1. Central Themes
    1. Concept of Range Battle
      1. Melee
      2. Short
      3. Medium
      4. Long
    2. Active Battle System
      1. Charge-Time
    3. Player Affects World
      1. Player-Designed Items
      2. Player-Driven Exchange Designs
        1. ...Via Spies
      3. Player-Funded
      4. Player-Driven Conquest/Territory Ownership
    4. Mini-Games as Part of the Grind
    5. Classes Must Compliment Each Other
      1. Smiths > Merc-Explorers
        1. Smiths Create Items for Merc-Explorer
      2. Smiths > Spies
        1. Smiths Create Items for Spies
      3. Smiths > Soldiers
        1. Smiths Create Items for Soldiers
      4. Merc-Explorers > Smiths
        1. Merc-Explorers Find Materials for Smiths
      5. Merc-Explorers > Spies
        1. Merc-Explorers Find Matierials for Spies
      6. Merc-Explorers > Soldiers
        1. Merc-Explorers Find New Areas for Soldiers to Conquer
      7. Spies > Smiths
        1. Spies Steal Schematics for Smiths
      8. Spies > Merc-Explorers
        1. Spies Steal Schematics for Merc-Explorers
      9. Spies > Soldiers
        1. Spies Steal Schematics for Soldiers
      10. Soldiers > Spies
        1. Subtopic 1
      11. Soldiers > Smiths
        1. Subtopic 1
      12. Soldiers > Merc-Explorers
        1. Subtopic 1
    6. Standalone game must have key elements compatible with Android Apps.
    7. MAKING MONEY
      1. Taxing Player-Player trades
        1. Via Market/Auction House
      2. Trade Real-Money for Game-Money
      3. Pro Versions of Android Apps
        1. No Ads
        2. Convenience Features for Mini-Games
          1. Ex. Save State for SNESoid
        3. Extra Goodies
          1. Ex. Extra Towers bundled with Pro vs. buying indiv.
      4. Sell Towers for Soldiers Use
      5. Sell Epic (almost cheating) Items
        1. (One of the last phases)
