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WAR OF RIGHTS

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Kickstarter Update 2: Skirmishes

19/10 - 2015

Hello and welcome to our second Kickstarter update!

Skirmishes

Welcome again! It’s time to talk about one of the game modes for War of Rights. Before we kick these off, we’d like you all to please keep in mind that the mechanics are still very much a work-in-progress scenario. Things will get added, removed or completely overhauled as the development continues and we begin playtesting. With that out of the way, let’s dig into the first game mode for War of Rights!

So for today, it is all about thanking you, our earliest backers and supporters. A crowdfunding campaign relies heavily on gaining momentum as quickly as possible as well as on word of mouth. We’d like to thank everyone who’s been showing their support either in the form of new pledges or in helping to raise awareness on the campaign. So, to sum things up:

Skirmishes

Skirmishes are the “arena battles” of War of Rights. They take place in small sections of our maps and will thus provide a good gameplay experience with far fewer players per server than the Historical Battles which will be much grander in scale.

Skirmishes are the focused battles in War of Rights where players can re-live certain scenarios such as the fighting over Burnside Bridge, the battle of Dunker Church, the defense of Bloody Lane as well as many others. Skirmishes differ from Historical battles (which we'll discuss in our next update) in the sense that the fighting takes place in much smaller sections of the map.



Two teams enter... one team leaves. Each team has a ticket pool of a specific amount of tickets. Every time a player spawns, a ticket is removed from the pool. Once empty and when the team has less than 25% players alive, the team loses. The main mode for Skirmishes is a point capture mode with a defensive and an offensive team. If the offensive team manages to capture the zone before the round timer and ticket pool have been depleted, they win. A round timer is going to help to push the offensive team to actually attack. If they don’t manage to capture the zone or deplete the enemy’s ticket pool before time is up, they’ll lose the match.

The second option for Skirmishes is the classic team death match with ticket pools for both teams as well as a round timer. A hardcore option is also available for both skirmish modes for the tough guys who don’t need any respawns to win the day. During the American Civil War, one shot was all it took to take someone out of action… are you up for the challenge?

Below are some of the Skirmish areas where you’ll be fighting at the Antietam map.