Refinery
Structures |
Armory | Barracks | Refinery | Radar | Repair Station | Vehicle Factory | Turrets | Walls |
Engineer Structures |
Surveillance | Ammo Crates | Turrets | Walls |
Function
All armies require resources to function, and the refinery provides them. By building refineries on Resource Nodes, your faction gains resources periodically for each operational refinery.
Stats
- Cost : 100
- Health when initially built : 25
- Maximum health : 150
- Weapons that cannot harm vehicles are not able to harm this building.
Damage States
The Refinery will output resources less often when it is sabotaged or damaged. The formula is as follows:
Output Interval = Default Interval / Divisor
Divisor is equal to 1 + X:
Where X is the value depending on the state of the refinery.
- A sabotaged Refinery adds +1.
- A Refinery that has less than 75 health adds +1.
- A Refinery that has less than 50 health adds +1.
- A refinery that has less than 25 health adds +1.
Examples:
- When a scout sabotages a refinery its health is reduced to 75 and sabotaged is added to its state, which means a freshly sabotaged refinery will take 2 seconds to output resources. Its effective resource generation will be 1/2 that of a normal refinery.
- A sabotaged refinery that is then damaged to below 75 health will take 3 seconds to output resources.
- A Refinery that has below 50 health will will take 3 seconds to output resources.
- A Refinery that is sabotaged and has below 25 health will take 5 seconds to output resources.
Tips
Tip: It is generally a good idea to build turrets and walls near refineries to prevent their destruction by enemies. |