Own
Moderator
How much gold you get per run/room will be balanced is a tough one, because we don’t solely want it to depend on how quickly you clear rooms (even if they will play into it too, of course). Using only speed as an indicator would mean that certain builds, such as anything involving Insect Swarm for instance, would get a lot less gold vs the builds with faster clear times. To counter this, we’ll award extra gold depending on how long your active time on a run is, meaning if you play for a long while with a slower build, you’ll still get the proper gold reward that quicker builds get.
You could have a randomized 'Bonus Payout' condition listed at the start of each run, incentivizing tailoring a skill loadout to that condition to generate gold. Ex:
1. Overkill - Extra gold rewarded for extra damage sending an enemy below 0 HP.
2. Thousand Cuts - Extra gold rewarded for doing more ticks of damage to enemies in a room.
3. Combo - Extra gold rewarded for higher combo numbers.
4. In Charge - For killing enemies with higher skill charge levels.
5. Flawless - For clearing rooms at max HP.
6. Dangerzone - For clearing rooms in HP Critical.
7. Pain and Gain - For killing enemies under a debuff.
8. Passive Aggression - For allowing enemies to die without directly killing them. DoT, summons, etc.
Rewarding different playstyles without potentially encouraging sitting in the corner of the room with a shield up vs 1 enemy to generate gold seems more fun.
You could have a randomized 'Bonus Payout' condition listed at the start of each run, incentivizing tailoring a skill loadout to that condition to generate gold. Ex:
1. Overkill - Extra gold rewarded for extra damage sending an enemy below 0 HP.
2. Thousand Cuts - Extra gold rewarded for doing more ticks of damage to enemies in a room.
3. Combo - Extra gold rewarded for higher combo numbers.
4. In Charge - For killing enemies with higher skill charge levels.
5. Flawless - For clearing rooms at max HP.
6. Dangerzone - For clearing rooms in HP Critical.
7. Pain and Gain - For killing enemies under a debuff.
8. Passive Aggression - For allowing enemies to die without directly killing them. DoT, summons, etc.
Rewarding different playstyles without potentially encouraging sitting in the corner of the room with a shield up vs 1 enemy to generate gold seems more fun.