AR-017 — Core combat numbers (LOCKED)

LOCKEDv1 · 2026-08-01

AR-017 — Core combat numbers (LOCKED)

Promoted from Action Required card AR-017. This is the decision of record.

  1. Match Structure Match Duration Target: 10 minutes Reasoning: Mobile players prefer short sessions. Allows multiple matches in a lunch break. Reduces battery usage. Faster matchmaking. Target Flow Phase Duration Landing & Loot 2 minutes Mid Game 5 minutes Final Circles 3 minutes 2. Player Count Players 24 Modes Solo Duo No Squad at launch. Reason Easier balancing. Lower server cost. Better performance. Faster matchmaking. 3. Map Size Playable Area 1 km × 1 km Reason Designed around 24 players 10 minute matches Fast rotations Minimal downtime 4. Safe Zone System Total Circles 6 Circle Duration Circle 1 120 sec Circle 2 90 sec Circle 3 75 sec Circle 4 60 sec Circle 5 45 sec Final Circle 30 sec Final circle should always force combat. Never allow healing contests. 5. Time To Kill (TTK) Target 0.9–1.3 seconds Reason Fast enough to reward good aim. Slow enough to deploy barriers. Gives players time to react. Never instant death. 6. Health System Every player starts with: Health: 100 HP Kavach (Shield): 100 Shield Prana: 100 Energy Maximum Effective Health 200 Simple. Easy to understand. 7. Damage Model Damage order Shield ↓ Health No exceptions. Example Enemy hit for 30 Shield 100 → 70 Health unchanged. 8. Headshots Headshot Multiplier 1.8× Never 2.5× Never instant kill. Reason Maintains competitive balance. 9. Character Abilities Abilities consume Prana. Abilities NEVER consume Health. Abilities NEVER consume Shield. Every ability follows Cooldown 30–45 seconds Prana Cost 20–40 Maximum one active ability at a time. 10. Weapon System Each player carries 2 Weapons 1 Divine Ability No third firearm. No backpack full of weapons. Simple. 11. Inventory Maximum inventory slots Item Slots Weapon 1 1 Weapon 2 1 Barrier 1 Healing 4 Rune 3 Relics Equipped directly No inventory management simulator. 12. Healing System Launch Items Jal Quick heal 20 HP Fast use. Soma Medium heal 50 HP Amrit Full heal 100 HP Rare. Healing cannot exceed maximum HP. Healing does NOT restore Shield. 13. Kavach (Shield) Restored by Shield Cells 50 Shield Shield Core 100 Shield Rare. Healing items do not restore Shield. 14. Prana Restored by Prana Crystal 50 Prana Prana Shrine Full restore Map objective Natural regeneration Slow Approximately 5 Prana every 10 seconds after being out of combat. 15. Duo Revive Allowed Only in Duo. Revive Time 6 seconds Interrupted by Damage Movement Death No instant revive. 16. Barrier System Players carry ONE Barrier. Barrier deployment 0.4 seconds Barrier HP Approximately 400 Lasts 30 seconds Maximum One active barrier per player. 17. Recoil Philosophy Every weapon has recoil. No laser beams. Pattern Predictable. Skill based. No random bloom while aiming. 18. Aim Assist Mobile only. Strength Low. Purpose Counter thumb limitations. Never lock onto targets. Never track through walls. Can be disabled. 19. Movement Movement Speed 100% Sprint 115% Slide Momentum based Jump Consistent height No stamina system. Players should never stop moving because of exhaustion. 20. Traversal Allowed Vault Climb Ladder Zipline Rope Water Not allowed Wall running Double jump Jetpacks Flying 21. Friendly Fire Disabled Always. 22. Loot Philosophy Landing Player should find A usable weapon within 15–20 seconds. Never make players search multiple buildings just to fight. 23. Death Player eliminated ↓ Loot crate drops ↓ Spectator mode ↓ Return to lobby after match No respawn in Solo. No buyback system. 24. Victory Condition Last player or Last Duo alive Wins. No score system. No objectives replacing survival. 25. Combat Design Principles Every combat mechanic must satisfy these rules: Gunplay is the primary skill. Abilities create opportunities, not guaranteed kills. Barriers provide temporary cover, not invulnerability. Movement should feel fast and responsive without becoming unrealistic. Every firefight should allow meaningful counterplay. The player should always understand why they won or lost. 🔒 Final Combat Philosophy Astra should sit between Free Fire and PUBG Mobile in terms of pacing: Faster and more fluid than PUBG Mobile. More tactical and readable than Free Fire. Less ability-dependent than Apex Legends. Simpler than Valorant. Entirely fair with no pay-to-win progression. The guiding principle is: Every match should be easy to start, quick to finish, and deep enough that improving aim, positioning, timing, and decision-making is always more valuable than unlocking stronger equipment. This document should become the foundation for all balancing, animation timing, VFX, networking, AI behavior, and future playtesting. Once these values are locked, changes should only happen after measurable playtest evidence, not intuition.