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{{Era|ACB|ACR}}
{{Era|ACB|ACR|AC3|AC4}}
[[File:Multiplayer2.jpg|thumb|250px|right|The [[Nobleman (Animi Avatar)|Nobleman]] attacking the [[Priest (Animi Avatar)|Priest]], as a [[Prowler]] approaches]]
'''Wanted''' was a virtual training mode in the [[assassin's Creed: Brotherhood|first]] and [[Assassin's Creed: Revelations|second stage]] of the [[Animi Training Program]],<ref>''[[Assassin's Creed: Brotherhood]]''</ref><ref>''[[Assassin's Creed: Revelations]]''</ref> as well as during the console stage of [[Abstergo Entertainment]]'s [[Animus]] technology.<ref>''[[Assassin's Creed III]]''</ref><ref>''[[Assassin's Creed IV: Black Flag]]''</ref> It consisted of four to eight Abstergo recruits, who were each assigned targets to kill and pursuers to avoid. Sessions lasted for 10 minutes, with only one round.


'''Wanted''' is one of the online [[multiplayer]] modes in ''[[Assassin's Creed Brotherhood]]'' and ''[[Assassin's Creed: Revelations]]''. It consists of four to eight players, who are assigned targets and pursuers. Each game lasts for 10 minutes, with only one round.
From there, each recruit selected an Animi Avatar and a profile set, which were separate sets of abilities, perks and kill-streaks that can be modified in the program's main menu.
 
From there, each player selects a Animi Avatar and a profile set, which are separate sets of abilities, perks and kill-streaks that can be modified in the multiplayer's main menu.


==Description==
==Description==
A maximum of 8 players can play a match of Wanted at a time, though the game can start a match with a minimum of 6 players. If someone leaves the game during the match or a space is available, another player may enter into the match mid-progress.
A maximum of 8 recruits could play a match of Wanted at a time, though the mode could start a session with a minimum of 6. If a recruit left the mode during a session or if a space was available, another recruit could enter into the match mid-progress.


Once the match is over, the player will have an option to have a rematch with their same opponents. If unwilling to rematch, the players can choose to exit to the main menu, where they can start another game.
Once the session was over, the recruit would have an option to rematch with the same opponents. If they were unwilling to rematch, however, the recruit could choose to exit to the main menu, where they could start another session of their choice.


==Targets==
==Targets==
At the start of the game, each player is given a target to hunt and assassinate. As such, the profile picture of the target's Animi Avatar appears in the upper-right corner of the screen along with a stealth meter.
At the start of the mode, each recruit was given a target to hunt down and assassinate. As such, the profile picture of the target's Animi Avatar appeared in the upper-right corner of the screen, along with a stealth meter.


To aid the player, a compass at the bottom of the screen points out the direction of their target and whether they are above or below the player. This appears as a blue disc which gradually fills up when closer to the target.
To aid the recruit, a compass at the bottom of the screen pointed out the direction of their target and whether they were above or below the recruit. This appeared as a blue disc which gradually filled up when they got closer to their target.


To further help the hunter find their prey, the blue light in the compass will glow brightly when the target is in sight. Wise hunters will use this to find the individual instead of attacking a person at random.
To further help the recruit find their prey, the blue light of the compass would glow brighter when the target was in sight. Wise recruits could use this to find the individual instead of attacking a random persona.


The contract on the target can be lost if they are killed by another player, if a civilian is killed instead, or if the pursuer is stunned by their target.  
The contract on the target could be lost if they were killed by another player, if a civilian was killed instead, or if the pursuer was stunned by their target.


[[File:Wanted-ACB-grounded.jpg|thumb|left|A hunter kills her target in Wanted.]]
While hunting a particular persona that the recruit was certain of being a target, a good idea was to use the lock function. If clicked rapidly, a running target would instantly be locked onto, but a stealthy target could be targeted precisely by holding down the lock button and releasing it once they were in the cross-hairs.
 
While hunting a particular person that the player is certain of being a target, a good idea is to use the lock function. If clicked rapidly, a running target will be instantly locked onto, but a stealthy target should be targeted precisely by holding down the locking button and releasing once they are in the cross-hairs.


