So I've wrote here before about a pbbg that I'm working on, I've made a rough draft of most mechanics and I've left it so that I can make changes later. Right now however I'm stuck at a fork in the road where I
A) take an easy route, making it faster for me to finally get into alpha phase
B) do some math 😧, making it more fluid for actual game experience
The problem in question is
"what tier should the player be crafting a lvl x?".
The easy way is setting hard percentages that apply on
"if playerLvl>x then tier 1 is at y%, tier 2 at z%"
and so on and so forth, this lets me control what level the player reaches a new tier at and the likelihood of them crafting a higher tier, but all by hand no mathematical forumula, the harder way to do it is setting up certain tiers to have a growth and decay and others to have pure growth as in tier 1 would grow in the first couple of levels then decay and no longer be craftable at a higher level, then at the higher level, the higher tiers are more accessible and the lower tiers are either non existent or very unlikely.
It goes without saying that I should be doing the harder route as it has a pretty big benefit, but I'm also wondering if players would even care.
I assume I can just make a mock up of the crafting system with the whole "every 10 lvls something new happens" then once I do figure out a logical function I can implement it, but I also don't want to release something halfa**ed.