Payload: Difference between revisions

Game mode page for Payload
 
Gallery: renders
 
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| name = Payload
| name = Payload
| goal = Push the cart to the end of the track
| goal = Push the cart to the end of the track
| teams = Attackers, Defenders
| prefix = pl_
| time = 20 minutes, extended by checkpoints
| maps = [[Kraken Pier]]
| maps = [[Kraken Pier]]
}}
}}


In '''Payload''' the attackers escort a cart along a track and the defenders try to stop it until time runs out.
In '''Payload''' one team attacks and escorts a cart along a track, and the other defends and tries to stop it until time runs out. Payload maps start with <code>pl_</code>.


== Rules ==
== Rules ==
* '''Setup:''' the cart is locked for the first 30 seconds.
* '''Setup:''' the cart is locked for a short setup time at the start.
* '''Clock:''' 20 minutes once the cart unlocks. Each checkpoint the cart reaches adds 7.5 minutes.
* '''Pushing:''' attackers standing next to the cart move it. More pushers move it faster, with each extra pusher adding less.
* '''Pushing:''' attackers standing next to the cart move it. Speed depends on how many push: 1.0 m/s for one, 1.4 for two, 1.7 for three and 2.0 m/s for four or more.
* '''Blocking:''' a defender beside the cart stops it.
* '''Blocking:''' a single defender beside the cart stops it dead.
* '''Checkpoints:''' reaching a checkpoint adds time to the clock, and the cart never rolls back past one.
* '''Rollback:''' if no attacker touches the cart for 20 seconds it rolls back at 0.5 m/s, but never past a checkpoint it has reached.
* '''Rollback:''' a cart left alone for a while rolls back slowly.
* '''Overtime:''' if time runs out while an attacker is on the cart, the round goes to overtime. It ends once no attacker has been on the cart for half a second, so the defenders have to clear the cart to win.
* '''Overtime:''' if time runs out while an attacker is on the cart, the round goes on until the defenders clear it.
* '''Winning:''' attackers win when the cart reaches the end; defenders win when the clock runs out.
* '''Winning:''' attackers win when the cart reaches the end; defenders win when the clock runs out.
* Respawning players come back at the spawn point nearest the front.


{{Tip|Dying on the cart and running back costs nothing, since rollback waits 20 seconds. Abandoning it to go hunting does.}}
Each map sets its own setup time, clock, push speeds and rollback; see the map's page.
 
{{Tip|Dying on the cart and running back costs little, since rollback waits before it starts. Abandoning it to go hunting does.}}
 
== Gallery ==
<gallery mode="packed" heights="200px">
Payload cart.png|The cart, its jar full of souls
Payload terminus.png|The terminus at the end of the track, where the cart docks
</gallery>
 
== Maps ==
* [[Kraken Pier]]


{{Game nav}}
{{Game nav}}
[[Category:Game modes]]
[[Category:Game modes]]