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| | #1 |
![]() Join Date: Mar 2007 Location: Mushroom Kingdom
Posts: 1,395
![]() ![]() ![]() ![]() ![]() ![]() | [New] shared gold im not so sure on how you would do this but it gets really annoying with kill steals in ultimate footmen so is it possible to make a system where you get the percent fo the bounty = to the percent of damage you did to the enemy. |
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| | #2 |
![]() Join Date: Sep 2006 Location: Denmark (GMT+1)
Posts: 2,173
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: [System] shared gold You mean we remove bounty and make a system counts the gold and spilt it? |
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| | #3 |
![]() Join Date: Mar 2007 Location: Underground
Posts: 5,879
![]() ![]() ![]() | Re: [System] shared gold i think that that would be okay, but maybe each team votes on it in the beginning? If they vote no, it's normal. if they say yes, they split evenly. ![]() And now, directly from chip's signature... ![]() |
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| | #4 |
![]() Join Date: Mar 2007 Location: Mushroom Kingdom
Posts: 1,395
![]() ![]() ![]() ![]() ![]() ![]() | Re: [System] shared gold what i mean is that the bounty on them is still the same but it splits it evenly say you did 75% of the damage that killed a hero you would get 75% of the bounty and if someone else did 25% they would get the other 25% of the bounty. :afro: |
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| | #5 |
![]() Join Date: Dec 2006
Posts: 2,997
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: [System] shared gold I really don't know. What if a enemy did like %90 of the damage and then you did %10. Then your enemy would get more gold meaning it was completely useless because now your enemy is stronger. |
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| | #6 |
![]() Join Date: Mar 2007 Location: Mushroom Kingdom
Posts: 1,395
![]() ![]() ![]() ![]() ![]() ![]() | Re: [System] shared gold you getting 10% of the gold is better then getting no percent of the gold this system would prevent kill stealing and make it more fair. |
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| | #7 |
![]() Join Date: Dec 2006
Posts: 2,997
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: [System] shared gold Well you'll never get your %10 or %1. Because unfortunately you didn't make a poll. Which really makes me wonder why do we even have that option here? We don't need it. But anyway. I sill don't like the idea. If you kill a hero and if an enemy already did %90 of a damage then what's the point of killing it? If you kill it not only does your enemy get more gold so you're helping them out more. And your %10 would only be about 50 gold. And in the same amount of time you could have killed units and get more then that. The point of killing a hero is to weaken their army and get the high bounty. So by killing a hero of your enemy you could make another enemy stronger. If you were to do it on special heroes such has Ultimate Beserker who gives about 1500 bounty. Then it would make more sense. |
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| | #8 |
![]() Join Date: Sep 2006 Location: Denmark (GMT+1)
Posts: 2,173
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: [System] shared gold Hmm... this sounds as a fun challenge... |
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| | #9 |
![]() Join Date: Dec 2006
Posts: 2,997
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: [System] shared gold But then again it would be a cool mode. |
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| | #10 | |
![]() Join Date: Mar 2007 Location: Mushroom Kingdom
Posts: 1,395
![]() ![]() ![]() ![]() ![]() ![]() | Re: [New] shared gold Quote:
not sure what you mean | |
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| | #11 |
![]() Join Date: Dec 2006
Posts: 2,997
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: [New] shared gold A person has to be the person that does the most damage to a hero to get the bounty. All a person has to do is hurt a hero enough and then no one would want to kill the hero because the bounty is not worth what the enemies are going to get. Which means you can only attack heroes with more then %51 of their life or you're just helping another team out. |
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| | #12 |
![]() Join Date: Mar 2007 Location: Mushroom Kingdom
Posts: 1,395
![]() ![]() ![]() ![]() ![]() ![]() | Re: [New] shared gold well there could be exceptions like last time damaged in the last 10 seconds that way they wouldnt get the money after 10 seconds after there last attack. |
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| | #13 | ||
![]() Join Date: Sep 2006 Location: Denmark (GMT+1)
Posts: 2,173
