Core Design

  • Kills grant 0 points. If less than half the faction’s population is in the designated area, -10 points per kill.
  • Each faction gains points equal to the number of players in the designated area on scenario tick.
  • Players gain influence by being in the designated area.
  • Murderballs are a 2 second interaction object. Whenever you pick them up, you will gain 100% outgoing damage and 100% outgoing healing. Every 5 seconds, you will gain a stack of a debuff that reduces your outgoing damage, outgoing healing, damage reduction, and incoming damage by 3%. You also cannot pick up a murderball again for 5 minutes.

Dominated Design

Condition: Your faction has more than 200 points than the other. Result: Amount generated per player in area is increased by 300%.

Comeback Design

Condition: Your faction has 100 points less than the other. Result: Kills now grant 5 points. Amount generated per player in area is increased by 200%.

Scenarios

Black Fire Basin

Is a 24 v 24 scenario where the frozen lake in the centre is the designated area. Teams will gain 1 point per person per tick.

Caledor Woods

Is a 6 v 6 scenario where the old flag area is the designated area. Teams will gain 3 points per person per tick. If comeback design is triggered for your faction, a murderball spawns in the woods near your spawn.

Doomfist Crater

Is a 12 v 12 scenario with both the top and bottom of the platform being the designated area. Teams will gain 2 points per person per tick. There are always 3 murderballs active on the other platforms.

Reikland Factory

Is a 6 v 6 scenario where the designated area moves every 3 minutes. Location moves every 3 min. Starts on shore flag with 1 point per player. Then factory flag with 2 points per player. Then chooses a back flag closest to the losing team with 3 points per player. Then chooses other back flag at 4 points per player. Then back to shoreline at 5 points per player.

The King Of The Hill Scenario Mechanic Explained - Interbellum

#warhammer #privateserver #pvp
A rundown of the core mechanics and design of the Scenario.

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