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Sheet1Economy for The ProjectScout /Recon
SkillsLevelFunctionAssault/Melee SkillsLevelFunctionFire
Support SkillsLevelFunctionStealthy Passage3Reduces chance
of being detected by 10%Scattershot3Increases the area of the
spread of Assault Rifle roundsSteady Hand3Reduces lock-on
time by 10%Combat SkillsFighting Retreat8After being
detected, chance of hitting target increases by 10% & chance of
being hit is reduced to 10% Pistol Whip8Allows pilot to use a
depleated rifle as a Melee weaponSure Shot8Reduces lock-on
time by 25%Sure Footing20Chance of falling on rugged terrain
is reduced by 40%Knockout20Increases the chance of a critical
hit by 20% for Melee weaponsHead Shot20Increases chance of
critical hit by 20%Keen Eye45Range at which an enemy can be
detected increases by 15%Penetrating Shot45Increases the
chance of a critical hit by 30% with Assault RifleTight
Grouping45Increases the number of actual hits from a volley of
missiles by 25%Bob 'n Weave70After being detected, chance of
hitting target increase by 30% & chance of being hit is reduced
to 5%Sucker Punch70Increases the chance of a critical hit by
50% with Melee weaponAssassination70Increases the chance of
a one-hit-kill by 30%Scout/Recon
TechCostFunctionAssault/Melee TechCostFunctionFire Support
TechCostFunctionContact EMP1600A weapon that shuts down
enemy robot on contact. Duration: 7 secondsClub1500Hand-held
melee weapon that inflicts great damage Wire Guided
Missiles6000A missile with a high damage yield. Fired
individually. Pilot steers the missile to the targetEMP Upgrade
2500Allows EMP to shut down enemy robot from 50 yards
away. Duration: 10 secondsMace3200Upgrade to the Club that
inflicts even greater damageSurface-to-Surface Missiles2800A
fire-and-forget missile with a moderate damage yield, but fired
in volleys of 5Scout Class Shotgun1700Lightweight firearm that
inflicts damage over a greater area of an ememy's unitArmored
Fist1000A melee weapon worn on a Guardian's fist that inflicts
moderate damageHeat Seeking Missiles4200A fire-and-forget
missile with a high damage yield, fired singly. High
accuracyArmory pointsScout Class Machine
Gun1800Lightweight firearm that inflicts concentrated damage
on parts of an enemySpiked Fist2000An upgrade to the Armored
Fist that inflicts significant damageSniper Rifle2300The
standard long-range, scoped rifle carried by Fire Support
Guardians.Infrared Targeting3000A target system upgrade that
allows ability to detect enemies on the infrared scaleAssault
Rifle2200Standard hand-held firearm for Assault Class
GuardiansSniper Upgrade 14000An upgrade to the standard
Sniper Rifle. Increased range and accuracyX-Ray Targeting
4000A target system upgrade that allows the ability to detect
enemies using X-RaysRifle Upgrade3600Upgrade to the
standard Assault Class Rifle that inflicts greater damage and has
higher accuracyTelescopic Upgrade7000A sniper module
upgrade that dramatically increases range and
accuracyRockets4000A short to medium range, unguided rocket
launcher. Infrared Targeting3000A target system upgrade that
allows ability to detect enemies on the infrared scaleGuided
Rockets6000An upgrade to Rockets incorporating a laser
guidance system for higher accuracyX-Ray Targeting4000A
target system upgrade that allows the ability to detect enemies
using X-RaysGrenade Launcher1800A medium range weapon
that projects grenades into enemy ranks. Inflicts damage to
multiple targetsMulti-Grenade Launcher3000An upgrade to the
standard Grenade Launcher. Launches several grenades at
onceSide-questsTypePerformedGoal of QuestSidequest
bonusSide-quest 1Discover Technologyon footFind location of
Alien Technology to reverse engineer. (Plasma
Weapons)Special emblem displayed on shoulder of
GuardianSide-quest 2 Discover Technologyon footFind location
of Alien Technology to reverse engineer. (Laser
Weapons)Special ribbon displayed on chest of GuardianSide-
quest 3Discover Technologyon footFind location of Alien
Technology to reverse engineer. (Magnetic Weapons)Custom
Decals allowed on GuardianSide-quest 4Steal Technologyin
GuardianInfiltrate location and acquire technology discovered
in Side-quest 1Bonus Armory pointsSide-quest 5Steal
Technologyin GuardianInfiltrate location and acquire
technology discovered in Side-quest 2Bonus Armory
