Difference between revisions of "Description"
From Spartacats
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− | + | Vehicle combat with front weapons and rear weapons. Overall gameplay is timed deathmatch. Winner has most kills. | |
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− | + | '''Color Scheme''' | |
− | :: | + | *Three colors red, green, and blue represent a rock-paper-scissors scheme. (Think pokemon fire, grass, water.) |
+ | *Vehicles have defensive color. Front weapons have attacking color. Rear weapons are neutral. | ||
+ | *Color influences: | ||
+ | :*Greater attack color => double damage. | ||
+ | :*Same/Neutral attack color => base damage. | ||
+ | :*Weaker attack color => heals defender. | ||
− | + | '''Player's Equipment''' | |
− | + | *Each player can have one of each front weapon type. | |
− | + | *Each player can only hold onto one type of rear weapon at a time. | |
− | + | ||
− | + | '''Weapon Types''' | |
− | :: | + | *Front Weapons (Dependent on color types.) |
− | :::: | + | :*Missile: Homes on enemies for moderate damage with special terrain-aware homing. Damage influenced by color scheme. |
− | :::: | + | :*Pulse cannon: Homes on enemies to stun with minimal damage. Stun time and damage influenced by color scheme. |
− | + | :*Gatling gun: Auto aims to spray enemy with rapid fire moderate damage. Damage influenced by color scheme. | |
− | + | *Rear Weapons (Independent of color types.) | |
− | + | :*Proximity Mine: Detects nearby players for high damage. | |
− | + | :*Fire Trail: Drop a trail of fire for enemies to drive through. Damages over time. | |
+ | |||
+ | '''Shield''' | ||
+ | *Timed with immediate activation to nullify all damage and healing. | ||
+ | *Will nullify damage from pulse cannon but user can still be stunned. |
Latest revision as of 23:30, 7 June 2013
Vehicle combat with front weapons and rear weapons. Overall gameplay is timed deathmatch. Winner has most kills.
Color Scheme
- Three colors red, green, and blue represent a rock-paper-scissors scheme. (Think pokemon fire, grass, water.)
- Vehicles have defensive color. Front weapons have attacking color. Rear weapons are neutral.
- Color influences:
- Greater attack color => double damage.
- Same/Neutral attack color => base damage.
- Weaker attack color => heals defender.
Player's Equipment
- Each player can have one of each front weapon type.
- Each player can only hold onto one type of rear weapon at a time.
Weapon Types
- Front Weapons (Dependent on color types.)
- Missile: Homes on enemies for moderate damage with special terrain-aware homing. Damage influenced by color scheme.
- Pulse cannon: Homes on enemies to stun with minimal damage. Stun time and damage influenced by color scheme.
- Gatling gun: Auto aims to spray enemy with rapid fire moderate damage. Damage influenced by color scheme.
- Rear Weapons (Independent of color types.)
- Proximity Mine: Detects nearby players for high damage.
- Fire Trail: Drop a trail of fire for enemies to drive through. Damages over time.
Shield
- Timed with immediate activation to nullify all damage and healing.
- Will nullify damage from pulse cannon but user can still be stunned.