get back here right now, I will seriously reconsider your employment status.
PU_GENPILOT1_CV_Escort_WereAllHere_IG_001_EveryoneHereCool=Everyone here? Cool.
PU_GENPILOT1_CV_Escort_WereAllHere_IG_002_AndThatsEverybody=And that's everybody.
PU_GENPILOT1_CV_Escort_WereAllHere_IG_003_WereAllHere=We're all here.
PU_GENPILOT1_CV_Escort_WereAllHere_IG_004_ThatsTheLast=That's the last.
PU_GENPILOT1_CV_Escort_WereAllHere_IG_005_ThatsItEveryone=That's it. Everyone's here.
PU_GENPILOT1_CV_Escort_WorkFinished_IG_001_ThereWeShould=There. We should be good now.
PU_GENPILOT1_CV_Escort_WorkFinished_IG_002_WereAllSet=We're all set on this end.
PU_GENPILOT1_CV_Escort_WorkFinished_IG_003_AndComplete=Aaaaaand... complete.
PU_GENPILOT1_CV_Escort_WorkFinished_IG_004_Done=Done.
PU_GENPILOT1_CV_Escort_WorkFinished_IG_005_ThatllDoIt=That'll do it.
PU_GENPILOT1_CV_Escort_WorkFinished_UnderAttack_IG_001_DoneGo=Done! Go!
PU_GENPILOT1_CV_Escort_WorkFinished_UnderAttack_IG_002_AllSet=All set!
PU_GENPILOT1_CV_Escort_WorkFinished_UnderAttack_IG_003_Finished=Finished!
PU_GENPILOT1_CV_Escort_WorkFinished_UnderAttack_IG_004_GotIt=Got it.
PU_GENPILOT1_CV_Escort_WorkFinished_UnderAttack_IG_005_ThatsIt=That's it.
PU_GENPILOT1_CV_FriendliesToPlayerArrive_IG_001_CalledInThe=Called in the calvary, huh?
PU_GENPILOT1_CV_FriendliesToPlayerArrive_IG_002_BringAllThe=Bring all the backup you want, won't change a thing.
PU_GENPILOT1_CV_FriendliesToPlayerArrive_IG_003_NahBroughtMore=Nah, brought more people to die, huh?
PU_GENPILOT1_CV_GetHits_IG_EX_001=
PU_GENPILOT1_CV_GetHits_IG_EX_002=
PU_GENPILOT1_CV_GetHits_IG_EX_003=
PU_GENPILOT1_CV_GetHits_IG_EX_004=
PU_GENPILOT1_CV_GetHits_IG_EX_005=
PU_GENPILOT1_CV_GetHits_IG_EX_006=
PU_GENPILOT1_CV_GetHits_IG_EX_007=
PU_GENPILOT1_CV_LosingFrustration_IG_001_WhyWontYou=Why won't you die?!
PU_GENPILOT1_CV_LosingFrustration_IG_002_YouLittleShit=You little shit.
PU_GENPILOT1_CV_LosingFrustration_IG_003_LookMaybeWe=Look, maybe we can work something out.
PU_GENPILOT1_CV_MindYourBusiness_IG_001_DriftOnYou=Drift on. You don't want any part of this.
PU_GENPILOT1_CV_MindYourBusiness_IG_002_JustTurnAround=Just turn around and fly away.
PU_GENPILOT1_CV_MindYourBusiness_IG_003_ImGonnaDo=I'm gonna do you a favor here. Ready? Piss off.
PU_GENPILOT1_CV_MindYourBusiness_IG_004_NothingToSee=Nothing to see here, sport. If you catch my meaning.
PU_GENPILOT1_CV_MindYourBusiness_IG_005_YouJustWandered=You just wandered into what I like to call, a potentially lethal scenario. I'd advise leaving. Now.
PU_GENPILOT1_CV_MindYourBusiness_Salvage_IG_001_WhatsTheSaying=What's the saying? Finder's keepers... well we found it first, so keep on flying.
PU_GENPILOT1_CV_MindYourBusiness_Salvage_IG_002_IfYouThink=If you think you're gonna snag any of this sweet 'tritus, you got another thing coming.
PU_GENPILOT1_CV_MindYourBusiness_Salvage_IG_003_NothingToSee=Nothing to see here. Just move the hell along.
PU_GENPILOT1_CV_PlayerAttackFirst_IG_001_OhSoThats=Oh (laughs), so that's how it's gonna be.
PU_GENPILOT1_CV_PlayerAttackFirst_IG_002_OhYouWanna=Oh, you wanna fight? You got one now.
PU_GENPILOT1_CV_PlayerAttackFirst_IG_003_BigMistake=Big mistake.
PU_GENPILOT1_CV_PlayerAttackFirst_IG_004_NowWhydYou=(Sighs) Now why'd you have to go and do that?
PU_GENPILOT1_CV_PlayerAttackFirst_IG_005_YouJustMade=You just made one of those life-changing mistakes.
PU_GENPILOT1_CV_Retreat_IG_001_YouKnowWhat=You know what? Hell with it. I'm out of here.
PU_GENPILOT1_CV_Retreat_IG_002_JeezNeverMind=Jeez, never mind. I'll rob someone easier.
PU_GENPILOT1_CV_Retreat_IG_003_OkayOkayIm=Okay, okay. I'm going.
PU_GENPILOT1_CV_RevengePosse_Greeting_IG_001_WellLookWho=Well, look who we got here. Took a while to find you, bounty hunter.
PU_GENPILOT1_CV_RevengePosse_Greeting_IG_002_YoureGonnaPay=You're gonna pay for what you did to our friend.
PU_GENPILOT1_CV_RevengePosse_Greeting_IG_003_YouThinkYou=You think you can just kill our friend and not expect payback?
PU_GENPILOT1_CV_Target_Chase_IG_001_WhereDoYou=(Laughs) Where do you think you're going?
PU_GENPILOT1_CV_Target_Chase_IG_002_YouHadYour=You had your chance to leave. Can't change your mind now.
PU_GENPILOT1_CV_Target_Chase_IG_003_ImNotThrough=I'm not through with you yet.
PU_GENPILOT1_CV_Target_Greet_IG_001_AhThereYou=Ah! There you are. Been paid quite a lot of money to take you down. Shall we get started?
PU_GENPILOT1_CV_Target_Greet_IG_002_ImNotOne=I'm not one to get poetic, but it's been quite a long road to get to you. Time to collect.
PU_GENPILOT1_CV_Target_Greet_IG_003_AlrightImSure=All right. I'm sure you know the routine; we can do this the easy way or the hard way. I'll be honest, you've already been such a hassle, I'm hoping for the latter.
PU_GENPILOT1_CV_Target_Taunt_IG_001_HonestlyThisIsnt=Honestly, this isn't going to end well for you.
PU_GENPILOT1_CV_Target_Taunt_IG_002_LookYouveHad=Look, you've had your fun, now give up before I really have to hurt you.
PU_GENPILOT1_CV_Target_Taunt_IG_003_IThoughtYou=I thought you were supposed to be tough!
PU_GENPILOT1_CV_Target_Taunt_IG_004_ICantBelieve=I can't believe someone's actually paying to take you out. I am seriously overcharging.
PU_GENPILOT1_CV_Target_Taunt_IG_005_DontThinkYoull=Don't think you'll get out of this one.
PU_GENPILOT1_CV_Taunt_BountyHunter_IG_001_WhatDidYou=What, did you think this was gonna be easy?
PU_GENPILOT1_CV_Taunt_BountyHunter_IG_002_HateToBreak=Hate to break this to you, but you might be a little over your head.
PU_GENPILOT1_CV_Taunt_BountyHunter_IG_003_DoYouThink=Do you think you're the first bounty hunter I've had to deal with?
PU_GENPILOT1_CV_Taunt_General_IG_001_ThatAllYou=That all you got?
PU_GENPILOT1_CV_Taunt_General_IG_001b_ThatAllYou=(Laughs) That all you got?
PU_GENPILOT1_CV_Taunt_General_IG_002_ComeOnLets=Come on, let's see what you're made of.
PU_GENPILOT1_CV_Taunt_General_IG_003_ThisIsNothing=This is nothing personal. Honestly. We all have to eat, you know?
PU_GENPILOT1_CV_Taunt_General_IG_004_IHateTo=I hate to say this, but you don't think you can win, do you?
PU_GENPILOT1_CV_Taunt_General_IG_005_YouShouldveLeft=You should've left us alone.
PU_GENPILOT1_CV_Taunt_Kill_IG_001_NiceOne=Haha, nice one!
PU_GENPILOT1_CV_Taunt_Kill_IG_002_ImReallySorry=I'm really sorry it had to come to this.
PU_GENPILOT1_CV_Taunt_Kill_IG_003_OhNoThat=Oh no (laughing)... that had to hurt.
PU_GENPILOT1_CV_Taunt_Kill_IG_004_YouSureYou=You sure you still wanna fight?
PU_GENPILOT1_CV_Taunt_Kill_IG_005_AwThatWas=Aw, that was one of yours. Wasn't it?
PU_GENPILOT1_CV_Taunt_Missile_IG_001_GotSomethingFor=Got something for you.
PU_GENPILOT1_CV_Taunt_Missile_IG_002_HereYouGo=Here you go.
PU_GENPILOT1_CV_Taunt_Missile_IG_003_HeresSomethingWith=Here's something with your name on it.
PU_GENPILOT1_CV_Taunt_WarningAttack_IG_001_ThisIsYour=This is your last chance.
PU_GENPILOT1_CV_Taunt_WarningAttack_IG_002_YeahYouDont=Yeah, you don't want this kind of trouble.
PU_GENPILOT1_CV_Taunt_WarningAttack_IG_003_ImNotGonna=I'm not gonna repeat myself.
PU_GENPILOT1_CV_Taunt_WarningAttack_IG_004_IsThisReally=Is this really what you want?
PU_GENPILOT1_CV_Taunt_WarningAttack_IG_005_YoureAboutTo=You're about to enter a world of pain. Don't say I didn't warn you.
PU_GENPILOT2_CV_AnnounceAttack_IG_001_WellWhatYou=Well what you do you know. Seems we're going to make some creds today after all.
PU_GENPILOT2_CV_AnnounceAttack_IG_002_OhHereWe=Oh, here we go. Some nice, juicy victims. That's what I like to see.
PU_GENPILOT2_CV_AnnounceAttack_IG_003_CongratulationsLooksLike=Congratulations, looks like you are going to make the news tomorrow.
PU_GENPILOT2_CV_AnnounceAttack_IG_004_JustWhenI=Just when I think it's going to be a shit day, I come across a nice score like you.
PU_GENPILOT2_CV_AnnounceAttack_IG_005_HeyJustWanted=Hey, just wanted to let you know that this isn't personal, strictly business.
PU_GENPILOT2_CV_BountyHunter_Greeting_IG_001_ReallyTheySent=Really? They sent you to take me down?
PU_GENPILOT2_CV_BountyHunter_Greeting_IG_002_WhateverThePrice=Whatever the price on my head is, I hope its worth your life.
PU_GENPILOT2_CV_BountyHunter_Greeting_IG_003_IfYouActually=If you actually think you can collect on me, I'm telling you, it's not gonna happen.
PU_GENPILOT2_CV_BountyHunter_Greeting_IG_004_IGuessSomeone=I guess someone was actually brave enough to try to collect on my bounty. Big mistake.
PU_GENPILOT2_CV_BountyHunter_Greeting_IG_005_WhatAreYou=What are you supposed to be? Some kind of Bounty Hunter? Good luck with that.
PU_GENPILOT2_CV_DeathThroe_Scream_IG_EX_001=
PU_GENPILOT2_CV_DeathThroe_Scream_IG_EX_002=
PU_GENPILOT2_CV_DeathThroe_Scream_IG_EX_003=
PU_GENPILOT2_CV_DeathThroe_Scream_IG_EX_004=
PU_GENPILOT2_CV_DeathThroe_Scream_IG_EX_005=
PU_GENPILOT2_CV_DeathThroe_Sudden_IG_EX_001=
PU_GENPILOT2_CV_DeathThroe_Sudden_IG_EX_002=
PU_GENPILOT2_CV_Distress_AlmostDone_UnderAttack_IG_001_AlmostDoneJust=Almost done. Just a bit more.
PU_GENPILOT2_CV_Distress_AlmostDone_UnderAttack_IG_002_WereAlmostBack=We're almost back online. Hold on.
PU_GENPILOT2_CV_Distress_AlmostDone_UnderAttack_IG_003_JustALittle=Just a little bit longer. We're getting close.
PU_GENPILOT2_CV_Distress_Arrive_Combat_IG_001_ArentYouA=Aren't you a sight for sore eyes. If you can fight, I could sure use the hand.
PU_GENPILOT2_CV_Distress_Arrive_Combat_IG_002_ManImHappy=Man, I'm happy you're here. Maybe together we stand chance in this fight.
PU_GENPILOT2_CV_Distress_Arrive_Combat_IG_003_OhGodI=Oh god. I didn't think anyone was coming. Hurry and help me take them out.
PU_GENPILOT2_CV_Distress_Arrive_Combat_IG_004_CantBelieveSomeone=Can't believe someone actually heard my distress call! Now we can turn the table on these lowlifes.
PU_GENPILOT2_CV_Distress_Arrive_Combat_IG_005_DamnIAm=Damn, I am so glad to see a friendly face. Let's teach these assholes a lesson.
