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Suggestion: Middle area bounty splitting.

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Suggestion: Middle area bounty splitting. Empty Suggestion: Middle area bounty splitting.

Post  Ozan Mon Jul 04, 2011 2:01 pm

When an ally leak to middle. The kill bounty from leaked creps are spliting not fairly enough. For example if an ally got lots of zeus he steals all bounty. Even u got much beter melee units. I want to suggest this formula for bounty justice.

Players total bounty gold from middle area leaks = (value of the remaning trops for player) / (total value of the all players remaning trops) * Total kill bounty of the middle area.

BTW: Thank you for improving this great map.

Ozan
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Post  HuanAk Wed Jul 06, 2011 9:59 am


the idea is good.

just a bit hard to implement :
1, (value of the remaning trops for player) is hard to calculate. because "value" is calculate from "tower", and I can't calculate the value for "fighter", "pet" and illusion".
2, gold must be full value (cannot be decimal).

eg 4 gold * 99% = 3 gold.
if you want to share that 3 gold by 30%, 30% and 40%, then it will be 0 gold, 0 gold and 1 gold.

HuanAk
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Post  Ozan Sat Jul 09, 2011 7:26 pm

Hmm. Then i got another suggestion for spliting Very Happy
When round starts set a timer and calculate killing times for not leaking players. And split total gold to remaning players. Fastest player gets more money than slower ones.
For example;

4v4 game 1 player leaked 26 creps to middle. creps worth 10 gold bounty for each and %75 worth to killers.
red killed his creps at 15 seconds. blue killed at 25 seconds, teal killed at 30 seconds and purple was leaker Very Happy
and they killed 18 of them at the midle, 8 went to king.

that means (10)(18)*(0.75) = 135 total gold from bounty.



(15+25+30) Total time = 70 sec

Reds multiplier is (25+30) = 55
Blues multiplier is (15+30) = 45
Teals multiplier is (15+25) = 40

give red (55)/(55+45+40)*135 to red = 53 gold
give blue (45)/(55+45+40)*135 to red = 43 gold
Teals takes (135)-(53+43) = 39 gold (with this way you can be sure all 135 gold splited)

I am not sure how remaning creps and kings killed creps calculation can be done Very Happy

Ozan
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Post  HuanAk Wed Jul 27, 2011 12:29 pm

Ozan wrote:Hmm. Then i got another suggestion for spliting Very Happy
When round starts set a timer and calculate killing times for not leaking players. And split total gold to remaning players. Fastest player gets more money than slower ones.
For example;

4v4 game 1 player leaked 26 creps to middle. creps worth 10 gold bounty for each and %75 worth to killers.
red killed his creps at 15 seconds. blue killed at 25 seconds, teal killed at 30 seconds and purple was leaker Very Happy
and they killed 18 of them at the midle, 8 went to king.

that means (10)(18)*(0.75) = 135 total gold from bounty.



(15+25+30) Total time = 70 sec

Reds multiplier is (25+30) = 55
Blues multiplier is (15+30) = 45
Teals multiplier is (15+25) = 40

give red (55)/(55+45+40)*135 to red = 53 gold
give blue (45)/(55+45+40)*135 to red = 43 gold
Teals takes (135)-(53+43) = 39 gold (with this way you can be sure all 135 gold splited)

I am not sure how remaning creps and kings killed creps calculation can be done Very Happy

this is how -HG work, it share gold to player (as well as same gold for enemy).

I think lots people like my current gg mode and don't want it change again,



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