Some new Mechanics (Patreon)
Content
Working on the progression and I like to introduce some new mechanics:
Credits: basic currency that you earn from a variety of ways, such as from completing a mission. Spend credits to buy supplies, equipment, build new buildings and to pay for maintenance - the more buildings you build, the higher the maintenance fees per turn.
Essence: rare resources that you extract from Monsters. Used in training, research and upgrades.
Resolve: A new stat that is carried over in between different missions. Characters gradually lose Resolve during missions. The more “negative” events the character experiences, the higher the Resolve loss. You’ll need to manage character’s Resolve in between missions.
Originally, the Lust stat is supposed to have this role. However, given the nature of the game, I don’t want players to feel engaging in H-content (thus raising Lust) is too punishing so I replaced it with Resolve. As a result of this change, there will be more ways to lower Lust during runs and make grab focused builds much more viable.
There also has been some discussion on whether this kind of stat is required. I think so, yes. Because I want something to capture the stress (heh) of going through MIssions and fighting powerful Monsters. Those things take a mental toll and it is your job to keep your squad motivated and focused. Not to mention, that there could be other activities that cost Resolve, but can benefit you in other ways...
Experience (EXP) and leveling up. Pretty straight forward. At the end of successful missions, characters gain EXP; when they accrue enough EXP, they are entitled for a level up. Still working on implementing the level-up mechanics and I’ll detail how it works in another post, when I have a functional UI for it.