|
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 has 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 sound as health is
healed.
A player increases their chances of survival by
grabbing some Weapons &
Powerups which randomly
respawn at all the targets These can be collected by zapping the target twice.
Once a player has taken a Weapons & Powerups from a target they
cannot get another Weapons
& Powerups from the same target until 20 seconds has elapsed.
Players can obtain Weapons & Powerups from other targets during this time.
A player can determine which Weapons & Powerups is at a 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 shown
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 with. It
does 20 damage and fires 2 shots per second. Try and 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 are back to 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 you will also be awarded
the rune that the opponent had.
Players can only hold a single rune at a
time (runes cannot be pick up if one is already held)
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 levels 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/Warbot and Beacons are 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