As we will not have experience values for the players (because these experiences will not bring any advantages to the players, we decided not to have one), the main economic system in our game is based on the coins system.
The Basic Economic System
After meeting with Tim, I made this diagram showing how may the whole system works.
The players can get coins from playing any mode (they will get the coins related to their performances, this will be displayed later), finish daily missions (those missions are all associated with the games and easy to finish), complete achievements (each achievement has 3-5 stages, more rewards will be distributed for higher stages) and from the system during holidays.
They can use coins in the store system, where they can buy items directly (higher price) or use the Gatcha machine to spend fewer coins but will get a random item. Decorations, audio packages, new characters and gestures can be obtained from the store.
Once the players get new items, they will get a sense of freshness and this can motivate them to enter another round of the game. Therefore, a positive loop is formed.
Coin Rules For the Modes
Then we discussed about the specific coins that a player can get in each mode and I again made a graph for that, which is shown below.
For classic mode, it is reasonable to have the number of coins gradually reduced when the player's place is less. In order to encourage the players to pick up the unwanted juice, we decided to award them with some coins for that, so the bonus coins equal the millilitres of the wanted juice that the players picked x 0.1.
For Guess Who Mode, the risk players take and the return they can get are directly proportional. As the 'bad guy' will receive pressure from all the 'good guys', he will be able to get a lot of coins if he wins. Also, when a 'good guy' guesses incorrectly, 1 coin is given as an encouragement.
Crowd mode is based on teams, however, the actual players who still stand on the stage is the main winner, for he or they are the reason why this team wins. Therefore, more coins will be given to them.
The Gatcha Machine
The Gatcha machine’s price is set to 50 coins for the first time, 100 for the second time, and then 200, 400, and 800. The maximum coin cost is 800 coins. This will be reset each week.
Daily Missions & Achievements System
Here are some examples of the daily missions:
Get first place once
Pick up 10 (watermelon, banana, coconut, pineapple, blueberry, avocado) juice balls
Use any props 2 times
Play a game using a banana character
Shoot a player10 times in a match
Play any 3 games
...
For these daily missions, 50-200 coins can be gained.
Here are the possible achievements:
Just Came Close: Collect 99% of the juice in a match without finishing first
The Longest Way: Collect 100% Juice 3 times in one match without reaching the Victory Platform
Living Target: been hit 50/100/500/2000/5000 times in any mode
Big Juice Family: collect 50/100/500/2000/5000 juice balls
...
For these achievements, 100-1000 coins can be gained.
Lastly, 50-300 coins will be gained from the system during holidays.
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