Wolfpack: Difference between revisions
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[[File:AC3_SC_MP_14_BostonHarbor_WolfpackMode_SynchKill2.jpg|thumb|250px|The [[Night Stalker]] and [[Independent]] performing a synchronized kill.]] | [[File:AC3_SC_MP_14_BostonHarbor_WolfpackMode_SynchKill2.jpg|thumb|250px|The [[Night Stalker]] and [[Independent]] performing a synchronized kill.]] | ||
'''Wolfpack''' is an [[Multiplayer Game Modes|Animi training mode]] developed by [[Abstergo Industries]]' [[Abstergo Entertainment|entertainment branch]], which is included within the [[Assassin's Creed III|console stage]] of the [[Animus]] technology. | '''Wolfpack''' is an [[Multiplayer Game Modes|Animi training mode]] developed by [[Abstergo Industries]]' [[Abstergo Entertainment|entertainment branch]], which is included within the [[Assassin's Creed III|console stage]] of the [[Animus]] technology. | ||
It revolves around participants assassinating non-player characters, either in a solitary attempt or with the co-operation of others, and is structured in sequences. There are 25 sequences in all, each which become increasingly more difficult through progression. | It revolves around participants assassinating non-player characters, either in a solitary attempt or with the co-operation of others, and is structured in sequences. There are 25 sequences in all, each which become increasingly more difficult through progression. | ||
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When these requirements are met, the mode will prompt participants to engage in a quick time event where they must press the assassinate button, upon which the Sync Kill is successful if it is performed in time. Despite always receiving 250 points as an Extra-Objective reward, individuals can also accrue additional bonuses to increase their kill score, which will carry forward towards the next sequence's total. | When these requirements are met, the mode will prompt participants to engage in a quick time event where they must press the assassinate button, upon which the Sync Kill is successful if it is performed in time. Despite always receiving 250 points as an Extra-Objective reward, individuals can also accrue additional bonuses to increase their kill score, which will carry forward towards the next sequence's total. | ||
==Archetypes== | |||
===The Envoy=== | |||
Detection : Wary | |||
==Extra objectives== | Reaction : Coward | ||
Abilities : Smoke Bomb, Decoy | |||
===The Soldier=== | |||
Detection : Wary | |||
Reaction : Fighter | |||
Abilities : Smoke Bomb,Disguise | |||
===The Mole=== | |||
Detection : short sighted | |||
Reaction : Coward | |||
Abilities : Resilience | |||
===The Lookout=== | |||
Detection : Short Sighted | |||
Reaction : Fighter | |||
Abilities : Resilience | |||
===The Tracker=== | |||
Detection : Wary | |||
Reaction : Coward | |||
Abilities : Disguise,Blender | |||
===The Legionaire=== | |||
Detection : Wary | |||
Reaction : Fighter | |||
Abilities : Bodyguard,Resilience | |||
===The Spy=== | |||
Detection : Wary | |||
Reaction : Coward | |||
Abilities : Firecrackers | |||
===The Scout=== | |||
Detection : Wary | |||
Reaction : Fighter | |||
Abilities : Firecrackers | |||
===The Lieutenant === | |||
Detection : Wary | |||
Reaction : Coward | |||
Abilities : Decoy | |||
===The Captain=== | |||
Detection : Alert | |||
Reaction : Fighter | |||
Abilities : Decoy,Blender | |||
===The Recruit=== | |||
Detection : Alert | |||
Reaction : Coward | |||
Abilities : Bodyguard,Resilience | |||
===The Hunter=== | |||
Detection : Alert | |||
Reaction : Fighter | |||
Abilities : Disguise,Blender | |||
Note <span style="line-height:20px;">that all targets will immediately detect the Player should the Player preforms a Kill or a notorious action.</span> | |||
==<span style="font-size:18px;">Extra objectives</span>== | |||
Extra-Objectives are optional kill constraints that are changed with every sequence, which can be located towards the top-left of the heads-up display. They range from earning added bonuses on kills to trigger point-based rewards, spanning from Incognito kills, Multi-Kills, Assist bonuses and many others, including combination requirements such as "Focus + Hidden". | Extra-Objectives are optional kill constraints that are changed with every sequence, which can be located towards the top-left of the heads-up display. They range from earning added bonuses on kills to trigger point-based rewards, spanning from Incognito kills, Multi-Kills, Assist bonuses and many others, including combination requirements such as "Focus + Hidden". | ||
Revision as of 11:23, 20 January 2013

Wolfpack is an Animi training mode developed by Abstergo Industries' entertainment branch, which is included within the console stage of the Animus technology.
It revolves around participants assassinating non-player characters, either in a solitary attempt or with the co-operation of others, and is structured in sequences. There are 25 sequences in all, each which become increasingly more difficult through progression.
Sync kills
A special sequence occurs on sequences 10, 16, 22 and 25, which require a "Sync Kill" to automatically progress. To successfully complete these sequences, individuals must either have the relevant target locked or highlighted, before they enter into the kill radius.
For sessions with more than one participant, it is important that each Animi Avatar has a seperate target locked, or else the Sync Kill prompt will not initiate. The Sync Kill will also fail if any of the Animi Avatars are discovered.
When these requirements are met, the mode will prompt participants to engage in a quick time event where they must press the assassinate button, upon which the Sync Kill is successful if it is performed in time. Despite always receiving 250 points as an Extra-Objective reward, individuals can also accrue additional bonuses to increase their kill score, which will carry forward towards the next sequence's total.
Archetypes
The Envoy
Detection : Wary
Reaction : Coward
Abilities : Smoke Bomb, Decoy
The Soldier
Detection : Wary
Reaction : Fighter
Abilities : Smoke Bomb,Disguise
The Mole
Detection : short sighted
Reaction : Coward
Abilities : Resilience
The Lookout
Detection : Short Sighted
Reaction : Fighter
Abilities : Resilience
The Tracker
Detection : Wary
Reaction : Coward
Abilities : Disguise,Blender
The Legionaire
Detection : Wary
Reaction : Fighter
Abilities : Bodyguard,Resilience
The Spy
Detection : Wary
Reaction : Coward
Abilities : Firecrackers
The Scout
Detection : Wary
Reaction : Fighter
Abilities : Firecrackers
The Lieutenant
Detection : Wary
Reaction : Coward
Abilities : Decoy
The Captain
Detection : Alert
Reaction : Fighter
Abilities : Decoy,Blender
The Recruit
Detection : Alert
Reaction : Coward
Abilities : Bodyguard,Resilience
The Hunter
Detection : Alert
Reaction : Fighter
Abilities : Disguise,Blender
Note that all targets will immediately detect the Player should the Player preforms a Kill or a notorious action.
Extra objectives
Extra-Objectives are optional kill constraints that are changed with every sequence, which can be located towards the top-left of the heads-up display. They range from earning added bonuses on kills to trigger point-based rewards, spanning from Incognito kills, Multi-Kills, Assist bonuses and many others, including combination requirements such as "Focus + Hidden".
While this point bonus initially begins at 100 points, it increases to 250 points at sequence 11, up until sequence 19 where it reaches its maximum value of 400 points.
Gallery
-
The Night Stalker and the Lady Maverick hunting together.
-
The Mountebank and the Silent Shadow going after their targets.
-
The Commander in a chase with his victim, to provide a diversion for the Silent Shadow.
-
The Silent Shadow and the Hessian assassinating together.
-
The Pioneer and the Robber hunting their targets.
Reference