Other Shared Game Mechanics (Spaceific Clash)

Along with all of the other mentioned game mechanics that are shared between the game types, there are also several other mechanics that are shared but don't fit under a particular category.

## Other Possible Usages

On top of being able to do all mentioned elsewhere in matches, players are also able to jump, reload, crouch, interact with objects such as flags and either zoom in if possible or shoot a secondary weapon depending on that weapon that is being used. The interact and crouch buttons, have the same buttons for some of them other things by default but these can later be changed to be on an entirely separate button if preferred. All game modes that allow for players to carry two different weapons also have the option to switch between them.

Also in all of the game types, players can take cover behind walls and such things that are possible to do so which is done through getting close enough to a wall and then pressing the button that usually crouches, as the default control but this can be changed, to take cover instead. Depending on the way that cover is being taken, it may be possible to also shoot from it which is done on ducking or side of the wall cover.

Finally, in both Firefight and Survival, players are given access to the grenades of the weapon pool which are considered weapons but aren't treated the same as main weapons and so are provided to players as this secondary option for players to make use of against their enemies as if they were abilities.

Another case of something like this is in Firefight specifically where players are given the option to melee attack outside of abilities through having a secondary knife weapon which works like a normal melee weapon but, again, isn't treated as a main weapon and instead a secondary option in the form of a ability.

## Announcers

All of the game types available feature at least one announcer that will be heard throughout the match. These announcers essentially commentate over the match, including all three phases of it, and especially announce important things such as when a round has ended during the Firefight game type or when the next wave has started during the Survival game type. Announcers will also say things that are unique to the different game types such as what was said as two examples previously on top of their universal commentary.

In the cases of Versus and Firefight, there are two different announcers that each separately serve as the announcers for the two different teams featured in all of the game type's game modes. Players on the teams will only hear that announcer that is assigned to their specific team but both of the announcers share the same dialogue so that neither team misses anything that the other team heard.

It is not possible to turn the announcers off entirely but it is possible to turn on an option to limit down what they say which causes those individual players to be unable to hear whenever the game type's specific announcer commentates over the more not needed things such as when players get more than one kill in a limited amount of time or the player themselves have achieved a good kill streak without dying.

## Health

All playable characters have a certain amount of health with all characters in Firefight and Survival sharing the same average amount of health between others in the same game type but those characters within Versus having different health based upon what role they are such as tanks always having more health than damage and support characters due to their role involving taking the damage for their overall team.

Health is an important factor in gameplay as it represents how much damage the player, and in some cases ability or item, can take before dying with it always being visualized through a healtbar on screen.

Players will always be spawned in with full health, no matter what the limit of health the particular character they are playing has. For characters of the Support role in Versus and all characters in Firefight, health will just regenerate overtime, due to a passive ability called health regeneration, on top of being able to restore any lost health through certain abilities and medkits having been placed across the maps in Versus and Firefight.

On top of their health, it is possible for health to be supplemented with shields which will absorb the damage for the health until broken which will cause the player to start losing health. However, in all of the game types, their shields that are gotten are only temporary and will disappear after a certain period of time except in a few cases across the game types where the shields will remain until they are destroyed.

When players reach a point of low or critical health left, the character will let out a sound effect to alert an player of this while the border of the screen will become red to also show this. On top of this, characters will also let out a sound effect to alert an player of whenever they are getting damaged overtime while, for both Versus and Survival, players who have the capability to heal them will see damaged players more clearly.

## Forms Of Damage

Damage is an important part of all the game types as it is how players will get their eliminations on either enemy players or enemy AI with both getting a killing blow and getting a solo elimination counting under eliminations towards kill streaks but only assisting a player in getting the elimination, including through other means such as healing, doesn't count with the different types of kill streaks that can be achieved consisting of killing spree (5 kills), killing frenzy (10 kills), killing savage (15 kills), killing rampage (20 kills), untouchable (25 kills) and immortal (30 kills) and the different types of fast kills that can be achieved consisting of double kill (2 kills), triple kill (3 kills), quadra kill (4 kills), penta kill (5 kills) and hexa kill (6 kills).

There are two main ways players can deal out their normal damage which is through either directly hitting their targeted enemy player or by somehow hitting enemy players with something, such as a molotov cocktail, that will then do damage overtime until the limited period of time that it does this, changing between different abilities or items that do such, ends and then it stops dealing damage. Along with that, there are different secondary ways of dealing damage which consists of doing it directly, dealing damage to an overall area or doing it indirectly through placing a deployable such as a turret which will then hit enemies itself.

