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>
4.4 KiB
Races & Ship Classes
Chosen Races: 1, 4, 3
From the 10 concepts below, races 1 (Terran Republic), 4 (Mechanos Sovereignty), and 3 (Vorg Swarm) were selected.
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. Seeteam_select.gd.
The 3 Chosen Races
Race 1 — Terran Republic ✅ Chosen
Weapon type: Projectile / Ballistic Visual: Angular gray-blue military ships, recognizable fighter jet silhouettes, clean livery Feel: Standard military. Balanced and familiar. Easiest to learn.
| # | Ship | Role | Description |
|---|---|---|---|
| 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: 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 | 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 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 | 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. |
All 10 Race Concepts (Reference)
Click to expand all 10 races
Race 2 — Xel'Nara Collective
Weapon type: Laser / Crystal Energy | Feel: Alien elegance, glass cannon
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
Race 7 — Kryx Hivemind
Weapon type: Swarm Missiles / Acid | Feel: Insectoid swarm, volume of fire
Race 8 — Nebulon Drifters
Weapon type: Gas Clouds / Toxin | Feel: Environmental control, zone denial
Race 9 — Iron Covenant
Weapon type: EMP / Railgun / Hacking | Feel: Disruptor faction, breaks enemy systems
Race 10 — Eldari Ascendancy
Weapon type: Psionic / Reality Distortion | Feel: Psychic manipulation, bullets that curve