So the suggestion is: instead of making recipes merely "expensive", make their price randomized within a certain range.
Using circuits as an example:
Code: Select all
base_cost:
iron = 1
cable = 3
difficulty_rate:
iron = 2
cable = 7
iron = base_cost.iron + difficulty_setting * difficulty_rate.iron * random(0.5, 1.5)
cable = base_cost.cable + difficulty_setting * difficulty_rate.cable * random(0.5, 1.5)
This allows setting recipe difficulty with a slider and makes all recipes unique for each game, forcing players to improvise and adapt.