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Kill Rewards

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

Core Concept​

Kill rewards 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) earn 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 pool. 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 pool, 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 EE 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​