v2.0.0 Changes
Map Changes
Some changes have been made to the map to encourage quick and intentional gameplay
- Added environmental hazards in the form of asteroids
- Shortened the map bounds
- Decreased the team base capture zone sizes
Proper Gamestate
Added a proper game state manager. Ends the match when the game is complete and goes back to the lobby.
Spectator Mode
Along with game state code, users not on a team when a game starts, or joining mid-game, are now set into "spectator mode."
Player Classes
Introduces 5 selectable classes with different abilities and mechanics
Fighter
HP: 800 / Energy: 100
- Main weapon: Twinfire Machine Gun
- Dual gatlings
- 10x2 damage per shot
- 6x2 rounds per second
- 40 shots per magazine
- Reload time: 2 seconds
- Secondary Weapon: Homing Missiles
- Launches tracking missiles that follow targets for precision strikes.
- Deals 100 damage per missle
- 6 missiles stock
- Reload time: 6 seconds per rocket
- Abilities:
- Afterburner Dash (20 energy): Short burst of extreme speed to evade or close gaps.
- 10 second cooldown
- EMP Shockwave (35 energy): Emits a short-range electromagnetic pulse, temporarily disabling nearby enemy systems.
- 20 second cooldown
- Shield Overcharge (40 energy): Temporarily increases shield durability by 50%.
- 25 second cooldown
Tank
HP: 1,200 / Energy: 120
- Main Weapon: Heavy Cannon
- Fires slow but high-damage plasma blasts with area-of-effect impact.
- 150 damage (+75 splash damage to others) per shot
- 1.5 shots per second
- 12 shots per magazine
- Reload time: 4 seconds
- Secondary Weapon: Flak Disperser
- A defensive weapon that sprays shrapnel-like projectiles to deter close enemies.
- 30 damage per shard
- Slows enemy for 1s
- 5 shards per burst
- 8 bursts per magazine
- Reload time: 5 seconds
- Abilities:
- Fortify (30 energy): Activates reinforced armor, reducing incoming damage for a short time.
- Duration: 6 seconds
- 15 second cooldown
- Gravity Well (50 energy): Deploys a field that slows nearby enemies.
- Duration: 5 seconds
- 25 second cooldown
- Countercharge (40 energy): Reflects 20% of incoming damage back at attackers for a limited time.
- Duration: 7 seconds
- 30 second cooldown
Sniper
HP: 600 / Energy: 80
- Main Weapon: Long-Range Railgun
- Precision weapon that deals massive damage over long distances.
- 250 damage per shot
- 1 shot per second
- 8 shots per magazine
- Reload time: 5 seconds
- Secondary Weapon: Dagger Mines
- Proximity mines that explode when an enemy gets too close, defending the Sniper from flanking.
- 200 damage per mine
- 3 mines stock
- Reload time: 10 seconds per mine
- Abilities:
- Cloaking Field (25 energy): Temporarily turns invisible to reposition or escape.
- Duration: 4 seconds
- 20 second cooldown
- Target Lock (20 energy): Highlights a specific target for allies.
- Duration: 8 seconds
- 15 second cooldown
- Overcharged Shot (30 energy): Your next Railgun shot fires a supercharged round with increased damage and penetration.
- 12 second cooldown
Scout
HP: 650 / Energy: 90
- Main Weapon: Scatter Rifle
- Fires a wide spread of low-damage energy beams, good for hit-and-run tactics.
- 5x3 damage per shot
- 10x3 shots per second
- 50 rounds per magazine
- Reload time: 2 seconds
- Secondary Weapon: Disruptor Dart
- Fires disabling dart that temporarily disrupt enemy systems.
- Reverses enemy controls
- Reload time: 4 seconds
- Abilities:
- Boost Thrusters (15 energy): Gain a sustained speed increase for scouting or escaping.
- Duration: 4 seconds
- 12 second cooldown
- Sensor Sweep (25 energy): Reveals enemy locations within a large radius for all teammates.
- Duration: 5 seconds
- 18 second cooldown
- Phase Shift (30 energy): Deploys a rift that can be warped back to for a short time.
- Duration: 6 seconds
- 20 second cooldown
Healer
HP: 700 / Energy: 110
- Main Weapon: Pulse Blaster
- A light, fast-firing weapon for basic self-defense.
- 15 damage per shot
- 8 shots per second
- 30 rounds per magazine
- Reload time: 2 seconds
- Secondary Weapon: Repair Beam
- A continuous beam that heals allies’ shields and hulls over time.
- Heals 50HP per second to allies in the beam
- Drains 5 energy per second
- Abilities:
- Healing Field (25 energy): Deploys an area-of-effect zone that gradually restores ally health.
- Duration: 5 seconds
- 15 second cooldown
- Energy Transfer (30 energy): Sacrifices part of the Healer’s shields to boost an ally's energy reserves.
- 20 second cooldown
- Emergency Shield Burst (40 energy): Instantly restores a portion of all nearby allies’ shields.
- 30 second cooldown