Open tankorsmash opened 7 years ago
I'm planning to incorporate synergies between different things to address stuff like this, where early upgrades/workers feel valueless compared to the stuff you want to get.
I need to figure out a good balance between costs and income. I want to make sure that the player does hit 'Too Damn High' quantities for a long long time, but that means limiting resource outputs. I'm actively trying to figure out how to improve that.
I've recently made each building's resource about 10 or even 100x times more valuable than the previous, which makes levelling up more interesting, but its now obvious that costs rise too high too fast.
I should look into making different buildings weaker but more unique. One building might get its salesmen working faster, but harvesters outputting slower. On top of synergies, I think there's definite room to grow here.
From @Pyro699 on September 15, 2017 18:31
When I need to get 32 Trillion paper to get the next tap upgrade, adding 157 paper for a quadrillion, is a bit ridiculous. Perhaps look into using a logarithmic calculation, or removing them after you have unlocked some of the higher tier. I also think that adding in 15k paper, still doesnt help when you are at higher tiers. We need more tiers of harvesters
Copied from original issue: tankorsmash/BuildUpTheBase#3