pointsSide-quest 6Steal Technologyin GuardianInfiltrate
location and acquire technology discovered in Side-quest
3Bonus Armory pointsSide-quest 7Test Technologyin
GuardianTo test in live combat reverse engineered technology
recovered in Side-quest 4Attain combat skill: Plasma Weapon
SpecialistSide-quest 8Test Technologyin GuardianTo test in live
combat reverse engineered technology recovered in Side-quest
5Attain combat skill: Laser Weapon SpecialistSide-quest 9Test
Technologyin GuardianTo test in live combat reverse
engineered technology recovered in Side-quest 6Attain combat
skill: Rail Gun Specialist
1
2
3
4
5
6
7
A
B
Scout /Recon Skills
Stealthy Passage
Combat Skills
Fighting Retreat
Within The Project, the human response to an unwelcome alien
race, there are three ways to make “money”, or rather; there are
three ways to procure economic gains. As a military robot pilot
there is little need for cash, yet opportunities to obtain skills
and upgrade equipment are available. The economic system has
these features:
Combat skill points – Combat skill points are earned when a
pilot engages in combat with enemy units. Points are earned
from every successful weapon hit on an enemy, for instance, if
three out of five missiles fired strike the target, the pilot will
get points for the three missiles that hit. A player will earn
more points for a “kill”, but combat skill points will also be
issued for “kill assists”.
As these combat skill points are earned, they are “spent” for the
player. First, when a player reaches a specific, predetermined
point, the player’s pilot will “level up”. Secondly, at
predetermined levels the player will receive a skill specifically
aimed for his chosen combat role. An example of this would
be: if a player chooses Scout/Recon for his combat role, the
specialized skill of Stealthy Passage will be acquired when they
have earned enough points to reach level 3. Later, when
they’ve earned enough points to achieve level 8, they will attain
the skill Fighting Retreat. In this way, points earned by a
player will be spent for them.
Armory Points – Topurchaseweapons, weapon upgrades, system
upgrades, armor, and cosmetic upgrades, players will go to the
Armory and spend Armory Points. Armory Points are earned by
each player directly relating to time invested in combat. These
points are issued at regular intervals, (800/hr, or 200/ every 15
minutes) and can be spent by the player in any way they see fit,
limited only by availability and any pre-requisites an upgrade
may have.
Side-quest Bonuses – The final way a player can receive
economic gain is by completing side-quests. At different
intervals throughout the game, quests will be presented to the
player. By completing these quests, players will be rewarded in
a variety of ways. (Details for all three systems can be found in
the attached spreadsheet.)
To answer the questions of balance, I will address them point-
by-point.
-Fairness: Players do gain advantages when purchasing
upgrades from the Armory, but by no means is it an unfair
advantage. Depending on their combat role, Guardians can be
tailored in a variety of ways but one Guardian will not be
substantially different than another. The only questionable
instance would be a Sniper with the Telescopic Upgrade
combined with the Combat Skill Assassination, but still, they
would not be impervious to death and destruction. There is no
unfair way to earn bonuses. The Side-Quests that do provide
bonuses become available to everyone at the same levels.
- Challenge: The techno-alien race has unknown weapons and
systems technologies, (the Side-Quests are set up to discover
some of these mysteries).
They are dangerous and difficult to defeat, but upgrades allow
an easier time of dealing with these enemies, not too easy
though. The challenge to earn Combat Skill Points, Armory
Points, and bonuses from Side-Quests remain constant for
everyone. Combat Points get increasingly more difficult to
accumulate, and Armory Points are dependent only on the
amount of time in combat.
- Choices: There are three ways for a player to earn economic
gains, (detailed in the first paragraphs). Players can freely
spend earned Armory Points, and Combat Skill Points are spent
for them. Quest Bonuses are earned through achievement.
There are many options available for pilots in each chosen
combat role, (detailed in attached spreadsheet).
