User:GreenSamurai/Labyrinth Mode

INTRODUCTION

This is a maze type game with a new labyrinth generated at the beginning of each match. It can be played as a team death match.

When players are eliminated, the points from they accumulated are add to a grand total for their team. Each player or team has 30 minutes to accumulate these points. Bonuses are earned in the final round.

THE LABYRINTH

The board would be the same size as the ones currently employed, but with 100 rectangular rooms, evenly spaced out, on center throughout. Each rectangular room would be assigned a size, with each side ranging from 15 to 40 grid units in length. Each room would be assigned one of 10 floor colors: orange, pink, purple, dark blue, yellow, red, green, light blue, white, or gray; and each room is then connected by 3 central hallways (5 grid lengths apart), to each neighboring (maximum of 4) rooms.

An 2 grid wide outer hallway, with a white floor, encircles the map. While the numerous internal hallways are assigned one of 2 floor colors: gray or white.

All other areas of the map are given a gray floor.

The gray floor area between parallel white hallways (each leading to the same two rooms) are reassigned as white floor areas. This creates some wide, narrow, and single unit white halls.

Baddies and crystals, found at the center of the original game board, spawn inside rooms with white floors (not the halls with floors or rooms with gray floors) and 10 armor generators are randomly placed on the board within any of the rooms (gray, white, or any other color room, as well as multiple generators randomly placed in the same room).

Lastly, the gray hallways are consolidated in a similar manner to white hallways. These hallways are another location where crystals and baddies are generated, but that will be explained in a later section.

GAMEPLAY IN THE LABYRINTH

Crates (squares, triangles, and pentagons) spawn inside the colored rooms and white hallways. Players try to accumulate experience by busting crates and shooting other tanks, while seeking out the randomly placed armor generators and the white room crystal generators. This is somewhat similar to the original game-play.

STAT BOOSTS

Tanks would spawn inside the rooms with colored floors (not white or gray rooms) or white hallways. Each color has a Bonus associated with it: The game advances and players gain levels, improving stats permanently by selecting which area to improve, and earn points. In addition, temporary boosts are added to a stat for waiting inside a room. The stat boost is based on the floor color, as previously outlined. When a tank spawns inside a room, they get all 7 stats, of that room type, boosted instantly. This is a bonus for camping inside a room. Once a tank leaves a room, the boosted stat will begin to diminish.
 * 1) Orange Floor - Health Regeneration (Room Bonus)
 * 2) Pink Floor - Max Health (Room Bonus)
 * 3) Purple Floor - Body Damage (Room Bonus)
 * 4) Dark Blue Floor - Bullet Speed (Room Bonus)
 * 5) Yellow Floor - Bullet Penetration (Room Bonus)
 * 6) Red Floor - Bullet Damage (Room Bonus)
 * 7) Green Floor - Reload (Room Bonus)
 * 8) Light Blue Floor - Movement Speed (Room Bonus)
 * 9) White Floor - No Room Bonus
 * 10) Gray Floor - Covered in a later section

GAINING AND LOSING BOOSTED STATS

For any tanks travelling into a new room and staying upon the floor for a period of time, empty slots remaining for that color are boosted up. This incremental increase of a stat to its maximum value of 7 takes time. Each bonus point is awarded after a waiting period of 3 seconds multiplied by the number of open slots remaining to that stat. The first boost to an empty stat would take 21 seconds. The second boost comes after 18 more seconds (39 total seconds of waiting), and so on. To get a complete 7 stat boost would take 1 minute and 24 seconds.

When leaving the room (entering a hallway) the loss of the stat boost would occur in a reverse manner, but the time intervals are longer. They are lost at a time equal to five seconds multiplied by the number of empty slots for that stat plus one. The first boost would be lost at 5 seconds, the second after 15 total seconds. It would take 2 minutes and 20 seconds to lose all 7 boosts.

