User:Dilsency/Svea/Chant


 * Using concepts from Artifice (and 3D) with ideas from the Soulsborne series.

Stats

 * Health Points
 * Depleted as damage is taken.
 * Stamina Points
 * Depleted as actions are taken.
 * Fatigue/Exhaust Points
 * Depleted by special actions.
 * Since "magic" is biological/chemical in Svea, cannot use "Mana" or similar to use special actions. Could just use Special/Focus points as well, if confusing that its similar to Stamina.

Controls / Moveset

 * Uses both SP, some also use Cooldown.

Projectiles

 * Uses a recharging multi-charge cooldown.


 * This so not to have to grind ammunition, and not to overpower long-reaching combat.
 * Also charge by inflicting melee damage?
 * Could make this the primary way, with the cooldown being a "bonus"
 * Could also buy physical ammunition that is limited, but without cooldown?

Example

 * When two-handing, the moveset adapts to the weapon type, and to what is most common to wield.
 * Standard weapons: Right.
 * Shields: Left.
 * Or the controls just adapt to which hand the weapon was held in.
 * Probably for the better.


 * Most attacks still have mobility, to some extent, meaning the user can move around as they attack.

Party-based

 * 3/4 characters
 * Controlling 1 at a time, can swap between and will auto-swap upon death
 * Characters cannot be revived, but there are multiple ways to heal each other
 * Each character can be controlled by a player, or AI


 * No actual difference between them aside from appearance, and initial stats/abilities/equipment that influence gameplay

Weapons

 * Since Mage-characters are unlikely to use physical weaponry to any extent, what are they supposed to do?
 * Have Magic-"weaponry" as well, that use magical moveset rather than a possible physical one?
 * Still no FP cost however.
 * "Hands"-type weaponry imbues the hands with a visible current of magic. 2-handing charges both.