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Vision

Sci-fi Action RPG: seamless FPS ↔ third-person melee, procedural story dungeons, biomechanical evolution, anti-FOMO economy, offline/online integrity, 15-year roadmap.

Figure A. Core loop

Figure B. Combat rhythm

Terra Firma: Awakening is a far-future sci-fi Action RPG (~5,000 years ahead) where players seamlessly swap first-person shooting and third-person melee. Gun combat uses readable weapon frames (Adaptive, Aggressive, Precision, Rapid-Fire, Lightweight, High-Impact). Melee combat uses deep ARPG weapon families, attack rating, enhanced damage, crushing blow, and resistance stacks — reskinned as apex-race biomechanical tech.

  • Engage with guns and/or melee — firearm input = FPP, blade input = TPP (no swap button).
  • Salvage frames, melee bases, sockets, nanites, resists gear.
  • Evolve class trees: Combat (Offensive & Auras combined), Tentacles (level-gated → max 3×2; Mechanical Arms bridge), Customizable Ultimate matrix.
  • Breakpoints (IAS/FCR analogues + gun handling).
  • Combat flow over camera gimmicks — input-driven FPP ↔ TPP mid-fight.
  • Two readable power languages — gun frames + melee families.
  • Flow: 0–15 / 15–30 / 30+ Singularity takedown (TPP) → reset Tier 1; Phonons = ARPG sockets.
  • Deep mitigation — resists, absorb, DR, block/parry, shields.
  • Integrity by architecture — offline/online split.
  • Anti-FOMO economy.
  • Long-horizon 15-year universe.
  • Human-driven anti-cheat in competitive spaces.
  • Melee is no longer a thin blade slot — full ARPG-family armory (blades + glaives included).
  • Gun Armory is firearms only; added Heavy Guns (2-Handed); blades/glaives removed from that roster.
  • Hybrid Perspective Kinetic Combat Engine v1.0 locks camera verbs to inputs.
  • Flow thresholds tripled: Tier 1 (0–15), Tier 2 (15–30), Tier 3 (30+).
  • Special Takedown at Singularity pulls to TPP, then Flow resets to Tier 1.
  • Melee spacing is player-driven (stick, lunge, dodge (Vault WILL NOT USE)).
  • Phonon Shards/Chords remain ARPG socket crafting on guns/melee/armor (never aim/camera).
  • Damage is multi-channel with AR/Def and immunity break tools.
  • Resist penalties by difficulty tier (Normal / Nightmare / Hell analogues).
  • Gun and melee itemization both feed the same salvage treadmill.

Gun Armory Roster (Firearms Only)

  • Auto, Pulse, Scout, Hand Cannon, SMG, Sidearm
  • Shotgun, Sniper, Fusion, Linear Fusion, Trace
  • Grenade Launcher, Rocket, Machine Gun, Bow
  • Heavy Guns (2-Handed) — braced / shouldered heavy platforms (not Machine Gun / Rocket)
  • Combat Blades and Glaives are Melee Armory only (vol. 06) — not on the gun roster.
  • Heavy Guns (2-Handed) are a distinct firearm family for braced heavy platforms.