Overtime
- This page is about the game mechanic. For the original PHIGHTING! track, see "OVERTIME?!".
Overtime is a gameplay mechanic that allows a match to continue after the timer reaches 0:00. Each gamemode has a unique set of conditions for a match to go into Overtime. Overtime lasts indefinitely until one team satisfies a win condition to end the match in their favor. The buffs granted to players by the One Minute Left mechanic are retained in Overtime.
Mechanics
Once a winning team holds the winning condition, a 10-second countdown will appear on-screen. If the losing team is unable to meet a condition to stop the countdown, their team loses. If the countdown is stopped and started again, the next countdown will start with one less second than the previous one, down to a minimum of three seconds. Additionally, the background music will be replaced with an Overtime theme once it begins, playing "OVERTIME?!" for standard matches and "SENSORY OVERLOAD" for a 66.6x match.
Notes:
- The scoreboard remains hidden during Overtime.
- The match timer at the top of the screen is replaced with the word "OVERTIME".
- The color of the countdown does not represent the winning team, but matches the color of the player's team.
Conditions
Annihilate
Trigger conditions:
- Condition 1 - Timer ends
- If the match timer ends and no team has reached the point requirement as indicated below the timer, Overtime will begin.
- Condition 2 - Point requirement reached
- If one team reaches the point requirement and the opposing team is only one point behind, Overtime will begin, regardless of the match timer.
Countdown behavior:
- Condition 1
- The countdown will remain paused until one team meets the point requirement, at which point it will begin. If the losing team ties the scores, the countdown will pause then begin again once one team takes the lead.
- Condition 2
- If Overtime begins under the second condition, the countdown cannot be paused because kills are worth two points during Overtime. This ensures that the teams cannot tie, and the timer will remain at 10 seconds. The countdown will also behave this way in the first condition if the scores are also offset by one point.
Notes:
- Unlike other gamemodes, the scoreboard will become visible again once Overtime begins.
Conquer
Trigger conditions:
- Condition 1 - Contested
- If the match timer ends and the zone has been in a contested state within the last two seconds (equivalent number of members from both teams inside the zone), Overtime will begin.
- Condition 2 - Captured
- If the match timer ends and the zone has been captured by the losing team within the last two seconds (one team has more members inside the zone than the opposing team), Overtime will begin.
Countdown behavior:
- The countdown will remain paused as long as the zone is contested, and will begin once the leading team captures it. If the losing team captures it, the countdown will be paused until they overtake the opposing team's score.
Escort
Trigger conditions:
- Condition 1 - Contested
- If the match timer ends and the payload is in a contested state (equivalent number of members from both teams inside the zone), Overtime will begin.
- Condition 2 - Captured
- If the match timer ends and the payload is captured by the losing team (one team has more members inside the zone than the opposing team), Overtime will begin.
Countdown behavior:
- The countdown will remain paused as long as the payload is contested, and will begin once the leading team captures it. If the losing team captures it, the countdown will be paused until they overtake the opposing team's score.
- Unlike other gamemodes, the countdown does not have a minimum of three seconds. This means that after enough restarts, the team restarting the countdown by fulfilling their win condition will instantly win the match, as their countdown effectively starts from zero seconds.
Version history
Playtest 2 - 15 April 2022
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