I already disabled it on my server, thanks. It shouldn't scale with the amount of player because the way it's done is fucking awful. Play with 19 players and you got shit-all for resources, play with 20 and suddenly it doubles. It's really obvious why it shouldn't be a thing... Now that I proved that it's not required it should be removed!
Supposedly you can raise the time interval of when you get res then lower the threshold for player multiplier and end up with a nice consistent res increase, but this was something I meant to test and do for that economy pug which never happened.
Not with config/scripts you can the refinery output interval has been removed. Unless you're talking about re-coding everything just so we don't do what I said...
It simply shouldnt increase as much at high player counts. It should gradually increase less, the more players there are. Something like this IMO And it should also be much smoother than simply jumping at certain player count, if thats the case with the current one.
Keep this shit a server variable, wages actually incentvise players to listen to my dumbass by rewarding them a small money pool allowing them to buy dumb bullshit they will loose in several seconds instead of wasting money from the team fund. People being rewarded for listening to the commander and building his placements is not A BAD THING ITS A GOOD THING. You are conditioning players to follow orders because they get fucking money for doing so. If you don't want wages on your server. Fine; but don't force this on the rest of us. Nobody wants this.
The way the function (and more importantly, resource income interval, which is set to stone at 1 tick/second) is set up, a smoother income curve is impossible. @complete_ I am not a developer, thank you very much.
Yeah, I did notice this thread and thought about that https://forums.empiresmod.com/index.php?threads/resource-point-fractional-income.5497/ So yeah, I guess we would need to redo the res amounts and just switch them to higher amounts so that subtle changes could be done. Just x 10 to everything res related and we could do that then. But that might be some work.
I suggested changing the income interval to 5 seconds (which would give a lot more space for fiddiling with the income multiplier while still giving a steady stream of income) but the way refinery sabotaging is coded (it adds a flat extra 2 seconds to the refinery's income interval, so that it gives its resource tick every 4 seconds (extra second due to losing 50% hp) instead of every second) caused the idea to be shut down due to concerns about nerfing sabotage. ¯\_(ツ)_/¯
well that seems a shitty reason to shut it down Wonder if it would be really that hard to adjust the scouts sabotaging?
The function is straightforward to modify for a different fixed interval duration, but would require a small rewrite to ensure a consistent (percentage-wise) sabotage effect. (I had a peek at it)