[Fun With Mechanics/Resources]: Step X: PROFIT!!! (Resource dependent on Gold)

Keagn·8/23/2015, 10:14:40 PM·4 votes·646 views

I'm building up a bit of a nest as far as FwMR's go. This marks the 3rd (Official) installation of my discussion series, and I figured it was about time to hammer this idea out. I've seen a handful of concepts that utilize Gold as a resource, which is an interesting twist, but I feel it drives a wedge between if you build items, or use abilities, which really isn't what gold is for. So I figured the best way to balance/work out the kinks would be to have a resource based on gold generation.

I present...Revenue.

Revenue is obtained based on Gold generation, which means it varies from map to map, and even more so depending on your items. It would be an ideal resource for either Supports, or champions that will be earning lots and lots of gold, through either farming or kills. I'll break it down nice and neatly:

#Revenue

Generated directly proportional to incoming gold. Base amount will vary from champion to champion, but regeneration of Revenue will be about 0.5 of gold per 10 seconds. Killing Minions, Monsters, Champions, or anything else that would give you gold will provide a small spike of Revenue.

As far as use goes, each of the champion's abilities would cost Revenue, much like abilities that cost Mana. The big two differences being:

  1. You can store more Revenue than your Resource Bar would normally allow. The extra Revenue will be expended when you cast your next ability, and provide an additional affect.

  2. You can spend more Revenue than you have. However by doing this, the ability that you cast to go negative goes on an extended cooldown.

I'll have a concept that utilizes this resource up when I find time. Until then, its up to you all to come up with concepts utilizing this resource! Be sure to leave your feedback/thoughts in the comments bellow, as well as links to concepts you create using this resource. I'd be more than happy to give them a look ^_^


#Q&A

Q: So by killing a unit does the Revenue increase equal to the amount of gold acquired?

The revenue would increase in a way proportional to the gold acquired. This could be different based on the champion, but a safe number would be 0.5 of acquired gold.

Q: What happens to Revenue when you spend gold?

Absolutely nothing. You gain Revenue based on incoming gold, not what you have. Once you have gold, you can spend it freely with little worry.

Q: Is Revenue tied to gold rate? If you increase your gold rate does the rate of Revenue increase too?

Revenue is tied to gold rate. Your incoming revenue is directly tied to your incoming gold. By using gold runes or items, you can also increase how much revenue you have incoming.

Q: Can Revenue be used to by items if you don't have enough gold?

No, Revenue is completely separate from gold, because otherwise we may have some issues about them making way too much money. Revenue's only relation to gold is the generation of Revenue is based on gold.

4 Comments

FlameHalbrdOkido8/24/2015, 6:14:43 AM1 votes

So by killing a unit does the Revenue increase equal to the amount of gold acquired? What happens to Revenue when you spend gold? Is Revenue tied to gold rate? If you increase your gold rate does the rate of Revenue increase too? Can Revenue be used to by items if you don't have enough gold?

FlameHalbrdOkido8/25/2015, 1:26:29 AM1 votes

ok got it thanks. This could be a viable resource. Riot has said time and time again that they won't make a champion that uses gold as a resource because it would be too hard to balance. But this is like a viable loop hole to that; in that you said Revenue scales its regen off of the rate at which a champion acquires and makes gold. So its like its gold but like you said its still separate Revenues only connection is that it increases when gold does.

So this is cool. Ive seen what? 3 champions on the boards that are gold based, Im sure there are plenty more. They were cool, but I knew Riot would never do anything like them. Revenue makes them all seem viable. This post makes me wanna go a review all the gold based champions now.

I do think that even if Riot doesn't do a Revenue based champion, I would like to see more variety in the types of resources they offer. Different resources allow for new types of game play.