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community:backstab_gaming_protocols [2021/05/12 02:56] – [Backstab Gaming Protocols] andrew | community:backstab_gaming_protocols [2024/10/12 01:52] (current) – andrew | ||
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- | ====== Backstab Gaming Protocols ====== | + | ~~REDIRECT> |
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- | Players: jlaub, qoalaty_engineering, | + | |
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- | =====Schedule===== | + | |
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- | Starting Saturday 8th May and (hopefully) finishing by Sunday 16th May. Each round to take place when both players (and myself, your Operator) are available within that time-frame, with a preference to having multiple rounds back-to-back in the same stream where possible. | + | |
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- | =====Tournament format===== | + | |
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- | Double-elimination knockout tournament, so each player gets two agents which are their two " | + | |
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- | To choose agents, 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. | + | |
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- | This means there is enough space for up to 8 players, which is a good number for a knockout tournament. With 8 players = 16 agents, it takes 14 or 15 missions to eliminate all but one player. The alternative (one agent each, single-elimination tournament) is possible but would mean half of the players only get to join in for one mission. | + | |
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- | As your operator, the format probably works best if I am not also participating as a player. | + | |
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- | =====Setup===== | + | |
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- | Mods required: Agent Reserve, Expanded Cheats (+dev mode), Separate Archive Agents, Agent Unground Battleknowns, | + | |
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- | Start from a save where every agent is on the team (Agent Reserve), 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 I, your Operator, make a mistake inputting your action. | + | |
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- | The game is played in " | + | |
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- | =====Before the mission===== | + | |
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- | If a player has both agents still alive, they can choose which one to bring into the mission. One of the two players (decided by coin flip) chooses which mission is selected, and has control in the mission first. Each player can freely move items between their own two agents before entering the mission (of course, if you give everything to your first agent, then you won't get your stuff back when they die, so your second agent will be SOL...). | + | |
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- | =====Mission Rules===== | + | |
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- | Instead of enforced turn order, you can " | + | |
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- | If you have control and one of your actions causes your opponent to be overwatched by a guard (armed drones/ | + | |
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- | You are not allowed to transfer items between your agent and your opponent' | + | |
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- | Shared resources (PWR, money, Incognita, items left on the ground, hacked drones, Courier/ | + | |
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- | 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 [[: | + | |
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- | If an agent ends their turn blocking a chokepoint, then that agent is not allowed to block the same chokepoint on the next turn. A chokepoint is defined as a contiguous set of tiles, each of which if deleted would locally disconnect the revealed map; if an agent ends their turn in a chokepoint, then on the next turn that agent may not yield or end turn in that same chokepoint, unless there is no legal action the agent can take to avoid blocking. For the purpose of this rule, locked doors are not valid paths, even if one or both agents would be able to unlock them; and enemy-controlled lethal [[: | + | |
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- | =====The Backstab===== | + | |
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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' | + | |
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- | Once the other agent is eliminated, you are no longer allowed to loot safes, steal from guards, buy/sell items/ | + | |
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- | 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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- | If neither agent is eliminated by turn 50, then the mission is ended using debug mode, and the round is replayed in another mission. In this case, the "no looting" | + | |
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- | If the game reaches day 5 so that you need an exit card to leave the mission, then one will be debug-spawned on the tile in front of the exit door once the exit door is found and the backstab is complete. It is not necessary to find the exit card in the safe, but if you do find it then you are permitted to open the door early. | + | |
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- | =====After the mission===== | + | |
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- | The winner can spend whatever money is available on upgrading their agent(s), including buying from/ | + | |
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- | In case of both agents dying, then they both stay " | + | |
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- | 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. | + | |
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- | =====Tournament prize===== | + | |
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- | The ultimate winner of the tournament will be forever known as the backstabbest Invisible, Inc. player of them all. (If there is another tournament next year then " | + | |
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