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Idea for a feature - creature experience/ranking up
Separate to the evolution levelling up, experience is gained through killing other creatures (no of kills or amount of damage caused)
Has a lesser effect than evolution (to account for the fact that it's a passive effect), but would create an extra level of strategy/decision making (keep long term, ranked pieces vs buy new, more base-powerful piece)
Accounts for the fact that early game pieces tend to become less and less relevant to gameplay as higher-level pieces get added to the deck.
Implementation strategy:-
Begin by adding state for either damage dealt or number of pieces killed for each created piece
Create temporary database field, average (damage dealt/pieces killed) for each piece, have stats from all pieces uploaded after every match
After sufficient data is collected, work out appropriate ranking system based on averages (find x and y, where: multiply all stats by 1.x every rank up, where 1.x does not exceed evolutionary boost, and 1 rank up === y number of kills/y damage dealt, where y increases after each rank up)
Add exp bar to piece images (similar to health bar), add logic to rank up creatures up on meeting experience requirements.
(Possible future feature) - add new abilities with each rank up/3 rank ups etc. (i.e. area attack, rage, healing, etc.)
Pros:
Creates a sense of loyalty to creatures that users have been using for a long time
Adds new gameplay objectives and creates additional strategic possibilities.
Possibility for new BOT trait (loyal vs fickle, where loyal bots try and keep the same pieces and fickle bots replace for better base-stat pieces)
Cons:
Will be difficult to balance vs evolution/buying new pieces - i.e. hard to make sure that it isn't overpowered or underpowered compared to other strategies
Need to find space in UI for all new elements (exp bar, rank (separate to evolution level)
Would need to expand BOT AI to include decision making relating to ranking up.
The text was updated successfully, but these errors were encountered:
Idea for a feature - creature experience/ranking up
Separate to the evolution levelling up, experience is gained through killing other creatures (no of kills or amount of damage caused)
Has a lesser effect than evolution (to account for the fact that it's a passive effect), but would create an extra level of strategy/decision making (keep long term, ranked pieces vs buy new, more base-powerful piece)
Accounts for the fact that early game pieces tend to become less and less relevant to gameplay as higher-level pieces get added to the deck.
Implementation strategy:-
Pros:
Cons:
The text was updated successfully, but these errors were encountered: