This suggestion has been split into multiple separate requests. Each split focuses on a specific aspect of the original idea to ensure better tracking and implementation.
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Sandbox Mode for Custom Gameplay and Testing

Suggested by
on July 2, '25
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Dear Dev Team, Here are some suggestions and yes AI did rewrite what I wrote because I am special ### **1. Sandbox Mode** **Overview**: A separate, non-competitive mode accessible from the main menu or Custom Games that allows full player control over map, weapon, and entity interactions. **Core Functions**: * **Map Selection**: All existing PvP maps unlocked. * **Weapon Spawning**: * In-game UI spawn menu categorized by weapon class (e.g., Rifle, SMG, Utility). * Player can spawn any weapon in-hand or onto the ground. * **AI Dummy Entities**: * Toggleable via UI. * States: Stationary, Moving (predefined patrol path or random walk), Reactive (simulate aim/tracking). * Set dummy HP, armor tier, and headshot multiplier. * **Firing Range Zone**: * Centralized location containing weapon racks and labeled weapon stat boards. * Dummy spawn pads with quick reset option. * **Environmental Control**: * Toggle day/night (if applicable). * Enable/disable portals globally or per player. * **Settings Customization**: * Infinite ammo toggle. * Health regen on/off. * Damage numbers toggle. * Time scaling (slow motion testing). **Technical Notes**: * Session is client-hosted or P2P (no matchmaking). * No XP or progression earned in this mode. * The Host should beable to give people Admin in it( this means that they can do whatever the host can do) --- ### **2. Hyper Sight Rework** **Current Limitation**: Flat-range detection without intelligent differentiation between obstructions and open space. **Proposed System**: * **Dynamic Scan Radius**: * **Obstructed Path** (e.g., through walls): 30m max scan depth using line trace + wall count limiter. * **Open Line-of-Sight**: Up to 50m or configurable in abilities.json file. * **Detection Targets**: * **Enemy Players** (highlighted silhouettes, outline strength fades with distance). * **Weapon Pickups** (highlighted outlines, weapon type icons shown). * **Active Portals** (outline glows if in field of view, with portal owner color). * **Visualization**: * Transparent pulse expanding from the player origin. * Different colors for different objects (red for enemies, yellow for weapons, blue for portals). * **Cooldown / Energy Cost**: Remains unchanged unless tied to an ability system. --- ### **3. Armor Bar Scaling by Tier** **Goal**: Provide visual granularity to armor tiers without changing underlying protection values. **System Proposal**: * Assign visible armor bar quantity based on tier: * **Gray Armor**: 1 bar * **Green Armor**: 2 bars * **Blue Armor**: 3 bars * **Purple Armor**: 4 bars * **Gold Armor**: 5 bars * **Each bar = 50 effective armor points** (configurable via item definitions). * UI shows color-coded segmented armor meter above or below player health bar. **Note**: Damage calculation and armor scaling remains unchanged unless tier bonuses are introduced. --- ### **4. Faction Weapon Archetypes** **Proposal**: Define weapon balance logic based on assigned faction. **Archetype Assignments**: * **Sabrask Faction**: * High base damage * Low fire rate * High recoil * **Meridian Faction**: * Mid damage * Balanced fire rate * Moderate recoil * **Aeros Faction**: * Low damage * High fire rate * Low recoil, --- From olivecrow/OliveFrog317287

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Split Suggestions

This suggestion has been split into the following separate requests:

Implement Sandbox Mode for Full Map, Weapon, and Entity Control
by olivecrow on July 02, 2025 • 1 vote • Status: Open
Dynamic Hyper Sight System with Obstructed and Open Line-of-Sight Detection
by olivecrow on July 02, 2025 • 1 vote • Status: Open
Visual Granularity for Armor Bars by Tier
by olivecrow on July 02, 2025 • 1 vote • Status: Open
Implement Weapon Balance Logic Based on Faction Archetypes
by olivecrow on July 02, 2025 • 1 vote • Status: Open
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