Fanon:Game Mechanics (Sparky)

A list of game mechanics thought up by to work in tandem with the current Diep.io game mechanics.

Levels
Diep.io has a leveling system used to reward destruction of tanks and Polygons with upgrades and bonuses. Leveling up is achieved through gaining experience, which is awarded for object destruction alongside score. For each level up to Level 30, a skill point is received. Past there, a skill point is received every three levels. At Levels 15, 30, and 45, a tank upgrade is available to select.

Past Level 45, leveling up is still possible, all the way to Level 60. However, the mechanics are slightly different past Level 45. No skill points will be awarded for going past Level 45, and there is no tank upgrade to select at Level 60. The levels past Level 45 are just to add a kind of easy score measure once the player has their maximum stats and best tank.

Every level requires more Experience to achieve than the last. 787 points are required to reach Level 15. 6184 are needed for Level 30. 23536 are needed to achieve Level 45. Level 60 is finally attained at 43387 points.

For every level, as the player levels up:
 * The size of the player's tank and its ammunition size will increase by 1% per level above level 1.
 * The tank’s Health will increase by 2 HP per level.
 * The Field of View (FoV) will increase.
 * The Movement Speed will decrease.

Thus, it is possible to tell the difference between a Level 45 Annihilator and a Level 60 Annihilator by their size.

Should the player die, they will respawn at a lower level, which fully depends on their level before they died. It is usually half of the player's level, but below Level 12 they will go down only one level, when they are Level 15 they will get Level 12, and upwards to 30 it depends on score, then level. If a Level 45 player dies and respawns, they will respawn at Level 22. If a Level 60 player dies and respawns, they will respawn at Level 30.

Experience Gain
Different game modes have different Experience modifiers. In these modes, for every 1 score gained, 1 level Experience is gained multiplied by the mode's modifier.


 * FFA, 2 Teams, 4 Teams, Maze, and Sandbox have an experience multiplier of x1.
 * Domination has an experience multiplier of x2.
 * Survival, Tag and Mothership have/had an experience multiplier of x3 (the Mothership game mode has been removed).

Achievements

 * Eh, you're trying - Reach 1k points
 * Starting to git gud - Reach 10k points
 * You aren't that bad at this - Reach 100k points
 * Okay you're pretty good - Reach 1m points
 * Freshly constructed tank - Spawn in for the first time
 * Some assembly required - Reach Level 15
 * Instructions unclear - Reach Level 30
 * Upgrades stuck to tank, please help - Reach Level 45
 * Finally assembled it - Reach Level 60

Recover and Reward
Upon destruction of an object that is not a projectile, players are rewarded with score and EXP that varies depending on what the object is. The EXP reward is either identical to the score reward or the score reward combined with the mode's modifier.

Polygons
The destruction of a Polygon rewards players with EXP and score.

Square: 10 score Triangle: 25 score Pentagon: 130 score

Green Square: 1000 score Green Triangle: 2500 score Green Pentagon: 13000 score

Small Crasher: 15 score Large Crasher: 25 score

Alpha Pentagons are slightly different. The player who lands the final blow on one will receive 3000 score, but every player who did damage to the Alpha Pentagon will also receive 1 score for each point of damage said player dealt to it. Players awaiting an Alpha Pentagon reward will have a faint dark blue outline.

Bosses
The destruction of a Boss recovers some of the player's missing health and rewards players with EXP and score.

Upon destruction of a Boss, the player who dealt the final blow to it recovers all of their health. Said player will also be overhealed by 1/2 of their maximum health. This player is rewarded the full reward of 30000 score. Every other player who dealt damage to the Boss will recover 0.05 health for every point of damage they did to it, or 1 health for every 20 damage done, and they will be rewarded with 10 score for each point of damage they dealt to it. These rewards are lost, however, if the Boss recovers the health that a player removed from it. Players awaiting a Boss reward will very slightly glow the Boss' colour and will be orbited by two small circles of the Boss' colour, which collapse into the tank when the reward is given. However, players who recover and are rewarded this way cannot overheal.

Tanks
The destruction of a tank recovers some of the player's missing health and rewards players with EXP and score.

Upon destruction of a tank, the player who destroyed it recovers health equal to (1/2 (75 + (2 * a))) * b, where a is the slain tank's level and b is the killer's max health stat. The killer is also rewarded with the amount of score the slain tank would lose between death and respawn. Every other player who dealt damage to the destroyed tank will recover health equal to (1/2 (a)) * b, where a is the amount of damage dealt to the destroyed tank and b is the damage dealer's max health stat. However, other players will not be rewarded. Players awaiting a recovery from damaging an enemy tank do not show any signs of doing so, unlike the previous examples.

Killing the leader overheals by 1/4 of maximum health.

Overheal
Overheal is a special type of health applied by killing a Boss or the leader. Overheal is applied on top of regular health and effectively functions as extra health, meaning an overhealed tank has a total health of its normal health and its overheal. Overheal, however, cannot be recovered at all (unless another Boss or leader is killed), and takes damage in place of regular health while it is active. Overhealed tanks will have a light blue health bar and be tinted slightly light blue. As this health bar goes down, instead of showing black underneath, it shows the normal health bar. While overhealed, a tank's regular health will still recover normally, and this regeneration cannot be interrupted by taking damage if overhealed.