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community:backstab_gaming_protocols:rules [2024/10/12 01:32] – created andrewcommunity:backstab_gaming_protocols:rules [2024/10/13 23:41] (current) andrew
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   * For a tournament: Agent Reserve and Separate Archive Agents, to fit all of the agents in one save file.   * For a tournament: Agent Reserve and Separate Archive Agents, to fit all of the agents in one save file.
  
-Start from a save where the required agents are on the team, with Seed + Golem + Emergency Reserve, in Endless or Endless Plus mode, with the extended campaign disabled, 0 starting money, allow melee while seen. Level retries are enabled in order to keep going in case nobody survives a mission, and 99 rewinds for use in case the Operator makes a mistake inputting an action.+Start from a save where the required agents are on the team, with [[:programs:Seed]] [[:programs:Golem]] [[:programs:Emergency Reserve]], in [[:modes:Endless]] or Endless Plus mode, with the extended campaign disabled, 0 starting money, allow melee while seen. Level retries are enabled in order to keep going in case nobody survives a mission, and 99 rewinds for use in case the Operator makes a mistake inputting an action.
  
 The game is played in "battle royale" mode, using the the [[:mods:Encroaching Danger]] mod, which means sections of the map gradually become "danger zones" throughout the mission, with penalties for agents who end their turn in those areas (yellow = -2\ AP; red = -4\ AP, no attack, alert nearest guard). This encourages players to keep moving forward, and should eventually trap them together in the exit room to prevent a stalemate. The game is played in "battle royale" mode, using the the [[:mods:Encroaching Danger]] mod, which means sections of the map gradually become "danger zones" throughout the mission, with penalties for agents who end their turn in those areas (yellow = -2\ AP; red = -4\ AP, no attack, alert nearest guard). This encourages players to keep moving forward, and should eventually trap them together in the exit room to prevent a stalemate.
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 You are not allowed to transfer items between your agent and your opponent's agent. However, you //are// allowed to loot your opponent's stuff after they are dead. You are not allowed to give items to guards or put them into safes/other containers. You are not allowed to transfer items between your agent and your opponent's agent. However, you //are// allowed to loot your opponent's stuff after they are dead. You are not allowed to give items to guards or put them into safes/other containers.
  
-Shared resources (PWR, money, Incognita, items left on the ground, hacked drones, Courier/Prisoner) are a free-for-all. When you have control, you can do what you want with them, //except// you are not allowed to sell Incognita programs. If a detention centre mission is chosen, and the prisoner is an agent, you are not allowed to free them. As an exception to this rule, only the player controlling Derek may activate his Transport Beacon, but the other player //is// allowed to pick it up from the ground.+Shared resources (PWR, money, Incognita, items left on the ground, hacked drones, Courier/Prisoner) are a free-for-all. When you have control, you can do what you want with them, //except// you are not allowed to sell Incognita programs. If a detention centre mission is chosen, and the prisoner is an agent, you are not allowed to free them. As an exception to this rule, only the player controlling [[:agents:Derek]] may activate his [[:items:Transport Beacon]], but the other player //is// allowed to pick it up from the ground.
  
 Agents are not allowed to step on the 2x2 teleporter tiles in the exit room until the other player is eliminated, nor are they allowed to throw items onto these tiles. You are not allowed to close doors after alarm level 5. (This is to prevent door-cheesing in the exit room.) You are not allowed to step through an enemy-controlled [[:mainframe devices:Beam Emitter]] (laser which raises the alarm) more than once in the same turn, or when [[:daemons:Authority]] is active access the same safe more than once in the same turn. Agents are not allowed to step on the 2x2 teleporter tiles in the exit room until the other player is eliminated, nor are they allowed to throw items onto these tiles. You are not allowed to close doors after alarm level 5. (This is to prevent door-cheesing in the exit room.) You are not allowed to step through an enemy-controlled [[:mainframe devices:Beam Emitter]] (laser which raises the alarm) more than once in the same turn, or when [[:daemons:Authority]] is active access the same safe more than once in the same turn.
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 You may only leave the mission when the other agent is dead (or KO'd and pinned - pinning with a hacked drone doesn't count, but pinning with a rescued courier/prisoner //does// count, as long as they survive long enough for you to escape the facility). You must leave without the other agent - no dragging their body into the teleporter. You may only leave the mission when the other agent is dead (or KO'd and pinned - pinning with a hacked drone doesn't count, but pinning with a rescued courier/prisoner //does// count, as long as they survive long enough for you to escape the facility). You must leave without the other agent - no dragging their body into the teleporter.
  
