Welcome to the new website!
Next Overnight Event: Mar 8, 2008 Saturday to Sunday morning
Check out the site and let us know what you think!
Welcome to the new website!
Next Overnight Event: Mar 8, 2008 Saturday to Sunday morning
Check out the site and let us know what you think!
Trapped in a time vortex, players struggle to command the flow of time itself, halting or reversing it. determined to stretch their meager ration of time and make it last as long as possible.
All the players special points are converted into extra time. To use, hold the trigger in while up. Each special point is converted into one extra second of time, special points are then reset to zero.
When down, the players time is frozen until they are reactivated. To use, hold the trigger in while down. Special points are deducted at a rate of one every two seconds while the ability is in effect. Time reverts to normal when the player reactivates or when special points are exhausted.
Time is drained from a targeted opponent and transferred to the player. To use, target an opponent and hold the lock until missile lock tone begins. For each second of missile lock on an opponent, four seconds of time is drained and transferred to the player. This continues until the lock is broken or the opponent's time is drained.
Time is drained from ALL opponents and transferred to the player. To use, accumulate more than 15 special points and hold the trigger in while up. When activated, 15 special points are deducted immediately, and then one special point for every two seconds that the effect lasts. For each second that a timewarp is in effect, all opponents loose one second of time while the activating player gains two seconds. The Timewarp ends when the activating player is either deactivated or exhausts their special points.
| Weapon | Damage | Ammo |
|---|---|---|
| Shotgun | 20 | Unlimited |
| Nailgun | 25 | 30 |
| Rocket Launcher | 104 - 130 | 10 |
| Mission | Available Powerups |
|---|---|
| CTF 1 | Nailgun, Rocket Launcher, Armor, Super Health |
| CTF2 | Nailgun, Rocket Launcher, Armor, Super Health, Invisibility, Quad, Invulnerability |
| CTF 3/4 | Nailgun, Rocket Launcher, Armor, Super Health, Invisibility, Quad, Invulnerability, Haste, Regeneration, Resistance, Strength |
If a player has a timewarp and a time boost available, the timewarp has priority and so holding the trigger in will cause the timewarp to be activated.
When using a timewarp, the activating player's battlesuit will sound a medium pitch beeping sound every few seconds until the effect ends. During this time, the battlesuit's visible lights will remain steady (not flashing) and the players phaser will be unable to fire.
When a player has a timewarp in effect, all opponents receive a low pitched beeping sound every few seconds. This is a signal that their time is being drained by the timewarp. To stop this, they should attempt to seek out and deactivate the player using the timewarp.
The visible LED on the back of the phaser will begin to flash when the player has less than 70 seconds remaining. The faster the flashing, the less time the player has remaining.
The amount of time each player begins with and gains with each hit depends on that player's skill level.
| Level | Starting Time (% of Max) | Zap Opponent (Gain in Seconds) |
|---|---|---|
| 1 | 50% | 10 + 0.1 x Level Difference |
| 2 | 45% | 9 + 0.1 x Level Difference |
| 3 | 40% | 8 + .01 x Level Difference |
| 4 | 35% | 7 + .01 x Level Difference |
| 5 | 30% | 6 + .01 x Level Difference |
| 6 | 25% | 5 + .01 x Level Difference |