feature: update ammo pricing to be more balanced
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@ -1,7 +1,7 @@
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{
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"startDelayInSeconds": 6.9,
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"baselineBulletId": "59e6906286f7746c9f75e847",
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"baselineBulletPrice": 3000,
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"baselineBulletPrice": 1000,
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"bulletDamageMultiplierRedutionFactor": 0.7,
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"baselineArmourId": "5c0e655586f774045612eeb2",
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"baselineArmourWeight": 10,
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10
src/mod.ts
10
src/mod.ts
@ -205,9 +205,17 @@ class TheBlacklistMod implements IPostDBLoadMod {
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const baselinePen = this.baselineBullet._props.PenetrationPower;
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const baselineDamage = this.baselineBullet._props.Damage;
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const penetrationMultiplier = item._props.PenetrationPower / baselinePen;
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const basePenetrationMultiplier = item._props.PenetrationPower / baselinePen;
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const baseDamageMultiplier = item._props.Damage / baselineDamage;
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// A good linear graph that increases enough for higher pen ammo but keeps lower pen ammo around baseline price.
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let penetrationMultiplier = 7 * basePenetrationMultiplier - 6;
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// 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)
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if (penetrationMultiplier < 0.2) {
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penetrationMultiplier = 0.2;
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}
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// Reduces the effect of the damage multiplier so high DMG rounds aren't super expensive.
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// Eg. let baseDamageMultiplier = 2 & bulletDamageMultiplierRedutionFactor = 0.7. Instead of a 2x price when a bullet is 2x damage, we instead get:
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// 2 + (1 - 2) * 0.7 = 2 - 0.7 = 1.3x the price.
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