Bounty

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Bounty system is a system that rewards players for killing their opponents. The exact formula for calculating kill bounties is somewhat complicated and is described in the next section, but the basics are covered in this section.

  • Only true deaths are considered in the bounty calculation. True death is a death caused by a player from an opposing team. Suicides, being killed by a neutral monster, and teamkills are untrue deaths and completely ignored for the purposes of bounty calculation.
    • That means that you cannot "dodge" a bounty; someone will eventually get it unless you avoid dying for the rest of the game. You can get killed by Pirates and give your bounty to them.
  • The bounty an opponent gets for killing you increases with your kills. It is worth noting, that some kills are worth more than others.
    • The exact "worth" of a kill is determined by the LKV of the killed player's class as described further.
  • 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.
  • Kills made during the Grace game phase award no points.
  • Bounties are capped by two values: the hard cap and the soft cap.
    • The hard cap is 750 points. No bounty can exceed this value. Killing a player worth 750 points is rewarded by the achievement "There was a price on your head!"
    • The soft cap is the sum of bounties earned by the victim in last life (with minimum value of ). This is ignored when a kill is made by Gladiator.
Bounty graph (dependence of bounty on killscore) for each class. Score of both teams is assumed to be equal and the soft cap is ignored. Note that Gladiator and Wizard, as well as Warrior and Marksman have the same bounty. All pirate classes have the same bounty as well.

Formula

The formula for determining bounty that player A gets for killing player B is:

,

where and are point totals of A's and B's team,

is a balancing function that is described further,

and are parameters specific to player B's class

and is the sum of logarithmic kill values (LKVs) of players, that B has killed in their last life.

A class' LKV can be determined as .

Bounty for a single kill cannot exceed 750 points. It is also limited by the value , where is the sum of bounties earned by player B since last true death. Kills made by a Gladiator ignore the soft cap.

Bounty can also be modified by Essence of Glory.

The balancing function serves as a comeback mechanic for teams that are behind in points. It's defined as

, where is the error function. This multiplier doesnt apply during the first five minutes of the game and it is equal to 0 during the Prepare and Grace phases.

Balancing function. Note that for very large and very small ratios, the multiplier approaches 1.5 and 0.5 respectively.