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ICUP game rules
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uw-sandman

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uw-sandman

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This is the basic rule structure for playing a match on my map ICUP. Following these rules will make the match fun for all.

The point of the match is to score a goal using your teams fuze to capture the enemy flag. As a ctf match, the first to score will win.

The match is largely a "zone of control" contest. This means that opposing teams will try to control the movement of their enemy by blocking movement to delay a goal while they try to score one for themselves. Attacks are permitted under special circumstances. See below.

How to cap:

a fuze must be used to capture. Bopper are not allowed to score and doing so is a loss for your team.
Obviously you can cap your own goal and the game will end as a ctf match.. but there's no fun in that and you've wasted everyone's game.. and you lose the contest.

Attacking:

bopper are slow and fragile units. They can move throughout the field as the controlling player wishes. They can attack any unit on the field. However, any bopper that attacks is allowed to receive 1 attack by any unit from the opposing team in response. Bopper are not allowed to attack a fuze. The risk is yours to take as the bopper player.. zoc moves without attacking are recommended until the timing serves you best.

The fuze may attack another fuze only, unless the attack is in response to a bopper attack preceeding the players turn where Noone has responded to the bopper attack.

The tank, or goalie, can only block and can't initiate any attacks. If attacked in some way, the tank will automatically defend if the attacker is in range. Tanks can attack bopper in response.

The marauders are the major units in the zone of control dynamic and are not used for attacking. They can attack, however, in response to a bopper attack or if another rule allows for the attack. Otherwise, no attacks from marauder.

The hooligans (marine fans of the game) can basically do whatever the hell they want with one exception.. they can't enter the pitch. The pitch is any forrest or plains tiles belonging to the play area. They're handy for gaining control of the side docks or general havoc on the side lines. If they abide by the rule of staying out of the field, they can attack anything. (Units that may be too close to the edge of the pitch). They are allowed to attack newly built fuze if within range
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uw-sandman

Messages: 99,
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uw-sandman

Messages: 99,
Joined: Mar 07, 2014,
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Multiple fuze can be built. However, only 1 per player in the match is allowed to be on the field itself. If a player has a fuze on the field and built another from a side dock, the 2nd fuze has to stay on the dock or nearby forrest tiles until their fuze on the field has been killed in some way.

If any unit (defender or attacker) is sitting on the flag/goal it can be attacked by anything in range.

If a defending team forms a circle around the goal, every unit in the circle is attackable by any unit in range until there is at least 1 tile of open traversible tile space.

If a rule of attack stated above is broken, that unit gets a yellow card. This means they can't move from the tile they are on for 1 turn.

If the unit moves on the next turn after a yellow card it is a red card. This means anyone is allowed to kill the unit without penalty.

If you can come up with other sensible rules let me know! Have fun!
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