Reward two players who attack one enemy in turns, without a solo player earning it
A bonus for teamwork should come from really taking turns on an enemy. A simple counter of hits within a short time is earned by one fast player alone. This entry shows what counts as a link between two players, when the chain breaks and how high the bonus may climb.
Why this works
A reward should follow the behaviour you want, not a number that is easy to fake. Taking turns is what makes teamwork, so only a change of player counts. Tying the chain to the enemy, not the player, stops the bonus from travelling.
When not to use it
Skip it in games with large teams or fast, messy fights, where nobody can tell who hit last. The turn-taking becomes luck, so reward a shared goal such as total team damage instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 22 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 "Reward two players who attack one enemy in turns, without a solo player earning it" (read_entry two-player-combo-link-not-solo-exploitable) 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