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client/overview/racesclasses.md
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anekdotin 7b44b2f2dc Add real server pool, race roster overhaul, and ship energy system
Server browsing & matchmaking:
- HL2-style main menu (QUICK PLAY/SERVER SELECT/OPTIONS/PROFILE/QUIT)
  replaces the old CASUAL/RANKED tiles; RANKED removed end-to-end
  (menu, matchmaking-api's Mode.ranked queue path, MMR matching) until
  ranked is real.
- New menu/server_select.gd lists real servers from the matchmaking
  API's GET /servers and connects directly, retiring the old
  unreachable menu/server_browser.gd.
- Real game-server pool: NetworkManager.host_server() self-registers on
  boot and heartbeats every 8s with live player counts; API computes
  available/full status from player_count, and a background sweep marks
  any server offline once its heartbeat goes stale (catches a crashed
  server that never deregistered).
- Server-select rows get a live UDP ping probe (query port = game port
  + 10000) instead of trusting stale DB numbers; post-connect HUD shows
  live RTT off ENet's own peer stats.

Race roster overhaul:
- Swapped Terran/Mechanos/Vorg for the pivoted roster — Apex Dynamics,
  Inner Sphere Navy, Outer Rim Collective — each with a 3-ship
  Fighter/Gunner/Tank lineup, art cropped from concept sheets with
  background removal + orientation fixes per sheet.
- Live headcount + roster + "TEAM FULL" lock on the race-select screen,
  shared between the initial pre-spawn pick and the pause menu's live
  SELECT TEAM swap.
- Bot personalities (bots/bot_personality.gd): aggression/caution/
  accuracy/reaction/awareness traits rolled per bot instead of one
  fixed AI profile.

HUD additions:
- Player list (roster, teammates white/enemies yellow, bots flagged),
  kill feed, minimap, and explosion VFX on death.
- Health and energy now render as bars (hud/stat_bar.gd) instead of
  text in the top-left HUD.

Ship energy system:
- Per-role max energy (Fighter 100 / Gunner 150 / Tank 250), 75 energy
  per shot, flat regen (100 per 2.5s), fully server-authoritative and
  piggybacked on the existing per-tick state broadcast alongside health.
- New blue "mirrored" bar top-middle of the screen (hud/energy_bar.gd)
  whose fill drains from both edges toward the center instead of
  left-to-right.

Ship handling tuning:
- Turn rate reduced (4.0 -> 1.0 rad/s) so a quick tap no longer
  over-rotates; holding past 0.15s ramps to double speed (2.0 rad/s) for
  fast full turns, gated the same way damage already is so replay during
  reconciliation can't double-count the hold timer.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-15 17:56:33 -04:00

