| article | |
|---|---|
| name | Battle Royale |
| kind | mode |
| line | The waiting island, the plane, the drop, the circle, the terminals, the last one standing. The numbers are the server's rules of a match. |
The waiting island, the plane, the drop, the circle, the terminals, the last one standing. The numbers are the server's rules of a match.
Current is what the server runs (written by the sync, any edit of it is overwritten at the next run). Disagree? Fill suggested and say why in note - it reaches the review.
| Stat | Where | Current | Suggested | Note | Source |
|---|---|---|---|---|---|
| waiting island countdown | 45 s | client table | |||
| waiting island countdown, one player | 30 s | client table | |||
| ACE time (no new mecha after it) | 900 s (15 min) | client table | |||
| ACE warning before it | 60 s | client table | |||
| the plane flies at | 307.7 m | client table | |||
| the plane's speed | 69.2 m/s | OURS | |||
| the plane waits before take-off | 5 s | client table | |||
| the levels | level 1: radius 2961.5 m, waits 150 s, shrinks 60 s, 0 damage/s; level 2: radius 1692.3 m, waits 130 s, shrinks 60 s, 1 damage/s; level 3: radius 923.1 m, waits 120 s, shrinks 50 s, 2 damage/s; level 4: radius 538.5 m, waits 105 s, shrinks 40 s, 3 damage/s; level 5: radius 307.7 m, waits 95 s, shrinks 40 s, 5 damage/s; level 6: radius 169.2 m, waits 75 s, shrinks 30 s, 8 damage/s; level 7: radius 92.3 m, waits 55 s, shrinks 25 s, 12 damage/s; level 8: radius 30.8 m, waits 40 s, shrinks 25 s, 18 damage/s; level 9: radius 0 m, waits 0 s, shrinks 0 s, 25 damage/s | the owner's call | |||
| a damage tick every | 1 s | client table | |||
| inside a mecha the damage is a percent of its max DUR | yes | the owner's call | |||
| staying outside gets worse | yes | the owner's call | |||
| ramp starts after | 60 s | client table | |||
| ramp step | 30 s | client table | |||
| ramp adds x per step | 0.5 | client table | |||
| ramp caps at x | 3 | client table | |||
| the circle never ends a match without a winner | yes | the owner's call | |||
| first airdrop after the fight starts | 150 s | OURS | |||
| then every | 180 s (3 min) | client table | |||
| chance of a big crate | 30 % | client table | |||
| one of these in every crate | Mediator MG, Achilles Rifle, Hydra Missile | OURS | |||
| loot density (x the table) | 0.66 | the owner's call | |||
| items per ordinary building | 6, 12 | client table | |||
| items per big site | 30, 40 | client table | |||
| items in a floor crate | 2, 3 | the owner's call | |||
| Tactical AD Terminals | yes | client table | |||
| the terminal rounds are sized for this many players | 100 | client table | |||
| the first call charges for | 120 s (2 min) | client table | |||
| after losing a mecha, the next call waits | 60 s | the owner's call | |||
| after climbing out, the next call waits | 10 s | client table | |||
| seconds off the charge per HP dealt to a pilot | 0.13 | community | |||
| seconds off per pilot killed | 7 | client table | |||
| seconds off per DUR dealt to a mecha | 0.01 | client table | |||
| seconds off per mecha destroyed | 13 | the owner's call | |||
| pilot HP | 200 | community | |||
| regen starts after | 15 s | client table | |||
| regen amount a step | 10 | client table | |||
| regen step every | 0.5 s | client table |
Numbers as the server runs them. How the sync works.
Nothing here yet. Log in (type !wiki in the game's chat for your code) and write what you know: how it plays, what beats it, its story. The numbers above are the server's; correct one by filling its suggested cell.