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:
- Maximum stamina: 100 points
- Regeneration rate: 10 points/second (when not sprinting)
- Sprint disabled below 10 stamina
- Recovery penalty: 5 second delay after full stamina depletion
1.2 Stance System
Supported Stances:
- Standing - Default combat stance, full movement speed
- Crouched - 75% movement speed, 50% reduced profile
- Prone - 50% movement speed, 80% reduced profile
- Supine (roll from prone) - Defensive position, no movement
Stance Transitions:
- Stand → Crouch: 0.3 seconds
- Crouch → Stand: 0.3 seconds
- Crouch → Prone: 0.8 seconds
- Prone → Crouch: 1.0 seconds
- Prone → Supine Roll: 0.5 seconds
Design Notes:
- Prone state uses custom physics movement mode
- Vaulting requires clear obstacle height check (maximum 120cm)
- Mantling provides vertical boost to overcome tall obstacles
1.3 Advanced Movement
Vaulting:
- Height range: 60cm - 120cm
- Forward velocity maintained at 80%
- Animation: 0.6s vault over time
- Cannot vault while ADS or carrying heavy weapons (>8kg)
Mantling:
- Height range: 120cm - 250cm
- Player velocity reset to zero during mantle
- Animation: 1.2s climb time
- Weapon lowered automatically
Swimming:
- Surface speed: 150 cm/s
- Underwater speed: 100 cm/s
- Breath hold: 45 seconds
- Weapons inoperable while swimming
- Inventory weight penalty: -10 cm/s per 5kg over 15kg
2. Combat Mechanics
2.1 Weapon Handling
Aim Down Sights (ADS):
- ADS transition time: 0.35 seconds
- Movement speed while ADS: 50% of base speed
- Cannot sprint while aiming
- ADS accuracy bonus: 75% reduction in weapon sway
Weapon Sway:
- Base sway (hip fire): ±2 degrees
- ADS sway: ±0.5 degrees
- Stamina below 30%: +50% sway penalty
- Breath hold (Shift key): -75% sway for 5 seconds, 30 second cooldown
Recoil System:
- Vertical recoil: 1.5 degrees per shot (average)
- Horizontal recoil: ±0.8 degrees random
- Recoil recovery: 5 degrees per second
- Sustained fire increases recoil accumulation
- Crouched: -25% recoil, Prone: -50% recoil
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:
- Armor reduces damage by 40% to covered areas
- Helmet protection levels: Lvl 2 (pistol), Lvl 3 (rifle), Lvl 4 (armor-piercing)
- Plate carriers protect chest and abdomen only
- Armor degrades with repeated hits (5 hits to failure)
2.3 Ballistics
Terminal Ballistics Integration:
- Bullet drop calculated per projectile
- Wind deflection at >500m range
- Penetration values per material type
- Ricochet angles: <15° deflection, >15° penetration attempt
Zeroing Ranges: 100m, 200m, 300m, 400m, 500m, 600m
- Press PageUp/PageDown to adjust zero
- Optic reticle adjusts to selected zero
3. Squad & Team Mechanics
3.1 Squad System
Structure:
- Squad size: 6 players maximum
- 1 Squad Leader (required)
- 5 Squad Members (flexible roles)
Squad Leader Abilities:
- Deploy rally points (mobile spawn beacons)
- Place tactical markers on map
- Request commander support
- Coordinate with other squad leaders
- View enhanced tactical information
Rally Point Mechanics:
- Placement cooldown: 120 seconds
- Active duration: 180 seconds
- Minimum distance from enemy: 150m
- Spawn limit: 10 spawns before depleted
- Automatically destroyed if enemy within 25m for 10 seconds
- Only one rally point active per squad
3.2 Voice Communication
VOIP System:
- Local Voice: 50m radius, all players can hear
- Squad Radio: Unlimited range, squad members only
- Command Radio: Squad Leader to Squad Leader communication
- Proximity Detection: Enemy players can hear your local voice at 15m
Radio Mechanics:
- Radio equipment required for squad/command channels
- Local voice always available (simulates shouting)
- Voice quality degrades with distance
- Radio interference possible through enemy EW (Electronic Warfare) assets
4. Territory Control
4.1 Capture Points
Capture Mechanics:
- Capture radius: 50m sphere from flag
- Capture rate: 1% per second per player (maximum 5 players = 5%/second)
- Capture time: 20-100 seconds (depends on player count)
- Contested state: Both teams present, no capture progress
- Neutralization required: Enemy points must reach 0% before friendly capture begins
Point States:
- Neutral: Uncontrolled, can be captured by either team
- Capturing (Friendly): Your team is capturing, progress bar advancing
- Capturing (Enemy): Enemy team is capturing
- Contested: Both teams present, no progress made
- Friendly Controlled: Your team controls the point
- Enemy Controlled: Enemy team controls the point
Capture Priority:
- Players inside capture zone contribute to capture progress
- Maximum 5 players counted (additional players provide no benefit)
- Squad Leaders provide 1.5x capture speed bonus
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:
- Engineer role required
- Must be within friendly territory
- Cannot build within 100m of active combat (suppression zone)
- Limited by team resource pool
5. Vehicle System
5.1 Vehicle Categories
Light Vehicles:
- Jeeps, trucks, light armored vehicles
- Seating: 2-8 players
- Armor: Small arms resistant
- Speed: 60-100 km/h
Heavy Vehicles:
- APCs, IFVs, MBTs
- Seating: 2-4 crew
- Armor: Heavy caliber resistant
- Speed: 40-70 km/h
- Requires Crewman role
Logistics Vehicles:
- Supply trucks, fuel tankers
- Capacity: 3000 supply points
- Critical for FOB construction
- Unarmed, lightly armored
5.2 Vehicle Damage Model
Component Damage System:
- Vehicles have multiple damageable components (engine, tracks, turret, etc.)