PU_GENPILOT2_CV_Distress_Arrive_ShipBroken_IG_001_ThankGoodnessYoure=Thank goodness you're here. Cover me while I fix my ship.
PU_GENPILOT2_CV_Distress_Arrive_ShipBroken_IG_002_YesIWas=Yes! I was worried no one was coming! Now you can fight them while I do repairs.
PU_GENPILOT2_CV_Distress_Arrive_ShipBroken_IG_003_ThankGodYou=Thank god you came. I need some cover while I bring ship back online.
PU_GENPILOT2_CV_Distress_Arrive_ShipBroken_IG_004_DamnIAm=Damn. I am so happy to see you. I can fix my ship but I need you to watch my back.
PU_GENPILOT2_CV_Distress_Arrive_ShipBroken_IG_005_ICantBelieve=I can't believe someone actually showed. If you hold them off for long enough, I can get my ship running again.
PU_GENPILOT2_CV_Distress_BegForLife_IG_001_PleaseDontDo=Please. Don't do this.
PU_GENPILOT2_CV_Distress_BegForLife_IG_002_YouDontHave=You don't have to do this.
PU_GENPILOT2_CV_Distress_BegForLife_IG_003_ThisIsSome=This is some kind of misunderstanding. Please.
PU_GENPILOT2_CV_Distress_Call_Comm_IG_001_HelpAnyoneIm=Help. Anyone. I'm under attack. Repeat, I'm under attack.
PU_GENPILOT2_CV_Distress_Call_Comm_IG_002_ThisIsA=This is a distress call. I am in immediate need of assistance.
PU_GENPILOT2_CV_Distress_Call_Comm_IG_003_AllShipsIn=All ships in range. I'm under attack. Please. Please help me.
PU_GENPILOT2_CV_Distress_Call_Comm_IG_004_AlertAttackIn=Alert! Attack in progress! Send help now!
PU_GENPILOT2_CV_Distress_Call_Comm_IG_005_HeyIfAnyone=Hey... if anyone can hear this, I'm being attacked and well... things are looking pretty dire over here. I damn sure could use some help and I mean now.
PU_GENPILOT2_CV_Distress_Call_UnderAttack_IG_001_ThisIsAn=This is an emergency comm. I am under attack and in need of assistance. Come back.
PU_GENPILOT2_CV_Distress_Call_UnderAttack_IG_002_AllShipsThis=All ships. This is an emergency. I'm being attacked.
PU_GENPILOT2_CV_Distress_Call_UnderAttack_IG_003_SOSImUnder=S.O.S. I'm under attack. I don't how much longer I can hold out! If you hear this, send help!
PU_GENPILOT2_CV_Distress_Call_UnderAttack_IG_004_HelpImBeing=Help! I'm being attack! Repeat, some assholes are trying to kill me!
PU_GENPILOT2_CV_Distress_Call_UnderAttack_IG_005_MaydayMaydayBeing=Mayday! Mayday! Being attacked and I need assistance!
PU_GENPILOT2_CV_Distress_Farewell_Bad_IG_001_AllRightIm=All right, I'm getting out of here before something else goes wrong.
PU_GENPILOT2_CV_Distress_Farewell_Bad_IG_002_AnywayCantSit=Anyway, can't sit around here all day.
PU_GENPILOT2_CV_Distress_Farewell_Bad_IG_003_IShouldGo=I should go before anything else happens.
PU_GENPILOT2_CV_Distress_Farewell_Bad_IG_004_WellHellIf=Well, hell if I'm going to wait around here any longer.
PU_GENPILOT2_CV_Distress_Farewell_Bad_IG_005_OkayImGonna=Okay. I'm gonna go while I still can.
PU_GENPILOT2_CV_Distress_Farewell_Good_IG_001_AllRightI=All right, I better head out. Fly safe.
PU_GENPILOT2_CV_Distress_Farewell_Good_IG_002_IShouldGet=I should get going. See you around.
PU_GENPILOT2_CV_Distress_Farewell_Good_IG_003_WellIBetter=Well, I better get moving along. Good luck out there.
PU_GENPILOT2_CV_Distress_Farewell_Good_IG_004_AnywayHopeYou=Anyway, hope you have better luck than I did out there. Fly safe.
PU_GENPILOT2_CV_Distress_Farewell_Good_IG_005_OkayIBetter=Okay. I better go and check in and let everyone know I'm fine. Be good.
PU_GENPILOT2_CV_Distress_FightOver_Bad_IG_001_ICantBelieve=I can't believe we came out the other side of that one.
PU_GENPILOT2_CV_Distress_FightOver_Bad_IG_002_DamnThatWas=Damn, that was close. I swear we were done for.
PU_GENPILOT2_CV_Distress_FightOver_Bad_IG_003_IThoughtWe=I thought we were goners for sure.
PU_GENPILOT2_CV_Distress_FightOver_Bad_IG_004_IDontKnow=I don't know how we got through that alive, but I'm sure glad we pulled it off.
PU_GENPILOT2_CV_Distress_FightOver_Bad_IG_005_ThatWasSome=That was some impressive flying. I think those bastards will think twice before attacking and innocent pilot again.
PU_GENPILOT2_CV_Distress_FightOver_Good_IG_001_ThanksForThe=Thanks for the help. I don't know what we would have done if you hadn't shown up.
PU_GENPILOT2_CV_Distress_FightOver_Good_IG_002_SeriouslyAppreciateAll=Seriously appreciate all your help. We would have been dead for sure.
PU_GENPILOT2_CV_Distress_FightOver_Good_IG_003_TheWayYou=The way you handled that? Color me impressed.
PU_GENPILOT2_CV_Distress_FightOver_OfferPayment_IG_001_HereIWant=Here. I want you to have this.
PU_GENPILOT2_CV_Distress_FightOver_OfferPayment_IG_002_PleaseTakeThis=Please, take this. It's the least I can do.
PU_GENPILOT2_CV_Distress_FightOver_OfferPayment_IG_003_IKnowIts=I know it's not much, but I want you to have this.
PU_GENPILOT2_CV_Distress_FightOver_OfferPayment_IG_004_HereALittle=Here. A little something for all your trouble.
PU_GENPILOT2_CV_Distress_FightOver_OfferPayment_IG_005_ToShowJust=To show just how much I appreciate the help, here.
PU_GENPILOT2_CV_Distress_FightOver_UrgentQTravel_IG_001_TimeToGet=Time to get the hell out of here.
PU_GENPILOT2_CV_Distress_FightOver_UrgentQTravel_IG_002_LetsGoCome=Let's go. Come on!
PU_GENPILOT2_CV_Distress_FightOver_UrgentQTravel_IG_003_QuantumOutNow=Quantum out, now! Go!
PU_GENPILOT2_CV_Distress_FinishedRepairs_UnderAttack_IG_001_WereDoneWe=We're done! We did it!
PU_GENPILOT2_CV_Distress_FinishedRepairs_UnderAttack_IG_002_RepairsFinished=Repairs finished!
PU_GENPILOT2_CV_Distress_FinishedRepairs_UnderAttack_IG_003_ThatsItWere=That's it! We're all set!
PU_GENPILOT2_CV_Distress_NeedMoreTime_Repairing_IG_001_AlmostDoneWith=Almost done with repairs, just need a bit more time.
PU_GENPILOT2_CV_Distress_NeedMoreTime_Repairing_IG_002_WereTryingTo=We're trying to get the ship up and running, but it's going to take some time.
PU_GENPILOT2_CV_Distress_NeedMoreTime_Repairing_IG_003_GotRepairsUnderway=Got repairs underway to try to get out of here, but we can't finish with these assholes hounding us.
PU_GENPILOT2_CV_Distress_OfferBribeForLife_IG_001_ListenWhatDo=Listen, what do you want? Credits? I'll give you credits.
PU_GENPILOT2_CV_Distress_OfferBribeForLife_IG_002_IfYouWant=If you want money, I can pay you. Just, please stop.
PU_GENPILOT2_CV_Distress_OfferBribeForLife_IG_003_YouWinIll=You win, I'll pay. Here, take it and just go.
PU_GENPILOT2_CV_Distress_PlayerAttacks_IG_001_WhatTheHell=What the hell are you doing?
PU_GENPILOT2_CV_Distress_PlayerAttacks_IG_002_YouAsshole=You asshole!
PU_GENPILOT2_CV_Distress_PlayerAttacks_IG_003_IDontBelieve=I don't believe this shit.
PU_GENPILOT2_CV_Distress_PlayerCollideShip_IG_001_SeriouslyYouveBeen=Seriously? You've been drinking or something?
PU_GENPILOT2_CV_Distress_PlayerCollideShip_IG_002_YouDidNot=You did not just do that.
PU_GENPILOT2_CV_Distress_PlayerCollideShip_IG_003_LearnToFly=Learn to fly!
PU_GENPILOT2_CV_Distress_PlayerFliesTooClose_IG_001_WoahWatchIt=Woah. Watch it.
PU_GENPILOT2_CV_Distress_PlayerFliesTooClose_IG_002_ThatWasA=That was a close one.
PU_GENPILOT2_CV_Distress_PlayerFliesTooClose_IG_003_WatchWhereYoure=Watch where you're going.
PU_GENPILOT2_CV_Distress_TakingTooMuchDamage_IG_001_CantWorkLike=Can't work like this. Get them off us.
PU_GENPILOT2_CV_Distress_TakingTooMuchDamage_IG_002_ClearUsSome=Clear us some space to work!
PU_GENPILOT2_CV_Distress_TakingTooMuchDamage_IG_003_IfTheyKeep=If they keep this up, we're not going to finish!
PU_GENPILOT2_CV_EnemiesToPlayerArrive_IG_001_TheyreHereTo=They're here to help me take out the rest of you idiots.
PU_GENPILOT2_CV_EnemiesToPlayerArrive_IG_002_AboutTimeThey=About time they showed up. Now, we can finish this.
PU_GENPILOT2_CV_EnemiesToPlayerArrive_IG_003_NowYoureDone=Now you're done for sure.
PU_GENPILOT2_CV_Escort_AllShipsDestroyed_IG_001_IThinkWere=I think we're clear.
PU_GENPILOT2_CV_Escort_AllShipsDestroyed_IG_002_ThatsTheEnd=That's the end of them.
PU_GENPILOT2_CV_Escort_AllShipsDestroyed_IG_003_RadarsClearI=Radar's clear. I think that was the last of those assholes.
PU_GENPILOT2_CV_Escort_AllShipsDestroyed_IG_004_IsThatIt=Is that it? Is that all of them?
PU_GENPILOT2_CV_Escort_AllShipsDestroyed_IG_005_ICantSee=I can't see any more of them. I think we're good.
PU_GENPILOT2_CV_Escort_AlmostDead_IG_001_NotGonnaHold=Not gonna hold out much longer!
PU_GENPILOT2_CV_Escort_AlmostDead_IG_002_GonnaBeGoners=Gonna be goners in a second!
PU_GENPILOT2_CV_Escort_AlmostDead_IG_003_CantTakeMuch=Can't take much more of this!
PU_GENPILOT2_CV_Escort_AlmostDead_IG_004_ShipsStartingTo=Ship's starting to break apart!
PU_GENPILOT2_CV_Escort_AlmostDead_IG_005_ImDeadIf=I'm dead if you don't do something!
PU_GENPILOT2_CV_Escort_AlmostDone_IG_001_JustAboutDone=Just about done over here. Stay alert.
PU_GENPILOT2_CV_Escort_AlmostDone_IG_002_AlmostFinishedShouldnt=Almost finished. Shouldn't be too much longer.
PU_GENPILOT2_CV_Escort_AlmostDone_IG_003_WrappingUpNow=Wrapping up now. Stand by.
PU_GENPILOT2_CV_Escort_AlmostDone_IG_004_NotTooMuch=Not too much left to do now.
PU_GENPILOT2_CV_Escort_AlmostDone_IG_005_TakingCareOf=Taking care of the last few things and then we can go.
PU_GENPILOT2_CV_Escort_ArriveAtDest_IG_001_TheresTheJob=There's the job site.
PU_GENPILOT2_CV_Escort_ArriveAtDest_IG_002_HereWeAre=Here we are.
PU_GENPILOT2_CV_Escort_ArriveAtDest_IG_003_ThisIsOur=This is our stop.
PU_GENPILOT2_CV_Escort_ArriveAtDest_IG_004_LookSharpWere=Look sharp, we're here.
PU_GENPILOT2_CV_Escort_ArriveAtDest_IG_005_AllRightEveryone=All right, everyone. This is us.
PU_GENPILOT2_CV_Escort_Celebrate_IG_001_Yes=Yes!
PU_GENPILOT2_CV_Escort_Celebrate_IG_002_NicelyDone=Nicely done.
PU_GENPILOT2_CV_Escort_Celebrate_IG_003_ThatsIt=That's it!
PU_GENPILOT2_CV_Escort_Celebrate_IG_004_ThatsWhatI=That's what I like to see!
PU_GENPILOT2_CV_Escort_Celebrate_IG_005_HellYeah=Hell yes!
PU_GENPILOT2_CV_Escort_EncourageAttack_IG_001_TakeCareOf=Take care of these bastards.
PU_GENPILOT2_CV_Escort_EncourageAttack_IG_002_FullAttackOpen=Full attack. Open fire.
PU_GENPILOT2_CV_Escort_EncourageAttack_IG_003_YouNeedTo=You need to stop these creeps before it's too late.
