Phaser Frag is a team based mod in which the overall objective is to deactivate the other team's base. The secondary objective is to defend your own base against other teams. There are THREE teams competing to accomplish these objectives. Winning teams are determined through a system of points which are awarded for accomplishing the above objectives. There is a ten minute time limit on a normal game of phaser frag. |
Points are awarded in Phaser frag based on
the following table
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The biggest change to game rules from normal quake 2 deathmatch or CTF is the application of damage. Phaser Frag is not about having 100+ health and seeing who can get the biggest weapon and widdle that value down the fastest ( though that is certainly fun :) ). In Phaser Frag if you are hit even once you are deactivated. While inactive you can move about normally but you can not fire and are surrounded by a color shell (shell color matches your team color). On the positive side you can't be damaged by anyone either. This effect lasts for 5 seconds then you will become active again and able to fire normally. |
Health is a precious resource (duhh...) and even more so in phaser frag. You start the game with only a 4 health maximum! This value can be increased (via Bioware) and can healed back up to maximum (via Rejuvenate Areas). Once your health reaches 0 you die. When a player dies they are taken out of the game for 20 seconds. During this time you may browse menus, send messages to teammates and cycle through pre placed team oriented cameras (using '[' and ']' ). |
Ammo in Phaser Frag is a very critical resource. Its actually in infinite supply (see Recharge areas ) however you can only carry so much. Starting off the amount you can carry is very small so you must be conservative and coordinate attacks. You can increase you ammo carrying capacity through bioware though. |
These areas will either heal a player to there maximum health level or reload a players weapon to that players maximum carrying capacity. Recharge areas reload your weapon (only the weapon your currently holding). Rejuvenate areas heal a player to their maximum health. The player will only have to run over or touch these areas for them to effect him/her. Their are two different types of recharge and rejuvenate areas. One type heals and reloads up to full ammo or heal capacity, however it is team specific meaning only a team of a certain color can use them ( these will most likely be near that teams base) The second type will only heal or reload to half that players capacity, however these areas are open to anyone and usually placed in a location central to all teams. |
Bioware are special upgrades that are available to everyone. These upgrades do different things and get better the more of a particular piece of bioware you have. Any one player can hold a maximum of 5 pieces of bioware at any one time. However you can drop any piece you currently have in order to pickup another piece. There are three spawning positions for bioware and once a piece is picked up from one of these positions another piece will spawn after 5 seconds. The piece of bioware that a bioware spawning point spawns is completely random, however some of the more valuable pieces may have a smaller chance of spawning than other more common pieces. There will only be 3 spawning points for bioware in the game, and these spots are usually collocated at a central location ( to encourage conflict of course ). A detailed explanation of a particular peice of bioware can be found on the Bioware page. |
Different Variant weapons in phaser frag has been all but eliminated. This will probably sound stupid initially however when you consider that varying degrees of damage has been pretty much eliminated you will probably understand why things are done this way. That aside, everyone begins with essentially the same weapon ( some variance in look based on team color). Players also begin with the grappling hook. You can toggle between your main weapon and the grappling hook by hitting '1'. Squad weapons are an exception to the above policy. Each team has one squad weapon available to them ( no other team can pick this weapon up ) and they can not lose control of it. If a player dies holding it, the squad weapon will mearly respawn back at its original spawn point in 20-30 seconds. Squad Weapons are essentially a group fire weapon. Meaning they take some sort of group coordination to fire effectively ( although one person may still be the one that pulls the trigger see the BFG section for more details). Although only one Squad Weapon is included with this release, it is an original design intention to include more than one type that spawn randomly (each team still would only get one). |
Bases are at the central to the concept of Phaser Frag. As a team, it should be your goal to have every person on your team deactivate the base. The largest point totals are obtained from deactivating the base. And if you can actually get your whole team to deactivate the base, everyone one on your team gets a coveted 15 point bonus. To deactivate a base a player must hit it 4 times. Each time a hit is scored on the the base the base it self expands. If you happen to touch the base itself you are instantly slain (regardless of how much health you have). And to make matters worse whoever is defending the base can shot the base too, in order to reduce its size ( and thereby making you have to hit the base more). Once a base is destroyed it blinks out of existence and will respawn in approximately 20 seconds. |
One of the principal concepts of Phaser Frag is team coordination. To augment that concept Numbered Jerseys were added to Phaser Frag. Many elements are built around this idea. When entering into Phaser Frag a player is assigned a team color and number. The player has a choice (by default anyway ) of which team he/she wants to be on. Once on a team they are assigned a number from 1 to 10. This number will stay with them until they log out. Phaser frag augments the normal male player model with an overlay of sorts. This model overlay is skinned according to that players team color. The skin of this model is not only colored team appropriately but also contains the assigned player number. This allows for rapid on the fly player identification, while allowing teams to be identified and players to use their own custom skins. |