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prestige #2

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erosson opened this issue Aug 27, 2014 · 2 comments
Closed

prestige #2

erosson opened this issue Aug 27, 2014 · 2 comments

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@erosson
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erosson commented Aug 27, 2014

incentive for the player to restart. Thoughts:

  • reset process
    • kill an enemy swarm to allow reset. in reset 2+, kill previous reset's swarm?
      • military strength based on territory/sec
      • something interesting to do with military!
    • anytime after this kill, press the reset button to reset
    • reset lore: evolution/mutation/natural selection. form a new brood from your swarm's most elite children, ensuring their offspring too will be elite
  • reset rewards
    • flat production bonuses are boring, though they do scale infinitely. try to avoid them.
      • at least make the player choose between production bonuses for single resources. no all-resource bonus
      • larvae bonuses are especially interesting. easily implemented as free expansions; changes gameplay by enabling more/longer exponential growth
    • reset rewards should change how you play the game. first playthrough can have a single optimal path, but resets should begin introducing different playstyles and interesting choices
    • talents: mutually-exclusive reset bonuses
      • for example, choice of military unit. swarmling triplets XOR swarmling compounding XOR giant arachs produce arachs/sec XOR expansions improve devourer output XOR ...
  • reset credit: based on number of expansions
    • or, one credit per reset? long resets feel punishing; have to make sure games are long enough.
      • maybe two reset currencies? one encourages long resets, one encourages short resets
        • make sure the optimal way to play for long-reset credits is to, you know, have long resets. easy to get the math wrong and make short resets optimal like so many other games
@erosson erosson added this to the 1.0 milestone Aug 27, 2014
@erosson erosson modified the milestones: 1.0, 0.3.0 Sep 15, 2014
@erosson erosson mentioned this issue Nov 2, 2014
erosson added a commit that referenced this issue Nov 3, 2014
erosson added a commit that referenced this issue Nov 3, 2014
@erosson
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erosson commented Nov 3, 2014

ignore most of what's written above. new plan:

  • lore is still "evolve a new swarm from your current swarm's strongest children"
  • reset currency: mutagen
  • a conquest system with territory units prior to resetting would be nice, but not really necessary. leave it out, patch it in later if we really want.
    • we'll just have a mutagen tab appear with a reset button when the player starts approaching a time when they can gain mutagen from a reset
  • math is something like: total mutagen per reset = f(total-meat-produced * ((1+constant) ^ expansions))
    • we're not tracking total meat produced yet! only have current meat, doesn't include spent meat (or reset-meat).
    • total-meat-produced gives us a familiar reset formula like many other games
      • this formula encourages long resets in adcap and cc. encourages short resets in deriv though. we want long resets, but our numbers are more like derivs. what's the difference?
    • expansions give us discrete breakpoints that make reset timing more interesting, and keeps territory relevant. "reset now, or wait until next expansion?"
    • f(...) is some sort of diminishing returns - sqrt(...), or (...)^(1/c), or log(...)/log(c), etc. experiment to find a good formula.
    • if we change this formula later, it's not the end of the world - next ascension will "update" the player to the new formula
      • no global reset necessary!
  • unspent mutagen produces meat + larvae, for a quicker start
    • mutagen production cannot be upgraded! good for a quick start, but eventually force people to spend their mutagen, not hoard it. require interesting choices.
  • possible mutagen upgrades
    • infinitely upgradeable
      • larvae production!
        • this should be the "default" way to spend mutagen
        • perhaps as a mutagen-tab unit
        • we could get away with only implementing this, at the start
      • individual meat unit production
        • not all-meat-unit production; or at least, that should be much slower
      • all territory production
        • perhaps as a mutagen-tab unit
      • mutagen generators?!
        • steeply increasing in price each, and generated mutagen doesn't carry across resets
        • should generally not be cost-effective, but it's an alternate approach
          • maybe these become cost-effective very late game, or with very long resets
          • ...actually resetting should always be faster though
    • limited upgrades
      • mutagen -> starting units/upgrades
      • cost reductions?
      • cost factor reduction for expansions?
      • energy cost reduction?
      • ability effectiveness
    • talents: limited upgrades with tradeoffs (the following numbers are off the top of my head, not balanced)
      • cloning vats: clone cap x8, but cost x4
      • larvae focus: larvae production x4, but meat tab production x1/2
        • meat focus: the opposite; meat tab production x2 but larvae production x1/4
        • careful, "meat tab production" is magnified with derivatives
      • organic larvae: clone larvae disabled! effectiveness of other spells doubled. maybe unlock a new spell/unit?
      • ???: territory production 10x, meat-tab production 0.8x
      • ???: hatcheries disabled, energy production doubled
      • ???: ...something with energy units
      • ...something with expansions
      • ...interaction between different tiers of meat units
      • ...upgrade certain territory units, downgrade others

Also, this will probably be v1.0, without a reset. happy with balance so far, no need for a reset

@erosson erosson modified the milestones: 0.3.0, 1.0 Nov 25, 2014
This was referenced Nov 25, 2014
@erosson erosson mentioned this issue Dec 14, 2014
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@erosson
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erosson commented Dec 14, 2014

this issue is now an entire milestone and many separate tasks. https://github.com/erosson/swarm/milestones/1.0%20-%20prestige

@erosson erosson closed this as completed Dec 14, 2014
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