Arelle

***Arelle*** is a **battle arena** video game in the *Svea* series, currently in development.

## Visual design

### .

 50

 75

### HUD

* Center/Reticle Cooldown HUD.
	+ Cooldowns are presented in the center of the screen in the forms of arcs surrounding the reticle, one for each ability.
	+ An icon representing each ability is also presented on the bottom of the screen, or along its arc if desired.
	+ Arcs and Icons are completely white, with a 50% transparency.
		- When not available, transparency of Icons are reduced to 25%.

### Level

* Levels directly correspond to the amount of Stamina each Hero has available, thus while only 10 levels are "actual", players actually level up to 100.

* OR, just give 10 Stamina per level? Easy-peasy.

## Gameplay

### Stats

#### Manaless

* Cooldown only.
	+ Specific Resources can exist and apply.

### Progression

#### Respecing

* At any point, the player can select a past Talent and choose it instead.
* The switch occurs after gaining enough EXP, but does not subtract from the normal Level progression.
* This is so counter-Talenting is available, but not immediate.

#### Circular Leveling

* When gaining a level, the player chooses one alternative of several Talents.
* However, every 10 levels the selections "reset".
* Alternatives for e.g. level 4 are the same as level 14, excluding the selected Talent.
* Talents can be added, but old options are always available.

### Limited Recovery

* No option for returning to base exists.
* No healing fountain or healing areas exist.

### Natural Health Regeneration

* Heroes naturally regenerates health over time, after 1 second of not taking damage.
* Just as maximum health is specific to each Hero, so is regeneration potency.
* TNKs naturally have high maximum health, and low health regeneration.
* SUPs naturally have high health regeneration, and low health maximum.

* After x 10? seconds out of combat, health regeneration quadruples.
	+ Avg IC full health:
		- SUP 50s.
		- DMG 100s.
		- TNK 200s.
	+ Avg OoC full health:
		- SUP 12.5s.
		- DMG 25s.
		- TNK 50s.

#### Resting

* By holding  the Hero sets up camp.
* While resting, health regeneration enters OoC immediately and is further increased.
	+ Avg Rest full health:
		- SUP 2.5s.
		- DMG 5s.
		- TNK 10s.
* Exiting rest, manually or by taking damage, has a *severe* delay to it.
* Rest also has a cooldown to it after exiting combat? So to not immediately regain all health and jump back out of cover?

### Targeting

* Basic attacks automatically target the closest enemy minion in range.
* For enemy Heroes, the player uses File:RS.svg to manually select a target.
	+ Pressing File:R3.svg resets the targeting.
* Activating abilities that require aim are aimed towards the targeted Hero.
	+ The player can hold down the button to aim manually with File:RS.svg.

### Basic attack

* All Heroes can basic attack while moving.

### Leveling

* The *order* of traits acquired can vary, but at the end the same setup is acquired.
* Unlike other MOBAs, there are no different builds in the end.
* Though, the end level is so high that it is almost never acquired.

### Camps

* For each lane, there are 6 **camps**, three on each side of the battlefield.
	+ The camps correspond to the three major roles:
		- DMG
		- TNK
		- SUP
* Upon defeating campers, they'll spawn as minions in the next wave.
* When camps are repopulated, the minimap updates.
* Campers in the opposite side of the battlefield take increased damage, rewarding successful flanks.

### Types of Damage/Attacks

* Basic attack / Cooldown ability / Ultimate ability
* Melee / Ranged

## Roles

* Main-Tank requirements:
	+ Engage AND Disengage, not just one of them
		- This can be done with a cooldown reset?
	+ High health pool / Other tankiness
	+ Peeling for allies
		- This can be done with a stun?

### 1

 Mage
 Siege
 Bruiser
 Warrior
 Assist
 Healer

### 2

 DMG
 DMG
 TNK
 TNK
 TNK
 SUP
 SUP