Capture the Flag
Sign-Ups
This game mode is best played with an even amount of players. However, if there is an odd number of players, you can add an NPC (described in Phase 3)
Phase 1
Phase 2
The host should allow five minutes of discussion time for the teams to discuss the actions to take. These actions are described below.
Phase 3
The teams should inform the host of their planned actions. The list of actions is below. Phase 2 and 3 should be repeated until one of the flags is captured.
Note that when deciding the order of the attacks, use .pick among all players that attacked on both teams to minimize defense bias. Don’t have all attackers on one team go first before the other.
Actions, Action Priority, and Defense Step
NPCs
This game mode is best played with an even amount of players. However, if there is an odd number of players, you can add an NPC (described in Phase 3)
Phase 1
- The host should randomize the players that have joined and place them into teams. For example the host would say in chat “**Players: Swirlyder, Redylriws, Aknolan, Spieky, Shadecession, Gui Shark, forming teams**”, then “**Teams: Team Red [Redylriws, Spieky, Aknolan], Team Green [Swirlyder, Shadecession, Gui Shark]**”.
- Create a unique chat for each team so they can chat without the other team hearing them. Do this via a group chat, using /makegroupchat.
Phase 2
The host should allow five minutes of discussion time for the teams to discuss the actions to take. These actions are described below.
Phase 3
The teams should inform the host of their planned actions. The list of actions is below. Phase 2 and 3 should be repeated until one of the flags is captured.
Note that when deciding the order of the attacks, use .pick among all players that attacked on both teams to minimize defense bias. Don’t have all attackers on one team go first before the other.
Actions, Action Priority, and Defense Step
- Attack: Attacks a specific player on the opposing team. Always has a Defense Step. Attacker immunity is in effect.
- Heal: Revives a dead teammate. Needs a roll of 60 or above to revive. If the dead teammate died while using the Attack, Capture the Flag, or Heal actions (only if the Heal was used on a player using the aforementioned actions), use a Defense Step.
- Capture: Wins the game. In order to succeed, you must get past a Defense Step, get higher than a specific number (see below) on a d100 roll (Capture the Flag roll), and get past a second Defense Step. For each player on the opposing team that is currently alive, the necessary roll increases by 40, with a base of 0. For instance, with everyone on the other team dead, the roll needed is 0. If there were 4 people alive on the opposing team, the needed roll is 160. With two people alive, 80.
- Defend: Defends team’s territory. All alive players defend after their action is complete.
- The Defense Step: When a Defense Step is triggered, all players Defending, or those who have completed their actions, on the appropriate team will get a separate 100 roll. If that roll’s result is above 50, they will be able to attack the player that triggered the Defense Step with a 100 roll. This attack does not trigger a Defense Step. Multiple players can join in during one Defense Step. This translates to the attacker having to roll against 2d100 instead of 1d100. Basically, treat it like an alliance in Classic, with the exception that only the original target can die.
- Attacker immunity is always in play.
- You CANNOT do nothing. First Priority: Attack, Second Priority: Heal, Third Priority: Capture
- When one team wins, all members of the team regardless of alive/dead status roll battle within themselves to determine the winner. The person who captured the flag for the team, however, gets a 130 roll instead of the normal 100. If an NPC captured the flag, there is no 130 roll.
- Note: If all members of one team die, the opposing team automatically wins the flag (since there is no one to defend and the blocking roll is 0.) Roll battle everyone out of 100 in this case, no boosts for anyone for capturing the flag.
NPCs
- The following section only applies if you have an odd number of players and would like to host this theme in a more balanced way. This game can still be played with an odd number if one team is willing to be less balanced. If you have an even number, no NPCs are necessary.
- In short, NPCs are characters controlled by the team with the fewer number of players. These should be given names to differentiate them from real players. NPCs are able to do everything that normal players can do with the agreement of all other players in that team. They also die and heal in the same way as players, and count as players when calculating rolls for capturing the flag.
- In the event that the side with the NPC wins, the NPC does not get a roll to decide the winner (i.e. the NPC cannot win the game for points.)
- If one side loses a player early due to modkill, they can get an NPC to preserve balance. Again, the NPC cannot roll for the win.
Theme by Redylriws & Rainshaft