agentX : Thruster Unlimited Pre-alpha

Advanced arena

Movement in full.

What each ability gives, what it ends, and the values behind both.

Movement

Same power, different control.

Sprint caps your speed. Slide bleeds it off. Stabilize takes vertical velocity to zero. A thrust fired against your motion subtracts from it.

Stopping makes the next thrust a new movement instead of a continuation. Jump one way, stabilize, thrust onto a ledge in another direction.

Sprint suspends during a slide or a thrust and then resumes. Thrust works in the air. Nothing waits its turn.

Abilities

Five abilities. Five brakes.

They stack. Sprint into a slide, thrust out of it, stabilize, thrust again.

  1. 01

    Sprint

    Top speed 800 cm/s, ramped over 1 second. Needs forward alignment of 0.4 to start and 0.7 to hold. Suspends during a slide or a thrust, then resumes.

    Brakes Caps speed. Entering a sprint pulls extra momentum back to 800.

  2. 02

    Slide

    Inherits entry momentum and adds nothing. Direction locks at entry and cannot be steered. Releasing crouch ends it early.

    Brakes Bleeds off 350 cm/s every second and exits below 200. Only a thrust cancels it.

  3. 03

    Directional thrust

    An impulse above the sprint cap, along your movement input, decaying over 0.35 s. Fired against your motion it subtracts from it. Suspends ground friction for 0.3 s. Works in the air.

    Brakes Decays. A thrust is a distance, not a new cruising speed.

  4. 04

    Clamber

    No separate button. A jump near a ledge pulls you onto it, up to 428 cm off the ground.

    Brakes Turns a missed jump into a recovery.

  5. 05

    Airborne stabilize

    Downward jets damp vertical velocity to zero. Horizontal speed is untouched and never clamped. Three seconds, once per airborne period.

    Brakes Ends momentum. Jump, stabilize, thrust in a new direction.

Aim raises the sidearm on the ground and stabilizes in the air. Crouch slides only while sprinting. Every control is rebindable per device.

The numbers

Movement, in numbers.

Speeds in cm/s, distances in cm.

  1. Slide exits below 200
  2. Walk speed 500
  3. Sprint speed 800
  4. Jump velocity 833

Size

Player height
188cm
Doorway height
192cm
Head clearancea jump bumps you
4cm

Ground

Walk speed
500cm/s
Sprint speed
800cm/s
Ramp to top speed
1.0s
Alignment to start
0.4
Alignment to hold
0.7

Two thresholds: one to start a sprint, one to keep it.

Air

Gravity scale
1.5
Jump velocity
833cm/s
Jump apex
236cm
Airtime
1.13s
Clamber ceiling from a jump
428cm
Air control
0.35

Ballistic arcs. No lateral air friction, no air braking.

Thrust

Cooldown
2.0s
Duration
0.35s
Friction suspended for
0.3s
No firing or melee for
0.35s

Above the sprint cap, then it decays.

Slide and stabilize

Slide exits below
200cm/s
Slide decay
350cm/s²
Slide range from top sprint
8.6m
Stabilize duration
3.0s
Stabilizes per airborne period
1

The slide bleeds out. The stabilizer cuts at three seconds with no taper.

Values in blue are measured in game.