User:Dilsency/Svea/Artifice/Gameplay/General

=Current=

Relationships / Affinity / Approval

 * All party members have affinity with one another.
 * The affinity is shared in the way that both parties have the same amount for each other; it is not separated by person
 * Raising this allows for special dialogue in and out of battle
 * Affinity is separated into two related bars:
 * Friendship
 * Romance
 * Important to note is that romance is directly tied into friendship in that it cannot go any higher than the current friendship value
 * The player can always manipulate the bars in desired ways without there being a "point of no return"


 * The relationship between two party members affect their battle quotes
 * Choosing options in the dialogue wheel displays the effect it will have on character relations (+1 Heart for an increase in romance)


 * Party members can also have affinity with certain NPCs.

Romance

 * Unlike Friendship, the romance bar between two party members will not raise unless they both are of matching orientations and genders.
 * However, a romance bar can always be brought back up again.


 * Romance bar will only begin to fill after initiated.
 * Player takes the first step?


 * The relationship will only turn romantic after confirmed commitment.
 * This nulls all other romance bars, and prevents them from filling.

Date / Hangout

 * To boost or maintain the romance, or to "progress" it, two allies can (must in some cases) go on a date.
 * Initiated by dialogue (at Mother Base).


 * For the duration of the date, the party is limited to those 2.
 * Quests are stalled. No progress can be made.
 * They can walk around freely, and interact with scenery or locations.
 * Sitting together on park benches, etc.
 * Dialogue and Comments are narrowed down to romantic ones.


 * At the end, romantic actions are calculated (probably max. 1 for each, such as only 1 park bench sitting counts) and romance is increased accordingly.

Ability Purchase = Stat/Efficiency Boost

 * Purchasing an ability increases modifier(s) specific to that character, depending on the ability purchased.
 * The player does not need to equip the ability in order to gain this bonus, it is already active.


 * For example:
 * Purchasing Firestrike increases the damage of all fire-elemental physical-phase abilities by (0 + 10)%.
 * Purchasing Fireslash afterwards increases the damage of all fire-elemental physical-phase abilities by (0 + 10 + 10)%.

Leveling Modifier

 * Every ally can learn every ability, and max every stat.


 * However, they all have unique modifiers that determine how much EXP an ability/stat requires.
 * This means that each ally has a set path to level by, but they can deviate from it by grinding.


 * "Ability groups", such as "physical fire" abilities, have a modifier.
 * Unless there is a need, that is enough without requiring "Firestrike" to have its own modifier, which is important in some cases.

Battle

 * Battle Notes are information on enemies
 * They can be unlocked both by fighting the foe and fulfilling conditions during the battle, and by exploration
 * All notes except info, breaks and drops are rendered visible after being defeated

Quest

 * Quest notes only appear by exploration
 * During relevant quests, the applicable notes appear in a side window
 * The notes can be acquired at any point in the game, and are never mandatory
 * The same notes can be used for multiple quests

Hunger

 * The team has a hunger bar that depletes
 * By eating food they get fill which replenishes it, and stability which affects the decay rate.
 * Food with very high fill generally has a negative effect on stability.
 * They may also get recovery (HP/SP/...) or basic status effects.


 * They main goal of keeping the hunger bar where it belongs is the effect it has on inter-battle.
 * High recovers HP/SP/... at a higher rate, dispels negative basic statuses at a higher rate, maintains positive basic statuses and hyperactive at a higher rate.


 * No negative side effects to hunger, however.
 * Only the absence of positive ones.
 * They player just stop regenerating.

=Pending=

Grindability

 * Once you've acquired 1 of an Ability, it unlocks for allies.
 * However, subsequent acquirements are also stored.
 * The amount of acquired Abils power up the equipped one.
 * The limit is that of a standard integer, ~65,000.
 * No player is expected to reach that, however.
 * The counter says 9999+ or something.