|
|
|
|
|||||||||||||||||||||||||||||||
![]() |
|||||||||||||||||||||||||||||||||
|
|
|
|
|||||||||||||||||||||||||||||||
|
|
|
|
|
|
|||||||||||||||||||||||||||||
|
|
|
|
There are 3 variations of the standard game, and it is based upon the average scores achieved plus the number of standard games played that a player’s individual skill level is determined. INDIVIDUAL Players play as individuals and zap any other player that they encounter. 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. 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. A high level player may need to zap a low level player up to three times before they are deactivated and High level players are more vulnerable to being zapped while deactivated The penalty for zapping a team member is loss of points and deactivation. The zapped player is not affected in any way. 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. 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. All in-field targets are considered neutral during Individual and Partners missions and as such may be destroyed by all players. During Team missions only 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. The navigator is considered neutral and may be zapped for bonus points, but beware, he will fire back. The Navigator cannot be missiled. When a player zaps the Navigator he may become that player’s servant, This is a random effect, both in frequency and duration, however during this time, the Navigator will not zap its master, and any points or special points scored by the Navigator are awarded to the controlling player. Each player can only control each Navigator once during a mission. Zapping other players and destroying the in-field targets accumulates special points. 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. 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. The "Missile" and "Nuke" special abilities affect only those opponents who are of a high enough level to possess the same ability. Scoring Time : 10 minutes. Skill Levels: The standard six skill levels are implemented. See separate skill levels listing. Scoring:
Supercharge MissionsThis is a high speed derivative of the standard mission types. Play is identical to that of the Individual, Team and Partners mission except that players are only deactivated for 3 seconds when zapped and special abilities do not increase in difficulty or cost after each use, therefore rapid fire and other abilities will be available more frequently during the mission. Scoring Time : 10 minutes. Skill Levels: Supercharge Missions do not count towards an individual’s average score and therefore has no effect on skill levels. |
|
|||||||||||||||||||||||||||||
|
|
![]() |
|
![]() |
|
|||||||||||||||||||||||||||||
|
|
|
|
|
|
|
|
|||||||||||||||||||||||||||