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Foam Fortress: Sydney

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Post by Echoes Sat 10 Mar 2012, 5:19 pm

FF:S V2 IS NOW ACTIVE!

Foam Fortress: Sydney Tankattack-1

Gameplay details

Lives
  • Key points for Lives:
  • Each player has a minimum of three lives
  • If tagged or hit with explosives, players must surrender the corresponding number of lives and return to respawn
  • You can respawn instantly once you have returned to base, or remain in base and reload/rearm

Unlike the normal games we play, such as regular TDM and CTF, FFS uses a lives system instead of a continual respawn system. Each player has a minimum of three lives at the beginning of the game.

When a player is tagged by a dart or a melee weapon, or hit with a grenade or rocket, they must surrender the corresponding amount of lives and return to base. Returning to base allows you to respawn instantly, allowing you to return to the conflict immediately (Though you have the choice to sit in base and wait/rearm if you feel like it. You are invincible while in base). Players can return to base at any time they like.

When you run out of lives, you are eliminated from the game.


Win Conditions
Key points for Win Conditions:
  • Win by eliminating all opposing teams’ lives
  • A Demolitionist’s rocket is able to destroy a base and force a Rout situation, where the team with no base is subject to Sudden Death
  • The team that completes the objective first wins

As mentioned above, it is possible to win the game by eliminating all the opposing teams’ lives. But this is not the only way. There are two other ways of winning the match.

Just like in our regular games, after you’re tagged you must return to your respawn point before you can re-enter the game. This is much the same in FFS, except there’s an added twist. A Demolitionist’s rocket is able to destroy a base, preventing any respawns from occurring. This creates a Rout situation where the team without a base is subject to Sudden Death.

The final win condition is completing the objective, whether that be capturing the flag or any other specific task.


Gameplay Formats

FFS is designed to be more flexible with game types as opposed to its predecessor. Currently we play two formats, with many more in development:

Capture the Flag (CTF)
The objective is to retrieve your opposition's flag, while still in possession of your own.

King of the Hill (KotH)
The objective is to hold a capture point for a set duration before the opposition can.

More details about game formats will be explained at the war location.


Gear Slots

To map out kits and equipment for each class, FFS uses a system of gear slots which can be filled. They appear as follows:

Class Name
Primary: The main blaster of the class, generally intended to be most effective
Secondary: The backup blaster of the class. Most often a pistol or something to provide a little more fire power
Equipment: A special piece of gear that the class is able to carry ontop of the rest of their loadout
Ability: The class's perk which defines their purpose and strengths on the battlefield

Some classes will not have all Gear Slots available to them, and others will have opportunties to sacrifice one slot to improve the capabilities of another.



The Classes

In Foam Fortress Sydney, there are five classes available for use. They are as follows:



The Assault

The Assault is the most versatile class, primarily focussed on high fire rate, ammo capacity and midfield dominance. Their strength is in their superior firepower compared to other classes. The Assault should be at the front of any attack, laying down the suppressive fire necessary for the rest of the team to position themselves.

Assault
Primary: Blaster that fires up to 80ft flat, or Semi-automatic/Automatic blaster that fires up to 40ft flat
Secondary: Non-semi-automatic/non-automatic Blaster that fires up to 80ft flat
Equipment: ONE Grenade (BBUMB rocket)
Ability: Reinforcements – Has FOUR lives instead of THREE lives at the beginning of each game

The Assault is able to sacrifice their Equipment slot to unlock a semi-automatic secondary that fires up to 50ft flat. Their loadout would appear as such:

Assault [Colossus]
Primary: Blaster that fires up to 80ft flat, or Semi-automatic/Automatic blaster
Secondary: Blaster that fires up to 80ft flat, or Semi-automatic blaster
Equipment: SACRIFICED
Ability: Reinforcements – Has FOUR lives instead of THREE lives at the beginning of each game

In terms of gear, the Assault isn't a very demanding class. With one strong primary and a solid sidearm, most players would be able to successfully play as an Assault. BBUMB rockets are not all that hard to come by either, but can be sacrificed if needed.

The Assault is the most adaptable class to any situation. The Reinforcements ability allows them more time in the game and can be used for tactical advantage if coupled with a Medic. Sacrificing the Equipment slot gives them the ability to dual-wield blasters, making them a formidable force in FFS.



The Medic

The Medic is the main support class of FFS. While not especially potent in combat, their primary blaster allows for some personal defence and small attacking opportunities. The Medic's job is not to provide cover fire or to engage enemies to eliminate a threat (Though this has proven to be useful at times), but to maintain their team's positioning and involvement in the battle using their Resurrect ability.

Medic
Primary: Blaster that fires up to 80ft flat, or Automatic blaster that fires up to 30ft flat, , or semi-automatic blaster that fires up to 40ft flat
Secondary: None
Equipment: None
Ability: Resurrect – Can bring a fallen teammate back to life on the spot which they were tagged. Resurrection is activated by putting a hand on the fallen team mate's shoulder and counting to three slowly. The resurrected player still loses a life.

The Medic is the easiest class to outfit. No more gear is required than a good primary blaster, making it a very popular choice to play.

Resurrect is a key ability to any team. It almost completely eliminates the time wasted in team mates returning to respawn, which keeps the playing field mostly even. The loss of a player on the field for even a brief time can turn the tide of a game.



The Demolitionist

The Demolitionist is potentially the most dangerous offensive class in FFS. They are able to deal devastating amounts of damage to a team in a short instance with the use of Grenades or the Titan. They are key to a team in that they're able to elimate most classes in one attack and can prevent a team from respawning. But at the same time, they are the most vulnerable in close combat due to a lack of consistent firepower.

Demolitionist
Primary: Nerf Titan or Hydrocannon (fires Nerf Titan or equivalent rockets)
Secondary: Pistol that fires up the 50ft flat
Equipment: THREE Grenades (Pocket Howlers)
Ability: High Explosives – Explosive damage from Titan Rockets removes three lives from a player, unless blocked with a Warden’s shield, in which case it only removes one life from the Warden. Explosive damage from Grenades will remove three lives from a player, and destroy shields (The Warden will not lose a life)

The Demolitionist is able to sacrifice their primary slot to upgrade the amount of Grenades they can carry. The loadout would appear as such:

Demolitionist [Guerilla]
Primary: SACRIFICED
Secondary: Pistol that fires up the 50ft flat
Equipment: Six Grenades (Pocket Howlers)
Ability: High Explosives – Explosive damage from Titan Rockets removes three lives from a player, unless blocked with a Warden’s shield, in which case it only removes one life from the Warden and forces Respawn [Can't be Resurrected by a Medic]. Explosive damage from Grenades will remove three lives from a player, and destroy shields (The Warden will not lose a life)

The Demolitionist's gear is a more on the expensive side compared to that of other classes. The Titan can be fairly pricey (as can the Hydrocannon) and a large number of Pocket Howlers would be required. It is also advised to seek out more rockets for the primary weapon.

The Demolitionist can be the most damaging class in FFS if left unchecked. Their High Explosives ability, which leads to base destruction and instant elimination against most classes, makes them a great asset or a real threat to any team.



The Ghost

The Ghost is the long range attack class of FFS. They are able to hit targets at ranges that other classes could not hope to achieve. They present great dangers to each class, while being able to remain mostly out of harm's way.To play this Class, you must gain approval from the SNW admin team.

Ghost
Primary: Air Blaster that fires up to 160ft flat and has a maximum capacity of 10 (The Brass Breeched Longshot is legal, but only with six shot clips and no shotgun grips). There is an enforced engagement distance of 60ft
Secondary: Pistol that fires up to 50ft flat
Equipment: Non-Semi-Automatic Pistol that fires up to 50ft flat
Ability: High Calibre – Can use heavier darts if the Ghost wishes


The Ghost's equipment is fairly demanding. It requires a certain level of modification prowess to obtain a suitable primary. After that, all that's necessary is a couple of sidearms for close combat.

To be the Ghost is to be within the elite of Foam Fortress. It requires the highest level of concentration and awareness, as well as the skill to fully utilise all gear to its potential. The Ghost is a danger anywhere on the field, especially with their High Calibre ability.



The Warden

The Warden is a team's pillar. It is the offensive and defensive capabilities that make the Warden so key. Whether it's holding or pushing toward the Hill in KotH, or making a run at the flag, the Warden plays a huge role in their team's success,

Warden
Primary: Large Melee weapon (Immune to darts and melee attacks, but not grenades or rockets)
Secondary: Pistol that fires up to 50ft flat
Equipment: The Shield
Ability: Rally Point – Team mates can respawn from a destroyed base so long as the Warden is within the respawn point. This gives the team the chance to continue respawning at the cost of the Warden’s positioning and front-line involvement.

The Warden is the hardest class to gather gear for, mostly due to the Shield that must be crafted by hand from materials such as polycarbonate or wood. A quality Large Melee Weapon can also be difficult to come by.

Wardens are often a popular first choice in teams, due to their unique defensive capabilities. They can prevent a team from advancing while acting as moving cover for their own. Their Rally Point ability makes for an interesting choice between temporarily losing the Warden on the field, or respawning after a Demolitionist has destroyed their base.
Echoes
Echoes
Administrator

Posts : 174
Join date : 2011-12-19
Age : 33
Location : Bass Hill, Sydney, NSW

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