WALLS AND PORTALS

To enter the a gray floored area, tanks must go through the walls of the rooms or hallways of the labyrinth using a portal. A portal is opened by shooting a wall while simultaneously pushing that section of wall; the tank will receive light damage, similar to busting a crate, when doing so and be pushed by the shot, either behind or in front of the wall.

THE GRAY FLOOR AREAS

Gray rooms and hallways are seen as simply part of the interconnected gray area. The hallways assigned with gray floors generate small crystals and small baddies. Rooms assigned with gray floors are where large crystal and large baddies spawn. The extent of the crystals and baddies in a room or hall depends on the size of the room or hall.

Tanks are counted as either being fully in or fully out of the gray area. All stats will immediately gray out, to indicate assigned stats are inactive. There will be a very brief period where a tank can return to the room or hallway without losing all of the previously acquired boosts to their stats.

The assigned, permanent, stats would instantly be recovered when hallways and rooms are entered again.

Upon exiting the labyrinth and entering the gray floors, players will find their stats instantly dropping to zero, covered by the darkness. Once they stay outside the labyrinth a length of time, 3 seconds, all temporary bonus stats would be immediately lost and would not be recovered by reentering a hallway or room. They would have to be regained through waiting in a room of a certain floor color for the necessary period of time, as outlined in the previous section.

While outside the hallways and rooms, tanks also become visible to the baddies inhabiting the gray area and they can pursue a tank through the walls of the labyrinth unhindered once the tank has been spotted

ARMOR

There is another way to travel through the walls of the labyrinth and that is by using the armor generated in a few of the rooms. This wraps the tank in a light which leaves the tank and its bullets unaffected by the walls and gray floor areas. The player will retain all their bonus stats in the gray areas and any bullets they fire will also be wrapped in light, and unaffected by walls, for a limited amount of time.

ARMOR COLLECTION AND TIMER

Once armor is collected, a pink timer appears in the lower right-hand corner of the player, composed of 8 sections. Armor lasts for 30 seconds. Collecting a second armor, before the timer expires, adds another 15 seconds to the remaining time. This can boost the timer to a total of 60 seconds. The armor generator, where the armor is found, will replenish armor 1-2 minutes after it was taken.

While in a gray area, your armor depletes second by second; acting as a shield, the armor also reduces damage taken in all areas of the map by 50%. However, when the armor is damaged, the timer is reduced in proportion to the damage it absorbed. If a shot depletes 100% of your remaining health, the timer is reduced by 30 seconds. If a shot reduces your health by half (a shot which would have killed you without the armor) then the timer is reduced by 15 seconds, etc.

ARMOR VENGEANCE

When you are killed by another player, while wearing the armor, the armor has a way of wanting revenge. All the armors currently in play on the board are taken off their spawn locations. You re-spawn in your team area with fully boosted stats, armor, a 45 second timer. You are assigned a target as indicated by a white arrow. Once you begin moving (in the regular time limit), the timer will begin counting down. If the player is eliminated before you begin moving or you manage to eliminate the player before the armor wears off,, then the stats and tank you had acquired prior to your death are returned and you will be reincarnated on the spot with 15 seconds of armor added to the timer. No points are earned.

If you fail to get revenge before the timer expires, or the enemy is eliminated by another tank, or if you kill any other tank while making the attempt; your mission ends and you re-spawn.

GETTING STARTED

Each match begins with a warm up period. Warming up takes place in 1-minute free for all on 3 different generated maps. Players have 1 minute to vote on the map they want for the upcoming match. If there are 20 or more players, the players will vote to decide whether or not to have 9 teams.

VOTING SYSTEM

If there are 20 or more players, they will have one extra minute before the match begins to vote on whether to divide up into 4 teams or 9 teams. Once that is decided, players are assigned to their teams.

Another 1-minute voting period is initiated to remove any unwanted player from the teams. Each team member has one vote at the start of each round. If one player's whole team casts a vote together against that player, that player is removed from the team. Once removed from a team, one vote from one member of each other team will then ban that player from the server, for a 3-hour period. Otherwise, once the vote is complete, the removed player will be swapped with a member of another team randomly.

