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Offline SubmachineTopic starter

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RUNAWAY - by Submachine https://elementscommunity.org/forum/index.php?topic=61848.msg1230801#msg1230801
« on: April 15, 2016, 03:32:48 pm »
RUNAWAY 
Idea and Development by: Submachine   |   Hosted by: Submachine


Escape through a very narrow path before you get squished by a giant boulder. Or a giant truck.


1. HOW TO SIGN UP?
First of all, there are various game modes that can be played, but each gamemode has a 4 player limit.
Sign up by posting which gamemode do you want to try. The game starts when there are 4 players signed up to the same game mode.
Multiple games can run simultaneously.


2. GAME MODES
There are 3 game modes available:
  • Cave Runner
  • Doom on Eighteen Wheels
  • Runaway Minecart

2.1. CAVE RUNNER
In Cave Runner mode, the players are running away from a giant boulder on a 4-tile wide path. The game ends either when a player reaches the end of the cave or when there is only one player alive. If the boulder reaches or outspeeds a player, that player is eliminated. If a player's HP reaches 0, he's also eliminated. To make things more interesting, there are natural obstacles, traps and even weapons on the path. Players can pick up weapons and use them to either slow down or directly damage opponents, but some can also be used to defend.

Cave Runner mode's specialty is terrain elevation, that can range from 0 to 3. Each player has an ability to push adjacent players 1 tile away, potentially pushing them directly on a hazardous tile or to lower ground. If a player is pushed to a lower terrain, they suffer 1-3 damage depending on the difference.


2.2. DOOM ON EIGHTEEN WHEELS
In this game mode, the players angered the "Sniper" who is now chasing them down on a narrow bridge in the city with a giant 18 Wheeler truck. The rules are identical to Cave Runner mode, except that the truck is faster than the boulder, the players can fall down from the edge of the path and there are special transportation vehicles that can be used to gain speed for a short time.


2.3. RUNAWAY MINECART
In Runaway Minecart mode, the players are trapped in a static 6x6 size map where all tiles have minecart rails on them. Each turn, a random amount of minecarts appear on the side of the map, which will then progress 1 tile on their tracks each turn until they leave the map again. Being hit by a minecart is insta-death, players with 0 HP lose, the last man standing wins. To make things more interesting, a stack of weapons will appear from time to time, which players can pick up and use to damage others. The players are also enabled to push adjacent players away from them, making it possible to throw someone in front of an incoming minecart.


3. SURVIVAL
The truck and the boulder are as wide as the map. The boulder starts 3 tiles behind the players, while the truck starts 6 tiles behind.
Each turn, the boulder advances 2 tiles, while the truck advances 3. There can only be 5 tiles between the leading player and the boulder (8 for the truck). If the leading player advances too far, he is making the boulder/truck move faster.

You can win either by reaching the end of the map first or by being the last man standing.
If you get squished by the boulder, the truck or a minecraft, you lose.
If your HP reaches 0, you also lose.
If you are pushed off the edge of the map in the Doom on Eighteen Wheels mode, you also lose.


4. BASICS AND ACTIONS
Each player starts the game with 10 HP without any items or skills. Players have maximum 3 actions each turn, but only 2 can be used for movement. The third action is reserved for attacking/defending only. Each player can hold only 1 item at a time!

Spoiler for Movement Actions:
Cave Runner & Doom on Eighteen Wheels:

Usually the players are moving upwards on the map, them and the boulder/truck starting at the bottom. Because movement mainly happens in one direction (up), only the following movement actions are available in these game modes:
  • Run forward: moves the player straight up.
  • Run left: moves the player up and left diagonally.
  • Run right: moves the player up and right diagonally.
  • Sidestep left: moves the player left. Does not move forward.
  • Sidestep right: moves the player right. Does not move forward.
  • Turn back: decide that you turn around and run straight into the boulder. You instantly lose.
Runaway Minecart:

In this mode, there is no directional limit on movement, so you can move Up, Down, Left, Right, Upleft, Upright, Downleft and Downright too. There is a 9th action called Stay, but if one of your movement actions is Stay, then the other will be Stay too for that turn.

