• Design

    Overview of Game Concept.

  • Lore

    Reasons behind the violence.

  • Game Client

    Describing the features of the Launcher Application

  • Meta Game

    Describing what happens between games.

  • Modes

    For initial release, Proxy will be broken up into two major categories of play: Ranked (or Standard) play, and Custom Games.

  • Primary Game

    An overview of how proxies play.

  • #Game Overview
    Proxy looks to bridge the gap between LoL and StarCraft II by creating the real time strategy game for the Pokémon generation. Each game of Proxy pits two teams of bio-engineered monsters (proxies) in a fight to the death. Each proxy will handle like a simplified hero from a MOBA game while the whole team of proxies will feel like a small army in an RTS. Victory will demand crisp micro, split second decision making, a healthy dose of multitasking skill, and the creative ability to design your own team of proxies from an endless pool of potential choices.

  • Pokemon Style Storyline

    Customization + Randomness + Attachement

  • Proxy Customization

    The ability for players to customize their Proxies is paramount to the actual gameplay. Each proxy has a variety of customizable features, which range from the purely aesthetic to the fully functional.

    Proxies often start at level 0, and as you play with them they level up. PRoxy levels only increase gameplay versatility and aesthetics.

  • Abilities

    The core game play customization feature for proxies are ability slots. Each proxy has a number of ability slots, which correspond to passive and active abilities of the proxy.

    Each proxy starts with fixed ability slots. As the proxy levels up ability slots are unlocked and other abilities can be placed into the slots. Typically ability slots are either Attunement or Species based, rarely both.

  • Aesthetics

  • Breeding Proxies

    Proxies are created through a process of mixing and matching Proxies which players currently own. This is the only way to create new Proxies and assemble rare abilities.

  • #Proxies
    Engineered for battle and void of a soul, Proxies are bio-engineered monsters which are fully controlled by the minds of those of pilot them in battle. Proxies range from the familiar forms of animals to monsters of unknown origin, and are each attuned to an essence (such as fire, darkness, or energy) which dictates their abilities in battle.

  • #PFL (Proxy Fighting League)
    Proxy Fighting is the worlds most popular form of live entertainment, and the rules of Proxy Fighting are all dictated by the PFL.

  • Install Management

    The primary purpose of the launcher will be install management and updating.

    It will include the MADZ distribution architecture for managing modules and retrieving them from the server.

    This process will then bootstrap the primary game, but won’t start a new process, the launcher will still be there.

  • Theorycrafting

    One of the biggest departures that Proxy is making from existing eSports is the emphasis we are placing on building the team of Proxies, or “theorycrafting”. Giving our players the ability to research and design new teams allows them to spend their out-of-game time in meaningful ways while rewarding creativity and innovation. Through theorycrafting, we hope to foster a much more dynamic metagame than that of the current crop of strategy eSports.

    This manifests as building teams.

  • Breeding

  • Ladder Play

    The main mode of tournament play, Ranked Play pits two teams of Proxies against each other in a battle to the death. It remains to be determined what the main victory objective of this mode of play will be, but whatever we settle on will emphasize the “watchability” of the game as an eSport.

    • Rewards: Ladder play will have the best IC, and maybe some RC based items at higher levels of play (allowing pro players to gain better customization and show off more).
    • Matchmaking: Fine grained.
    • Timeline: Seasonal.
  • Draft Play

    This play mode involves entering a mini tournament, with IC, where each player places a number of proxies into the draft, and they are bred into proxies player draft. Limitations are placed on what kinds of proxies can be entered into the draft to create themed drafts.

    • Rewards: Some IC per match (not neerly as much as the entrance fee, or tournament games). Draft play will involve being awarded bred proxies (from the draft pool), and top of league, and top overall, winners may receive special RC based items.
    • Matchmaking: League. Players are sorted into leagues based on their Fine-Grained matchmaking, the winners of each league receive the prizes of the draft.
    • Timeline: Weekly.
  • Wild Play

    This play mode involves competing on wild planets while hunting for new proxies. People play multiple games on the same planet to gain better rewards. Each planet has very different rewards and challenges (via map elements).

