This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revision | Next revisionBoth sides next revision | ||
corp:galactic_horizon:recreation:laser_tag [2018/07/04 19:38] – ↷ Links adapted because of a move operation | corp:galactic_horizon:recreation:laser_tag [2023/01/19 16:09] – WIKI QUALITY MGMT- HEADLINE NESTING andrew | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | ===== Galactic Horizon Laser-Tag ===== | + | ====== Galactic Horizon Laser-Tag |
A mock combat/ | A mock combat/ | ||
- | ==== About the Game ==== | + | ===== About the Game ===== |
Laser tag traditionally involves 2 or more teams fighting with a single objective in mind which changes depending on the pre-determined game mode. In each game there some constant rules which carry through each of them and must always be adhered to while some modes have special rules pertaining to its objective. | Laser tag traditionally involves 2 or more teams fighting with a single objective in mind which changes depending on the pre-determined game mode. In each game there some constant rules which carry through each of them and must always be adhered to while some modes have special rules pertaining to its objective. | ||
- | **Standard Rules:** | + | ====Standard Rules==== |
* Players may not leave the designated match-zone or the suit and guns will deactivate eliminating them | * Players may not leave the designated match-zone or the suit and guns will deactivate eliminating them | ||
* Melee combat is prohibited during every match regardless of mode unless using a supplied IR “blade” | * Melee combat is prohibited during every match regardless of mode unless using a supplied IR “blade” | ||
Line 10: | Line 10: | ||
* Orders given by [[corp: | * Orders given by [[corp: | ||
| | ||
- | **Optional Systems:** | + | ====Optional Systems==== |
* The host may decide if revival and healing systems are enabled, if active players can be healed by a teammate if the teammate keeps both hands on the player for double the amount of missing spikes in seconds eg: 2 spikes of damage = 4 seconds needed to heal. Revival requires 25 seconds. | * The host may decide if revival and healing systems are enabled, if active players can be healed by a teammate if the teammate keeps both hands on the player for double the amount of missing spikes in seconds eg: 2 spikes of damage = 4 seconds needed to heal. Revival requires 25 seconds. | ||
* The host may decide if HUD’s are active along with friendly fire | * The host may decide if HUD’s are active along with friendly fire | ||
Line 123: | Line 123: | ||
Article approved [[https:// | Article approved [[https:// | ||
---- struct data ---- | ---- struct data ---- | ||
+ | products.product_cat : | ||
+ | products.product_name : | ||
+ | products.product_nomenclature : | ||
+ | products.product_designer : | ||
+ | products.product_manufacturer : | ||
+ | products.product_brand : | ||
+ | products.product_releaseyear : | ||
+ | products.product_discontinued_year : | ||
+ | products.product_usedby : | ||
+ | products.product_parent : | ||
+ | products.product_image : | ||
+ | products.product_price_ks : | ||
+ | products.product_drv3_max : | ||
+ | products.product_production : | ||
+ | products.product_description : | ||
+ | products.product_length : | ||
+ | products.product_width : | ||
+ | products.product_height : | ||
+ | products.product_mass : | ||
+ | products.product_color : | ||
+ | stararmy_logistics.saoy_supclass : | ||
+ | stararmy_logistics.saoy_usage : | ||
+ | stararmy_logistics.saoy_adopted_year : | ||
+ | stararmy_logistics.saoy_reviewed_last : | ||
+ | stararmy_logistics.saoy_item_retired_year : | ||
+ | stararmy_logistics.saoy_itemcount : | ||
---- | ---- | ||