Feature Specification

Combat System

Combat is balanced gun + melee — CONFIRMED. Both are first-class; the player constantly switches based on ammo, range, and threat. All combat is server-authoritative.

Status: draftOwner: UnassignedUpdated: 2026-08-27

Production context

Canonical sourceGDD/01-Gameplay/03-Combat-System.md
Decision markers2 confirmed · 4 recommendations · 3 TBD
Browser document roleRead-only production view; edit the GDD source or this generated system through the project workflow.

Verified implementation evidence

  • Source/Lambeer/Character/LambeerAimComponent.*
  • Source/Lambeer/GAS/LambeerInstantDamageGameplayEffect.*
  • Source/Lambeer/GAS/LambeerAttributeSet.*

Relationships

Document contract coverage

Use these required Feature Specification areas during review. The imported GDD below is canonical; items not stated explicitly remain unresolved.

  • ReviewPurpose & Player Value
  • ReviewScope
  • ReviewOut of Scope
  • ReviewTerminology
  • ReviewFunctional Behavior
  • ReviewStates & Flows
  • ReviewRules & Edge Cases
  • ReviewDependencies
  • ReviewAcceptance Criteria
  • ReviewOpen Questions

Canonical GDD content

Combat is balanced gun + melee[CONFIRMED]. Both are first-class; the player constantly switches based on ammo, range, and threat. All combat is server-authoritative.

Camera & aiming

  • Third-person over-shoulder with three aim modes (see 02-Player-Character.md): HipRelaxed (weapon down), ShoulderAim (hold), ADS (toggle).
  • Spread, movement speed penalty, and camera interp all key off replicated aim mode (ULambeerAimComponent).
Aim mode Spread (relative) Movement Notes
HipRelaxed Widest (hip) Fastest while armed Default when not holding shoulder aim; weapon lowered
ShoulderAim Medium Moderate penalty Hold input; weapon raised, not full ADS
ADS Tightest Slowest Toggle; full precision option
  • [RECOMMENDATION] subtle aim assist for controller in ShoulderAim/ADS only; mouse is raw.

Gunplay

Firing model — [RECOMMENDATION]

  • Hitscan for most firearms in v1 (simpler, cheaper to network, fine at our ranges).
  • Projectile/ballistics (bullet drop, travel time) reserved for long-range weapons (e.g., sniper) or a later phase. Decide per-weapon via a data field, not hard-coded.

Per-weapon data (data-driven)

Each firearm is defined by a DataAsset/DataTable row, not a unique class. Fields:

Field Example
Damage, falloff curve 35 dmg, falloff over distance
Fire mode(s) semi / burst / auto
RPM rounds per minute
Magazine size, reserve 30 / 120
Recoil pattern curve / vector sequence
Spread (hip relaxed / shoulder / ADS) degrees per aim mode
Ammo type links to ammo item
Attachment slots optic, muzzle, mag, grip, stock, laser — see 09-Weapon-Customization.md

Damage & hit zones

  • Locational damage: headshot multiplier, limb multipliers.
  • Zombies have weak points (e.g., head); some boss zombies have armor/weak-point mechanics. See ../03-Enemies/01-Zombie-Design.md.

Recoil & feedback

  • Deterministic recoil pattern + small random bloom; recoil recovers when not firing.
  • Strong hit feedback: hitmarkers, impact VFX/decals, world blood splatter, audio. Feedback quality is a pillar (readable combat). Persistent stains on gear/bodies and the local HUD blood overlay are specified in 10-Blood-Visual.md — visual only; gameplay effects [TBD].

Melee

  • Light attack, heavy attack, block/parry [RECOMMENDATION], shove/kick to create space.
  • Stamina-gated: attacks and blocks cost stamina.
  • Melee matters because ammo is scarce (full-loot economy) — it's the reliable fallback, not a last resort.
  • Melee weapons are also data-driven (damage, speed, stamina cost, durability).
  • Successful melee hits that deal damage to living targets stain the striking item (or fists/gloves/shoes) and the victim. See 10-Blood-Visual.md.

Ammo, magazines & durability

  • Ammo is a crafted/looted item with weight; ammo scarcity drives the gun↔melee balance.
  • Magazines are items that hold ammo (Tarkov-like). The player loads ammo into a mag, then installs the mag. Magazines do not stack; partial fills persist; mixed compatible ammo types in one mag are allowed. The firearm has a chambered round separate from the mag, plus check / charge / bolt-release handling. Full rules: 09-Weapon-Customization.md.
  • Durability on firearms and tools is [CONFIRMED]. Use reduces durability. There is no dirt system. Repair uses a gun repair kit and/or salvaged family parts (e.g. AR → AR parts). See 09-Weapon-Customization.md. Blood stains: 10-Blood-Visual.md.

Networking notes

  • Server is authoritative for damage, ammo, and hit validation.
  • Client-side prediction for responsiveness (firing feedback) with server reconciliation.
  • [RISK] lag compensation / hit registration for ~40–60 players is non-trivial; budget time for it. See ../04-Multiplayer/01-Network-Architecture.md.
  • Anti-cheat sensitive: never trust client-reported hits/damage. [TBD] anti-cheat solution.

Implementation guidance

  • UCombatComponent on the character orchestrates firing/melee; weapon behavior driven by weapon data + a weapon actor/instance (including chamber, mag, and replicated attachments).
  • Back weapon slots 1–2 (inventory UI) are the holstered firearm/melee on the character back. Drawing them into hands is [TBD] (binds and combat component).
  • [RECOMMENDATION] model damage, health, stamina, and buffs through GAS (GameplayEffects for damage and status), which cleanly supports the boss permanent-buff system. See 07-Crafting-and-Progression.md and ../05-Technical/01-Tech-Stack-and-Engine.md.