1. Weapon Recoil & Spray Pattern

Per-weapon spray-pattern recoil with reset timers and first-bullet-accuracy modeling.

Weapons$3

2. Agent Ability Charge System

Charge-based ability economy — signature abilities free, others bought — with ultimate-point accrual.

Abilities$3

3. Buy Phase & Economy System

Round-start buy menu with credit rewards, loss-bonus economy, and per-side loadout saving.

Economy$3

4. Round Timer & Spike Phases

Round clock, plant/defuse phase timers, and overtime sudden-death round handling.

Systems$3

5. Ability Hit Reg & Status Effects

Hitbox-accurate ability collision with status effects — blind, slow, vulnerable — and duration stacking.

Combat$3

6. Positional Audio & Footstep Callouts

3D positional audio for footsteps and abilities, feeding an auto-callout system for enemy direction.

Audio$2

7. Scoreboard & Combat Score

Live scoreboard with combat score, first-bloods, and clutch tracking per round.

HUD$2

8. Agent Role & Kit Framework

Duelist, controller, initiator, and sentinel role framework defining each agent's ability kit and playstyle tags.

Systems$2

9. Server-Authoritative Hit Validation

Server-side hitbox validation and lag-compensation rewind to prevent client-side hit spoofing.

Security$3

11. Ultimate Orb Pickup & Charge

Map-placed ultimate orbs that grant bonus ultimate charge on pickup.

Abilities$2

12. Spike Plant & Defuse Sequence

Plant/defuse interaction timers with a progress bar and interrupt-on-damage rule.

Systems$3

13. Agent Select & Lock-In

Agent-select screen flow with per-team duplicate-pick prevention and lock-in confirmation.

Systems$2

14. Minimap & Callout Marker

A minimap overlay with named callout zones and pingable enemy-position markers.

HUD$2

15. Weapon Inspect & Skin Display

A weapon-inspect animation sequence that showcases equipped skins and finishers.

Systems$2

16. Ranked Rating Progression

Match-result-based RR gain/loss with rank-tier promotion series handling.

Progression$2

18. Smoke & Wall Ability Collision

Volumetric collision detection for smoke/wall abilities blocking sightlines and bullets.

Combat$3

20. Leaver Penalty & Queue Restriction

Match-abandon detection with escalating queue-time penalties for repeat leavers.

Systems$2

22. Replication Mode Ability Cooldown Reset

A single-agent replication variant that fast-resets ability cooldowns and removes ultimate cost.

Abilities$2

23. Party Queue & Rank Restriction

Party-size-based rank-range matchmaking restriction to prevent high/low-skill queue abuse.

Systems$2

24. Ability Combo Detector & Highlight

Detects chained multi-agent ability combos — setup plus follow-up kill — and flags them for a highlight reel.

Combat$3

25. Tournament Bracket & Match Scheduling

Single- and double-elimination bracket generation with match scheduling slots for community tournaments.

Systems$3
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