    • Rewards: Some IC per game (not nearly as much as tournament games). Planet specific points which can be reclaimed for planet specific prizes (often proxies of certain body/affinities).
    • Matchmaking: Finegrained.
    • Timeline: Seasonal.
  • Custom Games

    As an open source project, the programming and game development community at large will be heavily encouraged to come up with custom games to use their hard-earned proxies in. These custom games will be broken up into two categories: Sanctioned and Unsanctioned.

  • Movement

    The movement of proxies is controlled by the mouse and keyboard. Movement should feel very familiar to regulars of the RTS genre. Clicking on the map movies all selected proxies to a location, and unit selection may be performed with both the mouse and keyboard.

    • Turning? Orientation?
    • Acceleration?
    • Height? (graphical only (LoL)?, cliffs (Starcraft)?, real (SupCom)?)
    • Collision? (2d:circle/oval? 3d:sphere/bounding?)
  • Combat

    Combat between proxies is an intricate balance of positioning, awareness of your own strengths and your opponents weaknesses, and the mechanical skill with the mouse and keyboard to bring it all together.

    • Will projectiles be tracking? Skill shot? Both?
    • How fast will health, and other attributes, need to update (see LoL for examples of delays in health updates)
    • If standard attacks exist: how do standard attacks behave?
    • Will there be attack animations, how will cooldowns work (abilities and standard attacks).
  • Controls

    Controls for Proxies should feel intuitive to regulars of the MOBA genre.

    • Should controls need to happen immediately, or is a slight delay acceptable?
    • Does resending the same command change anything? (in some games it could reset the attack animation, for example)
    • Queues? How do they behave? (how 'smart' are queued orders, e.x. if a target has disappeared from view do we go to the last known position and try to reaquire? or just give up?)
    • Smart casting? other casting modes?
    • What sort of targeting input will we need to be able to provide (e.x., placing templates on the ground, selecting two targets, drag selecting)
    • Auto attack units in range?
  • Species

    Every proxy is a of specific species, a body shape with a set of common features. Species are analogous to Races in an RPG. This determines their base attributes, and their physical features (ears, tails, scales, fur, etc.). A species is part of a proxy when it is created and cannot be changed.

  • Attunements

    Each Proxy is attuned to an element, such as Fire, Earth, or Darkness, which dictates the abilities they are allowed to use. Attunements are analogous to Classes in an RPG. An attunement is attached to a Proxy when it is created, and may not be changed.

  • Abilities

    Proxies have ability slots. Which contain the passive and active abilities of the proxy.

    Probably something along the 3 standard 1 ultimate ability configuration.

    Discussed a slot for a passive attribute slot to make proxies more unique when first obtained.

    Rename to something more generic? Trait slots?

  • #Attributes
    Proxies have a set of calculated attributes, such as movement speed and attack values. These come primarily from the species, and the species ability slots.

  • Core Ability

    A core, potentially hotkeyed ability.

  • Attribute Ability

    These abilities are slotted onto the proxy species, and manipulate core attributes.

  • Role Based Core Ability Slots?

    We could give ability slots roles, like **passive**, **escape**, **ultimate**, etc.

    • This could increase variability by making the role part of the generation of a proxy.
    • This could help balance by making proxy/attunment combinations (or just attunement) determine which roles each slot has.
  • Core Species

    The unchangeable species aesthetics. Model shape, attachment points, etc. Every proxy has one of these as it’s base.

  • Genetic Traits

    The per proxy genetic traits. Different physical part (ear, tail, back, etc) shapes, textures, colorings, etc.

  • Attunement Traits

    These traits come from attunement, and are particle, and similar, effects. These level up as the proxy changes/levels up.

  • Attachments

    Items which can be added to proxies, or modify other traits.

    For example, any proxy with ears can have earrings, one earring may add levels/power to an attunment’s aesthetics. Allowing grander particle effects, in addition to the the item.

