It would be great if the mod could support configuring some additional options!
Quota Options
The following variables are part of QuotaSettings and require no implementation other than updating their values:
baseIncrease
increaseSteepness
randomizerMultiplier
startingCredits
startingQuota
Death penality Options
Maximum Death Penalty %
The % of your money that you will lose if all players die and are unrecovered.
Death Penalty Harshness Scaling
For ease of reading, allow these variables:
Let $C$ be the amount of cash the lobby has
Let $M$ be the maximum death penalty %
Let $P$ be the number of players in the lobby
Let $P_D$ be the number of players that died without their bodies being recovered
Let $P_R$ be the number of players that died whose bodies were recovered
Vanilla Behaviour
In Vanilla, players lose a linear % of their cash per unrecovered player, and a lower linear % of their cash per recovered player.
That is, cash loss = $C\times (P_D + 0.4\times P_R)\times M/P$
Proposed Behaviour
Add a configured floating-point value, say $\lambda$.
The value would allow configuring the penalty 'harshness' so that fewer unrecovered deaths -> less penalty.
Cash loss = $C\times (P_D + 0.4\times P_R)^\lambda \times M/P^\lambda$
With the default value of $1$, vanilla functionality is preserved.
Setting $\lambda=2$, in a lobby of 4 players, with maximum penality = 80%:
It would be great if the mod could support configuring some additional options!
Quota Options
The following variables are part of
QuotaSettings
and require no implementation other than updating their values:baseIncrease
increaseSteepness
randomizerMultiplier
startingCredits
startingQuota
Death penality Options
Maximum Death Penalty %
The % of your money that you will lose if all players die and are unrecovered.
Death Penalty Harshness Scaling
For ease of reading, allow these variables:
Vanilla Behaviour
In Vanilla, players lose a linear % of their cash per unrecovered player, and a lower linear % of their cash per recovered player.
That is, cash loss = $C\times (P_D + 0.4\times P_R)\times M/P$
Proposed Behaviour
Add a configured floating-point value, say $\lambda$.
The value would allow configuring the penalty 'harshness' so that fewer unrecovered deaths -> less penalty.
Cash loss = $C\times (P_D + 0.4\times P_R)^\lambda \times M/P^\lambda$
With the default value of $1$, vanilla functionality is preserved.
Setting $\lambda=2$, in a lobby of 4 players, with maximum penality = 80%: