Comments (2)
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
- larvae production!
- 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
- infinitely upgradeable
Also, this will probably be v1.0, without a reset. happy with balance so far, no need for a reset
from swarm.
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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