Spoiler for Attacking/Defending:
Each player has only 1 attack action per turn, which always takes place in the beginning of the turn. Attack actions are the same for all game modes:
  • Attack [player]: You have to specify which player you want to attack, then you will deal damage to them with your currently equipped weapon if they are in your range.
  • Push: Push an adjacent player 1 tile away from you. Deal 1 damage if you are holding a Meelee weapon.
  • Convert: Convert your currently equipped weapon to a defensive item. This move is intuitive, meaning that you will be offered the option to Convert even if you decided to Attack, but only if you were attacked by a specific type of weapon. If you decide to Convert, your Attack will be cancelled.
  • Focus: You use none of the above actions. This is the default attack action.

Dropping an item consumes no action points and always happens in the beginning of a turn, after the players attacked. You can drop items after attacking/defending too.

It will be visible at all time what equipment each player has.


5. SPECIAL TILES
In the 2 main game modes, a tile can carry several characteristics:
  • Elevation level: (only in Cave Runner mode) varies from 0 to 3. If a player is forcefully moved to a tile with a lower elevation level, that player suffers 1-3 damage based on the level difference. Moving to a tile with a different elevation level has no effect otherwise.
  • Hazard type: a tile can either be Safe, Natural Obstacle, Trap or Sanctuary. At least 2 tiles in each row will be Safe or Sanctuary.
    • Safe tiles contain no obstacle and can be stepped on without triggering a tile effect.
    • Natural Obstacle tiles either deal damage or throw the player back 1-2 tiles. Obstacles have a 10% chance to have both effects.
    • Trap tiles always attempt to deal damage if stepped on, but they can affect multiple tiles and sometimes they effect different tiles than the Trap-triggering tile itself. If someone steps on a Trap tile, it is possible that noone gets hurt.
    • While a player is standing on a Sanctuary tile, they cannot take damage or be forcefully moved. They can still get squished by the boulder though.
  • Occupation: a tile can either have a Weapon Stash [W], a Transportation Vehicle [T], a Dropped Item [D] or Nothing on it. These are picked up or triggered automatically when a player steps on the tile. The type of weapon that can be picked up from a Weapon Stash varies.
  • Tracks: minecarts and Transportation Vehicles can only move on specified tracks. These have no other effects.
As the players move forward, new tiles will appear, which will be randomly generated.

In Runaway Minecart mode, all tiles will have Tracks on them and there will be no Natural Obstacle, Trap or Sanctuary tiles.


6. COMBAT

There are 3 main types of weapons: Meelee, Ranged and Magic.
Specific weapon types deal double damage to targets with specific item types.
  • Magic deals double damage to Ranged.
  • Ranged deals double damage to Meelee.
  • Meelee deals double damage to Magic.
Specific weapon types nullify damage from specific attacks after conversion.
  • Ranged defensive items nullify damage from Meelee.
  • Meelee defensive items nullify damage from Magic.
  • Magic defensive items nullify damage from Ranged.

If a weapon deals double damage to a target, it also means that the target's weapon type can be nullified by the attacker. This also applies to weapon sub-types:

There are also weapon sub-types. The Meelee sub-types are Regular, Swift and Heavy, while the Magic sub-types are Fire, Water and Ice. Ranged items have no sub-types. If the attacker and the defender are both holding a Magic or a Meelee item, then sub-types will come into play.
  • Regular Meelee weapons deal double damage to Swift Meelee item holders.
  • Swift Meelee weapons deal double damage to Heavy Meelee item holders.
  • Heavy Meelee weapons deal double damage to Regular Meelee item holders.
  • Ice Magic weapons deal double damage to Water Magic item holders.
  • Water Magic weapons deal double damage to Fire Magic item holders.
  • Fire Magic weapons deal double damage to Ice Magic item holders.

7. SPECIAL ABILITIES
Special abilities are gained under special conditions. Only one ability can be used each turn. Passive abilities trigger automatically.

Rush: [only last place with 2 or more tiles disadvantage] If you are holding no items, you can convert your attack action into an extra movement.
Super Rush: [only last place if 2 or less tiles away from the boulder] Suffer 2 damage. All your movement actions count as double movements for this turn. Next turn, you will have only 1 movement if you are not placed last any more.
Adrenaline: [only last place if 3 or less tiles away from the boulder] You can use attack actions twice this turn.


8. GAMEPLAY
Each turn, players will have 24 hours to send in their moves to the host in PM. Usually only the last PM is considered, but if all moves are sent in early, then the host can decide to advance the game instantly. In that case, only those PMs will be considered that were sent before the updating started, so choose your sent actions carefully!


