I think it is 1 second by default, I remember talking to creeper about res rates and I feel pretty sure he said it's set to default values. This is a server variable too, emp_sv_refinery_interval.
Actually, I suggest that the interval be set to 5 seconds, with the income rate increased accordingly. It'd give much more control over resource flow using the player count multiplier.
You slap a particle/sound/something similar on to the refinery and make it happen every five seconds and suddenly that makes more sense.
the sense i was talking about has nothing to do with visuals. its just the smallest unit of time in everyday life is seconds, not 5 seconds.
Nope, it's 1.5 seconds, and the current res indicator updates every second. Which is why if you have an income of 10, 1 in 3 times the res will jump up by 20. Like Flasche said, it's much easier with "per second" basis. The other reason is my other suggestion which re-implements research with cost/second.
And as I said, it's easier to control the resource flow if the interval is larger. And the research draining resources thing only gets affected so much, over a larger timespan the income stays unaffected.
But it's not about making it easier to control the resource flow, because as far as I'm concerned it's never been a problem, if someone wanted to they could very easily manipulate it. It's about making easier for the players (myself included) to understand how much resources they're gaining. And I'm telling you 1 second intervals is a lot easier than anything else.
Resources already output every second. However, the information is sent by a seperate update so its probably offset from the res tick. Unfortunately the update for the topinfo panel is linked to minimap update rate so increasing the update rate will increase server upload bandwidth from updating the minimap more often - You can test locally if you want, lower this: emp_sv_player_minimap_interval I already told you the refinery tick rates Mr X: Code: // Sabotaging a refinery causes it to output resources at a reduced rate int iSabotageMultiplier = 1; if (IsSabotaged()) iSabotageMultiplier = 2; if (m_iHealth >= 75) SetNextThink(gpGlobals->curtime + iSabotageMultiplier); else if (m_iHealth >= 50) SetNextThink(gpGlobals->curtime + 1.0f + iSabotageMultiplier); else if (m_iHealth >= 25) SetNextThink(gpGlobals->curtime + 2.0f + iSabotageMultiplier); else if (m_iHealth > 0) SetNextThink(gpGlobals->curtime + 3.0f + iSabotageMultiplier);
If that is your concern, then resources per second aren't that grand anyways, since most expenses take a matter of seconds (AFVs/LTs) to well over a minute (heavies) to be reimbursed by your income. Providing resources per MINUTE would give a better estimate for when you accumulate enough wealth for the next purchase. Modifying the resource ticker to show that instead of the current erraticly changing value is another thing I'd change, but that's a discussion for another time.
Now I'm confused, I could have sworn when we discussed this there was something being updated every 1.5s and something being updated every 1 second. Let's delete this thread, hide the shame. Then I guess my suggestion would be either to code something to have the resource be updated separately from minimap, or, Creeper can you raise the minimap update rate?