-Once the other agent is eliminated, you are no longer allowed to loot safes, steal from guards, buy/sell items/augments/programs, do objectives/side-missions/etc, use an Econ Chip, exfiltrate a rescued courier/prisoner or refit drone, fish for [[:algorithms:Fortune]], or (if you are Draco) scan bodies/corpses. You are allowed to pick up items from the ground (including deployables/throwables), and you are also allowed to loot items from the other agent after backstabbing them.+Once the other agent is eliminated, you are no longer allowed to loot safes, steal from guards, buy/sell items/augments/programs, do objectives/side-missions/etc, use an [[:items:Econ Chip]], exfiltrate a rescued courier/prisoner or refit drone, fish for [[:algorithms:Fortune]], or (if you are Draco) scan bodies/corpses. You are allowed to pick up items from the ground (including deployables/throwables), and you are also allowed to loot items from the other agent after backstabbing them.
  
 Once //you// are eliminated, you are still allowed to use shared resources to try to save your agent if they are KO'd, but not if they are lethally wounded. Once //you// are eliminated, you are still allowed to use shared resources to try to save your agent if they are KO'd, but not if they are lethally wounded.
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   * Each player gets two agents which are their "lives"; the tournament winner is the last player with any surviving agents.   * Each player gets two agents which are their "lives"; the tournament winner is the last player with any surviving agents.
-  * To choose agents at the start of the tournament, the players are put in a random order, each player chooses their first agent in that order, then chooses their second agent in the opposite order. Shalem, Archive Shalem, Archive Decker and Archive Prism cannot be chosen, for balance reasons.+  * To choose agents at the start of the tournament, the players are put in a random order, each player chooses their first agent in that order, then chooses their second agent in the opposite order. [[:agents:Shalem 11]][[:agents:Archive Shalem 11]][[:agents:Archive Decker]] and [[:agents:Archive Prism]] cannot be chosen, for balance reasons.
   * Each game has two players, with pairings determined by a double-elimination knockout bracket.   * Each game has two players, with pairings determined by a double-elimination knockout bracket.
  
 After the mission, the winner can spend whatever money is available on upgrading their agent(s), including buying from/selling to Monst3r. After the mission, the winner can spend whatever money is available on upgrading their agent(s), including buying from/selling to Monst3r.
  
-In case of both agents dying, then they both stay "dead" for the purpose of the tournament. If both agents die, then debug mode is used to instant-win the mission but the game is a tie, and both agents count as eliminated for the purpose of the tournament. Whoever //would// have been the winner's next opponent gets a "bye" for the next game and is entitled to spend any winnings from the tied round themselves.+In a mission if both players' agents are lost, then both stay "dead" for the purpose of the tournament. If both agents die, then debug mode is used to instant-win the mission but the game is a tie, and both agents count as eliminated for the purpose of the tournament. Whoever //would// have been the winner's next opponent gets a "bye" for the next game and is entitled to spend any winnings from the tied round themselves.
  
 If the last two remaining players both die and this would end the tournament (i.e. at least one player is on their last agent), then the game will be replayed using a level retry. In the "final round" of the tournament, you still need to make it to the exit after killing your opponent in order to be the winner. If the last two remaining players both die and this would end the tournament (i.e. at least one player is on their last agent), then the game will be replayed using a level retry. In the "final round" of the tournament, you still need to make it to the exit after killing your opponent in order to be the winner.
  
community/backstab_gaming_protocols/rules.txt · Last modified: 2024/10/13 23:41 by andrew