Everyone aims at once — angle, power, weapon — and locks in on a ~20-second clock. Then every
shell in the meeting flies at the same time, and the whole world resolves in one
legible, watchable beat. No waiting for eleven other people to take their turns. Turn-based,
without the turns.
Because volleys are simultaneous, you're never shooting at where someone is — you're shooting
at where you believe they'll be. That bluff layer is the game's one addition to the
classic formula, and it costs zero interface: it's just what simultaneity does to aim.
Terrain is fully destructible and it matters. Cover shreds, floors collapse, falling
hurts, craters become tactical geography. The building fights back: sprinklers douse fires,
server racks pop with an EMP puff, glass meeting rooms shatter gloriously, and the coffee
machine is a contested morale zone — "hold the coffee machine" is a legitimate strategy.
Wind is the HVAC. Indoors, the air answers to the building — and to whoever plays
Facilities. Your aim assist retires as you get promoted: Interns see their full predicted arc,
Associates a third of it, and from Senior on you get the classic previous-shot tracer, forever.
“We expect more autonomy at your level.”