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.