In SAW versus Rebellion a core part of the mode would be the three capture points on the map. Obtaining and maintaining control of these points is key to succeeding in the mode.

To start raising a flag one presses the same key that one pressed to jump out of a giant eagle. To stop raising a flag a superanimal can press the key again, press the attack button or take any other action like jumping or simply moving away.

In SvR, a flag is a key point of interest, and it is more than plausible that one will encounter resistance. This may take the form of one or more players actively defending the control circle around the flag. Otherwise it may take the form of players taking position around a corner waiting for enemies to round it. The most common form is that of players flowing towards the point from other points of interest or spawn.

Being ready to fire one’s longer ranged weapon on sight helps to establish initiative in any firefight that ensues.

Of course it may be that one will find that a flag is undefended. In this situation a SuperAnimal has the choice to begin raising it, or to wait for another player to start raising it. Even the briefest of hesitations can mean the difference between success and failure – so unless another player is clearly raising the flag, start hoisting that flag as soon as one is able to.

The hoist. It takes five seconds to raise a flag, and five seconds is a long time when one is raising a flag. A flag raiser is very vulnerable and so is very dependent on teammates to defend them and ensure that the effort ends in success.

When an enemy’s presence is detected, whether in the form of in-bound projectiles from off-screen, or in the form of one or more superanimals coming into view, a flag raiser needs to make a choice. To continue raising the flag requires a judgement call, as well as trust in the competence of nearby players.

To be clear, some nearby players can and will let a flag raiser down, and that can cost a SuperAnimal their life.

As such, take stock of what one stands to lose if they fail to protect the self. A level 1 class that is ready for promotion is a lot less painful to lose than a level 2 class. Similarly, a SuperAnimal with depleted resources is easier to lose than a fresh SuperAnimal well stocked. These things will be covered later.

If one approaches a flag as a level 2 class then consider letting a team mate raise the flag – if one feels that they can be trusted to do so.

AIs will automatically start to raise flags when there are no enemies around. They are easily distracted however and will abandon flag hoists to take shots at an enemy. They also won’t always do all that they can to protect a player hoisting a flag – which can be frustrating – but neither do they deliberately abandon flag hoisters to keep their own SuperAnimal unharmed.

In any case, if one is at an advanced stage of raising a flag then one can usually get away with finishing the process. AIs also tend to take a moment before they start firing.

Of course, if one is a player responsible for supporting the hoisting of a flag, or conducting any other critically important action that does not allow them to move, remember that they are a lot more vulnerable than their would be defender (you). They can get away with a little movement but they run the risk of cancelling the capture.

While there are some things, like enemy skunk bombs, that one has little control over, a SuperAnimal can do a fair bit to improve their teammates’ chances.

One can even stand, and move around, in a position ahead of the capture point so that enemies are tempted to deal with one’s SuperAnimal first, giving any teammate more time to finish the capture. Sacrificing one’s SuperAnimal is also an option, but one needs to determine if the sacrifice is worthwhile.

Once a flag is captured, a player has several choices.

One is to proceed to another flag. This is almost always the right choice when one’s near flag is involved.

Another is to defend the flag.This is a more plausible option for the middle and far flags.

As a defender, one has defender’s advantage, but not all flag locations are created equal. Some will be in more open locations than others, and some will involve a more convoluted or far trek than others. Additionally, some will have fewer or more paths of attack – choke points.

A flag does have a health-regenerating area around it, and this can be helpful when defending, or when simply recovering from a fight, but even weapons that take longer to kill can prove fatal while within the healing circle – so do not overestimate the resilience that it affords.

One last point about flags. As a flag begins to be captured, the flags user interface element for that flag will begin to flash. One knows that it takes around five seconds to claim it, and so one can send projectiles down range in an effort to stop it.

That covers flags. ‘Next’ up we’ll be talking about Twinkle, the ill-tempered star-nosed mole.