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- This is a very complex game mode made to challenge those who have a basic understanding of overall programming and a good ability to remember every detail in this too fucking long of a text.
- GAME SETUP:
- ├───[3-6] versus [3-6], two spectators
- ├───Fastest ability cool-down rate
- ├───Fastest ultimate charge
- ├───Map: Any
- ├───Game mode: Elimination
- ├───Time Limit: 30 minutes
- ├───No AFK Kick (assuming Blizzard is a bunch of nice people who will add this to custom games)
- └───Healing modifier: 50%
- TEAM SETUP:
- ├───At least 1 Dealer:
- │ ├───Andro-Turret (Bastion)
- │ ├───Hacker (Sombra)
- │ └───Ninja (Genji)
- ├───At least 1 Tank:
- │ ├───Centaur (Orisa)
- │ ├───Knight (Reinhardt)
- │ ├───Lancer (Zarya)
- │ └───Rabbit (D.Va)
- └───At least 1 Healer:
- ├───Monk (Zenyatta)
- ├───Sniper (Anna)
- ├───Speedster (Lucio [primarily in speed mode])
- └───Valkyrie (Mercy)
- RULES:
- ├───Each spectator takes control of one team
- ├───Each turn takes up to 30 seconds (prepare your typer-fingers :P)
- ├───After the 30 seconds, the spectator loses their turn and the other spectator may start theirs
- ├───A spectator may issue up to 6 commands every turn. Details on the commands are below.
- └───A spectator may not give any unit more than 2 commands. Distributing the commands is completely up to the spectator.
- OBJECTIVE:
- └───You should probably focus on one of the following:
- ├───Kill the enemy team before the time limit
- │ OR
- └───Survive the best you can until the time limit
- COMMANDS:
- ├───GENERAL COMMANDS:
- │ ├───[player name].move([direction], [duration]) //moving a player in a straight line
- │ │ ├───[direction]: where to go (only in a straight line)
- │ │ └───[duration]: moving time, up to 2 seconds of walking (11 meters)
- │ ├───[player name].move([location]) //moving a player to a specific location
- │ │ └───[location]: somewhere the player can see from their initial location, up to 2 seconds of walking (11 meters)
- │ ├───[player name].aim([enemy name]) //having a player aim at a certain enemy
- │ │ └───[player name] has to have a direct line of sight with [enemy name]
- │ └───[player name].fire([number of bullets]) //having a player fire at an enemy
- │ ├───[player name] must already have aimed at [enemy name] (unless you want to shoot air, which is fine by me)
- │ ├───If [player name] is a Andro-Turret and in recon mode, [number of bullets] is no more than 10
- │ ├───If [player name] is a Andro-Turret and in sentry more, [number of bullets] is no more than 20
- │ ├───If [player name] is a Ninja, [number of bullets] is no more than 12
- │ ├───If [player name] is a Centaur, [number of bullets] is no more than 20
- │ ├───If [player name] is a Lancer, [number of bullets] is no more than 10
- │ ├───If [player name] is a Knight, [number of bullets] (or actually number of swings) is no more than 2
- │ ├───If [player name] is a Rabbit, [number of bullets] is no more than 10
- │ ├───If [player name] is an Angelic, [number of bullets] is no more than 3
- │ ├───If [player name] is a Monk, [number of bullets] is no more than 5
- │ ├───If [player name] is a Sniper, [number of bullets] is no more than 2
- │ └───If [player name] is a Speedster, [number of bullets] is no more than 8
- ├───DEALER COMMANDS:
- │ ├───ANDRO-TURRET:
- │ │ ├───[player name].configure() //make an andro-turret toggle between recon mode and sentry mode
- │ │ │ └───After configuring, [player name] cannot receive other commands until the next turn
- │ │ ├───[player name].repair() //make an andro-turret repair themselves for one second
- │ │ └───[player name].tank(targets:([enemy name], [enemy name], ...)) //make an andro-turret configure into tank mode
- │ │ ├───[player name] may have up to 4 targets (the targets can be the same player)
- │ │ └───After configuring back from tank mode, the team can receive one extra command (meaning you can issue more than 6 commands per turn)
- │ ├───HACKER:
- │ │ ├───[player name].hack([enemy name]) //make a hacker hack [enemy name]
- │ │ │ └───A hacked player cannot receive any commands for 1 turn
- │ │ ├───[player name].cloak()
- │ │ │ └───A cloaked player can move for twice the amount of distance normally allowed (4 seconds, aka 22 meters) (only after un-cloaking)
- │ │ ├───[player name].teleport([direction]) //make a hacker teleport to a certain direction
- │ │ └───[player name].emp() //make a hacker use their electro-magnetic pulse (EMP)
