Here is a game-type that spawned spontaneously at Hell After Halloween:
Ultimate Core Penetration.
Pictured above is the field we used for UCP. The only requirement is that the field must be symmetrical.
A few things are required to play this game-type:
- An Ultimator or some other kind of missile launching blaster for each team. However, Ultimators are prefered for their unreliability and superior penetration.
- A core for each team to defend. We used buckets. Don't use buckets.
- Something to mark each team's spawn point.
Overview:Each team has an Ultimator carrier that must launch a missile from their Ultimator into the opposing team's core. They cannot toss the missile into the core, it must be fired from their launcher and come to rest inside the core. When one team has successfully penetrated the opposing team's core, they win the round. The teams then switch sides and play again. Best of 2.
Sudden death: If each team wins one round then the third round is determined by a 1v1 duel between both Ultimator carriers.
You may choose a ruleset for you own sudden death scenario, but we found that a 1v1 duel between each team's Ultimator carriers to be the most hilarious and effective. Whoever strikes the opposing carrier first with a missile wins the round.
Respawning rules:
Each team has a spawning point some distance directly behind their core (~50 ft. away).
When you are a regular player and are hit by a dart you touch your respective spawn point and return to play. If you are a regular player and are hit by an opposing Ultimator carrier's missile, you are out of play for 30 seconds. You return to play after this time, spawning in 3-15 fashion away from the opposing team. If you are carrying your team's Ultimator and are hit by a dart, you are out of play for 30 seconds.
Special Note: If you are the Ultimator carrier and you are hit by an opposing Ultimator carrier's missile, you are out of play for 1 minute (or double the normal timer).
Here's a table to explain a little better:
Non-carrier players used pistols for the rounds we played, due to the size of the field. I would recommend sticking with pistols on a small field with Ultimators, as this game type lends itself to such silliness. If you use Titans or some other kind of actually effective blaster to launch your missiles then you may consider making your field larger and using primaries.
A time limit of 7-10 minutes is reasonable for this game-type to keep rounds moving.
Game strategy:- The time penalties for hits on your team's carrier make for power-play opportunities. If the opposing team's carrier is down, you're free to play aggressive.
- Each carrier can carry up to 2 missiles on them at once (an Ultimator naturally carries 2 missiles), but may only fire one at a time. Each carrier must begin the round with an equal number of missiles (2 if possible).
- Picking up of missiles by non-carriers is extremely erotic (LOL I forgot about that filter, how appropriate). This prevents missile hoarding.
- An Ultimator carrier may pick up missiles while they are stunned. They may not carry more than 2 at a time.
- Your carrier may decide whether or not they want to save their missile(s) to use on the opposing core or to fire at the opposing team. If your carrier hits the opposing carrier then they are down for 1 minute, which gives your team a huge advantage. If they miss however, then your team is down a missile.
- You may body block missiles that are heading toward your core, but you will have to sit out the appropriate time penalty.
Edited by Xellah, 28 July 2014 - 03:07 PM.