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KEYPOINTS:
ATTENDANCE RULE: 1. The disrupter takes the first key.
We start with volunteer line up. 2. When the key is about to come out, take all relay
We will not sign up the 20 main players and 10 stations if possible, so the enemy won’t be able to
reserve players. Only those who will volunteer to capture it.
join will be signed. 3. While the key is travelling, garrison all the relay
stations so it won’t be taken by the opponent.
NO SHOW = you sit out the next oblivion match.
4. If the key gets reset by the opponent, either attack
Next game matches, those who are always present the relay station it landed or take the next relay
will be automatically signed up. Anyone else who station it is going to and garrison it.
wish to join can just be added.
5. When the 2nd & 3rd key comes out, another player
can take the key while the disrupter guards him by
WHY IS THIS IMPORTANT?? reinforcing the relay stations as the key moves.
Because the MMR is based on the
number of players signed up.
We get matched with a stronger
opponent bec we sign up all
20 main + 10 reserve players.
BUILDINGS ASSIGNMENT
1. HOSPITAL –
OBLIVION IS A TEAM PLAY & NOT AN INDIVIDUAL GAME.
GETTING HIGHER POINTS INDIVIDUALLY WON’T MATTER
2. OUTPOST –
IF THE TEAM LOSSES THE MATCH. 3. ARMORY –
4. COMMAND CENTER –
WORK AS ONE. 5. ROCKET REPAIR SHOP –
THE TEAM WINS.
6. RELAY 1 –
EVERYBODY GETS THE BETTER REWARDS.
7. RELAY 2 –
WORK ALONE.
THE TEAM LOSSES.
EVERYBODY GETS THE PENNY REWARDS. DISRUPTERS
1.
2.
3.
OTHER PLAYERS:
1.
2.