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Trapped in a time vortex, players struggle to command the flow of time itself, halting or reversing it. determined to stretch their meager ration of time and make it last as long as possible.

The special abilities are:

Time Boost: All the players special points are converted into extra time. To use, hold the trigger in while up. Each special point is converted into one extra second of time, special points are then reset to zero.

Time Freeze: When down, the players time is frozen until they are reactivated. To use, hold the trogger in while down. Special points are deducted at a rate of one every two seconds while the ability is in effect. Time reverts to normal when the player reactivates or when special points are exhausted.

Time-Drain: Time is drained from a targeted opponent and transferred to the player. To use, target an opponent and hold the lock until missile lock tone begins. For each second of missile lock on an opponent, four seconds of time is drained and transferred to the player. This continues until the lock is broken or the opponent's time is drained.

Time-Warp: Time is drained from ALL opponents and transferred to the player. To use, accumulate more than 15 specal points and hold the trigger in while up. When activated, 15 special points are deducted immediately,and then one special point for every two seconds that the effect lasts. For each second that a timewarp is in effect, all opponents loose one second of time while the activating player gains two seconds. The Timewarp ends when the activating player is either deactivated or exhausts their special points.


NOTES:

1. If a player has a timewarp and a time boost available, the timewarp has priority and so holding the trigger in will cause the timewarp to be activated.

2. When using a timewarp, the activating player's battle-suit will sound a medium pitch beeping sound every few seconds until the effect ends. During this time, the battlesuit's visible lights will remain steady (not flashing) and the players phaser will be unable to fire.

3. When a player has a timewarp in effect, all opponents recieve a low pitched beeping sound every few seconds. This is a signal that their time is being drained by the timewarp. To stop this, they should attempt to seek out and deactivate the player using the timewarp.

SKILL LEVELS: The amount of time each player begins with and gains with each hit depends on that player's standard skill level.

Recommended Game Length: 10 Minutes

Level Starting time
(% of max)
Zap Opponent
(gain in sec)
Level 1 50% 10+0.1 X lev. diff.
Level 2 45% 9+0.1 X lev diff.
Level 3 40% 8+0.1 X lev diff.
Level 4 35% 7+0.1 X lev diff.
Level 5 30% 6+0.1 X lev diff.
Level 6 25% 5+0.1 X lev diff.


Scoring:
Event Score Special Points Notes
Zap Opponent 100 + 10* level diff. 1  
Zap own team member -50 -  
Missile Opponent 500 + 100*level diff. 2  
Missile own team members -250 -  
Destroy in-field target 801 (Indiv/Partners) or 1001 (team) 5 +20 or +30 seconds

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