Crystal Tactics

Introduction
Crystal Tactics is a Multiplayer Online Battle Arena (MOBA), as well as a crossover game between Capcom and Final Fantasy. This is the idea for a game inspired by games like League of Legend and Smite. While this game is meant to be a pitch for a more competitive video game, this game also acts as a celebration of the history of the gaming history made by the two groups crossing over.

You may wonder, "why Final Fantasy and Capcom specifically?" Well, other than the fact that these are two very popular source materials to grab characters from, the characters from each Final Fantasy / Capcom game are very unique, hailing from different worlds and coming from games with vastly different mechanics. This didn't really need to be a crossover; The differences between Resident Evil and Street Fighter are so great that this could have simply been a Capcom MOBA. In the same way, given the differences between Final Fantasy VIII and Final Fantasy XVI, a Final Fantasy MOBA could have been just as interesting. But something about seeing characters like Sazh Katzroy (FF13) and Frank West (Dead Rising) battling each other, or Yuna (FFX) and Amaterasu (Okami) working together just sounds TOO cool.

Summary
Crystal Tactics is primarily a 4v4 MOBA. After a player is matched up with seven other players, they are split into two teams: Team Chaos and Team Cosmos. They are then prompted to select a character. Like in other MOBAS, there cannot be two of the same characters on either of the teams.

Once everyone's characters are selected, they enter the actual match. The two teams start off on opposite sides of the map in their bases. The base of Team Chaos contains a giant red crystal, and the base of Team Cosmos contain a giant blue crystal. The goals of both teams are to protect their own crystal, while also being able to destroy the enemy teams crystal. If a team's crystal is destroyed, that team loses, and the opposing team wins.

The Map
The map has two parallel lanes that connect the two teams' bases to each other, but these two lanes are pretty distant from each other. They are referred to as the Top Lane and the Bottom Lane. In between those two lanes are a few paths that connect the two lanes to each other. These paths are referred to as the "Jungle".

Every 15 seconds or so, small batches of monsters will march down each lane, starting from each base. Specifically, these monsters are three goblins (monsters that attack from a melee range) and three floating eyes (monsters that attack from a distance). These enemies are collectively known as "Creeps". Creeps naturally meet at the halfway point in each lane and will fight each other. It should be noted that Creeps have very low health and can be defeated easily, and defeating a creep rewards a player with experience points (to level up) and 20 Gil (to be spent in the item shop). The goal of the player is to defeat the enemy team's creeps, and using their own team's surviving creeps as a front line to help them continue down a lane safely.

Each team has three towers. These towers act as lines of defense for the teams' bases. When someone enters the range of an enemy team's tower, the enemy team's tower will begin to target them and deal damage to them every second or so. In order to make it to the enemy team's base, all of the enemy towers in at least one of the lanes must be destroyed. The best way to destroy a tower is by letting ally Creeps walk into the towers range before a player does, so the Creeps take damage from the tower instead of the player.

In the Jungle, there are a small patches of monsters that spawn periodically. The places where they spawn are called "Jungle Camps". Each Jungle Camp has two small monsters and one larger monster. When the monsters are defeated, the player that defeated them is rewarded with experience and 20 Gil. Also, when the larger monster is defeated, it drops a small crystal. A player can collect a dropped crystal to gain a temporary buff to one of their stats. It should be noted that a single player can not have more than one of these buffs active at once.

Characters
Every character in the game has a passive ability, three abilities, and a "Limit Break" or Ultimate Ability. These abilities deal physical damage or magical damage, depending on the character's class. For example, Sazh Katzroy (A Ranger Character) can only deal physical damage, while Maya Fey (A Ravager Character) can only deal magical damage. The actual amount of damage dealt by an ability is equal to the ability's base damage and a percent of the character's physical strength or magical strength stat. A character can increase their strength stats by purchasing items from the shop while they are in their team's base. Likewise, they can also buy defensive items to reduce the damage they take, or other items to improve their stats in other ways.

