Jale Guild War

I. The Map 
*Overseer orbs prevents stealthing for enemies when they are close to your base. 
*Once a side hits 500 points, opposing side's Crystal Column will be vulnerable (can be attacked). 
*If neither sides hit 500 points by 15 minutes, the Crystal Column for both sides will be open for attack. 
*Every player from winning side will receive the same amount of Crystal Guardian Points, regardless of kill/amount of participation which means that all points given from each given role (ie., killing other players by saboteurs) goes towards the war itself, not the player. 
II. The Roles 
• There are 3 roles for Jale GvG: Leaders, Saboteurs and Scouts. 
• Each player is allowed only one role at any given time. 
• A role must be selected before entering the battlefield (leaving the spawn area). 
• Special roles will disappear after a set amount of time or upon death. 
1. Leaders: 
* Only 3 leaders allowed at any given time. 
*-15% movement speed. 
*+25% attack to saboteurs when close. 
*Can cap enemy crystals (either from white or enemy color). 
* Will only receive points when killing enemy leader. 
*Can protect own base crystal. 
*Once leader dies, they can not be a leader again. 
2. Sabotuers:
*Able to kill other players for points. 
*Can not capture enemy crystals. 
*+25% defense to Leaders when close. 
3. Scouts: 
 
*Able to neutralize the enemy crystal (turn it to white). 
* Can kill other players but will receive limited points. 
*-50% defense debuff. 
*+15% movement speed. 
III. Three Ways to Win 
#Full-hour war: the guild with the highest point wins at the end of the hour. 
#If one side's Guardian Crystal Column is destroyed, the opposing side wins. 
#Whichever side is first to hit 3,000 points wins.