Battlefield Sports unveiled details about its new SATR3+ live gaming engine at the Innovation Summit in London last month.
The new software version supports a brand new live gaming genre "Battlefield ROYALE". Think: "Fortnite for Real".
This theme, therefore, does not mix well with the other genres. Battlefield ROYALE is a much closer duplication of games like Fortnite in how the game system works. Operators don’t need to run a Battle Royale mission type with this genre, although a Battle Royale box is definitely one of the options. Like all themes, it has its own selection of weapons.
One of the key elements of this genre is the need to collect supplies during the game from across the battlefield.
Supplies come in 3 types:
The rarity of supplies is an important new feature in this genre.
A new weapon always comes with ammunition. If a new weapon is collected and a higher-ranked weapon of the same class is already held, the higher-ranked weapon is retained but the ammunition is added to the ammunition pool. Note the Royale Live weapons do a lot more damage than other genres and therefore should not be used with other genres.
Yes, there are rockets!
The rounds are the number found in a Supply Crate and if taken added to the ammunition pool for the gamer.
Each type of ammunition has its own pool.
For weapons, the pool of reloads is based on ammunition type is stored. When a weapon is reloaded, then an entire magazine size number of rounds is removed from that ammunition type pool. If there are insufficient rounds for a full magazine, a partial magazine will be loaded.
For example, an Assault Rifle has a 30 round magazine. The pool of spare medium rounds is currently 50. On a reload, 30 rounds are taken from the pool, reducing the pool to 20. If the Assault Rifle is reloaded again, the new magazine will only have 20 rounds in it and the pool will now be empty. Note, the gamer must expend the entire magazine of the first reload, otherwise, those medium rounds go straight into the pool again.
The current ammunition in each pool can be viewed by the gamer by holding down the mode and reload button at the same time.
|SLOT||ITEM||RARITY||HEALING TIME (SECONDS)||HEALING HP||MAX HP||HEALING SHIELDS||SHOOT WITH HEALING||USES|
If Bandages are not applicable either because the gamer has no bandages or their current health is too high, the Med Kit is check. A Medkit will only automatically enable if the gamer's current hit points are below 30. A Medkit will heal a gamer back to the maximum 100 hit points over a 10 second period.
A shield power-up is automatically activated when the gamer has either a Shield Boost or has Boost Juice and the shield is currently below 30. Shield Boost is checked first.
Gamers can manually trigger an aid by scrolling to the aid by holding down the mode button and then releasing it when the aid is found followed by a trigger pull.
The Aid will not function and will not be used if it cannot provide any benefit to the gamer.
|Ranking||Weapon||Rarity||Mag Cap||Fire Mode||Recoil||ROF||Range||Reload||Time||Jam||Damage||Ammo||Flash Sup||Area of Effect|
R Ranking of the strength of a weapon. 1 is the best weapon. Higher ranked weapons take priority in the gamer's slots. The highest-ranked weapon with ammunition, the gamer has will always be in slot 1.RARITY How frequently this weapon appears in a Supply Crate.
MAGAZINE CAPACITY The number of shots fired before reloading is required. A reload will take a complete magazine from the appropriate ammunition pool unless the ammunition pool has less ammunition than the magazine capacity
FIRE MODES FA Fully Automatic, SA Semi-Automatic AL – Autoloading semi-automatic pistol, RV – Revolver.RECOIL A measure of how long the red dot is powered down after each shot. The higher the value, the longer the recoil time.
ROF Cyclic rate-of-fire measured as shots fired per second without regard to reloading time.RANGE Infrared power when fired through the main IR emitter.
WEAPON DAMAGE Amount of Damage and the damage type. P is for piercing damage B is for Burning, S is for Slashing
AMMUNITION TYPE The type of ammunition required for this weapon. Each ammunition type has a pool of ammunition that is shared between all weapons that use the same ammunition.
FLASH SUPP. Muzzle Flash Suppressed. If this is true, this weapon has no muzzle flash.
AREA OF EFFECT If the weapon has an area of effect property then when it hits an opposition gamer it does splash damage to other opposition gamers in the same area. Close means Close Area Effect which sends a -20dB strength splash damage packet. Normal means a splash damage packet with the higher -15dB strength.
In a more non-tactical environment, especially with the Battlefield TAG genre, the players tell the teams by color, especially as it is indoors and dark. So there is the red team versus the blue team. In SATR3.5 operators can switch the way the head sensors LEDs work so that when the gamers are alive, the LEDs are on and when they are “deactivated”, they are off. The color of the LED depends on the hit light setting. If a “Blue Phaser” reset is used, for example, the phaser will be on the blue team and show a blue LED while the player is alive.
The new Battlefield ROYALE theme is exciting. Within this theme, you can play the specific Battle Royale Game, check out the run sheet on how to run this game.
It has new features that mean you can create new and thrilling missions for your players.
For more specific lists of weapon-emulations refer to the User Guide.
* This game is supported from SATR3.5 onwards.