When a character levels up, they can rank up one of their abilities. The level cap is Level 20, and as such, each ability of the four abilities can be ranked up four times. When an ability is ranked up, it becomes a stronger version of itself. For example, Vivi's ability "Firaga" and Chris Redfield's ability "Cerberus" are shown below. Firaga Description - Vivi casts firaga at the target location. After an 0.5 second delay, enemies in a radius are damaged by an explosion, damaging enemies in the area. Damage: 80 | 130 | 180 | 230 | 280 (+100% of Magical Strength) Cooldown: 15 | 14.5 | 14 | 13.5 | 13 Seconds

Cerberus Description - A dog infected with the T-Virus dashes forward in a straight line, dealing damage to enemies in its path. For every enemy damaged by this ability, Chris restores health. Damage: 80 | 120 | 160 | 200 | 240 (+70% of Physical Strength) Self Heal: 10 | 20 | 30 | 40 | 50 Cooldown: 15 Seconds

Classes
Every character in the game is categorized under one of five classes: Commanders, Sentinels, Assassins, Ravagers, and Rangers. The classes are defined by their roles in a team battle.

A commander's goal is to initiate battle. They are a tanky class that is really good at keeping itself alive- be that with natural defenses or great self-healing. In a team battle, they start a fight by threatening the enemy team's squishier / glass cannon characters. A sentinel is similar to a commander in that it is a tanky class. However, the key difference is that a sentinel's abilities are designed around keeping squishier characters safe. Their abilities tend to include ways to heal their allies, buff their allies, debuff their enemies, or inflict enemies with crowd control effects (Stuns, slows, etc). Assassins tend to have great mobility, and excel at targeting a single target and executing them quickly. Assassins are the most "squishy" of all the classes, and must therefor be very cautious with the way they position themselves and when they choose to strike. Ravagers have the strongest abilities in the game. Their abilities natural do more damage than the other classes, and if they have an ability that doesn't damage enemies, it has some other strong effect. Ravagers also tend to be lacking in mobility though, sometimes making them easy prey. Rangers have the weakest abilities in the game, but naturally have stronger basic attacks than the other classes. A ranger's ability to barrage targets with a series of strong basic attacks from a distance can be terrifying-- assuming the player using the ranger has good aim.

It should be noted that the basic attacks of Assassins, Sentinels, and Commanders are considered melee. Meanwhile, the basic attacks of Rangers and Ravagers are ranged. Also, the basic attacks of Commanders, Assassins, and Rangers deal physical damage. Whereas the basic attacks of Ravagers and Sentinels deal magical damage.

Character Selection
The following is a list of characters from Final Fantasy and Capcom games. I intend on putting the stats and abilities for all of them here eventually.

Final Fantasy
Bartz (Final Fantasy V) - Commander

Galuf (Final Fantasy V) - Sentinel

Cloud Strife (Final Fantasy VII) - Commander

Aerith Gainsborough (Final Fantasy VII) - Ravager

Squall (Final Fantasy VIII) - Commander

Rinoa (Final Fantasy VIII) - Ravager

Zidane (Final Fantasy IX) - Assassin

Vivi (Final Fantasy IX) - Ravager

Yuna (Final Fantasy X) - Ravager

Kimahri (Final Fantasy X) - Commander
Passive: Ronse Rage Kimahri’s abilities do both physical damage and magical damage. For every 2,000 player damage that Kimahri mitigates, he permanently gains a stack of Ronso Rage. Each stack provides him with ten magical power.

Ability 1: Jump Kimahri leaps into the air and lands at the target location, damaging enemies in a radius. Enemies directly under him when he lands take bonus damage and are knocked up. Damage: 80 | 120 | 160 | 200 | 240 (+40%) Bonus Damage: 60 | 80 | 100 | 120 | 140 (+40%) Cooldown: 16 Seconds

Ability 2: Doom Strike Kimahri performs a slash with his spear, dealing damage to enemies in a cone. Enemy players damaged by this ability gain a 3 second timer over their heads. When their timer reaches zero, they take bonus magical damage. If they have less than 50% of their maximum health when the timer reaches zero, the bonus damage is doubled. Damage: 80 | 120 | 160 | 200 | 240 (+40%) Bonus Damage: 60 | 90 | 120 | 150 | 180 (+30%) Cooldown: 14 Seconds

Ability 3: Lancet After a 0.5 second delay, Kimahri absorbs energy from all enemies players in a small area around himself, dealing magical damage to them. If Kimahri successfully damages an enemy with this ability, he restores health and gains bonus protections for five seconds. Magical Damage: 100 | 140 | 180 | 220 | 260 (+100%) Heal: 60 | 100 | 140 | 180 | 220 Protections: 20 | 25 | 30 | 35 | 40 Cooldown: 16 Seconds

