This is a standard Laserforce mission. The players are divided into two teams, usually red and green, and wear correspondingly coloured battlesuits. The object is to zap players of the opposite colour as many times as possible. Players have unlimited shots and unlimited lives, so cannot be eliminated from the mission before the end.
When zapped, a player is deactivated for six to eight seconds. During this time, the player’s weapon is inactive, but the player can still be zapped, so seeking a safe hiding place is necessary. At the end of this down time, the player is reactivated and may return to the action.
Bonus points are awarded for destroying in-field targets. To destroy an in-field target, the player must zap it three times in a row without missing or being zapped themselves. Opposite colour (enemy) targets may be destroyed, while identical colour (friendly) in-field targets should be defended from the opposing team. Both teams may attack and defend the blue neutral target.
Special points are accumulated by zapping other players and destroying the in-field targets. Special points are required to activate some of the advanced special abilities available to members in this mission – see the separate special abilities listing for a detailed list of the special abilities available.
After deactivating an opponent, a player cannot zap that same opponent again unless either: the opponent reactivates, the player zaps someone else, or the player activates a “Reset” special ability.
Special abilities become available only as the player increases their members skill level. It is not possible for a player to change skill levels during a mission.
Each time a special ability is used, the requirements for it increase making it more difficult to obtain or more expensive to use the next time.
A high level player may need to zap a low level player up to three times before they are deactivated.
High level players are more vulnerable to being zapped while deactivated.
The “Missile” and “Nuke” special abilities affect only those opponents who are of a high enough level to possess the same ability.
Level 1 and 2 players can’t zap their own team members. High level players can, but receive a warning tone instead of a lock-on tone when targeting. The penalty for zapping a team member is loss of points and deactivation. The zapped player is not effected in any way
Standard Game Length: 10 minutes.
Skill Levels: The standard six skill levels are implemented. See separate skill levels listing for a detailed list of skill levels.
Zap opponent: scores 100 points, + 10 x level difference, + 1 Special Point
Zap own team member: loses you 50 points
Missile opponent: scores 500 points, + 100 x level difference, + 2 Special Points
Missile own team member: loses you 250 points
Destroy in-field target: scores 1001 points, + 5 Special Points
Detonate Nuke: scores 500 points