Remove Apex Dynamics faction, retune bullet speed/size
Drop Apex Dynamics from the playable roster (2 races now: Inner Sphere Navy, Outer Rim Collective) to simplify the 2D art pipeline; World's race-offer logic just shuffles both remaining races instead of picking 2 of N. Also fix bullets using a constant muzzle velocity instead of adding the shooter's own velocity, and shrink the bullet hitbox/sprite. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -2,30 +2,21 @@
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## Setting
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Three factions fight inside the massive shielding, pipes, and superstructure of
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Two factions fight inside the massive shielding, pipes, and superstructure of
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refineries, shipyards, and mining stations — not open void. Grounded, blue-collar
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sci-fi in the vein of *The Expanse* (corporate hegemony vs. disciplined inner-planet
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military vs. gritty outer-belt miners), but built as a fast, arcade 2D tactical
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arena shooter rather than a hard-sci-fi sim. Tight factory corridors and choke
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points are the map language — see `multiplayer.md`.
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sci-fi in the vein of *The Expanse* (disciplined inner-planet military vs. gritty
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outer-belt miners), but built as a fast, arcade 2D tactical arena shooter rather
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than a hard-sci-fi sim. Tight factory corridors and choke points are the map
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language — see `multiplayer.md`.
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> **Status:** This replaces the previous 10-alien-race concept pool and the
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> Terran Republic / Mechanos Sovereignty / Vorg Swarm roster. Doc-only for now —
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> game code (`team_select.gd` RACES data, `GameConfig`, existing
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> `assets/images/ships/<race>/` art) still reflects the old races until that work
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> is scheduled.
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> Terran Republic / Mechanos Sovereignty / Vorg Swarm roster. A third faction,
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> Apex Dynamics (The Corporate Syndicate), was cut entirely to simplify the art
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> pipeline — no code or docs should reference it going forward.
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---
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## The 3 Factions
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### Apex Dynamics — The Corporate Syndicate
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**Weapon type:** High-tech energy (coherent light / plasma)
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**Visual:** Sleek, pearlescent-white hulls with razor-sharp geometric lines and
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glowing neon-blue engine trails — looks more like a high-end luxury smartphone
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than a military weapon.
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**Feel:** High-tech and precise. Wins by not being seen until it's too late.
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**Tactical ability:** **Active Camouflage** — see [Faction Abilities](#faction-abilities-universal-system)
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## The 2 Factions
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### Inner Sphere Navy (ISN) — The Military
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**Weapon type:** Standard-issue ballistics / ordnance
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@@ -55,14 +46,6 @@ Every faction fields the same 3-ship structure, re-skinned to its own theme:
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| **Gunner** | Rapid-fire spray/burst, more shots for less damage each |
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| **Tank** | Bigger and slower; fires both bullets and missiles |
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### Apex Dynamics
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| Ship | Class | Weapon |
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|------|-------|--------|
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| **Lancet** | Fighter | A single, high-precision bolt of blue coherent light |
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| **Pulsar** | Gunner | A wide, rapid-fire fan of low-damage green plasma pulses |
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| **Sovereign** | Tank | Homing micro-missiles alongside dual heavy plasma batteries |
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### Inner Sphere Navy (ISN)
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| Ship | Class | Weapon |
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@@ -85,7 +68,7 @@ Every faction fields the same 3-ship structure, re-skinned to its own theme:
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Each faction has exactly one tactical ability. Every ship in that faction gets
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it — what changes per class is scale, not kind, so the ability reads instantly
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off a ship's faction regardless of which of the 3 hulls it's flying. Same energy
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off a ship's faction regardless of which of the 2 hulls it's flying. Same energy
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cost and cooldown across factions; duration/impact scales with the hull:
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| Class | Scaling rule |
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@@ -94,12 +77,6 @@ cost and cooldown across factions; duration/impact scales with the hull:
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| Gunner | Baseline cooldown and effect |
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| Tank | Long cooldown, largest/heaviest effect |
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### Apex Dynamics — Active Camouflage
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Ship turns 90% transparent and disappears from radar. Firing or taking damage
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breaks it instantly. Fighter gets a quick, short slip; Tank's lasts longest but
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is riskiest to commit a slow hull to.
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**Use:** Slip past a defender in a narrow pipe, flank, or break a missile lock.
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### Inner Sphere Navy — Overcharged Aegis
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A frontal hard-light barrier absorbs 100% of incoming damage from the front for
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a few seconds. Sides and rear stay exposed, turn rate drops, and the ship can't
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@@ -117,15 +94,15 @@ larger blast radius; Fighter's arms faster but hits smaller.
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**Use:** Cover a retreat down a corridor, or seed a choke point/objective before
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a push.
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### The Rock-Paper-Scissors Loop
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### Faction Interaction
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With only 2 factions, the abilities form a single counter rather than a loop:
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- **ORC mines counter Apex cloak** — a cloaked ship blundering through a mined
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corridor eats the blast, which also breaks the cloak.
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- **ISN shield counters ORC mines** — the frontal barrier absorbs a mine
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detonation, clearing the path for the team behind it.
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- **Apex cloak counters ISN shield** — a slow, frontal-shielded push leaves the
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ISN ship's flank and engines open for a cloaked ship to slip around and
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punish.
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- **ORC mines punish a shield push once it drops** — the shield can't fire and
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loses turn rate while up, so a mine dropped in its path (or behind it, once
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the barrier expires) still threatens the push.
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No ability wins a fight by itself — it depends on the map and the moment it's
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used, same as a smoke/flash/molotov in CS:GO.
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