- Cooperation: Players cannot combine their Combat Skill or
Armory Points. Combat Skills are learned at specified levels,
and Armory Points can only be spent on upgrades and cosmetics
applied to their individual Guardian robot. The opportunity to
steal advanced alien technology is presented to the player in
Side-Quests. This is the only opportunity to steal and is, in
fact, the very purpose of three of the quests. By accomplishing
the quests, they are not helping or hurting, but fulfilling the
game’s economy and enhancing their personal economic gain.
- Time: The time it takes to earn Combat Skill Points will level
up players fairly quickly in the beginning and become more
difficult at higher levels. The actual Combat Skills given at
specific levels are designed to interest the player early enough
in the game, but make them work longer and harder to keep
themselves invested. Armory Points are given at the same
regular intervals throughout the game. The items available for
purchase with these points though, are priced to allow a player
to spend on good items early, but to obtain the great items they
will have to dedicate more time. Quests open one by one so
that quests will be available throughout the game.
- Rewards: The rewards to earning Combat Skill Points are
actual combat skills. These skills will enhance the ability of a
player to perform his specific combat role. For example, when
a scout/recon pilot earns the skill of Keen Eye, it will increase
their chances of spotting enemy targets at a greater range,
allowing them to perform their function as a scout more
dutifully. Rewards for spending Armory Points are in
customizing their Guardian’s abilities and appearance to have a
completely unique Guardian. Finally, rewards for
accomplishing quests are gaining unique cosmetic badges, and
reverse engineered alien-tech weapons.
- Punishment: There is no punishment that would keep a player
from earning Combat Skill Points or spending Armory Points.
The only thing that would keep a player from engaging in a
Side-Quest is not accomplishing the necessary previous quest to
unlock the following one.
- Freedom: Players will earn Combat Skill Points and unlock
Combat Skills directly related to the combat role they have
chosen. Meaning that, as a Fire Support specialist, they will not
be rewarded with Scout/Recon skills. Players are absolutely
free to spend their Armory Points on anything they wish. The
only constraint, and a temporary one at that, would be if a
player needed any pre-requisites to utilize the item or upgrade.
The bonuses received from accomplishing quests are set; no
choice is involved. Yet, a player would be free to pick or not
pick a particular quest. Some are necessary to unlock others
and some are not.
Accompanying this Word document is an Excel spreadsheet that
details the levels and skills of the Combat Skill Points, the
weapons and upgrades available for purchase with Armory
Points, and a layout of the Side-Quests, and the bonuses gained
for accomplishing them.
Withi
n
The
Project
,
the human response to an unwelcome alien race
,
there are three
ways to make “money”, or
rather;
there are three ways to procure economic gain
s
.
As a military robot pilot there is little need for cash
, yet opportunities to obtain
skills
and upgrade equipment are available. The economic system has
these features:
Combat skill points
–
C
ombat skill points are
earned
when a pilot engages
in combat with enemy units. Points are earned from every
successful
weapon hit on an enemy
, for
instance, if three out of five missiles
fired
strike
the target, the pilot will get points for the three missiles that
hit. A player will
earn more points for a “kill”, but combat skill points will also
be issued for
“kill assists”.
As these combat s
kill points are earned, they are “spent” for the player. First,
when a player reaches a specific, predetermined point, the
player’s pilot will
“level up”. Second
ly
, at predetermined levels the player will receive a skill
specifically
aimed for his chosen
combat role. An example of this would be: if
a player chooses Scout/Recon for his combat role, the
specialized skill of
Stealthy Passage
will be acquired when they have earned enough points to
reach level 3. Later, when they’ve earned enough points to a
chieve level 8,
they will attain the skill
Fighting Retreat
.
In this way, points earned
by a
player
will be spent for them.
Armory Points
–
To
purchase
w
eapons, weapon upgrades, system upgrades,
armor, and cosmetic upgrades, players will go to the Armory
and spend
Armory Points. Armory Points are earned by each player
directly relating to
time invested in combat. These points are issued at regular
intervals,
(800/hr, or 200/ every 15 minutes) and can be spent by the
player in any
way they see fit
, limit
ed only by availability and any pre
-
requisites an
upgrade may have
.
Side
-
quest Bonuses
–
The final way a player can receive economic gain is by
completing side
-
quests.
At different intervals throughout the game, quests
will be presented to the player. By completing these quests,
players will be
rewarded in a variety of ways. (Details for
all three systems can be found in
the attached spreadsheet.)
