Conquest

*Conquest* is one of the gamemodes in PaintSquad. It's a mix & match of both Deathmatch and Capture the Flag modes from other games. Your main goal, like Deathmatch, is to splat enemies, however there's a lot more strategy involved as this mode adds Checkpoints that you must capture in order to score extra points for splats. Conquest is a custom gamemode suggested by Swag on the Xenyria Forums.

## Objective

In a Conquest match, several "checkpoints" are scattered around the stage for either team to capture. All checkpoints except the first and last start in a "Neutral" state. The checkpoints next to both teams' spawns start pre-captured by that team. You are able to capture checkpoints by being within their radius. Checkpoints that are Neutral require you to drop its value from 100% to 0% before your team can capture it. Once it's no longer neutral, the team within its radius will claim the checkpoint, and the value will begin to raise from 0% to 100% as long as you're still near it. Upon reaching 100%, your team will have "conquered" said checkpoint, and you will be rewarded a point.

### Scoring

You can score points by either splatting enemies or fully capturing checkpoints. When an enemy is splatted, your team is rewarded with 1 point per checkpoint you have captured. For example, if you have 4 checkpoints captured and you splat an enemy, your team gains 4 points. As for checkpoints themselves, you only get a point if it was the first time that checkpoint got captured, or you fully captured it from being conquered (100%) by the enemy.

### Checkpoints

Checkpoints have 3 states. Captured by Team Alpha, Neutral, and Captured by Team Bravo, each state having a percentage value to show how captured a checkpoint is. If a checkpoint is Neutral and nobody is near it, then it'll slowly raise to 100% Neutral. Otherwise, if it is captured by a team, it'll remain at the percentage it was when the last player left the checkpoint's radius. The speed in which a checkpoint is captured is the as follows:

 **Time to capture 100%** | 4.545 seconds

Number of Checkpoints Per Stage
 **Flounder Heights** | 5 checkpoints

## Winning

If a team manages to score 100 points, then they are awarded with a **Knockout**. Otherwise, if neither team wins by Knockout within **7 minutes** (plus overtime), then the team with the most points wins.

## Overtime

### Scores are not tied by 0:00

If the losing team has the same amount or more checkpoints captured than the winning team when the clock hits **0:00**, then **Overtime** will start. Once Overtime starts, it won't end until:

* The losing team takes the lead, in which they will win.
* The winning team has more checkpoints captured than the losing team for longer than **15 seconds**.
* The winning team reaches 100 points and gets a Knockout.
* 3 minutes pass, and the losing team hasn't taken the lead.

### Scores are tied by 0:00

If the scores are tied when the clock hits 0:00, then Overtime will start. Once this Overtime starts, it won't end until:

* A team fully captures a checkpoint, giving them a point.
* A team (with at least one checkpoint captured) splats a member of the opposing team.
* 3 minutes pass, in which a random team will win.

## Rewards

You can get up to 100 points based on how many enemies you splatted, and your captured checkpoints. The rewards are as follows: