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A quick rundown...
Maps with only one chip are "Deathmatch" levels - you can ONLY win by destroying the opposition.
Maps with several chips (often 5), can be played in "capture the flag" style, or you can secure a win by deatmatch tactics as well (beware of letting a "flag-grabber" slip through the net)
Snide tactic: stay out of trouble, and agressively defend a flag (chip) that nobody has yet tagged - they are NOT exclusive, so TAKING it does not help you ... to prevent an "all chips" win, you MUST take out anyone who tries.
Each turn is 6 moves, entered in advance, so you have to consider what your oppenents will be doing - and if you're going lasers at 10 paces, collecting and activating a shield may be a good idea.
Weapons:
1. Laser, range limited by walls, 1 damage to fisrt target struck
2. Twin laser upgrade (collect this and activate for turn)
3. Electro-blast, 1 damage over 1 sq radius, not blocked!
4. Bomb (collect), 1-4 damage over 3-0 range, explodes at END of turn, so place at 1st or second move only and vacate!
The bomb also disables any robot within the blast for one full turn - the unsporting will surely take advantage to go in with laser or a push into hole or off edge
A quick rundown...
Maps with only one chip are "Deathmatch" levels - you can ONLY win by destroying the opposition.
Maps with several chips (often 5), can be played in "capture the flag" style, or you can secure a win by deatmatch tactics as well (beware of letting a "flag-grabber" slip through the net)
Snide tactic: stay out of trouble, and agressively defend a flag (chip) that nobody has yet tagged - they are NOT exclusive, so TAKING it does not help you ... to prevent an "all chips" win, you MUST take out anyone who tries.
Each turn is 6 moves, entered in advance, so you have to consider what your oppenents will be doing - and if you're going lasers at 10 paces, collecting and activating a shield may be a good idea.
Weapons:
1. Laser, range limited by walls, 1 damage to fisrt target struck
2. Twin laser upgrade (collect this and activate for turn)
3. Electro-blast, 1 damage over 1 sq radius, not blocked!
4. Bomb (collect), 1-4 damage over 3-0 range, explodes at END of turn, so place at 1st or second move only and vacate!
The bomb also disables any robot within the blast for one full turn - the unsporting will surely take advantage to go in with laser or a push into hole or off edge