Introduction
Sovereign
Sovereign is a first person shooter set in the future. Rival factions of space colonists have broken off from the central authority, and are now fighting over resources on abandoned outposts. It is played on a network and designed to support a maximum of 32 players. It will be developed using Source engine.
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Team Aquedius
Team Aquedius is the name of the team developing the game Sovereign.
Programmers
Bryant Yao
For our game, Sovereign, my role is the computer programmer. I will be learning and coding for the Source Engine. I will also be learning more C++ to further my understanding on how the Source Engine works.
Mike Mayer
Given my experience with C++ and larger projects in general I will be working on many facets of the game. I will also expel great effort to facilitate teamwork and learning for the team.
Murdock Tracy
My main responsibility on the project is to organize and manage the members of the team to finish the course with a playable game. Second to that I will be working on programming functionalities of the game. My experience with Java and some C++ will make learning the C++ required to program functionalities in the game easy to get started. By the end of the course I plan to have increased my knowledge of C++ and have learned how to program for the Source engine.
Theo Chihaia
For this project, Theo will work on designing/implementing building layout and traps. He will also design/implement the functionality of the vehicle and how it interacts with the user. He will be contributing to story line and game play.
Story
In the far future, the ruling body on Earth had mandated an order to find new planets and terraform them for future colonization. To signal the change in times, the ruling body declared that a new nation would be formed between Earth and its new colonies, with Earth as the central body of governing. This nation was called the United Earth Alliance (UEA). As the UEA continued its expansion deeper into space, it became difficult to control the vast empire. Many of the terraformed planets were quickly drained of natural resources. Finding little use for these locations, the UEA decided to abandon them, leaving behind a veritable wasteland littered with old, broken buildings and equipment.
As time went on, the UEA was seen more as a busybody than an actual part of the colonies' lives. More and more people became dissatisfied with the notion that a planet thousands of light years away could control their lives. To these colonists, the UEA was an invisible force which mandated how each colony was supposed to function and interfered with any independent decision making. The disgruntled colonists started organizing into groups based on common ideals and beliefs, which later became the basis for the factions that drew away from the UEA. Factions like the Genetic Consortium and the Order of Divine Purpose were created from people who banded together and left their colonies to form their own. Their decision was fraught with peril as it was near impossible to find a suitable planet for habitation that the UEA did not own. Their only choice was to inhabit the better of the UEA abandoned planets. Unfortunately, these planets were few in number and the conflicts between factions over decent planets has led to all out wars to determine who was Sovereign.
Factions
The Genetic Consortium and The Order of Divine Purpose are the two major factions which have splintered from the United Earth Alliance.
United Earth Alliance
The United Earth Alliance is the reigning human nation in the universe. It is the nation from where all the factions had splintered from. In order to maintain peace across Earth and its colonies, traditional political systems were abandoned and a new one was enacted that established Earth as the central government of power. Under this new regime, the government forcibly clamped down on new ideas, religions, and politics in the faraway colonies in order to suppress the people and ease the maintenance of the law. However, as history has shown time and time again, the people rose against the oppression and splintered away from the main body of the nation. Now the UEA must decide whether or not it is time to rein in these insurgents and prevent a new enemy nation from forming.
The Genetic Consortium
The reason that the Genetic Consortium left the UEA was so they would be able to follow their own research without the constraints imposed on them. They were interested in medical research that had wide sweeping ethical ramifications. The ultimate goal of their research would be to live forever by creating a complete clone of a person with all of their memories intact. The original bodies would then be reduced to nothing but the base elements that the tissues were comprised of and reused for future cloning efforts.
The Order of Divine Purpose
The Order of Divine Purpose was originally an underground religious cult that strived to perfect humanity through natural means, as God intended. However in their quest to transform mankind, they began to look for shortcuts to apotheosis. They began to euthanize those who were permanently injured or born with any kind of disability and selectively bred the most fit in their community. These extreme beliefs and practices led to a series of arrests as people were horrified by what they perceived as cruel and unusual doctrines. The remaining cultists fled the colonies and set out for a world where they could push forward with the evolution of mankind.
Game Specification
Gameplay
Sovereign's gameplay style merges fast paced rapid fire game style with the depth of a tactical more thought-out gaming experience to cater for players of all tastes. Gameplay for Sovereign is based on the best elements of many games we've all enjoyed. The goal is to take the best of everything we enjoyed and sprinkle it with our own uniqueness.
Sovereign is a network game, meant to be played with a maximum of 32 players. The two factions fight for control of three bases. The ultimate goal is to take control of all three bases.
Start Menu
After the game has finished loading, a start menu will appear on screen. The start menu will have a custom background with buttons on the right hand side telling the player to start a new game, load a game, options, and exit the game.
User Interface
The subsections within User Interface dictate how the player will interact with the in-game world.
Heads Up Display
The Heads Up Display will have a minimalistic user interface set in first person view, with no zooming out to see the world around the player. A mini-map in the upper right hand corner of the screen can be used to show, within a certain radius, the local terrain, other players, and possibly traps that players have placed on the field (See Weapons Section for details on Traps). A weapons bar on the bottom right of the screen will show abbreviations for which weapons are placed under which hot key. On the bottom left corner of the screen a picture of the player's body will display the player's health and show damages to specific areas on the player's body.
Two additional features that may be implemented into the UI is a base counter and a chat system. For the base counter, a small box on the top center of the screen will show how many bases your team has captured. This box will not show which bases are captured by which enemies, because it is not information that your team would normally have. The chat system will probably be displayed on the top left corner with a button that will hide/show the chat box.

