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→Grades: add penalty system
(→Scoring: fix reductions) |
(→Grades: add penalty system) |
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As such, to break the barrier of getting stuck at S grade, the patterns of grabbing and throwing up should be triggered and if the success rate of rescue is 100%, if more parts are broken successfully, the whole team might even get SS grade (some players will easily land SSS grade) | As such, to break the barrier of getting stuck at S grade, the patterns of grabbing and throwing up should be triggered and if the success rate of rescue is 100%, if more parts are broken successfully, the whole team might even get SS grade (some players will easily land SSS grade) | ||
Based on the tiered penalty system, based on the average run (106,000~107,000 team points): | |||
*Tier 1 penalty (500,000k~1,000,000k damage): Users will receive 86,000 team points, landing comfortably at A grade. If the team score is even higher and sufficient revive proportion or heal is performed, it can reach S grade. | |||
*Tier 2 penalty (200,000k~500,000k damage): Users will receive 68,000 team points, landing comfortably at B grade before damage is considered. If sufficient revive proportion or heal is performed, the player can get an A grade. | |||
*Tier 3 penalty (100,000k~200,000k damage): Users will receive 40,000 team points, landing comfortably at B grade. | |||
*Tier 4 penalty (below 100,000k): Users' score is defaulted to 0 points and land an E grade. | |||
==Rewards== | ==Rewards== |