v2.0.0 Changes

Map Changes

Some changes have been made to the map to encourage quick and intentional gameplay

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