Time Crisis

 

IMPORTANT!

After the game has been started, each player wishing to play presses and holds the black push button on the front of their pack. The button must remain pressed until the computer acknowledges the action by activating the player's pack. The player does not have to press their button as soon as the game starts but may instead choose to delay the action until they are in the arena safely away from other players. The "Player Life Time" parameter (see below) is used to set the length of time (in seconds) after the game has been started that the player gets to press their button and activate their pack.

Objective

Description

The wars of the past have all but been forgotten. Each realm was determined to be victorious over the other. For with victory would come supremacy and the right to rule. But with no clear progress being made, it wasn't long before realms sent combatants into the past. The mission was to go back in time to alter history and tip the scales in favour of their realm. The balance of power soon started to shift. However, one by one, each realm learned of the other's plans to influence the past. They quickly despatched their own combatants through time to counter the new threat. Soon, the time-line was badly broken. Combatants were everywhere, in every corner of existence, in every period of time. It is now the present, but nobody really knows when that is. With the time-line broken, rifts in time have now opened up and each combatant seems to only have a limited time left to survive. For each of them, time rapidly runs out! However, they soon discovered they could use the rifts to gain more time. Failure to make use of the rifts means certain extinction. So the struggle goes on ... Each combatant is now trying to prevent the other combatants from gaining the benefits of the time rifts. None of the combatants can remember anymore which realm they were once struggling for. It has become just a blurred crusade of survival. Using the time rifts is all that matters now. Preventing others from using the rifts has become the main focus. Failure means extinction, success means longevity and victory. In Time Crisis, time is of the essence. Each player starts with limited time. The time ticks away, second by second, toward zero. If the time reaches zero, the player's pack shuts down to indicate the player's time is up and they must leave the arena. However, the player can prevent this from happening by "topping up" their time using recharge bays. To do this, they simply tag the flashing target in one of the recharge bays. Each tag will transfer time from the recharge bay to the player's own timer. However, be warned that other players are trying to use the recharge bays too. The player who manages to remain active longer than anyone else is declared the winner.

Game Play

Parameters

  • Time Crisis is an action packed solo free for all played with a standard phasor.
  • After the game has been started, each player wishing to play presses and holds the black push button on the front of their pack. The button must remain pressed until the computer acknowledges the action by activating the player's pack. The player does not have to press their button as soon as the game starts but may instead choose to delay the action until they are in the arena safely away from other players. The "Player Life Time" parameter (see below) is used to set the length of time (in seconds) after the game has been started that the player gets to press their button and activate their pack.
  • After the "Player Life Time" has elapsed each player's pack starts a 30 second timer. The timer counts down, second by second, towards zero.
  • If the timer reaches zero, the player's pack will shut down to indicate their time has expired and they must leave the arena.
  • Players can prevent their timer from reaching zero by "topping up" their time from the recharge bays. Each recharge bay has a flashing target. Tagging the target will add time to the player's timer. How much time is added depends on how much time the recharge bay has accumulated. Recharge bays accumulate time at a rate of one second per second up to a maximum. The maximum is equal to the number of players left in the game. For example, if there are seven players in the game, the recharge bays will be able to accumulate a maximum of seven seconds worth of time. If there are only three players left in the game, then the recharge bays will be able to accumulate a maximum of three seconds worth of time.
  • If the recharge bay is "full" when a player tags it then the player will gain the most benefit and have the most available time added to their timer. Therefore, if there are seven players left in the game and the player tags the recharge bay when it is "full", the player will have seven seconds added to their timer. On the other hand, if the recharge bay is not "full", the player will receive only what the recharge bay has accumulated at that point. For example, in a game where there are fifteen players remaining, the recharge bay can accumulate up to fifteen seconds worth of time. But, if the player tags the recharge bay only two seconds after the previous player did so, the player will only have two seconds added to their timer; not fifteen seconds. So, the idea is for the player to wait until the recharge bay tops itself up to full and then tag it.
  • When a player is tagged, they are deactivated for the length of time set in the "Player Deactivate Time" parameter (see below). This is usually 10 seconds. During this time, their timer continues to count down toward zero, second by second, for the entire duration of their deactivation. They are powerless to stop this.
  • Obviously, players need to keep tagging recharge bays in an effort to keep their own timer topped up. Failure to tag recharge bays will mean their timer will eventually reach zero at which point their pack will shut down to indicate their time has expired and they must leave the arena.
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.)
     
Player Deactivate Time:   Length of time (in seconds) that a player's pack remains deactivated after it has been tagged. After the deactivation time has elapsed, the player's pack will reactivate and begin operating again. (The default is 10 seconds.)
     
Player Life Time:   Length of time (in seconds) after the game has been started that the player gets to press their button and activate their pack. (The default is 30 seconds.)
     
Recharge Bay 1:   This parameter determines if Recharge Bay 1 is active or disabled.
     
Recharge Bay 2:   This parameter determines if Recharge Bay 2 is active or disabled.
     
Recharge Bay 3:   This parameter determines if Recharge Bay 3 is active or disabled.
     
Recharge Bay 4:   This parameter determines if Recharge Bay 4 is active or disabled.
     
Recharge Bay 5:   This parameter determines if Recharge Bay 5 is active or disabled.
     
Recharge Bay 6:   This parameter determines if Recharge Bay 6 is active or disabled.