BASICS;
-Every set number of points a team gets from kills, the game advances a technological stage
-Both teams get points passively over time
-Every stage change, everyone gets new weapons
-The team that causes the stage change gets a short boost in their points
GAME MECHANICS;
-Built for efficiency rather than complexity
-Competitive playstyle with bunnyhopping and decent accuracy
-Pistol with infinite ammo, rifle with finite ammo. Can resupply with pickups around the map
-Health does not regen, must resupply with pickups around the map
-Map knowledge important, no radar or handholding to tell you where players are
-Multiple powerups around the map from maxhealth buffs to short walkspeed boosts
A few mechanics I didn't like won't be implemented, like aiming and health regen. All maps will be designed within the theme of the game.
UI layout preview;
/8MZrdfE |