Trapped in a time
vortex, players struggle to command the flow of
time itself, halting or reversing it, determined
to stretch their meagre ration of time and make
it last as long as possible. Each player starts
with a limited amount of time. If this time expires,
the player is eliminated from the mission. Players
can gain additional time by zapping opponents,
destroying the in-field targets and using special
abilities. The special abilities available are:
Time-boost: All the player's
special points are converted into extra time.
To use, hold the trigger in while up. Each special
point is converted to one extra second of time;
special points are then reset to zero.
Time-freeze: When down, the
player's time is frozen until they are reactivated.
To use, hold the trigger in while down. Special
points are deducted at a rate of one every two
seconds while this ability is in effect. Time
reverts to normal when the player reactivates
or when special points are exhausted.
Time-drain: Time is drained
from a targeted opponent and transferred to the
player. To use, target an opponent and hold the
lock until the missile lock tone begins. For each
second of missile lock on an opponent, four seconds
of time is drained and transferred to the player.
This continues until the lock is broken or all
the opponent's time is drained.
Time warp: Time is drained from
all opponents and transferred to the player. To
use, accumulate more than 15 special points and
hold the trigger in while up. When activated,
15 special points are deducted immediately, and
then one special point for every two seconds that
the effect lasts. For each second a time warp
is in effect, all opponents lose one second of
time, while the activating player gains two seconds.
The time warp ends when the activating player
is either deactivated or exhausts their special
points.
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.
- If a player has both a time-boost and a time
warp available, the time warp has priority and
so holding the trigger in while up will cause
the time warp to be activated.
- When using a time warp, the activating player's
battlesuit will sound a medium pitch beeping
sound every few seconds until the effect ends.
During this time, the battlesuit's visible lights
will remain steady (not flashing) and the player's
phaser will be unable to fire.
When a player has a time warp in effect, all
opponents receive a low-pitched beeping sound
every few seconds. This is a signal that their
time is being drained by the time warp. To stop
this, they should attempt to seek out and deactivate
the player using the time warp.
- The mission will automatically end when the
maximum time limit has expired or only one player
(or team) remains.
- All players are deactivated by a single shot
from an opponent.
- Warbots are not active.
Recommended length: 10 minutes.
Skill Levels: The amount of time
each player begins with & gains W/ each hit
depend on that player's standard skill level.
Level
|
Starting
Time (% of max) |
Zap
Opponent (gain in sec) |
1
Recruit |
50%
|
10 +
0.1 x level diff. |
2
Gunner |
45%
|
9 + 0.1
x level diff. |
3
Trooper |
40%
|
8 + 0.1
x level diff. |
4
Captain |
35%
|
7 + 0.1
x level diff. |
5
Starlord |
30%
|
6 + 0.1
x level diff. |
6
Lasermaster |
25%
|
5 + 0.1
x level diff. |
Scoring:
Event
|
Score
|
Special
Points |
Notes
|
Zap
opponent |
100
+ 10 x level diff. |
1 |
|
Zap
own team |
-50 |
- |
|
Missile
opponent |
500
+ 100 x level diff. |
2 |
|
Missile
own team |
-250
|
- |
|
Destroy
in-field target |
801
(indiv/part)
1001 (team) |
5 |
+20 or
+30 secs |
|