Role Upgrading in the Sequel

Originally published Oct 3, 2018

The following content is an experimental portion of Wynn Mafia 2. It may not be part of the finished product, and there is no guarantee that the finished product will be hosted.


You might remember that roles from Wynn Mafia had upgrades that cost somewhere around 70 emeralds. These upgrades would normally provide some bonus to the role’s power, such as the upgrade for the Human role:

“If you still haven’t already assumed a role, then you may purchase this upgrade. If you have changed role, your upgrade will change to that of the role you assumed. With this upgrade, you gain the ability to return to your default human role, and then you may assume another role after a one-phase cooldown.”


I’m modifying that system a little bit in Wynn Mafia 2. It’s still going to be possible to upgrade roles. Wynn Mafia used a “Role” and “Role+” system, as you probably already know. Wynn Mafia 2 is going to going to use a “Role Level X” system.


The new role upgrade system works as follows:


Every action you perform will provide XP based on a table carefully detailing the XP reward for any move you can make. Levelling up (maximum of level 50) grants an additional five hit points plus two skill points which can be put into the classical Strength-Dexterity-Intelligence-Defense-Agility stats.


The skill points match what they do in Wynncraft: strength increases weapon damage, dexterity adds a chance for attacks to deal double damage, intelligence lowers the cost of spells (did I just say spells?!), defense reduces damage taken, and agility grants the ability to dodge attacks.


And that’s not all! Investing enough in a skill unlocks a skill tree, which provides additional perks. For example, having 10 points in agility gives you the choice between bows dealing an additional 15% damage or having +10% dodge chance while a bow is equipped. Mastery of the agility skill, requiring skill 100 points, makes the agility skill apply to instant kills like lynches at a halved success rate.


...


Ok, none of that’s actually true and I made it up on the spot. Such a system would be unnecessarily complicated for a whole lot of reasons I’m not going to list here.


This is what I _actually_ have drafted so far (subject to change):

Roles start at level 1; simple enough. They have basic role powers similar to how they were in Wynn Mafia. Just as it was, going up a level costs emeralds. This time you’re told what powers you get for reaching level 2 beforehand. Aside from that, these are the only real differences:

1. Roles upgrades are way more expensive now.

2. Roles aren’t level-once-and-you’re-done. Your role can go up to level three this time.


It’s not so much a matter of idly getting enough emeralds as actually deciding: is that snazzy new role buff is worth all the emeralds I’ve accumulated, or is it better worth spending them on other things? Emeralds are going to scale differently in WM2, but in WM1 currency, getting to level three would cost...107 emeralds? It’s definitely a fair bit higher, and on top of that, obtaining emeralds won’t be _quite_ as simple* as sitting back and watching them accumulate, so...


*It’s been a design challenge to set up the WM2 economy because it’s not quite as straightforward. My hope is that it turns out alright.


And that’s the first in-depth anything I’ve given on the design of Wynn Mafia 2. I’ve already been trying to establish that WM2’s on a “not sure what’s gonna happen” basis, but if I get that far, most of the info’s likely going to come with the formal announcement and game (possibly coming 2067-ish!). ‘Till then?