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
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: 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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