So since refineries already give different amount of res according to the hp it has, I suggest making refineries built already so green status bar, with 20 percent build Refs have 4 different grades of income, 0-25 , 25-50 50-75 and 75-100 I think its already like this, I dont remember, smithy once posted it.
Not a bad idea, but then I'd imagine people going fuck it and not building the refs because they give res anyway. Or the problem that the rescounter currently have becoming bigger, the resometer doesn't show the different refinery outputs, it shows them at 100%. Also I'm pretty sure it's 0.125 > 0.25 > 0.50 and above 0.50 is normal operation rate.
but what issue does this solve the problem with res now is that either it gives out too little or too much res depending on the playercount
a radical idea, what if refinaries do not scale at all? i mean the idea behind scaling refs is that more players use up more moneys, but with the introduction of wages this solves itself automatically. more players, more kills, more wages, more moneys. what i always found odd is that as mapper you cant say "ok half the refs give 3000res per 10minutes" (random numbers). itd be so much easier to establish a baseline.
I like your idea, because it would most likely solve the scaling problem. However as a Commander Supremacist I still hate wages. What do you mean? do you mean they can't stop a refinery from scaling with players?
yes, resflow is rather unpredictable. or maybe i am just too lazy. also on topic: if refs would work when dropped, they should be built aswell and that would be inconsistent since no other building comes into play built.