Event

Events are special game modes and features that are available for a limited time. There are plenty of incentives to play them as they offer event exclusive episode plates, upgrading materials, and titles that cannot be obtained in regular game play. There are many types of events and their names are derived from similar events in other mobile rhythm games since Uta Macross has yet to give any sort of categorization to any events with the exception of the Miss Macross Contests.

=Event Types=

Miss Macross Contests
Play the featured song in the event tab within a 2 day period and compete to have the highest score ranking for that song. The rules for Miss Macross Events are straightforward.
 * Players may play the event song as many times as they like during the event. Event songs will still consume energy as it normally would.
 * Only the run with the highest score will be taken into account for the ranking.
 * The contest period will always start at 15:00 JST of the opening day and end at 21:00 JST on the closing day.
 * If a Live is started right before the end of the event period and is cleared after the event ends, the score may still be accepted so long as it within one hour after the event ends.
 * In the case where multiple players are tied with the same score, the ties will be settled based on who earned the score first, second, and so on.
 * Players will be able to access their badge/title after receiving the it from the present box.
 * Distribution of ranking presents and the final ranking announcement will occur a few hours after the event ends.

The titles that can be earned based on the score ranking are shown below. Since the Miss Macross Contest is a reoccurring event, it is possible to earn the same title multiple times. +(#) will be displayed next to the title will show that how many times the player has received the title.

Ticket Events
Players must acquire special event tickets to play the event song and gain event points during the duration of the event. Players will be rewarded with materials and event specific prizes

How The Event Works

 * 3 Tickets will be given daily by accessing the event page.
 * Playing any non-event live performance can grant players event tickets.
 * Daily event songs can give tickets, but at a very low chance.
 * Event tickets can be used to play event-specific songs to gain event points
 * Players can also choose to consume multiple tickets at once.
 * Event point gain is based on special event loot acquired during event live performances.

Tips and Pointers

 * With multiple ticket usage, players no longer have to worry about not having enough time to use up the majority of their tickets.
 * Although players may sacrifice rare drops and experience, it is much better than having lots of tickets go to waste.
 * Because event point gain is based on the number of items that are picked up, players should play the highest difficulty song they can consistently activate Super Diva mode with.
 * Score does affect event points gained due to the item drop multiplier on regular drops, but high scores much higher than the SS rank threshold will not yield extra benefits.
 * However, activating super diva mode in a harder difficulty with a lower score rank should still net more event points than an SS rank performance with super diva mode on a slightly lower difficulty
 * Similarly, activating super diva mode in an easier difficulty song with a lower score rank should net more event points than an SS rank performance with diva mode on a slightly higher difficulty.
 * This is due to the sheer increase number of items super diva mode gives.
 * Stacking high support plates is a surefire way of activating super diva mode although it can come at the cost of lower scores.
 * Attributes that increase the drop rate of item notes DO affect the event points gained from playing event songs.
 * Ticket event songs do not drop any normal materials with the exception of rare drops. Daily events songs should take priority if the player is in need of resources.

Mission Events
Mission events gives players a random song from the event song pool and a random challenge to complete with the selected song. Players must complete the missions in an All or Nothing gamble and acquire event points for materials and event specific prizes.

How The Event Works

 * 1) Choose a difficulty and press START. Players may change their difficulty selection with the button next to the START button.
 * 2) Players will see 3 missions each with different event point value rewards based on difficulty.
 * 3) The game will then shuffle them all and the player will randomly pick one of the 3 missions.
 * 4) Players will then be assigned the song to complete the mission with.
 * 5) If the outcome of the song and/or mission is unsatisfactory or too hard in terms of difficulty, a small fee of 300 UC can be paid to completely reset the selection process.

