Sabotage

The act of **sabotage** is a core principle in the *Svea* series' games, informing combat decisions.

## In real-time games

Sabotage that the player can work towards at any time. This usually applies by attacking the enemy at weak spots of their body, which makes this variant apply more in real-time games, where hitboxes already naturally collide with specific body parts.

Each weak spot correspond to a direct consequence when sufficiently struck. A human enemy often have tomes/runes on their person, glowing with color that when struck enough, inflict a negative effect on the user.

A special meter can be filled up, that when activated stops time, allowing the player to directly target a weak spot of the enemy, and unleash a projectile to it. The player cannot target a spot that is not associated with Sabotage. This allows the player to nigh guarantee that they hit weak spots. They still need to account for the projectile's ability to hit such a spot, as the opponent may have the spot covered up.

The meter filled is specific to the targeted enemy; in a sense, the meter is only filled for the enemy, which only allows the player to use slowdown for that target. It is filled by performing well against the enemy in regards to blocking damage.

### Time-Slow

One possible design is that the arrow is always available to be shot, but the time slow only appears when the meter is fully filled; activating the aim at this point instantly drains the meter.

This design would allow for easy environmental arrows; this however may be far too abusable. A cooldown at least would be necessary.

### Environmental

The player could also aim their Sabotage Arrow at the ground; at this point, a gravity current is created that draws the opponent in. While aiming, the player is also able to add battle items to the arrowhead; this applies additional effects based on the item(s), along with the magnet effect.

#### Bonus

Environmental sabotage, or any effect that relies on the enemies' position, are greatly amplified if the player influences their position whatsoever. A scenario that could have been made in *Breath of the Wild* would be if enemies were knocked into the radius of bombs placed by Link before detonation, the bombs' impact on them would be vastly increased, as it currently is not the case.

This bonus applies the more consecutive effects are applied; damaging the enemy manually after such a bomb explosion would have an even amplified effect.

### In *Peace Walker*

In *Metal Gear Solid: Peace Walker*, the player can attack specific parts of enemy mechanical units to disable certain attacks. This is however hard to do while the enemy is moving, and the player often prefer to damage the weak point that does not disable, but instead is vulnerable to extra damage; in consequence, the player rarely focuses on disabling enemies.

### In *Horizon*

In *Horizon: Zero Dawn*, the player can attack specific parts of enemy mechanical units. This disables certain attacks, as well as gives item drops.

## In simulated-time games

Sabotage that is enabled when the enemy intends to use a move. This is context-specific, since each predicted attack changes properties. While telegraphing exist in all games, this variant applies more in simulated-time games, as the player needs ample time to respond to each intent. With this distinction in mind, no time-stopping mechanic is needed.

## Stagger

**Stagger** is a built-in status, that prevents a unit from taking certain actions, and increases the damage they take for a duration.

### Difference between Alt 1 and Alt 2

* Alt 1:
	+ Stagger always fills with every attack.
	+ This has the effect of Stagger feeling very offensive and responsive.
	+ But, it may feel like Stagger is a side effect and bonus, and not the point of battle.
* Alt 2:
	+ Stagger only begins to fill after the player has "revealed" it.
	+ "Revealing" Stagger is meant to be a specific response to an enemy's action.
	+ This can have the negative effect of feeling like older games where the player waits for the enemy's pacing, without being able to be in control of the battle themselves.
		- *But*, the enemy is still vulnerable to any attack.
		- So it's not exactly the same thing.
	+ It does however emphasize that the key point of the battle system *is* to Sabotage the enemy.

### v1: Stagger always fills & Its properties depend on the Sabotage

It is automatically inflicted on a unit whose meter has been filled, by sabotaging their actions.

In games with prediction, this is completely tied to the opponent's upcoming move; responding to opponent's intents will inflict stagger based on the properties of the intent.

#### Example: *Lightning Returns*

* Niblet intends to use Bite.
* While this intention is active, physical attacks that make contact, receive a large Stagger boost.

* Anubys intends to use Slam.
* Reducing this intent's power, inflicts Stagger to Anubys.
* The player can use Block abilities to do so.

### v2: Sabotage gives the player a moment to increase Stagger

* The enemy is vulnerable to specific conditions, which may not be direct attacks by the player.
* When the vulnerability has been exploited (Sabotage) to a degree, the **Weak Point Gauge** appears for a duration.
* Only when the gauge is visible can its durability be decreased.
* While active, **any** attack that the player inflicts decreases the gauge.
* However, the same condition that was met to cause the gauge to appear also decreases it, and to an increased extent.

* One benefit is that since the duration of the Stagger Gauge appearing is variable, Arts can exist that extend this duration.

* Either:
	1. The Stagger gauge remains as long as you're hitting it. Each strike pauses the timer or extends it slightly, while a WEAK hit will reset it.
	2. The Stagger gauge will only reset or extend its timer with WEAK hits. A balance act of causing it to appear with WEAK hits, and depleting it with other moves.

#### Example: *Hyrule Warriors: Age of Calamity*

* By responding to enemies' specific actions (aka a form of Sabotage), the **Weak Point Gauge** appears for a brief moment (as long as the animation).
* Only when the Gauge is visible, can it be broken.
* The player can deplete the Gauge with any attack during that period.

* The methods of making the Gauge appear depends on specific attacks, of specific configurations of enemeies.
* Performing a well-timed dodge, for example, against an enemy with a particularly slow but strong attack, could do so.
* For others, releasing a bomb against an enemy while they use a fire-breathing attack, does the trick.
* An enemy with a metallic weapon could be susceptible to Magnesis.

#### If *Lightning Returns* used v2

* The player strikes Niblet as it charges its Bite attack.
* This causes the Bite attack to be interrupted and Niblet to flinch, but it doesn't actually Stagger it.
* At this point however, its Weak Point meter has appeared.
* Now, the player can unleash **any** attack against it, and it will (eventually) be Staggered.

### v3: Both

*Inspo: Final Fantasy VII Remake.*
Stagger fills slightly with every attack. By sabotaging/counteracting an enemy, "WEAK" appears for a limited duration.

While "WEAK" is present, all abilities inflict much increased Stagger.

### v4: Juggle

* Staggering simply knocks the enemy down, for an extremely limited time.
* The player needs to continuously pelt them with attacks, to keep them in that down state.
* They can time this with cooldowns and endlag so that they briefly are on the way up.
* Akin to a fighting game.

### Other variant mechanics

#### Built-up vulnerability + contextual ability

*Lightning Returns (early footage)*.
* In early *Lightning Returns* footage, the player character strikes the enemy several times with their normal basic attack.
* This seems to affect one of their "vulnerability boxes", which eventually changes color.
* This is tied into how the player can then at some point use a Heavy attack, which turns into Launch, essentially "Staggering" the enemy.

## Drops

*Inspiration: AI Pod (Peace Walker).*
Sabotaging an enemy is the only way to increase the drops they grant after being defeated.