To answer the ques
tions of balance, I will address them point
-
by
-
point.
-
Fairness: Players do gain advantages
when purchasing upgrades from the
Armory, but by no means is it an unfair advantage. Depending
on their
combat role, Guardians can be tailored in a variety of w
ays but one Guardian
will not be substantially different than another. The only
questionable
instance would be a Sniper with the Telescopic Upgrade
combined with the
Combat Skill
Assassination
, but still
,
they would not be impervious to death
Project – Part 2 – Week 3
Designing and playing a game should be fun and entertaining.
This means that while designing a game you need to think about
what would be fun and entertaining to the person playing it. In
the real world the subject of economics can be determined by
theories, but in the game design world the most important thing
to focus on is fun.
Economics is based largely on behaviors. When designing a
game you must try to determine how you think the player will
behave in the game when faced with certain choices. You have
to account for where they might go if they choose a. vs. if they
choose b.
Think outside the box and design an economy that will make
your game function and be fun. Remember that there is an
economy in every game even if it is not a typical economy.
“Money” can be anything that a player obtains during a quest,
fighting another character, or solving a puzzle. In the process of
designing an economy you should keep the following questions
in mind and make sure to follow the balance tips.
So, first decide what will be your “money” and then go from
there.
There are two questions that must ultimately be answered:
1. How will the player make money?
2. How will the player spend said money?
In order to keep the game balanced and have a working
economy you will want to answer the following questions. (This
was adapted from The Art of Game Design by Jesse Schell. You
will be seeing this book in your next class.)
· Fairness: Do any players get an unfair advantage when they
buy certain items or is there an unfair way to earn things?
· Challenge: Can a player buy an item that will then make the
game too easy for them? Is the challenge to earn money too easy
or too hard?
· Choices: How many ways can a player earn money? How can
they spend it? How many options should be available?
· Cooperation: Can players combine their funds? Can they steal?
Would doing either of these help or hurt the game economy?
· Time: How long does it take to earn money? Is this too time
consuming or not consuming enough to the game itself?
· Rewards: Is there some reward to earning or spending money?
· Punishment: Is there some type of punishment that would
hinder a player’s ability to earn or spend money?
· Freedom: Are the players able to earn and spend what they
want, how they want, and when they want?
Format:
Week 3 – Submit the outline of your economy in response to the
10 questions above. Incorporate your story with the balancing
questions and be very detailed. This can be done in essay or
numbered format. If you feel your idea is not going to be
conveyed through words only you may provide pictures for this
part in addition to the outline. You MUST also include a
spreadsheet of the inventory system in your game. It must be
accompanied by an explanation of the inventory and how it
relates to the economy and the story. This is what you would be
providing to your design team after giving them the story.
Project
–
Part 2
–
Week 3
Designing and playing a game should be fun and entertaining.
This means that while
designing a game you need to think about what would be fun
and entertaining to the
person playing it. In the real world the subject of
economics can be determined by
theories, but in the game design world the most important thing
to focus on is fun.
Economics is based largely on behaviors. When designing a
game you must try to
determine how you think the player will behave in the game wh
en faced with
certain choices. You have to account for where they might go if
they choose a. vs. if
they choose b.
Think outside the box and design an economy that will make
your game function
and be fun. Remember that there is an economy in every game
even if it is not a
typical economy. “Money” can be anything that a player obtains
during a quest,
fighting another character, or solving a puzzle. In the process of
designing an
economy you should keep the following questions in mind and
make sure to foll
ow
the balance tips.
So, first decide what will be your “money” and then go from
there.
There are two questions that must ultimately be answered:
1.
How will the player make money?
2.
How will the player spend said money?
In order to keep the game balanced and have a working
economy you will want to
answer the following questions. (This was adapted from
The Art of Game Design
by Jesse Schell. You will be seeing this book in your next
class.)
·
Fairness: Do any players get an
unfair advantage when they buy
certain items or is there an unfair way to earn things?
·
Challenge: Can a player buy an item that will then make the
game too
easy for them? Is the challenge to earn money too easy or too
hard?
·
Choices: How many ways can a p
layer earn money? How can they
spend it? How many options should be available?
·
Cooperation: Can players combine their funds? Can they steal?
Would
doing
either of these help or hurt the game economy?