PU_GENPILOT2_CV_Escort_EncourageAttack_IG_004_TakeEmOut=Take 'em out while we still can.
PU_GENPILOT2_CV_Escort_EncourageAttack_IG_005_DoYourJob=Do your job and end these assholes.
PU_GENPILOT2_CV_Escort_EnemiesArrive_IG_001_GetReadyWeve=Get ready. We've got incoming.
PU_GENPILOT2_CV_Escort_EnemiesArrive_IG_002_DamnItWe=Damn it. We got company.
PU_GENPILOT2_CV_Escort_EnemiesArrive_IG_003_LookSharpTrouble=Look sharp. Trouble.
PU_GENPILOT2_CV_Escort_EnemiesArrive_IG_004_HeadsUpEveryone=Heads up everyone.
PU_GENPILOT2_CV_Escort_EnemiesArrive_IG_005_GuessItWas=Guess it was too much to hope we'd get off easy.
PU_GENPILOT2_CV_Escort_EnemiesArrive_More_IG_001_MoreEnemiesInbound=More enemies inbound!
PU_GENPILOT2_CV_Escort_EnemiesArrive_More_IG_002_HereComeReEnforcements=Here come re-enforcements!
PU_GENPILOT2_CV_Escort_EnemiesArrive_More_IG_003_WeveGotMore=We've got more ships heading our way!
PU_GENPILOT2_CV_Escort_EnemyShipDestroyed_IG_001_OneDown=One down.
PU_GENPILOT2_CV_Escort_EnemyShipDestroyed_IG_002_TakeThatYou=Take that, you bastard.
PU_GENPILOT2_CV_Escort_EnemyShipDestroyed_IG_003_OneLessProblem=One less problem.
PU_GENPILOT2_CV_Escort_EnemyShipDestroyed_IG_004_GoodLetsDo=Good. Let's do it again.
PU_GENPILOT2_CV_Escort_EnemyShipDestroyed_IG_005_YeahThatsWhat=Yeah, that's what you get.
PU_GENPILOT2_CV_Escort_Expletives_IG_001_DamnIt=Damn it!
PU_GENPILOT2_CV_Escort_Expletives_IG_001b_DamnIt=Damn it!
PU_GENPILOT2_CV_Escort_Expletives_IG_002_Shit=Shit!
PU_GENPILOT2_CV_Escort_Expletives_IG_003_Crap=Crap.
PU_GENPILOT2_CV_Escort_Expletives_IG_003b_Crap=Crap.
PU_GENPILOT2_CV_Escort_Expletives_IG_004_AhHell=Ah, hell.
PU_GENPILOT2_CV_Escort_Expletives_IG_004b_AhHell=Ah, hell.
PU_GENPILOT2_CV_Escort_Expletives_IG_005_YouDirtyMother=You dirty mother!
PU_GENPILOT2_CV_Escort_Farewell_Bad_IG_001_ImOff=I'm off.
PU_GENPILOT2_CV_Escort_Farewell_Bad_IG_002_TakeItEasy=Take it easy.
PU_GENPILOT2_CV_Escort_Farewell_Bad_IG_003_Later=Later.
PU_GENPILOT2_CV_Escort_Farewell_Bad_IG_004_IfTheresNothing=If there's nothing else, I think we should call it there.
PU_GENPILOT2_CV_Escort_Farewell_Bad_IG_005_IveGotNothing=I've got nothing else for you, so you can take off.
PU_GENPILOT2_CV_Escort_Farewell_Good_IG_001_ItWasGood=It was good running with you. I'll see you around.
PU_GENPILOT2_CV_Escort_Farewell_Good_IG_002_BeSafeOut=Be safe out there, okay.
PU_GENPILOT2_CV_Escort_Farewell_Good_IG_003_ImHeadingOff=I'm heading off, but you be good.
PU_GENPILOT2_CV_Escort_Farewell_Good_IG_004_ItWasA=It was a pleasure flying with you. Good luck.
PU_GENPILOT2_CV_Escort_Farewell_Good_IG_005_NiceDoingBusiness=Nice doing business with you.
PU_GENPILOT2_CV_Escort_FightOver_Bad_IG_001_TalkAboutA=Talk about a close one. Didn't think we were going to make it.
PU_GENPILOT2_CV_Escort_FightOver_Bad_IG_002_IHaveHad=I have had some close calls before, but shit... that was close.
PU_GENPILOT2_CV_Escort_FightOver_Bad_IG_003_DontKnowAbout=Don't know about you, but I thought we were done for back there.
PU_GENPILOT2_CV_Escort_FightOver_Bad_IG_004_WeAreLucky=We are lucky to be in one piece after that fight.
PU_GENPILOT2_CV_Escort_FightOver_Bad_IG_005_ThatWasTouch=That was touch and go for a while. Still not sure how we pulled it off.
PU_GENPILOT2_CV_Escort_FightOver_Good_IG_001_LooksLikeWe=Looks like we managed to pull it off.
PU_GENPILOT2_CV_Escort_FightOver_Good_IG_002_SeemsWeGot=Seems we got off pretty easy this time.
PU_GENPILOT2_CV_Escort_FightOver_Good_IG_003_WeDidOkay=We did okay for ourselves in that one. Not too bad at all.
PU_GENPILOT2_CV_Escort_FightOver_Good_IG_004_ThatWasAbout=That was about as good of an outcome as you could hope for there.
PU_GENPILOT2_CV_Escort_FightOver_Good_IG_005_WereStillFlying=We're still flying, so I'd call that a success.
PU_GENPILOT2_CV_Escort_FriendlyFire_IG_001_WatchWhereYoure=Watch where you're shooting!
PU_GENPILOT2_CV_Escort_FriendlyFire_IG_002_HoldYouFire=Hold you fire!
PU_GENPILOT2_CV_Escort_FriendlyFire_IG_003_ImOnYour=I'm on your side!
PU_GENPILOT2_CV_Escort_FriendlyFire_Player_IG_001_SorryShotGot=Sorry. Shot got away from me.
PU_GENPILOT2_CV_Escort_FriendlyFire_Player_IG_002_SorryAboutThat=Sorry about that. Didn't mean to shoot you.
PU_GENPILOT2_CV_Escort_FriendlyFire_Player_IG_003_ThatOnesOn=That one's on me.
PU_GENPILOT2_CV_Escort_FriendlyShipDestroyed_IG_001_ThatWasOne=That was one of ours!
PU_GENPILOT2_CV_Escort_FriendlyShipDestroyed_IG_002_WeCantLose=We can't lose anyone else.
PU_GENPILOT2_CV_Escort_FriendlyShipDestroyed_IG_002b_WeCantLose=We can't lose anyone else.
PU_GENPILOT2_CV_Escort_FriendlyShipDestroyed_IG_003_ThoseBastardsTheyre=Those bastards. They're going to pay for that.
PU_GENPILOT2_CV_Escort_Greeting_IG_001_HeyYouMust=Hey, you must be my escort.
PU_GENPILOT2_CV_Escort_Greeting_IG_002_HeyWelcome=Hey, welcome.
PU_GENPILOT2_CV_Escort_Greeting_IG_003_YoureTheEscort=You're the escort, right? Nice to meet you.
PU_GENPILOT2_CV_Escort_Greeting_IG_004_HeyThereGood=Hey there. Good to finally put a face to the contract.
PU_GENPILOT2_CV_Escort_Greeting_IG_005_HeyThanksFor=Hey, thanks for coming out.
PU_GENPILOT2_CV_Escort_KeepLookOut_IG_001_KeepAnEye=Keep an eye out for trouble.
PU_GENPILOT2_CV_Escort_KeepLookOut_IG_002_MakeSureWere=Make sure we're not bothered while we're working.
PU_GENPILOT2_CV_Escort_KeepLookOut_IG_003_IfYouSee=If you see any trouble, take care of it.
PU_GENPILOT2_CV_Escort_KeepLookOut_IG_004_AnyoneTriesTo=Anyone tries to mess with us, you handle it.
PU_GENPILOT2_CV_Escort_KeepLookOut_IG_005_WatchYourRadar=Watch your radar and make sure no one catches us off guard.
PU_GENPILOT2_CV_Escort_LetsGo_IG_001_TimeToHead=Time to head out.
PU_GENPILOT2_CV_Escort_LetsGo_IG_002_LetsGetGoing=Let's get going.
PU_GENPILOT2_CV_Escort_LetsGo_IG_003_LetsMoveOut=Let's move out.
PU_GENPILOT2_CV_Escort_LetsGo_IG_004_TimeToGo=Time to go.
PU_GENPILOT2_CV_Escort_LetsGo_IG_005_OkayLetsGo=Okay, let's go.
PU_GENPILOT2_CV_Escort_LetsGo_Urgent_IG_001_LetsGoLets=Let's go! Let's go!
PU_GENPILOT2_CV_Escort_LetsGo_Urgent_IG_002_GoGoGo=Go! Go! Go!
PU_GENPILOT2_CV_Escort_LetsGo_Urgent_IG_003_MoveNow=Move! Now!
PU_GENPILOT2_CV_Escort_LetsMoveOn_IG_001_LetsMoveOn=Let's move on.
PU_GENPILOT2_CV_Escort_LetsMoveOn_IG_002_LetsGoTo=Let's go to the next stop.
PU_GENPILOT2_CV_Escort_LetsMoveOn_IG_003_GotAnotherStop=Got another stop up next.
PU_GENPILOT2_CV_Escort_LetsMoveOn_IG_004_WeShouldHead=We should head out to the next stop.
PU_GENPILOT2_CV_Escort_LetsMoveOn_IG_005_IfEveryonesReady=If everyone's ready, we got another stop to make.
PU_GENPILOT2_CV_Escort_MissionFailed_Fired_IG_001_ForgetItIm=Forget it. I'm better off without you!
PU_GENPILOT2_CV_Escort_MissionFailed_Fired_IG_002_ThatsItYoure=That's it. You're fired!
PU_GENPILOT2_CV_Escort_MissionFailed_Fired_IG_003_FineContractsCanceled=Fine! Contract's canceled, asshole.
PU_GENPILOT2_CV_Escort_MissionFailed_IG_001_ForgetItI=Forget it. I can't work with you.
PU_GENPILOT2_CV_Escort_MissionFailed_IG_002_IveHadEnough=I've had enough. Contract's canceled.
PU_GENPILOT2_CV_Escort_MissionFailed_IG_003_YouKnowWhat=You know what? We're done. Job's canceled.
PU_GENPILOT2_CV_Escort_MissionFailed_IG_004_ICantTake=I can't take this. You're fired.
PU_GENPILOT2_CV_Escort_MissionFailed_IG_005_ThisIsntGoing=This isn't going to work out. You're done. Fired.
PU_GENPILOT2_CV_Escort_MissionFailed_Leave_IG_001_LetsGetThe=Let's get the hell out of here!
PU_GENPILOT2_CV_Escort_MissionFailed_Leave_IG_002_ForgetItIts=Forget it. It's not worth the credits!
PU_GENPILOT2_CV_Escort_MissionFailed_Leave_IG_003_EnoughOfThis=Enough of this shit. Everyone bail before it's too late.
PU_GENPILOT2_CV_Escort_NeedASecond_IG_001_WellGetOn=We'll get on our way in a moment, just need to finish squaring away a thing or two.
PU_GENPILOT2_CV_Escort_NeedASecond_IG_002_ImAlmostReady=I'm almost ready to head out, just wrapping up some last minute preparations.
PU_GENPILOT2_CV_Escort_NeedASecond_IG_003_ImGonnaNeed=I'm gonna need a second or two before we go, so just sit tight.
PU_GENPILOT2_CV_Escort_NeedASecond_IG_004_ImFinishingUp=I'm finishing up one last thing, but we should get going in a second.
PU_GENPILOT2_CV_Escort_NeedASecond_IG_005_GiveMeA=Give me a minute and we can roll out.
PU_GENPILOT2_CV_Escort_NeedHelp_IG_001_NeedAssistanceOver=Need assistance over here!
PU_GENPILOT2_CV_Escort_NeedHelp_IG_002_Help=Help!
PU_GENPILOT2_CV_Escort_NeedHelp_IG_003_NeedAHand=Need a hand!
PU_GENPILOT2_CV_Escort_NeedHelp_IG_004_Mayday=Mayday!
PU_GENPILOT2_CV_Escort_NeedHelp_IG_005_INeedHelp=I need help!
PU_GENPILOT2_CV_Escort_NeedMoreTime_IG_001_WereMakingGood=We're making good progress, but were gonna need a bit more time.
PU_GENPILOT2_CV_Escort_NeedMoreTime_IG_002_EverythingsUnderwayIf=Everything's underway. If we don't run into any problems, we should be done in a few.
PU_GENPILOT2_CV_Escort_NeedMoreTime_IG_003_GotOffTo=Got off to a solid start. I don't expect the job to take too long.
PU_GENPILOT2_CV_Escort_NeedMoreTime_IG_004_ThoughtIdLet=Thought I'd let you know that everything's looking good so far on our end.
PU_GENPILOT2_CV_Escort_NeedMoreTime_IG_005_SoYouKnow=So you know, we had slight hiccup. We can sort it, but it's going to take some time. I'll keep you updated.
PU_GENPILOT2_CV_Escort_NeedMoreTime_UnderAttack_IG_001_BuyUsSome=Buy us some time, we're almost done.
PU_GENPILOT2_CV_Escort_NeedMoreTime_UnderAttack_IG_002_WeNeedMore=We need more time. Keep them busy.
