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joneirik:trnrew

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Tournament Rewards

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Left to test:

  • Test Tournament modifier

Less important:

  • Play through DO to get sample rewards for compare.
  • Figure out Unknown Number (or ignore it)

Winnings Solution

Winnings=
+ Base Rewards /70
+ player HAR use table below (or HAR /38 less accurate)
+ enemy HAR use table below (or HAR /38 less accurate)
+ player upgrades cost /38
+ enemy upgrades cost /38
+ enemy money (? but small, 372 money = +2 winnings)

No idea how to round this.

This is not perfect, but decently close, I'd guess at 95%. The advantage is that it uses the existing system of upgrade costs, so you can use the existing table for all calculations except the /38.


Upgrade Winnings

This uses the same system as the HAR upgrade cost system:

har_prices[11] = {20000, 36000, 26000, 28000, 29000, 32000, 25000, 30000, 24000, 22000, 75000};
har_upgrade_price[11] = {380, 400, 350, 400, 500, 330, 420, 370, 450, 360, 700};
upgrade_level_mutiplier[10] = {0, 1, 3, 7, 12, 18, 30, 50, 75, 120};

Example Jaguar reward for ALPS level 2 is “10”. If you take Jaguar's number from that table “380” and /38 it becomes “10”. If you use that number as a base, and use the Multiplier from the 3rd table, for each level of upgrade, it matches the winnings you get.

For the Upgrade costs:

  • ALPS gets multiplied by 2
  • Stun Resistance gets multiplied by 3
  • Armor gets multiplied by 5

So level 2 upgrades for Jaguar (380) becomes:

  • ALPS: 760
  • Stun: 1140
  • Armor: 1900

Winnings for those same level 2 upgrades for Jaguar:

  • ALPS: 380 *1 /38 = 10
  • Stun: 380 *1.5 /38 = 15
  • Armor: 380 *2.5 /38 = 25

Note: There's still some minor variances I haven't figured out yet, but they're small enough to be rounding errors. For example it looks like there are small differences in winnings for the same thing if it's the player or the opponents upgrades, but the tests I've done has usually been within a few points, so I don't think it's relevant.


Winnings HAR Cost

The correct way to measure the winnings is likely a % system of the base price, but I can't find a good formula that gets it right. The /38 seems to give a very roughly working estimate.

But an easier system is honestly to just divide up the winnings cost and use a simple table with the cost for each har based on that. And just add them together. It's not perfect, but it's easy and it works.

HAR Price Winnings
jaguar 20000 547.5
shadow 36000 759.5
thorn 26000 627.5
pyros 28000 653.5
electra 29000 666.5
katana 32000 706.5
shredder 25000 614.5
flail 30000 679.5
gargoyle 24000 600.5
chronos 22000 574.5
nova 75000 1274.5

Example:

  • Jaguar vs Jaguar is: 547.5 + 547.5 = 1095
  • Jaguar vs Nova is: 547,5 + 1274,5 = 1823

The recorded values I got for those are 1095 and 1822. So, it's super simple and works. Even if it's not how DO handles it.



Old Stuff

Below this point are data gathered from testing, with thoughts from the time when I found them. So assume a lot of things are outdated from the things above.


Winnings

These does not count for Winnings:

  • Win/Loss
  • Pilot stats (Power/Agility/Endurance)
  • Enhancements
  • Difficulty

What I can tell so far about the tournament winnings:

  1. Unknown number? (~550)
  2. Enemy base reward (0)
  3. Enemy HAR (Jag ~266)
  4. Enemy Upgrades (0)
  5. Player HAR (Jag ~273)
  6. Player Upgrades (0)
  • Tournament Modifier (x1)
  • Money (according to Insanious, but can't be high)

Total should be 1097 (example numbers will be a little less, since I don't have everything correct). But as long as I can set the same circumstances, I'll always get the same result (1097):

  • Tournament Modifier 1.0
  • Player Jaguar no upgrades
  • Enemy Jaguar no upgrades
  • Enemy base rewards set to 0

The ones that are basically solved:

  • Enemy Base reward, every 100 base reward translates into 70 actual winnings
  • Enemy Upgrades: Just add the Diff number for each upgrade they have from table.
  • Player Upgrades: Just add the Diff number for each upgrade they have from table.