Mouse/Keyboard Interface
The player's forward, backward, and side to side movement will be dictated by the WASD and Arrow keyboard keys. A player can move their character forward by pressing the "w" or up arrow keys, backwards by pressing the "s" or down arrow keys, strafe to the left by pressing the "a" or left arrow keys, and strafe to the right by pressing the "d" or right arrow keys.
Using the Q and E arrow keys or the mouse, the player can turn the character to the left or right. The Q key or moving the mouse towards the left will turn the character left. The E key or moving the mouse towards the right will turn the character right.
To equip weapons from the weapon bar, the number keys "1", "2", "3", and "4" are used to switch between weapons. The key "1" will allow a player to select their melee weapon, the key "2" will allow a player to select their secondary weapon, the key "3" will allow a player to select their primary weapon, and the key "4" will allow a player ot select their support weapon. The scroll wheel can also be used for quickly selecting scrolling through each weapon. Scrolling downward will allow for the player to quickly scroll down the list of weapons whereas scrolling upward will allow for the player to quickly scroll up the list of weapons. Some weapons may have a secondary or tertiary firing mode, so the right click button will be used to cycle through all firing modes.
There are three additional keys a player can use to interact with the in-game world. Two of the keyboard keys can further control the player’s character, ctrl and shift. A player can cause their character to crouch by holding down the key, "Crtl". A player can walk their character by holding down the key, "Shift". The final key, "Esc", allows a player can bring up the option menu system.



Option Menu
While a player is in-game, an option menu can be brought up by pressing "Esc" and brought back down by pressing "Esc" again. The option menu will prevent the player from doing anything aside from choosing an option. The option menu will have three choices, tech customization menu, exit menu, and exit game.
Tech Customization Menu
The Tech Point Customization Menu will allow the players to decide how they want to allocate their Tech Points (See Specialization Section for details). By milestone 1, there should be a screen that displays the tech points to be assigned and which sections they go under.
Final Version
Final Version
The screen will have a custom background and is divided into a Left Hand Side, LHS, and Right Hand Side, RHS. The screen distribution will roughly be 1/3 for LHS and 2/3 for RHS.
- LHS
Permanently displays three tabs; one for Armor, Weapons, and Vehicles. - RHS
Initially nothing is displayed here. When any of the tabs are selected, the screen will be divided into a Right Left Hand Side, RLHS, and Right Right Hand Side, RRHS. The screen distribution will roughly be 1/3 for RLHS and 2/3 for RRHS.
- RLHS
Here is where the tech points are allocated. The screen can be minimized and restored by clicking the circle with the line inside. - RRHS
Depending on which tab is pressed, different screens will be displayed.- Armor tab - A rotating, interactive 3D model of the character will be displayed. Within this model, there will be a a left arrow on the upper left corner and right arrow on the upper right corner, which will allow a player to switch armor models. The armor models that will be displayed are the medium armor and any other armors where a tech point has been placed in. By hovering the mouse over certain segments of the body, information will appear that details the additional attributes granted by wearing that armor.
- Weapon tab - There will be a display of images of the different types of weapons the player can use. Hovering over any image will enlarge the image and display a brief description and statistics of the weapon.
- Vehicles tab - There will be a display of images of the different tpyes of vehicles a player can operate. Hovering over any image will enlarge the image and display a brief description and statistics of the vehicle.
- RLHS


Artificial Intelligence
The artificial intelligence in this game will be really basic, as the game focuses more on the multiplayer aspect. There will be NPCs, non-playable characters, which will walk to and from patrol points around a base and defend against enemy assaults. If an NPC spots an enemy, it will only pursue the enemy for a short period of time before returning to the patrol point. NPCs that have been killed will re-spawn and attempt to start patrolling again. If there is a lack of players in the game, the computer will spawn a number of NPCs that will be assigned to teams. These NPCs will not be used for patrolling nor defending, instead they will be used for assaults.
Specialization
Specialization is an rpg-like aspect which allows a player to enhance his character's natural abilities. There are several different Tech Categories from which a player can allocate Tech Points into.
Total Number of Kills to Gain All Tech Points: 2485
Tech Categories
Armor Categories
Light Armor
The Light Armor Tech is used by players who value speed and versatility above all. Players wearing light armor will have increased movement speed and with the right tech points, can wield any kind of weapon and operate any kind of vehicle. Putting more points into the Light Armor Tech will increase movement speed and allow for cloaking at higher levels.
Medium Armor
The Medium Armor Tech enhances the basic protection on the Medium Armor provided at the start of the game. At higher levels, the protection on the Medium Armor becomes sophisticated enough to reduce some damage from Heavy Weapons.
Heavy Armor
The Heavy Armor Tech practically transforms the player into a moving fortress. The Heavy Armor Tech provides massive amounts of damage reduction, even against Heavy Weapons, at the cost of a high movement penalty. Since the heavy armor is so massive, they cannot operate all vehicles, nor can they use weapons in the Long Range Weapons Tech Category. Putting more points into the Heavy Armor Tech Category will increase the damage reduction.