PU_GENPILOT2_CV_Escort_NeedMoreTime_UnderAttack_IG_003_GoingAsFast=Going as fast as we can, but we need more time.
PU_GENPILOT2_CV_Escort_NeedMoreTime_UnderAttack_IG_003b_GoingAsFast=Going as fast as we can, but we need more time.
PU_GENPILOT2_CV_Escort_NeedMoreTime_UnderAttack_IG_004_SeeIfYou=See if you can occupy them long enough for us to finish.
PU_GENPILOT2_CV_Escort_NeedMoreTime_UnderAttack_IG_005_AlmostFinishedHere=Almost finished here. Just give us some cover.
PU_GENPILOT2_CV_Escort_PlayerCollideShip_IG_001_WoahWatchIt=Woah! Watch it!
PU_GENPILOT2_CV_Escort_PlayerCollideShip_IG_002_WhereTheHell=Where the hell did you learn to fly?
PU_GENPILOT2_CV_Escort_PlayerCollideShip_IG_003_GeezYouTrying=Geez! You trying kill someone?
PU_GENPILOT2_CV_Escort_PlayerCollideShip_IG_004_WhatTheHell=What the hell are you thinking?
PU_GENPILOT2_CV_Escort_PlayerCollideShip_IG_005_DamnItCareful=Damn it! Careful!
PU_GENPILOT2_CV_Escort_PlayerFliesTooClose_IG_001_HowAboutGiving=How about giving me some space?
PU_GENPILOT2_CV_Escort_PlayerFliesTooClose_IG_002_HeyYoureFlying=Hey, you're flying a bit close.
PU_GENPILOT2_CV_Escort_PlayerFliesTooClose_IG_003_WatchWhereYoure=Watch where you're flying, okay?
PU_GENPILOT2_CV_Escort_PlayerFliesTooClose_IG_004_CarefulPayAttention=Careful. Pay attention to where you're going.
PU_GENPILOT2_CV_Escort_PlayerFliesTooClose_IG_005_EaseUpYoure=Ease up. You're awfully close.
PU_GENPILOT2_CV_Escort_PlayerLateScolding_IG_001_IDontLike=I don't like being kept waiting.
PU_GENPILOT2_CV_Escort_PlayerLateScolding_IG_002_NotVeryProfessional=Not very professional to leave your client waiting.
PU_GENPILOT2_CV_Escort_PlayerLateScolding_IG_003_NiceOfYou=Nice of you to finally join us.
PU_GENPILOT2_CV_Escort_QTravelDest_IG_001_ImUploadingCoordinates=I'm uploading coordinates to you now.
PU_GENPILOT2_CV_Escort_QTravelDest_IG_001b_ImUploadingCoordinates=I'm uploading coordinates to you now.
PU_GENPILOT2_CV_Escort_QTravelDest_IG_002_HereSendingYou=Here. Sending you the quantum nav point.
PU_GENPILOT2_CV_Escort_QTravelDest_IG_003_GotTheQt=Got the QT marker queued up. Sending now.
PU_GENPILOT2_CV_Escort_QTravelDest_IG_004_SendingYouThe=Sending you the QT info.
PU_GENPILOT2_CV_Escort_QTravelDest_IG_005_TransferringQuantumPoint=Transferring quantum point over to your nav.
PU_GENPILOT2_CV_Escort_QTravelDest_Next_IG_001_HaveOurNext=Have our next nav point for you.
PU_GENPILOT2_CV_Escort_QTravelDest_Next_IG_002_SendingYouThe=Sending you the next coordinates.
PU_GENPILOT2_CV_Escort_QTravelDest_Next_IG_003_TransferringTheNext=Transferring the next nav info over to you now.
PU_GENPILOT2_CV_Escort_QTravelSpooling_IG_001_PreparingToQt=Preparing to QT.
PU_GENPILOT2_CV_Escort_QTravelSpooling_IG_002_SpoolingUpThe=Spooling up the drive.
PU_GENPILOT2_CV_Escort_QTravelSpooling_IG_003_PreppingForQuantum=Prepping for quantum. Get ready.
PU_GENPILOT2_CV_Escort_QTravelSpooling_IG_004_PoweringQuantumDrive=Powering quantum drive, stand by.
PU_GENPILOT2_CV_Escort_QTravelSpooling_IG_005_FinalPrepFor=Final prep for QT underway.
PU_GENPILOT2_CV_Escort_ReadyToGo_IG_001_AllRightThats=All right, that's everything.
PU_GENPILOT2_CV_Escort_ReadyToGo_IG_002_ThereWeGo=There we go. All set.
PU_GENPILOT2_CV_Escort_ReadyToGo_IG_003_ThatShouldAbout=That should about do it.
PU_GENPILOT2_CV_Escort_ReadyToGo_IG_004_SorryForThe=Sorry for the wait.
PU_GENPILOT2_CV_Escort_ReadyToGo_IG_005_OkayReadyNow=Okay, ready now.
PU_GENPILOT2_CV_Escort_ReturnToStart_IG_001_ThatsItFor=That's it for us. Time to head back.
PU_GENPILOT2_CV_Escort_ReturnToStart_IG_002_AllRightLets=All right. Let's call it a day and head back.
PU_GENPILOT2_CV_Escort_ReturnToStart_IG_003_IThinkWere=I think we're done for the day. Time to head back.
PU_GENPILOT2_CV_Escort_ReturnToStart_IG_004_LetsWrapThings=Let's wrap things up and head back.
PU_GENPILOT2_CV_Escort_ReturnToStart_IG_005_IThinkThats=I think that's enough for today. Let's head back.
PU_GENPILOT2_CV_Escort_StartWork_IG_001_LetsGetDown=Let's get down to business.
PU_GENPILOT2_CV_Escort_StartWork_IG_002_TimeToGet=Time to get to work.
PU_GENPILOT2_CV_Escort_StartWork_IG_003_LetsGetStarted=Let's get started.
PU_GENPILOT2_CV_Escort_StartWork_IG_004_TimeToGet=Time to get on the clock, people.
PU_GENPILOT2_CV_Escort_StartWork_IG_005_QuickerWeGet=Quicker we get started, quicker we can get going.
PU_GENPILOT2_CV_Escort_StayClose_High_IG_001_WhereDoYou=Where do you think you're going?
PU_GENPILOT2_CV_Escort_StayClose_High_IG_002_YoureJustGonna=You're just gonna leave us here to die?
PU_GENPILOT2_CV_Escort_StayClose_High_IG_003_WhereYouFlying=Where you flying off to?
PU_GENPILOT2_CV_Escort_StayClose_Low_IG_001_YoureSupposedTo=You're supposed to be escorting me, or did you forget?
PU_GENPILOT2_CV_Escort_StayClose_Low_IG_002_StayOnMe=Stay on me, you're drifting off course.
PU_GENPILOT2_CV_Escort_StayClose_Low_IG_003_WhereAreYou=Where are you going? I need you to stay on me.
PU_GENPILOT2_CV_Escort_StayClose_Low_IG_004_NeedYouTo=Need you to follow my lead, stay close to me.
PU_GENPILOT2_CV_Escort_StayClose_Low_IG_005_WhereAreYou=Where are you going? Job's not over yet. Stay close.
PU_GENPILOT2_CV_Escort_Thanks_IG_001_AppreciateIt=Appreciate it.
PU_GENPILOT2_CV_Escort_Thanks_IG_002_Thanks=Thanks.
PU_GENPILOT2_CV_Escort_Thanks_IG_003_NiceWork=Nice work.
PU_GENPILOT2_CV_Escort_UnderAttack_High_IG_001_GetThemOff=Get them off us!
PU_GENPILOT2_CV_Escort_UnderAttack_High_IG_002_KeepThemBack=Keep them back!
PU_GENPILOT2_CV_Escort_UnderAttack_High_IG_003_TheyreClosingIn=They're closing in!
PU_GENPILOT2_CV_Escort_UnderAttack_Low_IG_001_TakingDamage=Taking damage!
PU_GENPILOT2_CV_Escort_UnderAttack_Low_IG_002_ImHit=I'm hit!
PU_GENPILOT2_CV_Escort_UnderAttack_Low_IG_003_TheyreLightingMe=They're lighting me up!
PU_GENPILOT2_CV_Escort_UnderAttack_Low_IG_004_GettingToreInto=Getting tore into!
PU_GENPILOT2_CV_Escort_UnderAttack_Low_IG_005_DammitTheyGot=Dammit, they got me.
PU_GENPILOT2_CV_Escort_WaitedTooLong_IG_001_YeahIfThey=Yeah, if they haven't turned up yet, I don't think they're going to.
PU_GENPILOT2_CV_Escort_WaitedTooLong_IG_002_WellWeCant=Well, we can't wait around all day. We're going to have to go ahead without them.
PU_GENPILOT2_CV_Escort_WaitedTooLong_IG_003_GreatLooksLike=Great. Looks like they're a no-show.
PU_GENPILOT2_CV_Escort_WaitedTooLong_IG_004_WereGonnaFall=We're gonna fall behind schedule at this rate. Guess we got to make do shorthanded.
PU_GENPILOT2_CV_Escort_WaitedTooLong_IG_005_ThatsItIm=That's it. I'm calling it.
PU_GENPILOT2_CV_Escort_WaitingForOthers_IG_001_JustWaitingNow=Just waiting now for the rest of the group to arrive.
PU_GENPILOT2_CV_Escort_WaitingForOthers_IG_002_OnceTheRest=Once the rest of the convoy arrives, we'll head out.
PU_GENPILOT2_CV_Escort_WaitingForOthers_IG_003_GotAFew=Got a few more ships on their way and then we'll get going.
PU_GENPILOT2_CV_Escort_WaitingForOthers_IG_004_WereJustWaiting=We're just waiting on a few more to arrive before we go.
PU_GENPILOT2_CV_Escort_WaitingForOthers_IG_005_WeGotTo=We got to wait for the rest of the ships to arrive.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Hit_High_IG_001_YouHitMe=You hit me any more, and you can forget this job.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Hit_High_IG_002_EnoughDoThat=Enough. Do that again, and you're done.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Hit_High_IG_003_HitMeOne=Hit me one more time, and that is it.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Low_IG_001_YouKeepThat=You keep that up, and you can forget this job.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Low_IG_002_KeepScrewingAround=Keep screwing around and I'm pulling the plug.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Low_IG_003_JustWarningYou=Just warning you now, I got no tolerance for people acting like that.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Low_IG_004_ImGettingTired=I'm getting tired of this. I need you to start acting like you actually want this job.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Low_IG_005_ImNotGoing=I'm not going to say this again. Shape up or I'm cutting you loose.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Wander_High_IG_001_GetBackHere=Get back here now, or you're fired.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Wander_High_IG_002_GetOverHere=Get over here or you can forget getting paid!
PU_GENPILOT2_CV_Escort_WarningMissionFail_Wander_High_IG_003_YouKeepGoing=You keep going, and I will fire you.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Wander_Low_IG_001_ListenEitherYoure=Listen. Either you're flying with us or not. I can't wait around for you to make up your mind.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Wander_Low_IG_002_YouFlyingAll=You flying all over the place is getting pretty old fast. Pull it together or you can forget being paid.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Wander_Low_IG_003_IDontKnow=I don't know what you think you're doing, but you need to course correct or this job's over for you.
PU_GENPILOT2_CV_Escort_WereAllHere_IG_001_ThatsEveryone=That's everyone.
PU_GENPILOT2_CV_Escort_WereAllHere_IG_002_LooksLikeThats=Looks like that's the whole group.
PU_GENPILOT2_CV_Escort_WereAllHere_IG_003_ThatsTheLast=That's the last ship.
PU_GENPILOT2_CV_Escort_WereAllHere_IG_004_GreatThatsAll=Great. That's all of us.
PU_GENPILOT2_CV_Escort_WereAllHere_IG_005_ThereAllHere=There. All here.
PU_GENPILOT2_CV_Escort_WorkFinished_IG_001_AllRightThats=All right, that's everything.
PU_GENPILOT2_CV_Escort_WorkFinished_IG_002_AndDone=And done.
PU_GENPILOT2_CV_Escort_WorkFinished_IG_003_ThereWeAre=There we are. All finished.
PU_GENPILOT2_CV_Escort_WorkFinished_IG_004_LooksLikeWere=Look's like we're good here.
PU_GENPILOT2_CV_Escort_WorkFinished_IG_005_ThatWasThe=That was the last of it. All done.
PU_GENPILOT2_CV_Escort_WorkFinished_UnderAttack_IG_001_WereDone=We're done!
PU_GENPILOT2_CV_Escort_WorkFinished_UnderAttack_IG_002_JobsDone=Job's done!
PU_GENPILOT2_CV_Escort_WorkFinished_UnderAttack_IG_003_WereClear=We're clear!
PU_GENPILOT2_CV_Escort_WorkFinished_UnderAttack_IG_004_AllSet=All set!
PU_GENPILOT2_CV_Escort_WorkFinished_UnderAttack_IG_005_ThatsIt=That's it!
PU_GENPILOT2_CV_FriendliesToPlayerArrive_IG_001_YourFriendsArent=Your friends aren't going to help you out of this one.
PU_GENPILOT2_CV_FriendliesToPlayerArrive_IG_002_IDontCare=I don't care how many of you there are, it's not gonna help.
