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Players
battle it out against their opponents, collecting as many Weapons & Powerups as possible to increase
their battle strength and ultimately win the game by scoring as many frags
(points) as possible.
Players
begin with 100% health and a lowly shotgun. A player loses health each time
they are hit and when their health reaches zero they are deactivated for 10
seconds, also losing any Weapons & Powerups
they may have collected.
If a
player have less than 100% health, their battle-suit lights will become dimmed.
The less health a player has, the more the lights are dimmed.
Players
slowly heal back to full health over time, as long as they are not shooting.
Battle-suits make a ‘blip’ as health is healed.
A
player increases their chances of survival by grab some Weapons & Powerups which randomly
“respawn” at all the targets, and can be collected by simply zapping the target
twice. Once a player has taken a Weapons &
Powerups from a target they cannot get another Weapons & Powerups at that same target until
20 seconds has elapsed. Players can however, obtain Weapons
& Powerups from other targets during this time. All players can
obtain Weapons & Powerups at all
in-field targets.
A
player can determine which Weapons & Powerups
is at an target by zapping it once and then pausing briefly, at which stage
their battle-suit will announce what is “available” at that target. A further
single shot will then pick up that Weapons &
Powerups.
For a full description of the available Weapons & Powerups are available below.
A player can pick-up any number of Weapons & Powerups, however there is a maximum
limit of
100 points of Armour, 250 Health and 1 Rune.
Weaponry
|
Weapon Type |
When Activated, your
pack says |
Ammunition |
Damage |
Comments |
|
Shotgun
|
Default
Weapon |
Unlimited |
20 |
This is the gun you start the mission
with. It does 20 damage and fires 2 shots per second. Upgrade. Quickly. |
|
Nail Gun
|
Rapid
Fire Activated |
30 |
25 |
A very useful weapon. Fires 4 shots per
second. |
|
Rocket Launcher
|
Missiles
Activated |
10 |
60-70
Splash |
This is the only time where pulling a
missile early will still do damage to your opponent |
Defensive
Items
|
Defensive Item |
When Activated, your
pack says |
It Gives you |
Comments |
|
Armor |
Shield
Activated |
50
Armour |
The more armour you have, the better.
Unfortunately, you can only have 100 armour max. |
|
|
Power-boost
Activated |
100
Health |
You can actually have a maximum of 250
Health. However, any health over 100 will slowly drain away until you're back
at the 100 mark. |
|
Power Ups |
When Activated, your
packs says |
Duration |
Comments |
|
|
Stealth Activated |
60 seconds or until fragged |
Useful for sneaking around and pretending
you're fragged. Also useful in CTF when making flag runs |
|
|
Nuke Activated |
30 seconds or until fragged |
Makes every shot do 4x damage. Also makes
your lights blink faster. |
|
|
Invulnerability Activated |
20 Seconds |
You cannot be fragged for 20 seconds.
Also makes your lights blink faster |
Runes
Runes
are advanced powerups,
and are only present in DM3. There are four runes, each with different powers.
Once a player picks up a rune, they keep it until they are deactivated. Only
one of each type of rune exists, so they may be difficult to obtain. The best
way to get a rune is to zap an opponent who has one. In addition to obtaining a
frag players will also be awarded the rune that their opponent had. Players can
only hold a single rune at a time (runes cannot be pick up if one is already
held) See the reference sheet for a list of the runes and their powers.
|
Runes |
When Activated, your
pack says |
Comments |
|
|
Special Rapid Fire Activated |
Speeds up your shot rate. Very handy with
missiles. |
|
|
Special Power-boost Activated |
An often underrated Rune, this doubles
how quickly you recover health. It will also regenerate armour as long as you
have at least 1 point of armour left. |
|
|
Special Shield Activated |
With this rune, you only take half the
damage you normally would. |
|
|
Special Nuke Activated |
With this run, you do double damage. This
combined with Quad will do 8x damage. |
Skill levels:
Player skill level’s are based upon their standard
skill level. Handicapping is in operation
with players taking additional health from higher
skill players when they zap them.
The Navigator/Guardian is not active.
Mission
variations:
DM1, The easiest variation, has only the lower level
Weapons & Powerups.
DM2 is intermediate difficulty, with over half of
the Weapons & Powerups available.
DM3 has all of the Weapons & Powerups available, and is
recommended for experienced players. See the following table.
Mission
Type
|
Available
Weapons & Powerups
|
|
DM1 |
Nailgun, Rocket Launcher,
Armour, Super Health |
|
DM2 |
Nailgun, Rocket Launcher,
Armour, Super Health, Invisibility, Quad, Invulnerability |
|
DM3 |
Nailgun, Rocket Launcher, Armour,
Super Health, Invisibility, Quad, Invulnerability, Haste, Regeneration,
Resistance, Strength |
Scoring:
Each
time a player deactivates an opponent, they are awarded one frag.
Players
are ranked on the scores screen by the number of frags they have achieved.
Down players can be repeatedly zapped while down.
However, this does not score a frag,
and they are only deactivated for 4 seconds. There is
however a limit on the number of
times this can be done.
Zapping players on your own team does damage to you!
You can frag yourself in this way
if you are not careful.
Players who are being missile-locked do not receive a
missile warning tone.
A missed rocket counts as a near miss, and does
“splash” damage to the target, roughly
equal
to half of a normal rocket.
|
Event |
Frags |
|
Zap
opponent |
1 |
|
Zap
own team member/self |
-1 |
Scoring time:
15 minutes
