Objective Description Game Play Parameters


Objective

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It is time to determine the best. Which individuals or which teams have the skill, the courage, the strategy and the desire to forge a name for themselves? Only some will prove worthy. Only a few will win. Only a handful will show they have what it takes to unlock the gates to the next levels of Zone. Let the games begin!



Description

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Retro-Zed is a simple game in which players compete against each other in a solo free for all. The player with the highest point score at the conclusion of the game is declared the winner.

However, Retro-Zed is more than just a solo free for all. Retro-Zed has a multitude of parameters and options associated with it that allow the operator to change the way the game plays and feels. With this flexibility, the operator can create almost any game format of their choice. Solo games, team games, elimination games, rapid fire games, simple games for first-timers, easy games for beginners, challenging games for regulars or complex games for members ... the possibilities are virtually endless.



Game Play

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Parameters

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Game Pre-Start Time: Length of time (in seconds) after the game has been started that players get to enter the arena and disperse before their pack automatically activates. This allows individuals to move into the arena and find a starting position that is safely away from other players. (The default is 30 seconds.)
     
Game Type: Choose either "Solo" (default) or "Team". Solo games are simple free for alls. Team games are tactical games in which players must work together in teams.
     
Ally Tags: Choose either "Disabled" (default) or "Enabled". If enabled, players cannot tag other players on the same team (for example, red players cannot tag other red players). This parameter is usually used for team games.
     
Player Stuns: Choose either "Disabled" (default) or "Enabled". If enabled, tagging a player in a stun zone (a shoulder or the weapon), will temporarily disable the player's weapon. During this time, the player is not deactivated and will still be vulnerable to further tags. In other words, the player can still be tagged but cannot fire their weapon.
     
Elimination:

Choose either "No" (default) or "Yes". In elimination games, the amount of "power" a player begins with will decrease towards zero as the game progresses. (See "Player Power" below.) If the player's power reaches zero, the player's pack shuts down to indicate the player has been eliminated from the game and must leave the arena. To win an elimination game, a player must try to be the last player remaining in the game. Power loss occurs when the player fires their weapon, gets tagged by another player or gets tagged by an arena device.

     
Player Deactivate Time: Length of time (in seconds) that a player's pack remains deactivated after it has been tagged. During the deactivation time, the player's weapon will be disabled. After the deactivation time has elapsed, the player's pack will reactivate and begin operating again. (The default is 10 seconds.)
     
Player Shot Rate: The number of shots that can be fired from the player's weapon in one second. For example, if "Player Shot Rate" is set to "3 shots sec", the player would be able to fire three shots from their weapon every second. (The default setting is 2 shots per second.)
     
Base Mode: Choose from "Off" (default), "Normal", "Defence" or "Aggressive". This parameter determines if bases will be off or on and whether they will defend themselves from attack by attempting to tag players in their immediate vicinity. Selecting "Off" means bases will be off. Selecting "Normal" means bases will be on and will not defend themselves against attack. Selecting "Defence" means bases will be on and will defend themselves against attack by firing back after a short delay when they have been destroyed. Selecting "Aggressive" means bases will be on and will defend themselves against attack by firing back immediately (no short delay) when they have been destroyed.
     
Base Hits to Destroy: The number of shots that must be fired in succession into a base for it to be destroyed. (The default is 3.)
     
Base Total Destroys: The number of times each individual player can destroy each base. For example, if "Base Total Destroys" is set to "5" then each player can destroy each base five separate times. (The default is 1.)
     
Base Recover Time: To destroy a base, a player must fire a number of successive shots into the base. (See "Base Hits To Destroy" above.) The player is allowed a short period of time (in seconds) in which to fire each one of these successive shots into the base. This short period of time is the "Base Recover Time". The Base Recover Time applies to each single shot fired by the player. If a player is not successful at firing a shot into the base before the Base Recover Time elapses, the base recovers (resets) and the player must now start again with their attempt to fire the required number of successive shots into the base to destroy it. (The default is 3 seconds.)
     
Base Shutdown Time: Length of time (in seconds) that a base remains shutdown (deactivated) after it has been destroyed. During the shutdown time, the base target(s) will be disabled. After the shutdown time has elapsed, the base will reactivate and begin operating again. (The default is 30 seconds.)
     
Shoot Own Base: Choose either "No" (default) or "Yes". This parameter determines if players can destroy their own team's base. For example, if set to "Yes", red players will be able to destroy red base.
     
Recharge Mode: Choose from "Off" (default), "Normal", "Cycle" or "Base". This parameter will alter the game so the amount of "power" the players begin with will be limited and will need to be replenished if it decreases to 50 units or less. (See "Player Power" below.) Power loss occurs when the player fires their weapon, gets tagged by another player or gets tagged by an arena device. Selecting "Normal" means all recharge bays will be enabled and any one of them can be used to replenish power. Selecting "Cycle" means the recharge bays will be enabled, but only one at a time, one after the other, for a short period of time in a continuous cycle from the first recharge bay to the last recharge bay and then eventually back to the first again (see "Recharge Bay Cycle Time" below). Selecting "Base" means that bases are used to replenish power instead of recharge bays (which are disabled in this mode).
     
Recharge Type: Choose from "Normal" (default) or "Team". This parameter alters the way recharge bays behave. Selecting "Normal" means recharge bays can be used by any player of any team to replenish power. Selecting "Team" means recharge bays become effectively "owned" by a particular team and only players from that team can use that recharge bay (for example, red players can only recharge in the "red recharge bay").
     
Player Power: Each player's pack starts each game with an amount of "power". Power is required to run the pack's systems and to provide the necessary energy to fire the weapon. (The default is 100 units.)
     
Number of Recharge Bays: This parameter sets the number of recharge bays that will be used in the game. When used in conjunction with other parameters, some interesting results can be achieved. For example, if there are six available recharge bays, it might be fun to set "Number of Recharge Bays" to "3" and then set the parameter for "Recharge Mode" to "Cycle". (The default is 6.)
     
Recharge Bay Cycle Time: This parameter is used when the parameter for "Recharge Mode" is set to "Cycle" (see "Recharge Mode" above). This is the length of time (in seconds) a recharge bay remains enabled. (The default is 10 seconds.)


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