Sorry about my late reply...
torhu wrote:Preacher B. wrote:I remember such a bug in 2.0 beta that: once, at start, there was 20$ but then (after being killed) there was (and until the end of a map) 30$
There is a system which gives you more money to start with if you die a lot without scoring much. Spoon calls it 'social money' in the code. But that's $28, not 30.
Didn't notice that. Maybe I'm not losing enough :). But I don't recall anyone reporting having some extra money after losing much.
Variable (configurable) start-sum is obviously v. good idea. I vote: Yes :)
So would you like a cvar for all gametypes, or just for the round-based ones (BR and RTP)? g_money or g_roundMoney? Just for round games sounds ok to me, since you can easily get money in DM by picking it up. Don't fix it if it ain't broke, and all that.
I agree. A cvar just for round-based games should be sufficient. g_roundMoney sounds like a good name to me.
One thing you could check out first is the undocumented cvars m_teamwin and m_teamlose. They seem to decide how much money players on the winning and losing teams get after each round. They default to 16 and 10.
I'll try to fiddle with that today.
Apart from that I had another money idea, that perhaps should be discussed separately as it would be a major change in gameplay overall. The idea is that when one kills another player he does not get money automatically but can pick up the dead player's money (all of it, or just a part of it), just like he does with the dead man's weapons. That would be more realistic. Perhaps we should think about implementing a method for dropping money as well (in some preset amounts).
There are already some "money objects" (currently used in DM), so perhaps it would not be to difficult to adapt them to round games and the whole concept. What do you think?
Don A.