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Joined: 2/12/2008 Posts: 139 Points: 320
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Obviously, armageddon is 8-man and 2 teams, so replace that language where appropriate. I believe our game time will be limited to 10 minutes as it has in the past. There are only two bases at Blaze, so we don't need any rules about the third base.
A few things to keep in mind in comparison to last year:
1) Base evacuation rules are slightly different on Nexus (this year) vs. Infusion (last year): You may enter a base EVEN if you are stunned this year since on Nexus, you can be tagged while you are stunned.
2) Ammo and Deactivations are separate values on Nexus, unlike last year where they were one. You have 10 deacs and 45 shots (a la System Z) before you have to reload. Being stunned does not take anything away from your deac count unless you are stunned 3 times in a row (and thus deactivated).
2010 U.S. Nationals 6-Man Team Competition Event NEXUS PRO COMPETITION GAME SETTINGS & RULES
DESCRIPTION: Team Competition format is the traditional U.S. Competition format. It is a 3 team game won by the team that scores the most points overall within the given time limit.
GAME TIME: 12 MINUTES
TIME/BASE START: 20 SECONDS Players MUST start within their own base and remain inside until their pack is fully active at the start of the game. (See ‘Game Start’ in section 4.5 above)
ARENA: FULL ARENA ALLOWED
NUMBER OF PLAYERS: 6 All teams must have a minimum of 6 players to participate in any given game. Players may not be rotated or replaced once teams have entered the vesting room. If a player is removed from the game for any reason, that player's pack will remain dormant until the end of the game. In special circumstances, teams may be permitted to play with less than 6 players, but this must be approved by the Tournament Coordinator and the opposing teams in the given game. In an instance where this is approved, the opposing teams have the option, if they so choose, to play with an equal number of players instead of the required 6.
ALTERNATES: 1 Each team will be allowed up to 1 alternate. Alternates must be designated prior to the beginning of the tournament and may not be substituted for a different alternate at any time during the tournament. The administration of alternate playing order and frequency of play is under the sole discretion of the team captain, and should in no way concern any member of the tournament staff. The label of "alternate" simply represents a team's ability to hold one or two registered players in reserve during any given game.
GAME SCRIPT: Team Standard Competition
RATE OF FIRE: 1 SHOT PER SECOND
STUNS: ENABLED
DEACTIVATION/STUN TIMES: 8 SECONDS/4 SECONDS
STUNS TO DEACTIVATE: 3 STUNS
SCORING MODE: TEAM, COMPETITION Point values in ‘Competition’ scoring are as follows:
Hitting opposing player: CHEST +200 BACK +100 SHOULDER +50 LASER +50
You Tag Teammate: CHEST -200 BACK -100 SHOULDER -50 LASER -50
ANY player tags you: CHEST -50 BACK -25 SHOULDER -12 LASER -12
FRIENDLY FIRE: Enabled Keep in mind, if a player fires upon and hits their own teammate, that player will lose the FULL point value of that particular sensor, while their teammate loses the normal 25% (team loses a net of 125%)
BASES: ENABLED, 3 ACTIVE, COLOR SPECIFIC
BASE RETALIATION: DISABLED
SHOTS TO DESTROY BASE: 3
PLAYERS CAN DESTROY ENEMY BASES: ONCE EACH
BASE RESET TIME: 5 SECONDS BETWEEN SHOTS
BASE RECOVERY TIME: 20 SECONDS AFTER DESTRUCTION
DESTROY OPPONENTS BASE: +4500 POINTS
FIRE SHOT INTO BASE TARGET: -500 POINTS
TAGGED BY BASE RETALIATION: N/A
Opponent’s bases are worth 4500 points. However, every shot that a player fires, which successfully registers on the target card (signaled by a specific loud sound from the base), will remove -500 points from the players score. Thus, if a player successfully deactivates a base in 3 shots, that player’s total score for that particular base is +3000 points.
