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Kill Rewards

Kill rewards follow a log-weighted schedule where early kills pay more than late kills.

Core Concept

Kill payouts are calculated using a logarithmic weight formula where the reward decreases as fewer players remain alive. This means early kills (when more players are alive) pay more than late kills.

Weight Function

The weight increases logarithmically with alive count:

Alive Beforew(A) = 1 + log₂(A)Interpretation
22.00Final kill
32.58
43.00
53.32
63.58
84.00
104.32
165.00
326.00
647.00

Why Log-Weighting?

  1. Rewards aggression: Early kills when it's hardest pay most
  2. Diminishing returns: Prevents snowballing from late kills
  3. Strategic depth: Risk/reward for early engagement
  4. Sum preservation: All bounty gets distributed

Exact Sum Property

The schedule guarantees that the exact sum equals the bounty pot. Any rounding remainder is distributed to the earliest kills.

Schedule Precomputation

The kill schedule is computed once at round start and never rescaled mid-round. This ensures determinism regardless of elimination order.

Edge Cases

Self-Elimination

If a player eliminates themselves, no kill credit is given and the bounty for that slot remains in the pot, going to the winner at finalization.

Multiple Kills Same Frame

When multiple kills happen in the same frame, they are processed in order determined by the game engine.

Bounty Depletion

If all bounty is distributed, later kills pay nothing, though TP can still trigger if the target was already met.

Scaling with Player Count

PlayersFirst KillLast KillRatio
5~1.25x avg~0.75x avg1.66x
10~1.40x avg~0.65x avg2.16x
20~1.55x avg~0.55x avg2.82x
50~1.70x avg~0.45x avg3.78x

Larger rounds have steeper reward curves.

Next Steps