- │ │ │ └───Any enemy caught will be unable to receive commands for 2 turns
- │ └───NINJA:
- │ ├───[player name].climb() //make a ninja climb a nearby wall
- │ │ └───Hopefully there is a wall nearby
- │ │ └───That wall has to be part of a platform the ninja can stand on
- │ ├───[player name].deflect() //make a ninja deflect
- │ │ ├───After deflecting, [player name] cannot be attacked
- │ │ └───[player name] cannot receive commands for 1 turn after deflecting
- │ ├───[player name].dash([direction]) //make a ninja dash
- │ │ └───[player name] cannot receive commands for 1 turn after dashing
- │ └───[player name].dragon(targets:([enemy name], [enemy name], ...)) //make a ninja activate their weeb powers
- │ ├───[player name] may have up to 4 targets (the targets can be the same player)
- │ └───After deactivating the weeb power, the team can receive one extra command, similarly to the tank command
- ├───TANK COMMANDS:
- │ ├───CENTAUR:
- │ │ ├───[player name].barrier([direction]) //make a centaur throw a shield at a certain location
- │ │ ├───[player name].halt([direction]) //make a centaur launch a halt! bubble
- │ │ │ └───Enemies caught are unable to receive commands in the next turn
- │ │ ├───[player name].fortify() //make a centaur fortify
- │ │ │ ├───After fortifying, enemies cannot attack the centaur for 1 turn
- │ │ │ └───After fortifying, a centaur cannot receive any commands for 1 turn
- │ │ └───[player name].supercharge() //make a centaur deploy a super-charger
- │ │ └───Any ally that was linked to the super-charger when it was initially deployed can now fire twice as much as they're normally allowed to
- │ ├───LANCER:
- │ │ ├───[player name].launch([direction]) //make a lancer launch an energy projectile is a certain direction
- │ │ ├───[player name].shield(targets:[ally name], [ally name]) //make a lancer project up to 2 shields
- │ │ │ ├───[player name] can also be one of the targets
- │ │ │ └───Any shielded player cannot be attacked in the next turn
- │ │ └───[player name].surge([direction]) //make a lancer launch a black hole
- │ │ └───Any player caught is unable to receive commands in the next turn
- │ ├───RABBIT:
- │ │ ├───[player name].matrix([direction]) //make a rabbit activate a defense matrix
- │ │ │ ├───[player name] cannot move the matrix after initiating
- │ │ │ └───Any ally that was projected on cannot be attacked for the next turn
- │ │ ├───[player name].boost([direction], [duration]) //make a rabbit use their boosters
- │ │ │ ├───[duration] is up to 2 seconds
- │ │ │ └───[direction] is a constant and cannot be changed, so no turning in mid-air
- │ │ └───[player name].destruct([direction]) //make a rabbit self-destruct
- │ │ ├───[player name] now has to get back in the mech before receiving any other commands
- │ │ └───[direction] is entirely optional, meaning you can either launch the mech or just make it explode in place
- │ └───KNIGHT:
- │ ├───[player name].shield([direction]) //make a knight raise their shield
- │ │ └───[player name] cannot move or change the angle of the shield after initiating and must hold it for 1 turn
- │ ├───[player name].charge([direction]) //make a knight launch themselves bearing a nice "fuck you" message
- │ │ └───[direction] is a constant and cannot be changed, so no turning
- │ ├───[player name].strike([direction]) //make a knight launch a wave of fire bearing a slightly less nice "fuck you" message
- │ │ └───[direction] should be towards an enemy
- │ └───[player name].shatter([direction]) //make a knight preform earth-shatter
- │ └───Any enemies caught cannot receive any commands for 1 turn, unless they were using a defensive ability in the previous turn
- └───HEALER COMMANDS:
- ├───VALKYRIE:
- │ ├───[player name].heal([ally name]) //make an angelic heal an ally for 1 second
- │ │ └───[number of orbs] is obviously up to 5
- │ ├───[player name].boost([ally name]) //make an angelic boost an ally's damage output
- │ │ └───The boost needs to last until [player name] receives this exact command: [player name].break() or until [ally name] has attacked
- │ ├───[player name].fly_to([ally name]) //make an angelic fly to an ally
- │ │ └───[ally name] must have direct line of sight with [player name]
- │ ├───[player name].revive([ally name]) //make an angelic revive a teammate
- │ └───[player name].transcend([sub-command], [sub-command]) //make a valkyrie activate their full potential
- │ ├───At least 1 [sub-command] is mandatory.
