Pursuit Mode is a new mode for Arms of Telos -- the main objective I have for the mode's design is to create a fun mode that works for smaller player counts so that it's easier to find people to play with outside of Skirmish Saturday event times -- and to design the mode in a way that tries to capture as much of the essence of the main Progressive CTF mode.
Note: this mode is still work in progress
Most of the planned features are already implemented, but earlier testing made it very clear how important feedback and iteration is. I have more things planned for the mode, but I want to get feedback as I develop the mode. So PLEASE give feedback on what you like/don't like about Pursuit Mode
How to Play
- It's free for all (I might do team mode variant later).
- There's one flag and two checkpoints on opposite sides of the map (I might expand on this in future).
- Player that grabs the flag is the Target, everyone else is a Chaser.
- Target tries to bring the flag to checkpoints -- each successful checkpoint gets them a point and then activates the next checkpoint. Chasers try to stop Target, get the flag to become Target, and score themselves. First player to reach score limit wins.
- Target can damage Chasers. Chasers can only damage the Target; Chasers cannot damage other Chasers unless, after the first contact with the flag, the flag is away.
- The Challenge Reset key will place a teleport beacon -- after that, pressing the key will teleport you to the beacon and the beacon will move to where you teleported from. You cannot teleport with the flag.
- When a player dies, they're frozen for a few seconds, then continue from that point -- no respawning.
- Magnet surface jump speed scale with score relative to other players.
- Frozen duration scales with score (higher score, longer duration)
- Chasers regain the momentum they had before being frozen, the Target does not.
- You may find yourself just wanting to chase the carrier all day, but sometimes it may be smarter to instead go to the next checkpoint and get ready for them to come. You can see where they are, but they won't know where you are so you can ambush them. Also a good time to set up a Shield Sphere or Speed Gates.
- Going fast is even more important in this mode, so it's worth practicing in the race challenges.
- With the scaling magnet surface jump speeds, it's important to incorporate more of them in your movement to catch up to the Target.
- Multicannon and Rocket Launcher are probably a good all round choices
- Teleport Blade might be a bit less effective because shields will probably be popular
- Eye of Jupiter might be a bit less effective because you'll usually want to be close when killing other players so you can get the flag
- Grapple is probably a must have
- Speed Gates might be handy
- Shield is probably good, both for being chased and for setting up Shield Sphere to slow down others
- Light of Apollo probably not very useful
Naturally, because the demands of the mode are different, different weapons/equipment will be better/worse than in CTF. I don't plan on rebalancing weapons around this game mode -- I just expect the list of viable options to be smaller.