Jordan Brown - Game Design Documentation Samples
In HoF, the function of Currency (in-universe name pending) is to tie the player's violent actions in combat to their ability to progress through the game mechanically: the player's choices directly correlate to their ability to make their Mechs and Pilots (excluding Bell's Pilot stats) stronger. Players gain Currency in the Combat-AAR (After Action Report) phase; the amount of Currency they gain is directly proportional to the number of Pilots they kill using Ballistic Damage in the Combat-Main phase. With both non-lethal Laser attacks and lethal Ballistic attacks at their disposal, we offer them a choice: kill your enemy Pilots to gain their Mechs to make yourself more powerful or spare your enemies, simultaneously lightening the burden on your own and Bell's conscious and influencing the opinions of Aurelio, Max, and Wynnter. The player also gains a small amount of Currency at the end of each round, only enough to Heal a few Pilots or Repair a few Mechs as a cushion.
Given that the Currency players gain is directly proportional to the number of enemy Pilots they kill when on missions, we can derive our Currency values by deciding how many enemy Pilots we want the player to kill per Mech upgrade or Pilot Training upgrade they purchase.
As the game progresses, levels become more difficult, and the player improves with experience, the cost of upgrades should scale as well.
1000 Per Mech Salvaged (enemy Pilot killed)
Action | Cost in Currency |
---|---|
Heal Pilot HP | 1 HP = 1 Currency |
Repair Mech Integrity | 1 MA = 1 Currency |