Concept/Ideas

This is where you can write ideas that are not in the game. Feel free to give suggestions and improvements!

## Player

### **Proximity chat**

there should ba a proximity chat for easier communication. There should also be a normal typing chat for reasons like not being able to have a mic. There should also have an age requirement to use the proximity chat for obvious reasons.

### Different Player Skins

Like some browser games, there is a skin for basic players that every player can spend their gem to buy the skin

2 Skin modes:

CTG, or Capture the Gems, because there are two teams (Sapphire team and Ruby team). The skin in CTG must visibly contain the team's color.

## Weapons

### Assault Rifles

#### Sub Assault Rifle (M16)

The M16 has 30 rounds, higher fire rate than Tactical and Combat Assault Rifle, does the same damage as the Tactical Assault Rifle, but has damage fall off similar to Sub Machine Guns but when shooting beyond 10 blocks deals 4 damage (bullet disappears when beyond range of Combat Assault Rifle), is less accurate than the Tactical Assault Rifle.

#### Light assault rifle (looks like tavor x95)

The Light AR has higher fire rate (+100 rpm) than Tactical AR but has higher recoil and lower damage, compensated with higher mag capacity (40 rounds) and higher mobility. the range is same as other ARS.

#### Modern Assault Rifle (looks like ak12)

The Modern AR has higher fire rate than the Combat AR (+200 rpm) but lacks damage (20-15 compared to the Combat's 33-22). it has lower recoil and higher accuracy.

#### Heavy Assault Rifle

Similar to the Combat Assault Rifle (AKM/AK) it does the same damage, with slightly faster firing rate compared to the Combat AR, but lower than Tactical Assault Rifle, and a lower magazine of 20, having the least clip capacity on an Assault Rifle.

#### Scoped Assault Rifle

This rifle is modelled after the FAL battle rifle. Despite having similarities to the Hunting Rifle, it is an assault rifle and is able to be fired continuously by holding down the fire button. It deals more damage than the Combat Assault Rifle, has lesser damage dropoff and significantly more block penetration. However, its scope has lesser zoom than the snipers and has the same zoom as the Hunting Rifle. Its recoil is also significantly higher than the assault rifles, so this, combined with the fact that it has a capacity of 15 rounds and a reserve of 15, spamming the weapon is not going to be a good idea.

#### Standard assault rifle

Based on the QBZ-95, this is a weapon similar to the surge assault rifle. But it has more ammo but less damage.

### Machine guns

This is a completely new class of weapons.

#### Light Machine Gun

This gun is modelled after the M240B. It has damage similar to that of a Surge Assault Rifle and has a fast fire rate, similar to that of the Compact SMG. It has low recoil and damage dropoff. However, all this comes at the cost of the gun having low mobility and a high bullet spread that affects its accuracy. It also as wide crosshairs that are not viable for long range. However, the gun has a bipod attachment that, when the player is crouching, reduces recoil and muzzle rise. It has a magazine size of 100 and holds 150 rounds in reserve. Simlar to the Heavy machine gun, e must be pressed to be fired.

#### Heavy Machine Gun

Has to place down and press e(like crafting tables) to fire. Based on M2 browning. More info on the Heavy machine gun page.

**Belt fed machine gun**

its modeled after the German mg42. This gun has a high recoil and low accuracy. It has a range of 300 blocks from the spawn. The also has the option to place a bipod for better accuracy.

#### Drum lmg

its modeled after the MG36. it has combat ar damage but has slower fire rate as the p90(780 vs 900 rpm) it has very low recoil and high accuracy but higher damage dropoff than lmg. Unlike most machine guns, placing is not needed to fire.

#### Minigun

Based on the m134 minigun, It can be fired in hand. 100/400 for ammo.

### Submachine Guns

#### Tactical Submachine Gun(based on MP5)

The Tactical SMG is a 30 round SMG (one of the lowest clip for a SMG) but it does 1 damage after 60 blocks instead of 30, which sacrifices magazine capacity for range and damage.

damage:

* common: 25 body, 35 headshot
* uncommon: 30 body, 40 headshot
* rare: 40 body, 50 headshot
* epic: 50 body, 60 headshot
* legendary: 60-70 body, 70-75 headshot

#### shredder submachine gun (looks like Kriss vector k10)

This smg has high fire rate (2000 rpm) and has a drum mag of 100 round capacity and the recoil is very low BUT the damage is just 12 in the head and 9 in the body and the accuracy is low

#### Burst Submachine Gun

This SMG is modelled after the Vector with a single drum mag attachment. Like the Surge AR, it has a unique 3 round burst fire mode but slightly higher recoil than the Light and Compact SMGs. It has less damage drop off than the Light and Compact SMGs but not as much as the Heavy SMG. It also has good block penetration, being able to destroy blocks such as dirt and wood quickly, but not as fast as the Compact SMG. It has a magazine size of 45 and reserve of 300.

