Per-ship scale/speed factors and updated race/class doc

Give each ship an explicit sprite scale (tuned per role so an
Interceptor/Gunship/Bomber/Support/Heavy reads the same size across
all 3 races, then reduced another 25% per feedback that ships felt
oversized) and a movement speed_factor pulled from a shared
SPEED_BY_ROLE table, so e.g. every race's Interceptor moves at the
same speed as every other race's. GameConfig carries both through to
ship_movement.gd, which now scales thrust/max_speed by the chosen
ship's factor.

Rewrite overview/racesclasses.md to match what's actually implemented:
real ship names/roles for Terran Republic and Vorg Swarm, fill in the
previously-undocumented Mechanos Sovereignty roster, and correct the
chosen-race list now that Vorg Swarm (bio/acid swarm, matching the
uploaded art) replaced Void Wraiths as the third chosen race.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-10 23:14:30 -04:00
parent 9dce0177ac
commit 019f434995
5 changed files with 63 additions and 45 deletions
+27 -27
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@@ -1,10 +1,10 @@
# Races & Ship Classes
## Chosen Races: 1, 4, 5
## Chosen Races: 1, 4, 3
From the 10 concepts below, races **1 (Terran Republic)**, **4 (Mechanos Sovereignty)**, and **5 (Void Wraiths)** were selected.
From the 10 concepts below, races **1 (Terran Republic)**, **4 (Mechanos Sovereignty)**, and **3 (Vorg Swarm)** were selected.
> **Current in-game status:** The team selection screen uses temporary placeholder names ("Terran Federation", "The Collective", "Iron Order") with placeholder sprites until proper art and lore are integrated for the 3 chosen races.
> **Current in-game status:** Team selection now uses the real race names and real ship art for all 3 chosen races (`assets/images/ships/<race>/`). Each race has its own 5-ship roster — Interceptor, Gunship, Bomber, Support, Heavy — matching the tables below. See `team_select.gd`.
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@@ -17,41 +17,41 @@ From the 10 concepts below, races **1 (Terran Republic)**, **4 (Mechanos Soverei
| # | Ship | Role | Description |
|---|------|------|-------------|
| 1 | **Falcon** | Interceptor | Fast all-rounder. Standard guns, high agility. Best 1v1 duelist. |
| 2 | **Devastator** | Bomber | Launches grenades + missiles with large splash radius. Slow, massive damage. |
| 3 | **Sentinel** | Support | Deploys repair drones + turrets. Allies can attach. Mobile spawn point. |
| 4 | **Ranger** | Stealth | Cloaks, fires a single high-damage sniper shot, recloaks. |
| 5 | **Juggernaut** | Heavy | Armored fortress. Drops proximity mines, fires suppression bursts. Near-unkillable solo. |
| 1 | **Warframe** | Interceptor | Very fast, rapid weak laser bursts. Built to close distance instantly and chip away at anything in range. |
| 2 | **Striker** | Gunship | Super fast fire rate, very low damage lasers. Trades hitting power for volume of fire. |
| 3 | **Deployer** | Bomber | Fast lasers plus an EMP mine dropped in your wake. Strong for area denial and covering a retreat. |
| 4 | **Link Node** | Support | Lasers plus a small repair pack dropped for allies to pick up. Keeps a team topped off in prolonged fights. |
| 5 | **Bastion** | Heavy | Tankier and slower, but its laser hits harder than anything else in the fleet. Anchors a push. |
---
### Race 4 — Mechanos Sovereignty ✅ Chosen
**Weapon type:** Railgun / Drone / EMP
**Visual:** Perfectly geometric chrome-and-gold ships. No organic curves. Modular, interchangeable parts. Clearly machine-made.
**Feel:** Pure precision AI. Railgun sniping, drone swarms, and tactical disruption.
**Weapon type:** Cannon / Missile
**Visual:** Heavy industrial war machines, chrome-and-gunmetal plating, red accent lighting. Modular, interchangeable parts. Clearly machine-made.
