Feature Request
Currently, upgrades in SledHEAD have hard caps on how many times they can be purchased. This limits long-term progression and prevents scaling strategies that could keep runs fresh over time. Instead, we should make all upgrades infinitely upgradable, but with a soft cap where the benefits diminish over time.
Proposed Solution
Allow all upgrades to be purchased infinitely.
Introduce diminishing returns beyond a certain point (soft cap).
The soft cap threshold could be different for each upgrade (e.g., Speed boosts could start tapering off at Level 10, while Trick Bonuses could scale up to Level 20 before diminishing).
Use exponential scaling or logarithmic decay to balance this:
Example: Instead of linear increases (e.g., +1 speed per level), a formula like:
newValue = baseValue + (scalingFactor * sqrt(level))
would allow meaningful early upgrades but slow down extreme stacking.
Benefits
✅ Keeps long-term progression engaging.
✅ Allows players to specialize in different strategies (speed-focused, trick-focused, economy-focused).
✅ Prevents a "maxed out" state where upgrades stop mattering.
✅ Encourages deeper runs without making early-game upgrades feel pointless.
Tasks:
[ ] Remove hard upgrade caps.
[ ] Implement a soft cap mechanic using diminishing returns.
[ ] Tune values for different upgrades so they scale at different rates.
[ ] Test progression to ensure upgrades remain meaningful but not overpowered.
Feature Request
Currently, upgrades in SledHEAD have hard caps on how many times they can be purchased. This limits long-term progression and prevents scaling strategies that could keep runs fresh over time. Instead, we should make all upgrades infinitely upgradable, but with a soft cap where the benefits diminish over time.
Proposed Solution
Allow all upgrades to be purchased infinitely.
Introduce diminishing returns beyond a certain point (soft cap).
The soft cap threshold could be different for each upgrade (e.g., Speed boosts could start tapering off at Level 10, while Trick Bonuses could scale up to Level 20 before diminishing).
Use exponential scaling or logarithmic decay to balance this:
Example: Instead of linear increases (e.g., +1 speed per level), a formula like:
newValue = baseValue + (scalingFactor * sqrt(level))
would allow meaningful early upgrades but slow down extreme stacking.
Benefits
✅ Keeps long-term progression engaging.
✅ Allows players to specialize in different strategies (speed-focused, trick-focused, economy-focused).
✅ Prevents a "maxed out" state where upgrades stop mattering.
✅ Encourages deeper runs without making early-game upgrades feel pointless.
Tasks:
[ ] Remove hard upgrade caps.
[ ] Implement a soft cap mechanic using diminishing returns.
[ ] Tune values for different upgrades so they scale at different rates.
[ ] Test progression to ensure upgrades remain meaningful but not overpowered.