#### Rush B submachine gun

modeled by the fn p90(not tr) but there is 2 it shoots bombs, it has very high recoil and fire rate (9000 rpm) as well as capacity(500), it has low damage to others but 100 damage to a single person. (only in april fools day)

### Battle Rifle

The battle rifle is modeled after the M14EBR. This gun has two modes: auto and semi auto. You can put a scope on this for light sniper support.

> Damage : 25
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### Snipers

#### Hunting Rifle

The Hunting Rifle is a semi-automatic sniper weapon that is modelled after the SVD. It has higher fire rates than the other two snipers but lesser scope zoom (about 2 times less). It has a magazine clip of 8 rounds and another 24 rounds of ammo in reserve.

damage:

* common: 45 body, 67 headshot
* uncommon: 50 body, 75 headshot
* rare: 60 body, 80 headshot
* epic: 75 body, 100 headshot
* legendary: 90-100 body, 151 headshot

#### Semi Rifle (based onM1 Garand)

The M1 Garand is a rifle that has 8 rounds. Once the gun is out of ammo, it makes a ping sound. It has a rapid fire rate and can easily demolish enemies with it's medium range and damage. Damage 48 head, 24 body, 12 leg for common grade.

#### Scopeless sniper (based on Kar98k)

A sniper rifle without a scope, and with a 5 round capacity mag, does well damage (150 to body , 200 to head in legendary) but without a scope it is hard to aim with, and it takes longer to shoot, due to the bolt action.

#### Tactical sniper rifle (Based on M1891 Mosin Nagant)

Weight is lighter than light sniper, sound is less than magnum pistol

Scope 2x

Ammo: 5/20

Damage:

* Common: 45 body shot, 60 headshot
* Uncommon: 50 body shot, 65 headshot
* rare: 60 body shot, 75 headshot
* epic: 65 body shot, 95 headshot
* legendary: 67- 80 body shot, 99-130 headshot

#### Very Heavy sniper rifle

Based on the serbu bfg 50. It will slow the player down. Has a 100 damage to the head and 70 to the body. On shot sniper. 5x zoom scope and has a bipod for better accuracy. Range: 500 blocks. Ammo: 1/100

#### Medium sniper rifle(based on barett m82)

If added, it would slow down player movement slightly less than the heavy sniper. It also can 1 hit break every block at common.

Ammo: 10/30

damage:

* common: 30 body, 63 headshot
* uncommon: 40 body, 73 headshot
* rare: 60 body, 83 headshot
* epic: 70 body, 90 headshot
* legendary: 90 body, 119 headshot

#### Ranged Sniper Rifle

The Ranged Sniper Rifle is a super long ranged sniper based off the Horizon's Lord sniper rifle. If scoping the render distance will quadruple but to reduce lag, everything behind the player will not render. You can change the zoom level of the scope by jumping while scoping. The zoom levels are 1.5x, 2x, 2.5x, 3x, 4x, and 5x. The range of this sniper is about 400 blocks. Damage dropoff starts at 100 blocks and damage will decrease 3% per block. Its mag is 10 with 20 in reserve. Its fire rate is about the same as Heavy Sniper Rifle. It can be used to snipe other people on the other side of the map.

Damage: (Bodyshot / Headshot / Legshot)

* Common-----------------------------------------------------50 / 70 / 25
* Uncommon---------------------------------------------------64 / 92 / 40
* Rare----------------------------------------------------------71 / 100 / 57
* Legendary:---------------------------------------------------88 / 110 / 65
* Mythic(dungeons only)----------------------------------------97 / 115 / 70

### Shotguns

#### Double Barrel Sawed (Sawed Off)

The Sawed Off is a secondary weapon modelled after a sawed off double barreled shotgun. It has more damage and pellets per shot than the Burst Shotgun but has a higher damage drop off and high recoil. Obviously, it holds only 2 rounds per reload, so frequent reloads are unavoidable and that it has a longer reload time. It has only 20 rounds of reserve ammunition, so think before you spam this weapon. Damage 12 per projectile head, 6 per projectile body.

#### Double Barrel (Saw Off)

A primary version of Sawed Off has less spread. Does the same damage as Burst Shotgun. In load-out it gives 30 shells.