**Feel:** Brute-force industrial muscle. Durable, hard-hitting, built to grind a fight down rather than outmaneuver it.
| # | Ship | Role | Description |
|---|------|------|-------------|
| 1 | **Warframe** | Interceptor | Fires precise railgun bursts. Fast. Rewards aim skill. |
| 2 | **Fabricator** | Bomber | Deploys explosive drone clusters — set-and-forget area denial. |
| 3 | **Core Hub** | Support | Broadcasts repair nanobots to nearby allies. Creates mobile spawn beacon. |
| 4 | **Phantom Unit** | Stealth | Hacks enemy targeting — turns off their HUD radar briefly. Hard to detect. |
| 5 | **Siege Engine** | Heavy | Locks into stationary mode for massive railgun barrage. Vulnerable while moving. |
| 1 | **Sentinel** | Interceptor | A light scout mech with twin rapid cannons. Fast and maneuverable for a Mechanos hull. |
| 2 | **Vanguard** | Gunship | Dual autocannons built for sustained fire. Durable enough to hold a line, fast enough to reposition. |
| 3 | **Ravager** | Bomber | Drops heavy ordnance and mines from its cargo pods. Best used to seal off a chokepoint. |
| 4 | **Aegis** | Support | Projects a short-range shield and deploys a repair drone for nearby allies. |
| 5 | **Colossus** | Heavy | A walking fortress bristling with cannons. Slow and telegraphed, but absorbs enormous damage. |
---
### Race 5 — Void Wraiths ✅ Chosen
**Weapon type:** Dark Energy / Gravity / Phase
**Visual:** Inky black ships with white particle trails. Look like holes in space. Shifting, unstable edges. Eerie.
**Feel:** Terrifying and unpredictable. Gravity wells, phase attacks, hard to pin down.
### Race 3 — Vorg Swarm ✅ Chosen
**Weapon type:** Bio / Acid (DoT)
**Visual:** Organic insectoid creatures rather than built ships — chitin, wings, bioluminescent glow. No two look mechanically alike.
**Feel:** Chaotic organic swarm. Corrosive damage-over-time chips away at anyone who lingers nearby.
| # | Ship | Role | Description |
|---|------|------|-------------|
| 1 | **Shade** | Interceptor | Partially phases — hard to hit. Fires void energy bolts. |
| 2 | **Rift Caster** | Bomber | Opens gravity rifts that pull nearby enemies toward the center then collapse. |
| 3 | **Nexus Wraith** | Support | Creates phase portals allies can teleport through. Ally rally point. |
| 4 | **Specter** | Stealth | Fully phased and invisible. Only visible for 0.3s when firing. |
| 5 | **Void Titan** | Heavy | Absorbs incoming damage, then releases it all in a single omni-directional burst. |
| 1 | **Stinger** | Interceptor | Fast, acid shots with light damage-over-time. Swarms a target from range. |
| 2 | **Spitter** | Gunship | Faster-firing acid with a stronger damage-over-time effect. Sustained corrosive pressure. |
| 3 | **Broodling** | Bomber | Normal acid shots that also spawn a small slowing swarm cloud. Locks down a retreat or chokepoint. |
| 4 | **Nurse** | Support | Acid shots plus a small health/regeneration pack dropped for allies. |
| 5 | **Behemoth** | Heavy | Tankier and slower, with heavy acid shots that carry a large damage-over-time effect. The swarm's apex predator. |
---
@@ -63,8 +63,8 @@ From the 10 concepts below, races **1 (Terran Republic)**, **4 (Mechanos Soverei
### Race 2 — Xel'Nara Collective
**Weapon type:** Laser / Crystal Energy | **Feel:** Alien elegance, glass cannon
### Race 3 — Vorg Swarm
**Weapon type:** Bio / Organic (acid, spores) | **Feel:** Zergs in space, DOT chaos
### Race 5 — Void Wraiths
**Weapon type:** Dark Energy / Gravity / Phase | **Feel:** Terrifying and unpredictable, gravity wells and phase attacks, hard to pin down
### Race 6 — Solari Imperium
**Weapon type:** Plasma / Solar Fire | **Feel:** Ancient empire, slow and devastating