Players battle it
out against their opponents, collecting as many
powerups as possible to increase their battle
strength. Players begin with 100 health and a
lowly shotgun. Each hit on an opponent will reduce
their health. When their health reaches zero,
they are deactivated for 10 seconds and lose any
powerups they may have collected. It usually takes
multiple hits to deactivate another player.
Each time you deactivate an opponent, you are
awarded one frag. Players are ranked on the scores
screen and the printouts by the number of frags
they have achieved. To increase your chances of
survival, grab some powerups. Powerups randomly
"respawn" at all the in-field targets,
and can be collected by simply zapping the target
twice. Once you have taken a powerup from a target,
you cannot get another powerup at that same target
until 20 seconds has elapsed. You can however,
obtain powerups from other targets during this
time. Some of the powerups you can get include
more powerful weapons. The following table lists
the weapon attributes.
Weapon
|
Damage |
Ammo |
Shotgun |
20
|
Unlimited
|
Nailgun
|
25
|
30 |
Rocket
Launcher |
104
- 130 |
10 |
This mission has three variations: DM1, DM2 and
DM3. The easiest variation, DM1, has only the
lower level powerups. DM2 is intermediate difficulty,
with over half of the powerups available. DM3
has all of the powerups available, and is recommended
for experienced players. See the following table.
Mission
Type |
Available
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 |
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 fragged (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 frag an opponent who has one. In addition
to the frag, you will also be awarded the rune
that they had. Players can only hold a single
rune at a time (you cannot pick up a rune if you
already have one). See the reference sheet for
a list of the runes and their powers.
Notes: There are three variations
of this mission: individual, team and partners.
The variation determines whether there are teams,
and if so, how many.
- All players can obtain powerups at all in-field
targets.
- If you have taken damage you can slowly heal
back to full health over time, as long as you
are not shooting. Your battlesuit will make
a 'blip' as you are healed.
- Players who are being missile-locked do not
receive a missile warning tone.
- A player can pick-up any number of powerups,
however there is a maximum limit of 100 points
of Armour, 250 Health and 1 Rune.
- A player can determine which powerup is at
an in-field target by zapping it once and then
pausing briefly, at which stage their battlesuit
will announce which powerup is "available"
at that target. A further single shot will then
pick up that powerup.
- A missed rocket counts as a near miss, and
does "splash" damage to the target,
roughly equal to half of a normal rocket.
- 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 a limit on the number of times this can be
done.
- If you have less than 100 health, your battlesuit
lights will become dimmed. The less health you
have, the more the lights are dimmed. You can
use this to gauge your health.
- Zapping players on your own team does damage
to you! You can frag yourself in this way if
you are not careful.
- Warbots are not active.
Recommended length: 10 minutes.
Skill Levels: Skill levels are
determined by the player's standard skill level.
Scoring:
Event
|
Frags
|
Frag opponent |
1
|
Frag
own team member/self |
-1 |
|