#### Auto Shotgun

The Auto Shotgun is a shotgun that has a higher fire rate than the Burst Shotgun, but deals lesser damage and has lesser pellets per hit. Despite this, it has a slightly lesser bullet spread and drop off that buys a user some time in mid-range ambushes. It has a magazine capacity of 12 rounds and a reserve of 40, instead of the 55 in a Burst Shotgun.

#### Auto Shotgun (Another variant) - FoxyBoiGamerYT

Automatic shotgun with 5 rounds does same damage as the Burst Shotgun but has higher recoil compare to Burst Shotgun and can only be found in dungeon chest as rare tier and rarely mythic tier. Rarely in battle royale silver chests. Texture would be the Saiga 12

#### Snipe Shotgun - FoxyBoiGamerYT

7 Round shotgun but unlike others it has only 1 projectile instead of having a bunch of pellets. Reloads one by one unlike most guns loading one time just loads all. Loads 1 round per 0.65sec. Range is 120 blocks, common 70 head, 50 body, 30 leg. Sound is loud as Heavy Sniper. Texture modeled after Super 90. Uses would be like a sniper that works both close and far range but when sniping far you can’t zoom in much like snipers but even without aiming down it is still more accurate than snipers.

#### Tactical Shotgun - FoxyBoiGamerYT

9 round, still effective within 30 blocks, common head 10x10, body 5x10, leg 2.5x10. Has lower spread than burst shotgun. A shotgun that can go head to head against SMG even when not close. Texture modeled after SPAS.

#### Pump shotgun

looks like the spas 12, it has the lowest fire rate of shotgun but highest damage(70x8 in head, 50x8 in body), very low accuracy when compared to other shotguns

### Pistols

#### Revolver

A pistol similar to the Magnum. It does the same damage as the Magnum but has lower drop off and longer range. It also has the same loudness and mobility as the Magnum. You have to hold down the fire button or double click fast to fire it. If added, it will be the first gun to not eject casings coming while firing.

(Added suggestion): The revolver comes equipped with a scope (similar to the Scoped Assault Rifle) to take out distant targets. Even though damage dropoff for this weapon is lower than the Magnum Pistol's, it will still affect its effective range significantly, taking more shots to kill targets across the map. Also, the revolver also comes with the drawback of a lengthy trigger pull, and a magazine capacity of 6 rounds plus a reserve of 50.

#### Machine pistol

pistol that looks like g18c, high fire rate (1200 rpm) and low recoil but very low accuracy and damage. has integral suppressor

### Dual Autos

dual weapons that cannot be aimed down, but has high fire rate, big magazine size (60/240) and big dps, but has bad range.

### Other Secondaries

Other secondary weapons that are not Pistols.

#### Sawed Off

featured above in shotguns, this gun could make a great side arm, instead of a primary

#### The Crossbow

A non-categorized weapon, it would be terrible for a primary not having a lot of range and having a low damage rate (10 to body, 15 to head). Instead it would make a good secondary, for finishing of weak enemies, or shooting without being detected.

#### The Revolving/Lever Action Sniper Rifle

A weak, lowest ranged sniper rifle out of all of them, modeled after the Winchester 94, has a 6-round revolving chamber, and at common level, does a low 12 to body, 17 to head dmg. It also has the lowest scope range as well.

#### sawed off ppsh-41

a high fire rate (1200 rpm) secondary with a low damage (10 to body, 15 to head) the recoil is high, and it has a high capacity (71 round drum mag)

**Equipment**

**Grenades**

Based on the Mk2 grenade. Radius of explosion is around 15 players next to each other. Can be used to make holes and tunnels.

**Flash bang**

flashes players. Radius of 15 players next to each other. If you look at the opposite directions the flash bang, you’ll get minor flash.

**Smoke grenade**

Makes visibility very low. Radius of 15 players next to each other.

### Other

#### **Rocket launcher**

based of the RPG-7. Higher damage to every part of the body and medium to higher damage to the terrain. The radius of explosion is around 20 players next to each other. Can be used to make holes and tunnels.

#### Mortar

Based on the 82-BM-37, this is a mini cannon. This cannot break open the gems, is single action, and the ammo are bombs. Similar to the Heavy machine gun, to use it you have to place it and press e, similar to crafting tables.

#### Tanks

Based on the M4 , this is the only vehicle in the game if it is added. Both teams have one. Three players can go inside; One person drives the tank, another fires the cannon, and another holds the Heavy machine gun.

The cannon will fire bombs. The tank is single use; Once it is destroyed it is removed from the game. The three players inside all die but can respawn.

