# Item Ideas
-Some defintions:
-
-- *Cooldown*: Wait time between uses
-- *Range*: Distance a projectile can travel before exploding (irrespective of colliding with anything)
-- *Bounce*: Ability of a projectile to reflect off a wall, typically a limited number of times, rather than exploding
-- *Concurrency*: Number of shots one can have in the air simultaneously
-- *Area of Effect ("AoE")*: A weapon that deals damage beyond its impact point
-- *Proximity ("Prox")*: A weapon that detonates in proximity to a damageable target
-- *Proc*: A chance on each shot of a weapon to have a special effect
-
-
-
-## Cannons
-- **Missiles**: Faster projectile, but no bounce
-- **Refractor Rounds**: Slower projectile, but infi bounces
-- **Plasma Rounds**: Fast cool, but short range
-- **Shrapnel Rounds**: Projectile that splits instead of bounce, but very low concurrency and cool
-- **Smart Rounds**: No friendly fire, but very low concurrency
-
-
-## Heavy Munitions
-- **Flamethrower**: Cone AoE from you (heavy recoil) that continues firing while you hold down the fire button
-- **Mortar Rounds**: Projectile with AoE on detonation (no bounce, heavy recoil)
-- **Proximity Missiles**: Projectile that explodes for AoE on prox (no bounce, heavy recoil)
-- **Safety Missiles**: Projectile cloud that only damages projectiles
-- **Mines**: Stationary prox AoE
-- **Napalm**: Short range, low concurrency projectile that leaves a persistent field (AoE) of damaging fire for a long time
-
-
-## Special Weapons
-- **Heatseekers**: Projectile that will guide around walls to get to your target point, and then explodes even if no one is there
-- **Nuke**: Slow projectile with enormous AoE (reminder: friendly fire)
-- **Portal Cannon**: Makes source/dest wormholes (unmated endpoints time out; only one tunnel at a time)
-- **Viral Loader**: Projectile which, upon striking an enemy, causes them to discharge a shot of their current munition in the direction of the closest ally
-- **Blink Cannon**: On proc, moves you to the location of your cursor
-- **Volatile Munitions**: Projecile with significant AoE; range proportional to duration the fire-command was held-down before firing
-
-
-## Passives
-- **Corpulent Plating**: Double hp, but half move speed
-- **Lightning Ordinance**: Faster move, but fewer shots in air
-- **Tactical Driver**: Attempts to automatically move your tank out of harm's way when a projectile is imminent
-- **Chameleon Engine**: Makes enemies unable to see you for a limited time, confusing pathing
-- **Palliation Engine**: You can survive up to 30 seconds while at fewer than 1hp
-- **Gaussian Gravaton Launcher**: Tanks and projectiles within a short distance are significantly slowed (within a 45-degree cone of your barrel), and your projectiles are slightly faster, but you are slower
-- **Gravity Induction Engine**: Tanks and projectiles within a short distance are significantly slowed (within a 45-degree cone facing the opposite of your barrel), and your projectiles move slower, but you move slightly faster
-
-
-## Shields
-- **Turret Shield**: Extends 45-degrees around your tank, centered on the barrel; impact pushes your tank back
-- **Orbital Shield**: Small pellet-shield that orbits your tank
-- **Stationary Shield**: Stationary shield sphere, passable to tanks but not projectiles
-- **Imprinted Stationary Shield**: As the stationary shield, but passable only to your team and not others
-
-
-## Consumables
-- **The Stunna Shocka `XTR3M3-\\\\n/` EMP Device**: Freezes all tanks in place (including you)
-- **Time Dilator**: Slows down time, except for your move speed
-- **Destabilator**: Destroys all projectiles in a large radius around you (counts as a collision for projectiles with AoE effects)
-- **Neural Shock**: Take control of an enemy tank for a short duration. Against players, FF style confusion (reverse directions, reverse rotation of barrel, etc)
-- **Point Defense Drone**: Stationary AI drone that attempts to shoot down [all] incoming projectiles
+[TOC]
+
+Jot down ideas for items here. All ideas welcome: the goal is to have an enormous space of random drops, so the more the merrier.
+
+## Gameplay Notes for Items
+
+- 1 weapon slot; 1 passive slot; 3 (?) slots for consumables that are available for instant use.
