No really, it seems really weird. A jeep gives you around 20 res, which is pretty high for what it costs, but recycling late game heavies on slaugh on saturday gave me around 250, which seems way lower, probably 1/5 or even 1/6 of its cost. So what is it, does it have diminishing returns or what? You know, id ask candles instead, but it seems like an uncommon bit of info that could profit from being made more public.
It looks like another "hardcode/scripted shit that gives different value for different classes without reasons". Just like vehicle exit spot. We got a lot of these in Empires.
It's based off the total value of the vehicle and a percentage in each chassis's script file. Each "tick" also gives a minimum of 1 resource, which is why jeeps give so much relative to their cost; 25% of a jeep's cost would mean each tick is less than 1 resource, so it gives 1 resource each time.
It is 25% for all vehicles too. A reason you might have seen something like 250 or 400 for different heavies is abs is getting to be more used then compo when heavies start to roll, thanks to plasma and rails.
I had set it to like 75% for heavies, but MOOtant didn't like it. I should change that now that he's gone.
mootant didnt like how i killed tracer particles with two seperate operators, so he deleted the 'die after lifetime' operator. And then empires had the worst memory leaks it has ever had for nearly a year without anyone knowing why, and I fucking got blamed for it (until I figured it out) because all the debug tools said particles were eating up 90% of the CPU I'm still pissed about that.
Oh come on, youre nitpicking, i meant it as "was around untill sometime not that long ago, possibly still chiming in from time to time"
Lets change this for the next update and see if it helps losing teams a little more. Going from 25->30% for medium tanks and 25->40% for heavies for now to see how it goes
When it has 3-4 res a tick. I think compo heavies end up at 7 res a tick, something like reactive/regen/reflective is 5-6, 4 is abs/plain/budget. I don't think I've seen a heavy go for less. Weapons play a factor too, but most of the time armor is what really makes the difference because of cost vs weight. Right?
That doesn't work though because recycle rate is a constant, it doesn't change how long it takes to harvest something based on amount it's worth. Now this part I might be wrong, but it looks to me that what it does is basically use the health of the chassis to determine how long it takes to get res back and amount per tick. So when you recycle you are basically repairing from 0 to max. This can be observed when you have repair upgrade, you recycle at twice the rate. Though due to rounding you might get more res a tick with repair upgrade, or with out. Depends on the value. Why did you think I would say that?
Also I wonder, would increasing/decreasing the amount each team gets from a carcass help with the defending/losing team? Or is it just easier for it to be the same for both teams. Personally it makes more sense for teams to get more from friendly vehicles, but I'd assume that would hurt the losing team more.