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Objective
Match (OBJ)
Based
on the fundamentally basic concept of attack and defense, Objective
Match is a broad category of gameplay with unique possibilities
that vary from map to map. While the mechanics of the gametype
are relatively simple, their individual complexities within the
game are left up to the mapmaker to design. In its most basic
form, and Objective Match would consist of either team attacking
one objective while defending another; a typical map, however,
could have an unlimited number of multi-tiered objectives per
team. While the objective of one team may be the prevention of
that of the other, this is not always the case. The Imperial team
could have a completely separate objective set from the Alliance;
interaction between the two forces would then come in acts of
prevention of enemy victory.
There
are two primary types of goals in Objective Match: "use"
objectives and "destroy" objectives. The first, "use"
objectives, involve approaching the target, standing completely
still, and pressing the "use" key. Once the key is pressed,
the player must wait for a timer to elapse while the specified
task is being completed — tasks such as stealing information
or hacking a door lock. During this period of time, the player
may not move, look around, or fire, and must therefore rely upon
the protection of teammates for survival and completion of the
objective. The
other objective type is the "destroy" objective, which
involves the destruction of objects ranging from computer terminals
to starfighters. In almost all cases, the objects to be destroyed
are able to sustain a high amount of damage, and so will not be
susceptible to stray shots. Only concentrated, sustained attacks
on these objectives may yield the desired results.
Some
objectives are multi-tiered, and so may take several steps to
complete. For instance, One task may involve the stealing of plans
from a source and their subsequent downloading into a destination
system; only once both tasks are completed in their proper order
would the objective be marked as complete. Some objectives can
be retaken by the enemy once the player's team has captured them,
and are marked as such by their green Objective ID's. Objectives
that must still be taken are marked as light blue, and those that
have been successfully completed and are not in danger of being
recaptured are marked as grey. To see the current status of all
map objectives, the player can, at any time, enter into the Escape
menu and click the Objectives button for a full readout.
Objective
Match introduces a new combat element into Troopers: the Weariness
Factor. Designed to negate the benefits of rush-style gameplay,
Weariness comes into play when a member of a team either dies
or kills an enemy player, lowering or raising his team's Weariness
level. Displayed as a brightening or fading of a team's logo on
the score HUD panel, Weariness affects the speed and ease with
which objectives can be taken. A weary team, represented to all
players with a faded team logo, will lose much of its defensive
capabilities. It is therefore recommended to the player to remember
the importance of survival; the better one is at staying alive
and slaying others, the more beneficial he or she is to the team
as a whole.
Scoring
in Objective Match is based on point depletion; both teams start
out with a pre-defined number of points per map, and, depending
on the map and the objectives, both the passage of time and the
loss of objectives can cause a team to lose those points incrementally.
The first team to reach a score of 0 loses the match.
Individual
scoring in Objective Match is similar to that of TDM, with two
added benefits: first, the player receives extra points for killing
an enemy close that is close to an objective. Second, when the
player has a direct influence on a loss of enemy points (i.e.
the player captures or destroys an objective), he or she receives
one-tenth of the total point loss back in personal scoring.
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