I’ve been giving this some thought, and before I draw any conclusions, I thought I should figure out, and post exactly how money is calculated for kills:
// Calculate money won for not killing this tankint moneyPerHit =
moneyPerHit = (moneyPerHit * int(damage_)) / 100;
So, for a tank that is damaged, but not killed (yet), the player is awarded moneyPerHitPoint * ArmsLevel / 100 for each “hit point”.
For a kill:
int moneyPerKill = context_->optionsGame->getMoneyWonPerKillPoint() * weapon_->getArmsLevel();
So, for a (single) kill, simply MoneyWonForKillPoint * armslevel.
I just ran a test on the single player target game, which has the following settings:
MoneyWonPerHitPoint = 100
MoneyWonPerKillPoint = 500
MoneyPerHealthPoint = on
StartingMoney = 10000
See the accompanying image for the money received for the following shots:
Single shot kill with a napalm, armslevel 5.
Money awarded: $580
Calculated money awarded, depending on how it’s done is either:
5 * 500 = $2500 (for moneyPerKillPoint)
5 * 100 * ? >= $500 (I’m not sure on this, as at this moment, I do not know exactly what constitutes a hit for hitpoints)
The second image is after a single-shot, single funky kill – armslevel 3
Money awarded: $1500
Calculated money awarded: 3 * $500 = 1500.
The last two images show the amount earned for a deathhead kill – armslevel 2:
Money awarded: $708
Calculated Money Awarded:
2 * $500 = $1000
2 * 100 * ? >= $200
I suspect that $500 awarded for the kill, + a bit for hitpoints.