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erosson avatar erosson commented on August 18, 2024

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

from swarm.

erosson avatar erosson commented on August 18, 2024

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

from swarm.

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