On top of dealing out normal amount of damage, the amount dealt depending on what weapon, ability or item is dealing said damage, players can deal out extra damage through scoring critical hits on their targeted enemies. This is done through getting headshots on the enemy but most abilities and no items can do this with weapons always being required for this to happen even if its a ability causing it. Whenever a headshot had been scored, there will be a distinct sound that plays to the player who got it to indicate this.

It is also impossible for players to be damaged through either fall damage or friendly fire as neither of these two things exist in any of the game types, no matter the fall height or the frequency of the friendly fire. Despite the lack of these two types of damage, some maps feature natural hazards that will damage, and even sometimes fully eliminate, a player such as being able to fall out of the map or take damage from a hazard on the map.

## Abilities

All of the game types feature abilities in some form with abilities being the means in which players interact with the game world through doing things such as dealing damage or healing allies with the impact that it has on an match depending on both what type of ability it is and the ability itself being used correctly.

Unlike weapons or items, most abilities do not consume ammunition or have a limited amount of uses and instead come with cooldowns that causes players to have to wait for a period of time, which is different between each ability, before they can use it again. The only abilities to not have this are ultimate abilities which instead require being charged first before they can be used and passive abilities which aren't activated by interaction and instead activate themselves automatically when their related requirement for such is fulfilled.

In both Versus and Survival, all characters have a set of abilities specific to them which causes each of them to have different playstyles while, in Firefight, players select what passive ability they have, based on the loadouts, and then can use points earned throughout the match to purchase other abilities to use.

Overall, the three types of abilities that there are is normal abilities which are the main types of abilities used for a variety of things, ultimate abilities which are the more rarer types of abilities that comes with this rather powerful game changer with them being charged naturally overtime or through player interaction while their charge time changes between abilities and passive abilities which are the types of abilities that often help a player on the side but do not affect the match in a major way and instead just help players in minor ways.

None of the types of abilities will gain charge or go through their cooldown until after the ability has finished being used while the specific ways in which ult charge can be gained for ultimate abilities is done through naturally gaining it overtime, dealing damage to enemies or directly getting the eliminations and giving healing/shielding/boosting to allies or themselves except in some cases such as passive abilities. On top of this, ultimate charges won't be lost in death but will be reset after use even if it wasn't fully used due to being interrupted by some interactions from enemies or being fully eliminated mid-use but their meters will only fill once the match has actually begun rather than starting before it. Finally, ultimates will only gain charge from used abilities if the used ability actually did something and wasn't wasted in someway.

With very rare exceptions, most abilities cannot be used at the same time as each other but the usage of one ability will never affect the cooldown or charge of another in a negative way and instead will actually sometimes affect the cooldown of an ability or multiple in a positive way such as instantly charging it.

Both normal abilities and ultimate abilities are also split into further different types of abilities which consists of damage, healing, shielding, movement, stealth, deployable, buffing, debuffing and crowd control. Some of their abilities are only one of these but it is possible for abilities to be a hybrid of two of these ability types instead.

Normal abilities and passive abilities are featured in every game type but ultimate abilities are only available in Versus and Survival.

With some abilities and all weapons, it is possible for players to cancel their ability or reloading through committing another action or pressing the same button again that allows players to do it in the situations such as them being attacked or having changed their mind but not all abilities allow this.

In terms of abilities themselves, some abilities will grant the players immunity even if it is not the main purpose of it with a prime example of this being when using a teleporter which will cause the player to be untouchable during the period of time that they are passing through it until they arrive at the other side.

## Respawning

A major game mechanic that is shared between the game types is players having the ability to respawn after being eliminated as well as being spawned into a match at the start of it in the first place. However, all of their respawning works generally differently across the different game types with some rules to it being changed for each one despite the overall act of respawning being generally the same.

In the Versus game type, respawning works in that players will have to simply wait for a total of fifteen seconds before they are then spawned into their team's current spawn room to continue playing the match again. The only times that this isn't the case is if players are instead respawned by the direct intervention of one of the other team members through an ability which can also change where they spawn in again as well. The players who get respawned, no matter in which way it happened, keep the same ultimate charge and ability recharge percentages that they had before they died except the latter ones will be recharged fully if respawned by a ally.

