Randomized production requirements instead of expensive setting
Posted: Tue May 02, 2017 1:08 pm
Introduction of "expensive" recipes livened up the game somewhat, but as far as I can tell, players will eventually develop two optimized sets of production chains, and that's all to it.
So the suggestion is: instead of making recipes merely "expensive", make their price randomized within a certain range.
Using circuits as an example:
What this means is that base cost for a circuit is 1 iron and 3 cable (i.e. standard). An increase of recipe difficulty by 100% will inflate those costs by 2 iron and 7 cable on average, but actual increase for each individual game will be additionally randomized by +/- 50%. I.e. actual costs will be:
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.
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.