This mission is a
test of a player's stealth and subterfuge. You
need to be able to sneak up on your opponents
without being seen or heard.
Players can be in one of two modes of play, either
"shot mode" or "missile mode".
When a player is in shot mode, they can fire shots
or missiles. The player's visible lights will
flash dimly and they can be locked onto normally.
When a player is in missile mode, the player
can only fire missiles, however the player's missiles
lock-on faster than the missiles of a player in
Shot mode. The player's visible lights will be
off and other players will be unable to obtain
a normal lock-on tone to the player, but will
be able to obtain a missile lock-on tone.
Players can change between modes at will after
the start of the mission by holding in their trigger.
This can be done while the player is up or down.
A player who becomes missile-locked will have
their visible lights brighten to full intensity.
The lights will gradually fade back to their normal
state.
Notes: There are three variations
of this mission: individual, team and partners.
The variation determines whether there are teams,
and if so, how many. In the individual and partners
variations, all in-field targets are neutral,
while in the team variation; in-field targets
may be friendly, enemy or neutral depending on
their colour.
- A player who is zapping an in-field target
will have their lights brighten to full intensity.
- A single shot or missile will deactivate an
opponent.
- A player deactivated by a shot remains deactivated
for less time than a player deactivated by a
missile.
- Players on skill levels 1-3 automatically
revert to shot mode when they are deactivated.
Players on levels 4-6 remain in whatever mode
they were in.
- The Warbot will activate randomly throughout
the mission. If a player can zap the Warbot
while it is activated, the Warbot will help
the player by brightening the visible lights
of all of the player's opponents for a period
of time.
Recommended length: 10 minutes.
Skill Levels: The length of time
a player's visible lights remain brightened by
a missile-lock depends on that player's standard
skill level.
Scoring:
Event |
Score |
Zap
opponent |
100
+ 5 x level diff. |
Zap
own team |
-50
|
Missile
opponent |
500 + 20 x level diff. |
Missile
own team |
-250
|
Destroy
in-field target |
801
|
|