PU_GENPILOT2_CV_FriendliesToPlayerArrive_IG_003_MoreShipsJust=More ships just mean I get a bigger payday.
PU_GENPILOT2_CV_GetHits_IG_EX_001=
PU_GENPILOT2_CV_GetHits_IG_EX_002=
PU_GENPILOT2_CV_GetHits_IG_EX_003=
PU_GENPILOT2_CV_GetHits_IG_EX_004=
PU_GENPILOT2_CV_GetHits_IG_EX_005=
PU_GENPILOT2_CV_GetHits_IG_EX_006=
PU_GENPILOT2_CV_GetHits_IG_EX_007=
PU_GENPILOT2_CV_GetHits_IG_EX_008=
PU_GENPILOT2_CV_GetHits_IG_EX_009=
PU_GENPILOT2_CV_LosingFrustration_IG_001_YouThinkYou=You think you have me, but this isn't over.
PU_GENPILOT2_CV_LosingFrustration_IG_002_DontStartCelebrating=Don't start celebrating. I got plent of fight still in me.
PU_GENPILOT2_CV_LosingFrustration_IG_003_YouMayBe=You may be doing all right now, but tides about to turn.
PU_GENPILOT2_CV_MindYourBusiness_IG_001_ThisHasNothing=This has nothing to do with you. Get out of here while you can still fly.
PU_GENPILOT2_CV_MindYourBusiness_IG_002_TakeMyAdvice=Take my advice and turn around while you still can.
PU_GENPILOT2_CV_MindYourBusiness_IG_003_IDontKnow=I don't know what you think you're doing here, but trust me it ain't worth it.
PU_GENPILOT2_CV_MindYourBusiness_IG_004_HeyWhoeverThe=Hey, whoever the hell you are, get out of here now.
PU_GENPILOT2_CV_MindYourBusiness_IG_005_TurnAroundAnd=Turn around and leave now, before we do something you'll regret.
PU_GENPILOT2_CV_MindYourBusiness_Salvage_IG_001_ThisTritusIs=This tritus is ours. Keep on flying before you get hurt.
PU_GENPILOT2_CV_MindYourBusiness_Salvage_IG_002_ThisSalvageIs=This salvage is ours and we got the guns to prove it.
PU_GENPILOT2_CV_MindYourBusiness_Salvage_IG_003_YouMightWant=You might want to rethink if you want you're doing here.
PU_GENPILOT2_CV_PlayerAttackFirst_IG_001_WhatTheHell=What the hell?
PU_GENPILOT2_CV_PlayerAttackFirst_IG_002_YouWantTo=You want to throw. Fine. Let's throw.
PU_GENPILOT2_CV_PlayerAttackFirst_IG_003_ItsOnNow=It's on now.
PU_GENPILOT2_CV_PlayerAttackFirst_IG_004_GuessYouMade=Guess you made your choice.
PU_GENPILOT2_CV_PlayerAttackFirst_IG_005_ThatWasA=That was a mistake.
PU_GENPILOT2_CV_Retreat_IG_001_YoureNotWorth=You're not worth the trouble.
PU_GENPILOT2_CV_Retreat_IG_002_DontThinkIm=Don't think I'm gonna forget this.
PU_GENPILOT2_CV_Retreat_IG_003_EnoughOfThis=Enough of this shit.
PU_GENPILOT2_CV_RevengePosse_Greeting_IG_001_YouTookOne=You took one of ours. That's not something we can let stand.
PU_GENPILOT2_CV_RevengePosse_Greeting_IG_002_YouMadeA=You made a mistake, hitting one of ours. Now you're going to pay.
PU_GENPILOT2_CV_RevengePosse_Greeting_IG_003_WeHeardWhat=We heard what you did to our friends. You're gonna regret that.
PU_GENPILOT2_CV_Target_Chase_IG_001_YouThinkYou=You think you can run? Think again.
PU_GENPILOT2_CV_Target_Chase_IG_002_WhyDoThey=Why do they always try to run?
PU_GENPILOT2_CV_Target_Chase_IG_003_ImNotDone=I'm not done with you, yet.
PU_GENPILOT2_CV_Target_Greet_IG_001_IveBeenLooking=I've been looking everywhere for you, and now I am gonna finally collect.
PU_GENPILOT2_CV_Target_Greet_IG_002_InCaseYou=In case you didn't know, there's a price on your head. One I'm looking to collect.
PU_GENPILOT2_CV_Target_Greet_IG_003_HeyBitOf=Hey, bit of advice. Next time you have a contract on your head, you might want to be a bit been more careful about flying around.
PU_GENPILOT2_CV_Target_Taunt_IG_001_YouMightAs=You might as well go ahead and give up now.
PU_GENPILOT2_CV_Target_Taunt_IG_002_ComeOnAnd=Come on and take your punishment. Enough wasting my time.
PU_GENPILOT2_CV_Target_Taunt_IG_003_YoureNotWeasling=You're not weasling your way out of this one.
PU_GENPILOT2_CV_Target_Taunt_IG_004_WhyDontYou=Why don't you just let me end this already?
PU_GENPILOT2_CV_Target_Taunt_IG_005_AllThisFightings=All this fighting's just a waste of time. Only one way this is going to go.
PU_GENPILOT2_CV_Taunt_BountyHunter_IG_001_KeepTryingYoull=Keep trying. You'll never take me.
PU_GENPILOT2_CV_Taunt_BountyHunter_IG_002_ImNotGonna=I'm not gonna the easy payday you were hoping for, am I?
PU_GENPILOT2_CV_Taunt_BountyHunter_IG_003_StartingToRegret=Starting to regret taking contract on me, aren't ya?
PU_GENPILOT2_CV_Taunt_General_IG_001_DoesntMatterThe=Doesn't matter the ship, doesn't matter the guns. No way you're beating me.
PU_GENPILOT2_CV_Taunt_General_IG_002_DontWorryThis=Don't worry. This will be over soon enough.
PU_GENPILOT2_CV_Taunt_General_IG_003_YoureLivingA=You're living a fantasy if you think this is gonna go your way.
PU_GENPILOT2_CV_Taunt_General_IG_004_ImNotDone=I'm not done with you yet.
PU_GENPILOT2_CV_Taunt_General_IG_005_IHateTo=I hate to imagine what your flight suit must smell like right now.
PU_GENPILOT2_CV_Taunt_Kill_IG_001_YoureGonnaBe=You're gonna be next.
PU_GENPILOT2_CV_Taunt_Kill_IG_002_ThatsWhatI=That's what I like to see.
PU_GENPILOT2_CV_Taunt_Kill_IG_003_YouCanTake=You can take some comfort that they we're killed by professionals.
PU_GENPILOT2_CV_Taunt_Kill_IG_004_TargetDown=Target down.
PU_GENPILOT2_CV_Taunt_Kill_IG_005_ThatsAnotherOne=That's another one for us.
PU_GENPILOT2_CV_Taunt_Missile_IG_001_LetsSeeHow=Let's see how you like this.
PU_GENPILOT2_CV_Taunt_Missile_IG_002_GotSomethingFor=Got something for you.
PU_GENPILOT2_CV_Taunt_Missile_IG_003_ThisllShutYou=This'll shut you up.
PU_GENPILOT2_CV_Taunt_WarningAttack_IG_001_GetReadyHere=Get ready, here I come.
PU_GENPILOT2_CV_Taunt_WarningAttack_IG_002_WhatEverHappens=What ever happens now, is on you.
PU_GENPILOT2_CV_Taunt_WarningAttack_IG_003_LetsSeeHow=Let's see how good you really are.
PU_GENPILOT2_CV_Taunt_WarningAttack_IG_004_HopeYourInsurance=Hope your insurance is paid up.
PU_GENPILOT2_CV_Taunt_WarningAttack_IG_005_EnoughWastingTime=Enough wasting time.
PU_GENPILOT3_CV_AnnounceAttack_IG_001_WellWellWell=Well, well, well, look what we got here.
PU_GENPILOT3_CV_AnnounceAttack_IG_002_ListenUpThis=Listen up. This is a robbery. Rules are very simple: do what we say and maybe you won't die. But you probably will.
PU_GENPILOT3_CV_AnnounceAttack_IG_003_ThisIsntYour=This isn't your day, is it? It's just going to get worse from here.
PU_GENPILOT3_CV_AnnounceAttack_IG_004_HeresHowThis=Here's how this is going to break down. First, I kill you. Second, I pick your corpse for drinking money.
PU_GENPILOT3_CV_AnnounceAttack_IG_005_StrapInThis=Strap in. This is about to get deadly.
PU_GENPILOT3_CV_BountyHunter_Greeting_IG_001_HeyWhatsThe=What's the price on my head up to? Between you and me, it's not enough for the trouble you got now.
PU_GENPILOT3_CV_BountyHunter_Greeting_IG_003_IFiguredSomeone=I figured someone would come for me sooner or later. Let's see what you got.
PU_GENPILOT3_CV_BountyHunter_Greeting_IG_004_GoddamnBountyHunters=Goddamn bounty hunters are like roaches. You stomp one and two more show up.
PU_GENPILOT3_CV_BountyHunter_Greeting_IG_005_YouPickedThe=You picked the wrong bounty, asshole.
PU_GENPILOT3_CV_DeathThroe_Scream_IG_EX_001_SystemsFailingSystems=Systems failing, systems failing, I'm taking too much fire no no no no no no no!
PU_GENPILOT3_CV_DeathThroe_Scream_IG_EX_002_ICantHold=I can't hold it, systems failing somebody get these off me, nooooo!
PU_GENPILOT3_CV_DeathThroe_Scream_IG_EX_003_ICantHold=I can't hold it there's too many of them, argh!
PU_GENPILOT3_CV_DeathThroe_Sudden_IG_EX_001_SystemsFailingSystems=Systems failing! Systems failing! I can't hold it! I can't hold it!
PU_GENPILOT3_CV_DeathThroe_Sudden_IG_EX_002_ICantHold=I can't hold it, I can't hold it, systems failing I'm taking too much fire, I'm taking too much fire!
PU_GENPILOT3_CV_DeathThroe_Sudden_IG_EX_003_ImTakingToo=I'm taking too much fire, taking too much fire! No, no, no!
PU_GENPILOT3_CV_Distress_AlmostDone_UnderAttack_IG_001_AlmostDoneKeep=Almost done. Keep 'em off me.
PU_GENPILOT3_CV_Distress_AlmostDone_UnderAttack_IG_002_StillWorking=Still working over here.
PU_GENPILOT3_CV_Distress_AlmostDone_UnderAttack_IG_003_KeepThemBusy=Keep them busy. I'm almost there.
PU_GENPILOT3_CV_Distress_Arrive_Combat_IG_001_AhSomebodyCame=Ah. Somebody came. Up for a scrap?
PU_GENPILOT3_CV_Distress_Arrive_Combat_IG_002_GladYouCould=Glad you could make it. This evens the odds a little. That is, if you feel like fighting.
PU_GENPILOT3_CV_Distress_Arrive_Combat_IG_003_HeyThereYou=Hey there. You up for venting some scumbags?
PU_GENPILOT3_CV_Distress_Arrive_Combat_IG_004_SomeoneLikesTo=Someone likes to make dramatic entrances. You mind lending me a hand teaching these assholes a lesson?
PU_GENPILOT3_CV_Distress_Arrive_Combat_IG_005_ThisIsA=This is a first, someone responds to a distress call. You wanna help ghost these scumbags?
PU_GENPILOT3_CV_Distress_Arrive_ShipBroken_IG_001_HeyMyShip=Hey. My ship's dead. I need some time to get it back online. Can you cover me?
PU_GENPILOT3_CV_Distress_Arrive_ShipBroken_IG_002_ICantBelieve=I can't believe somebody came. I need you to engage the hostiles while I get back up and running.
PU_GENPILOT3_CV_Distress_Arrive_ShipBroken_IG_003_ThisIsAFirst=This is a first, someone responds to a distress call. Look, I need some cover while I get these systems back online.
PU_GENPILOT3_CV_Distress_Arrive_ShipBroken_IG_004_WellSomeoneLikes=Well, someone likes dramatic entrances. You mind keep them off me while I fix my ship?
PU_GENPILOT3_CV_Distress_Arrive_ShipBroken_IG_005_GladYouCould=Glad you could make it. Ship's a little worse for wear. You mind keeping them busy while I work?
PU_GENPILOT3_CV_Distress_BegForLife_IG_001_ComeOnDo=Come on, do it.
PU_GENPILOT3_CV_Distress_BegForLife_IG_002_WhatYouWant=What, you want me to beg? Screw you.
PU_GENPILOT3_CV_Distress_BegForLife_IG_003_YouHaveYour=You have your shot. Take it.
PU_GENPILOT3_CV_Distress_Call_Comm_IG_001_GenCommsGen=Gen comms, gen comms. I'm under attack. Repeat. I'm under attack.
PU_GENPILOT3_CV_Distress_Call_Comm_IG_002_AnyoneOutThere=Anyone out there? I'm taking fire and need assistance. Is anyone out there? I'm taking fire and need assistance.
PU_GENPILOT3_CV_Distress_Call_Comm_IG_003_MaydayMaydayHostile=Mayday, mayday. Hostile contact. Need help.
PU_GENPILOT3_CV_Distress_Call_Comm_IG_004_IfAnyonesListening=If anyone's listening, I need a hand.
PU_GENPILOT3_CV_Distress_Call_Comm_IG_005_AllShipsThis=All ships. This is an emergency comm. I'm under attack and need assistance.