- Each component has independent health pool
- Component damage affects vehicle functionality
- Destroyed components cannot be field-repaired
Damage States:
- 100-75% HP: Fully operational, no performance penalty
- 75-50% HP: Performance degraded (reduced speed/turret traverse)
- 50-25% HP: Critical damage (smoke effects, weapon accuracy penalty)
- 25-0% HP: Disabled (immobile, weapons offline)
- 0% HP: Destroyed (explosion, vehicle is lost, cannot be repaired)
Repair System:
- Repair tool (Engineer): 10 HP per second
- Repair vehicle: 25 HP per second
- Cannot repair fully destroyed components in field
- Destroyed vehicles must return to base for full rebuild
6. Medical System
6.1 Health States
Health Thresholds:
- Maximum health: 100 HP
- Incapacitated threshold: Below 25 HP (player goes down)
- Bleedout timer: 120 seconds when incapacitated
- Death: After bleedout timer expires or catastrophic damage
Player States:
- Healthy (100-26 HP): Full combat capability, no penalties
- Wounded (25-1 HP): Movement speed reduced 20%, blurred vision, heavy breathing
- Incapacitated (0 HP): Cannot move or shoot, requires medic revive, bleeding out
- Dead: Must respawn at designated spawn point
6.2 Healing Mechanics
Medic Abilities:
- Bandage: Stops bleeding, restores 25 HP, 5 second application time
- Medkit: Full heal over 10 seconds (cannot move during healing)
- Revive: Restore incapacitated player to 50 HP, 8 second channeling time
- Field Surgery: Advanced healing for critical wounds (Medic only)
Self-Healing:
- All players carry 2 bandages in default loadout
- Bandage application: 5 seconds (cannot move while bandaging)
- Restores 25 HP and stops bleeding effects
- Cannot self-revive from incapacitated state
- Additional medical supplies can be purchased or resupplied at ammo caches
7. Economy System (Capital Warfare)
7.1 Resource Generation
Income Sources (Reward-Focused):
- Enemy kill: $25
- Kill assist: $15
- Territory capture: $50 per player
- Territory defense: $25 (kill within 50m of friendly point)
- Vehicle destruction: $50-$500 (based on vehicle value)
- Revive teammate: $20
- Resupply teammate: $15
- Repair vehicle: $10 per 25 HP repaired
- Spotting assist: $10 (enemy you spotted gets killed)
- Squad order completion: $50
- Territory control: $50 per minute per sector controlled
- Objective completion: $100-$500 (based on objective importance)
- Resource extraction: Variable income from captured industrial sites
Performance Bonuses:
- 3 kill streak: +$25 bonus
- 5 kill streak: +$50 bonus
- 10 kill streak: +$100 bonus + team announcement
- Role performance bonuses (Medic: 5 revives = $100, Engineer: 500 HP repairs = $100, etc.)