The ones that still need work:

  • Unknown Number is unknown.
  • Enemy HAR, is a very rough guess work.
  • Player HAR, is a very rough guess work.
  • Tournament Modifier, Haven't tested much, but so far given weird numbers.


Enemy Upgrades Jaguar

Baseline:

  1. Base reward=0
  2. enemy jaguar
  3. player jaguar
  4. all other upgrades at 1
Mod 1.0 ALPS Diff Stun Diff Armor Diff
1 1097 0 1097 0 1097 0
2 1107 10 1112 15 1122 25
3 1137 30 1157 45 1197 75
4 1208 71 1263 106 1374 177
5 1328 120 1444 181 1675 301
6 1509 181 1715 271 2127 452
7 1810 301 2167 452 2881 754
8 2313 503 2921 754 4137 1256
9 3066 753 4051 1130 6021 1884
10 4272 1206 5860 1809 9036 3015

And with NorthAM's rewards multiplier of 0.85

Mod 0.85 ALPS Diff Stun Diff Armor Diff
1 550 0 550 0 550 0
2 559 9 563 13 572 22
3 584 25 601 38 636 64
4 644 60 691 90 785 149
5 747 103 844 153 1042 257
6 901 154 1076 232 1426 384
7 1156 255 1460 384 2066 640
8 1584 428 2101 641 3134 1068
9 2225 641 3061 960 4736 1602
10 3250 1025 5013 1952 7298 2562

Mixing

Testing shows that just starting with 1097 and adding the diff numbers for each upgrade added works. I sometimes got 1 single point off, which is probably a rounding error somewhere, but it would often disappear later on as they got more upgrades.

I tested this most extensively at low upgrade levels, found the pattern to be very consistent, so I skipped doing extensive testing on higher upgrades and just ran a couple of random tests and matched them up to expected results.

So a Jaguar with level 2 arm and stun, with level 3 ALPS would be:

1097+25+15+10+30+10+30+10+30+10+30=1297

Player Upgrades Jaguar

Baseline:

  1. Base reward=0
  2. enemy jaguar
  3. player jaguar
  4. all other upgrades at 1
Play 1.0 ALPS Diff Stun Diff Armor Diff
1 1097 0 1097 0 1097 0
2 1108 11 1113 16 1123 26
3 1138 30 1159 46 1201 78
4 1211 73 1269 110 1383 182
5 1336 125 1456 187 1694 311
6 1523 187 1736 280 2161 467
7 1834 311 2202 466 2940 779
8 2353 519 2982 780 4237 1297
9 3132 779 4149 1167 6184 1947
10 4377 1245 6017 1868 9298 3114

Enemy Base Reward

Quick test, with starting at 0 and increase with 100, 200, 300, 400, 500. Results where that each 100 base rewards gave 70 actual rewards in the winnings. Again using tournament modifier of 1.0

Winnings Base Actual
1097 0 0
1167 100 70
1237 200 70
1307 300 70
1377 400 70
1447 500 70

Again something that would need to be tested with Tournament Multipliers, as that seems to be behaving weird.



DO test samples for compare

All of this is tested in NorthAm, so has a 0.85 modifier to rewards, not sure how that works.

Difficulty Heavy Metal (400 base points). No scrap/destruction (so no extra points for those)

-char- -reward- -bonus- -repair- -total- -notes- -base reward-
cossette 909 664 57 1516 300
steffan 889 620 99 1410 500
milano 1178 558 216 1520 800
jeanpaul 1328 1155 0 2483 perfect 700
lynnjarr 1538 749 72 2215 1200
ibrahim 2048 360 401 2007 0health 1700
shirro 1721 688 118 2291 1000
jack 2389 700 220 2869 1400
crystal 2867 777 149 3495 2000
raven 5501 781 130 6152 3000

Compare to Easy difficulty to check there are no other score differences than difficulty value.

-char- -reward- -bonus- -repair- -total- -notes- -base reward-
cossette 908 224 13 1119 Easy (100) 300

joneirik/trnrew.1745566997.txt.gz · Last modified: 2025/04/25 01:43 by joneirik