Variance
#dragonautochess
Variance
Given that the fight are completely played by an AI, if there wasn’t any kind of variance, the same board states would always have the same results, that is not exiting.
The variance outside of fights (shop/enemy boards) should instead increase the strategic depth.
No variance should ever have a negative impact on the feeling on the game. ==NO BAD RNG==
I define BAD RNG as RNG that can single-handedly define a battle. RNG should add some variance, but ultimately it should be barely relevant to the results of the fights.
Variance in the shop
The variance in the shop comes in two forms:
- what rarities will drop
- what unit of a rarity will drop
The second point cannot be controlled by the player in any way; the player has to make work what he gets.
The first point can be somewhat manipulated by buying experience and leveling faster, therefore changing the drop rates of rarities.
Variance in the enemy boards
The enemy boards that the player can fight will be displayed in a map, similar to what “Slay the Spire” does. In this map the player can see what Races are the enemies and decide his path accordingly to his own units.
Variance during fights
During fights variance comes in the forms of:
- damage ranges: each unit has a minimum and maximum damage that can do. The actual damage dealt is randomized in that range.
- CoolDown Reduction percentage: when a unit deals/takes damage, the amount of Cooldown that is refunded is equal to the ==CooldownReduction value * damage/maxdamage==. This way, abilities cooldowns vary a bit based on the damage dealt/taken.
(Useful for example in case two of the same unit are not taking damage, this way they wont cast their spell at the exact same time.)
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