Weapons Categories
Long Range Weapon
Weapons under this category are known as "long range weapons" or "long range weaponry." Long range weaponry is typified as requiring a keen eye, a steady hand, and a devastating blow to lightly armored opponents. Long range weaponry is typically weak against heavy armor and has reduced damage against medium armor opponents. Long Range Weapons also have the unique ability to do more damage to certain places in the body than other weapons. Tech points invested in long range weaponry prove your mastery at handling these delicate instruments and allow you to utilize more powerful weapons that depend on your skills.
Heavy Weapon
Weapons under this category are known as "heavy weapons" or "heavy weaponry." Think weapons of mass destruction, in a more portable form. Heavy weaponry are designed to take out any and all units, vehicles and buildings. These weapons have a slow rate of fire and long load times, however they deal the most damage out of any weaponry. Unfortunately most or all heavy weaponry come with an additional movement penalty and may cause damage to player wearing light armor. Putting tech points into Heavy Weaponry allows the player to gradually build strength to use bigger and more powerful weapons. Having at least two points into Heavy Weaponry will remove the damage while operating heavy weapons with light armor.
Traps
Weapons under this category are known as "traps." Traps are weapons that can be strategically placed anywhere on the map, with the exception of the Genocide Field. The locations of all traps will be indicated to allies as a red dot on a mini-map and it will also be physically visible on the map in some form depending on the trap. To set a trap, a player must have invested at least one tech point into Traps. A player with one tech point in traps is allowed to set up to three traps and allowed to set up more traps with more tech points invested. Furthermore, a player with tech points in Traps will be more keen at noticing traps placed by opponents. A team with a player that has invested Tech points in traps, will be able to see traps placed by other opponents, on the mini-map, if the trap is within a certain distance of said player. Traps can and will hurt both allies and enemies, so be careful!
Vehicle Categories
Vehicles
Vehicles provide a way of moving player or players across a map either with ease and/or safety. Investing points into Vehicles inreases the number of vehicles one can use.
Experience - Gaining Tech Points
There isn't a specific notion of a character level that can be obtained. Instead the player has a certain number of Tech Points that they can use in order to unlock skills, abilities, and/or selections. Initially, every player starts with 2 Tech Points and every time a player makes a kill, kill points are given that will automatically be traded for Tech points. The first 10 kill points will give 1 tech point, the next 25 kills give another, etc for a maximum of 10 tech points that a player can receive, including the initial 2. Tech points can be placed into Tech Categories under armor, weapons, and vehicles. Each category will have a maximum of 5 levels, which means only 5 Tech points can be placed under each category. A player could place tech points into all categories, possibly providing an early advantage. However, in the long run the player will have less armor advantages and weapon/vehicle selections. This effectively limits the player from placing points into every Tech Category and forces a player to wisely choose which Tech Categories to invest in.
| Kills Needed to Get Next Tech Points | |
|---|---|
| Gain Third Tech Point | 10 Kills |
| Gain Fourth Tech Point | 25 Kills |
| Gain Fifth Tech Point | 50 Kills |
| Gain Sixth Tech Point | 100 Kills |
| Gain Seventh Tech Point | 200 Kills |
| Gain Eighth Tech Point | 400 Kills |
| Gain Ninth Tech Point | 700 Kills |
| Gain Tenth Tech Point | 1000 Kills |
Total Number of Kills to Gain All Tech Points: 2485
Combat
Spawning
When a match first begins all players will spawn at the same time. Once a player dies they will be resurrected after a pause duration, which will be dynamically determined based on the number of players currently playing.
Weapons
Weapon details are listed under two categories, statistics and special statistics. Statistics is a table which lists the name, tech category, firing modes, range, damage type, amount of damage, rate of fire, round per reload, and max capacity of the weapon. Under firing modes, every weapon will have at least a firing mode - primary. The name Default is used only for primary mode when there are no other modes and primary mode has not been assigned a name. Damage is listed in percent of a non-damaged, full health player. Since we have energy weapons that do not use bullets we interchange the words bullets and reload with pulses and recharge, respectively. Since weapons have their own unique factors, there is a Special Statistics categories which will list special modifications to the table template and/or additional details about the weapon.
Combat Knife
Standard issue combat knife given to all of the United Earth Alliance troops. So many of them were produced that they're easily available and nearly every soldier for every faction is equipped with one.

- The Combat Knife is available to every character and considered a basic weapon.
- Will have a slice (primary) and a stab (secondary) [time permitting]
- Is a melee-only weapon so it's range is limited to the reach of the player
- Attack speed is fast when slicing and slower when stabbing
- Damage is very low for heavy armor
- Attack rate is 2 slices per second and 1 stab per second
- The damage for a stab is based at 50% for a stab and 10% for a slice without considering armor resistance
Pistol
The pistol is a relatively loose term for the category of all the weapons that shoot bullets and that use one hand to fire. With almost a dozen bullets per clip and being small enough to always carry around, the pistol is an effective weapon to have just in case. Most of the technology has moved away from the use of bullets as a medium of destruction so in Sovereign there is a stockpile of pistols unused on many different planets. Since they are easy to come by, each character always has a pistol supplied to them when spawning, the only decision they have to make is which type of ammo they use. The different types of ammo add an unique element to the game play that makes the player choose if they want to be able to damage heavy armor effectively or the lighter armored enemies. Mainly the pistol will be used when the player is in heavy combat and they don't have time to reload their primary weapon they will switch out quickly to the pistol and continue shooting. Of course the pistol will also be useful if the player runs out of their primary weapon ammo.

