Capture the Fly: Difference between revisions

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==The goal==
==The goal==


Players have the objective of catching the [[Light Fly]] and holding it the most time as possible. The [[Light Fly]] is always positioned in one specific spot of the battle maps, normally in the middle of them glowing with a pink colour. When a player touches it, it sticks to him/her and it converts into the colour that representates the player's number: blue for the number one, red for number two, yellow for player three and green for player four. After having pose of the [[Light Fly]], the player must avoid his opponents by running away to strategical spots of the battle map and to dodge the [[Rubber Bullets]] and trying to keep the [[Light Fly]] for himself/herself. The player gradually wins one point after other if he/she is able to hold the [[Light Fly]] for enough time. Players that hold the [[Light Fly]] are not able to shoot [[Rubber Bullets]], while the other players can. The opponents that pursuit the [[Light Fly]] helder have each one five [[Rubber Bullets]] that are recharged gradually back to five some time after the usage of the ammo. When the [[Light Fly]] helder is hitted, the [[Light Fly]] will fly to the correspondent shooter of the [[Rubber Bullet]] that hitted the helder. The battle ends when one of the players earns first the ten points.
Players have the objective of catching the [[Light Fly]] and holding it as long as possible. The [[Light Fly]] is always positioned in one specific spot of the battle maps, normally in the middle of them glowing with a pink colour. When a player touches it, it sticks to him/her and it converts into the colour that representates the player's number: blue for player one, red for player two, yellow for player three and green for player four. After having possession of the [[Light Fly]], the player must avoid his opponents by running away to strategical spots of the battle map and to dodge the Rubber Bullets and trying to keep the [[Light Fly]] for himself/herself. The player gradually wins one point after other if he/she is able to hold the [[Light Fly]] for enough time. Players that hold the [[Light Fly]] are not able to shoot Rubber Bullets, while the other players can. The opponents that pursuit the [[Light Fly]] holder have five Rubber Bullets that are recharged gradually back to five some time after the usage of the ammo. When the [[Light Fly]] holder is hit, the [[Light Fly]] will fly to the player who shot the Light Fly. The battle ends when one of the players earns the set amount of points.