Difference between revisions of "Bounty"

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{{beta|experimental}}
 
{{beta|experimental}}
'''Bounty''' mode is an experimental gamemode that was being tested for [[Team Fortress 2]]. It is theorized that in this gamemode, players have the ability to collect credits and use the modified upgrades from [[Mann vs. Machine (game mode)|Mann vs. Machine]] in standard gameplay. Players start out with 1000 credits and can earn more by doing map objectives and killing enemy players. Though it is functionless, players can also gain experience and level up by collecting credits. Also, [[Spy]] can attach Sappers to enemy players.
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'''Bounty''' Mode is an experimental game mode. it seems to be like an idea to unite experience system from '''Creep''' Mode, as well as upgrade system from '''Mann vs Machine''', with some standard PvP mode, such as '''Capture The Flag''' or '''Control Point'''. Just as '''Creep Mode''', the idea seems to be abandoned on early stages of development.
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Players would start with 1000 credits. They would be able to kill enemies and perform various objectives in order to gain currency and spend it to upgrades (Upgrade Station UI from MvM would supposed to be opened when Supply Cabinet is touched), and receive experience points, though their intended usage is much more vague. When killed, players would lose some currency (unlike MvM), and the amount of lost currency is coded as some percentage from unspent credits<ref>game/server/tf/tf_player.cpp, line 11814</ref>, however, coefficient is set to zero<ref>game/shared/tf_gamerules.cpp, line 581</ref>, so this feature is technically unused.  
  
Since there are no [[Upgrade Station |Upgrade Stations]] in maps outside of [[Mann vs. Machine (game mode)|Mann vs. Machine]], touching the [[Resupply Cabinet]] opens the upgrade menu.  
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<pre>
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ConVar tf_bountymode_currency_penalty_ondeath( "tf_bountymode_currency_penalty_ondeath", "0", FCVAR_ARCHIVE, "The percentage of unspent money players lose when they die in Bounty Mode.\n" );
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</pre>
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Sappers could be attached to another players, just like in MvM. Players could also refund both currency and experience.
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There are various objectives that would provide credits when performed: <ref>game/shared/tf/tf_gamerules.cpp, line 14410</ref>
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{| class="wikitable"
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|-
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! Action !! Credit reward !! Notes
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|-
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| ''KILLED_PLAYER'' || 40 ||
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|-
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| ''KILLED_OBJECT'' || 40 || The difference between "player" and "object" terms might indicate about NPCs presence, like robots from MvM or Creep Mode.
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|-
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| ''ASSISTED_PLAYER'' || 20 ||
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|-
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| ''BONUS_POINTS'' || 1 ||
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|-
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| ''CAPTURED_OBJECTIVE'' || 100 ||
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|-
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| ''ESCORT_REWARD'' || 10 || Although "Escort" is usually accociated with cut "Escort" game mode (that one with Civilian), this is most probably about Payload game mode.
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|-
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| ''PACK_SMALL'' || 5 || Corresponds to the currency size of small pack in MvM and could be a leftover\taken concept.
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|-
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| ''PACK_MEDIUM'' || 10 || Corresponds to the currency size of medium pack in MvM and could be a leftover\taken concept.
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|-
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| ''PACK_LARGE'' || 25 || Corresponds to the currency size of large pack in MvM and could be a leftover\taken concept.
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|-
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| ''WAVE_COLLECTION_BONUS'' || 100 || This is really similar to MvM collection bonus, and even currency size matches (for A+ scenario). With the fact that "wave" term from MvM mentioned, it might be another indication about robot waves involvement in Bounty Mode.
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|}
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Another code chunk describes experience system <ref>game/server/tf/tf_player.cpp, line 21138-21208</ref>. Despite of named "crude" in comments, it actually provides adjustment system based on level difference between killer and killed players to reward killing high-level player by low-level ones and the opposite. The amount of experience needed to achieve the next level is 400, and the level number is capped on 20.
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{| class="wikitable"
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|-
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| '''Level difference between killed and killer''' || From -19 to -5 || -4 || -3 || -2 || -1 || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19
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|-
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| '''Experience reward''' || 0 || 8 || 10 || 13 or 14 || 20 || 40 || 80 || 120 || 160 || 200 || 240 || 280|| 320 || 360 || 400 || 440 || 480 || 520 || 560 || 600 || 640 || 680 || 720 || 760 || 800
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|}
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A single test map for Bounty Mode was leaked as part of the 2023 Source Developer Asset Repository leaks.
  
 
== Commands ==
 
== Commands ==

Revision as of 12:42, 14 March 2024

Bounty Mode is an experimental game mode. it seems to be like an idea to unite experience system from Creep Mode, as well as upgrade system from Mann vs Machine, with some standard PvP mode, such as Capture The Flag or Control Point. Just as Creep Mode, the idea seems to be abandoned on early stages of development. Players would start with 1000 credits. They would be able to kill enemies and perform various objectives in order to gain currency and spend it to upgrades (Upgrade Station UI from MvM would supposed to be opened when Supply Cabinet is touched), and receive experience points, though their intended usage is much more vague. When killed, players would lose some currency (unlike MvM), and the amount of lost currency is coded as some percentage from unspent credits[1], however, coefficient is set to zero[2], so this feature is technically unused.


ConVar tf_bountymode_currency_penalty_ondeath( "tf_bountymode_currency_penalty_ondeath", "0", FCVAR_ARCHIVE, "The percentage of unspent money players lose when they die in Bounty Mode.\n" ); 

Sappers could be attached to another players, just like in MvM. Players could also refund both currency and experience.

There are various objectives that would provide credits when performed: [3]

Action Credit reward Notes
KILLED_PLAYER 40
KILLED_OBJECT 40 The difference between "player" and "object" terms might indicate about NPCs presence, like robots from MvM or Creep Mode.
ASSISTED_PLAYER 20
BONUS_POINTS 1
CAPTURED_OBJECTIVE 100
ESCORT_REWARD 10 Although "Escort" is usually accociated with cut "Escort" game mode (that one with Civilian), this is most probably about Payload game mode.
PACK_SMALL 5 Corresponds to the currency size of small pack in MvM and could be a leftover\taken concept.
PACK_MEDIUM 10 Corresponds to the currency size of medium pack in MvM and could be a leftover\taken concept.
PACK_LARGE 25 Corresponds to the currency size of large pack in MvM and could be a leftover\taken concept.
WAVE_COLLECTION_BONUS 100 This is really similar to MvM collection bonus, and even currency size matches (for A+ scenario). With the fact that "wave" term from MvM mentioned, it might be another indication about robot waves involvement in Bounty Mode.


Another code chunk describes experience system [4]. Despite of named "crude" in comments, it actually provides adjustment system based on level difference between killer and killed players to reward killing high-level player by low-level ones and the opposite. The amount of experience needed to achieve the next level is 400, and the level number is capped on 20.

Level difference between killed and killer From -19 to -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
Experience reward 0 8 10 13 or 14 20 40 80 120 160 200 240 280 320 360 400 440 480 520 560 600 640 680 720 760 800

A single test map for Bounty Mode was leaked as part of the 2023 Source Developer Asset Repository leaks.

Commands

  • tf_bountymode <0/1> - Allow upgrades and award currency for mission objectives and killing enemy players. (Default: 0)
  • tf_bountymode_currency_starting <number> - How much new players start with when playing Bounty Mode. (Default: 1000)
  • tf_bountymode_currency_limit <number> - The maximum amount a player can hold in Bounty Mode. (Default: 0)
  • tf_bountymode_currency_penalty_ondeath <number> - The percentage of unspent money players lose when they die in Bounty Mode. (Default: 0)
  • tf_bountymode_upgrades_wipeondeath <number> - If set to true, wipe player/item upgrades on death. (Default: 0)
  • tf_bountymode_showhealth <0/1/2> - Show floating health icon over enemy players. (1 = show health; 2 = show health and level) (Default: 0)
  1. game/server/tf/tf_player.cpp, line 11814
  2. game/shared/tf_gamerules.cpp, line 581
  3. game/shared/tf/tf_gamerules.cpp, line 14410
  4. game/server/tf/tf_player.cpp, line 21138-21208