Jordan Brown - Game Design Documentation Samples
Pilot abilities are tied to each Pilot - they are not connected to the specific Mech the Pilot is currently using. When Pilots move between different Mechs, their unique Pilot Ability remains available to the player. From a design perspective, Pilot Abilities provide players with tools always available to them that enhance each Pilot's combat ability while reinforcing their place within their combat niche. As players move Pilots between different Mechs, they can pursue synergies between their Pilots and Mech to create different combat dynamics.
Instead of being tied to Pilots, Mech Abilities are connected to the Mecha players can place their Pilots in. When a player moves a Pilot out of a Mech, they lose that Mech's unique ability in combat. When the player moves a Pilot into a new Mech, they can use that Mech's unique ability in combat. From a design perspective, Mech Abilities provide players with tools tied to each Mech that enhance each Pilot's combat ability while reinforcing their place within a combat niche. As players move Pilots between different Mechs, they can pursue different synergies between Mech Abilities and Pilot Abilities to create a desired combat dynamic.
Activated Abilities are abilities that players must select and use during combat for them to take effect. Abilities are nested within the UI as actions. Activated Abilities all have an associated Clarity cost that affects each Mech. These abilities are designed to be used strategically in combat given a specific scenario and the outcome the player desires.
Passive Abilities are permanent buffs attached to a Pilot or Mech the player can access in the game. Passive Abilities cannot be removed from Pilots and Mecha. They serve to enhance a Pilots combat ability given the niche the player decides to pursue when moving Pilots between Mechs.