On 6/24/01 12:58 pm Deadron wrote: > On 6/24/01 12:44 pm Leftley wrote: > > Speaking of the speed bonus, though... when I had it accidentally set at maximum, the bonus was 70%. Don't you think that's a little slim? I mean, let's look at a player's options here. At speed 0, it's mind-bogglingly easy to net $300 on one of the earlier, easy levels. At speed 4, with a little skill and some luck, you can build the same sort of trench and get well over $400. At speed 8... you're screwed if you're not continuously trying to make it to the exit. Heck, you're probably screwed regardless. > > > I suck at figuring out this kind of thing, so I'm open to suggestions. Here is the current formula: > > #define SPEED_BONUS_PERCENT 10 > > // Bonus based on how much faster they were going than the game as a whole. > speed_diff = GamePace() - FlowPaceForPlayer(current_player) > if (speed_diff > 0) > bonus_percent = (SPEED_BONUS_PERCENT * speed_diff) / 100 > speed_bonus = round(bonus_percent * current_player.round_score) > current_player.round_score += speed_bonus > > > What might be more fair?
Hmm. I'm inclined to suggest something on a bit more of an exponential curve, as even as high as speed 6 I can rack up some appreciable dough. I dunno--concievably a real snot expert could cash in on the speed bonus, but the amount of skill that requires calls for more than the raise from 60% up to 70%.
On a related note... how come speed 7 and 8 have identical speed bonuses? |
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