173 lines
6.1 KiB
Markdown
173 lines
6.1 KiB
Markdown
# Gearing System
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## Goal
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Gearing should move from boss-specific multi-item drop tables to one clear currency loop:
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1. Kill bosses.
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2. Earn boss coins.
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3. Craft gear with those coins.
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4. Upgrade that boss gear into the next item-level tier with higher-rarity coins.
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This keeps boss loot readable, removes low-percentage frustration, and makes every boss kill progress a targeted gear goal.
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## Coin Tiers
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Coins are component items. Each coin is tied to a boss source and an item-level tier.
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| Item Level | Display Color | Rarity Key | Example |
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| --- | --- | --- | --- |
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| 5 | White | common | Bulldrome Coin |
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| 10 | Green | uncommon | Green Bulldrome Coin |
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| 15 | Blue | rare | Blue Bulldrome Coin |
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| 20 | Purple | epic | Purple Bulldrome Coin |
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| 25 | Orange | legendary | Orange Bulldrome Coin |
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Implementation note: the current TypeScript rarity union supports `common`, `uncommon`, `rare`, and `epic`. Orange needs a new rarity key, recommended as `legendary`, plus UI color styling.
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## Boss Loot
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Each boss has one loot roll.
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For now, each successful boss loot roll awards 1 to 3 coins:
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| Roll Result | Coins Awarded |
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| --- | --- |
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| Low roll | 1 coin |
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| Normal roll | 2 coins |
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| High roll | 3 coins |
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Recommended weighting:
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| Coins | Chance |
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| --- | --- |
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| 1 | 50% |
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| 2 | 35% |
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| 3 | 15% |
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The coin source comes from the defeated boss. Bulldrome drops Bulldrome coins, Rathian drops Rathian coins, and so on.
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The coin tier comes from content difficulty or roguelike depth:
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| Source | Coin Tier |
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| --- | --- |
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| Item level 5 content | White level 5 coins |
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| Item level 10 content | Green level 10 coins |
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| Item level 15 content | Blue level 15 coins |
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| Item level 20 content | Purple level 20 coins |
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| Item level 25 content | Orange level 25 coins |
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## Crafting Costs
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Gear is crafted with boss coins from the same boss and item-level tier.
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| Gear Item Level | Cost |
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| --- | --- |
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| 5 | 5 white boss coins |
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| 10 | 10 green boss coins |
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| 15 | 15 blue boss coins |
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| 20 | 20 purple boss coins |
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| 25 | 25 orange boss coins |
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Example:
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- Bulldrome item-level 5 helmet costs 5 white Bulldrome coins.
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- Bulldrome item-level 10 helmet costs 10 green Bulldrome coins.
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- Rathian item-level 20 gloves cost 20 purple Rathian coins.
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## Gear Upgrades
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Crafting can create gear directly, but upgrades should become the preferred long-term path.
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Upgrade rule:
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- Existing boss gear upgrades into the next item-level version of the same boss gear.
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- Upgrade cost uses coins from the next tier.
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- Required coin quantity equals the target item level.
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Examples:
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| Upgrade | Cost |
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| --- | --- |
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| Bulldrome item level 5 gear -> Bulldrome item level 10 gear | 10 green Bulldrome coins |
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| Bulldrome item level 10 gear -> Bulldrome item level 15 gear | 15 blue Bulldrome coins |
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| Bulldrome item level 15 gear -> Bulldrome item level 20 gear | 20 purple Bulldrome coins |
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| Bulldrome item level 20 gear -> Bulldrome item level 25 gear | 25 orange Bulldrome coins |
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Upgrade should consume the old item and award the upgraded item. This avoids duplicate clutter and keeps equipment identity clear.
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## Roguelike Loot
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Roguelike bosses should award coins when defeated, using the same 1 to 3 coin roll.
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Roguelike coin tier should scale by wave band:
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| Waves | Coin Tier |
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| --- | --- |
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| 1-4 | Level 5 white coins |
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| 5-9 | Level 10 green coins |
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| 10-14 | Level 15 blue coins |
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| 15-19 | Level 20 purple coins |
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| 20+ | Level 25 orange coins |
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Boss identity can be handled two ways:
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1. Boss-based coins: use the actual boss template selected for that roguelike boss.
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2. Roguelike coins: use a generic roguelike coin per tier.
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Recommended first pass: boss-based coins. It reuses the same crafting economy as dungeons and makes roguelike runs feel connected to the main gear chase.
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## Roguelike Checkpoints
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Checkpoints should unlock every 5 waves.
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| Highest Cleared Wave | Future Start Wave |
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| --- | --- |
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| 0-4 | 1 |
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| 5-9 | 5 |
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| 10-14 | 10 |
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| 15-19 | 15 |
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| 20+ | Highest unlocked 5-wave checkpoint |
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Checkpoint rule:
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- Unlock a checkpoint after clearing its boss band.
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- Starting from a checkpoint begins at that wave band with matching coin tier.
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- Runs should still record leaderboard progress from the selected start wave so full runs and checkpoint runs can be ranked separately later.
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Current implementation note: the roguelike screen always starts at stage 1 and only awards XP per boss. Checkpoints need saved character progress and a start-wave selector.
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## Current Code Fit
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The existing system already has most of the required foundation:
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- `items.slot = 'component'` can represent coins.
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- `character_inventory.quantity` already stacks components.
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- `crafting_recipes` and `crafting_recipe_components` already support coin costs.
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- `encounter_loot_rolls` and `encounter_loot_roll_items` already persist retry-safe loot awards.
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- `completeRoguelike` is already called after each roguelike boss kill for XP, so coin awards can attach to that same flow.
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Needed changes:
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- Replace current 4-component boss drop tables with one boss coin per boss per tier.
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- Change boss loot roll count from multiple chance slots to one 1-3 coin roll.
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- Add orange/legendary rarity support.
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- Add upgrade recipes or a dedicated upgrade endpoint.
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- Add roguelike boss coin awards.
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- Add roguelike checkpoint persistence and start-wave selection.
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- Export updated offline starter data after seed changes.
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## Suggestions
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Use guaranteed coin drops for now. One to three coins per boss gives steady progress and makes craft timing easy to understand.
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Keep coins boss-specific, not slot-specific. Slot-specific components add complexity without much decision value.
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Use upgrade-first UI. Show the next upgrade for equipped gear before showing the full crafting catalog.
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Keep direct crafting and upgrading at the same coin cost for the target tier. Direct crafting helps new slots catch up; upgrading preserves boss gear identity.
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Add a pity floor only if needed later. If boss kills always award coins, the system already has deterministic progress.
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Use one orange rarity key: `legendary`. Avoid storing display color names as rarity values; colors can change without data migration.
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