- │ └───[sub-command] can be any other valkyrie command, but with twists
- │ ├───heal([ally name]) //heal an ally to max health
- │ ├───boost([ally name]) //an ally can now shoot 2 times as much as normally allowed
- │ ├───fly_to([ally name], heal/boost) //fly to an ally and apply the valkyrie boost command or valkyrie heal command
- │ └───revive([ally name]) //revive an ally and apply valkyrie boost
- ├───MONK:
- │ ├───[player name].burst([number of orbs]) //make a monk launch an orb volley
- │ │ └───[number of orbs] is obviously up to 5
- │ ├───[player name].harmony([ally name], [duration]) //make a monk heal an ally
- │ │ └───[duration] is up to 2 seconds
- │ ├───[player name].discord([enemy name]) //make a monk launch a discord orb
- │ │ └───The orb must be removed after 1 turn
- │ └───[player name].tranquil() //make a monk transcend
- │ ├───After issuing a tranquil() command, [player name] cannot be attacked for 1 turn
- │ ├───It should go unsaid that any allies in the radius of the ultimate can be healed, but only them
- │ └───Regarding the previous statement, you cannot issue a tranquil() command and then have another ally walk into the area of effect. That just makes it and the game more stressing and time-based than the game already is.
- ├───SNIPER:
- │ ├───[player name].heal([target]) //make a sniper shoot a healing dart to an ally
- │ │ └───Has to be a noscope
- │ ├───[player name].grenade([direction]) //make a sniper throw a grenade
- │ │ └───An enemy hit by the grenade cannot be healed for 1 turn
- │ ├───[player name].sleep([enemy name]) //make a sniper put an enemy to sleep
- │ │ └───[enemy name] has to be inside [player name]'s field of view
- │ └───[player name].boost([ally name]) //make a sniper boost an ally
- │ ├───[ally name] has to be inside [player name]'s field of view
- │ └───A boosted player can either move for 4 seconds (22 meters) or shoot twice the amount normally allowed
- └───SPEEDSTER:
- ├───[player name].ride() //make a speedster ride a wall
- │ └───Hopefully, there is a wall nearby to ride on
- ├───[player name].boop() //make a speedster boop a doop
- │ └───Hopefully, [player name] is already aiming at an enemy by the time they're boopin' doops
- ├───[player name].accel() //make a speedster accelerate (activate their speed boost)
- │ └───The [duration] in the next move() command given to an accelerated player can now be up to 3 seconds, with speedsters being able to move for 4 seconds, but only after the boost has worn off
- ├───[player name].heal() //make a speedster switch to healing mode for 1 second
- └───[player name].break() //make a speedster raise a barrier
- └───Allies that have the barrier applied to them cannot be attacked in the next turn
- END GAME:
- ├───The game ends if a team is dead or if the time limit is reached.
- ├───When a game ends, each team gets points.
- ├───The points are to be distributed like so:
- └───[points] = [heroes alive] x [collective HP of all alive heroes]
- EXTRA RULES AND SETTINGS { HARDCORE MODE }:
- ├───Each turn can take no more than 15 seconds. //mash dat keyboard
- ├───Health modifier decreased to 50%
- ├───Healing modifier decreased to 25%
- ├───A player cannot use the same ability in the same two turns.
- ├───A player cannot receive commands after using an ability or attacking for 1 turn.
- ├───A spectator can only issue 3 commands per turn.
- └───Every player can only receive 1 command per turn.
- HAVE FUN TRYING TO REMEMBER ALL OF THAT SHIT!
- P.S: Feel free to suggest in the comments other kinds of commands you think I should add, or maybe even other heroes you'd like to see here!
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