214 lines
No EOL
8.5 KiB
Markdown
214 lines
No EOL
8.5 KiB
Markdown
# Kai's Kit Suggestions for Nathan
|
|
|
|
*High-level concepts for Nathan to develop with his mechanical expertise*
|
|
|
|
---
|
|
|
|
## Design Philosophy Notes
|
|
|
|
Based on Nathan's existing character designs, I notice these patterns that make his work exceptional:
|
|
|
|
### **Nathan's Innovation Patterns:**
|
|
1. **Dual-state mechanics** (human/beast, innocent/nightmare, ranged/melee)
|
|
2. **Resource management beyond mana** (rage, consciousness, dimensional energy)
|
|
3. **Environmental interaction** (battlefield changes, persistent effects)
|
|
4. **Narrative integration** (abilities tell character stories through mechanics)
|
|
5. **Skill expression through complexity** (not just button mashing, but meaningful choices)
|
|
|
|
### **What Makes Nathan's Designs Special:**
|
|
- **Emotional storytelling through gameplay** (Hokura's family weapon names)
|
|
- **Lore-integrated mechanics** (Revier's revenge bonus vs Iku)
|
|
- **Complex transformation systems** (Umoya's trauma-triggered form changes)
|
|
- **Innovation beyond current MOBA standards** (things League/Dota aren't doing)
|
|
|
|
---
|
|
|
|
## Kit Concept Suggestions
|
|
|
|
### **Portal Tactician - "The Dimensional Strategist"**
|
|
**World Assignment**: Nexus (Crossroads World)
|
|
**Role**: Support/Utility
|
|
**Core Fantasy**: Reality-hopping strategist who manipulates battlefield geography
|
|
|
|
**High-Level Concept:**
|
|
- Creates **persistent portals** on the map that teammates can use for repositioning
|
|
- Ultimate creates **pocket dimension battlefield** - pulls enemy into isolated 1v1 space
|
|
- Portal placement becomes strategic mini-game with dimensional energy resource management
|
|
- Team coordination around portal network creates macro-level strategy
|
|
|
|
**Nathan's Mechanical Development Potential:**
|
|
- Portal durability/energy costs for balance
|
|
- Portal interaction rules (who can use, cooldowns, etc.)
|
|
- Pocket dimension mechanics and escape conditions
|
|
- Resource management for dimensional abilities
|
|
|
|
---
|
|
|
|
### **Symbiotic AI - "The Conflicted Consciousness"**
|
|
**World Assignment**: Keth-7 (Cybernetic Haven)
|
|
**Role**: ADC/Assassin
|
|
**Core Fantasy**: Human-AI merger where two consciousness disagree on tactics
|
|
|
|
**High-Level Concept:**
|
|
- **Dual consciousness bars** - AI wants efficiency, Human wants creativity
|
|
- Abilities change based on which consciousness is dominant
|
|
- Internal conflict creates resource management through negotiation
|
|
- Form switching based on consciousness agreement/disagreement
|
|
|
|
**Nathan's Mechanical Development Potential:**
|
|
- Consciousness switching mechanics and triggers
|
|
- Ability variations between AI-dominant vs Human-dominant states
|
|
- Resource costs for consciousness control
|
|
- Skill expression through internal conflict management
|
|
|
|
---
|
|
|
|
### **The Forge-Master - "Combat Blacksmith"**
|
|
**World Assignment**: Pyrros (Forge World)
|
|
**Role**: Fighter/Tank
|
|
**Core Fantasy**: Blacksmith who creates custom weapons during combat
|
|
|
|
**High-Level Concept:**
|
|
- **Mid-combat crafting system** - combines materials from killed minions/monsters
|
|
- Temporary weapons with different stats/abilities based on materials used
|
|
- Crafting speed vs weapon quality trade-offs
|
|
- Material scarcity creates strategic resource decisions
|
|
|
|
**Nathan's Mechanical Development Potential:**
|
|
- Crafting interface and timing mechanics
|
|
- Material types and weapon combinations
|
|
- Temporary item duration and power scaling
|
|
- Integration with existing item system
|
|
|
|
---
|
|
|
|
### **Dream Walker - "Reality/Nightmare Manipulator"**
|
|
**World Assignment**: Umbros (Shadow Realm)
|
|
**Role**: Mage/Support
|
|
**Core Fantasy**: Specialist who manipulates consciousness and dream states
|
|
|
|
**High-Level Concept:**
|
|
- Abilities work differently based on **day/night map cycle**
|
|
- Can put enemies "to sleep" in **dream dimension** with altered physics
|
|
- Dream state creates temporary battlefield changes
|
|
- Team coordination around sleep timing and dream manipulation
|
|
|
|
**Nathan's Mechanical Development Potential:**
|
|
- Sleep mechanics and dream dimension rules
|
|
- Day/night ability variations and transitions
|
|
- Dream state interactions and escape conditions
|
|
- Counterplay and balance considerations
|
|
|
|
---
|
|
|
|
### **Scavenger Engineer - "Desert Improviser"**
|
|
**World Assignment**: Moc (Desert of Scarcity) - *Potential for Izar*
|
|
**Role**: Support/Fighter
|
|
**Core Fantasy**: Survivor who builds equipment from battlefield salvage
|
