mnml/ECONOMY.md
2019-05-25 15:20:38 +10:00

1.8 KiB

Everything costs money (gold?)

Items - Base colours / skills / specs and associated upgrades

Sources of money

  • Start with money and gain income after each battle

  • Higher income from winning

  • Selling items in inventory or equipped on character refunds

    • Selling from inventory full refund
    • Selling from charcter 50% refund

Uses for money

  • Buying items
  • Rerolling vbox

Base Costs

Base colours have a base 1 cost Base skills have a base 2 cost Base specs have a base 3 cost

Actual Costs

  • Costs increase as more of an item is used on constructs in the game
  • The cost increases by the base cost for every 6 allocations of base item
  • Allocation is based on all constructs in the game

Example

Round #1

All costs are base costs

Player #1 and Player #2 (They both bought the same things)

Construct #1 Strike (Attack + RR), (2 + 1 + 1) = (4) cost Construct #1 Empower (Buff + RR), (2 + 1 + 1) = (4) cost Construct #3 Attack, 2 cost

Total cost - 10

Round #2

Items used on constructs include:

Red x 8 Attack x 4 Buff x 2

The costs of red for round #2 are now (1 + 1) = 2

If they were to buy the same skill setup it would be as follows:

Player #1 and Player #2 (They both bought the same things)

Construct #1 Strike (Attack + RR), (2 + 2 + 2) = (6) cost Construct #1 Empower (Buff + RR), (2 + 2 + 2) = (6) cost Construct #3 Attack, 2 cost

Total cost - 14

Philosophy of increasing item costs

  • Two games will never feel exactly the same
  • Costs change over rounds to diversify skill choice and gameplay
  • As optimal builds emerge the paths to reach them will change every game
  • Rewarded for going (hipster) builds nobody else is trying
  • Some reward for hoarding items in your inventory while they cheaper (hodl red)

Income values

Could try with 9 base income Income increases by 3 each round and winning bonus of 6