Statistics
| Name: | Pistol |
| Tech Category | N/A |
| Firing Modes | Primary: Default |
| Range | 150 yards |
| Damage Type | Piercing |
| Amount of Damage | 8-20% (See Special Statistics for Details) |
| Rate of Fire | 3 bullets/sec |
| Round Per Reload | 10 bullets/reload |
| Max Capacity | 50 bullets(See Special Statistics for Details) |
Special Statistics
- See Armor Section for details on damage reduction, hit boxes, and usability
- The target hit by a Pistol will not have damage reduction based on armor. Instead, the damage is stated by the type of ammo and the armor the target is wearing.
- Pistol is available to every character and considered a basic weapon.
- Pistol counts as a secondary weapon.
- The Pistol does a piercing type of damage to targets.
- The hollow point ammo does no damage to vehicles.
- There are two types of ammo for the Pistol: Armor Piercing and hollow point.
- A player can only carry one type of ammo for the Pistol.
- The Pistol has a maximum capacity of 10 bullets per clip.
- The player can carry a maximum of 5 clips. This effectively means that a player can have a maximum capacity of 50 rounds for the Pistol
- The hollow point ammo will reduce an amount between 16%-20% of the targets full life total when target is wearing light or medium armor.
- The hollow point ammo will reduce an amount between 10%-14% of the targets full life total when target is wearing heavy armor.
- The armor piercing ammo will reduce an amount between 16%-20% of the targets full life total when the targets is wearing heavy armor.
- The armor piercing ammo will reduce an amount between 10%-14% of the targets full life total when the targets is wearing light or medium armor.
- The armor piercing ammo reduces an amount between 8%-13% of a vehicle's full life total.
- There is no bullet lag time.
- While running the Pistol's cone of fire will increase by 50%.
Pulse Rifle
The Pulse Rifle is the standard assault weapon. The main attraction of this gun is the fast rate of fire, decent range, and relative accuracy. Its widespread use by the many police and military forces in the UEA, makes Pulse Rifles easy to come by. As older Pulse Rifles get thrown away and shipments of newer ones are stolen by criminal organizations, a large black market has appeared that gives the factions that have split from the UEA a chance to purchase these weapons. However, to buy quality Pulse Rifles would cost too much money, therefore most, if not all, Pulse Rifles used by the factions will be used. Since the Pulse Rifles are used, they no longer supply a seemingly infinite number of bullets. A character will only be able to get a limited number of recharges from their Pulse Rifle before needing to resupply.

Statistics
| Name: | Pulse Rifle |
| Tech Category | N/A |
| Firing Modes | Primary: Semi-Automatic, Secondary: Automatic, Tertiary: Burst |
| Range | 250 yards |
| Damage Type | Energy |
| Amount of Damage | See Special Statistics for Details |
| Rate of Fire | See Special Statistics for Details |
| Rounds Per Reload | 100-130 pulses/reload (See Special Statistics for Details) |
| Max Capacity | See Special Statistics for Details |
Special Statistics
Pulse rifle has three different firing modes: Semi-automatic, automatic, and burst.
- Primary Mode: Semi-Automatic
- Description:Fires pulses one after another.
- Rate of Fire: 1 round/mouse left click
- Secondary Mode: Automatic
- Description: Fires many pulses in a short period of time
- Rate of Fire: 5 pulses/s (this does not include charge time)
- Secondary Mode: Burst
- Description: Fires a few pulses at once
- Rate of Fire: 3 pulses/ mouse left click
- Other Notes:
- See Armor Section for details on damage reduction, hit boxes, and usability
- Pulse rifle is available to every character and considered a basic weapon.
- Pulse rifle is considered an automatic weapon.
- Pulse rifle recharges the ability to shoot a pulse at the rate of 1 bullet per second.
- Pulse rifle has a travel time of 1ms per 10 yards.
- Pulse rifle counts as a primary weapon.
- Pulse rifle does 30% less damage to vehicles.
- Pulse rifle while running the cone of fire will increase 20%.
Portable Dispersion Cannon
The technology behind the Portable Dispersion Cannon was created by the Genetic Consortium, when it was still a colony, in their quest to discover the fundamentals in the designing and breaking down of the human body. Originally, that technology was used as part of a scientific experiment called the Human Reuse Project. The cornerstone of the Human Reuse Project was a generator which created an energy field that dispersed the molecules of the human body, in a way that would not harm the molecules and allow for reuse of the human body. When the UEA discovered its potential as a weapon, the UEA seized the technology from the Genetic Consortium and and redesigned the generator into a weapon for use on the battlefield.
The first PDC utilized only the dispersion technology, however the time it took to generate a dispersion field and the low number of rounds led to the creation of a second firing mode. The PDC used in today's battlefields utilized the generator to create smaller energy fields to compensate for the slow but powerful dispersion field. These energy fields are still powerful enough to harm Heavy Armor/Vehicles. The Portable Dispersion Cannon is available after 3 Tech Points are placed into the Heavy Weapon Tech Category.
Statistics
| Name: | Portable Dispersion Cannon |
| Tech Category | Heavy Weaponry |
| Firing Modes | Primary: Automatic Secondary: Dispersion Field Charged Shot |
| Range | See Special Statistics for details |
| Damage Type | Energy |
| Amount of Damage | See Special Statistics for Details |
| Rate of Fire | See Special Statistics for Details |
| Rounds Per Reload | See Special Statistics for Details |
| Max Capacity | 100 Energy Units |
Special Statistics:
The current PDC has two modes, one that fires compressed energy fields in rapid succession and one that fires a large dispersion field.