==Pursuers==
==Pursuers==
[[File:Wanted-ACB.jpg|thumb|200px|A target's perspective of Wanted. Shown here the target is being pursued (top), then escaping (middle), and hiding (bottom).]]
[[File:Wanted-ACB.jpg|thumb|250px|A target's perspective of Wanted. Shown here the target is being pursued (top), then escaping (middle), and hiding (bottom)]]


Most often, every player will be assigned a pursuer, or a hunter in Wanted. Occasionally, a person with less points will not be hunted by anyone, enabling them to climb back up the scoreboard, with their pursuers returning should they do.
Most often, every recruit would be assigned a pursuer in Wanted. Occasionally, a person with less points would not be hunted by anyone, enabling them to climb back up the scoreboard, with their pursuers returning should they do.


Pursuers are shown as a red triangle icon in the top-left portion of the screen, and will also appear near to a player's compass if they are being chased by their pursuer. The amount of pursuers can rise to a total of 4 in Wanted, although rare, and red markers may also appear above a pursuer's head if they are engaging in high-profile activities.
Pursuers were shown as a red triangle icon in the top-left portion of the screen, and would also appear near to a recruit's compass if they were being chased by their pursuer. The amount of pursuers could rise to a total of 4 in Wanted, although rare, and red markers would also appear above a pursuer's head if they engaged in high profile activities.


A player must remember that their pursuers are real people, just like they are, so they can notice sudden movement, a group of random civilians turning into exact copies of a specific Animi Avatar and a target who is sprinting. However, it should also be remembered that they can be tricked, which is why the [[Multiplayer Abilities|Morph]] ability works well on those who are more oblivious to their surroundings.
A recruit would be wise to remember that their pursuers were other recruits, instead of an artificial intelligence, so they could notice sudden movement, a group of random civilians turning into exact copies of a specific Animi Avatar, and a target who was sprinting. However, it should also be remembered that they could be tricked, which was why the Morph ability worked well on those who were more oblivious to their surroundings.


Once a pursuer is close, the player will be able to hear "whispers", which sound like a whooshing breeze. This will enable the player to know their pursuer is in close proximity, prompting them to attempt to identify their pursuer once they begin. Whispers also get louder as a pursuer gets closer.
Once a pursuer was close, the recruit would be able to hear "whispers", which sounded like a whooshing breeze. These would enable the recruit to know that their pursuer was in close proximity, prompting them to attempt to identify their pursuer once they began. Whispers also got louder as a pursuer got closer, as well as when they were performing high profile actions nearby.


During a chase, the 'Chase' meter will appear on the screen for the pursuer, or the 'Escape' meter for the target. For both players, if the meter empties completely, then the contract on the targeted party will be lost, prompting the pursuer to wait to reassigned a target and the escaping player to receive the Escape bonus.
During a chase sequence, the "Chase" meter would appear on the screen for the pursuer, or the "Escape" meter for the target. For both recruits, if the meter emptied completely, then the contract on the targeted party would be lost, prompting the pursuer to wait to reassigned a target and the escaping recruit to receive the Escape bonus.


For the pursuer, any strategy that works for them is the best kind. Some people prefer guns (though often discouraged) to kill a fleeing target, while some like to poison the sneaky ones that hide in crowds. In Wanted, hunting and hiding are blended into a frenzy of action between the entire group of players, giving an opportunity to the players that surprise everyone else with their tactics.
For the pursuer, any strategy that worked for them was the best kind. Some preferred the Hidden Gun (though often discouraged) to kill a fleeing target, while some liked to poison the sneaky ones that hid in crowds. In Wanted, hunting and hiding were blended into a frenzy of action between the entire group of recruits, giving an opportunity to those that surprised everyone else with their tactics.


==Advanced Wanted==
==Advanced Wanted==
This mode is the same as the basic mode of Wanted, aside from the fact that the compass to locate targets is reduced in effectiveness. With this in mind, the compass will no longer tell a player whether their target is up or down, making it a far more difficult game mode to play.
This mode was the same as the basic mode of Wanted, aside from the fact that the compass to locate targets was reduced in effectiveness. With this in mind, the compass would no longer tell a recruit whether their target was up or down, making it a far more difficult game mode to play.
 
However, in the second stage, the Advanced Wanted mode did not make a return.


