Time Point
The main functional difference of Time Point device from the Digital Flag Device and various types of devices with the functionality of control points (Smart Control Points, Common Control Points, Universal Points, Command Post) is that to capture it, the player has not only shoot the device, but also press the button on it. Thus, the player must not just be ‘alive’, but also stay in close proximity to the device to interact with it.
Device appearance and characteristics.
When developing this device, we focused on several cornerstones: it must be inexpensive, it must stand well on the ground and it must be clearly visible in the grass at any time of the day.
The device is made in the shape of a triangle with 3 scales of LED diodes showing the current status of the device on the sides and the color of the team that has captured or holding it. OLED display that shows current game statistics and device status is located on the device’s top screen. Time point has a sound loud enough to be heard at a great distance, and a powerful 3 Ah battery allows it to work for up to 8 hours without further charging.
Time point has four built-in scripts that differ from both digital flag and smart control point scripts.
1. ASSAULT.
Starting stage
One team guards the Time Point device, which is installed in a protected area, and the team has to defend it, preventing the enemy team from firing at and destroying it. The second team attacks from the other side of the game location.
Game idea
The goal of the defense team during the allotted time is to prevent the attack team from destroying the Time Point. The goal of the attacking team is to destroy the Time Point during the round time.
Notes
You can use various device settings and set a number of device strength point (the default is 9). The side LED diodes shows how much points the device has left before destruction.
Operator can also balance this scenario depending on his gaming location by giving the attacking team players a bit more health points or increasing the defending team players hit points value but allowing the attacking team to revive with respawn with device.
Winner
If the device is destroyed during the round, the attacking team wins, and if the device is not destroyed till the end of the round, the defending team wins.
2. TUG OF WAR.
Starting stage
The device is located in the middle of the location, or in a place where all teams have approximately equal access to.
The color lights on the side LED diodes of the device are equally distributed between the teams.
If a player of one team shoots the device from above and presses the button, they take away the time of the other team, their team color LEDs line becomes longer, and the color line of the opposing team becomes shorter. The other team can take back this time by shooting the device.
Game idea
The game goes on until one of the teams completely takes the time of the other team, that is, the side LED devices are fully colored with the color of one team. The game is like a tug of war where one team takes time from the other team and the other one has to take it back.
Notes
The operator needs to understand that since the tug-of-war can potentially run indefinitely, this scenario is not limited in time and can overextend for a long time, and the players will be physically very tired. We recommend that you either use this scenario only if you have two teams of equivalent strength and fitness, or limit it in time.
The scenario is ideal for athletes and one-hundred-meters-dash enthusiasts.
Winner
The team, who has more time color LEDs by the end of the round, wins, or the team, who during the round manages to completely take away the time of the opponent, wins.
3. WAR OF THE WORLDS.
Starting stage
The Time Point device is placed in the middle of the game location, or to a point where all teams have the same access to.
Description
If a team’s player reaches the device and captures it by shooting it and pressing the button on it, then the device starts counting the time of the team who has managed to capture it. If a player of another team recaptures the device, then it starts counting the hold time of that team, and if the player of the former team intercepts the device back, then the device interrupts the calculation of the hold time of the latter team, and resumes counting the hold time of the former one.
Game idea
Hold the Time Point during a round longer than the rest of the teams.
Notes
Up to four teams can play this scenario at the same time.
Winner
The team, who has held the point longer than other teams during the round, wins.
4. EVACUATION
Starting stage
The Time Point device is placed in a specific location that is equally accessible to multiple teams. Operator sets the number of people who have to capture the Time Point to get “evacuated” from this point.
Game idea
Capturing a point by a certain player means a player’s evac, so TimePoint must be captured by a predetermined number of players with various IDs.
For example, the rules may be the following: each team that consists of 15 people totally needs to evacuate 5 players to win the game.
Winner
The team, that first evacuates a predetermined number of fighters, wins. That is, the team that will be the first to capture the Point, for example, by five various players, no matter the order, no matter interrupted or not by the captures of the other team players, wins. The dot will light up in the color of the team that was first to evacuate the preset number of players, or if none of the teams manage to do this before the end of the round, it will light up in the color of the team that managed to evacuate more players totally.