132 lines
5.8 KiB
Markdown

# Races & Ship Classes
## Setting
Three factions fight inside the massive shielding, pipes, and superstructure of
refineries, shipyards, and mining stations — not open void. Grounded, blue-collar
sci-fi in the vein of *The Expanse* (corporate hegemony vs. disciplined inner-planet
military vs. gritty outer-belt miners), but built as a fast, arcade 2D tactical
arena shooter rather than a hard-sci-fi sim. Tight factory corridors and choke
points are the map language — see `multiplayer.md`.
> **Status:** This replaces the previous 10-alien-race concept pool and the
> Terran Republic / Mechanos Sovereignty / Vorg Swarm roster. Doc-only for now —
> game code (`team_select.gd` RACES data, `GameConfig`, existing
> `assets/images/ships/<race>/` art) still reflects the old races until that work
> is scheduled.
---
## The 3 Factions
### Apex Dynamics — The Corporate Syndicate
**Weapon type:** High-tech energy (coherent light / plasma)
**Visual:** Sleek, pearlescent-white hulls with razor-sharp geometric lines and
glowing neon-blue engine trails — looks more like a high-end luxury smartphone
than a military weapon.
**Feel:** High-tech and precise. Wins by not being seen until it's too late.
**Tactical ability:** **Active Camouflage** — see [Faction Abilities](#faction-abilities-universal-system)
### Inner Sphere Navy (ISN) — The Military
**Weapon type:** Standard-issue ballistics / ordnance
**Visual:** Gunmetal-gray, wedge-shaped hulls with hard militaristic angles, dense
protective plating, and prominent forward-facing gun turrets.
**Feel:** Disciplined, heavy, frontal. Wins by tanking a choke point and forcing
the fight.
**Tactical ability:** **Overcharged Aegis** — see [Faction Abilities](#faction-abilities-universal-system)
### Outer Rim Collective (ORC) — The Belters
**Weapon type:** Kinetic / repurposed mining hardware
**Visual:** Blocky, gritty patchwork of mismatched metal plating and exposed
hydraulic wiring, dominated by external fuel tanks and heavy industrial hardware
bolted onto the hull.
**Feel:** Scrappy and improvised. Wins by controlling terrain and denying space.
**Tactical ability:** **Proximity Scrap-Mine** — see [Faction Abilities](#faction-abilities-universal-system)
---
## Ship Classes
Every faction fields the same 3-ship structure, re-skinned to its own theme:
| Class | Role |
|-------|------|
| **Fighter** | Single, high-precision, high-damage shot |
| **Gunner** | Rapid-fire spray/burst, more shots for less damage each |
| **Tank** | Bigger and slower; fires both bullets and missiles |
### Apex Dynamics
| Ship | Class | Weapon |
|------|-------|--------|
| **Lancet** | Fighter | A single, high-precision bolt of blue coherent light |
| **Pulsar** | Gunner | A wide, rapid-fire fan of low-damage green plasma pulses |
| **Sovereign** | Tank | Homing micro-missiles alongside dual heavy plasma batteries |
### Inner Sphere Navy (ISN)
| Ship | Class | Weapon |
|------|-------|--------|
| **Patriot** | Fighter | A single, hard-hitting high-caliber explosive shell |
| **Barrage** | Gunner | A relentless quad-barrel spray of fast, low-damage light bullets |
| **Behemoth** | Tank | Heavy tracking torpedoes plus massive physical deck-guns |
### Outer Rim Collective (ORC)
| Ship | Class | Weapon |
|------|-------|--------|
| **Rail-Jack** | Fighter | A single, heavy magnetic railgun slug |
| **Scrap-Spitter** | Gunner | A rotary scrap-cannon spraying rapid, low-damage metal shrapnel |
| **Iron-Clad** | Tank | Unguided explosive rockets plus continuous vulcan machine-gun fire |
---
## Faction Abilities (Universal System)
Each faction has exactly one tactical ability. Every ship in that faction gets
it — what changes per class is scale, not kind, so the ability reads instantly
off a ship's faction regardless of which of the 3 hulls it's flying. Same energy
cost and cooldown across factions; duration/impact scales with the hull:
| Class | Scaling rule |
|-------|--------------|
| Fighter | Fast cooldown, short/light effect |
| Gunner | Baseline cooldown and effect |
| Tank | Long cooldown, largest/heaviest effect |
### Apex Dynamics — Active Camouflage
Ship turns 90% transparent and disappears from radar. Firing or taking damage
breaks it instantly. Fighter gets a quick, short slip; Tank's lasts longest but
is riskiest to commit a slow hull to.
**Use:** Slip past a defender in a narrow pipe, flank, or break a missile lock.
### Inner Sphere Navy — Overcharged Aegis
A frontal hard-light barrier absorbs 100% of incoming damage from the front for
a few seconds. Sides and rear stay exposed, turn rate drops, and the ship can't
fire while it's up. Tank's barrier is wide enough to shield teammates trailing
behind it; Fighter's is a narrow, quick poke.
**Use:** Push straight through a defended choke point, soaking fire so teammates
can follow.
### Outer Rim Collective — Proximity Scrap-Mine
Ejects a magnetized mine that arms after ~1 second and goes dark on radar.
Detonates on enemy proximity for heavy damage in a small radius plus knockback;
alert enemies can shoot it from a distance to trigger it safely. Only one mine
per ship at a time — dropping a second detonates the first. Tank's mine has a
larger blast radius; Fighter's arms faster but hits smaller.
**Use:** Cover a retreat down a corridor, or seed a choke point/objective before
a push.
### The Rock-Paper-Scissors Loop
- **ORC mines counter Apex cloak** — a cloaked ship blundering through a mined
corridor eats the blast, which also breaks the cloak.
- **ISN shield counters ORC mines** — the frontal barrier absorbs a mine
detonation, clearing the path for the team behind it.
- **Apex cloak counters ISN shield** — a slow, frontal-shielded push leaves the
ISN ship's flank and engines open for a cloaked ship to slip around and
punish.
No ability wins a fight by itself — it depends on the map and the moment it's
used, same as a smoke/flash/molotov in CS:GO.