PU_GENPILOT3_CV_Distress_Call_UnderAttack_IG_001_AllChannelsMy=All channels. My ship is being attacked. Need assistance. Over.
PU_GENPILOT3_CV_Distress_Call_UnderAttack_IG_002_GenCommsUnder=Gen comms. Under attack from multiple hostiles. Need backup.
PU_GENPILOT3_CV_Distress_Call_UnderAttack_IG_003_AttentionImIn=Attention. I'm in danger and need help. Come back.
PU_GENPILOT3_CV_Distress_Call_UnderAttack_IG_004_AnybodyOutThere=Anybody out there. I'm engaged with multiple contacts and need assistance.
PU_GENPILOT3_CV_Distress_Call_UnderAttack_IG_005_MaydayMaydayMayday=Mayday, mayday, mayday. I am under attack and need of assistance. Please respond.
PU_GENPILOT3_CV_Distress_Farewell_Bad_IG_001_IShouldGo=I should go.
PU_GENPILOT3_CV_Distress_Farewell_Bad_IG_002_WeDoneHere=We done here? Good.
PU_GENPILOT3_CV_Distress_Farewell_Bad_IG_003_DontThinkTheres=Don't think there's anything else to say.
PU_GENPILOT3_CV_Distress_Farewell_Bad_IG_004_ThatsThatI=That's that. I guess.
PU_GENPILOT3_CV_Distress_Farewell_Bad_IG_005_TimeToGo=Time to go.
PU_GENPILOT3_CV_Distress_Farewell_Good_IG_001_ImOutTake=I'm out. Take care.
PU_GENPILOT3_CV_Distress_Farewell_Good_IG_002_ImGonnaHead=I'm gonna head off. Stay safe.
PU_GENPILOT3_CV_Distress_Farewell_Good_IG_003_SeeYouAround=See you around.
PU_GENPILOT3_CV_Distress_Farewell_Good_IG_004_Later=Later.
PU_GENPILOT3_CV_Distress_Farewell_Good_IG_005_YouTakeIt=You take it easy.
PU_GENPILOT3_CV_Distress_FightOver_Bad_IG_001_WereClearThat=We're clear. That was close.
PU_GENPILOT3_CV_Distress_FightOver_Bad_IG_002_ImSurprisedWe=I'm surprised we survived that.
PU_GENPILOT3_CV_Distress_FightOver_Bad_IG_003_BarelyScrapedThat=Barely scraped that one, huh.
PU_GENPILOT3_CV_Distress_FightOver_Bad_IG_004_TheCloseFights=The close fights are always the toughest to forget.
PU_GENPILOT3_CV_Distress_FightOver_Bad_IG_005_YouThinkIts=You think it's bad now, wait til the adrenaline wears off.
PU_GENPILOT3_CV_Distress_FightOver_Good_IG_001_YouMadeShort=You made short work of them.
PU_GENPILOT3_CV_Distress_FightOver_Good_IG_002_HaventSeenThat=Haven't seen that kind of efficiency since the military.
PU_GENPILOT3_CV_Distress_FightOver_Good_IG_003_TheyDidntStand=They didn't stand a chance, huh.
PU_GENPILOT3_CV_Distress_FightOver_Good_IG_004_DispatchedThemWith=Dispatched them with ease, huh?
PU_GENPILOT3_CV_Distress_FightOver_Good_IG_005_HandledYourselfPretty=Handled yourself pretty well there.
PU_GENPILOT3_CV_Distress_FightOver_OfferPayment_IG_001_GonnaSendYou=Gonna send you a little something for your help.
PU_GENPILOT3_CV_Distress_FightOver_OfferPayment_IG_002_HereTakeThis=Here. Take this.
PU_GENPILOT3_CV_Distress_FightOver_OfferPayment_IG_003_HereIHope=Here. I hope this helps with repairs.
PU_GENPILOT3_CV_Distress_FightOver_OfferPayment_IG_004_TransferringSomeCredits=Transferring some credits. You earned it.
PU_GENPILOT3_CV_Distress_FightOver_OfferPayment_IG_005_HeyHeresA=Hey, here's a little extra thanks.
PU_GENPILOT3_CV_Distress_FinishedRepairs_UnderAttack_IG_001_BackOnline=Back online.
PU_GENPILOT3_CV_Distress_FinishedRepairs_UnderAttack_IG_002_SystemsUp=System's up.
PU_GENPILOT3_CV_Distress_FinishedRepairs_UnderAttack_IG_003_ImGoodTo=I'm good to go.
PU_GENPILOT3_CV_Distress_NeedMoreTime_Repairing_IG_001_ShipsStillDown=Ship's still down. Need a bit more time.
PU_GENPILOT3_CV_Distress_NeedMoreTime_Repairing_IG_002_StillWorkingOn=Still working on the repairs. Gonna be a little longer.
PU_GENPILOT3_CV_Distress_NeedMoreTime_Repairing_IG_003_RepairsAreTaking=Repairs are taking longer than anticipated.
PU_GENPILOT3_CV_Distress_OfferBribeForLife_IG_001_WhatYouWant=What, you want money?
PU_GENPILOT3_CV_Distress_OfferBribeForLife_IG_002_IDontHave=I don't have time for this. What'll it take for you to go away?
PU_GENPILOT3_CV_Distress_OfferBribeForLife_IG_003_HowAboutI=How about I make it worth your while to let me go?
PU_GENPILOT3_CV_Distress_PlayerAttacks_IG_001_CheckYourFire=Check your fire.
PU_GENPILOT3_CV_Distress_PlayerAttacks_IG_002_ImAFriendly=I'm a friendly.
PU_GENPILOT3_CV_Distress_PlayerAttacks_IG_003_StopShootingMe=Stop shooting me.
PU_GENPILOT3_CV_Distress_PlayerCollideShip_IG_001_Impact=Impact!
PU_GENPILOT3_CV_Distress_PlayerCollideShip_IG_002_Careful=Careful!
PU_GENPILOT3_CV_Distress_PlayerFliesTooClose_IG_001_WatchIt=Watch it.
PU_GENPILOT3_CV_Distress_PlayerFliesTooClose_IG_002_Easy=Easy...
PU_GENPILOT3_CV_Distress_PlayerFliesTooClose_IG_003_YoureTooClose=You're too close.
PU_GENPILOT3_CV_Distress_TakingTooMuchDamage_IG_001_WereTakingToo=We're taking too many hits to work. Handle them.
PU_GENPILOT3_CV_Distress_TakingTooMuchDamage_IG_002_IWasntKidding=I wasn't kidding when I said keep them off me. I can't work like this.
PU_GENPILOT3_CV_Distress_TakingTooMuchDamage_IG_003_ICantWork=I can't work if I'm getting shot up.
PU_GENPILOT3_CV_Distress_UrgentQTravel_LeaveCombat_IG_001_SpinningUpLets=Spinning up. Let's get out of here.
PU_GENPILOT3_CV_Distress_UrgentQTravel_LeaveCombat_IG_002_SpoolUpWere=Spool up. We're oscar mike.
PU_GENPILOT3_CV_Distress_UrgentQTravel_LeaveCombat_IG_003_TimeToGo=Time to go.
PU_GENPILOT3_CV_EnemiesToPlayerArrive_IG_001_YoureOutClassed=Your out classed. No way out now.
PU_GENPILOT3_CV_EnemiesToPlayerArrive_IG_002_YoureProbablyReconsidering=You're probably reconsidering your approach to this situation right about now.
PU_GENPILOT3_CV_EnemiesToPlayerArrive_IG_003_BetYoureRegretting=Bet you're regretting tangling with us now.
PU_GENPILOT3_CV_Escort_AllShipsDestroyed_IG_001_ScopesClear=Scope's clear.
PU_GENPILOT3_CV_Escort_AllShipsDestroyed_IG_002_ThatLooksLike=That looks like all of them.
PU_GENPILOT3_CV_Escort_AllShipsDestroyed_IG_003_NoOtherHostiles=No other hostiles sighted.
PU_GENPILOT3_CV_Escort_AllShipsDestroyed_IG_004_WereClearHostiles=We're clear. Hostiles eliminated.
PU_GENPILOT3_CV_Escort_AllShipsDestroyed_IG_005_DontSeeAny=Don't see any more.
PU_GENPILOT3_CV_Escort_AlmostDead_IG_001_YouOnABreak=You on a break or something?! I'm dying here.
PU_GENPILOT3_CV_Escort_AlmostDead_IG_002_SystemsAreAbout=Systems are about to go critical!
PU_GENPILOT3_CV_Escort_AlmostDead_IG_003_ICantHold=I can't hold out much longer.
PU_GENPILOT3_CV_Escort_AlmostDead_IG_004_IGotSecondsLeft=I got seconds left unless you do something fast!
PU_GENPILOT3_CV_Escort_AlmostDead_IG_004b_IGotSecondsLeft=I got seconds left unless you do something fast!
PU_GENPILOT3_CV_Escort_AlmostDead_IG_005_HowAboutSome=How about some goddamn help? I'm almost done for.
PU_GENPILOT3_CV_Escort_AlmostDead_IG_005b_HowAboutSome=How about some goddamn help? I'm almost done for.
PU_GENPILOT3_CV_Escort_AlmostDone_IG_001_GettingClose=Getting close.
PU_GENPILOT3_CV_Escort_AlmostDone_IG_002_AlmostFinishedHere=Almost finished here.
PU_GENPILOT3_CV_Escort_AlmostDone_IG_003_NeedALittle=Need a little longer.
PU_GENPILOT3_CV_Escort_AlmostDone_IG_004_NearlyThere=Nearly there.
PU_GENPILOT3_CV_Escort_AlmostDone_IG_004b_NearlyThere=Nearly there.
PU_GENPILOT3_CV_Escort_AlmostDone_IG_005_AlmostThere=Almost there.
PU_GENPILOT3_CV_Escort_AlmostDone_IG_005b_AlmostThere=Almost there.
PU_GENPILOT3_CV_Escort_ArriveAtDest_IG_001_OkayWereGetting=Okay. We're getting close.
PU_GENPILOT3_CV_Escort_ArriveAtDest_IG_002_ThatsWhereWere=That's where we're headed.
PU_GENPILOT3_CV_Escort_ArriveAtDest_IG_003_StayCloseWere=Stay close. We're almost there.
PU_GENPILOT3_CV_Escort_ArriveAtDest_IG_004_ThatsItComing=That's it coming up.
PU_GENPILOT3_CV_Escort_ArriveAtDest_IG_004b_ThatsItComing=That's it coming up.
PU_GENPILOT3_CV_Escort_ArriveAtDest_IG_005_ItsJustUp=It's just up here.
PU_GENPILOT3_CV_Escort_ArriveAtDest_IG_005b_ItsJustUp=It's just up here.
PU_GENPILOT3_CV_Escort_Celebrate_IG_001_NiceOne=Nice one.
PU_GENPILOT3_CV_Escort_Celebrate_IG_002_OkayOkayLets=Okay, okay, let's not get too cocky.
PU_GENPILOT3_CV_Escort_Celebrate_IG_003_Good=Good.
PU_GENPILOT3_CV_Escort_Celebrate_IG_004_NotBad=Not bad.
PU_GENPILOT3_CV_Escort_Celebrate_IG_004b_NotBad=Not bad.
PU_GENPILOT3_CV_Escort_Celebrate_IG_005_ThatWasOkay=That was okay.
PU_GENPILOT3_CV_Escort_Celebrate_IG_005b_ThatWasOkay=That was okay.
PU_GENPILOT3_CV_Escort_EncourageAttack_IG_001_WeaponsFree=Weapons free.
PU_GENPILOT3_CV_Escort_EncourageAttack_IG_002_TakeThemOut=Take them out.
PU_GENPILOT3_CV_Escort_EncourageAttack_IG_003_YoureClearedTo=You're cleared to engage.
PU_GENPILOT3_CV_Escort_EncourageAttack_IG_004_TheyreAllYours=They're all yours.
PU_GENPILOT3_CV_Escort_EncourageAttack_IG_005_YoureUpTake=You're up. Take them down.
PU_GENPILOT3_CV_Escort_EnemiesArrive_IG_001_Contact=Contact.
PU_GENPILOT3_CV_Escort_EnemiesArrive_IG_002_GotHostilesIncoming=Got hostiles incoming.
PU_GENPILOT3_CV_Escort_EnemiesArrive_IG_003_GetOnThe=Get on the clock. Hostiles inbound.
PU_GENPILOT3_CV_Escort_EnemiesArrive_IG_004_EnemiesInbound=Enemies inbound.
PU_GENPILOT3_CV_Escort_EnemiesArrive_IG_005_BaddiesOnThe=Baddies on the scope.
PU_GENPILOT3_CV_Escort_EnemiesArrive_More_IG_001_ShitTheyCalled=Shit, they called in some more.
PU_GENPILOT3_CV_Escort_EnemiesArrive_More_IG_002_GotMoreContacts=Got more contacts coming in.
PU_GENPILOT3_CV_Escort_EnemiesArrive_More_IG_003_LookAliveMore=Look alive. More hostiles inbound.
PU_GENPILOT3_CV_Escort_EnemyShipDestroyed_IG_001_TargetDown=Target down.
PU_GENPILOT3_CV_Escort_EnemyShipDestroyed_IG_002_EnemyDown=Enemy down.
PU_GENPILOT3_CV_Escort_EnemyShipDestroyed_IG_003_GoodKill=Good kill.
