Okay, then. Here is the general gameplay rules of THUNDERBALL, re-written:
-In this gamemode, a random person is assigned the Thunderball, which will explode in 30 seconds. If it explodes on you, you lose all of your kill points! So pass it off to someone else by throwing/launching it at them. It will stick to them and become their problem...unless they fling it back at you.
Players pass around the Thunderball, while fighting each other off and getting kill points. When the thunderball explodes, it kills the person last holding it and they lose all their kill points, then the thunderball is randomly re-assigned to someone new.
If the thunderball is passed/stuck to you, you are notified by a text, "You have the thunderball!" and a timer counting down the time until it detonates. You are also given a special color on the radar to notify players of where the thunderball holder is at.
To use the thunderball, select like you would any other weapon, and try to hit another player with it. If you hit, it will stick to them. If you miss, it comes back to you. However, you may still use other weapons to get kills and earn points, just be wary of when the ball will go off, and your proximity to other players to get rid of it. Kills made while holding the thunderball count for 2 points, so if you're good, you might want to get the thunderball rather than rid of it.
While you don't have the thunderball, you are free to get kill points, but they only count for 1 point. Hopefully you can keep those points until the end of the round, unless you get the thunderball and fail to pass it before it explodes...
The bomb time changes depending on the number of players.
-4 Player time limit: 60 seconds.
-8 Player time limit: 45 seconds.
-16 player time limit: 30 seconds.
-32 player time limit: 15 seconds.
The winner of the game is the player with the most kill points.
Teamplay:
None
Short Description:
Players pass around a bomb that will detonate in a set time. If you are holding it when it goes off, you will lose all your kill points. Kills made while holding the ball count for 2 points. Don't get caught with it when it goes off!
Gameplay balance:
Because kills made while holding the thunderball count for double, a skilled player with the thunderball that's willing to take the risk of getting caught with it can make a good amount of points comparable with a player trying to avoid the thunderball and make kills that count for 1 point only.
And per your request, a layout from when you start a game to the end of the match:
Connecting to server (192.184.288.2)....
Connected to server 192.184.288.2
Player 1 has connected
Player 1 is now playing as Boris
ParkourCourier has joined the game
ParkourCourier has connected from United States
ParkourCourier is now playing as May Day
Round Restarting...
The gamemode is now: Thunderball
The weaponset is now: Automatics
Player 1 has the thunderball!
-----PLAYER 1 VIEW---"You have the Thunderball! Time Left: 00:60"
ParkourCourier killed Player 1 with DD44. Score=1
-----PLAYER 1 RESPAWNS...VIEW---"You have the Thunderball! Time Left: 00:28"
Player 1 killed ParkourCourier with D5K. Score=2
Player 1 got 2 kill points for: Kill made with Thunderball
-----PLAYER 1 VIEW---"You have the Thunderball! Time Left: 00:18"
-----ParkourCourier Respawns
Player 1 passed the thunderball to ParkourCourier!
-----PARKOURCOURIER VIEW---"You Have the Thunderball! Time Left: 00:07"
Player 1 and Parkour courier are having a shootout. ParkourCourier takes out the thunderball and launches it, sticking it to Player 1.
-----PLAYER 1 VIEW---"You have the Thunderball! Time Left: 00:01"
The Thunderball explodes on Player 1!
Player 1 got hot-potatowned!
Player 1 Score=0.
Chat|Player 1 : *K.I.A.* Dammit.
ParkourCourier has the Thunderball!
----PARKOURCOURIER VIEW---"You have the Thunderball! Time Left: 00:60"
ParkourCourier searches around for Player 1 for 20 seconds. After finding him, they end up in a gunfight. When ParkourCourier's health starts getting low, he starts trying to pass off the Thunderball. He sticks it to Player 1, and then tries to kill him with PP7 (Silenced), but Player 1 gets the Armor. He then notices that the time is almost up. He takes the ball out and sticks it back to ParkourCourier. ParkourCourier can't decide if he wants to kills Player 1 and then try to pass off the ball to another player in the nick of time, or take the thunderball back out and try and stick it back on Player 1. He runs out of time deciding and Player 1 kills him. He gains 1 kill point. When he respawns, he has 5 seconds left on the thunderball. It explodes on him. He loses his 1 kill point. Now let's say the clock is out at this point.
Round Ending...
Player 1 wins with: 1 point.
ParkourCourier : gg
Player 1 : GG
Player 1 left the game. (Disconnect by user)