Bounty
“Ok guys, bad news: we lost that last one.” This article documents experimental content for Team Fortress 2. It may contain speculation, broken links or errors. |
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)
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