Objective Match (OBJ)
Based on the fundamentally basic concept of attack and defense, Objective Match is a broad category of gameplay with unique possibilities that vary from map to map. While the mechanics of the gametype are relatively simple, their individual complexities within the game are left up to the mapmaker to design. In its most basic form, and Objective Match would consist of either team attacking one objective while defending another; a typical map, however, could have an unlimited number of multi-tiered objectives per team. While the objective of one team may be the prevention of that of the other, this is not always the case. The Imperial team could have a completely separate objective set from the Alliance; interaction between the two forces would then come in acts of prevention of enemy victory.
There are two primary types of goals in Objective Match: "use" objectives and "destroy" objectives. The first, "use" objectives, involve approaching the target, standing completely still, and pressing the "use" key. Once the key is pressed, the player must wait for a timer to elapse while the specified task is being completed ? tasks such as stealing information or hacking a door lock. During this period of time, the player may not move, look around, or fire, and must therefore rely upon the protection of teammates for survival and completion of the objective. The other objective type is the "destroy" objective, which involves the destruction of objects ranging from computer terminals to starfighters. In almost all cases, the objects to be destroyed are able to sustain a high amount of damage, and so will not be susceptible to stray shots. Only concentrated, sustained attacks on these objectives may yield the desired results.
Some objectives are multi-tiered, and so may take several steps to complete. For instance, One task may involve the stealing of plans from a source and their subsequent downloading into a destination system; only once both tasks are completed in their proper order would the objective be marked as complete. Some objectives can be retaken by the enemy once the player's team has captured them, and are marked as such by their green Objective ID's. Objectives that must still be taken are marked as light blue, and those that have been successfully completed and are not in danger of being recaptured are marked as grey. To see the current status of all map objectives, the player can, at any time, enter into the Escape menu and click the Objectives button for a full readout.
Objective Match introduces a new combat element into Troopers: the Weariness Factor. Designed to negate the benefits of rush-style gameplay, Weariness comes into play when a member of a team either dies or kills an enemy player, lowering or raising his team's Weariness level. Displayed as a brightening or fading of a team's logo on the score HUD panel, Weariness affects the speed and ease with which objectives can be taken. A weary team, represented to all players with a faded team logo, will lose much of its defensive capabilities. It is therefore recommended to the player to remember the importance of survival; the better one is at staying alive and slaying others, the more beneficial he or she is to the team as a whole.
Scoring in Objective Match is based on point depletion; both teams start out with a pre-defined number of points per map, and, depending on the map and the objectives, both the passage of time and the loss of objectives can cause a team to lose those points incrementally. The first team to reach a score of 0 loses the match.
Individual scoring in Objective Match is similar to that of TDM, with two added benefits: first, the player receives extra points for killing an enemy close that is close to an objective. Second, when the player has a direct influence on a loss of enemy points (i.e. the player captures or destroys an objective), he or she receives one-tenth of the total point loss back in personal scoring.
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