·
Time: How long does it take to earn money? Is this too
time
consuming or not consuming enough to the game itself?
·
Rewards: Is there some reward to earning or spending money?
·
Punishment: Is there some type of punishment that would hinder
a
player’s ability to earn or spend money?
·
Freedom: Are the players able
to earn and spend what they want, how
they want, and when they want?
Sheet1Economy for The ProjectScout Recon SkillsLevelFunctionAssau.docx

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Sheet1Economy for The ProjectScout Recon SkillsLevelFunctionAssau.docx

  • 1. Sheet1Economy for The ProjectScout /Recon SkillsLevelFunctionAssault/Melee SkillsLevelFunctionFire Support SkillsLevelFunctionStealthy Passage3Reduces chance of being detected by 10%Scattershot3Increases the area of the spread of Assault Rifle roundsSteady Hand3Reduces lock-on time by 10%Combat SkillsFighting Retreat8After being detected, chance of hitting target increases by 10% & chance of being hit is reduced to 10% Pistol Whip8Allows pilot to use a depleated rifle as a Melee weaponSure Shot8Reduces lock-on time by 25%Sure Footing20Chance of falling on rugged terrain is reduced by 40%Knockout20Increases the chance of a critical hit by 20% for Melee weaponsHead Shot20Increases chance of critical hit by 20%Keen Eye45Range at which an enemy can be detected increases by 15%Penetrating Shot45Increases the chance of a critical hit by 30% with Assault RifleTight Grouping45Increases the number of actual hits from a volley of missiles by 25%Bob 'n Weave70After being detected, chance of hitting target increase by 30% & chance of being hit is reduced to 5%Sucker Punch70Increases the chance of a critical hit by 50% with Melee weaponAssassination70Increases the chance of a one-hit-kill by 30%Scout/Recon TechCostFunctionAssault/Melee TechCostFunctionFire Support TechCostFunctionContact EMP1600A weapon that shuts down enemy robot on contact. Duration: 7 secondsClub1500Hand-held melee weapon that inflicts great damage Wire Guided Missiles6000A missile with a high damage yield. Fired individually. Pilot steers the missile to the targetEMP Upgrade 2500Allows EMP to shut down enemy robot from 50 yards away. Duration: 10 secondsMace3200Upgrade to the Club that inflicts even greater damageSurface-to-Surface Missiles2800A fire-and-forget missile with a moderate damage yield, but fired in volleys of 5Scout Class Shotgun1700Lightweight firearm that inflicts damage over a greater area of an ememy's unitArmored Fist1000A melee weapon worn on a Guardian's fist that inflicts
  • 2. moderate damageHeat Seeking Missiles4200A fire-and-forget missile with a high damage yield, fired singly. High accuracyArmory pointsScout Class Machine Gun1800Lightweight firearm that inflicts concentrated damage on parts of an enemySpiked Fist2000An upgrade to the Armored Fist that inflicts significant damageSniper Rifle2300The standard long-range, scoped rifle carried by Fire Support Guardians.Infrared Targeting3000A target system upgrade that allows ability to detect enemies on the infrared scaleAssault Rifle2200Standard hand-held firearm for Assault Class GuardiansSniper Upgrade 14000An upgrade to the standard Sniper Rifle. Increased range and accuracyX-Ray Targeting 4000A target system upgrade that allows the ability to detect enemies using X-RaysRifle Upgrade3600Upgrade to the standard Assault Class Rifle that inflicts greater damage and has higher accuracyTelescopic Upgrade7000A sniper module upgrade that dramatically increases range and accuracyRockets4000A short to medium range, unguided rocket launcher. Infrared Targeting3000A target system upgrade that allows ability to detect enemies on the infrared scaleGuided Rockets6000An upgrade to Rockets incorporating a laser guidance system for higher accuracyX-Ray Targeting4000A target system upgrade that allows the ability to detect enemies using X-RaysGrenade Launcher1800A medium range weapon that projects grenades into enemy ranks. Inflicts damage to multiple targetsMulti-Grenade Launcher3000An upgrade to the standard Grenade Launcher. Launches several grenades at onceSide-questsTypePerformedGoal of QuestSidequest bonusSide-quest 1Discover Technologyon footFind location of Alien Technology to reverse engineer. (Plasma Weapons)Special emblem displayed on shoulder of GuardianSide-quest 2 Discover Technologyon footFind location of Alien Technology to reverse engineer. (Laser Weapons)Special ribbon displayed on chest of GuardianSide- quest 3Discover Technologyon footFind location of Alien Technology to reverse engineer. (Magnetic Weapons)Custom
