2009-04-15, 04:53:46
From the game mechanics thread:
In short:
The more your tank is worth (including factories and carried trade items) the greater your bounty. The more kills you get, the bigger your bounty. The more deaths you have the smaller your bounty.
Suggestion:
One obvious fator that seems to be missing is a level multiplier - higher level tanks should be worth more, since they gain additional abilities and hp. Even if they carry the same value in items.
I would suggest adding a level factor so that a lvl 1 tank is worth 70% of the standard, and that a lvl 25 tank is worth 40% more (so over +24 levels the base bounty doubles)
The base 125 may need to be adjusted a bit to keep everything even.
Suggestion:
Consumables beyond the first should not count towards tank value (excluding trade goods)
Consumables are already pretty expensive - having an increased bounty because you decided to buy 5 teleport breakers, or 3 sets of net seems a bit harsh.
It may be too difficuilt to keep track of the number of consumables (especially since nets cmoe in packs of 3), so just making all consumables not count towards tank costs may be the way to go.
While this constant formula across all tanks a is reasonable for most cases, one situations where it should be different:
1. An exploder/Suicider: In order for an exploder to function it MUST die, this causes the exploder to often have many more deaths than a normal tank (excluding a lucky run of reconstructions)- the high number of deaths means that the bounty for an exploder is considerably less than what would be considered for an equivalent tank.
Suggestion:
Change the formula for any tank that is carrying explosives so that the penalty for deaths is doubled - so the new formula would use [0.5* deaths+80], this means that an exploder who gets 1 kill/death is actually increasing the bounty - instead needing to get worse than 1 kills/ 2 deaths (on average) in order to have their bounty decrease.
Quote:Bounty
The bounty of your tank changes throughout the whole game. The reason is the following calculation:
Code: Select all
(125 + Tank worth / 65) * SquareRoot((Kills+80)/(Deaths+80))
Tank worth considers your tank, items carried by you and every unit you own. Trade items increase this value five times the reward you'd get, when selling them at the trade master.
So bought upgrades, built towers and factories or used Reinforcements and Mortar Team etc won't influence your bounty.
In short:
The more your tank is worth (including factories and carried trade items) the greater your bounty. The more kills you get, the bigger your bounty. The more deaths you have the smaller your bounty.
Suggestion:
One obvious fator that seems to be missing is a level multiplier - higher level tanks should be worth more, since they gain additional abilities and hp. Even if they carry the same value in items.
I would suggest adding a level factor so that a lvl 1 tank is worth 70% of the standard, and that a lvl 25 tank is worth 40% more (so over +24 levels the base bounty doubles)
The base 125 may need to be adjusted a bit to keep everything even.
Suggestion:
Consumables beyond the first should not count towards tank value (excluding trade goods)
Consumables are already pretty expensive - having an increased bounty because you decided to buy 5 teleport breakers, or 3 sets of net seems a bit harsh.
It may be too difficuilt to keep track of the number of consumables (especially since nets cmoe in packs of 3), so just making all consumables not count towards tank costs may be the way to go.
While this constant formula across all tanks a is reasonable for most cases, one situations where it should be different:
1. An exploder/Suicider: In order for an exploder to function it MUST die, this causes the exploder to often have many more deaths than a normal tank (excluding a lucky run of reconstructions)- the high number of deaths means that the bounty for an exploder is considerably less than what would be considered for an equivalent tank.
Suggestion:
Change the formula for any tank that is carrying explosives so that the penalty for deaths is doubled - so the new formula would use [0.5* deaths+80], this means that an exploder who gets 1 kill/death is actually increasing the bounty - instead needing to get worse than 1 kills/ 2 deaths (on average) in order to have their bounty decrease.
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http://forums.civfanatics.com/showthread.php?t=291246