Game Design Discussion

Aditya_Kuri
Sun, 25 Jan 2026 14:23:46 +0000
Community & Industry Discussion

UNIVERSAL HERO SYSTEM STANDARDS (U.H.S.S.)
​A Global Framework for the Standardization of Competitive Hero-Shooters
​Version: 1.0 (2026 Revision)
Author: Aditya Kuri, Systems Architect
Status: Open-Standard Proposal for Global Industry Adoption
​1. Abstract: The Mission for Genre Freedom
​The Hero-Shooter and Battle Royale (BR) genres currently suffer from mechanical fragmentation. Inconsistent physics, hit-registration logic, and character balancing create high friction for global player migration and eSports integrity.
​The U.H.S.S. is a proposed “Logic Layer” designed to unify the Hero-Shooter industry. It is not a product for sale; it is a Standardization Protocol intended to ensure the “Freedom of the Genre”—allowing developers worldwide to build upon a consistent, high-fidelity foundation.
​2. The Three Pillars of Universal Combat
​To achieve global standardization, the U.H.S.S. focuses on three critical modules:
​I. The 1-2-1 Tactical Configuration
​A standardized team-composition logic designed to balance “Variable Complexity” (Skills) with “Fixed Reliability” (Gunplay).
​The Logic: Ensures that every Hero-BR or Arena title maintains a core competitive loop that rewards both mechanical aim and strategic ability usage.
​II. The Marksman/Mage Dual-Archetype System
​A universal classification system for hero roles:
​Marksman: High-fidelity ballistic roles focused on precision and spatial control.
​Mage: Strategic roles focused on utility, area denial, and environmental manipulation.
​Standardization: This system allows players to transfer their skill-memory across different titles (e.g., from Indus to Apex to Overwatch) without relearning core archetypal roles.
​III. The Culturalization Layer (Localization Logic)
​A modular backend framework that allows game IPs to scale globally. It separates the “Mechanical DNA” from the “Visual IP,” allowing developers to adapt lore and aesthetics for different markets (US, China, India, Europe) without rebuilding the core game physics.
​3. Roadmap for Genre Expansion
​The U.H.S.S. is designed to be a “Living Framework,” with future modules currently in development for:
​Gunplay Focused Versions: Current Baseline.
​Melee/Martial Arts Versions: Optimized for close-quarters combat logic.
​Signature Weapon/MOBA-Style Versions: Standardizing weapon-specific hero kits.
​Pure Skill Versions: Removing RNG (Randomness) from high-level competitive play.
​4. Declaration of Open Standard
​This framework is released with the intent of Industry Unification.
​Non-Exclusive: This framework belongs to the industry, not a single corporation.
​Invitation to Collaborate: I invite developers from NetEase, Tencent, EA, Valve, IGDA, etc. to review these standards.
​"For the freedom of the genre and the evolution of the global player experience."

MODULE 2: MELEE & MARTIAL ARTS INTEGRATION (MMA-I)
​Standardizing Kinetic Engagement & Frame Integrity
​While Gunplay-focused versions rely on ballistics, the MMA-I Module focuses on the “Contact-Response Loop.” To maintain the “Freedom of the Genre,” melee combat must be as predictable and competitive as a headshot.
​1. The Kinetic Standardization Formula
​To ensure global eSports integrity, “Presence” in melee is defined by the relationship between Start-up Frames (S ), Active Hit-Frames (A ), and Recovery Frames (R ).
​The Total Action Duration (T ) must follow a standardized ratio to prevent “Input Lag” across different global servers:
T = S + A + R
The Standard: In a U.H.S.S. compliant game, the ratio of A to R must be balanced to allow for “Perfect Parrying” logic, ensuring skill always outweighs button-mashing.
​2. Archetype Adaptation (Melee Transition)
​The Marksman/Mage roles do not disappear in Melee; they evolve:
​The Melee Marksman (Precision/Duelist): Focused on “Critical Point” strikes. Their A (Active) frames are short but high-damage. They reward timing and spatial awareness (e.g., a fencer or a martial artist using pressure points).
​The Melee Mage (Area Control/Flow): Focused on “Kinetic Displacement.” Their abilities create area-of-effect (AoE) zones that manipulate enemy positioning or slow down their S (Start-up) frames.
​3. Collision & Hitbox Normalization
​To solve the “Fragmentation” issue where melee feels “clunky” in some games and “floaty” in others:
​Spherical Hit-Detection: Standardizing the radius of strike detection across all hero types.
​The “Impact Buffer”: A mandatory 2-frame visual/audio feedback window to confirm a hit, ensuring localization layers don’t desync the player’s “Feel” of the combat.

