As I proposed and discussed with Adam in the chat, herewith the posting on a proposed floor mechanic for the doomsday counter.
DoomsDayFloor (TurnCounter) = TurnCounter * DifficultyModifier * (1 + ThreatLevel / 10)
DifficultyModifier (conservative values):
- Beginner: 0.50,
- Easy: 0.75,
- Normal: 1,
- Hard: 1.25,
- Insane: 1.50.
However the floor determines how far you can bring the doomsday down (from quests / 'Reduce doomsday' spell), not an automatic increase to that level. With this i mean: When the threat level increases and you are below the new floor you don't immediately jump to the new floor value.
If you are below the floor the doomsday should grow gradually toward it. Growth values can for example be determined by the difficulty level.
Doomsday below floor growth values:
- Beginner: 1,
- Easy: 2,
- Normal: 3,
- Hard: 4,
- Insane: 5.
Which will give the following values:
|
|
|
Doomsday floor at threat level |
Difficulty |
Modifier |
Turn |
1 |
2 |
3 |
4 |
5 |
Beginner |
0.50 |
1 |
1 |
1 |
1 |
1 |
1 |
|
0.50 |
10 |
6 |
6 |
7 |
7 |
8 |
|
0.50 |
50 |
28 |
30 |
33 |
35 |
38 |
|
0.50 |
100 |
55 |
60 |
65 |
70 |
75 |
|
0.50 |
150 |
83 |
90 |
98 |
105 |
113 |
|
0.50 |
200 |
110 |
120 |
130 |
140 |
150 |
|
0.50 |
250 |
138 |
150 |
163 |
175 |
188 |
|
|
Last |
#910 |
#834 |
#770 |
#715 |
#667 |
|
|
|
|
|
|
|
|
Easy |
0.75 |
1 |
1 |
1 |
1 |
1 |
1 |
|
0.75 |
10 |
8 |
9 |
10 |
11 |
11 |
|
0.75 |
50 |
41 |
45 |
49 |
53 |
56 |
|
0.75 |
100 |
83 |
90 |
98 |
105 |
113 |
|
0.75 |
150 |
124 |
135 |
146 |
158 |
169 |
|
0.75 |
200 |
165 |
180 |
195 |
210 |
225 |
|
0.75 |
250 |
206 |
225 |
244 |
263 |
281 |
|
|
Last |
#607 |
#556 |
#513 |
#477 |
#445 |
|
|
|
|
|
|
|
|
Normal |
1.00 |
1 |
1 |
1 |
1 |
1 |
2 |
|
1.00 |
10 |
11 |
12 |
13 |
14 |
15 |
|
1.00 |
50 |
55 |
60 |
65 |
70 |
75 |
|
1.00 |
100 |
110 |
120 |
130 |
140 |
150 |
|
1.00 |
150 |
165 |
180 |
195 |
210 |
225 |
|
1.00 |
200 |
220 |
240 |
260 |
280 |
300 |
|
1.00 |
250 |
275 |
300 |
325 |
350 |
375 |
|
|
Last |
#455 |
#417 |
#385 |
#358 |
#334 |
|
|
|
|
|
|
|
|
Hard |
1.25 |
1 |
1 |
2 |
2 |
2 |
2 |
|
1.25 |
10 |
14 |
15 |
16 |
18 |
19 |
|
1.25 |
50 |
69 |
75 |
81 |
88 |
94 |
|
1.25 |
100 |
138 |
150 |
163 |
175 |
188 |
|
1.25 |
150 |
206 |
225 |
244 |
263 |
281 |
|
1.25 |
200 |
275 |
300 |
325 |
350 |
375 |
|
1.25 |
250 |
344 |
375 |
406 |
438 |
469 |
|
|
Last |
#364 |
#334 |
#308 |
#286 |
#267 |
|
|
|
|
|
|
|
|
Insane |
1.50 |
1 |
2 |
2 |
2 |
2 |
2 |
|
1.50 |
10 |
17 |
18 |
20 |
21 |
23 |
|
1.50 |
50 |
83 |
90 |
98 |
105 |
113 |
|
1.50 |
100 |
165 |
180 |
195 |
210 |
225 |
|
1.50 |
150 |
248 |
270 |
293 |
315 |
338 |
|
1.50 |
200 |
330 |
360 |
390 |
420 |
450 |
|
1.50 |
250 |
413 |
450 |
488 |
500 |
500 |
|
|
Last |
#304 |
#278 |
#257 |
#239 |
#223 |
Included are also the (calculated) maximum number of turns before the Doomsday reaches 500. In the above example that would mean 223 turns on insane at threat level 5.
Personally i would not mind it if the DifficultyModifier at Insane would be 3.00; that would take the maximum number of turns before before the doomsday reaches 500 down to 112 turns.
Since SK unit strength is also based on the doomsday counter, this would mean that the initial level multiplier for enemies can be brought down a bit so that the enemies in the beginning of the game are a bit less (overpoweringly) strong. And this would improve game scaling.
Anyone any thoughts on this?