- Primary Mode: Automatic
- Description: Since a small energy field is fired, there is little time in creating the field allowing for rapid fire.
- Range: Long, 500 yards
- Rate of Fire: 1 round/s
- Rounds Per Reload: 100 rounds/reload
- Energy Per Round: 1 EU/round
- Max Capacity: 100 rounds (without using Mode 2)
- Speed of Round: 7 yards/ms
- Damage: 10% damage/round
- Secondary Mode: Dispersion Field Charged Shot
- Description: Since the energy field disperses molecules, there is a chance the energy field will destabilize before firing. Therefore, the cannon requires a small amount of time to properly create the field within the weapon, before firing.
- Range: Medium, 250 yards
- Rate of Fire: 1 round/2s (this does not include charge time)
- Charge Time: 5s
- Rounds Per Reload: 1 round/reload
- Energy Per Round: 20 EU/round
- Max Capacity: 5 (without using Mode 1)
- Speed of Round: 5 yards/ms
- Damage: 80% damage/round
- Other Notes:
- See Armor Section for details on damage reduction, hit boxes, and usability
- See Tech Categories section for further information on effects on player while utilizing Heavy Weaponry.
- Players that utilize the PDC will be affected by a further speed debilitation of -10% base speed.
- Note that for Mode 2, the Rate of Fire is 1 round/2s and there is a charge time of 5s. This means that the fastest Mode 2 can be fired in succession is 1 round/7s (excluding firing time) as it takes 5 seconds to create the field and 2 more seconds before the generator can create a new field.
- To calculate the remaining number of rounds for Mode 1 or Mode 2, one can simply subtract the number of energy units per round from the remaining energy in the weapon.
-
Example:
If a player wields a PDC with 100 energy units and fires 43 rounds (costing 43 EU) in Mode 1, the remaining capacity is 57 energy units. This means that only 2 rounds (costing 40 EU) can be fired in Mode 2, leaving 13 energy units in the weapon.
-
Example:
Laser Rifle
The laser rifle is a tactical long range weapon which fires a red laser at the target causing heat damage. With a slow reload rate this weapon needs precise aim and a steady hand to operate effectively to make every hit count. The laser rifle useless unless standing still or crouching. To get these rifles cheap, the factions scavenge them when military groups throw out their used and unreliable guns. Since they are used, the battery does a limited number of charges. This gun is great for the player that wants to stake out a hiding place and snipe players from afar. Though players should not camp out too long as this rifle leaves a visible streak of red laser, giving away your position when fired. Due to the skill and finesse needed to use this rifle, a character will need to spend 5 Tech points into the Long Range Weapon Tech Category to have access to this rifle and cannot use while wearing heavy armor.
Statistics
| Name: | Laser Rifle |
| Tech Category | Long Range Weaponry |
| Firing Modes | Primary: Default |
| Range | Player's viewable distance. |
| Damage Type | Heat |
| Amount of Damage | 70-80% |
| Rate of Fire | 1300ms |
| Rounds Per Reload | 1 |
| Max Capacity | 19-27 Energy Units (See Special Statistics for Details) |
Special Statistics
- See Armor Section for details on damage reduction, hit boxes, and usability
- See the Tech Categories section for further information on effects on player while utilizing Heavy Weaponry.
- Laser rifle counts as a primary weapon.
- Laser rifle has no bullet time
- Laser rifle, when fired, will leave a visible red laser beam for 150ms.
- Laser rifle has 1 round/recharge.
- Each round takes up one energy unit.
- Laser rifle recharges in 1300ms.
- Since the laser rifle has 1 round/recharge and needs 1300 ms to recharge, the approximate rate of fire is 1300ms
- Laser rifle has a limited number of recharges, between 19 to 27. This gives a max capacity of 19-27 energy units.
- Laser rifle cannot be fired while running.
- Laser rifle has more accuracy while crouching then when standing still.
- Laser rifle does 60% less damage to vehicles.
Mines
The first mine ever created dates back to the time when all of humanity lived on Earth. Since its inception, the mine has continuously evolved, from a simple trap hole to an explosive device hidden beneath the ground. Now, mines have evolved to the point that they instantly destroy any unit that touches it, with the possible exception of heavily armored soldiers and vehicles. The current design retains the core features of the explosive mine while a new location device that enables friendly units to view its location on their minimap. The mine is available when 1 Tech Point is placed into the Trap Tech Category.
Statistics
| Name: | Mine |
| Tech Category | Trap |
| Firing Modes | Primary: Default |
| Range | 1 yard |
| Damage Type | Heat |
| Amount of Damage | 0-100% (See Special Statistics for Details) |
| Rate of Fire | N/A |
| Round Per Reload | N/A |
| Max Capacity | 1 |
Special Statistics
- Maximum Damage: 100%
- Damage Calculation: (1 - (yards, in a straight line, away from mine)/range of mine)* maximum damage of mine
- Example: If a player is .6 yards away from the mine then the player will take 40% damage. (1-.6/1)*100% = .4*100% = 40%
- Placement Time: 5 seconds
- Other Notes:
- See Tech Categories for further information on effects on player while utilizing Traps.
- Max Capacity refers to the mine as being a single unit and not how many mines a player can have.
- Placement Time is the time it takes to bury a mine in the ground.
- A player can carry up to 10 mines.
- Burying a Mine:
- The player cannot move while the mine is being buried in the ground.
