The first working draft of The Living Daylights is now in the testing build.
As we all know, the 007 implementation of Living Daylights was pretty lame. There was no counter for your time, so you didn't know who was leading until it was over, and even then you don't know by how much. And there were no ways to edge out your opponents with strategy. So, LD needed a major refit and that's what I gave it.
Methods of Scoring.
1) Carry the flag. Time spent carrying the flag counts toward your score. You must carry for up to 12 seconds to earn a point. Points will be awarded faster when the player count is high and you have just picked up the flag, but scoring periods always lengthen to 12 seconds. (5 per minute)
2) Pick up equipment. Just because you can't use any items does not mean you can't grab them. Deny your opponents while earning carry credit. Ammo crates count as 1 second, weapons 1½, plate 2½, and full armor 3½. Note: When you pick up a flag, your HP and AP is refilled to full. Any HP and AP not used to restore your status is converted to carry credit, so don't worry about taking an armor before grabbing that flag, you will get your item credit either way.
3) Slap 'em silly. Each time you successfully damage an opponent while carrying a flag, you steal one point from that player. But be careful, if your opponent kills you with a slap, not only will he get your flag, but he will collect up to ten of the points you earned during that inning from carry time.
4) Run away! When you are damaged by an opponent, a ten-second clock begins. If you can avoid fire until it expires, you earn a point and recover 25% AP. Each escape is worth one point more than the one previous, so you can turn five Klobb wounds into 15 points.
And introducing... Team Living Daylights.
Same rules apply, except instead of one flag for every four players, there is a flag for every player on one team. The more flags your team carries, the more points you earn but the fewer people you have carrying guns to defend with. Can you carry them all, or are you better off protecting flags at their spawnpoints while your weakest couple players generate the points in a defended alcove?
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Of course the details are subject to change through testing, but that's where we stand.