+- You may change out a slot at any time; this process leaves your tank unable to move or fire for 5 (10?) seconds while it is retrofitted by gnomes and busy bees.
+- Newly collected items go into your inventory (and subsequently can be equipped, as above).
+- "Consumables" should be understood to have a cooldown (they are not actually consumed on use).
+
+
+## Items
+
+### Cannons
+- **Missiles**: Faster projectile, but no bounce.
+- **Refractor Rounds**: Slower projectile, but infi bounces.
+- **Plasma Rounds**: Fast cool, but short range.
+- **Shrapnel Rounds**: Projectile that splits instead of bounce, but very low concurrency and cool.
+- **Smart Rounds**: No friendly fire, but very low concurrency.
+
+
+### Heavy Munitions
+- **Flamethrower**: Cone AoE from you (heavy recoil) that continues firing while you hold down the fire button.
+- **Mortar Rounds**: Projectile with AoE on detonation (no bounce, heavy recoil).
+- **Proximity Missiles**: Projectile that explodes for AoE on prox (no bounce, heavy recoil).
+- **Safety Missiles**: Projectile cloud that only damages projectiles.
+- **Mines**: Stationary prox AoE.
+- **Napalm**: Short range, low concurrency projectile that leaves a persistent field (AoE) of damaging fire for a long time.
+
+
+### Special Weapons
+- **Heatseekers**: Projectile that will guide around walls to get to your target point, and then explodes even if no one is there.
+- **Nuke**: Slow projectile with enormous AoE (reminder: friendly fire).
+- **Portal Cannon**: Makes source/dest wormholes (unmated endpoints time out; only one tunnel at a time).
+- **Viral Loader**: Projectile which, upon striking an enemy, causes them to discharge a shot of their current munition in the direction of the closest ally.
+- **Blink Cannon**: On proc, moves you to the location of your cursor.
+- **Volatile Munitions**: Projecile with significant AoE; range proportional to duration the fire-command was held-down before firing.
+
+
+### Passives
+- **Corpulent Plating**: Double hp, but half move speed.
+- **Lightning Ordinance**: Faster move, but fewer shots in air.
+- **Tactical Driver**: Attempts to automatically move your tank out of harm's way when a projectile is imminent.
+- **Chameleon Engine**: Makes enemies unable to see you for a limited time, confusing pathing.
+- **Palliation Engine**: You can survive up to 30 seconds while at fewer than 1hp.
+- **Gaussian Gravaton Launcher**: Tanks and projectiles within a short distance are significantly slowed (within a 45-degree cone of your barrel), and your projectiles are slightly faster, but you are slower.
+- **Gravity Induction Engine**: Tanks and projectiles within a short distance are significantly slowed (within a 45-degree cone facing the opposite of your barrel), and your projectiles move slower, but you move slightly faster.
+
+
+### Shields
+- **Turret Shield**: Extends 45-degrees around your tank, centered on the barrel; impact pushes your tank back.
+- **Orbital Shield**: Small pellet-shield that orbits your tank.
+- **Stationary Shield**: Stationary shield sphere, passable to tanks but not projectiles.
+- **Imprinted Stationary Shield**: As the stationary shield, but passable only to your team and not others.
+
+
+### Consumables
+- **The Stunna Shocka `XTR3M3-\\\\n/` EMP Device**: Freezes all tanks in place (including you).
+- **Time Dilator**: Slows down time, except for your move speed.
+- **Destabilator**: Destroys all projectiles in a large radius around you (counts as a collision for projectiles with AoE effects).
+- **Neural Shock**: Take control of an enemy tank for a short duration. Against players, FF style confusion (reverse directions, reverse rotation of barrel, etc).
+- **Point Defense Drone**: Stationary AI drone that attempts to shoot down [all] incoming projectiles.
+
+
+## Defintions
+- *Cooldown*: Wait time between uses.
+- *Range*: Distance a projectile can travel before exploding (irrespective of colliding with anything).
+- *Bounce*: Ability of a projectile to reflect off a wall, typically a limited number of times, rather than exploding.
+- *Concurrency*: Number of shots one can have in the air simultaneously.
+- *Area of Effect ("AoE")*: A weapon that deals damage beyond its impact point.
+- *Proximity ("Prox")*: A weapon that detonates in proximity to a damageable target.
+- *Proc*: A chance on each shot of a weapon to have a special effect.
+
+