WEAPON MECHANICSMana-based: All weapons are spells using a shared mana pool, which slowly replenishes in 90s. You don't have separate ammo, you have to choose carefully which tool to use. All costs are derived from doing 500 damage on a full mana meter with perfect hits. (1 MP for 5 max dmg). I only provide costs for exceptional cases.
Both of these should be server variables controllables by whoever sets up the server, to balance between strategy and run-and-gun fun. Say, 30 to 120s for full mana regen and 300 to 1500 total damage on full MP for calculating MP costs.
Slots: Each class has 3 weapon slots (primary, secondary and melee) and 2 prefab slots plus the ability to place single blocks/draw lines. Some classes can exchange a prefab slot for a special attack, some can exchange weapon slots for more prefabs.
Basic spark: A standardized, team-colored component of many spells. Fixed brightness, Dmg 10 + Random(-2,2). By default, it fizzles after 400 meters (but can be much shorter with specific spell). Fizzling is a distinct, loud sound -- so you always know if your short-ranged sparks are hitting something or not.
10 damage to blocks per spark makes so spark-based spells bad at demolition, which makes them good for defending your own base.
Meelee weapons: balanced to frag average player in ~1.5s (DPS 70) where specific weapon's damage is reversely proportional to hit rate. All numbers are subject to change, thus I provide damage to players in %. Damage to blocks, on the other hand, I provide per hit as that is important distinction between breaking player-placed block (200), a map block (100) or requiring several hits to break a single map block.
Damage to blocks “200” means this weapon destroys any block, even a player-placed one, in one hit. “100” means it destroys a map block in one hit but takes two hit to destroy a player-placed block.
Color coded for your convenience: all projectiles, except specific ones from Kunoichi, are team-colored.
Totems: generate constant AOE buff in a specified radius, lock away a part of your mana until destroyed (by breaking the block they are placed on top). They do not disappear when the one who placed them is fragged. All your mana is locked in useles totems on the other side of the map and you have nothing left to fend off spawn-campers...? Congratulations.
Steerable projectiles: fly at where you are pointing, either infinity or the point your aiming vector is intersecting something. Can fire them up then make them descend from the sky to target. Can make them fly past a cover then turn around and slam into it from behind. Halve your agility (-50%) while steering: you are gesticulating with both your hands.
Plants: all have a footprint of 3[3 and a root system 3x3x2. The blocks filled with roots are indestructible while the plant lives but it takes damage in their stead. If planted in a partially empty space, the plant would grow with a fraction of its max hit points. Plants begin regenerating health after 8s not in combat, fully recovering in 90s.
Plants could be wild (neutral color, hazards hostile to anyone) or team-colored, planted by the Gardener. Plants, like totems, lock away a part of your mana.
Sparkburst: a shotgun eaquivalent. Fires 15 sparks in a 30-degree cone, fizzing out after 5..6 meters (this variation is mostly for a better sound effect).
Dmg up to 150, charging time 1s, Dps up to 150, fires on reease so it can be pre-charged. Alt while charged to discharge, recovering mana. No penalties.
Alt: precharge/cancel charge and recover mana.
Sparkswarm a nailgun equivalent. Fires a focused ranged shot of 20 sparks in a tight formation, but at a slightly randomized speed, so that they begin as a tight bunch but gradually drift apart into a haphazard stream.
Range unlimited (400m), spread is 3m at 60m, dmg up to 200, charging time 0.5s, cooldown 1.5s. Dps up to 100.
Alt: none.
Sparkstream: a plasma equivalent. After its 0.5s charging delay, fires constantly at 20 sparks per second. 100 shots (5 seconds firing time), range 30m, dps 200. Penalties: agility -50%, speed -33%, cannot be pre-charged.
Alt: fire a single steerable spark with unlimited range. You only get *one* spark at a time, with laughable dmg of 10. Useful for long-range harrassment. Standard steerable penalty of agility 50%.
Boomball: a rocket launcher equivalent. Charging time 0.5s, cooldown 0.5s, cannot be pre-charged, release LMB to cancel charging before firing. Dmg 100 with a splash radius of 1.5 meters, fading towards the edges. 50 damage to blocks. Dps 100. No penalties.