In the Firefight game type, respawning works in that players will have to simply wait for a total of ten seconds before they are then spawned back into the match with them automatically spawning far away from the enemies in the match. However, in all game modes where the player isn't on a team at all, players can also press a button to skip the timer and be put straight back into the match after a period of three seconds has passed. However, in some game modes, players will be unable to spawn until the next round or a thing has been done to allow it as eliminated players will be reset back to their chosen loadout once they next spawn.

In the Survival game type, respawning works in that players will be taken out of the current wave entirely and can only spectate until the wave has ended and the next one is beginning which allows them to be spawned onto the map again. However, other team members can collect dog tags that are dropped by eliminated players and bring them to a teleporter to respawn lost players immediately instead of them waiting. When respawned by an ally, players keep their last had weapons but, when respawned in the next wave, players will be forced to go back to the weapon that they had started with and have to re-earn the weapons that they had.

On top of the act of respawning, most game modes that feature teams of any kind (excluding all of the game modes within Versus) feature the act of players going into a downed state, after losing all their health, where they will have their normal amount of health and a countdown of thirty seconds to be picked up by an ally in as, if picked up by an ally, they will have only a half of their total health to work with but downed players can be finished off by enemies on top of the countdown running out while players have to interact with a downed ally to revive them which takes a total of five seconds but can also be cancelled at any time. All players who are downed when their last ally is killed also gets automatically eliminated along with them in the Survival game type and limited life game modes of the Firefight game type. A final note is that the bleed countdown will pause temporarily if the player is being picked up, whether the attempted reviving is successful or not.

## Other Forms Of Auditory Messages

Along with the previously mentioned voice commands that players can control as well as auditory messages characters give when doing things such as using a ultimate ability, all of the characters in the different game types will also automatically give off auditory messages in relation to other different things like these players doing something that prompted the character to say it or them doing it in response to something.

Examples of these would include a player trying to use an ability that is currently still on cooldown which will prompt their character to announce that it cannot be used or when a player is shooting at an enemy, and damaging them in the process, which will prompt their character to announce that they are hitting an enemy.

Like with the other auditory messages, these are done to provide help to the players throughout the match while each character's messages slightly differentiate between each other to fit each different character and their individual personalities but still keep the same overall meaning for each message.

## Spectating Screen

When temporarily eliminated during a match, players are put onto a spectating screen which appears both when a player is waiting for their respawn or when they have been eliminated from the current match completely. This screen will come and go automatically without need of prompting.

The main purpose of the spectating screen is to allowing a eliminated player to spectate the match through the perspective of either an ally or enemy, depending on the game mode, until they either respawn, the next wave is beginning or the match ends which again depends on the game mode being played.

While on this screen, players will also see either a respawn timer, match result or wave number on the top middle, depending on the game mode, while they have the option of switching which player they spectate, leave the match under certain circumstances as well as still bring up both the game and the secondary menus still but none of the other menus that are featured in matches for the duration of being on this screen.

The camera angle of spectating is also not fixed on what the player is looking at as it will automatically change view based on what the spectated player is doing themselves but the spectating player can also adjust it while looking at around up to a full circle if is desired to do so by the players that are spectating.

However, in all of the game types except Survival, before players are put onto the main part of the spectating screen, it will also show them a replay of how the player got eliminated which plays for five seconds but can instead be skipped to get straight to the spectating. This also gives the players details on the damage dealt in the encounter on the bottom middle and who eliminated them on the top middle during it.

## Match MVP

No matter what happens in a match of any game mode in the game, at least one player will be marked as the MVP of the match to highlight them as the best performing player(s) during the ending phase of the match.

The title of MVP is determined by overall performance of the players in terms of how many kills they got, how many allies they helped, how many assists they got and how many times they were eliminated with that player who has the best for either all or the majority of these statistics in said match is titled as the MVP which gets a spot in the ending phase to show it off as well as the MVP player themselves getting bonus experience for that match alone as their main reward for having earned the title.

The MVP works a bit differently in Versus as, for that game type specifically, the title of MVP is actually handed out to three players every match as it gives the title to one player of each role who had done the best at said role that they were playing while, in these cases, the MVP title for the tank and support roles is based on shielding/healing given rather than eliminations gotten as the damage role stays being based off of it. Also in Versus, the added statistic of objective time helps judge the match MVP on top of the other stats.