    Other item ideas:

    • Haircuts/Buffings/Painting to manipulate physical traits.
    • Hologram advertisements from collars/vests/anklets, etc.
  • Matchmaking

    Matchmaking Can be divided into Unranked, Ladder, and Tournament play. In addition to matching players evenly across the entirety of their play, players should also be matched within a session in a way that gives them the best possible chance to have meaningful progress. Matchmaking should allow players to approach all of their play as if it is practice.

  • Ladder play should expose progress for a player across a large period of time, not from session to session. There should be no indication of linear skill progression, rather skill plateaus. Current matchmaking algorithm attempt to rank players, which is an indication of skill, not progression. Perhaps it would be good to limit updates to the player about their global ranking and instead give information about progress through other metrics? (apm/cs/etc)

    Within a laddering session players should be matched in a way that gives the best training. If MMR is an indication of the average capabilities of a player, then as an anology imagine a person lifting weights. They don’t begin lifting at their average weight for eight hours. In the three set style people lift at a warmup weight, their peak for that weight, and then their stretch goal. Ladder play should begin with a player playing at below their skill level, gradually ramping up until they are playing players that are better than them.

    At the extreme, attempt to continue to increase the skill of the opponent may not work, at which point some other feature needs to be determined to ensure that player’s laddering is worthwhile practice (needs expansion)

  • Sanctioned Custom Games

    Sanction games are custom games which are picked up by OB1 studios and granted special rewards, achievements, and otherwise usable drops for playing them.

    Sanctioned games can also gain multiple play modes, with special rewards structures, similar to that of Official games.

  • #Unsanctioned Custom Games
    Unsanctioned custom games are custom games which have not been given the “OB1” nod. Players get standardized rewards for playing unsanctioned games.

    Standardized rewards namely include proxy leveling (although slower than sanction games), some IC (again slower than proxy leveling), and minor IC breeding items.

  • Mouse

    Clicking the mouse moves Proxies when clicking on the map. Clicking on a friendly Proxy might select is as a target for a spell or select it to perform actions on. Dragging boxes on the screen allows the player to select multiple proxies.

  • Keyboard

    The keyboard is used to select units, use Proxy’s abilities, and command Proxies to perform various actions such as “patrol” or “stop”.

