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Communism mutator

C_Gibby

Grizzled Veteran
Jan 18, 2010
7,193
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This is a pretty simple idea that doesn't need much description as far as I can see (ask any questions if needed) but I just thought of the communist mutator, which I think should be an official server option. There was once an idea of giving players a "dosh pool" to take from but we decided that it'd be misused by people taking large guns in early waves leaving the others with nothing so we have the communist mutator instead.

Basically, every time money gets earnt in the game, before a player claims the money for dropping a ZED, that money first gets divided by however many people there are in the server and then everyone gets an equal share.

Don't forget that in a game of KF, the money to be earnt is pretty much a fixed value. Say, you can earn
 
Or the extra shares just go to waste. If people can secure a bigger bonus for themselves by letting their mates die, there'll be no shortage of dickheads trying it.

Re OP: Interesting idea, certainly. Difficulty of implementation depends on where in the code the per-kill bounty is handled, which I can't remember offhand (if it's in KFMonster, you're in for a surprise!). But the idea of completely shared income is a good one. I do think there should be a reasonable incentive to survive though.
 
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Re OP: Interesting idea, certainly. Difficulty of implementation depends on where in the code the per-kill bounty is handled, which I can't remember offhand (if it's in KFMonster, you're in for a surprise!). But the idea of completely shared income is a good one. I do think there should be a reasonable incentive to survive though.

Glad ya like it! And yes, I suppose... How about if you die, your share is in fact wasted? You could just spawn back in as usual, any money that is accumulated in the wave before you die adds up to your total and when you die, you face the usual dosh penalty.
 
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Wouldn't this encourage lazy players to contribute that minimum amount of work? If you aren't using up your ammo at a rate similar to other players, then you are cutting costs on ammo upkeep while still getting your normal amount of money each round. Spending less dosh on ammo gets you the nicer weapons faster but puts strain on other players to pick up the slack from others not firing as much.

I don't see any reason that the system should change now that damage directly determines bounty, rather than the last person to shoot at it.

Also, by definition it is more socialism than communism since there are still different classes (read: perks) of players.
 
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Wouldn't this encourage lazy players to contribute that minimum amount of work? If you aren't using up your ammo at a rate similar to other players, then you are cutting costs on ammo upkeep while still getting your normal amount of money each round. Spending less dosh on ammo gets you the nicer weapons faster but puts strain on other players to pick up the slack from others not firing as much.

I don't see any reason that the system should change now that damage directly determines bounty, rather than the last person to shoot at it.

Also, by definition it is more socialism than communism since there are still different classes (read: perks) of players.

I give away hundreds per round, usually. I don't use the AA12 or SCAR that often, so I just give whatever is left to teammates.
 
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Power to the people!
 
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