| Base Mode: |
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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. |
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| Base Hits to Destroy: |
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The number of shots that must be fired in succession into a base for it to be destroyed. (The default is 3.) |
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| Base Total Destroys: |
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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.) |
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| Base Recover Time: |
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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.) |
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| Base Shutdown Time: |
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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.) |
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| Red Deactivate Time: |
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Length of time (in seconds) that a red player's pack remains deactivated after it has been tagged. During the deactivation time, the red player's weapon will be disabled. After the deactivation time has elapsed, the red player's pack will reactivate and begin operating again. (The default is 10 seconds.) |
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| Red Shot Rate: |
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The number of shots that can be fired from the red player's weapon in one second. For example, if "Red Shot Rate" is set to "3 shots sec", the red player would be able to fire three shots from their weapon every second. (The default setting is 2 shots per second.) |
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| Red Lives: |
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Choose either "Unlimited" (default) or a number ranging from "1" to "100". This parameter determines whether red players have unlimited lives or limited lives. If a number is chosen, the red players' packs will be configured with a limited number of "lives" equal to that number. Each time a red player is tagged by another player, one of those "lives" will be consumed. Once a pack has no more "lives" remaining, the pack shuts down to indicate the player has been eliminated and must leave the arena. |
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| Blue Deactivate Time: |
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Length of time (in seconds) that a blue player's pack remains deactivated after it has been tagged. During the deactivation time, the blue player's weapon will be disabled. After the deactivation time has elapsed, the blue player's pack will reactivate and begin operating again. (The default is 10 seconds.) |
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| Blue Shot Rate: |
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The number of shots that can be fired from the blue player's weapon in one second. For example, if "Blue Shot Rate" is set to "3 shots sec", the blue player would be able to fire three shots from their weapon every second. (The default setting is 2 shots per second.) |
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| Blue Lives: |
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Choose either "Unlimited" (default) or a number ranging from "1" to "100". This parameter determines whether blue players have unlimited lives or limited lives. If a number is chosen, the blue players' packs will be configured with a limited number of "lives" equal to that number. Each time a blue player is tagged by another player, one of those "lives" will be consumed. Once a pack has no more "lives" remaining, the pack shuts down to indicate the player has been eliminated and must leave the arena. |
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| Yellow Deactivate Time: |
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Length of time (in seconds) that a yellow player's pack remains deactivated after it has been tagged. During the deactivation time, the yellow player's weapon will be disabled. After the deactivation time has elapsed, the yellow player's pack will reactivate and begin operating again. (The default is 10 seconds.) |
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| Yellow Shot Rate: |
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The number of shots that can be fired from the yellow player's weapon in one second. For example, if "Yellow Shot Rate" is set to "3 shots sec", the yellow player would be able to fire three shots from their weapon every second. (The default setting is 2 shots per second.) |
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| Yellow Lives: |
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Choose either "Unlimited" (default) or a number ranging from "1" to "100". This parameter determines whether yellow players have unlimited lives or limited lives. If a number is chosen, the yellow players' packs will be configured with a limited number of "lives" equal to that number. Each time a yellow player is tagged by another player, one of those "lives" will be consumed. Once a pack has no more "lives" remaining, the pack shuts down to indicate the player has been eliminated and must leave the arena. |
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| Tag Team Mates: |
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Choose either "Yes" (default) or "No". This parameter determines whether players can or cannot tag other players on the same team. For example, if set to "No", red players cannot tag other red players. |
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| Game Pre-Start Time: |
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After the game has been started, this is the length of time (in seconds) that elapses before all of the packs activate. For example, if "Game Pre-Start Time" is set to "30", all of the packs will activate 30 seconds after the game is started. This time period allows the players to enter the arena and disperse. (The default is 20 seconds.) |