- The mine is physically visible on the map as a bump on the ground.
- The mine cannot be placed in a terrain that does not allow digging.
- Be warned that the mine is a devastating weapon that can be used to destroy any unit that touches it and hurts any players nearby. This includes those on the same team as the player who placed the mine. A mine is not armed until 5 seconds after it has been successfully placed.
Genocide Field
The Genocide Field is a base trap that any player, whether or not they hold the base, can activate. It is not necessary to place any points into the Trap Tech Category to use this weapon. It can be used both offensively and defensively to destroy any player, including the team that holds the base, within the base. The genocide field will be physically visible as a large object that any player can easily manipulate by grabbing or pushing.
Statistics
| Name: | Mine |
| Tech Category | Trap |
| Firing Modes | Primary: Default |
| Range | Entire Building (does not extend beyond building) |
| Damage Type | Energy |
| Amount of Damage | 100% (See Special Statistics for Details) |
| Rate of Fire | N/A |
| Round Per Reload | N/A |
| Max Capacity | N/A |
Special Statistics
- Other Notes:
- The Genocide Field is a trap inside of the Building that any player can activate, even if they do not hold the Building.
- The activation device for the Genocide Field will be physically visible as a large object that any player can activate by grabbing the object and then pushing it down.
- The player must be physically next to the Genocide Field to activate it. To grab the activation device, a text will be displayed prompting you to left click and hold. To push it down, the player will have to drag the mouse downwards until the device is locked in place. A voice will warn players that the Genocide Field has been activated.
- After the Genocide Field has been activated, there will be a countdown period of 10 seconds. After the countdown period, the Genocide Field destroys all players, including those holding the Building.
- After a Genocide Field has been activated, there is a 20 minute recharge period before it can be used again.
- No Damage Reductions are applied to the damage caused by the Genocide Field.
- Players that have been killed by the Genocide Field will take 5 more seconds to respawn.
- The Genocide Field has been known to be used offensively and defensively. Listed below are some strategies that have been used in various conflicts:
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Defense:
The Genocide Field can be used as a last ditch weapon to destroy all opponents and allow for the team to respawn and reorganize within the base. That team can then decide either to continue holding the base or launch an assault on a new base. -
Offense:
There are two specific offensive strategies that could be utilized.- The team that holds a base can split into two parts, allowing for one part of the team to lure the opponent into their base and activate the field, thereby wiping out the opponents. While the opponents are taking time to respawn, the other part of the team can infiltrate and take over the opponent's base.
- Have one team infiltrate the opponent's base and activate the Genocide Field and have another team infiltrate the base after the base has been cleared of opponents.
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Defense:
Armor
Armor Attributes
Heavy Armor
Damage Reduction
- Energy/Projectile Damage Reduction
- Heavy Weaponry
- If a weapon is classified as a Energy/Heavy Weapon or a Projectile/Heavy Weapon, the damage reduction percent for Heavy Weaponry is applied and not the Energy/Projectile Damage Reduction. It is assumed that the the energy/projectiles fired by a heavy weapon are much more powerful than those fired from normal weapons.
- Head
- Damage Taken +20%
- Arms (Left and Right)
- Damage Taken -10%
- Chest
- Damage Taken +0%
- Legs (Left and Right)
- Damage Taken -10%
- Movement Speed -10% for 5 seconds
Light Armor

Light Armor was designed by an armory on the colony where most of the Order of Divine Purpose originated from. As the Order of Divine Purpose believe in heralding natural selection as a way of life, it is no surprise that the people from that colony would seek lighter armors. Lighter armors have the advantage of enhancing a person's physical movement and flexibility while providing a basic level of protection. In a way, lighter armors augment a person's physical prowess, making them feel more evolved. This does not mean though that the Order of the Divine Purpose, eschews other armors, as wearing them can be seen as a testament to one's strength. A recent innovation in the light armor is the ability to cloak. However, cloaking enabled armors are closely guarded treasures that are only given to those who have demonstrated a decent mastery of the light armor.
Abilities
Basics
Tech Points
- To acquire light armor, 1 Tech Point must be placed into Light Armor
- The first tech point will have a +2% in movement, which includes walking speed, running speed, jump height, and forward momentum.
- Since some vehicles may have a smaller driving seat, the slimmer light armor allows for perfect operation of all vehicles.
- Light Armor does not protect the head adequately, thus it is vulnerable to an instant kill if shot by a Long Range Weapon in the head.
- Light Armor provides only the basic level of protection, so the recoil on heavy weaponry may injure a player.
- Players wearing light armor allows the placement of Tech Points into all Weapon Techs.
- Cloaking is enabled at 3rd Tech Point and duration increases as more Tech Points are placed into Light Armor.
- Movement speed is increased as more Tech Points are placed into Light Armor.
- 1 - Enable Light Armor, +2% Movement
- 2 - +.5% Movement
- 3 - +.5% Movement, Cloaking Enabled (5 minute cloaking)
- 4 - +1% Movement, +1 minute to cloaking duration
- 5 - +2% Movement, +2 minute to cloaking duration
Medium Armor

Medium Armor was the catch-all armor designed by the United Earth Alliance. One of the problems that plagued generals was that there was no armor that would enable their soldiers to quickly move across the battlefield while providing enough protection to prevent an instant death from any projectile, aside from those fired heavy weaponry. Heavy armors were the most common armors on the battlefield, however it made extensive military operations precarious as soldiers couldn't be shifted from one front to another in time. Lighter armors were designed but this made soldiers vulnerable to ambushes and the loss of damage reduction increased losses tremendously. After years of material science research, the Medium Armor was created with the perfect balance between maneuverability and defense. It combined materials that made the armor light enough to move at normal speeds with a minimal amount of training and strong enough to mitigate some of the damage from energy bolts and projectiles.