Alt: a steerable version. All the same but has a standard steerable penalty of agility 50%.
Note: it frags any non-tanky class in one direct hit.
Siegebreaker anti-building explosive missile. Charging time 1.5s, cannot be precharged, cannot be canceled. Dmg 50 to players, 35 to self, 200 to blocks. Range 75 m, fizzes out in a beautiful, distinctive firework. Cost 25. Dps 16, anti-player mana efficiency 40%. Penalties: a loud distinct sound. 4 shots.
Alt: fire it backwards and down at 45 degree angle for rocket-jumping (use in combination with power melee attack or go splat on landing)
Venom: flies in a ballistic arch, range 15m horizontally. A direct hit applies DOT of 3/s for 15 seconds (total 45). Doesn't stack, further hits only reset the countdown to 15. If hits blocks, marks them caustic for 30+Random(-10..10)s in a fuzzy diameter of 2m (4 blocks). These blocks then apply the same DOT of 3/s to any unfriendly touching them and 10/s to the blocks themselves. If such a block is destroyed, the remaining caustic time drips down. Charging time 0.3s. Cost is calculated from dmg=45, 9MP / 11 shots.
Skull Storm: (
inspiration) a slowly charging swarm of explosive skulls, one per 0.8s. One skull does 50 damage with a splash radius of 1.5m. Only 15 damage to blocks. Fire in a conical burst of 20 degrees, skulls then converge to spiral in a cylinder 2.5 meters across.
Penalties: deafening sound, the skulls screech and cackle. Cannot be canceled. Fires on its own when you run out of MP or accumulate 6 skulls.
Attack flowers: default plant traits, requires 3x3x4 empty space to bloom. Basically, a 1m ball on a 1m stalk (petals are wide but purely cosmetic) that aggroes at any visible opponent in a radius but aggroes at a 30-degree cone when hit, proceeding to shoot at any opponent inside that cone regardless of distance. So harrassing them from afar is a
bad idea.
All their projectiles are always steerable, always fired straight up if there is enough space above to curve and come at you from above.
Boom flower: fires steerable Boomballs at a rate of 1/0.66s. Dps 150, 66 MP, locks 52.
Spark flower: fires steerable sparks at 10/s. Dps 100, 33 MP, locks 26. If presented with multiple targets, it can do a good imitation of Isaac's Greater Missile Storm.
Thorny bush: a 3x3x3 obstacle, with 50% deploying speed, cost 20 and locking 0, meaning you can plant and plant and plant until other players votekick you. Because this thing is always neutral color, damages friend or foe indicriminately. You cannot climb over it, you go through it at 33% speed suffering damage propotional to distance traveled through it by your velocity squared and are subject to repulsive force also proportional to your velocity squared. Sprinting into one is a very bad idea but you can tiptoe in and use it as an ambush spot by sacrificing some of your HP. The bush with more than 20% of its max HP is rendered using a shader that makes it fully opaque from outside but partly see-through from inside.
Trees: Springy 3x3x3 see-through crown on an impassable 1x1x3trunk. Default plant traits.
Wonder tree: a sparkly tree that, in a radius of 6m (10 blocks), triples al allies' mana regen (up to full/30s) and triples all allied plants regen (up to full recovery in 30s). Doesn't stack. Cost 33, locks 20.
Fiber tree: grows mending yarns, one in 30 seconds, holds up to 3 unplucked. In company of a wonder tree speeds up to one in 10s.
Pickaxe: a precision digging tool. Digs exactly one block, damage to blocks 200. Slow swings, very short range. Dps to players 110%. Invaluable for correcting/repairing.
Tea spoon: a standard digging tool (no one would likely ever use). Damage to map blocks 100, only 45 to blocks with durability over 100 (thus, you need four taps to destroy a fully intact player block). Fast swings, medium range (it animates like a very short spear or a stabbing sword). Dps 100%. Digs map blocks twice faster than the pickaxe but breaks player-placed blocks twice slower than the pickaxe.