Like Crime Spree, Holdout's baseline difficulty is Overkill. This has no negative effects on the final wave and cannot be avoided by any means. Having at least one player in custody will trade the hostage automatically after the current wave finished. The process of a law enforcer releasing the hostage takes 8 seconds. A Holdout ends in failure if the police rescue the hostage or all players are incapacitated (downed, cuffed or in custody), with no rewards being paid out. Other players cannot interact with the hostage in any way. The lobby host can opt to quit early by trading the hostage, but the pay will be limited. The longer the holdout, the bigger the pay, but cops will also become more and more aggressive as the session draws out. Each wave is much shorter than a usual heist wave, lasting about 3 minutes each. The main objective of Holdout mode is to defend oneself and one's hostage against 9 progressively harder assault waves in order to gain ransom from the police.
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