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

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# 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