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: [New] shared gold Hmm... (You get procent damage gold.) Lets say we have a 500 hp unit. You damage him for 130 damage and the enemy take the rest, 370. The bounty is 10 gold. 10 / 100 * ( ( 130 / 500 ) * 100) = 2.6 Gold. (The enemy's formal: 10 / 100 * ( ( 370 / 500 ) * 100) = 7.4 Gold.) And since we can't use half gold pieces and round off to nearest whole number it will give us 3 gold and the enemy 7 gold. BUT lets say the unit got healed before it died. Now that changes the formula. Because we will go over 100% damage. We still give the unit 130 damage. Now the unit goes over and get healed. Now the enemy damage it for 500 damage, eg. so it dies. The bounty is still 10 gold. Still the same formula: 10 / 100 * ( ( 130 / 500 ) * 100) = 2.6 Gold. But the enemy's has changed a bit: 10 / 100 * ( ( 500 / 500 ) * 100) = 10 Gold See the error? Now we got a problem. Enemy has right to all 10 gold but we shall still have 3 pieces gold of. That means we can do the following things: 1. Give the enemy the all 10 gold and ignore us 2. Make the unit worth more. That means we will still get our 3 gold and the enemy will get he's 10 gold, making the unit worth 13 gold. 3. Now comes the most weird way; We calculate the damage into procent. It goes abit the same way. 10 / 100 * ( ( 130 / 630 ) * 100) = 2,0634920634920634920634920634921 gold. To us. While the enemy gets; 10 / 100 * ( ( 500 / 630 ) * 100) = 7,9365079365079365079365079365079 gold. So we get 2 gold and enemy gets 8 gold. Now this may seems as a good idea but everything has a downside. Lets say every player damage the unit for 499 (Out of 500) hp and the unit goes back and heal. Eg. Player 1 give 499 damage to the unit. The unit goes back and heals. Player 2 gives 499 damage to the unit. The unit goes back and heals... and so on. That would give them no gold each. Why? 10 Gold / 12 Players = 0,83333333333333333333333333333333... Not good. Now noone will recive gold. This is an endless cycle. Quote:
Now we have a new faction. Time. Oh wait... I just have to go to the toilet. Back... All right now that we got to calculate time into the formula. How do we do that? Well there is a few ways to do that. 1. Damage will fall over time. See this way gotta be the hardest. We got to set the timer to the right spot or gold will get lost. Example: we damages the unit for 250 damage. The unit does not heal nor regen so it wont get the hp back. Now it waits in the back while the timer is taking away the damage. Now enemy goes and kill it. That means he kills for 250 damage. The formula will still look like the first one but that will give the enemy 5 gold and 5 gold will fade into nothing. Therefore we need a larger timer just to be sure that when the unit dies no gold will be lost. But we gotta be sure at the same time that the timer is not too long to all players can hit the unit and all claim a peice of the pie and everybody will get 0 gold again. So how do we do? That's why it is hard. 2. Timer runs out = No damage The methode deceased damage over time while this one will maintain the full damage until the timer runs out. We still got the problem from above. So how do we solve it? Well we could say that the timer runs faster for each player damaging the unit. So if 1 player attacks it the timer would be slow. When two players attacks the unit it would runs faster. This way we could make sure that somebody would get gold but there is still a chance that some gold would fade to nothing. ---- My conclusion: Too hard to be balanced. Someone will always suffer. Can be done, but alot of work has to go into it. Therefore: Quote:
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| | #14 |
![]() Join Date: Sep 2006 Location: Denmark (GMT+1)
Posts: 2,173
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: [New] shared gold Just say it! "Good Job on killing the topic with your non-sense, Mr. Zero." :/ |
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| | #15 |
![]() Join Date: Dec 2006
Posts: 86
![]() | Re: [New] shared gold just a question if a guy is healed like when he is on 10% ang goes to 20% wouldn't that means that it will give more gold becouse u would dmg more then 100%.Maby atleast dmg the guy u get =3xdmg% |
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| | #16 |
![]() Join Date: Sep 2006 Location: i migrate with the ladies
Posts: 514
![]() | Re: [New] shared gold meh i am against this whole idea. part of the strategy is timing your attacks to kill your opponent. like you wouldn't waste a firebolt that does 400 damage on a hero with 500 health that was already battling another hero. if you did that you would hurt him to 100 and the opponent would kill him. you would wait a few moments till he was at say.. 350 health then use it. basically if you don't kill him you don't deserve the gold. and if an opponent or teammate can time something just right to kill him then they deserve the gold. |
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| | #17 | |
![]() Join Date: Oct 2006
Posts: 558
![]() ![]() | Re: [New] shared gold Quote:
lol No I don't like the idea. Kill stealing is a PART of the game. I say no. ![]() ![]() ![]() ![]() ![]() ![]() Credit Mr. Zero for the kick@$$ userbars! | |
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