feature: update ammo pricing to be more balanced

This commit is contained in:
Platinum 2023-07-30 13:29:34 +10:00
parent a6ec985b47
commit 4ed3ec2fed
2 changed files with 10 additions and 2 deletions

View File

@ -1,7 +1,7 @@
{
"startDelayInSeconds": 6.9,
"baselineBulletId": "59e6906286f7746c9f75e847",
"baselineBulletPrice": 3000,
"baselineBulletPrice": 1000,
"bulletDamageMultiplierRedutionFactor": 0.7,
"baselineArmourId": "5c0e655586f774045612eeb2",
"baselineArmourWeight": 10,

View File

@ -205,9 +205,17 @@ class TheBlacklistMod implements IPostDBLoadMod {
const baselinePen = this.baselineBullet._props.PenetrationPower;
const baselineDamage = this.baselineBullet._props.Damage;
const penetrationMultiplier = item._props.PenetrationPower / baselinePen;
const basePenetrationMultiplier = item._props.PenetrationPower / baselinePen;
const baseDamageMultiplier = item._props.Damage / baselineDamage;
// A good linear graph that increases enough for higher pen ammo but keeps lower pen ammo around baseline price.
let penetrationMultiplier = 7 * basePenetrationMultiplier - 6;
// Due to the maths above, its actually possible to go to the negatives (but I don't think any ammo blacklisted would, but just to be safe)
if (penetrationMultiplier < 0.2) {
penetrationMultiplier = 0.2;
}
// Reduces the effect of the damage multiplier so high DMG rounds aren't super expensive.
// Eg. let baseDamageMultiplier = 2 & bulletDamageMultiplierRedutionFactor = 0.7. Instead of a 2x price when a bullet is 2x damage, we instead get:
// 2 + (1 - 2) * 0.7 = 2 - 0.7 = 1.3x the price.