9. ENDGAME AND REWARDS
In the end, each game can only have one or less winner. If multiple players reach the end at the same time, the player with more HP wins. If they have the same HP, they can choose a weapon of their choice and fight it out, unless they are both holding weapons (converted weapons don't count). If only one player is holding a weapon and the other player has no item to block it, the weapon-holder wins.

Each winner should get Master of Games points, depending on Kuroaitou.


This game is in Beta phase, so it might not be balanced in all aspects. Feedback and suggestions are welcome!
« Last Edit: July 04, 2016, 08:07:49 pm by Submachine »
And we keep driving into the night
It's a late goodbye, such a late goodbye...

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Offline randomperson123

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Re: RUNAWAY - by Submachine https://elementscommunity.org/forum/index.php?topic=61848.msg1231867#msg1231867
« Reply #1 on: April 29, 2016, 09:49:13 pm »
I guess I'll join.
I don't really care which mode I join.

Offline Linkcat

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Re: RUNAWAY - by Submachine https://elementscommunity.org/forum/index.php?topic=61848.msg1231869#msg1231869
« Reply #2 on: April 29, 2016, 09:51:00 pm »
In.
Interested in running a Forum Game? PM me or drop by the Transfer Thread and we'll see what we can do.

Offline Sera

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Re: RUNAWAY - by Submachine https://elementscommunity.org/forum/index.php?topic=61848.msg1232333#msg1232333
« Reply #3 on: May 06, 2016, 04:33:38 pm »
In, anything.

Offline rob77dp

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Re: RUNAWAY - by Submachine https://elementscommunity.org/forum/index.php?topic=61848.msg1232335#msg1232335
« Reply #4 on: May 06, 2016, 04:44:05 pm »
Is there an official sign-up thread yet? I think it is still in development here but as of now:

In -- Cave Runner mode, please.
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Offline SubmachineTopic starter

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Re: RUNAWAY - by Submachine https://elementscommunity.org/forum/index.php?topic=61848.msg1232357#msg1232357
« Reply #5 on: May 06, 2016, 10:03:34 pm »
Is there an official sign-up thread yet? I think it is still in development here but as of now:

In -- Cave Runner mode, please.
This should be the sign-up thread, so you posted in the correct place. ^^ This weekend will be slightly busy for me, but I will try to set up the running field as soon as possible. From then on, it will go smoothly.
And we keep driving into the night
It's a late goodbye, such a late goodbye...

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Re: RUNAWAY - by Submachine https://elementscommunity.org/forum/index.php?topic=61848.msg1232358#msg1232358
« Reply #6 on: May 06, 2016, 10:08:00 pm »
In for any game, as long as they don't start before Monday.
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Re: RUNAWAY - by Submachine https://elementscommunity.org/forum/index.php?topic=61848.msg1232416#msg1232416
« Reply #7 on: May 07, 2016, 09:02:32 pm »
I'm good with Cave Runner.
Interested in running a Forum Game? PM me or drop by the Transfer Thread and we'll see what we can do.

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Re: RUNAWAY - by Submachine https://elementscommunity.org/forum/index.php?topic=61848.msg1232417#msg1232417
« Reply #8 on: May 07, 2016, 09:16:01 pm »
In for cave runner

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Re: RUNAWAY - by Submachine https://elementscommunity.org/forum/index.php?topic=61848.msg1232459#msg1232459
« Reply #9 on: May 09, 2016, 12:50:38 pm »
.nI
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Re: RUNAWAY - by Submachine https://elementscommunity.org/forum/index.php?topic=61848.msg1232460#msg1232460
« Reply #10 on: May 09, 2016, 01:43:21 pm »
is this played using spreadsheets?
If not, in for runaway minecart
A world war? Am I invited?
Thanks to skotadi for saying this in chat. Made me laugh pretty hard, and fits with me not getting drafted. :silly:

Offline SubmachineTopic starter

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Re: RUNAWAY - by Submachine https://elementscommunity.org/forum/index.php?topic=61848.msg1233724#msg1233724
« Reply #11 on: May 25, 2016, 10:30:11 am »
is this played using spreadsheets?
No, it will be played on the forum on a similar grid that I created for Elements Demon Tournament.

By the way, you might have noticed though that we still haven't started yet. The reason for this is that exam season started in university, so I barely have any free time to start things up. The games will still start, but I can't tell when. When the games actually start, I'll ask all participants again whether they are still interested, and then we can start for real, but until then, thank you for your patience! ^^"
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anything
blarg: Submachine