Objective and teams
The proposed format is two teams of five. Capture the active relay and maintain an uncontested connection to earn signal points. Eliminations create space but do not directly win the match. Both teams begin with the same access to gameplay equipment; cosmetic ownership and any proposed subscription do not change combat rules.
How the match unfolds
The opening gives squads a choice between the direct lane and a slower flank. Once a relay closes, the next location is announced before activation so teams can rotate deliberately. Wave respawns are proposed to support regrouping instead of repeated solo returns. The exact point target, rotation timer and spawn rules remain balance decisions for future testing.
Victory and overtime
The first team reaching the signal target wins; when the match limit expires, the leading team takes the victory. A contested active relay can trigger overtime until control is resolved. Tied matches require a deciding relay. The final push needs a clear plan: keep one operator on the connection while the others protect the approach and watch the next flank.
Win the next rotation
Hold one angle beyond the objective instead of stacking all five players inside it. Assign a player to read the next route while the others defend, and rotate together when the current relay stops paying off. If the entry fails, regroup before trying again. A coordinated second push is more valuable than five separate attempts through the same door.