Abilities
Basics
- This is the default armor, no tech points are needed to obtain this armor
- Damage reduction from energy/projectile weapons is increased by 3%.
- Since some vehicles may have a smaller driving seat, the bulkier medium armor prevents a player from driving transport vehicles. This does not mean that players wearing Medium Armor cannot be transported by Transport vehicles.
- Medium armor provides decent, but not total, protection for the head, thus it is vulnerable to an additional 10% damage if shot by a Long Range Weapon in the head.
- Players wearing medium armor allows the placement of Tech Points into all Weapon Techs.
- There is no movement loss when using Medium Armor. This is due to the armor's lightness and the fact that soldiers have been trained to wear this armor into the battlefield.
- Damage reduction is increased as more Tech Points are placed into Medium Armor.
- Heavy Weaponry damage reduction is enabled at the 3rd Tech Point and is increased as more Tech Points are placed into Medium Armor.
- 1 - Additional +.5% Damage Reduction from energy/projectile weapons
- 2 - Additional +1% Damage Reduction from energy/projectile weapons
- 3 - Additional +1.5% Damage Reduction from energy/projectile weapons and +1% for Heavy Weaponry
- 4 - Additional +1.5% Damage Reduction from energy/projectile weapons and +1% for Heavy Weaponry
- 5 - Additional +3% Damage Reduction from energy/projectile weapons and +1% for Heavy Weaponry
Heavy Armor
The Heavy Armor was the original armor used in the battlefields by the United Earth Alliance. To prevent losses on the battlefield, scientists used some of the strongest materials to create an armor that would defend against any kind of weapon. Unfortunately, it was generally true that the stronger the material, the heavier it was which lends to the name Heavy Armor. As expected, soldiers had to train extensively to wear these armors and even then it was not enough. Soldiers wearing this armor into the battlefield suffered debilitating losses in speed and could not utilize all weapons. However, the survivability rate increased enormously when soldiers were wearing this armor which gave rise to the reputation of the United Earth Alliance as a fearsome force.
Abilities
Basics
- To acquire Heavy Armor, 1 Tech Point must be placed into Heavy Armor
- The first tech point will have a -10% in movement, which includes walking speed, running speed, jump height, and forward momentum. Damage reduction from energy/projectile weapons is increased by 8% and 6% from Heavy Weaponry.
- Since some vehicles may have a smaller driving seat, the bulkier Heavy Armor prevents a player from driving scout and transport vehicles. This does not mean that players wearing Heavy Armor cannot be transported by Transport vehicles.
- Heavy Armor is not vulnerable to an additional penalty to the head hit box. However, the head hit box penalty still applies.
- Players wearing Heavy Armor cannot place of Tech Points into Long Range Weaponry. Long Range Weaponry is characterized by weapons like a sniper rifle, which requires a good amount of dexterity to use. The heavy armor is too big and clumsy to use these weapons.
- Players wearing Heavy Armor will not suffer an additional movement penalty at higher Tech Points.
- Damage reduction in both energy/projectile weapons and Heavy Weaponry is increased as more Tech Points are placed into Heavy Armor.
- 1 - Enable Heavy Armor, Reduces damage by 8% from all energy/projectile weapons and 6% from Heavy Weaponry.
- 2 - Additional -3% Damage Taken from energy/projectile weapons and -2% for Heavy Weaponry
- 3 - Additional -3% Damage Taken from energy/projectile weapons and -2% for Heavy Weaponry
- 4 - Additional -4% Damage Taken from energy/projectile weapons and -3% for Heavy Weaponry
- 5 - Additional -6% Damage Taken from energy/projectile weapons and -5% for Heavy Weaponry
Vehicles
Penetrator


The Penetrator is a scout/assault ship. It is the fastest item in the game. Holds one passenger. Should have a knife protruding in the front to act as a spear.
Properties
Velocity:
- 100% possible speed on game.
Transit type:
- Hover
Weapons:
- The sharp tip of the vehicle acts as a bettering ram. It plows down any individual in its way, regardless of armor type.
Occupant Capacity:
- 1 Warrior
Armor:
- The vehicle has a health of 300% (human health 100%). Once vehicle takes on too much damage, it becomes inoperable.
- Vehicle loses 100% health if runs into another vehicle.
- The vehicle cannot protect a combatant from enemy fire. He loses the same amount of health as he would off the vehicle.
Color Scheme:
- Lights around it glow the same color as the team member riding it. Anyone can operate a vehicle, they are not locked.
Controls:
Standard motion controls
- mouse left/right pitch: move left/right
- down arrow : move backward
- Get into vehicle : Shift + Space
- First person to get into vehicle becomes the driver. (Third Person View)
Sound:
- A slow pitched hover sound while stationary. When accelerating, use a slightly higher frequency sound that gets loud at first, then becomes silent.

EDU20

Properties
Velocity:
- 35 % max velocity of the game
Transit type:
- Hover
Occupant Capacity:
- 20 Warriors
Weapons:
- Runs over opponents taking 50% health
Armor:
- Heavy armor. It has a life 10,000% (human health 100%).
- Occupants don't retain damage while inside the vehicle.
- Occupants die if vehicle gets destroyed.
- Once destroyed, vehicle is inoperable.
Controls:
Standard motion controls
- mouse left/right pitch: move left/right
- down arrow : move backward
- Get into vehicle : Shift + Space
- First person to get into vehicle becomes the driver. (Third Person View)
Color Scheme and Layout:
- Lights around it glow the same color as the team member riding it. Anyone can operate a vehicle, they are not locked. It's a floating rectangle.
Sound:
- A slow pitched hover sound while stationary. When accelerating, use a slightly higher frequency and louder sound.
Buildings
The UEA only developed planets rich in natural resources. When the UEA terraform a planet, they make it habitable enough to survive, but never invest extra resources to make it too comfortable for living organisms. These planets are some of the harshest locations know to man. Only the strongest and determined can survive. Years after abandoning the planet, The Genetic Consortium and The Order of Divine Purpose have begun to settle in and fight for their right to be sovereign.
The UEA were primarily concerned with Mining and Energy
Mining Facility

Traps and Obstacles
The mine was built inside the wall of a mountain. An army of workers would strip the walls of the mine and process the ore on the spot using grinding machines. The machines and tools were all left behind and now act as obstacles in capturing and maintaining base control.
The mine was built inside the wall of a mountain. An army of workers would strip the walls of the mine and process the ore on the spot using grinding machines. The machines and tools were all left behind and now act as obstacles in capturing and maintaining base control.
Collapsible Sections
Certain large sections of the mine are unstable and ready to collapse. The areas prone to collapse all have a specific cracked texture to them that stands out from the rest of the texture of the base. There is also a sign warning that this is an unstable area. Fighters from both sides can fire upon the cracked surface to trigger a collapse, however you can collapse a region only available once in the game. The unstable areas are focused around the capture point of the base.
Slow Motion Areas
Certain sections of the mine have been flooded with mercury. The fine metallic powder particles mixed with mercury to develop a quicksand pit. When a fighter runs into these mercury flooded areas of the base, their running speed is reduced to 30%, making them easy targets. The slow motion areas are shiny silver while the rest of the base is a darker gray.
Holes
The base is littered with holes. These holes are dark abysses with no end. If a fighter doesn't pay attention, they can fall into the hole, and they automatically die. The radius of the hole is about the height of two players.
Blenders
The mining facility has machines used to crush rocks. They stick outside of the wall and look like the inside of a blender (see diagram). Age has made these machines defective. They are located at the entrance to the mind. They randomly turn on, shooting in and out of the walls, creating an obstacle for the players.
Elevation
The mine is tall and has hills/plateaus allowing for battle on different elevations.
The mine is tall and has hills/plateaus allowing for battle on different elevations.
Conquering the Mine
The capture point for the mine is located on the top of the heights plateau/hill.
The capture point for the mine is located on the top of the heights plateau/hill.
Color Scheme, Dimensions, and Layout
Grey, dreary look. Very dilapidated. Medium sized indoor arena. A character can cross from entrance of the mine to the end of the mine in 40 seconds.
Grey, dreary look. Very dilapidated. Medium sized indoor arena. A character can cross from entrance of the mine to the end of the mine in 40 seconds.

Power Plant
The power plant creates energy using nuclear fusion. It is meant to be self sufficient and require little maintenance, however time has made the power plant very dangerous.
Unstable Sections
Certain areas of the plant have extraordinary amount of power running through it. These areas are marked by glowing/luminous blue texture. If a fighter shoots at the glowing area, the stored energy releases itself in a directed explosion. The energy can be released numerous times in the game, but it takes time for the energy buildup to reach the critical point. Most of the “unstable sections” are located near the capture point of the base
Slow Motion Areas
The fusion reactor uses magnetic fields to hold in the energy created by the fusion. Time has made the magnetic field generators act in strange ways. Certain sections of base slow down the speed of a character, making them an easy target. The slowdown is proportional to the type of armor the individual is wearing.
- Heavy armor : slow down to 20%
- Medium armor : slow down to 40%
- Light armor : slow down to 60%
DeathZones
Regions of the map are leaking radiation. 20% health point loss every 20. The deathzone is surrounds the capture point. It is denoted by a spray painted rectangle on the floor and a skull on the floor.
Blenders
The mining facility has machines used to crush rocks. They stick outside of the wall and look like the inside of a blender (see diagram). Age has made these machines defective. They are located at the entrance to the mind. They randomly turn on, shooting in and out of the walls, creating an obstacle for the players.
Conquering the Power Plant
The capture point is located in the center of the plant. The center of the plant has a long glowing/luminous blue cylinder.
Color Scheme, Dimensions and Layout
Light silver color scheme. Burn marks all over the walls. Its a building the can be entered from north, south, east and west.
The plant looks like one of these towers. More of a outdoor arena than indoor. The intent is to have the battle outside and a quick run inside to gain control. Remember, the inside if very unstable and dangerous for large groups.
Capture Point
Bring a power cell to the capture point. Protect the point from getting shot at for 30 seconds. If power cell receives 10 hits while integrating with the capture point, you need to run back to a conquered base and get another power cell.
The capture point looks like an altar embedded into the wall. It “glows” the color of the controlling faction. If unclaimed, it emits no light.

However, instead of a triangle, the alter has a groove that accommodates the power cell.
The power cell is a glowing/luminous cylinder that takes the color of it's team.
