Bounty
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Bounty system is a system that rewards players for killing their opponents. Detailed description is under construction, but the basic principles are presented here.
- Only true deaths are considered in the bounty calculation. True death is a death caused by a player from an opposing team. Suicides, monster kills, and teamkills are untrue deaths and completely ignored.
- That means that you cannot "dodge" a bounty, someone will eventually get it unless you don't die for the rest of the game. You can however get killed by Pirates and give your bounty to them.
- The bounty an opponent gets for killing you increases with your killscore. Your killscore is the sum of logarithmic kill values (LKV) of players you have killed in this life. LKVs for each class can be found on the class' page, they vary from 0.4 for Footman to 1.4 for King.
- LKV can be computed from the class base bounty value as .
- Your bounty starts at half of the bounty base value and steadily increases from there.
- The bounty depends on the score of your and your killer's team. If your score is higher, the bounty will be higher as well. If your score is smaller, the killer will recieved reduced points. This is a multiplictave modifier applied last. It ranges from 0.5 to 1.5.
- This modifier doesn't apply in the first 5 minutes of a game.
- The bounty scaling factor expresses how quickly the bounty increases.
- It would be more precise to say that it determines the increase after you reach killscore of 2.2.
- Scaling factor 1 matches linear increase of bounty with killscore.
- When a Gladiator kills you, they increase your scaling factor by 0.1 for that kill only.
- The maximum awarded bounty is currently set to 500 points.