#### Dungeon exclusive weapons

Dungeon exclusive weapons can only be obtained from dungeons. They will be spawned in as Legendary or (rarely) Mythic and rarely generates.

The reason is so that it can encourage people to go look for dungeons.

## Structures

### Ancient Temple

A below structure where it contains loot and one spawn point inside it. The size is large, containing multiple chests made out of Blue Temple Brick variants.

The chests contain Epic tier items, rarely Legendary and seldom Mythic. Mythic and Legends will be in Golden Chests, while the rest will be in Silver Chests.

### New CTG map: heavy defense:

similar to riverdale but with these two structures instead of towers.

#### Heavy machine gun postions

In CTG, already has a Heavy machine gun to take or use. The machine gun points at the enemy at the start. Walls made of bricks

#### Bunker

Made of Iron with a iron chest with weapons inside. Spawns in CTG.

## Mechanics

### **Weapon Ballistics and range**

Ballistics is important for more realism. range of smgs should be increased to 100 blocks instead of 30

**Teaming in Survival Mode**

A good mechanic for Survival mode would be a teaming function, Unlike the other suggestion (see **Other**), a player could run a command which sends a specific player a request to team up. There would be ranks for teams like Team Leader, and Second in Command. The Team Leader would be able to set a team color and name, thus making it less confusing of who with you or is not. While you are in someone's team, you are not able to damage your teammates, instead of bullets having impact on your team, it merely passes through. This fixes a lot of problems with teaming in Survival mode.

## Scopes

Craft with glass (see other page) Iron, to put on weapons

### Name Tag changes

Name tags can be seen through blocks when close compared to when there are no blocks blocking it. When crouching/sneaking it will go transparent and will be hard to see.

### Firing

When firing guns they will show it dropping out ammo cases to others when they are firing.

## Servers/Admin

### Survival Server

Survival Servers shouldn't be closed when there are no players in it.

### Private Servers

Private Severs where you can invite your friends to join with no randoms or to do 1v1s and such. Make the private servers last indefinitely?

## Gamemodes

### Capture point

A map(d-day inspired map) with 3 capture points for red and blue team to capture. Team with 500 points or the team that has the most points win.

### Duo and Squad Battle Royale

Where you have another player for Duo or 3 another for Squad in a Battle Royale map where then the map are a bit larger.

### Long Survival Servers

Long Survival Servers where they are the same as Survival Servers but that when they reset is much longer instead of 24 hours it's a week.

### **Indefinite/Yearly Survival Servers**

Survival servers where it never ends, or at least lasts a year. Note that certain materials like ores and sand are limited, so the map would have to be very big for it to sustain players for a long time.

## Blocks

### Stair

You can automatically walk up the stair without jumping along adding more details to build. Uses 3 rock or stone brick or iron block or wood planks to make 4 stair.

### Door

A 1x3x1 size block that can be opened by clicking on it. Can be added to structures in Battle Royale Mode and can be crated using 6 wood planks.

### Glass

A 1x1x1 size block that can be seen through. Can only be obtained in the dungeon.

## Other

### Reload Animation

Just a nice way to improve the game and have a option to turn it on or off.

### Reload Sound

Changes all weapon sounds instead of a click it'll make a reload sound for that one weapon with each weapon having unique reloading sounds.

### Sniper Rifle changes

All sniper rifles will make a sound after they fire each round where it makes the sound when you pull the bolt like a bolt action rifle. That will slow you down after firing and the delay will be shown while other sniper rifles wont be affected.

### Blueprints

There should be a mode where you are able to build whatever you want in it, and afterwards you can save this as a blueprint you want. You can save what type of block is being used to make the structure or any block can be used.

In dungeons or any generated structure you can find and obtain blueprints. (I think blueprints should be craftable, but for now being able to find them in dungeons suffice.) There can be two types of blueprints; empty and randomly generated. (I will go back to this one later) In the empty blueprint, you can put whatever structure you want, for example in the free building mode you built a big bridge, in the empty blueprint you can insert your big bridge. Now you can hold let's say an iron block, press right click (or a separate button) and you will be in blueprint mode, where you fill out your blueprint.

The player model is 1 length, 1 width, and 3 height, 2 height if your crouching. Blueprint mode would be very overpowered if you can fill out an entire castle in an instant, so let's say 3 length 3 width and 5 height around the player will be filled in. So for example if your filling in a bridge in your blueprint mode, the bridge won't be made instantly, you have to walk across the bridge until you 3x3x5 radius has reached every part of the bridge you plan to build. But this can still be overpowered, since for example you make in the free building mode a box, and when your under fire you just make a instant box around yourself. So here's another thing.

