GGO16 - Day 20
Yesterday money began flowing into mega corporation accounts from the new advanced economics in the city blocks they controlled. Today I balanced it out by putting in place some mechanisms to take money away again.
Outcomes
I started off by fixing the issues left over from yesterday:
- Tweaked city generation to produce a mix of quality for the city blocks with better ones closer to the centre of the city.
- Tweaked income from Poor city blocks to be a bit higher (and richer blocks are proportionally increased).
Then I had a choice between working on the happiness system or working on some initial ways to take money out of the system again. Since I’m a bit uncertain how to proceed with the happiness system the expenses work won.
So I added a couple of ways that money gets spent:
- Squads cost maintenance - the initial implementation is basic, but can get much more complicated in time:
- $ 500 per squad member.
- Increased by 25% per block of distance away from the player’s HQ (those Cyborg bodies are hard to maintain).
- In future this cost will be based on the modifications installed in the agents.
- CHIP mission costs a $ 1000 to initiate:
- The mission increases chip adoption by
(1.0f - chipAdoption) * 0.1f
- so returns are somewhat diminishing - especially in poor areas.
- The mission increases chip adoption by
Here’s what the updated UI looks like:
After thinking about the happiness system a bit today I’m convinced that I can’t really tackle it without first implementing a combat system (THE combat system is definitely not going to fit into this jam, so a simplified version will have to do for now).
This might be too much, but here’s some basics:
- Agent:
- Health, Armour & cybernetic mods to improve them.
- Inventory with some basic weapons and med kits.
- Death.
- Squad:
- Search & destroy mission.
- Destruction.
- Recruitment.
- Weapons:
- Pistol
- Shotgun
- SMG
- Assault Rifle
- Battles:
- Some round based resolution system with sufficient output to see what happened (even if it’s just a text log for now).
- Civilian casualties (that will cause a reduction in happiness).
- Local forces:
- Police: May get involved in battles between corporations.
- Gangs: May oppose CHIP missions in their area or ambush squads entering their territory.
That is quite likely more than I can accomplish in what’s left of the jam given that I’m in Pretoria playing board games next weekend, so I’ll cut it down as much as possible.