{"cards":[{"_id":"3a74d16e2205d92caa000024","treeId":"3a74cf122205d92caa000021","seq":1,"position":1,"parentId":null,"content":"# Design\nOverview of Game Concept."},{"_id":"3a984c365b5e2753f6000011","treeId":"3a74cf122205d92caa000021","seq":1,"position":1,"parentId":"3a74d16e2205d92caa000024","content":"#Game Overview\nProxy looks to bridge the gap between LoL and StarCraft II by creating the real time strategy game for the Pokémon generation. Each game of Proxy pits two teams of bio-engineered monsters (proxies) in a fight to the death. Each proxy will handle like a simplified hero from a MOBA game while the whole team of proxies will feel like a small army in an RTS. Victory will demand crisp micro, split second decision making, a healthy dose of multitasking skill, and the creative ability to design your own team of proxies from an endless pool of potential choices."},{"_id":"3e3688a9b008e55410000048","treeId":"3a74cf122205d92caa000021","seq":1,"position":2,"parentId":"3a74d16e2205d92caa000024","content":"## Pokemon Style Storyline\n\nCustomization + Randomness + Attachement"},{"_id":"3c0b8a35964b821e0300001d","treeId":"3a74cf122205d92caa000021","seq":1,"position":3,"parentId":"3a74d16e2205d92caa000024","content":"# Proxy Customization\nThe ability for players to customize their Proxies is paramount to the actual gameplay. Each proxy has a variety of customizable features, which range from the purely aesthetic to the fully functional.\n\nProxies often start at level 0, and as you play with them they level up. PRoxy levels only increase gameplay versatility and aesthetics."},{"_id":"3e36d1a9c6ad5f29c3000032","treeId":"3a74cf122205d92caa000021","seq":1,"position":0.5,"parentId":"3c0b8a35964b821e0300001d","content":"## Species\n\nEvery proxy is a of specific species, a body shape with a set of common features. Species are analogous to Races in an RPG. This determines their base attributes, and their physical features (ears, tails, scales, fur, etc.). A species is part of a proxy when it is created and cannot be changed."},{"_id":"3c0b8eb2964b821e0300001e","treeId":"3a74cf122205d92caa000021","seq":1,"position":1,"parentId":"3c0b8a35964b821e0300001d","content":"## Attunements\n\nEach Proxy is attuned to an element, such as Fire, Earth, or Darkness, which dictates the abilities they are allowed to use. Attunements are analogous to Classes in an RPG. An attunement is attached to a Proxy when it is created, and may not be changed."},{"_id":"3e4dbc1211356ccd66000038","treeId":"3a74cf122205d92caa000021","seq":1,"position":1.5,"parentId":"3c0b8a35964b821e0300001d","content":"## Abilities\n\nProxies have ability slots. Which contain the passive and active abilities of the proxy.\n\nProbably something along the 3 standard 1 ultimate ability configuration.\n\nDiscussed a slot for a passive attribute slot to make proxies more unique when first obtained.\n\n`Rename to something more generic? Trait slots?`"},{"_id":"3c0b9b40964b821e03000021","treeId":"3a74cf122205d92caa000021","seq":1,"position":2,"parentId":"3c0b8a35964b821e0300001d","content":"#Attributes\nProxies have a set of calculated attributes, such as movement speed and attack values. These come primarily from the species, and the species ability slots."},{"_id":"3e4da27111356ccd66000033","treeId":"3a74cf122205d92caa000021","seq":1,"position":4,"parentId":"3a74d16e2205d92caa000024","content":"## Abilities\n\nThe core game play customization feature for proxies are ability slots. Each proxy has a number of ability slots, which correspond to passive and active abilities of the proxy.\n\nEach proxy starts with fixed ability slots. As the proxy levels up ability slots are unlocked and other abilities can be placed into the slots. Typically ability slots are either Attunement or Species based, rarely both."},{"_id":"3e4db00111356ccd66000035","treeId":"3a74cf122205d92caa000021","seq":1,"position":1,"parentId":"3e4da27111356ccd66000033","content":"### Core Ability\nA core, potentially hotkeyed ability."},{"_id":"3e4db08c11356ccd66000036","treeId":"3a74cf122205d92caa000021","seq":1,"position":2,"parentId":"3e4da27111356ccd66000033","content":"### Attribute Ability\nThese abilities are slotted onto the proxy species, and manipulate core attributes."},{"_id":"3e4db39211356ccd66000037","treeId":"3a74cf122205d92caa000021","seq":1,"position":3,"parentId":"3e4da27111356ccd66000033","content":"### `Role Based Core Ability Slots?`\n\n`We could give ability slots roles, like **passive**, **escape**, **ultimate**, etc.