Energy Level
As I've seen there are few questions been popping about how the energy level currently works. I'm going to write the exact details here:
Example scenario - with placeholder values
Player has 90% energy level after daily update.
Player also has a hidden 'energy spent' field which every activity the player does adds to. So until the next daily update let's say that each solo queue game and ranked game takes 2 energy points (I'm not saying it's the real value, but it's an example). Your player does 3 ranked games and 5 solo queue games. In total he has 16 energy spent. Then comes the daily update. Daily update looks that your player is doing also 2 streaming (let's say another 4 energy spent), and also has 2 training sessions) which is another 2 points. This all totals to 24 energy spent in total.
Now comes the energy refreshment part. This works by first deducting energy spent. Right now what is deducted is not affected by facilities or any other modifiers - but I think in the future I will add another layer here that this value could also have *0.9 or *0.8 multiplier when you have better facilities. For example you could lose only 21.6 energy. As right now the system only just restores more energy, but this one would enable you to just lose less energy. As it's multiplication it's a little bit different mechanic.
So after this you have 66 energy left. Then we will start to calculate how much energy you will get back. It has a base value - for example 10% and then it calculates what it gets back from facilities. I'm going to reveal that with level 5 gaming house, level 5 sleeping area, level 5 utilities, you should be receiving 12.5 extra energy %. So in total 22.5%. Assuming. As you spent 24% you should now have around 88% energy left.
PS: There is a difference how the settings take effect between training, streaming VS soloq and ranked games. Because Solo queue and ranked game settings effect the time period after the daily update (because then the games are scheduled), training and streaming will be done while the daily update and therefore will take effect instantly. So basically if you change training and streaming your player energy will be affected by these changes during the daily update while team ranked and solo queue during the next daily update.
Transparency discussion
I would like to discuss debugging and testing transparency as also transparency when the game is actually live.
To make it more clear if there is a bug or if there is something weird or unbalanced I propose for the testing period we
1) Reveal the player skills to 2 decimals (So player who's now 15, would then be 15.64 possibly). You could see more clearly how training is affecting your players and could give more effective opinion on stats reduction or training impact. I'm also going to put under a player stats the stats he has had every day historically so you can clearly see how he's improving.
2) I will reveal the exact values about energy (which aspect takes how much energy and which facility level gives how much energy). I think it's ok since I'm almost certain to change those values as part of the balancement process so you would have to find these out again by yourself when the real game starts.
I believe it won't give out too much information to the current players compared to new as
1) I will be changing the formulas quite a bit before the real game starts.
2) The understanding of the underlying mechanics behind the game will make you understand a lot more about it, but all of such information will be probably available in forums and perhaps in a guide at some point so the new players have still chance to learn the game to the same level of understanding if they research enough.
Balancing discussion
Maybe this discussion should come after we have done the transparency point and people can give opinions on what they think gives too less money, what gives too much money, what costs too much etc. Although I will be probably creating a system that would statistically analyse what is overpowered based on what average top teams use for example. So if I see that top teams tend to use some feature too much and some feature too less I could balance it this way, with notifying before hand of course.
Thank you for your feedback!