(2012-03-14, 15:23:55)ssl Wrote: Just find a formula similar to the root that grows asymptotically to the current tank bounty. Also keep in mind while growing the bounty to the current max. bounty, the latter one changes over time!
I already mentioned the 1.0-0.9^time thing. I would say if the tank worth changes, we update the bounty immediataly. So just the percentage grows smoothly.
I plotted 1.0-0.99^seconds in WolframAlpha:
http://www.wolframalpha.com/input/?i=plo...3D0+to+400
In the beginning, this function is nearly linear, here is the first minute:
http://www.wolframalpha.com/input/?i=plo...%3D0+to+60
and on the long term, it will get near 1.0:
http://www.wolframalpha.com/input/?i=plo...20+to+1200
Note that it's the time from the players death, so respawning and moving to a fight takes some time too. In 1.0-0.99^seconds, the tank bounty will be at 26% after 30 seconds, which is about the complete respawn time.
Still, psychologically you would still care about feeders, because you know that dying frequently gives the enemies more money. In a linear solution, feeders just can't feed at all. However, since the function is nearly linear in the beginning, I hope that wouldn't be too bad. The most important thing is that the players notice the change, but I think since the bounty is printed to all players, it should be quite obvious. And for extreme feeders, dying very often, I would say they shouldn't give more than 40 gold each death, since otherwise it will again be a little change to the bounty, but won't change a lot about the way feeders are handled.
So am I right and this is now only about the formula, duration and offset?
What about the current modification of the tank bounty depending on the kill/death-ratio or difference, don't know. But that part which already influences the bounty despite the tank costs. I'd remove it completely.