`\n\n* `This could increase variability by making the role part of the generation of a proxy.`\n* `This could help balance by making proxy/attunment combinations (or just attunement) determine which roles each slot has.`"},{"_id":"3e4da9e311356ccd66000034","treeId":"3a74cf122205d92caa000021","seq":1,"position":5,"parentId":"3a74d16e2205d92caa000024","content":"## Aesthetics"},{"_id":"3e4e086011356ccd66000039","treeId":"3a74cf122205d92caa000021","seq":1,"position":1,"parentId":"3e4da9e311356ccd66000034","content":"### Core Species\n\nThe unchangeable species aesthetics. Model shape, attachment points, etc. Every proxy has one of these as it's base."},{"_id":"3e4e0cf711356ccd6600003a","treeId":"3a74cf122205d92caa000021","seq":1,"position":2,"parentId":"3e4da9e311356ccd66000034","content":"### Genetic Traits\n\nThe per proxy genetic traits. Different physical part (ear, tail, back, etc) shapes, textures, colorings, etc."},{"_id":"3e4e102b11356ccd6600003b","treeId":"3a74cf122205d92caa000021","seq":1,"position":3,"parentId":"3e4da9e311356ccd66000034","content":"### Attunement Traits\n\nThese traits come from attunement, and are particle, and similar, effects. These level up as the proxy changes/levels up."},{"_id":"3e4e12c011356ccd6600003c","treeId":"3a74cf122205d92caa000021","seq":1,"position":4,"parentId":"3e4da9e311356ccd66000034","content":"### Attachments\n\nItems which can be added to proxies, or modify other traits.\n\nFor example, any proxy with ears can have earrings, one earring may add levels/power to an attunment's **aesthetics**. Allowing grander particle effects, in addition to the the item.\n\nOther item ideas:\n* Haircuts/Buffings/Painting to manipulate physical traits.\n* Hologram advertisements from collars/vests/anklets, etc."},{"_id":"3c0b9d26964b821e03000022","treeId":"3a74cf122205d92caa000021","seq":1,"position":6,"parentId":"3a74d16e2205d92caa000024","content":"## Breeding Proxies\nProxies are created through a process of mixing and matching Proxies which players currently own. This is the only way to create new Proxies and assemble rare abilities."},{"_id":"3a74d53a2205d92caa000026","treeId":"3a74cf122205d92caa000021","seq":1,"position":2,"parentId":null,"content":"# Lore\nReasons behind the violence.\n"},{"_id":"3a9858985b5e2753f6000013","treeId":"3a74cf122205d92caa000021","seq":1,"position":1,"parentId":"3a74d53a2205d92caa000026","content":"#Proxies\nEngineered for battle and void of a soul, Proxies are bio-engineered monsters which are fully controlled by the minds of those of pilot them in battle. Proxies range from the familiar forms of animals to monsters of unknown origin, and are each attuned to an essence (such as fire, darkness, or energy) which dictates their abilities in battle."},{"_id":"3a9869c532d73deda3000012","treeId":"3a74cf122205d92caa000021","seq":1,"position":2,"parentId":"3a74d53a2205d92caa000026","content":"#PFL (Proxy Fighting League)\nProxy Fighting is the worlds most popular form of live entertainment, and the rules of Proxy Fighting are all dictated by the PFL."},{"_id":"3a74e40f2205d92caa00002a","treeId":"3a74cf122205d92caa000021","seq":1,"position":4,"parentId":null,"content":"# Game Client\nDescribing the features of the Launcher Application"},{"_id":"3e367f78b008e55410000043","treeId":"3a74cf122205d92caa000021","seq":1,"position":1,"parentId":"3a74e40f2205d92caa00002a","content":"## Install Management\nThe primary purpose of the launcher will be install management and updating.\n\nIt will include the MADZ distribution architecture for managing modules and retrieving them from the server.\n\nThis process will then bootstrap the primary game, but won't start a new process, the launcher will still be there."},{"_id":"3a764d91f83aea639d00001b","treeId":"3a74cf122205d92caa000021","seq":1,"position":4.5,"parentId":null,"content":"# Meta Game\nDescribing what happens between games."},{"_id":"3c0b5b53964b821e03000013","treeId":"3a74cf122205d92caa000021","seq":1,"position":1,"parentId":"3a764d91f83aea639d00001b","content":"## Theorycrafting\n\nOne of the biggest departures that Proxy is making from existing eSports is the emphasis we are placing on building the team of Proxies, or “theorycrafting”. Giving our players the ability to research and design new teams allows them to spend their out-of-game time in meaningful ways while rewarding creativity and innovation. Through theorycrafting, we hope to foster a much more dynamic metagame than that of the current crop of strategy eSports.