MODULE 3: SIGNATURE WEAPON ARCHITECTURE (SWA)
​Balancing Unique Hero Kits against Universal Gunplay Standards
​The SWA Module ensures that “Signature Weapons” (unique bows, staves, specialized blades, or experimental firearms) do not create a competitive imbalance. It provides a blueprint for integrating “Identity-Based Combat” into a standardized “Universal Loop.”
​1. The Signature-Standard Parity (SSP)
​To maintain eSports integrity, a Signature Weapon must follow the Efficiency-Risk Ratio. If a Signature Weapon has a unique behavior (e.g., bouncing projectiles or piercing), its raw damage output must be adjusted to match the time-to-kill (TTK) of universal firearms.
​The Parity Formula:
Let P_d be the Potential Damage, A_c be the Accuracy Requirement, and f(U) be the Utility Function.

P_d = \frac{Standard_TTK}{A_c} + f(U)

​Standard: A Signature Weapon should never exceed the Standard_TTK of a Tier-1 universal weapon unless the A_c (Skill Floor) is significantly higher.
​2. Archetypal Signature Logic
​How the Marksman/Mage system dictates signature design:
​Marksman (Signature Precision Tools): * Focus: Linear, high-velocity projectiles or hit-scan beams.
​Requirement: Requires high spatial tracking and “Frame-Perfect” timing.
​Standard: Must reward “Critical Point” strikes with high-multiplier feedback but penalize missed shots with long “Reload/Cool-down” windows.
​Mage (Signature Catalyst Tools):
​Focus: Non-linear trajectories (lobbed, curved) or status-effect delivery (Slow, Reveal, Burn).
​Requirement: Strategic area-of-effect (AoE) placement.
​Standard: The “Initial Impact” damage is lower than universal guns, but the “Environmental Influence” (Area Control) is the primary value.
​3. The “Hybrid Loadout” Integration
​To prevent the genre from becoming “locked” into only unique weapons, the SWA Module mandates a Dual-Carry Standard:
​Slot A, B & C (Universal): Access to the standardized global arsenal (ensuring any player can pick up the game and understand the gunplay).
​Slot S (Signature): The Hero’s specific identity tool.
​Logic: This prevents “Role Lock,” allowing a Mage to still use a standard Marksman rifle if the tactical situation demands it, promoting Genre Freedom.

MODULE 4: PURE SKILL & MECHANICAL INTEGRITY (PS-MI)
​Eliminating RNG (Randomness) for High-Level Competitive Standardization
​The PS-MI Module is designed for “Premier Tier” competitive play. To ensure the “Freedom of the Genre,” a player’s success must be 100% dependent on their input, not a dice roll in the game’s code.
​1. Deterministic Recoil Patterns
​Most modern shooters use “Bloom” or “Random Spread,” which penalizes good aim. The U.H.S.S. mandates Deterministic Recoil.
​The Logic: Every weapon has a fixed “Vector Path.”
​The Result: A player can “master” a weapon through muscle memory, just like a musician masters an instrument. If you miss, it is your fault, not the game’s.
​2. First-Shot Accuracy (FSA) Normalization
​To ensure the Marksman archetype remains viable, the first bullet fired after a state-change (moving to standing, or ADS) must have 0.00% deviation from the crosshair center.
​The Standard: The U.H.S.S. removes “Initial Bloom,” ensuring that the fastest reaction time always wins the engagement.
​3. Input-Based Movement Integrity
​To maintain “Presence” and “Mechanical Integrity,” movement must not have “Hidden Friction” or “Random Acceleration Slopes.”
​Standardized Velocity Curves: Acceleration from 0 to Max_Speed must be linear.
​Predictable Projectiles: All non-hitscan projectiles (Mage class) must use a standardized gravity constant to allow for “Global Skill Transfer.”