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=== Assistant: 可以!而且你這個點超 roguelite 正統🔥😈 === 可以!而且你這個點超 roguelite 正統🔥😈 重複掉落=浪費 會直接讓玩家覺得「我被 RNG 嘲笑」。最好的做法就是把它變成「合成/升級資源」: 你拿到第 2 把同名武器時不是崩潰,而是爽一下:「喔?那我這把要升星了。」✨ 下面我給你兩個核心機制(可以一起用),再附一顆可貼給 GEMINI 的 Patch 種子,最後加上你要的「腳本氛圍渲染」🛰️📟 ==== ### ==== * 每把武器有 weaponLevel(例:FlAK Lv.1) * 重複拿到同名武器 → 自動升級:FlAK Lv.1 → Lv.2 * 升級效果(簡單但有感): - 傷害 +10% - 射速 +5%(或冷卻 -5%) - 擴散 -5%(讓 FlAK 越升越“穩”) * 設上限:Lv.5(避免無限膨脹) ===== - 當武器已 Lv.5,再拿到同名 → 轉成 Weapon Parts(武器零件) ===== * 零件用途:用來升級其他武器、或用於 Boss 獎勵介面「強化現有武器」 : ==== 你說得很對:如果稀有武器 vs 升級全靠運氣,玩家會覺得自己被 RNG 主宰。 ==== 我建議 Boss 打完固定出 3 張卡: # NEW WEAPON(新稀有武器):如果抽到已擁有 → 改成「直接合成升階」或「轉高額零件」 # UPGRADE WEAPON(升級現有武器):玩家在自己持有的武器中選一把升級(保底、可控) # MECH OVERCLOCK(機體大幅強化):HULL/ARMOR/FUEL 或核心天賦提升 ✅ 保底規則:每次 Boss 獎勵 必定 會有「升級現有武器」這張卡。 這樣玩家永遠不會空手。 (可選更狠的保底:連續 2 次 Boss 沒拿到新稀有武器,第 3 次必出未擁有稀有。) ==== <syntaxhighlight lang="text">Patch K / Duplicate weapon handling + Boss reward options (reduce RNG frustration) ==== Do NOT change room loop, enemy AI, or basic combat. Only change weapon inventory + boss rewards behavior. A) Weapon model * Each weapon has: id, name, level (starts 1), levelMax (e.g. 5) * Inventory stores unique weapons by id (no duplicates in slots). B) Duplicate weapon rule (merge) * When awarding a weapon: if player already owns weapon id: if level < levelMax: level += 1 (auto merge) show "SYNTHESIS SUCCESS: <name> Lv+1" banner else: convert into WeaponParts += X (overflow) show "CONVERTED TO PARTS +X" else: add weapon to inventory * Level bonus example: damageMul = 1 + 0.10*(level-1) fireRateMul = 1 + 0.05''(level-1) OR cooldownMul = 1 - 0.05''(level-1) (keep simple and consistent) C) Boss reward screen must include weapon upgrade option After boss defeat, show 3 reward cards: 1) NEW RARE WEAPON (random from rare pool) 2) UPGRADE EXISTING WEAPON (player chooses one owned weapon to level+1, capped) 3) MECH OVERCLOCK (big stat boost) Guarantee: * Option 2 (upgrade existing weapon) always appears every boss. * If option 1 rolls a weapon already owned, it triggers merge/parts instead of adding duplicates. D) UI/UX * Reward card selection already has confirm box (keep). * Add preview text showing exactly what will increase (e.g. "FlAK Lv2: dmg +10%, spread -5%"). Acceptance: * Player never holds duplicate weapons in slots. * Getting same boss weapon upgrades the existing one (or converts to parts at cap). * Every boss reward offers an "upgrade existing weapon" choice. </syntaxhighlight> ==== 你們現在的系統已經成熟到可以塞“AC 通訊味”了。建議加這三段就很有感: ==== ===== - SAFE: - GARAGE ONLINE. - REPAIR / REFUEL AVAILABLE. ===== * COMBAT: - SECTOR {n} - STAGE {x}/10 - CONTACT.(短、硬) ===== - STAGE CLEAR. ===== * SALVAGE WINDOW OPEN. ===== - WARNING: HEAVY SIGNATURE DETECTED. ===== * BOSS: GRAVEHOUND / BASILISK-EM / HIVE-ARCH(三種 boss 各自名字) * Boss 死:CORE BREACH. / TARGET DOWN. * 掉落: - 新武器:RARE ARMAMENT ACQUIRED. - 合成:SYNTHESIS TRIGGERED. - 轉零件:PARTS SALVAGED. 這些都不需要美術,就能把「硬派傭兵味」拉滿😈🦾 如果你願意,我下一步可以幫你把「稀有武器池」先定 6 把(Railgun / Plasma / Beam Saber / Grenade / Sniper / Gatling)每把給一個 一句話特色,這樣 Boss 獎勵卡片一出來就很有誘惑力。
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