|
|
|
**High-Level Concept:**
|
|
- **Salvages destroyed structures/abilities** to build temporary equipment
|
|
- Everything is improvised, jury-rigged, and temporary
|
|
- Salvage quality degrades over time
|
|
- Strategic timing of what to build and when
|
|
|
|
**Nathan's Mechanical Development Potential:**
|
|
- Salvage interaction mechanics and material types
|
|
- Construction system for temporary structures/weapons
|
|
- Degradation mechanics and timing balance
|
|
- Integration with existing destruction events
|
|
|
|
---
|
|
|
|
### **Storm Rider - "Sky Warrior"**
|
|
**World Assignment**: Aethros (Floating Realm)
|
|
**Role**: Assassin/Fighter
|
|
**Core Fantasy**: Aerial combatant who controls weather and gravity
|
|
|
|
**High-Level Concept:**
|
|
- **Altitude mechanics** - abilities change based on height above ground
|
|
- Creates updrafts/downdrafts that affect all characters in area
|
|
- Elevation management becomes positioning mini-game
|
|
- Weather effects influence entire battlefield temporarily
|
|
|
|
**Nathan's Mechanical Development Potential:**
|
|
- Altitude detection and ability scaling systems
|
|
- Weather effect areas and durations
|
|
- Terrain interaction with air currents
|
|
- Positioning skill expression through elevation
|
|
|
|
---
|
|
|
|
### **Time Refugee - "Temporal Anomaly"**
|
|
**World Assignment**: Any World (Time Lords recruitment error)
|
|
**Role**: Mage/Assassin
|
|
**Core Fantasy**: Someone pulled from wrong timeline, phases between eras
|
|
|
|
**High-Level Concept:**
|
|
- **Phase shifting** between "past self" and "future self" with different abilities
|
|
- Can briefly exist in both states simultaneously for combo potential
|
|
- Timeline synchronization creates complex interaction opportunities
|
|
- Temporal energy management for phase control
|
|
|
|
**Nathan's Mechanical Development Potential:**
|
|
- Phase timing mechanics and state transitions
|
|
- Simultaneous existence rules and interactions
|
|
- Temporal energy resource system
|
|
- Combo potential between timeline states
|
|
|
|
---
|
|
|
|
### **Corporate Escapee - "Reformed Executive"**
|
|
**World Assignment**: Keth-7 (Cybernetic Haven)
|
|
**Role**: Support/Tank
|
|
**Core Fantasy**: Ex-corporate leader who uses company resources against the system
|
|
|
|
**High-Level Concept:**
|
|
- **Hacked corporate abilities** - surveillance, resource allocation, team coordination
|
|
- Abilities get stronger when protecting teammates (reformed leader protecting others)
|
|
- Can temporarily "employ" allies for enhanced coordination
|
|
- Corporate knowledge creates information warfare capabilities
|
|
|
|
**Nathan's Mechanical Development Potential:**
|
|
- Team buff mechanics and employment systems
|
|
- Information gathering and sharing abilities
|
|
- Resource allocation between teammates
|
|
- Corporate vs resistance identity conflict
|
|
|
|
---
|
|
|
|
### **Poison Garden Keeper - "Toxic Botanist"**
|
|
**World Assignment**: Jabay (Jungle Paradise) or Moc (Desert Scarcity)
|
|
**Role**: Support/Mage
|
|
**Core Fantasy**: Plant specialist who cultivates battlefield toxins and remedies
|
|
|
|
**High-Level Concept:**
|
|
- **Plants seeds** that grow into different utility plants over time
|
|
- Poison plants vs healing plants based on seed type and care
|
|
- Garden management becomes strategic layer
|
|
- Environmental control through botanical warfare
|
|
|
|
**Nathan's Mechanical Development Potential:**
|
|
- Plant growth timing and interaction systems
|
|
- Seed types and garden planning mechanics
|
|
- Plant synergies and combinations
|
|
- Area control through botanical placement
|
|
|
|
---
|
|
|
|
## Notes for Nathan
|
|
|
|
These are **raw creative concepts** meant to inspire your mechanical genius, not finished designs. Each concept is built around:
|
|
|
|
1. **A unique mechanical innovation** that doesn't exist in current MOBAs
|
|
2. **World integration** that makes sense with our established lore
|
|
3. **Skill expression potential** for competitive depth
|
|
4. **Narrative coherence** where abilities tell the character's story
|
|
|
|
Take whatever sparks ideas and develop them with your mechanical expertise. The specific abilities, cooldowns, balance numbers, and interaction rules are all your domain - I'm just providing the creative starting points.
|
|
|
|
Looking forward to seeing how you transform these concepts into the kind of brilliant, innovative character designs you're known for.
|
|
|
|
---
|
|
|
|
*These suggestions are meant to complement Nathan's existing design work, not replace or compete with it. All mechanical development, balance considerations, and final implementations remain Nathan's expertise.* |