Tips and Pointers

 * More event points are gained with harder difficulty songs and missions.
 * Hard, Very Hard, and Extreme have almost the same event points per energy efficiency.
 * Hard is the most efficient difficulty by an extremely small margin.
 * Should the player fail the mission, they will still receive drops and EXP as normal, but no event points will be gained at all!
 * The same mission will also appear again upon another attempt to do an event song.
 * Players should consider resetting the selection if it is too difficult.
 * Don't be afraid to abuse the reset feature.
 * 300 UC is a laughable amount of money that can easily be regained from song rewards.
 * You will never see the same missions twice in a row. This makes it easy to roll for a specific mission.
 * Players can initiate the mission selection process even if they do not have enough energy to play.
 * This is useful for quickly getting back to playing the event after taking a break or waiting on energy recovery.

Battle Events
Battle events, as implied by the name, is an event where players battle against other players. The game play and object is very straight forward. Upon starting or logging into the event, players are matched up against 3 players of varying strengths and songs. The player must pick an opponent and outscore them. Players will earn event points based on whether they win/lose, how high they scored, what difficulty the song was played in, and other factors.

Event Point Calculation
Event point acquisition is broken down into 4 parts: win/loss based on difficulty, player score, win streak bonuses, and event plate bonuses. The 4 parts combine together to give the formula of:

Win/Loss
The player will earn a base amount of event points based on what difficulty they chose to play, the difficulty rank of the rival chosen, and whether they won or lost their match. The values determining the win/loss base event points is shown in the table below. Players will also gain the same amount of points from losing regardless of the rank of the rival. Green values are for victories while red values are values are the amount acquired after being defeated.

Score Bonus
The event point bonus provided by the player's score can be calculated by a simple integer division operation of the player's score divided by 1,000. Because the operation done is an integer operation, no rounding is done and any decimal values from the result is dropped.

Win Streak Bonus
Players can earn a bonus multiplier for consecutive wins up to a maximum of a 10 win Deculture win streak. The win streak multipliers are given in the table below.

Event Plate Bonuses
Using event plates from certain episode categories provide a 5% boost per episode category. Only one episode plate per episode category is needed since using multiple episode plates from the same category does not provide any further stacking bonuses.

Tips and Pointers

 * Losses inflict a huge penalty regardless of opponent! Pick fights carefully since there will always be an S, A, and B ranked rival.
 * Opponents are bound to a single song and all of its difficulties. Changing difficulties to a song will not change out your opponent.
 * Players should choose whatever difficulty they're most comfortable with against the hardest rival available they can take on without losing.
 * Lowering the difficulty or rival rank a bit in order to maintain the win streak should always be an alternative option to accepting defeat.
 * Losing is probably the worst option available, but given the nature of increasing difficulty with consistent performance, it is bound to happen eventually.
 * With the win streak system, constantly defeating A/B ranked opponents can be an viable alternative strategy for steadily gaining points with all the risk vs reward associated with this event.
 * There are no assist/support plates in this event mode. Players must rely on the strength of their own episode plates and divas.
 * Higher difficulty generally has higher point gain.
 * Extreme has the highest yield, but it can be extremely risky for inconsistent players.
 * The estimated average scores given to player and their opponent is the average of the last 10 songs played during the event.
 * The estimated average and rival's displayed main center plate can be used to make an educated guess on how strong their team might be.
 * Manipulating the players own average score can also help with keeping opponents within a manageable range, but this is also risky and relies on players to know exactly how much they can score.
 * The estimated average, while it's a decent indicator for their recent performance, reveals little about how strong their teams are, if they specialize in certain songs/attributes, or what difficulty they're playing.
 * Think twice before getting into a uphill challenge!
 * This game doesn't utilize RNG unlike other rhythm games for scoring other than the timing of activating score up skills.
 * This will allow players to be aware of their general scoring range given that they're consistent and do not make any huge changes to their teams TOTAL stat.

Daily Events
Daily songs are songs that are reoccurring and refresh every day at midnight JST. While they feature the same songs as regular lives, their rewards are completely different and are completely focused on gathering specific target material. These materials are used for leveling up episode plates. However, these songs can only be played 3 times each day regardless of difficulty. Songs will change at the end of each month so be sure to earn all the score, combo, and clear achievement rewards before then!