Turbines

From Cths

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This article is unfinished. General content will be updated when we get around to it.


The game of Turbines is an incredibly chaotic, full-contact sport, similar to football and rugby, with elements of Grifball, an F-Zero race, and UT2004's "Bombing Run" minigame.

Contents

Teams

Each team has 8 players out on the field:

  • 1 goalie-
  • 2 defense -
  • 3 offense -
  • 2 forwards -

The goalie and defense are restricted to their third of the field, offense can occupy any portion of the field at any time, and forwards can only occupy the opposing team's third. Position-specific use of turbines will be described below.

The Field

The field is similar to a football field in terms of size ratio of field to player, except that the sides bulge out a bit, creating an elliptical shape with flat ends.

The field is divided up into thirds, more or less equal in length. Each opposing end is fitted with a goal. A turbines goal is a ring, about 3 sumns in diameter.

Gameplay

Turbines is a fast-paced, chaotic, and often times violent game, however simple.

The game begins with a "drop": the ball is dropped in the middle of the field. The 6 offense players form a ring, shoulder to shoulder, around the drop, and as soon as they are able, one of them grabs it. The ball can be held, carried, and thrown. The use of turbines is legal for whatever strategy players have, but are most commonly used for flying tackles, evasion of opposing players, and a quick way to get across the field.

Turbines

These awesome little devices are what gives the game its name.

A turbine is a relatively flat disk that sits on the ground in predetermined positions as determined by the kind of game to be played (the official placement is marked on the diagram above). While capable of being moved, much like baseball bases, they are to remain stationary for the duration of the game.

The neat part is that turbines are able to propel a player forward at twice his velocity at a mirrored trajectory when he comes into contact with it. While this may sound complicated, it's not.

If a player runs across a turbine, he is propelled at twice his running speed in the same direction he was going. If a player jumps down on one at a 45° angle, he will be propelled upward, in the same direction that he was traveling, at a 45° angle, moving twice as fast as he was before. Now, with this principal in mind, jumping straight down onto a turbine will catapult a player straight upward at, again, twice his velocity.

Main Plot

CTHS has two levels of Turbines teams: varsity and junior varsity.

Varsity Team

  • Captain: Ultra Magnus
  • Goalie: Ultra Magnus
  • Defender: Trailbreaker, Ramjet
  • Mid: Sideswipe, Sunstreaker, Brawl
  • Forward: Blades, Inferno
  • Bench: Devcon, Brawn, Bonecrusher, Blitzwing

Jr. Varsity Team

  • Captain: Springer
  • Goalie: Chromia
  • Defender: Wildrider, Reflector
  • Mid: Springer, Runabout, Runamuck
  • Forward: Drag Strip, Air Raid
  • Bench: Warpath, Red Alert, Pipes, Broadside
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