For example: 1) Red 03 fires two shots into the target card of yellow base. They lose -1000 points (-500 for each shot). 2) Yellow 10 enters the base and deactivates Red 03. Red 03 evacuates the base (per Base Evacuation Rules). The Base resets due to not being tagged again. 3) Red 03 successfully takes control of the yellow base again. 4) Red 03 fires three shots into the target card of yellow base (losing -1500 points) and successfully deactivates the base (gaining +4500 points).
Overall, the base was then worth a net total of +2000 to Red 03’s score. +4500 points for destroying the base minus 5 shots total to destroy (or -2500) = +2000 points. Additionally, in the above scenario, Yellow 10 also gained +400 denial points (See “Denials” section below) and the usual point trade off for deactivating a player/being tagged occurred.
DENIALS: ENABLED, +200 POINTS PER SHOT THAT OPPONENT FIRED Denial points are awarded to a player when they tag an opposing player who is attempting to deactivate their team’s base (and successfully prevent them from destroying the base). The player will be rewarded +200 points for every shot their opponent fired into the target card and an audio announcement will play over the speakers indicating which team was denied.
For example: 1) Blue 01 fires two shots into Yellow Base, losing 1000 points (-500 per shot fired into the card). 2) Yellow 02 deactivates Blue 01 with a chest tag and receives the normal points for deactivating them (+200). Blue 01 loses the normal amount of points for being tagged on the chest (-50). 3) Yellow 02 receives +400 Denial points (+200 for each shot that Blue 02 fired).
BASE EVACUATION RULES Players deactivated within a base must leave that base immediately. As a general rule of thumb, players will be given less than 5 seconds to get their entire body out of and clear of the base station interior. Game Masters will generally call out for a player to leave the base if they are deactivated as a reminder. Boundary lines at base doors will be clearly marked on the floor.
Players are not permitted cross the plane of the door and enter any base unless their packs are active, meaning, their lights are still on. Stunned players may still enter a base. Players who are stunned while already within a base, may remain within until their stun effect elapses or they are deactivated. A player's pack must be active before entering a base and no "mid-leap activation entry" maneuvers will be permitted. Once again, no portion of any player's body or equipment may cross the plane of the doorway to any base unless that player's pack is active. Failing to follow any of these rules to the letter will result in a Level 1 Termination.
Please also note that players MUST be inside the confines of a given base when they attempt to destroy it. Any players taking advantage of a base flaw which allows them to tag the target card from outside the base will be considered ‘unsportsmanlike’ and will receive a Level 1 Termination.
RELOADS: ENABLED, 3 ACTIVE, NORMAL MODE When a player is out of energy, their pack will indicate this to them by stating ‘Energy Depleted’ on the LCD screen. Their pack will no longer reactivate, the player will not be able to fire or be tagged, and they must reload using one of the 3 reload stations in the arena (marked clearly on the maps provided to team captains with their registration packet). A player may use any reload whenever they are out of, or low on energy. After walking through the reload, the player will hear the pack make an ‘electrical charge’ type noise and given shields which will last for a period of roughly 5 seconds. After that point their pack will reactivate. Note that players may NOT play from within reloads or block the path of either the entrance or the exit. Any players breaking these rules will be issued a Level 1 Termination. Active players however, who are below their “Watermark” level (see below) may enter the reload and fill up their energy as normal.
DEACTIVATIONS BEFORE RELOAD: 10 DEACTIVATIONS
AMMO BEFORE RELOAD: 45 SHOTS
ENERGY WATERMARK: 3 DEACTIVATIONS
AMMO WATERMARK: 5 SHOTS When a player reaches 3 energy units or less, OR 5 shots or less, their pack will warn them that they are low by displaying a message on the LCD stating, ‘Energy Low’. Any time after this point, the player may walk through a reload and refill their energy back to full. If a player attempts to walk through a reload before they have reached the watermark level, their pack will not allow them to recharge.
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