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.
1
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Sandbox Mode for Custom Gameplay and Testing
Split
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
Watchers
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: OpenDynamic Hyper Sight System with Obstructed and Open Line-of-Sight Detection
by olivecrow on July 02, 2025 • 1 vote • Status: OpenVisual Granularity for Armor Bars by Tier
by olivecrow on July 02, 2025 • 1 vote • Status: OpenImplement Weapon Balance Logic Based on Faction Archetypes
by olivecrow on July 02, 2025 • 1 vote • Status: Open
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