Team Economy:
- Starting capital: $10,000 per team
- Capital goal (victory): $1,000,000
- Bankruptcy threshold (defeat): $0
- Income is shared across entire team
- Commander manages major expenditures
7.2 Expenditures
Death Cost:
- Flat respawn cost: $25 (no escalation)
- Equipment persistent until death (purchased loadouts don’t need repurchasing unless you die)
Equipment Costs:
- Standard loadout: $0 (free)
- Upgraded weapons: $100-$500
- Armor plates: $150
- Grenades: $25 each
- Medical supplies: $50
- Insurance (50% refund on death): $50 (for loadouts $300+)
Vehicle Costs (Base):
- Light transport: $500
- Armed jeep: $1,500
- APC: $5,000
- IFV: $8,000
- MBT: $15,000
- Attack helicopter: $25,000
Vehicle Upgrade Tiers:
- Tier 1 (Improved): +$2,000 (25% armor, improved optics)
- Tier 2 (Advanced): +$5,000 (50% armor, APS, enhanced weapon)
- Tier 3 (Elite): +$10,000 (75% armor, advanced APS, best weapon, thermals)
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:
- Players earn XP through gameplay actions
- XP unlocks weapons, vehicles, and equipment
- All unlocks are cosmetic or horizontal progression (no pay-to-win)
XP Sources:
- Kill: 100 XP
- Assist: 50 XP
- Capture Point: 200 XP
- Revive: 75 XP
- Repair Vehicle: 50 XP
- Squad Orders: 100 XP
- Victory: 500 XP
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:
- 0 revives: Basic medkit
- 50 revives: Advanced medkit (faster healing)
- 100 revives: Defibrillator (revive from longer distances)
- 250 revives: Field surgery kit (revive with more HP)
Anti-Tank Example:
- 0 vehicle kills: RPG-7 (basic launcher)
- 10 vehicle kills: M136 AT4 (faster reload)
- 25 vehicle kills: Javelin (top-attack capability)
- 50 vehicle kills: TOW launcher (wire-guided)
Note: Full progression details in Feedback and Improvements
8.3 Tutorial and Onboarding
Progressive Tutorial System:
Stage 1: Basic Training (Required)
- Movement, shooting, communication basics
- ~10 minutes
- Required before multiplayer access
Stage 2-3: Role & Vehicle Training (Optional)
- Role-specific tutorials (medic, engineer, SL, AT)
- Vehicle operation tutorials (driving, IFV, tank, helicopter)
- Each tutorial rewards +500-1000 XP
- 5-10 minutes each
Context-Sensitive Help:
- In-game tooltips for new mechanics
- Video demonstrations (<15 seconds) on hover
- “Don’t show again” option for experienced players
Mentor System:
- New players (Level <5) marked with [NEW] tag
- Experienced players (Level 15+) can volunteer as mentors
- Mentors earn bonus XP for helping new players succeed
- Automatic squad matching for new players with mentors
Note: Full tutorial and learning systems detailed in Feedback and Improvements
9. Input Mapping
9.1 Default Keybinds
Movement:
- W - Forward
- S - Backward
- A - Strafe Left
- D - Strafe Right
- Shift - Sprint
- C - Crouch/Stand
- X - Prone
- Space - Jump/Vault
- Alt - Walk (speed modifier)
Combat:
- LMB - Fire weapon
- RMB - Aim Down Sights
- R - Reload
- T - Toggle Weapon Light/Laser
- G - Throw Grenade
- V - Melee Attack
- B - Fire Mode (Auto/Semi/Burst)
Interaction:
- F - Use/Interact
- Q - Lean Left
- E - Lean Right
- Z - Deploy Bipod
- Hold F - Build Menu (Engineer only)
Communication:
- Caps Lock - Local Voice (50m radius)
- Left Alt - Squad Radio (unlimited range)
- Hold Tab - Scoreboard
- M - Tactical Map
- Insert - Squad Management
10. Performance Requirements
10.1 Network Optimization
Replication Settings:
- Infantry character update rate: 10 Hz (10 updates per second)
- Vehicle update rate: 15 Hz (higher for fast-moving objects)
- Minimum update frequency: 2 Hz (bandwidth conservation)
Bandwidth Targets:
- Per player: 8-12 KB/s
- 64-player server total: 768 KB/s maximum
- Packet rate: 30 packets per second
- Lag compensation: Up to 150ms client latency
10.2 CPU/GPU Targets
Client Performance:
- Target: 60 FPS @ 1080p
- Minimum: 45 FPS @ 1080p
- CPU: 8-core modern processor
- GPU: RTX 2060 / RX 5700 equivalent
Server Performance:
- Target: 30 tick rate (33ms)
- CPU: 16-core dedicated server
- RAM: 32GB minimum
- Network: 100 Mbps symmetrical
11. Future Expansion Notes
Planned Mechanics (Post-MVP):
These features are planned for implementation after the initial Capital Warfare mode launch:
- Artillery Strike System: Commander ability to call in artillery barrages on marked positions
- Requires observer or recon unit for targeting
- 60 second cooldown between strikes
- High capital cost ($5,000 per strike)
- Area of effect: 50m radius
- UAV Reconnaissance: Aerial spotting and intelligence gathering
- Reveals enemy positions on tactical map for 30 seconds
- 120 second flight time before return
- Can be shot down by enemy anti-air
- Squad Leader ability (requires upgraded FOB)
- Electronic Warfare (EW): Communications jamming capabilities
- Blocks enemy radio communications in 200m radius
- 120 second active duration
- 10 minute cooldown
- Requires specialized EW vehicle deployment
- Weather System: Dynamic environmental conditions affecting gameplay
- Rain: Reduced visibility to 50m, slippery vehicle handling
- Fog: Severely reduced visibility to 25m, muffled weapon sounds
- Snow: 20% movement speed penalty, vehicle traction loss
- Day/Night Cycle: Time-based lighting and gameplay changes
- Night operations require NVG (Night Vision Goggles)
- Artificial lighting sources (flares, vehicle lights, building lights)
- Stealth movement advantages during nighttime
- Reduced detection ranges for enemy spotting
Design Principles for Future Features:
- Must maintain 60 FPS performance target
- Cannot exceed current network bandwidth (12 KB/s per player)
- Must integrate with existing Capital Warfare economy
- No pay-to-win mechanics
- All features must enhance tactical depth without adding complexity bloat
Document Changelog
- v1.0 (Nov 2025): Initial game design specification
- Focus on Capital Warfare mode mechanics
- Aligned with 12-month MVP roadmap
- Project Reality-style documentation format