Difference between revisions of "Trouble in Terrorist Town"

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==General Guidelines==
 
==General Guidelines==
 
* Common Sense applies
 
* Common Sense applies
 +
* '''Let the AFK system take care of AFKers'''
 
* Killing Detectives as Innocents is prohibited
 
* Killing Detectives as Innocents is prohibited
 
* Killing a fellow Traitor as a Traitor is permitted if it would benefit the situation
 
* Killing a fellow Traitor as a Traitor is permitted if it would benefit the situation
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** Extra credit for Detectives
 
** Extra credit for Detectives
 
** 5x Punch-O-Meter while dead.
 
** 5x Punch-O-Meter while dead.
 +
** 3x Recharge rate on voice meter
 +
** 3x Recharge rate on pushing props
 
** Able to re-buy locked out items. (i.e. not restricted to one knife)
 
** Able to re-buy locked out items. (i.e. not restricted to one knife)
 
** If a Detective buys the UMP, they receive an additional 60 ammo for it.  
 
** If a Detective buys the UMP, they receive an additional 60 ammo for it.  

Revision as of 19:14, 1 September 2012

About

Trouble in Terrorist Town is a paranoia based game where a percentage of players become traitors. The goal of the traitors is to kill everyone, whereas everyone that is "innocent" has to work out who the traitors are and kill them.

Traitors

Traitors are chosen at random via the server. Their objective is to annihilate everyone apart from their fellow traitors. Traitors get various tools they may purchase from the credit store to assist them, such as C4, Radars, Teleporters and more. Traitors start off with 3 credits initially and can earn extra credits under certain conditions.

The Innocent

Innocents are players that have not been chosen to be Traitors or Detectives. They have no access to any stores and must rely on wit and skill to stay alive.

Detectives

Detectives is an extra group that will automatically come into play if the population of the server grows beyond a certain size. Detectives have an array of items that allow them to work out who the traitors are quicker than innocents.

Victory Conditions

A Team will win when one of the following conditions below are met -

Traitors Win

  • All innocents / detectives are dead

Innocents Win

  • All Traitors are killed
  • They live beyond the round time

General Guidelines

  • Common Sense applies
  • Let the AFK system take care of AFKers
  • Killing Detectives as Innocents is prohibited
  • Killing a fellow Traitor as a Traitor is permitted if it would benefit the situation
  • Claiming Areas is frowned upon

Server Notes

  • There is a distance cutoff range. You cannot see player nameplates beyond this distance.
  • Anyone can pin bodies to walls
  • Long Jump Boots are available to Traitors / Detectives. These reduce fall damage taken by 80%

Donation Information

  • Platinum receive benefits on this server
    • Extra credit for Traitors
    • Extra credit for Detectives
    • 5x Punch-O-Meter while dead.
    • 3x Recharge rate on voice meter
    • 3x Recharge rate on pushing props
    • Able to re-buy locked out items. (i.e. not restricted to one knife)
    • If a Detective buys the UMP, they receive an additional 60 ammo for it.