Extra siege damage per squad member
Percentage added to base element damage for every squad member beyond the first.
scum.BaseBuildingEncounterDamagePercentageIncreasePerSquadMember=0.000000
What does this setting do?
Large squads have an easier time in a siege: more people on the turrets, more hands for repairs, more material in storage. This value is the counterweight. For every squad member beyond the first, damage to base elements rises by this percentage.
It ships as 0, so the compensation is off. If you use it, know the arithmetic: at 10 % with a squad of ten, that is nine members beyond the first, so a 90 % surcharge. Damage nearly doubles. Double-digit values bite far harder here than they sound.
The value is the counterpart to the extra elements per squad member. If you are generous there, you can balance it here – base and threat then grow at the same pace instead of large groups becoming untouchable.
What counts is the membership of the squad owning the flag, not the players currently online. A large but absent squad takes the full surcharge.
Which value suits my server?
0 (default). Groups should not be punished for being groups.
0 to 10. A measured counterweight for large squads.
10 to 20. The more of you there are, the harder the test.
What to watch out for
The percentage applies per member. With large squads a seemingly small number becomes a surcharge of nearly 100 %.
Squad size counts, not the number of players present. A large squad gets besieged hard overnight too.