Added New Class #4












Devlog Update: Class-Based CTF at Massive Scale + Introducing the Mecha Class
Hey everyone 👋 Today’s devlog is all about scale, roles, and one of the biggest additions to the game so far: the Mecha Class.
Class-Based Capture the Flag — At 10,000 Players per Server
We’re building a class-based Capture the Flag (CTF) experience designed to operate at a scale most FPS games never attempt: up to 10,000 concurrent players on a single server.
To make this possible, CTF has been redesigned from the ground up:
- Multi-layered battlefields with multiple flag objectives per faction
- Distributed combat zones instead of a single choke point
- Command-style flow, where players naturally form fronts, flanks, and rear support lines
- Class interdependence, ensuring no single role dominates at scale
This isn’t just “CTF but bigger”—it’s closer to a persistent battlefield, where thousands of micro-engagements determine the outcome of a single match.
New Class Reveal: Mecha
The Mecha Class is a high-impact, limited-deployment role designed specifically for large-scale warfare.
Unlike standard infantry classes, Mechas are:
- Heavy, crew-focused units
- Objective-breaking forces
- High-value battlefield assets
Core Mecha Role
Mechas are built to:
- Break stalemates
- Push fortified flag zones
- Absorb extreme damage while infantry advances
- Act as mobile spawn and support anchors (in specific loadouts)
They are not meant to replace infantry—but to enable them.
Mecha Gameplay Design
To keep balance intact at 10,000-player scale, Mechas follow strict rules:
- Limited availability per faction
- Cooldown-based deployment
- High resource and logistical cost
- Visible on the battlefield (you know when one is coming)
This ensures that when a Mecha appears, it matters.
Example Mecha Loadouts:
- Siege Frame – Heavy armor, flag-zone suppression, slow movement
- Assault Frame – Mid-weight, anti-vehicle, frontline breaker
- Support Frame – Shield projection, repair fields, spawn relay
đźš© How Mechas Affect CTF
Mechas don’t capture flags instantly. Instead, they:
- Clear entrenched defenses
- Protect flag carriers
- Disable enemy fortifications
- Create safe corridors for infantry pushes
Winning still depends on coordination, not raw power.
Why This Matters
At massive player counts, traditional FPS balance breaks down. The Mecha Class exists to:
- Prevent endless stalemates
- Give teams strategic spikes of momentum
- Create memorable, large-scale moments without overpowering the match
If infantry is the heartbeat of the battlefield, Mechas are the shockwaves.
What’s Next
- More class reveals (support, recon, command roles)
- Mecha customization and tech progression
- Server-scale stress testing
- Expanded CTF rule variants for ultra-large matches
As always, thanks for following the project and supporting development on itch.io. This is only the beginning.
See you on the battlefield
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Capture The Flag with 10,000 People
| Status | In development |
| Author | Shelby County Video Game Development |
| Genre | Action, Adventure, Simulation |
| Tags | 3D, ctf, Fantasy, First-Person |
More posts
- Capture The Flag1 day ago
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