  • 3. Decals allowed on GuardianSide-quest 4Steal Technologyin GuardianInfiltrate location and acquire technology discovered in Side-quest 1Bonus Armory pointsSide-quest 5Steal Technologyin GuardianInfiltrate location and acquire technology discovered in Side-quest 2Bonus Armory pointsSide-quest 6Steal Technologyin GuardianInfiltrate location and acquire technology discovered in Side-quest 3Bonus Armory pointsSide-quest 7Test Technologyin GuardianTo test in live combat reverse engineered technology recovered in Side-quest 4Attain combat skill: Plasma Weapon SpecialistSide-quest 8Test Technologyin GuardianTo test in live combat reverse engineered technology recovered in Side-quest 5Attain combat skill: Laser Weapon SpecialistSide-quest 9Test Technologyin GuardianTo test in live combat reverse engineered technology recovered in Side-quest 6Attain combat skill: Rail Gun Specialist 1 2 3 4 5 6 7 A B Scout /Recon Skills Stealthy Passage Combat Skills Fighting Retreat Within The Project, the human response to an unwelcome alien race, there are three ways to make “money”, or rather; there are three ways to procure economic gains. As a military robot pilot there is little need for cash, yet opportunities to obtain skills and upgrade equipment are available. The economic system has
  • 4. these features: Combat skill points – Combat skill points are earned when a pilot engages in combat with enemy units. Points are earned from every successful weapon hit on an enemy, for instance, if three out of five missiles fired strike the target, the pilot will get points for the three missiles that hit. A player will earn more points for a “kill”, but combat skill points will also be issued for “kill assists”. As these combat skill points are earned, they are “spent” for the player. First, when a player reaches a specific, predetermined point, the player’s pilot will “level up”. Secondly, at predetermined levels the player will receive a skill specifically aimed for his chosen combat role. An example of this would be: if a player chooses Scout/Recon for his combat role, the specialized skill of Stealthy Passage will be acquired when they have earned enough points to reach level 3. Later, when they’ve earned enough points to achieve level 8, they will attain the skill Fighting Retreat. In this way, points earned by a player will be spent for them. Armory Points – Topurchaseweapons, weapon upgrades, system upgrades, armor, and cosmetic upgrades, players will go to the Armory and spend Armory Points. Armory Points are earned by each player directly relating to time invested in combat. These points are issued at regular intervals, (800/hr, or 200/ every 15 minutes) and can be spent by the player in any way they see fit, limited only by availability and any pre-requisites an upgrade may have. Side-quest Bonuses – The final way a player can receive economic gain is by completing side-quests. At different intervals throughout the game, quests will be presented to the player. By completing these quests, players will be rewarded in a variety of ways. (Details for all three systems can be found in
  • 5. the attached spreadsheet.) To answer the questions of balance, I will address them point- by-point. -Fairness: Players do gain advantages when purchasing upgrades from the Armory, but by no means is it an unfair advantage. Depending on their combat role, Guardians can be tailored in a variety of ways but one Guardian will not be substantially different than another. The only questionable instance would be a Sniper with the Telescopic Upgrade combined with the Combat Skill Assassination, but still, they would not be impervious to death and destruction. There is no unfair way to earn bonuses. The Side-Quests that do provide bonuses become available to everyone at the same levels. - Challenge: The techno-alien race has unknown weapons and systems technologies, (the Side-Quests are set up to discover some of these mysteries). They are dangerous and difficult to defeat, but upgrades allow an easier time of dealing with these enemies, not too easy though. The challenge to earn Combat Skill Points, Armory Points, and bonuses from Side-Quests remain constant for everyone. Combat Points get increasingly more difficult to accumulate, and Armory Points are dependent only on the amount of time in combat. - Choices: There are three ways for a player to earn economic gains, (detailed in the first paragraphs). Players can freely spend earned Armory Points, and Combat Skill Points are spent for them. Quest Bonuses are earned through achievement. There are many options available for pilots in each chosen combat role, (detailed in attached spreadsheet). - Cooperation: Players cannot combine their Combat Skill or