You know when taking a picture with a camera, the screen turns into a grid of 9 squares? Well for blueprint mode we can use this. If you are in blueprint mode and the middle square is facing the blueprint bridge, then it turns into blocks instantly. So you can change any block around you into what is in the blueprint in a 3x3x5 radius, but only if the middle square on your screen faces it.

Why add blueprints?

So you can share with your teammates what you want built and how you want to build it. It is very frustrating that you can't communicate clearly what you want built, or how you want it to be built. In blueprint mode, blocks that have to be filled in will have their lines covered in black, but are see through. This way teammates can see what you want built and where it is.

It is such a hassle when you want to build a certain structure, and you have a vision for it, and you know that it requires teamwork, or teamwork would make the project finish faster, but you can't explain to your teammates clearly how you want it to be built. Showing transparent blocks in blueprint mode for your teammates to see will allow them to know where to place blocks, and more complex structures can be made with teammates.

I understand that this was all very confusing, but I can't draw what I want so let me just summarize what I said.

1. A free building mode in Voxiom.io where you build whatever you want and you can save this as a blueprint (for example you build a house in free building mode, you can save this as [house-blueprint])
2. You can obtain empty blueprints and insert a blueprint you have saved in free building mode (for example, if you want to fill in a empty blueprint, type [house-blueprint] when you are holding the blueprint. But this might cause problems because you have to press enter to type into the chat and into the blueprint, so let's just say you have to hold left click for 3 seconds while holding the blueprint, then you can type whatever saved blueprint you have)
3. Blocks will appear but will be transparent. Search on google images "Transparent cube" to see what I am trying to describe as I don't know how to insert an image properly. Once you left click, the transparent cubes will stop moving, as if they were placed down (like in wall mode, the walls move across the screen until you left click) But the transparent cubes, let's call them blueprint cubes, are not yet filled in with REAL blocks. To fill the blueprint blocks in, you have to have the middle of your screen look at them, but they will only be filled in if they are in a certain radius.(3x3x5 of your player, to be specific)
4. In the free building mode, you can decide what type of blocks that you want filled out (for example you only want iron blocks to be used to fill out your house, or you can have some wood parts in it) or in the free building mode you can say that any block can be used. This can be useful if you want your teammates to know how a structure should look like, but you don't care about what it's made of.

Now time to talk about the randomly generated blueprints. These blueprints are already filled out. The game has already made these. Now what are these RNG blueprints? They are cars, humvees, tanks, miniguns, machine guns, helicopters, airplanes, hot air balloon, ships, aircraft carriers, factories, and whatever else. The rng blueprint can be whatever one of these. And they can be operational because the developer makes it. So now we can craft operational humvees and other stuff, or it would be too overpowered, so tanks and stuff should be already made in the world.

To recap you should be able to make blueprints so teammates can know what you want built and how. Randomly generated blueprints can be found to make actual vehicles and stuff. But of course this is very complicated and requires a lot of time. I don't expect this to be made, but just know that a less complicated or different, simpler version of this can be made. So perhaps a simpler version could be that your teammates can know what you want built because they see the transparent blocks placed down, but that would be it, no automatic fill in in a certain radius.

#### Filtering Blueprints Options

If blueprints were to be added to the game, some people would use it to either distract you or grief other blueprints, so by default it should only show either your clans' or friends' blueprints as an option.

### Teammates

In Starve.io you can craft a totem, and you can unlock it so other people can join your team, or lock it and prevent others from joining your team.

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So in Voxiom.io you should be able to craft something that other people can interact with to join your team. You can lock it to prevent enemies from joining your team and infiltrating. Joining your team should make at least 20% less damage to other teammates, because friendly fire is accidental (most of the time it is, obviously, but you know what I mean. Having a green outline around peoples names will stop some confusion.

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For now, the only way to know if a person far away from you is a friend or foe is to use a sniper scope and read their username and their tag can have a green outline around their names. However, this is really inefficient as it forces teammates to use snipers (close up encounters against enemies will cause severe disadvantages since they only have a strike pistol to deal with them).

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Also if someone clicks the "leave team" button, there will be 10 second countdown that all people in the team will see that will say "10 seconds until (username) leaves your team". The reason for this is so the team knows that someone is leaving, and traitors can't just instantly leave the team and kill everyone.

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The person who wants to leave the team will leave after the 10 seconds is over so the team has 10 seconds to prepare.

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### Chosen Spawnpoints

Being able to spawn in a certain part of a map is not copying anyone. This needs to be added. It is annoying when you get killed in your secret underground base, and you spawn far away from it, unable to defend it and your loot.