This is a standard
Laserforce mission. The players are divided into
two teams, red and green, and wear correspondingly
coloured battlesuits. Players should only zap
players of the opposite colour, as there may be
a penalty for zapping a fellow team member. Players
have unlimited shots and unlimited lives, thus
it is not possible for players to be eliminated
from the mission prior to the scheduled mission
end time.
When zapped, a player is deactivated for six
to eight seconds. During this time, the player's
phaser is inactive, but the player can still be
zapped, so seeking a safe hiding place is necessary.
At the end of this down time, the player is reactivated
and may return to the action.
Bonus points are awarded for destroying in-field
targets. To destroy an in-field target, the player
must zap it three times in a row without missing
or being zapped themselves. Opposite colour (enemy)
and neutral in-field targets may be destroyed,
while identical colour (friendly) in-field targets
should be defended from the opposing team.
Special points are accumulated by zapping other
players and destroying the in-field targets. Special
points are required to activate some of the advanced
special abilities available in this mission. See
the separate special abilities listing for a detailed
list of the special abilities available.
Warbots may be friendly, enemy or neutral, depending
on their colour. Enemy and neutral Warbots may
be zapped for bonus points, but beware, they will
return fire. Friendly Warbots should not be zapped
as this counts as zapping a team member. Warbots
cannot be missiled.
Once a player zaps a Warbot a number of times,
the Warbot becomes that player's servant for one
minute. During this time, the Warbot will not
try to zap its master, and any points or special
points scored by the Warbot are awarded to the
controlling player.
Each player can only control each Warbot once.
Notes: After deactivating an
opponent, a player cannot zap that same opponent
again unless either: the opponent reactivates,
the player zaps someone else, or the player activates
a "Reset" special ability.
- Special abilities become available only as
the player increases their skill level. It is
not possible for a player to change skill levels
during a mission.
- Each time a special ability is used, the requirements
for it increase making it more difficult to
obtain or more expensive to use the next time.
- A high level player may need to zap a low
level player up to three times before they are
deactivated.
- High level players are more vulnerable to
being zapped while deactivated.
- The "Missile" and "Nuke"
special abilities affect only those opponents
who are of a high enough level to possess the
same ability.
- Low level players are unable to zap their
own team members. High level players can, but
receive a warning tone instead of a lock-on
tone when targeting. The penalty for zapping
a team member is loss of points and deactivation.
The zapped player is not affected in any way.
Recommended length: 7.5 minutes.
Skill Levels: The standard six
skill levels are implemented. See separate skill
levels listing for a detailed list of skill levels.
Scoring:
Event |
Score |
Special
Points |
Zap
opponent |
100
+ 10 x level diff. |
1
|
Zap
own team |
50
|
-
|
Zap
Warbot |
50
|
-
|
Missile
opponent |
500
+ 100 x level diff. |
2 |
Missile
own team |
250 |
- |
Destroy
in-field target |
1001
|
5
|
Detonate
nuke |
500
|
-
|
Take
control of Warbot |
500 |
-
|
|