  • 6. Armory Points. Combat Skills are learned at specified levels, and Armory Points can only be spent on upgrades and cosmetics applied to their individual Guardian robot. The opportunity to steal advanced alien technology is presented to the player in Side-Quests. This is the only opportunity to steal and is, in fact, the very purpose of three of the quests. By accomplishing the quests, they are not helping or hurting, but fulfilling the game’s economy and enhancing their personal economic gain. - Time: The time it takes to earn Combat Skill Points will level up players fairly quickly in the beginning and become more difficult at higher levels. The actual Combat Skills given at specific levels are designed to interest the player early enough in the game, but make them work longer and harder to keep themselves invested. Armory Points are given at the same regular intervals throughout the game. The items available for purchase with these points though, are priced to allow a player to spend on good items early, but to obtain the great items they will have to dedicate more time. Quests open one by one so that quests will be available throughout the game. - Rewards: The rewards to earning Combat Skill Points are actual combat skills. These skills will enhance the ability of a player to perform his specific combat role. For example, when a scout/recon pilot earns the skill of Keen Eye, it will increase their chances of spotting enemy targets at a greater range, allowing them to perform their function as a scout more dutifully. Rewards for spending Armory Points are in customizing their Guardian’s abilities and appearance to have a completely unique Guardian. Finally, rewards for accomplishing quests are gaining unique cosmetic badges, and reverse engineered alien-tech weapons. - Punishment: There is no punishment that would keep a player from earning Combat Skill Points or spending Armory Points. The only thing that would keep a player from engaging in a
  • 7. Side-Quest is not accomplishing the necessary previous quest to unlock the following one. - Freedom: Players will earn Combat Skill Points and unlock Combat Skills directly related to the combat role they have chosen. Meaning that, as a Fire Support specialist, they will not be rewarded with Scout/Recon skills. Players are absolutely free to spend their Armory Points on anything they wish. The only constraint, and a temporary one at that, would be if a player needed any pre-requisites to utilize the item or upgrade. The bonuses received from accomplishing quests are set; no choice is involved. Yet, a player would be free to pick or not pick a particular quest. Some are necessary to unlock others and some are not. Accompanying this Word document is an Excel spreadsheet that details the levels and skills of the Combat Skill Points, the weapons and upgrades available for purchase with Armory Points, and a layout of the Side-Quests, and the bonuses gained for accomplishing them.
  • 8. Withi n The Project , the human response to an unwelcome alien race , there are three ways to make “money”, or
  • 9. rather; there are three ways to procure economic gain s . As a military robot pilot there is little need for cash , yet opportunities to obtain skills and upgrade equipment are available. The economic system has these features: Combat skill points – C ombat skill points are earned when a pilot engages in combat with enemy units. Points are earned from every successful weapon hit on an enemy , for instance, if three out of five missiles fired strike the target, the pilot will get points for the three missiles that hit. A player will earn more points for a “kill”, but combat skill points will also be issued for “kill assists”.
  • 10. As these combat s kill points are earned, they are “spent” for the player. First, when a player reaches a specific, predetermined point, the player’s pilot will “level up”. Second ly , at predetermined levels the player will receive a skill specifically aimed for his chosen combat role. An example of this would be: if a player chooses Scout/Recon for his combat role, the specialized skill of Stealthy Passage will be acquired when they have earned enough points to reach level 3. Later, when they’ve earned enough points to a chieve level 8, they will attain the skill Fighting Retreat . In this way, points earned by a player will be spent for them. Armory Points – To purchase
  • 11. w eapons, weapon upgrades, system upgrades, armor, and cosmetic upgrades, players will go to the Armory and spend Armory Points. Armory Points are earned by each player directly relating to time invested in combat. These points are issued at regular intervals, (800/hr, or 200/ every 15 minutes) and can be spent by the player in any way they see fit , limit ed only by availability and any pre - requisites an upgrade may have . Side - quest Bonuses – The final way a player can receive economic gain is by completing side - quests. At different intervals throughout the game, quests will be presented to the player. By completing these quests, players will be rewarded in a variety of ways. (Details for all three systems can be found in the attached spreadsheet.)
