Arena FPS Pacing & Drawback Matrix

Matter.js Physics Sim
Sandbox Parameters
Time-To-Kill (TTK) 1.40s
Base Movement Speed 1.0x
Sprint Multiplier 1.0x
Equipment / Grenade Radius 1.2m
Spawn Clustering Propensity 0.30
Bullet Velocity 12 px/f
Active Combatants
8 Active
Engagements / min
24.0
Map Utilization
64%
Snowball Index
0.18
Combat Telemetry
TTK Distribution Histogram
Mean Engagement Spacing 18.4m
Combat Clumping Factor Low
ACTIVE MATRIX METRICS
Mean Engagement: 1.40s | Spacing: 18.4m | Snowball: 0.18 | Utilization: 64%
Empirical Sandbox Trade-off & Drawback Matrix
Iteration / Design Archetype Primary Mobility & TTK Map Demand & Sightlines Combat Drawback / Vulnerability Snowball Risk
Iteration A (Classic High-TTK) TTK: 1.4s | Speed: 1.0x Compact containment, controlled chokepoints Team-shot dependence, slow individual clutch potential Low (0.18)
Iteration B (Modern High-Mobility) TTK: 0.8s | Speed: 1.3x + Sprint High map stretch, wide open sightlines required Spawn-trapping propensity & dynamic sightline fatigue High (0.42)
Iteration C (Low-TTK Hardcore) TTK: 0.3s | Speed: 0.8x Corner-camping bottlenecks, high cover density First-look win bias, reduced counter-play window Extreme (0.65)
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