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[RULES] Foam Fortress: Sydney v2

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[RULES] Foam Fortress: Sydney v2 Empty [RULES] Foam Fortress: Sydney v2

Post by Echoes Thu 10 May 2012, 5:33 pm

Foam Fortress: Sydney v2

[RULES] Foam Fortress: Sydney v2 Tankattack-1

Changes from Foam Fortress: Sydney v1

  • Removal of "Lives".
  • Removal of the Assault's "Reinforcements" Ability.
  • Removal of the BBUMB Rocket as a Grenade (All Grenades now have the same effect and are hence identical).
  • Change to the Demolitionist's "High Explosives" Ability.
  • Addition of the new "Personal Defibrillator" Ability for the Assault.
  • Addition of a new Demolitionist Primary, the "Nerf Mega Howler" and relevant rulings.
  • Addition of rulings on Rockets (Missing from original rulings list)
  • Update to the Medic's Resurrect Ability (Can only resurrect one player at a time. This rule was always in place but was omitted by accident).


Gameplay Details
The Base:
  • The Base is where each player will spawn at the beginning of each round, and respawn whenever they are tagged.
  • The Base acts as a place for players to resupply their equipment. You can return at any time to resupply without any penalties.
  • You instantly respawn once you return to Base, but you can choose to remain in the Base to reload/resupply.
  • While in Base, you are invulnerable to darts, melee, Grenades and Rockets.
  • The boundary of each Base extends two metres.
  • If a Base is destroyed, you are no longer invulnerable to darts, melee, Grenades or Rockets while standing in the 2 metre radius of the base.
  • If a Base is destroyed, you cannot respawn from it, but you can still resupply darts from it. Items such as grenades, destroyed Shields and Personal Defibrillator Units will not be regenerated in a destoryed base.


Lives and respawning
  • Lives have been removed in FF:Sv2 for simplicity.
  • Instead, players can respawn/be Resurrected an infinite number of times, until the objective is completed, the player is hit by a Rocket, or a "Deathmatch" is called.
  • Players who have been hit by darts or melee can be Resurrected by a Medic, meaning they DO NOT have to return to their Base.
  • Players who have been hit by a Grenade will not be able to be Resurrected and MUST return to their Base.
  • Players who have been hit by a Rocket are eliminated from the game (cannot be Resurrected or respawn).


Win Conditions
  • The team that completes the objective first wins
  • A Demolitionist’s Rocket is able to destroy a Base and force a rout situation on the team with no Base. A team can win by "routing" the enemy team.
  • A Demolitionist's Rocket is able to eliminate players who are hit by it. It is possible to win by eliminating the entire team.



Gameplay Formats

Currently we play two gameplay 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: Non semi-automatic/non automatic Blaster that fires up to 80ft flat, or a Semi-automatic blaster that fires up to 50ft flat, or an Automatic blaster that fires up to 40ft flat
Secondary: Non-semi-automatic/non-automatic Blaster that fires up to 80ft flat
Equipment: ONE Grenade
Ability: Personal Defibrilator Unit (PDU) - Has a one time use Personal Defibrilator unit that can be used once the Assault has been tagged by darts or melee. Once used, the Assault is revived and able to return to the battle. The PDU is restored by returning to Base.

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: Non semi-automatic/non automatic Blaster that fires up to 80ft flat, or a Semi-automatic blaster that fires up to 50ft flat, or an Automatic blaster that fires up to 40ft flat
Secondary: Non semi-automatic/non automatic Blaster that fires up to 80ft flat, or a Semi-automatic blaster that fires up to 50ft flat
Equipment: SACRIFICED
Ability: Personal Defibrilator Unit (PDU) - Has a one time use Personal Defibrilator unit that can be used once the Assault has been tagged by darts or melee. Once used, the Assault is revived and able to return to the battle. The PDU is restored by returning to Base.

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. Pocket Howlers have been a little tricky to acquire in recent times but can be sacrificed if needed.

The Assault is the most adaptable class to any situation. Their PDU ability allows them more time in the game and can be used for tactical advantage. Sacrificing the Equipment slot gives them the ability to dual-wield blasters, making them a formidible 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 or 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 Resurrection ability.

Medic
Primary: Non semi-automatic/non automatic 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 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 clear the field by forcing enemies to return to base and can even 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 Rockets or equivalent Rockets) OR the Nerf Megahowler (can only carry ONE)
Secondary: Pistol that fires up to 50ft flat
Equipment: THREE Grenades
Ability: High Explosives – Explosive damage from Titan Rockets or Mega Howlers eliminates a player from the game, unless blocked with a Warden’s shield, in which case it only sends the Warden back to respawn.


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. Some of these issues will be resolved with the availability of Mega Howlers

The Demolitionist can be the most damaging class in FFS if left unchecked. Their High Explosives ability, which leads to base destruction and forces classes to return to Base (or even Eliminates them), 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.

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 unique 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 Base. 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.





Credits to Winterstrike on the AustralianNerf Forums for the original concept of Foam Fortress.
Echoes
Echoes
Administrator

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

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