Spielerando

Make spamming the same craft cost more, then cool down as time passes

Crafting health packs is cheap, so players do it every five seconds in a boss fight and the fight loses its tension. A flat price does not help. This entry makes each recent craft a bit dearer and lets the price fall back on its own, with exact, repeatable numbers.

Why this works

A fixed price cannot tell a careful player from a spamming one. A cost that rises with recent use and falls back with rest charges for the habit, not for the item, so occasional use stays cheap and button-mashing in a crisis costs real resources.

When not to use it

Do not add rising costs in a game that is meant to be relaxed, or where players already feel short of supplies. Extra pressure there reads as punishment, and a simple stock limit or a cooldown is easier to understand.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 14 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Make spamming the same craft cost more, then cool down as time passes" (read_entry ammo-price-rises-with-recent-crafting) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP