Difference between revisions of "Battle Options"
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== Multipliers == | == Multipliers == | ||
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+ | === Team X Income Multiplier === | ||
+ | Multiplies the income of team X. This option is intended to be used as a handicap system. The values affected are: | ||
+ | * Innate income (defaults to +2/+2). | ||
+ | * Commander income (defaults to +4/+6). | ||
+ | * Base metal extractor income. Overdrive is multiplicative with team income multiplier. | ||
+ | * Energy structure income. Overdrive grid contribution is affected too as it depends directly on energy income. | ||
+ | * All buildpower (commander, constructor, factories, plates, Athena, Puppy, Artemis, Trinity, Scylla) | ||
+ | |||
+ | The income multiplier effectively makes everything cheaper. Multiplying income is cleaner than dividing cost as it lets units drop the same wrecks and have the same mass as regular units. This means that the total metal in a reclaim field is the same for all teams, but it is proportionally less valuable for a team with a multiplier above 1, and the increased buildpower means they can reclaim it faster. Buildpower is multiplied because time is a cost, and so that ratios of production capacity to income are unaffected. | ||
+ | |||
+ | Combat oriented abilities such as autorepair, drone construction, and shield charge rate are not affected by income multipliers. Captured or resurrected units gain the income multiplier of their new team, it is not retained. | ||
+ | |||
+ | === Automatic Handicap === | ||
+ | Automatically sets Team 1 and 2 Income multipliers based on the gap in average rating. This modoption is used by the handicap matchmaker queue. | ||
== Silly == | == Silly == |
Revision as of 18:48, 3 June 2022
Contents
Important
Multipliers
Team X Income Multiplier
Multiplies the income of team X. This option is intended to be used as a handicap system. The values affected are:
- Innate income (defaults to +2/+2).
- Commander income (defaults to +4/+6).
- Base metal extractor income. Overdrive is multiplicative with team income multiplier.
- Energy structure income. Overdrive grid contribution is affected too as it depends directly on energy income.
- All buildpower (commander, constructor, factories, plates, Athena, Puppy, Artemis, Trinity, Scylla)
The income multiplier effectively makes everything cheaper. Multiplying income is cleaner than dividing cost as it lets units drop the same wrecks and have the same mass as regular units. This means that the total metal in a reclaim field is the same for all teams, but it is proportionally less valuable for a team with a multiplier above 1, and the increased buildpower means they can reclaim it faster. Buildpower is multiplied because time is a cost, and so that ratios of production capacity to income are unaffected.
Combat oriented abilities such as autorepair, drone construction, and shield charge rate are not affected by income multipliers. Captured or resurrected units gain the income multiplier of their new team, it is not retained.
Automatic Handicap
Automatically sets Team 1 and 2 Income multipliers based on the gap in average rating. This modoption is used by the handicap matchmaker queue.