Possible Economic Models
ResearchPoints System
Under this system enemies would either drop research points (perhaps represented by a little gear
collectible or other such icon) or points would be automatically awarded for enemy destruction
(increased points for pulling off combos?).
 Points can be allocated between missions to upgrade weapons, engines, or shields, or
unlock new ship types
 Need to balance expected number of points the player will receive per mission
 Players gain points at a moderate rate
 Perhaps allocating points simply increases chance of discovering new tech in that area?
 Tie-in to VN element: Player decisions impact government and policies, which in turn
dictate the type of research available to them. For example, heavy brawler type upgrades
(large, heavy hitting weapons and high health ships) or experimental tech (move towards
laser weaponry, advanced shields). Note that to fit with the setting, any laser tech must be
mostly end game and should be “explosive” to fit the aesthetic. Such technology may
evolve from massive plasma infused bullets, for example.
Modular System
Each ship has a number of slots that can be used for weapon, shield, and engine upgrades. Each
ship design comes with a different number of slots in each category, and the player may place
whatever upgrade of the corresponding type they want in each slot.
 Requires creation of unique and interesting upgrades to provide enough variety for
players
 Opens a plethora of customization options
 Reduces overall simplicity and accessibility of game
 Need to balance slots per ship
 Enemy ships have a chance to drop X amount of “salvageable tech”, which can be traded
in for upgrades/weapons of the player’s choice
 Players gain access to new abilities/upgrades at a moderate rate
 Tie-in to VN element: As players make decisions, it will in turn prompt the Grolich
leadership to adapt their strategies and modify their own ships. This will change the type
of weaponry the player may be facing and should increase the feeling of agency the
player has in the world. The more the Grolich tech begins to differ from Meowfyre tech,
the more likely the enemies are to drop upgrade collectibles. The inverse is also true in
this case. This can lead to experiencing two powers in an arms race or a war where there
are only occasional breakthroughs. This may cause an atmospheric impact that lends
itself to replayability.
Acquire Parts System
Enemies drop various parts (gears, power sources, fuses, etc.) that can be used on upgrades.
Shields might require more power sources, engines might require more fuel pipes, etc. Enemy
drops are somewhat randomized (percentages can be adjusted to match expectations based on
enemy ship type), which causes the player to adapt to the situation. A player who receives more
gun parts will likely end up forming a more aggressive strategy than a player who has more
shield parts.
 Any enemy may drop a single part. Squad leaders will always drop between 2-4 parts.
 To curb frustration over “RNG screwed me”, allow for trading in X amount of one type
of part for another. For example, trade 5 gun parts for 1 engine part. This eases the
situation where a player has fully upgraded one system but isn’t getting many drops for
any other system.
 Players gain collectibles fairly often, but length of time between upgrades varies based on
the types of collectibles the player gains
 Tie-in to VN element: Player choices influence Meowfyre’s ability to utilize upgrade
parts. Depending on decisions relating to production abilities, factories may be able to
more efficiently process certain parts (it takes half as many parts to upgrade the engines),
but less efficient at processing others (it takes double parts to upgrade shields).
Significant Upgrade System
Only squad leaders drop collectibles, but they are always guaranteed to drop one. Each of these
collectibles advances one system by an entire level (player’s choice after mission conclusion or
set on drop).
 New ships are gained through defeating bosses
 Works to set squad leaders apart, make them high priority targets
 Players gain collectibles less often, but they are more potent
 Tie-in to VN element: If using the set on drop variation, have drops weighted to player
decisions on research and development. More Utility Research = Engine drops, more
Offensive Research = Weapon drops, more Defensive Research = Shield drops.
Note: All systems are intended to work with or without Randomized Missions. Pursuing only the
Standard Plot Missions, a player should be able to gather enough resources to fully upgrade all
systems and try a few ship designs. Doing Randomized Missions lets the player gather more
resources and therefore upgrade faster/experiment with more ship designs. A more in-depth
connection to Randomized Missions (perhaps special upgrades that can only be obtained this
way, but once again are not necessary to the completion of the plot) can be explored once a core
economic model has been finalized.

