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Foam Fortress: Sydney Specific Rules (WIP)

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Post by Echoes Sat 21 Jan 2012, 4:38 pm

FF:S
Foam Fortress: Sydney Specific Rules (WIP) Tankattack-1

Here are the specific game rules for Foam Fortress: Sydney

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. These lives are denoted by poker chips of different colour depending on your class.

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.


Special Equipment
Key points for Special equipment:
  • Every class can carry a small melee weapon (No longer than 50cm in total length), which can be thrown and used to deflect darts
  • A BBUMB Rocket denotes a Soldier’s Grenade, while a Pocket Howler denotes a Demolitionists’ Grenade
  • The Shield can block darts and melee attacks without penalty, but is rendered useless by grenades. A hit to a shield from a Rocket will cost one life.


In FFS, there is a wide range of special equipment available to players, depending on which Class they play. The Assault and the Demolitionist have access to two different types of Grenade, the Demolitionist’s primary weapon is a Titan Rocket, while the Warden has use of the Shield.

There are two types of grenade available in FFS. The Assault’s grenade is denoted by a BBUMB rocket. It destroys Shields on contact, rendering them useless. Hitting a player with the BBUMB Grenade will result in a lost life. The Demolitionist’s grenade is represented by a Nerf Pocket Howler. Similar to the BBUMB Grenade, the Pocket Howler renders Shields useless on contact. Hitting a player will remove three of that player’s lives.

The Warden’s Shield is one of the keys to a successful attack in FFS. It protects the Warden from incoming darts and any melee attacks. But a hit with a grenade will render it useless, and a hit from a rocket will end in the Warden losing one life.

Classes – an outline

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

Medic
Primary: Blaster that fires up to 80ft flat, or Automatic blaster that fires up to 30ft flat
Secondary: None
Equipment: None
Ability: Resurrect – Can bring a fallen teammate back to life on the spot which they were tagged. The resurrected player’s lost life must be given to the Medic (this life does not count for the Medic as the poker chip is a different colour))

Demolitionist
Primary: Nerf Titan (fires 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)

Ghost (To play this Class, you must gain approval from the SNW admin team)
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 pumps). There is an enforced engagement distance of 60ft
Secondary: Pistol that fires up to 50ft flat
Equipment: Pistol that fires up to 50ft flat (Cannot be semi automatic)
Ability: High Calibre – Can use heavier darts if the Ghost wishes

Warden
Primary: The Shield
Secondary: Pistol that fires up to 50ft flat
Equipment: Large Melee weapon (Immune to darts and melee attacks, but not grenades or rockets)
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.


Last edited by Echoes on Sat 10 Mar 2012, 4:43 pm; edited 6 times in total (Reason for editing : Awesomeness)
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Post by Echoes Sat 21 Jan 2012, 4:39 pm

Any questions you have, please ask in forum. The good ones will be added to an FAQ. Also this will be formatted a little more later. Too tired...
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Post by Captain Crooks Sun 22 Jan 2012, 1:05 am

I think the grenades and titan rocket rules should be switched for the demo class - a rocket (to me) being so large and phallic, ought to be what destroys armour - grenades are more anti-personnel.

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Post by Echoes Sun 22 Jan 2012, 1:20 am

Rockets destroy armour, but they also take a life away at the same time. The grenade destroys the armour, with no penalty to the Warden. The Rocket is marginally stronger than the Grenade. The balance to both of these that it's especially hard to hit anyone with a grenade or rocket if they're paying attention.
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Post by inphamous Sun 22 Jan 2012, 1:34 am

it would be pretty cool if there was a spy class maybe he can go invulnerable to darts for like 5 or so seconds and hes got like a revolver type gun and a sword?
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Post by Echoes Sun 22 Jan 2012, 1:38 am

We probably won't be adding anymore classes, but that's definitely something to consider for the future.
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Post by inphamous Sun 22 Jan 2012, 1:40 am

haha ok ill keep the concept in my mind Very Happy
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Post by BFG Sun 22 Jan 2012, 8:13 pm

To confirm what was said in chatbox earlier:

There are no team size restrictions, so long as each team has the same number of players. As oppose to FFP's restriction of five person teams only.

