GAME MECHANICS HOARD

PARTY & COMPANION

15 MECHANICS
COMPANION AI BEHAVIOR
◆ PARTY & COMPANION

Autonomous behavior systems for story companions who travel with the player — pathing, combat participation, contextual reactions, and self-preservation — whose quality determines whether the companion reads as a person or a liability.

COMPANION ABILITIES
◆ PARTY & COMPANION

AI-controlled party members have their own distinct skills, spells, or combat roles that the player can trigger, combine with, or rely on independently.

COMPANION APPROVAL
◆ PARTY & COMPANION

Party members track how much they approve of the player's choices, and approval shifts unlock personal quests, banter, romance, combat perks, or — at the extremes — loyalty or departure.

COMPANION COMMANDS
◆ PARTY & COMPANION

Direct player orders to AI teammates — move there, attack that, hold position, use your special — layering squad tactics onto real-time play without full control-switching.

COMPANION DEATH
◆ PARTY & COMPANION

Party members and units can be permanently lost — to combat, story choices, or systemic failure — making protection a gameplay goal and loss a narrative event the player authored.

COMPANION EQUIPMENT
◆ PARTY & COMPANION

Companions have their own gear slots the player manages — weapons, armor, accessories — extending the loot economy across the whole party and making allies' effectiveness a player responsibility.

COMPANION LEVELING
◆ PARTY & COMPANION

Companions grow through their own progression systems — levels, skill trees, specializations — either automatically alongside the player or through deliberate player investment in each ally's build.

COMPANION QUESTS
◆ PARTY & COMPANION

Personal storylines attached to individual party members that unlock as relationship or story progress accumulates, usually culminating in a choice that changes the companion's abilities, loyalty, or fate.

MOUNT COMPANIONS
◆ PARTY & COMPANION

Mounts that are full companions — creatures with names, personalities, combat roles, and narrative presence that happen to also be ridable, blurring the pet/vehicle line.

PARTY / SQUAD SIZE LIMITS
◆ PARTY & COMPANION

A cap on how many characters deploy at once — the four-slot active party, six-unit mission squads, the bench watching from camp — forcing selection from a larger roster.

PARTY COMPOSITION BONUSES
◆ PARTY & COMPANION

Explicit rewards for fielding particular member combinations — elemental resonance for matching types, synergy bonuses for faction-matched units, class pairings that unlock joint effects.

PET SYSTEMS
◆ PARTY & COMPANION

Companion creatures that are kept, raised, and cared for — collected pets with happiness meters, battle pets with their own progression, cosmetic followers trailing the player.

ROMANCE OPTIONS
◆ PARTY & COMPANION

Companions or NPCs can be courted through dialogue choices, gifts, and quest decisions, developing relationships that pay off in scenes, mechanical perks, or story consequences.

SUMMONS/PETS
◆ PARTY & COMPANION

The player commands a persistent or repeatedly-cast ally creature — a skeleton, a spirit wolf, a golem — that fights alongside them, acting semi-autonomously or under direct command.

TEMPORARY COMPANIONS
◆ PARTY & COMPANION

Party members who join for a bounded stretch — the quest-giver who fights alongside you to the shrine, story characters aboard for one chapter, escort charges who are companions with a timer.