Grifball: Difference between revisions

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5. Dead players respawn in three seconds at their own goal.  
5. Dead players respawn in three seconds at their own goal.  


6. The ball carrier has a 3x Overshield, 150% speed, 150% damage resistance (but only after a short period of time, during which these charge up), and turns orange.
6. The ball carrier has a 3x Overshield, 150% speed, 150% damage resistance (but only after a short period of time, during which these charge up), and turns orange(just like grif).


7. Friendly players can hurt each other. Making use of the radar is encouraged.
7. Friendly players can hurt each other. Making use of the radar is encouraged.


8. In the unlikely event that a player finds themselves thrown outside of the arena (beyond the wall), but [[teleporters]] situated beyond the playing field have been provided. These teleporters will will drop you above the center field bomb spawn. Play is not suspended when a player goes out of bounds. It is the player's duty to return to play.
8. In the unlikely event that a player finds themselves thrown outside of the arena (beyond the wall), [[teleporters]] situated beyond the playing field have been provided. These teleporters will will drop you above the center field bomb spawn. Play is not suspended when a player goes out of bounds. It is the player's duty to return to play.


9. If a ball carrier goes out of bounds, they must return to play within 30 seconds (judged by time on Save Film) or they forfeit the entire match. If they leave the ball beyond the wall, it will reset within 30 seconds. Play is not suspended while the ball or ball carrier is out of bounds.
9. If a ball carrier goes out of bounds, they must return to play within 30 seconds (judged by time on Save Film) or they forfeit the entire match. If they leave the ball beyond the wall, it will reset within 30 seconds. Play is not suspended while the ball or ball carrier is out of bounds.