\n\nThis manifests as building teams."},{"_id":"3e36afabb008e5541000004b","treeId":"3a74cf122205d92caa000021","seq":1,"position":2,"parentId":"3a764d91f83aea639d00001b","content":"## Breeding"},{"_id":"3a764cf1f83aea639d00001a","treeId":"3a74cf122205d92caa000021","seq":1,"position":4.75,"parentId":null,"content":"# Modes\nFor initial release, Proxy will be broken up into two major categories of play: Ranked (or Standard) play, and Custom Games."},{"_id":"3c0b80c3964b821e03000019","treeId":"3a74cf122205d92caa000021","seq":1,"position":1,"parentId":"3a764cf1f83aea639d00001a","content":"## Ladder Play\nThe main mode of tournament play, Ranked Play pits two teams of Proxies against each other in a battle to the death. It remains to be determined what the main victory objective of this mode of play will be, but whatever we settle on will emphasize the \"watchability\" of the game as an eSport.\n\n* **Rewards**: Ladder play will have the best IC, and maybe some RC based items at higher levels of play (allowing pro players to gain better customization and show off more).\n* **Matchmaking**: Fine grained.\n* **Timeline**: Seasonal."},{"_id":"3a74e5c42205d92caa00002b","treeId":"3a74cf122205d92caa000021","seq":1,"position":2,"parentId":"3c0b80c3964b821e03000019","content":"## Matchmaking\n\nMatchmaking Can be divided into Unranked, Ladder, and Tournament play. In addition to matching players evenly across the entirety of their play, players should also be matched within a session in a way that gives them the best possible chance to have meaningful progress. Matchmaking should allow players to approach all of their play as if it is practice. "},{"_id":"3c0ba313964b821e03000024","treeId":"3a74cf122205d92caa000021","seq":1,"position":3,"parentId":"3c0b80c3964b821e03000019","content":"Ladder play should expose progress for a player across a large period of time, not from session to session. There should be no indication of linear skill progression, rather skill plateaus. Current matchmaking algorithm attempt to rank players, which is an indication of skill, not progression. Perhaps it would be good to limit updates to the player about their global ranking and instead give information about progress through other metrics? (apm/cs/etc)\n\nWithin a laddering session players should be matched in a way that gives the best training. If MMR is an indication of the average capabilities of a player, then as an anology imagine a person lifting weights. They don't begin lifting at their average weight for eight hours. In the three set style people lift at a warmup weight, their peak for that weight, and then their stretch goal. Ladder play should begin with a player playing at below their skill level, gradually ramping up until they are playing players that are better than them.\n\nAt the extreme, attempt to continue to increase the skill of the opponent may not work, at which point some other feature needs to be determined to ensure that player's laddering is worthwhile practice (needs expansion)\n"},{"_id":"3e368c19b008e55410000049","treeId":"3a74cf122205d92caa000021","seq":1,"position":1.5,"parentId":"3a764cf1f83aea639d00001a","content":"## Draft Play\n\nThis play mode involves entering a mini tournament, with IC, where each player places a number of proxies into the draft, and they are bred into proxies player draft. Limitations are placed on what kinds of proxies can be entered into the draft to create themed drafts.\n\n* **Rewards**: Some IC per match (not neerly as much as the entrance fee, or tournament games). Draft play will involve being awarded bred proxies (from the draft pool), and top of league, and top overall, winners may receive special RC based items.\n* **Matchmaking**: League. Players are sorted into leagues based on their Fine-Grained matchmaking, the winners of each league receive the prizes of the draft.\n* **Timeline**: Weekly."},{"_id":"3e369cfeb008e5541000004a","treeId":"3a74cf122205d92caa000021","seq":1,"position":1.75,"parentId":"3a764cf1f83aea639d00001a","content":"## Wild Play\n\nThis play mode involves competing on wild planets while hunting for new proxies. People play multiple games on the same planet to gain better rewards. Each planet has very different rewards and challenges (via map elements).\n\n* Rewards: Some IC per game (not nearly as much as tournament games). Planet specific points which can be reclaimed for planet specific prizes (often proxies of certain body/affinities).