PU_GENPILOT3_CV_Escort_EnemyShipDestroyed_IG_004_HostileDown=Hostile down.
PU_GENPILOT3_CV_Escort_EnemyShipDestroyed_IG_005_TargetEliminated=Target eliminated.
PU_GENPILOT3_CV_Escort_Expletives_IG_001_Shit=Shit.
PU_GENPILOT3_CV_Escort_Expletives_IG_002_Dammit=Dammit.
PU_GENPILOT3_CV_Escort_Expletives_IG_003_AhHell=Ah hell...
PU_GENPILOT3_CV_Escort_Expletives_IG_003b_AhHell=Ah hell...
PU_GENPILOT3_CV_Escort_Expletives_IG_004_Asshole=Asshole.
PU_GENPILOT3_CV_Escort_Expletives_IG_004b_Asshole=Asshole.
PU_GENPILOT3_CV_Escort_Expletives_IG_005_Bastard=Bastard.
PU_GENPILOT3_CV_Escort_Farewell_Bad_IG_001_WeDoneHere=We done here? Good.
PU_GENPILOT3_CV_Escort_Farewell_Bad_IG_002_ImOut=I'm out.
PU_GENPILOT3_CV_Escort_Farewell_Bad_IG_003_ThatItGlad=That it? Glad to hear it.
PU_GENPILOT3_CV_Escort_Farewell_Good_IG_001_TilNextTime=Til next time.
PU_GENPILOT3_CV_Escort_Farewell_Good_IG_002_StaySafe=Stay safe.
PU_GENPILOT3_CV_Escort_Farewell_Good_IG_003_SeeYouAround=See you around.
PU_GENPILOT3_CV_Escort_Farewell_Good_IG_004_StayFrosty=Stay frosty.
PU_GENPILOT3_CV_Escort_Farewell_Good_IG_005_Later=Later.
PU_GENPILOT3_CV_Escort_FightOver_Bad_IG_001_ALittleCloser=A little closer than I would have liked.
PU_GENPILOT3_CV_Escort_FightOver_Bad_IG_002_WellThatWas=Well... that was tense.
PU_GENPILOT3_CV_Escort_FightOver_Bad_IG_003_WeGotLucky=We got lucky there. Remember that.
PU_GENPILOT3_CV_Escort_FightOver_Bad_IG_004_WellThatllWake=Well, that'll wake you up.
PU_GENPILOT3_CV_Escort_FightOver_Bad_IG_005_NothingLIkeA=Nothing like a brush with death to kick off your day.
PU_GENPILOT3_CV_Escort_FightOver_Good_IG_001_WellDone=Well done.
PU_GENPILOT3_CV_Escort_FightOver_Good_IG_002_HopefullyThereWont=Hopefully there won't be any more distractions.
PU_GENPILOT3_CV_Escort_FightOver_Good_IG_003_HandledYourselfWell=Handled yourself well back there.
PU_GENPILOT3_CV_Escort_FightOver_Good_IG_004_SolidFightingThere=Solid fighting there.
PU_GENPILOT3_CV_Escort_FightOver_Good_IG_005_YeahThatWas=Yeah. That was good.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_001_ImOnYour=I'm on your side.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_001b_ImOnYour=I'm on your side.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_002_CheckYourFire=Check your fire.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_002b_CheckYourFire=Check your fire.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_003_WatchItAsshole=Watch it, asshole.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_003b_WatchItAsshole=Watch it, asshole.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_004_BlueOnBlue=Blue on blue.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_005_ImAFriendly=I'm a friendly.
PU_GENPILOT3_CV_Escort_FriendlyFire_Player_IG_001_SorryMyFault=Sorry, my fault.
PU_GENPILOT3_CV_Escort_FriendlyFire_Player_IG_002_AhThatWas=Oh... that was me.
PU_GENPILOT3_CV_Escort_FriendlyFire_Player_IG_003_Oops=Oops.
PU_GENPILOT3_CV_Escort_FriendlyShipDestroyed_IG_001_FriendlyShipDown=Friendly ship down.
PU_GENPILOT3_CV_Escort_FriendlyShipDestroyed_IG_002_DammitWeLost=Dammit. We lost one of ours.
PU_GENPILOT3_CV_Escort_FriendlyShipDestroyed_IG_003_ShitWeLost=Shit. We lost one.
PU_GENPILOT3_CV_Escort_FriendlyShipDestroyed_IG_003b_ShitWeLost=Shit. We lost one.
PU_GENPILOT3_CV_Escort_Greeting_IG_001_SoYoureThe=So, you're the escort, huh? Okay.
PU_GENPILOT3_CV_Escort_Greeting_IG_002_AboutTimeYou=About time you showed up.
PU_GENPILOT3_CV_Escort_Greeting_IG_003_HeyThanksFor=Hey. Thanks for coming.
PU_GENPILOT3_CV_Escort_Greeting_IG_004_YouTheEscort=You the escort? Good.
PU_GENPILOT3_CV_Escort_Greeting_IG_005_HowsItGoing=How's it going? Escort, right? Good.
PU_GENPILOT3_CV_Escort_KeepLookOut_IG_001_WatchMyBack=Watch my back.
PU_GENPILOT3_CV_Escort_KeepLookOut_IG_002_KeepAnEye=Keep an eye out.
PU_GENPILOT3_CV_Escort_KeepLookOut_IG_003_TimeToEarn=Time to earn your money. Keep a look out.
PU_GENPILOT3_CV_Escort_KeepLookOut_IG_004_LookOutFor=Look out for trouble.
PU_GENPILOT3_CV_Escort_KeepLookOut_IG_004b_LookOutFor=Look out for trouble.
PU_GENPILOT3_CV_Escort_KeepLookOut_IG_005_StaySharp=Stay sharp.
PU_GENPILOT3_CV_Escort_KeepLookOut_IG_005b_StaySharp=Stay sharp.
PU_GENPILOT3_CV_Escort_LetsGo_IG_001_LetsGetThis=Let's get this show on the road.
PU_GENPILOT3_CV_Escort_LetsGo_IG_002_TimeToGo=Time to go.
PU_GENPILOT3_CV_Escort_LetsGo_IG_003_LetsDoThis=Let's do this.
PU_GENPILOT3_CV_Escort_LetsGo_IG_004_Done=Done.
PU_GENPILOT3_CV_Escort_LetsGo_IG_004b_Done=Done.
PU_GENPILOT3_CV_Escort_LetsGo_IG_005_LetsRoll=Let's roll.
PU_GENPILOT3_CV_Escort_LetsGo_IG_005b_LetsRoll=Let's roll.
PU_GENPILOT3_CV_Escort_LetsGo_Urgent_IG_001_LetsGoLets=Let's go. Let's go.
PU_GENPILOT3_CV_Escort_LetsGo_Urgent_IG_002_MoveOut=Move out.
PU_GENPILOT3_CV_Escort_LetsGo_Urgent_IG_003_SpinUpAnd=Spin up and go. Now
PU_GENPILOT3_CV_Escort_LetsGo_Urgent_IG_004_WereOscarMike=We're Oscar Mike.
PU_GENPILOT3_CV_Escort_LetsGo_Urgent_IG_005_MoveMoveMove=Move, move, move.
PU_GENPILOT3_CV_Escort_LetsMoveOn_IG_001_LetsGetBack=Let's get back on mission.
PU_GENPILOT3_CV_Escort_LetsMoveOn_IG_002_ComeOnWe=Come on. We got shit to do.
PU_GENPILOT3_CV_Escort_LetsMoveOn_IG_003_LetsGoWere=Let's go, we're on a clock.
PU_GENPILOT3_CV_Escort_LetsMoveOn_IG_003b_LetsGoWere=Let's go, we're on a clock.
PU_GENPILOT3_CV_Escort_LetsMoveOn_IG_004_MoveOut=Move out.
PU_GENPILOT3_CV_Escort_LetsMoveOn_IG_005_LetsKeepIt=Let's keep it moving.
PU_GENPILOT3_CV_Escort_MissionFailed_Fired_IG_001_ThatsItJobs=That's it. Job's over.
PU_GENPILOT3_CV_Escort_MissionFailed_Fired_IG_002_DoneWithYou=Done with you.
PU_GENPILOT3_CV_Escort_MissionFailed_Fired_IG_003_YouAintGetting=You ain't getting shit from me.
PU_GENPILOT3_CV_Escort_MissionFailed_IG_001_ThatsItIm=That's it. I'm done with you.
PU_GENPILOT3_CV_Escort_MissionFailed_IG_002_ForgetItJobs=Forget it. Job's over.
PU_GENPILOT3_CV_Escort_MissionFailed_IG_003_WereDoneI=We're done. I don't work with amateurs.
PU_GENPILOT3_CV_Escort_MissionFailed_IG_004_YoureOut=You're out.
PU_GENPILOT3_CV_Escort_MissionFailed_IG_004b_YoureOut=You're out.
PU_GENPILOT3_CV_Escort_MissionFailed_IG_005_WereDone=We're done.
PU_GENPILOT3_CV_Escort_MissionFailed_IG_005b_WereDone=We're done.
PU_GENPILOT3_CV_Escort_MissionFailed_Leave_IG_001_DoMeA=Do me a favor. Handle them.
PU_GENPILOT3_CV_Escort_MissionFailed_Leave_IG_002_IllBeRight=I'll be right back.
PU_GENPILOT3_CV_Escort_MissionFailed_Leave_IG_003_ScrewThisIm=Screw this. I'm out.
PU_GENPILOT3_CV_Escort_NeedASecond_IG_001_StillWrappingA=Still wrapping a few things up. It'll be a few.
PU_GENPILOT3_CV_Escort_NeedASecond_IG_002_EntertainYourselfFor=Entertain yourself for a few. I need to make some final checks.
PU_GENPILOT3_CV_Escort_NeedASecond_IG_003_WereNotLeaving=We're not leaving yet.
PU_GENPILOT3_CV_Escort_NeedASecond_IG_004_ItllBeA=It'll be a minute or two.
PU_GENPILOT3_CV_Escort_NeedASecond_IG_004b_IllBeA=It'll be a minute or two.
PU_GENPILOT3_CV_Escort_NeedASecond_IG_005_RelaxWellBe=Relax. We'll be a little bit.
PU_GENPILOT3_CV_Escort_NeedASecond_IG_005b_RelaxWellBe=Relax. We'll be a little bit.
PU_GENPILOT3_CV_Escort_NeedHelp_IG_001_NeedBackUp=Need backup.
PU_GENPILOT3_CV_Escort_NeedHelp_IG_002_WhereTheHell=Where the hell are you?
PU_GENPILOT3_CV_Escort_NeedHelp_IG_003_MaydayMayday=Mayday, mayday.
PU_GENPILOT3_CV_Escort_NeedHelp_IG_004_LittleHelpOver=Little help over here.
PU_GENPILOT3_CV_Escort_NeedHelp_IG_004b_LittleHelpOver=Little help over here.
PU_GENPILOT3_CV_Escort_NeedHelp_IG_005_AnytimeYoudLike=Anytime you'd like to help.
PU_GENPILOT3_CV_Escort_NeedHelp_IG_005b_AnytimeYoudLike=Anytime you'd like to help.
PU_GENPILOT3_CV_Escort_NeedMoreTime_IG_001_ImNotDone=I'm not done yet.
PU_GENPILOT3_CV_Escort_NeedMoreTime_IG_002_TakingALittle=Taking a little longer than expected. Hold tight.
PU_GENPILOT3_CV_Escort_NeedMoreTime_IG_003_ItllBeA=It'll be a little longer. I'm still working
PU_GENPILOT3_CV_Escort_NeedMoreTime_IG_004_StillWorkingNeed=Still working. Need time.
PU_GENPILOT3_CV_Escort_NeedMoreTime_IG_004b_StillWorkingNeed=Still working. Need time.
PU_GENPILOT3_CV_Escort_NeedMoreTime_IG_005_StillInProgress=Still in progress.
PU_GENPILOT3_CV_Escort_NeedMoreTime_IG_005b_StillInProgress=Still in progress.
PU_GENPILOT3_CV_Escort_NeedMoreTime_UnderAttack_IG_001_KeepEmOff=Keep 'em off me. I'm almost done.
PU_GENPILOT3_CV_Escort_NeedMoreTime_UnderAttack_IG_002_ImNotDone=I'm not done yet. You're gonna have to cover me.
PU_GENPILOT3_CV_Escort_NeedMoreTime_UnderAttack_IG_003_INeedThese=I need these ships cleared. I'm still working.
PU_GENPILOT3_CV_Escort_NeedMoreTime_UnderAttack_IG_004_GonnaNeedSome=Gonna need some more cover. Almost there.
PU_GENPILOT3_CV_Escort_NeedMoreTime_UnderAttack_IG_005_KeepEmClear=Keep 'em clear. I'm still working.
PU_GENPILOT3_CV_Escort_PlayerCollideShip_IG_001_WhatTheHell=What the hell!
PU_GENPILOT3_CV_Escort_PlayerCollideShip_IG_002_YouGoddamnIdiot=You goddamn idiot!
PU_GENPILOT3_CV_Escort_PlayerCollideShip_IG_003_WereHit=We're hit!
PU_GENPILOT3_CV_Escort_PlayerCollideShip_IG_004_GoddammitWhatdI=Goddammit, what'd I say?
PU_GENPILOT3_CV_Escort_PlayerCollideShip_IG_004b_GoddammitWhatdI=Goddammit, what'd I say?
