Hello PlayFab team!
My game is advancing pretty well and I will soon implement matchmaking as the final technical step before preparing it for release.
I have a system I would like to implement, but not sure how to do it using PlayFab features, it is called the "Head Quarter".
So the Head Quarter mainly consists in 4 upgradable buildings that grant player passive Virtual Currency income with a maximum stock that requires the player to connect and "gather" it.
Players will have a "Rank" that will depend on their "Experience" they can increment when achieving Missions.
There are a number of rules listed below:
- Head Quarter buildings can only be upgraded once the player has reached a specific Rank, (e.g. Building A can be upgraded to level 2 ONLY when reaching Rank Lieutenant) and buildings reachable levels depending on Ranks are not the same for each building.
- Upgrading a building requires in-game common VC (Credits).
- Each building produces its own VC (e.g Building A produces Shadow Shards, building B produces Bricks...)
- The buildings production rates depends on their level (e.g. Building B produces 1 Brick / hour at level 1 and 2 / hour at level 2).
- One building will produce a very rare VC so its production will be less than 1 / hour and its production rate will in fact change the period, not the quantity (e.g. Building A level 1 produces 1 Shadow Shard per 12 hours, and 1 per 11 hours at level 2)
- Each building will have a maximum VC stock that will depends on its level that will stop its production when filled up. (e.g. Building B level 1 will produce 1 brick / hour up to 10, Building B level 2 will produce 2 bricks / hour up to 20).
- Players will have to manually "Gather" each building stock for the VC to be granted and the stock emptied.
If Players "Rank" can be broken down to a simple "Experience" statistics with manual thresholds, I do not have yet the overall Architecture of this feature using PlayFab.
I was thinking about:
- Playing with Player Segments and Shops to be opened to certain players (A shop for each building level that would allow the player to buy an item reprensenting the building)
- Using stackable items for the buildings that would grant VC depending on their stack, but how ? Automation rules and scheduled tasks ?
- Not sure how to implement this "max stock" feature however
Any hints on the best practice to implement such a feature, just enough to point me in the right direction will be very helpful,
Thanks in advance!