\n* Matchmaking: Finegrained.\n* Timeline: Seasonal."},{"_id":"3c0b8304964b821e0300001a","treeId":"3a74cf122205d92caa000021","seq":1,"position":2,"parentId":"3a764cf1f83aea639d00001a","content":"# Custom Games\nAs an open source project, the programming and game development community at large will be heavily encouraged to come up with custom games to use their hard-earned proxies in. These custom games will be broken up into two categories: Sanctioned and Unsanctioned."},{"_id":"3c0b8621964b821e0300001b","treeId":"3a74cf122205d92caa000021","seq":1,"position":1,"parentId":"3c0b8304964b821e0300001a","content":"# Sanctioned Custom Games\nSanction games are custom games which are picked up by OB1 studios and granted special rewards, achievements, and otherwise usable drops for playing them.\n\nSanctioned games can also gain multiple play modes, with special rewards structures, similar to that of Official games."},{"_id":"3c0b887a964b821e0300001c","treeId":"3a74cf122205d92caa000021","seq":1,"position":2,"parentId":"3c0b8304964b821e0300001a","content":"#Unsanctioned Custom Games\nUnsanctioned custom games are custom games which have not been given the \"OB1\" nod. Players get standardized rewards for playing unsanctioned games.\n\nStandardized rewards namely include proxy leveling (although slower than sanction games), some IC (again slower than proxy leveling), and minor IC breeding items."},{"_id":"3a74de0e2205d92caa000029","treeId":"3a74cf122205d92caa000021","seq":1,"position":5,"parentId":null,"content":"# Primary Game\nAn overview of how proxies play."},{"_id":"3a764b99f83aea639d000017","treeId":"3a74cf122205d92caa000021","seq":1,"position":1,"parentId":"3a74de0e2205d92caa000029","content":"## Movement\n\nThe movement of proxies is controlled by the mouse and keyboard. Movement should feel very familiar to regulars of the RTS genre. Clicking on the map movies all selected proxies to a location, and unit selection may be performed with both the mouse and keyboard.\n\n* `Turning?` `Orientation?`\n* `Acceleration?`\n* `Height? (graphical only (LoL)?, cliffs (Starcraft)?, real (SupCom)?)`\n* `Collision? (2d:circle/oval? 3d:sphere/bounding?)`"},{"_id":"3a764bf9f83aea639d000018","treeId":"3a74cf122205d92caa000021","seq":1,"position":2,"parentId":"3a74de0e2205d92caa000029","content":"## Combat\nCombat between proxies is an intricate balance of positioning, awareness of your own strengths and your opponents weaknesses, and the mechanical skill with the mouse and keyboard to bring it all together.\n\n* `Will projectiles be tracking? Skill shot? Both?`\n* `How fast will health, and other attributes, need to update (see LoL for examples of delays in health updates)`\n* `If standard attacks exist: how do standard attacks behave?`\n* `Will there be attack animations, how will cooldowns work (abilities and standard attacks).`"},{"_id":"3a764c45f83aea639d000019","treeId":"3a74cf122205d92caa000021","seq":1,"position":3,"parentId":"3a74de0e2205d92caa000029","content":"## Controls\nControls for Proxies should feel intuitive to regulars of the MOBA genre.\n\n* `Should controls need to happen immediately, or is a slight delay acceptable?`\n* `Does resending the same command change anything? (in some games it could reset the attack animation, for example)`\n* `Queues? How do they behave? (how 'smart' are queued orders, e.x. if a target has disappeared from view do we go to the last known position and try to reaquire? or just give up?)`\n* `Smart casting? other casting modes?`\n* `What sort of targeting input will we need to be able to provide (e.x., placing templates on the ground, selecting two targets, drag selecting)`\n* `Auto attack units in range?`"},{"_id":"3c0b7047964b821e03000017","treeId":"3a74cf122205d92caa000021","seq":1,"position":1,"parentId":"3a764c45f83aea639d000019","content":"## Mouse\nClicking the mouse moves Proxies when clicking on the map. Clicking on a friendly Proxy might select is as a target for a spell or select it to perform actions on. Dragging boxes on the screen allows the player to select multiple proxies."},{"_id":"3c0b7365964b821e03000018","treeId":"3a74cf122205d92caa000021","seq":1,"position":2,"parentId":"3a764c45f83aea639d000019","content":"# Keyboard\nThe keyboard is used to select units, use Proxy's abilities, and command Proxies to perform various actions such as \"patrol\" or \"stop\"."}],"tree":{"_id":"3a74cf122205d92caa000021","name":"Proxy","publicUrl":"proxy"}}