There are no specific rules saying you must have one of each class, for example, in a 10 person team, it could consist of 7 wardens, 2 demos and a medic (epic self-healing human tank anyone? Razz). Therefore one can adapt their team to suit the situation/terrain/gametype.

There is, so far, no way to repair the base once destroyed. When hit by a titan rocket, it's gone for good.
Although, It would be an interesting tactical choice to add in a repair ability to some class for this and anything else destroyed by rockets/grenades, eg shields. This ability would only be allowed to be used once however, forcing the user of said ability to have to choose whether it's better to repair the warden's shield for the final push, or to remain to repair the base, just in case.

The ghost's ability kinda sucks Razz (compared to the other's anyway)


Last edited by BFG on Mon 23 Jan 2012, 11:09 pm; edited 1 time in total
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Post by Synergie Mon 23 Jan 2012, 12:32 am

All very good points raised, what I will say is it's hard to give the Ghost a special ability, other than high calibre ammo, I think his special ability is his primary weapon, given that I think the Ghost is in fact balanced against all the nice and special abilities of other classes.
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Post by Echoes Mon 23 Jan 2012, 12:39 am

The Warden, when he's standing in a destroyed base, can trigger it to reactivate and respawns are possible. So in essence, he can temporarily repair a base Smile

Also at some point, there will be a highlander form of the game.
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Post by BFG Mon 23 Jan 2012, 11:39 pm

Also, just something I noticed again, only the ghost's second pistol can't be semi-automatic. I assume this means that all other pistols mentioned may be semi-automatic too?
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Post by Echoes Mon 23 Jan 2012, 11:43 pm

You can use a barricade. If there are any other semi autos, I'd like to know Razz
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Post by Captain Crooks Tue 24 Jan 2012, 11:38 am

What was that Generic semi auto you bought off Informer, Echoes? You never did show me :p
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Post by Echoes Tue 24 Jan 2012, 12:17 pm

They fire about 30ft angled. I will overhaul it soon Smile
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Post by BFG Mon 30 Jan 2012, 5:10 am

Alright, seb and I noticed this when having a look this morning. When taken out, is the warden allowed to throw the flag like in FFP?
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Post by Echoes Mon 30 Jan 2012, 5:35 am

No, I removed flag throwing in general. I didn't want the Warden to be a dedicated flag runner. The idea of removing flag throwing and replacing it with "Rally point" means Wardens will generally have more involvement in battle and won't be so focussed on the flag. It adds another dimension to it all. It opens up opportunities for other classes to attack the flag as well.

And then there's the whole King of the Hill and Plant the Bomb scenario... where flag throw becomes useless.
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Post by Psychosis Wed 08 Feb 2012, 12:51 pm

Echoes wrote:You can use a barricade. If there are any other semi autos, I'd like to know Razz

Buzz Bee Rapid Blast o.O essentially a flywheel fed semi.. It's a big bulky barricade that mounts under the BBUMB..
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Post by Echoes Wed 08 Feb 2012, 1:44 pm

What's the capacity?
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Post by Psychosis Thu 09 Feb 2012, 9:11 pm

Ammo capacity is 12, shame capacity is limitless
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Post by Echoes Fri 10 Feb 2012, 1:23 am

Haha I'm thinking that would class it above a pistol, unless you can find me another undeniable pistol with a capacity of 12.
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Post by Psychosis Fri 10 Feb 2012, 3:48 am

Man, always busting my balls :'( WHERE'S THE LOVE Razz lol
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Post by d.k Fri 10 Feb 2012, 1:19 pm

My triple turret maverick... ?_? It has 18.
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Post by Echoes Fri 10 Feb 2012, 2:43 pm

That's fine, because it's technically still a mav. You just found a fast way to reload it Razz
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Post by Psychosis Fri 10 Feb 2012, 10:30 pm

So essentially Crooks' clipped barricade is acceptable too o.O
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Post by d.k Fri 10 Feb 2012, 11:00 pm

Lol, put a 35 dart drum in that and you got yourself a real mans pistol!
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