Possible Economic Models

  • 1.
    Possible Economic Models ResearchPointsSystem Under this system enemies would either drop research points (perhaps represented by a little gear collectible or other such icon) or points would be automatically awarded for enemy destruction (increased points for pulling off combos?).  Points can be allocated between missions to upgrade weapons, engines, or shields, or unlock new ship types  Need to balance expected number of points the player will receive per mission  Players gain points at a moderate rate  Perhaps allocating points simply increases chance of discovering new tech in that area?  Tie-in to VN element: Player decisions impact government and policies, which in turn dictate the type of research available to them. For example, heavy brawler type upgrades (large, heavy hitting weapons and high health ships) or experimental tech (move towards laser weaponry, advanced shields). Note that to fit with the setting, any laser tech must be mostly end game and should be “explosive” to fit the aesthetic. Such technology may evolve from massive plasma infused bullets, for example. Modular System Each ship has a number of slots that can be used for weapon, shield, and engine upgrades. Each ship design comes with a different number of slots in each category, and the player may place whatever upgrade of the corresponding type they want in each slot.  Requires creation of unique and interesting upgrades to provide enough variety for players  Opens a plethora of customization options  Reduces overall simplicity and accessibility of game  Need to balance slots per ship  Enemy ships have a chance to drop X amount of “salvageable tech”, which can be traded in for upgrades/weapons of the player’s choice  Players gain access to new abilities/upgrades at a moderate rate  Tie-in to VN element: As players make decisions, it will in turn prompt the Grolich leadership to adapt their strategies and modify their own ships. This will change the type of weaponry the player may be facing and should increase the feeling of agency the player has in the world. The more the Grolich tech begins to differ from Meowfyre tech, the more likely the enemies are to drop upgrade collectibles. The inverse is also true in this case. This can lead to experiencing two powers in an arms race or a war where there are only occasional breakthroughs. This may cause an atmospheric impact that lends itself to replayability. Acquire Parts System
  • 2.
    Enemies drop variousparts (gears, power sources, fuses, etc.) that can be used on upgrades. Shields might require more power sources, engines might require more fuel pipes, etc. Enemy drops are somewhat randomized (percentages can be adjusted to match expectations based on enemy ship type), which causes the player to adapt to the situation. A player who receives more gun parts will likely end up forming a more aggressive strategy than a player who has more shield parts.  Any enemy may drop a single part. Squad leaders will always drop between 2-4 parts.  To curb frustration over “RNG screwed me”, allow for trading in X amount of one type of part for another. For example, trade 5 gun parts for 1 engine part. This eases the situation where a player has fully upgraded one system but isn’t getting many drops for any other system.  Players gain collectibles fairly often, but length of time between upgrades varies based on the types of collectibles the player gains  Tie-in to VN element: Player choices influence Meowfyre’s ability to utilize upgrade parts. Depending on decisions relating to production abilities, factories may be able to more efficiently process certain parts (it takes half as many parts to upgrade the engines), but less efficient at processing others (it takes double parts to upgrade shields). Significant Upgrade System Only squad leaders drop collectibles, but they are always guaranteed to drop one. Each of these collectibles advances one system by an entire level (player’s choice after mission conclusion or set on drop).  New ships are gained through defeating bosses  Works to set squad leaders apart, make them high priority targets  Players gain collectibles less often, but they are more potent  Tie-in to VN element: If using the set on drop variation, have drops weighted to player decisions on research and development. More Utility Research = Engine drops, more Offensive Research = Weapon drops, more Defensive Research = Shield drops. Note: All systems are intended to work with or without Randomized Missions. Pursuing only the Standard Plot Missions, a player should be able to gather enough resources to fully upgrade all systems and try a few ship designs. Doing Randomized Missions lets the player gather more resources and therefore upgrade faster/experiment with more ship designs. A more in-depth connection to Randomized Missions (perhaps special upgrades that can only be obtained this way, but once again are not necessary to the completion of the plot) can be explored once a core economic model has been finalized.