| Training is almost over. As individuals we have discovered how to compete with the best. We have seen what it takes to be victorious. But, we are not quite finished yet. It is now time to learn a new skill. Our equipment has been modified with special shield technology. The power cells in our equipment will provide the necessary energy to run the shields. However, the power required to keep the shields operational will be limited and that means we must monitor our power level more closely than ever before. Successfully keeping our power and shields at sufficient levels will limit our vulnerability and will make victory easier to obtain. |
Solo Shield Zapper is an intricate game in which players compete against each other in a solo free for all. In this game, players have shields. When targeted by another player, shields absorb the hit and protect the pack from deactivation. The targeted player remains active and can return fire. However, their pack is still vulnerable to further hits. Shields can only absorb a small number of repeated hits. Continued hits against the shields will eventually deplete them. Once the shields have been depleted, the next hit will result in the player being deactivated. Players must continually monitor both their power and shield levels and can recharge them if necessary. The player with the highest point score at the conclusion of the game is declared the winner. |
- Solo Shield Zapper is an intricate solo free for all played with a standard phasor and a 20 second deactivation time.
- The startup power for each player is 200 units. (The pack will display this as a percentage. Therefore, if the display is showing power at 50% then the power level will be 100 units.)
- The maximum shield level is 50 units. (The pack will display this as a percentage. Therefore, if the display is showing shields at 50% then the shield level will be 25 units.)
- The power level in the pack provides the necessary energy to run the shields. As described below, power will be transferred to the shields (when required) to keep them operational.
- The standard phasor does 10 units of damage to a tagged player's pack. When a player is tagged and their shield level is sufficient to absorb the hit, then the tagged player will remain active and can return fire. The shield level will decrease by 10 units. The pack is, at this point, still vulnerable to further hits.
- Continued hits against the shields will eventually deplete them. Once the shields have been depleted, the pack will alert the player with an audible warning. The next hit will result in the player being deactivated for 20 seconds. During the deactivation time, the player's weapon will be disabled.
- If the pack has been deactivated, it will reactivate after 20 seconds. If the power level is sufficiently high, the pack's shields will be restored to full strength (50 units). When transferring power to shields, 1 unit of power will convert to 2 shield units. If there is not sufficient power to restore the shields to full strength then the power that is available will be transferred to the shields and zero power will remain.
- The power threshold for each player is 40 units. An audible warning will alert the player if the power threshold level has been reached.
- Both power and shields can be recharged in a reload bay. If the power level in the pack is less than or equal to the power threshold of 40 units then both power and shields will be recharged to full strength (200 units and 50 units respectively). If the power level in the pack is above the power threshold level of 40 units then only shields will be recharged to full strength (50 units).
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