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Game Design: Scanner Levels and Asteroid Generation

$density = [[10, 80], [20, 90], [30, 100]];
$size = [[50, 150], [100, 200], [150, 200]];

These arrays of tuples (pairs) represent the density and size of asteroids in a game I'm developing. Where each set is represented by a level i.e. level 1 density has the range 10 to 80. Density determines how much energy it costs to mine and size just represents how much material you can get from it. Based on your "Scanner Level" you get an auto-generated asteroid.

Out of context that may seem fine; of course a better scanner will give you better asteroids to mine. But if you think about it longer (and with context), players who can afford a better scanner, probably also have access to factories that can mine or have more money from playing longer, and can just buy minerals from the market instead of mining asteroids.

So now the game design question is; should a Level 1 Scanner give you fractionally better asteroids then Level 2 and 3? Will that force higher level players to retreive minerals from other sources? Is that what I want as the game designer? Should I maybe only apply this to Density but keep the old system for Size?

There's quite a disconnect between the theoretical "better scanner, better results" and the practical "the player who relies on asteroid mining, is worse off when they need it the most".

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