In ''Assassin's Creed: Revelations'', the Advanced Wanted mode does not make a return.
==References==
[[Category:Assassin's Creed: Brotherhood Multiplayer Modes]]
{{Reflist}}
[[Category:Assassin's Creed: Revelations Multiplayer Modes]]
{{ACB}}
{{ACR}}
{{AC3}}
{{AC4}}
[[Category:Primary stage modes]]
[[Category:Secondary stage modes]]
[[Category:Tertiary stage modes]]
[[Category:Quaternary stage modes]]

Latest revision as of 18:41, 15 April 2016

The Nobleman attacking the Priest, as a Prowler approaches

Wanted was a virtual training mode in the first and second stage of the Animi Training Program,[1][2] as well as during the console stage of Abstergo Entertainment's Animus technology.[3][4] It consisted of four to eight Abstergo recruits, who were each assigned targets to kill and pursuers to avoid. Sessions lasted for 10 minutes, with only one round.

From there, each recruit selected an Animi Avatar and a profile set, which were separate sets of abilities, perks and kill-streaks that can be modified in the program's main menu.

Description[edit | edit source]

A maximum of 8 recruits could play a match of Wanted at a time, though the mode could start a session with a minimum of 6. If a recruit left the mode during a session or if a space was available, another recruit could enter into the match mid-progress.

Once the session was over, the recruit would have an option to rematch with the same opponents. If they were unwilling to rematch, however, the recruit could choose to exit to the main menu, where they could start another session of their choice.

Targets[edit | edit source]

At the start of the mode, each recruit was given a target to hunt down and assassinate. As such, the profile picture of the target's Animi Avatar appeared in the upper-right corner of the screen, along with a stealth meter.

To aid the recruit, a compass at the bottom of the screen pointed out the direction of their target and whether they were above or below the recruit. This appeared as a blue disc which gradually filled up when they got closer to their target.

To further help the recruit find their prey, the blue light of the compass would glow brighter when the target was in sight. Wise recruits could use this to find the individual instead of attacking a random persona.

The contract on the target could be lost if they were killed by another player, if a civilian was killed instead, or if the pursuer was stunned by their target.

While hunting a particular persona that the recruit was certain of being a target, a good idea was to use the lock function. If clicked rapidly, a running target would instantly be locked onto, but a stealthy target could be targeted precisely by holding down the lock button and releasing it once they were in the cross-hairs.

Pursuers[edit | edit source]

A target's perspective of Wanted. Shown here the target is being pursued (top), then escaping (middle), and hiding (bottom)

Most often, every recruit would be assigned a pursuer in Wanted. Occasionally, a person with less points would not be hunted by anyone, enabling them to climb back up the scoreboard, with their pursuers returning should they do.

Pursuers were shown as a red triangle icon in the top-left portion of the screen, and would also appear near to a recruit's compass if they were being chased by their pursuer. The amount of pursuers could rise to a total of 4 in Wanted, although rare, and red markers would also appear above a pursuer's head if they engaged in high profile activities.

A recruit would be wise to remember that their pursuers were other recruits, instead of an artificial intelligence, so they could notice sudden movement, a group of random civilians turning into exact copies of a specific Animi Avatar, and a target who was sprinting. However, it should also be remembered that they could be tricked, which was why the Morph ability worked well on those who were more oblivious to their surroundings.

Once a pursuer was close, the recruit would be able to hear "whispers", which sounded like a whooshing breeze. These would enable the recruit to know that their pursuer was in close proximity, prompting them to attempt to identify their pursuer once they began. Whispers also got louder as a pursuer got closer, as well as when they were performing high profile actions nearby.

During a chase sequence, the "Chase" meter would appear on the screen for the pursuer, or the "Escape" meter for the target. For both recruits, if the meter emptied completely, then the contract on the targeted party would be lost, prompting the pursuer to wait to reassigned a target and the escaping recruit to receive the Escape bonus.

For the pursuer, any strategy that worked for them was the best kind. Some preferred the Hidden Gun (though often discouraged) to kill a fleeing target, while some liked to poison the sneaky ones that hid in crowds. In Wanted, hunting and hiding were blended into a frenzy of action between the entire group of recruits, giving an opportunity to those that surprised everyone else with their tactics.

Advanced Wanted[edit | edit source]

This mode was the same as the basic mode of Wanted, aside from the fact that the compass to locate targets was reduced in effectiveness. With this in mind, the compass would no longer tell a recruit whether their target was up or down, making it a far more difficult game mode to play.

However, in the second stage, the Advanced Wanted mode did not make a return.

References[edit | edit source]