Ability 4: Fire Breath Kimahri shoots a fireball from his maw that explodes on the first enemy player hit. If this ability hits an enemy player, it creates a large fiery field for five seconds. Enemies that stand in the field have their defenses reduced by 10%, and they take bonus magical damage every 0.5 seconds. Damage: 120 | 150 | 180 | 210 | 240 (+100%) Bonus Damage: 20 | 30 | 40 | 50 | 60 (+10%) Cooldown: 70 Seconds Lightning (Final Fantasy XIII) - Commander

Sazh Katzroy (Final Fantasy XIII) - Ranger

Capcom
Ryu (Street Fighter) - Commander

M. Bison (Street Fighter) - Ravager

Amaterasu (Okami) - Sentinel

Megaman (Megaman) - Ravager

Tron Bonne (Megaman) - Commander

Chris Redfield (Resident Evil) - Ranger
Passive: Lighter Chris begins to use his lighter when he has less than 50% of his maximum health. While his lighter is active, Chris’s basic attacks deal bonus magical damage. Damage: 10 (+3 per level)

Ability 1: Head Shot Chris aims his gun for up to 2 seconds before firing a shot in a straight line, damaging and stunning the first enemy in its path. When fully charged, this ability deals twice as much damage, gets increased range, and stuns for twice as long. Damage: 100 | 120 | 140 | 160 | 180 (+50%) Stun: 0.4 | 0.5 | 0.6 | 0.7 | 0.8 Seconds Cooldown: 13 Seconds

Ability 2: Shoulder Tackle Chris dashes forward a short distance, damaging all enemies in his path. If Chris does not damage an enemy with this ability, he receives increased movement speed for 3 seconds afterwards. Damage: 80 | 110 | 140 | 170 | 200 (+70%) Movement Speed: 15 | 17.5 | 20 | 22.5 | 25% Cooldown: 15 Seconds

Ability 3: Cerberus A zombie dog charges forwards in a straight line, dealing damage to enemies and afflicting them with 30% anti-heal for 6 seconds. Also, Chris restores health for every enemy player hit by this ability. Hitting minions restores half as much. Damage: 90 | 125 | 160 | 195 | 230 (+65%) Heal: 10 | 20 | 30 | 40 | 50 (+2 per level) Cooldown: 15 Seconds

Ability 4: Flamethrower Chris equips his flamethrower and fires it in a straight line, dealing damages to enemies up to 12 times over 4 seconds. Chris is CC immune while using this ability, but his movement speed is reduced by 20%. Damage: 12 | 19 | 26 | 33 | 40 (+10%) Cooldown: 100 | 95 | 90 | 85 | 80 Seconds

Jill Valentine (Resident Evil) - Ranger
Passive: Lockpick When Jill hits an enemy with a basic attack while they are under the effects of a hard crowd control, she gains a stack of “Lockpick”. When Jill has three stacks, the next time she is targeted by a hard cc effect, she will become cc immune for 0.5 seconds and gain a shield that lasts for five seconds. Shield: 100 (+15)

Ability 1: Stun Gun Jill fires her stun gun in a straight line, the projectile stopping at the first enemy that it hits. The enemy hit by this ability is stunned for one second, and takes damage five times within that second. Damage: 20 | 30 | 40 | 50 | 60 (+15%) Cooldown: 16 Seconds

Ability 2: Survival Knife Jill performs three quick slashes with her knife, each slash damaging all enemies in a cone. The final slash deals twice as much damage if Jill has less than 60% of her maximum health. Also, Jill restores health for each slash that hits at least one enemy player. Damage: 35 | 50 | 65 | 80 | 95 (+20%) Heal: 25 | 50 | 75 | 100 | 125 Cooldown: 14 Seconds

Ability 3: Flash Bomb Jill holds a flash bomb over her head, and a second later, it goes off. Nearby enemies are damaged and blinded for 1.5 seconds. Damage: 80 | 120 | 160 | 200 | 240 (+50%) Cooldown: 16 | 15 | 14 | 13 | 12 Seconds

Ability 4: Bazooka Jill shoots her bazooka in a straight line, and it explodes upon making contact with an enemy, damaging and knocking back all enemies in a small radius. Damage: 120 | 170 | 220 | 270 | 320 (+100%) Cooldown: 80 Seconds Maya Fey (Ace Attorney) - Ravager

Steel Samurai (Ace Attorney) - Commander

Jon Talbain (Darkstalkers) - Commander

B.B. Hood (Darkstalkers) - Assassin

Morrigan Aensland (Darkstalkers) - Ravager