PU_GENPILOT3_CV_Escort_PlayerCollideShip_IG_005_IToldYou=I told you to look out.
PU_GENPILOT3_CV_Escort_PlayerCollideShip_IG_005b_IToldYou=I told you to look out.
PU_GENPILOT3_CV_Escort_PlayerFliesTooClose_IG_001_BackTheHell=Back the hell off.
PU_GENPILOT3_CV_Escort_PlayerFliesTooClose_IG_002_Careful=Careful...
PU_GENPILOT3_CV_Escort_PlayerFliesTooClose_IG_003_WatchWhereYoure=Watch where you're flying.
PU_GENPILOT3_CV_Escort_PlayerFliesTooClose_IG_004_WatchOut=Watch out.
PU_GENPILOT3_CV_Escort_PlayerFliesTooClose_IG_004b_WatchOut=Watch out.
PU_GENPILOT3_CV_Escort_PlayerFliesTooClose_IG_005_EasyThereSport=Easy there, sport.
PU_GENPILOT3_CV_Escort_PlayerFliesTooClose_IG_005b_EasyThereSport=Easy there, sport.
PU_GENPILOT3_CV_Escort_PlayerLateScolding_IG_001_DontEverKeep=Don't ever keep me waiting like that again.
PU_GENPILOT3_CV_Escort_PlayerLateScolding_IG_002_LookWhenYou=Look, when you work for me, you work on my timetable.
PU_GENPILOT3_CV_Escort_PlayerLateScolding_IG_003_WhereTheHell=Where the hell were you? I hired you to escort me, not hang around and keep me waiting.
PU_GENPILOT3_CV_Escort_QTravelDest_IG_001_HeresWhereWere=Here's where we're going.
PU_GENPILOT3_CV_Escort_QTravelDest_IG_002_SendingQTCoordinates=Sending QT coordinates.
PU_GENPILOT3_CV_Escort_QTravelDest_IG_003_PrepForQuantum=Prep for quantum travel. Here's where we're going.
PU_GENPILOT3_CV_Escort_QTravelDest_IG_004_StandByFor=Stand by for coordinates.
PU_GENPILOT3_CV_Escort_QTravelDest_IG_004b_StandByFor=Stand by for coordinates.
PU_GENPILOT3_CV_Escort_QTravelDest_IG_005_HoldForQT=Hold for QT point.
PU_GENPILOT3_CV_Escort_QTravelDest_IG_005b_HoldForQT=Hold for QT point.
PU_GENPILOT3_CV_Escort_QTravelDest_Next_IG_001_AlrightNextQuantum=All right, next quantum travel point.
PU_GENPILOT3_CV_Escort_QTravelDest_Next_IG_002_OkayHeresOur=Okay. Here's our next stop.
PU_GENPILOT3_CV_Escort_QTravelDest_Next_IG_003_SendingNextQT=Sending next QT point.
PU_GENPILOT3_CV_Escort_QTravelSpooling_IG_001_SpoolUpQuantum=Spool up quantum drive.
PU_GENPILOT3_CV_Escort_QTravelSpooling_IG_002_TimeToGo=Time to go.
PU_GENPILOT3_CV_Escort_QTravelSpooling_IG_003_HeadingOut=Heading out.
PU_GENPILOT3_CV_Escort_QTravelSpooling_IG_004_QuantumInThree=Quantum in three... two... one...
PU_GENPILOT3_CV_Escort_QTravelSpooling_IG_004b_QuantumInThree=Quantum in three... two... one...
PU_GENPILOT3_CV_Escort_QTravelSpooling_IG_005_ActivatingQuantumDrive=Activating quantum drive.
PU_GENPILOT3_CV_Escort_QTravelSpooling_IG_005b_ActivatingQuantumDrive=Activating quantum drive.
PU_GENPILOT3_CV_Escort_ReadyToGo_IG_001_OkayDone=Okay. Done.
PU_GENPILOT3_CV_Escort_ReadyToGo_IG_002_AllSet=All set.
PU_GENPILOT3_CV_Escort_ReadyToGo_IG_003_ReadyUp=Ready up.
PU_GENPILOT3_CV_Escort_ReadyToGo_IG_004_OkayLetsGo=Okay. Let's go.
PU_GENPILOT3_CV_Escort_ReadyToGo_IG_004b_OkayLetsGo=Okay. Let's go.
PU_GENPILOT3_CV_Escort_ReadyToGo_IG_005_TimeToGo=Time to go.
PU_GENPILOT3_CV_Escort_ReadyToGo_IG_005b_TimeToGo=Time to go.
PU_GENPILOT3_CV_Escort_ReturnToStart_IG_001_WereDoneHeading=We're done. Heading home.
PU_GENPILOT3_CV_Escort_ReturnToStart_IG_002_GotWhatI=Got what I need. Prep to head back.
PU_GENPILOT3_CV_Escort_ReturnToStart_IG_003_ThatsTheLast=That's the last one. Let's head home.
PU_GENPILOT3_CV_Escort_ReturnToStart_IG_004_WereGoodTime=We're good. Time to wrap this up.
PU_GENPILOT3_CV_Escort_ReturnToStart_IG_005_ThatWasIt=That was it. Let's head back.
PU_GENPILOT3_CV_Escort_StartWork_IG_001_StandBy=Stand by.
PU_GENPILOT3_CV_Escort_StartWork_IG_002_StartingScans=Starting scans.
PU_GENPILOT3_CV_Escort_StartWork_IG_003_OkayGoingOffline=Okay. Going offline line for a bit while we work.
PU_GENPILOT3_CV_Escort_StartWork_IG_004_LetsGetThis=Let's get this done.
PU_GENPILOT3_CV_Escort_StartWork_IG_004b_LetsGetThis=Let's get this done.
PU_GENPILOT3_CV_Escort_StartWork_IG_005_OkayLetsGet=Okay, let's get to it.
PU_GENPILOT3_CV_Escort_StartWork_IG_005b_OkayLetsGet=Okay, let's get to it.
PU_GENPILOT3_CV_Escort_StayClose_High_IG_001_YoureDriftingGet=You're drifting. Get back in this.
PU_GENPILOT3_CV_Escort_StayClose_High_IG_002_YouCantJust=You can't just fly away like that.
PU_GENPILOT3_CV_Escort_StayClose_High_IG_003_WhereAreYou=Where you going? Come back and fight.
PU_GENPILOT3_CV_Escort_StayClose_Low_IG_001_DontWander=Don't wander.
PU_GENPILOT3_CV_Escort_StayClose_Low_IG_002_StayClose=Stay close.
PU_GENPILOT3_CV_Escort_StayClose_Low_IG_003_GetBackHere=Get back here.
PU_GENPILOT3_CV_Escort_StayClose_Low_IG_004_DontFlyOff=Don't fly off.
PU_GENPILOT3_CV_Escort_StayClose_Low_IG_005_StayOnMe=Stay on me.
PU_GENPILOT3_CV_Escort_Thanks_IG_001_ThanksForThe=Thanks for the backup.
PU_GENPILOT3_CV_Escort_Thanks_IG_002_Thanks=Thanks.
PU_GENPILOT3_CV_Escort_Thanks_IG_003_AppreciateIt=Appreciate it.
PU_GENPILOT3_CV_Escort_UnderAttack_High_IG_001_KeepEmOff=Keep 'em off me.
PU_GENPILOT3_CV_Escort_UnderAttack_High_IG_002_WhatAmI=What am I paying you for? Protect me.
PU_GENPILOT3_CV_Escort_UnderAttack_High_IG_003_INeedBackup=I need backup. Now.
PU_GENPILOT3_CV_Escort_UnderAttack_Low_IG_001_ImHit=I'm hit.
PU_GENPILOT3_CV_Escort_UnderAttack_Low_IG_002_TakingFire=Taking fire.
PU_GENPILOT3_CV_Escort_UnderAttack_Low_IG_003_ShitThatHurt=Shit... that hurt.
PU_GENPILOT3_CV_Escort_UnderAttack_Low_IG_004_ThisIsStarting=This is starting to piss me off.
PU_GENPILOT3_CV_Escort_UnderAttack_Low_IG_005_Ow=Ow.
PU_GENPILOT3_CV_Escort_WaitedTooLong_IG_001_ScrewItWere=Screw it. We're leaving.
PU_GENPILOT3_CV_Escort_WaitedTooLong_IG_002_ImDoneWaiting=I'm done waiting.
PU_GENPILOT3_CV_Escort_WaitedTooLong_IG_003_HellWithIt=Hell with it.
PU_GENPILOT3_CV_Escort_WaitedTooLong_IG_004_ThinkWeveWaited=Think we've waited long enough.
PU_GENPILOT3_CV_Escort_WaitedTooLong_IG_004b_ThinkWeveWaited=Think we've waited long enough.
PU_GENPILOT3_CV_Escort_WaitedTooLong_IG_005_TheyArentComing=They aren't coming.
PU_GENPILOT3_CV_Escort_WaitedTooLong_IG_005b_TheyArentComing=They aren't coming.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_001_WereWaitingFor=We're waiting on a couple more.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_001b_WereWaitingOn=We're waiting on a couple more.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_002_HoldOnFor=Hold on for a sec. There are a few others inbound.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_003_GotAFew=Got a few more people coming.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_004_WeHaveA=We have a few more on our team showing up.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_004b_WeHaveA=We have a few more on our team showing up.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_005_WeArentAll=We aren't all here yet.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_005b_WeArentAll=We aren't all here yet.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Hit_High_IG_001_LastGoddamnTime=Last goddamn time: Stop. Hitting. Me.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Hit_High_IG_002_HitMeOne=Hit me one more time and I'll pull the plug on all this.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Hit_High_IG_003_YouKeepHitting=You keep hitting me and we're done.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Low_IG_001_LetsFocusAnd=Let's focus and get this job done. I don't have time for this.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Low_IG_002_HeyYouDoing=Hey, you doing this job or what?
PU_GENPILOT3_CV_Escort_WarningMissionFail_Low_IG_003_WereOnA=We're on a clock here. Let's stay on track.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Low_IG_004_IfYouveGot=If you got other things you'd rather be doing, I can just fire you.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Low_IG_005_ThisIsYour=This is your last chance. Shape up or we're done.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Wander_High_IG_001_YouGetBack=You get back here and help me out. Otherwise, your contract's dead.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Wander_High_IG_002_WhatAreYou=What, are you on a break? Get back here or find another job.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Wander_High_IG_002b_WhatAreYou=What, are you on a break? Get back here or find another job.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Wander_High_IG_003_LastChanceGet=Last chance: get back here or I wash my hands of you.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Wander_Low_IG_001_YouRealiseI=You realize I didn't hire you to wander around, right? Do the job.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Wander_Low_IG_002_GetOverHere=Get over here. I'm not telling you again.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Wander_Low_IG_003_TheJobWas=The job was to escort me. Which means you have to be near me. Don't make me revisit our arrangement.
PU_GENPILOT3_CV_Escort_WereAllHere_IG_001_ThatsEveryone=That's everyone.
PU_GENPILOT3_CV_Escort_WereAllHere_IG_002_WereAllHere=We're all here.
PU_GENPILOT3_CV_Escort_WereAllHere_IG_003_EveryoneHereGood=Everyone here? Good.
PU_GENPILOT3_CV_Escort_WereAllHere_IG_004_ThatsAllOf=That's all of us.
PU_GENPILOT3_CV_Escort_WereAllHere_IG_005_WholeGroupsHere=Whole group's here.
PU_GENPILOT3_CV_Escort_WereAllHere_IG_005b_WholeGroupsHere=Whole group's here.
PU_GENPILOT3_CV_Escort_WorkFinished_IG_001_ThatsIt=That's it.
PU_GENPILOT3_CV_Escort_WorkFinished_IG_002_AllDone=All done.
PU_GENPILOT3_CV_Escort_WorkFinished_IG_003_WereFinishedHere=We're finished here.
PU_GENPILOT3_CV_Escort_WorkFinished_IG_004_Done=Done.
PU_GENPILOT3_CV_Escort_WorkFinished_IG_004b_Done=Done.
PU_GENPILOT3_CV_Escort_WorkFinished_IG_005_Finished=Finished.
PU_GENPILOT3_CV_Escort_WorkFinished_IG_005b_Finished=Finished.
PU_GENPILOT3_CV_Escort_WorkFinished_UnderAttack_IG_001_ThatsItDone=That's it. Done.
PU_GENPILOT3_CV_Escort_WorkFinished_UnderAttack_IG_002_Finished=Finished!
PU_GENPILOT3_CV_Escort_WorkFinished_UnderAttack_IG_003_ThereGotIt=There. Got it!
PU_GENPILOT3_CV_Escort_WorkFinished_UnderAttack_IG_004_Done=Done.
PU_GENPILOT3_CV_Escort_WorkFinished_UnderAttack_IG_005_GotIt=Got it.
PU_GENPILOT3_CV_FriendliesToPlayerArrive_IG_001_YouCouldBring=You could bring a hundred ships. It's not going to change anything.
PU_GENPILOT3_CV_FriendliesToPlayerArrive_IG_002_HereComesThe=Here comes the calvary, huh?
PU_GENPILOT3_CV_FriendliesToPlayerArrive_IG_003_AhJustIn=Just in the nick of time...
PU_GENPILOT3_CV_GetHits_IG_EX_001=
PU_GENPILOT3_CV_GetHits_IG_EX_002=