Spielerando

A rest bonus for time away either never runs out or vanishes in one fight

Rewarding players who come back after a break with a temporary boost is kind, but easy to get wrong. The boost can pay out per action instead of per point earned, grow without limit, or be applied twice. Here is a bank that behaves.

Why this works

A bonus that matches what you actually earn feels like a thank-you, not a loophole. Letting time away fill a small, capped bank, and paying out only what is in it, rewards coming back without punishing players who cannot play every day.

When not to use it

Skip it in a game that wants steady daily play or a fair race against others. A bonus for staying away makes those who play more feel behind; offer a streak reward or a catch-up for everyone instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 18 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "A rest bonus for time away either never runs out or vanishes in one fight" (read_entry rested-bonus-bank-from-time-away) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP