whiterook6/shawarmaspin

team status effect

Opened this issue · 2 comments

Allow users to exchange their score to give a team status/debuffs.

if one player can sell a score to debuff an entire team, then a one-player target team suffers much less than a 50-player target team. It would have to be based on the size of the target team

EG. I pay 50 spins to slow another team with one player to 50% of 100 spins: they lose 50. If I pay 50 spins to slow another team with two players to 50% of 100 spins, they lose 100. If I pay 50 spins to slow a team of 100 players, they lose 5000 ... etc.

So If I spend 50 spins to slow a small team, it slows them for a while. If I pay 50 spins to slow a very large team, it should only slow them for a little while.

This means that the slowing effect could be compounding: two players slowing one team is better than one player slowing a team twice. This allows large teams to fight, costs too much for large teams to punish small teams, and keeps small teams from pestering large teams.

Thoughts?

I do like the percentage idea. Because the large team suffers more than the smaller team, this could allow them to catch up.