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BattleSpace - Core Gameplay Mechanics

Version: 1.0
Last Updated: November 2025
Target: 32v32 Capital Warfare Mode


1. Player Movement System

1.1 Movement States

Movement State Speed Stamina Drain Noise Level
Walk 2.0 m/s None Low (10m detection)
Jog 4.0 m/s 5/s Medium (25m detection)
Sprint 6.0 m/s 15/s High (50m detection)
Crouch Walk 1.5 m/s None Very Low (5m detection)
Prone Crawl 1.0 m/s 2/s Silent (0m detection)

Stamina System:

1.2 Stance System

Supported Stances:

Stance Transitions:

Design Notes:

1.3 Advanced Movement

Vaulting:

Mantling:

Swimming:


2. Combat Mechanics

2.1 Weapon Handling

Aim Down Sights (ADS):

Weapon Sway:

Recoil System:

2.2 Damage System

Damage Model: Locational hit detection with armor penetration

Body Part Damage Multiplier Armor Coverage
Head 4.0x Helmet (Lvl 2-4)
Neck 2.5x None
Chest 1.0x Plate Carrier
Abdomen 1.2x Plate Carrier
Arms 0.6x None
Legs 0.7x None

Armor System:

2.3 Ballistics

Terminal Ballistics Integration:

Zeroing Ranges: 100m, 200m, 300m, 400m, 500m, 600m


3. Squad & Team Mechanics

3.1 Squad System

Structure:

Squad Leader Abilities:

Rally Point Mechanics:

3.2 Voice Communication

VOIP System:

Radio Mechanics:


4. Territory Control

4.1 Capture Points

Capture Mechanics:

Point States:

Capture Priority:

4.2 Infrastructure System

Deployable Structures:

Structure Cost Build Time Function
FOB Radio $500 60s Command/spawn point
Ammo Cache $300 30s Resupply ammunition
Repair Station $400 45s Vehicle repairs
MG Emplacement $250 30s Static defense
AT Emplacement $350 45s Anti-vehicle
Sandbag Wall $50 10s Light cover
HESCO Barrier $150 20s Heavy cover

Build Requirements:


5. Vehicle System

5.1 Vehicle Categories

Light Vehicles:

Heavy Vehicles:

Logistics Vehicles:

5.2 Vehicle Damage Model

Component Damage System:

Damage States:

Repair System:


6. Medical System

6.1 Health States

Health Thresholds:

Player States:

6.2 Healing Mechanics

Medic Abilities:

Self-Healing:


7. Economy System (Capital Warfare)

7.1 Resource Generation

Income Sources (Reward-Focused):

Performance Bonuses:

Team Economy:

7.2 Expenditures

Death Cost:

Equipment Costs:

Vehicle Costs (Base):

Vehicle Upgrade Tiers:

Note: Vehicle costs may increase based on demand (dynamic pricing) to prevent meta-spam of single vehicle types.


8. Player Progression System

8.1 Experience and Unlocks

Experience Point (XP) System:

XP Sources:

Unlock Tiers:

Level Total XP Unlocks
1 0 Basic weapons & vehicles
5 5,000 Tier 2 weapons (scopes, DMRs)
8 10,000 Light armor vehicles
10 15,000 Tier 3 weapons (LMGs, launchers)
12 20,000 IFVs, attack helicopters
15 30,000 Tier 4 weapons (advanced optics)
16 35,000 Main battle tanks
20 50,000 Elite weapons & fighter aircraft

8.2 Role Performance Unlocks

Role Mastery System: Players unlock specialized equipment by performing role-specific actions:

Medic Example:

Anti-Tank Example:

Note: Full progression details in Feedback and Improvements

8.3 Tutorial and Onboarding

Progressive Tutorial System:

Stage 1: Basic Training (Required)

Stage 2-3: Role & Vehicle Training (Optional)

Context-Sensitive Help:

Mentor System:

Note: Full tutorial and learning systems detailed in Feedback and Improvements


9. Input Mapping

9.1 Default Keybinds

Movement:

Combat:

Interaction:

Communication:


10. Performance Requirements

10.1 Network Optimization

Replication Settings:

Bandwidth Targets:

10.2 CPU/GPU Targets

Client Performance:

Server Performance:


11. Future Expansion Notes

Planned Mechanics (Post-MVP):

These features are planned for implementation after the initial Capital Warfare mode launch:

Design Principles for Future Features:


Document Changelog