Board Thread:Game Discussion/@comment-149.254.120.140-20130626094926/@comment-217.36.238.185-20130627084202

HypnoCT wrote: @ masa Under the current system, say you have a 400million boss. For round numbers, say I do 20 million, I get the same reward as someone who does two million. Well, expand the bonus so that I would get the bounty +5%, and 2 million gets the bounty +.5%. As it stands now, if you aren't MVP then you have no incentive to ever hit for more than one cube (the reasoning for most players). Under a system like this, say I need points so suddenly it's worth 3 curbing to me for 100 mil. Even though I won't get MVP, I'd still get a nice 25% bonus as motivation. If players spend more, big bosses go down faster, hence less dependence on an already wonky ally system too. The problem with that is that it's another bonus system linked with your deck rating and will result in even more of a gap between lower powered people and higher powered ones.

If you extrapolate your example out, and say that the 400 million boss gives 40,000 bounty (keep it nice round figures). You and a.n.other hits that boss 10 times in a row. You both will get 400,000 base bounty. You'll get a lovely 20,000 bonus bounty and the poor bloke who has a lower powered deck gets 2,000.

This would actually result in exactly the same problem we currently have - lower powered decks get shafted and higher powered (and people who spend a lot of cash) power right the way up.

As I suggested in an earlier post, bonus bounty should be based on both the cubes spent and damage caused. So if you only put in one cube but the other person put in 3 then the gap between your bonus bounties would be less.

400 million boss uses 10 cubes to defeat.

Player A - 1 cube, 20 million damage = (1/10) * (20,000,000 / 400,000,000) * 10 = +5%

Player B = 3 cubes, 2 million damage = (3/10) * (2,000,000 / 400,000,000) * 10 = +1.5%

Something like this (and I'm plucking figures out the sky) would result in Player A with + 2,000 and Player B + 600. You still get more bonus for the more damage but because the other player has put in 3 cubes they also get a nice little bonus - basically a reward for working harder/putting more value behind their offering. It's almost identical to your idea just adjusting for the cube balance. It would however need locking so nobody gets more than +50% :)