1. Core Player States

The game defines three core player states which affect movement and interactions:

  • Out of Combat (OoC): Normal traversal stance. Sprinting and free movement allowed.
  • In Combat (IC): Weapon must be drawn to attack. 0.5s delay when entering or swapping weapons. Movement speed halved but stamina regen doubled. Sprint speed matches OoC.
  • Mounted: Riding a mount with its own max speed and handling profile.
  • Swimming: Slower movement, ignores slope effects.
  • Falling: Freefall state with terminal velocity applied; slope >50° triggers sliding.

2. Movement Mechanics

Movement follows realistic physics principles with speed modifiers based on posture, slope, and inertia.

  • Postures: Crouch (-50% noise), Crawl (0 noise), Walk, Jog, Run.
  • Sprint: Ramp-up of 2s to max speed, 5 stamina to engage, stamina does not regenerate during sprint. Damage >5 cancels sprint.
  • Backpedal: -25% speed in all environments.
  • Jumping: After 3 quick jumps (<2s apart), apply 10%, 15%, 20% successive speed decay.
  • Clamber: Costs 5 stamina.
  • Inertia: No instant directional changes; momentum and animations control responsiveness.

3. Terrain & Slope Effects

  • Uphill: Speed reduction begins at 20° slope, capped at -45% speed at ≥45°.
  • Downhill: Provides acceleration up to 12 m/s. Steering control narrows with speed. Players slide uncontrollably if slope >50° until ≤30°.
  • Climbing: Cannot climb >49° slope.
  • Swimming ignores slope modifiers.

4. Speed Matrix

Minimum floor speed is set to 0.5 m/s so movement never feels broken.

Stance / Surface Flat Ground (m/s) 20° Uphill (m/s) 30° Downhill (m/s) Water / Swim (m/s)
Walk (OoC) 2.4 1.9 2.7
Jog (OoC baseline) 4.0 3.2 4.6
Sprint (OoC / IC) 6.5 5.0 8.0
Combat Stride (IC) 2.0 1.6 2.3
Crouch 1.6 1.3 1.8 1.2 (wading)
Crawl 0.8 0.6 0.9 0.7 (prone waterline)
Swim 1.2 (slope-agnostic)
Mounted Gallop 12.0 9.0 12.0 (capped)

Downhill values approach the 12 m/s cap from slope acceleration, while uphill values reflect the -45% slow at a 45° slope scaled down to 20°.

5. Combat Interactions

  • Weapons can only be used in Combat Stance.
  • Entering combat stance, removing a weapon, or swapping incurs 0.5s delay.
  • Out of Combat vs In Combat sprint speeds are identical.
  • Quick Turn: Costs 20 stamina, look direction temporarily locked, released after animation. Adds disorientation effect.

6. Noise & Stealth

  • Walking/Running: Normal noise.
  • Crouch: Generates 50% less noise.
  • Crawl: Generates no noise.
  • Volume scaling: Noise radius changes with environment/stance.

7. Gravity & Falling

  • Real-world drag modeled at sea level.
  • Max falling speed (terminal velocity): 55 m/s.
  • Hitting slopes >50° triggers sliding until ≤30°.
  • Players cannot stick to vertical surfaces; hitbox remains consistent.

8. Anti-Cheat Enforcement

Server-authoritative system enforces per-state speed caps. Any exceedance flags potential cheats.

  • Each state has a max speed cap (see matrix).
  • Effective cap = design cap × 1.10 tolerance.
  • Whitelist legitimate buffs (knockback, dash, ziplines).
  • If player exceeds cap for >500ms, increment flag count. After N flags, temp ban player and alert GM.
  • Snapshot telemetry saved for GM review: recent state transitions, velocity, slope, stance, network RTT, and collision data.

9. Design Considerations & Pitfalls

  • Uphill/downhill realism adds immersion but may feel punishing; caps and floors ensure playability.
  • Combat stance delay (0.5s) allows animations to complete, but too long could frustrate players.
  • Swimming intentionally weak to discourage use.
  • Gradual speed decay on jumps avoids sudden punishments.
  • Mounted state balances fantasy speed with real-world believability.
  • Anti-cheat tolerances prevent false bans from latency or scripted events.