76 lines
1.8 KiB
Markdown
76 lines
1.8 KiB
Markdown
# Everything costs money (gold?)
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Items - Base colours / skills / specs and associated upgrades
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### Sources of money
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- Start with money and gain income after each battle
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- Higher income from winning
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- Selling items in inventory or equipped on character refunds
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- Selling from inventory full refund
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- Selling from charcter 50% refund
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### Uses for money
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- Buying items
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- Rerolling vbox
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### Base Costs
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Base colours have a base 1 cost
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Base skills have a base 2 cost
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Base specs have a base 3 cost
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### Actual Costs
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- Costs increase as more of an item is used on constructs in the game
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- The cost increases by the base cost for every 6 allocations of base item
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- Allocation is based on all constructs in the game
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### Example ###
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Round #1
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All costs are base costs
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# Player #1 and Player #2 (They both bought the same things)
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Construct #1 Strike (Attack + RR), (2 + 1 + 1) = (4) cost
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Construct #1 Empower (Buff + RR), (2 + 1 + 1) = (4) cost
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Construct #3 Attack, 2 cost
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Total cost - 10
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Round #2
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Items used on constructs include:
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Red x 8
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Attack x 4
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Buff x 2
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The costs of red for round #2 are now (1 + 1) = 2
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If they were to buy the same skill setup it would be as follows:
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# Player #1 and Player #2 (They both bought the same things)
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Construct #1 Strike (Attack + RR), (2 + 2 + 2) = (6) cost
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Construct #1 Empower (Buff + RR), (2 + 2 + 2) = (6) cost
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Construct #3 Attack, 2 cost
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Total cost - 14
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### Philosophy of increasing item costs
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- Two games will never feel exactly the same
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- Costs change over rounds to diversify skill choice and gameplay
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- As optimal builds emerge the paths to reach them will change every game
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- Rewarded for going (hipster) builds nobody else is trying
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- Some reward for hoarding items in your inventory while they cheaper (hodl red)
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### Income values
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Could try with 9 base income
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Income increases by 3 each round and winning bonus of 6
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