Breaking In
Heist occurs on maps populated by crowds of NPCs. The goal of the sport with the robbers is to steal bags of loot in the bank and send it back thus to their start point, even though the guards' objective should be to stop them.
Robbers can visit any NPC on the map to look at their appearance like a disguise. Utilize this power to blend to the crowd, creep closer to the lender and produce away while using the loot!
To counter this, guards can accuse anyone in the spotlight whom they presume to become a robber. To accomplish this, then click on your own suspect.
In the event the guard's accusation is correct, the robber will lose their disguise and most with their run energy. Then, the chase is on - guards have a very brief probability to catch the revealed robber and handcuff them, which - if successful - will leave them incapacitated for a short time.
In the event the accusation is false, though, the citizen will not happy. Lots of mistakes will receive a guard thrown in jail by Internal Affairs to cool off for a time.
If a robber is handcuffed twice, they'll be locked up in jail. Unless they will escape within 60 seconds or so, they'll be converted into a guard and set against their former cohorts through-out the action.
The sport ends when on the list of following conditions is met:
The robbers deposit twice as many bags of loot and there is members with their team (robbers win).
Be aware that when a robber logs out you aren't leaves the action, the overall loot necessary to win seriously isn't reduced.
Every robber is become a guard (guards win).
Publish Time:Monday, May 26, 2014