Capture
game modes captures
Capture is largely similar to the famous “Capture the Flag” mode found in every shooter video game. The aim is to capture the opponent’s flag, or to bring your flag into the enemy base. Other modes will require you to capture as many targets/areas as possible, or dump your points into your team base for capture and validation.
Zone Collector
Zone Collector is a team game where the aim is to achieve the highest score. What makes it special? Instead of earning points instantly, players collect them before discharging them at their base. Once a player has collected 500 points or more (indicated on the pistol screen) he must return to his base and deactivate it in order to validate the points collected. A player can collect a maximum of 1,500 points before validating at his base. Players may not shoot at opposing bases.




Scoring system
PointsShoulder shooting | pistol
50Back shooting
100Chest shoot
200
Zone Domination
Zone Domination is a team game. You and your allies had to capture and defend as many bases as possible for as long as possible. The more bases you have, the more points the team earns. When the game starts, the bases are neutral (without an owner) and flash white. A base touched three times by a team is considered captured. It then takes on the team’s colour. Capturing a base gives a certain number of points to the team, depending on the total number of bases captured at the same time.




Scoring system
PointsShoulder shooting | pistol
50Back shooting
100Chest shoot
200Overpower
Overpower is based on group cohesion and communication within a team. At the start of the game, all the bases are inactive. Players must shoot at opposing teams to activate the base. The points earned by the players will be ‘saved’ in the jacket but not credited. Once the base has been activated, the whole team must be alerted so that they can shoot at and destroy the base. The scores of each person in the team will then be credited and therefore ‘official’. If some of the players continue to shoot at their opponents, the base will eventually be deactivated and the team’s points will be lost.




Scoring system
PointsShoulder shooting | pistol
50Back shooting
100Chest shoot
200
Capture
Capture can be likened to a prison ball. Players must capture each other to win points. When a player is deactivated, he is considered to have been captured by the enemy player and his shoulders will light up in red and white. He will then no longer be able to shoot. A player will receive 200 points every 30 seconds for each person captured until the end of the round. To free himself, a player must wait for his enemy to be captured. You can only be captured by one person at a time. After a given time, all jackets are released to start another round.




Scoring system
EffectShoulder shooting | pistol
Opponent captured after 3 shotsBack and chest shot
Adversary captured directlyEvery 30 seconds
+200 points per opponent capturedBase Clones
Base Clones is a derivative of Standard Solo mode, similar in every respect except for the bases: they act as a single entity. When a player attacks a base, all the other bases in the arena will react in the same way as the base actually attacked. Any players close to the bases at that precise moment will be deactivated, and the points will go to the person who deactivated the base.




Scoring system
PointsShoulder shooting | pistol
50Back shooting | pistol
100 | 200Base deactivated
2001
Base Flags
Base Flags mode is played in teams. The aim is to score as many points as possible by attacking enemy bases. Each player starts the game in his team’s base to charge up his life. He will then have one and only one life, and will have to go to the opposing bases without being hit in order to deactivate them. A deactivated base earns the team a single point. If a player is hit during the assault, he must return to his base to recover a life. At the end of each round (of which there are between 1 and 3 during a game), the bases change team color and therefore ownership. Players will have to find their new base as quickly as possible to load up.



Scoring system
PointShot on enemy
0Shot on enemy base
1Player next to a base
/Scoring system
LifeShot on enemy
-1Shot on enemy base
/Player next to a base
+1Human flag
Human Flags is similar to Base Flags mode, except that only one person on each team, the Human Flags, has the power to take the flag and thus score points. It’s no longer a question of bringing the enemy flag to the base, but of bringing your own flag to the enemy. Procedure: Each team’s Human Flags must first shoot at their own base to retrieve the flag. Once the flag has been taken, the team must move on to the enemy, taking care to protect their “Human Flags” as well as their own base. If the “Human Flags” are hit, the flag falls and they have to start all over again. If the Human Flags touches the enemy base, the team receives one point.




Scoring system
EffectHuman flag touches its own base
Acquired flagShooting the human flag
Lost flagHuman flag touch enemy base
Captured flagScoring system
PointsHuman flag touches its own base
0Shooting the human flag
0Human flag touch enemy base
1
Capture the flags
Capture The Flag is similar to the famous mode found in every FPS. The aim is to capture the opposing flag and return it to its base. The flags are housed in the bases. To take the opposing team’s flag, shoot at their base. You must then return the flag to the allied base. Note that you cannot return the enemy flag if yours is in the wrong hands. Touch the person carrying your flag to take it away.



Scoring system
EffectShooting at an opponent's base
Opposing flag stolenShooting at a player with a flag
Player deactivated and flag lostReported flag
Captured flagScoring system
PointsShooting at an opponent's base
0Shooting at a player with a flag
0Reported flag
1