SPECTATOR POSITIONS

5 or 10 slots will open up for spectators, one for each team plus 1 extra position for an unassigned spectator. New players coming to the server will go into the unassigned spectator position. From that position, they view the entire board. If a spectator position on one of the teams opens up, the unassigned spectator will be assigned to that team.

The square board is divided into 4 or 9 team areas of equal size, where players from each team will randomly spawn into a room. Extra players will sit in a spectator position for their assigned team, at the start of each round (unless more players happen to join in time), and they will be able to spectate the game within their team's area for a time.

As players are eliminated, they will begin to spectate their team area. They will join the game when their team is outnumbered by the other teams or when all teams can be joined simultaneously. If multiple spectator positions are available, the unassigned spectator joins the team with the lowest grand total.

PLAYERS JOINING THE GAME SIMULTANEOUSLY

If all the team spectator positions are full, and one unassigned spectator has joined the server, then all the team spectators will be spawned; leaving all other spectator positions empty. The remaining unassigned spectator is then assigned to the team with the lowest grand total.

ROUND MANAGEMENT

There will be 2 rounds, each lasting 10 minutes. The final round may take 6-10 minutes.

THE FINAL ROUND

The unassigned spectator will be assigned to the team with the lowest score and all the spectators will join their respective teams on the board, at the start of the final round. Play will ensue for 6 minutes, allowing players to re-spawn without spectating. Players will be given 60 seconds of armor. Also after the initial 6 minutes, eliminated players will be unable to re-spawn.

The order of elimination in the final round will decide the assignment of bonus points. Ties will be won by the higher point total in the final round.

The points a player had in the final round, when eliminated, are multiplied by factors based on the order in which they were eliminated. The last surviving player from each team gets a 20% bonus added to their round score.

The final 2 surviving players add an additional 20% bonus, each, to their team's grand total.

DISCUSSION

Bonus stats and armor could be extremely advantageous, boosting players up beyond their usual limitations. With careful planning, boosted stats in several areas could be maintained for a lengthy time; allowing one person to dominate the game. Due to the long hallways and confined spaces, certain tanks have advantages in these labyrinths. In light of these advantages, the gray areas were added as a strategy that can be used by weaker players. This can either be done to gather crystals or to scout locations and sneak off with armor or get a decent bonus.

The gray area penalty would deter tanks with high bonuses from chasing weaker tanks through them. The only advantage advanced tanks would retain in the gray area are a large number of guns. So, it is possible that multi-gun tanks would be chosen for this reason.

The armor is needed to keep people from hiding in the gray area indefinitely.

Different tanks would work together in various room configurations. A trapper would fill the hallway. A sniper would make use of its invisibility long site range. Drones could make their way down long hallways. Multi-directional shooting could block several entrances and the high number of guns would also work well in the gray area. Smashers could possibly dominate the rooms.

Gray areas should allow one to level up their tank, while protected by the complexity of the walls and by the large penalty incurred. Newly spawned tanks will likely not sacrifice their room bonus by going into the gray area at the start of the round and will try to navigate through the halls. More developed tanks may venture through the gray area but will be more of a target, due to the points they carry. Players will most likely avoid going in altogether, unless they need to escape attacks. Gaining levels by staying in the gray area would take forever, as would fighting any other tanks.

The armor is powerful but limited. The limitation is that it makes the pattern of players using armor predictable and open to ambush. The timer and locations will keep them stuck around a certain area of the map, and other armors remain available to other players. The random re-spawn of armor is critical.

To stop a top player, who is using the armor all the time, simply sneak into the armor generator room and get it before they get back. You may not escape, but the revenge feature will give you a huge bonus to take down the top player. No matter what bonus or advantage they may have. Attacking a weak opponent in armor is a sure-fire way to get destroyed with the angel of vengeance boost.

The real purpose of the armor, of course, is to chase out anyone hiding in the gray area and for swiping all the bonus crystals stored in that area.