        2. Stats built by us, not Smiths
    8. Warring Factions
    9. Classes vs. Jobs vs. Skills
      1. Classes
        1. Character Leveling System (Overall Exp Gained)
          1. Gain Experience via any actions
          2. Class determines specific stat boost at level up
        2. Class Leveling System (Exp. Gained in Class)
        3. Class is the stat growth pattern
      2. Jobs
        1. Skill Leveling System (Exp. Gainedl)
          1. Exp. gained by use of skill
          2. Ex. Fire Casting > Better at casting fire
          3. Skills developed out of job, grow slowly
          4. Exp. gained by job
          5. Ex. Black Magic exp. by Black Mage Job
        2. Job is the skill growth pattern
      3. Skill
        1. Skill is a usable ability
  2. Story
    1. Factions
      1. Western-inspired
      2. Government
      3. Isolationists
      4. Pro-Aliens
      5. Anti-Aliens
      6. Pro-Humans
      7. Anti-Humans
      8. Pro-Conquest
      9. Anti-Conquest
    2. Aliens
    3. Invasion of Earth
    4. Mechs
    5. Interplanetary Travel
  3. Mini-Games
    1. Companion Bot
      1. Automation/Script Running Option
      2. Player-Control Option
      3. Incorporate into Spies!
    2. Tower Defense/Offense
      1. Tower Defense
        1. Tower Types
      2. Invading Force
        1. Unit Tyoes
      3. Incorporated into Soldier Tower Defense
    3. Range Game
    4. Exploration/Active Battle System
      1. Item requirement to explore regions
        1. Extreme Heat Environments
        2. Extreme Cold Environments
        3. Extended Space Exploration
          1. Asteroids
          2. Airless Moons
        4. Deep-Sea Exploration
      2. Reward of New Cities
      3. Used in Merc-Explorer Job
  4. Class System
    1. Jobs
      1. Purpose of Jobs
        1. Permanent Skill Boost AKA training
        2. Mini-Game Grind
        3. Attached to Skills, not stats
      2. Types
    2. Classes
      1. Spy
        1. Roles
          1. Governmental Espionage
          2. Trade Espionage
        2. Grind Phase
        3. Sells Stolen Designs for Money
      2. Smiths
        1. Roles
          1. Weaponsmith (For Fighters)
          2. Hand-held
          3. Melee
          4. One-Handed
          5. Two-Handed
          6. Bladed
          7. Blunt
          8. Short
          9. One-Handed
          10. Two-Handed
          11. Medium
          12. One-Handed
          13. Two-Handed
          14. Long
          15. Two-Handed
          16. Shoulder-Mounted
          17. Short
          18. Medium
          19. Long
          20. Shoulder-Aided Melee
          21. Armorsmith (For Fighters)
          22. Head
          23. Arms
          24. Torso
          25. Legs
          26. Advanced Tech Design (For Spies and Smiths)
          27. Generators
          28. CPUs
          29. Radars
          30. Tracking Systems
          31. Shield Generators
        2. Design Grind Phase
          1. Graphic Design
          2. Stat Design
        3. Sells Designed Items for Money
      3. Merc-Explorer (possibly universal)
        1. Roles
          1. Merc-Explorer
        2. Grind Phase
          1. RPG Active Battle for Merc-Explorer
        3. Sells Found/Looted Materials for Money
        4. Dual role due to finite nature of the world
      4. Soldier
        1. Roles
          1. Defender
          2. Invader
        2. Grind Phase
          1. Tower Defense for Soldier
        3. Sells _________ for Money
        4. Plays Tower Defense for Money
    3. Races
      1. Humans
      2. Invading Aliens
      3. Other Species
    4. Purpose of Classes
      1. Make characters "better" at certain jobs.
      2. Does NOT limit job opportunities.
      3. Subtopic 3
  5. Item System
    1. Equipable Sections
      1. Head
      2. Torso
      3. Arms
        1. Normal Arms
        2. Weaponized Arms
      4. Legs
        1. Human Legs (Sapien)
        2. Inverted Legs (Alien)
        3. Treads
        4. Quadruped
      5. Weapon Slots
        1. Hands
          1. Left
          2. Right
        2. Shoulders
          1. Left
          2. Right
        3. Weapons
          1. Melee
          2. One-Handed
          3. Two-Handed
          4. Bladed
          5. Blunt
          6. Short
          7. One-Handed
          8. Two-Handed
          9. Medium
          10. One-Handed
          11. Two-Handed
          12. Long
          13. Two-Handed
      6. Boosters
        1. Speed Stat-Boost
      7. Radar
        1. HUD Radar
      8. Generator
        1. Energy Output
      9. CPU
      10. Shielding
      11. Tracking Systems
        1. Accuracy
    2. Weight
    3. Carry Capacity
  6. Market System
    1. Real Money Vs. Game Money
    2. Taxes!
    3. Player-Designed Items
  7. Naming Scheme Ideas
    1. Animal Species
    2. Latin Word Parts
    3. Cultures
      1. Western
      2. Greek Mythology
  8. Stats
    1. Item Stats
      1. Weight
      2. Energy Demand
    2. Character Stats
      1. Armor
      2. Speed
      3. Carry Capacity
      4. Energy
      5. Shielding
  9. Overall Questions
    1. How will leveling factor in?
    2. How will we tie the stats together?
      1. Uniform stats, rather than 4 sets of stats for the games
    3. How will Factions factor in?
      1. Factions battle for territory?
    4. How will we tie the players together in the world?
      1. (For 3D MMO) How explorable will the world be?
        1. Buildings?
        2. Cities?
        3. Territories?
        4. Planets?
        5. Zoning like average MMOs?
    5. How will other races factor into the classes?
      1. Skins?
      2. Slight alterations of game details?
      3. Equipment requirements?
    6. How will we divide Game-Money Items and Real-Money Items?
    7. Should we allow player-creation of towers?
      1. Pro - More player involvement
      2. Con - Harder to control rate of conquering
        1. Possibility of "god-towers"
    8. How will Mechs factor in?
      1. Merc-Explorers use Mechs
      2. Invading Soldiers could use Mechs
    9. How traversable will the classes be?
      1. Think about stats.
      2. What keeps smiths from becoming the best Merc-Explorers?
        1. They make the items.
      3. Can players do more than one mini-game at a time?
        1. ...With the same character?
    10. How do we level the Smith's ability to craft?
      1. Schematics?
      2. Trainers?
      3. Simple leveling system?
    11. One naming scheme too limiting for our whole universe?
      1. Break schemes up