  • 12. To answer the ques tions of balance, I will address them point - by - point. - Fairness: Players do gain advantages when purchasing upgrades from the Armory, but by no means is it an unfair advantage. Depending on their combat role, Guardians can be tailored in a variety of w ays but one Guardian will not be substantially different than another. The only questionable instance would be a Sniper with the Telescopic Upgrade combined with the Combat Skill Assassination , but still , they would not be impervious to death Project – Part 2 – Week 3 Designing and playing a game should be fun and entertaining. This means that while designing a game you need to think about what would be fun and entertaining to the person playing it. In
  • 13. the real world the subject of economics can be determined by theories, but in the game design world the most important thing to focus on is fun. Economics is based largely on behaviors. When designing a game you must try to determine how you think the player will behave in the game when faced with certain choices. You have to account for where they might go if they choose a. vs. if they choose b. Think outside the box and design an economy that will make your game function and be fun. Remember that there is an economy in every game even if it is not a typical economy. “Money” can be anything that a player obtains during a quest, fighting another character, or solving a puzzle. In the process of designing an economy you should keep the following questions in mind and make sure to follow the balance tips. So, first decide what will be your “money” and then go from there. There are two questions that must ultimately be answered: 1. How will the player make money? 2. How will the player spend said money? In order to keep the game balanced and have a working economy you will want to answer the following questions. (This was adapted from The Art of Game Design by Jesse Schell. You will be seeing this book in your next class.) · Fairness: Do any players get an unfair advantage when they buy certain items or is there an unfair way to earn things? · Challenge: Can a player buy an item that will then make the game too easy for them? Is the challenge to earn money too easy or too hard?
  • 14. · Choices: How many ways can a player earn money? How can they spend it? How many options should be available? · Cooperation: Can players combine their funds? Can they steal? Would doing either of these help or hurt the game economy? · Time: How long does it take to earn money? Is this too time consuming or not consuming enough to the game itself? · Rewards: Is there some reward to earning or spending money? · Punishment: Is there some type of punishment that would hinder a player’s ability to earn or spend money? · Freedom: Are the players able to earn and spend what they want, how they want, and when they want? Format: Week 3 – Submit the outline of your economy in response to the 10 questions above. Incorporate your story with the balancing questions and be very detailed. This can be done in essay or numbered format. If you feel your idea is not going to be conveyed through words only you may provide pictures for this part in addition to the outline. You MUST also include a spreadsheet of the inventory system in your game. It must be accompanied by an explanation of the inventory and how it relates to the economy and the story. This is what you would be providing to your design team after giving them the story. Project – Part 2 – Week 3 Designing and playing a game should be fun and entertaining. This means that while
  • 15. designing a game you need to think about what would be fun and entertaining to the person playing it. In the real world the subject of economics can be determined by theories, but in the game design world the most important thing to focus on is fun. Economics is based largely on behaviors. When designing a game you must try to determine how you think the player will behave in the game wh en faced with certain choices. You have to account for where they might go if they choose a. vs. if they choose b. Think outside the box and design an economy that will make your game function and be fun. Remember that there is an economy in every game even if it is not a typical economy. “Money” can be anything that a player obtains during a quest, fighting another character, or solving a puzzle. In the process of designing an economy you should keep the following questions in mind and make sure to foll ow the balance tips. So, first decide what will be your “money” and then go from there.
  • 16. There are two questions that must ultimately be answered: 1. How will the player make money? 2. How will the player spend said money? In order to keep the game balanced and have a working economy you will want to answer the following questions. (This was adapted from The Art of Game Design by Jesse Schell. You will be seeing this book in your next class.) · Fairness: Do any players get an unfair advantage when they buy certain items or is there an unfair way to earn things? · Challenge: Can a player buy an item that will then make the game too easy for them? Is the challenge to earn money too easy or too hard? ·
  • 17. Choices: How many ways can a p layer earn money? How can they spend it? How many options should be available? · Cooperation: Can players combine their funds? Can they steal? Would doing either of these help or hurt the game economy? · Time: How long does it take to earn money? Is this too time consuming or not consuming enough to the game itself? · Rewards: Is there some reward to earning or spending money? · Punishment: Is there some type of punishment that would hinder a player’s ability to earn or spend money? · Freedom: Are the players able to earn and spend what they want, how they want, and when they want?