Perhaps the third way will be better. It says a fixed percentage of the base maximum Scrap amount will be granted to each wingman as a personal account, regenerating as said, basing on the amount of Extractors but unaffected by loose Scrap collection.
There are three major factors to be considered with the case of Crafters morphing in multiplayer. First is the additional Scrap cost of entering particular advanced shape. Second is the amount of total Scrap available to the Crafter. Third are the techtree costs of developing technology branches and unlocking of further armament with obtaining practical access to it.
We know the total amount of Scrap available per Crafter is determined by the total amount of Scrap available to the base, appropriately diminished in scale. With the case of wingmen Scrap regeneration, someone could ask: why is that Extractors should provide for regeneration but loose Scrap collection, not? Indeed it is kind of arbitral without further excuse. Probably then the most comfortable solution is that each Crafter regenerates own Scrap in own moderate pace. Only the maximum amount of Scrap available per Crafter changes accordingly with the base status dynamics, reflecting the storage limits. Here I would like to point out storage limits ought to be practical instead of theoretical, meaning Extractors rather than Silos.
Wingmen personal Scrap reflects the share they have in the overall base biometal economy. It is their personal money, so to speak. Therefore I would say, Crafters regenerate their separate biometal share on their own, managing their pocket economy. The pace of this regeneration is yet to be precised, whether is also should depend on anything tertiary or not.
When it comes to techtree costs of developing certain technologies - that allow Crafters to enter given shapes with adequate equipment - they must be matched with the costs of embracing shapes for the Crafters. In terms of Battlezone 2
, if technology to access Assault Tank or Atilla Walker costs for example one hundred Scrap, it is understandable at least one hundred Scrap is demanded in the base resources to unlock chosen technology branch and build units and weapons accessed through it.
Now, the amount of personal Scrap available to each wingman is a proper percentage number of the base maximum. If it is ten or twenty percent, each Crafter should have personal wealth equaling at least ten or twenty biometal units, since our current base extraction is a hundred. Which suggests - if to try to make the thing sensible - that the cost to enter an Assault Tank or Atilla Walker shape for the Crafter ought to be bound within the cost of ten or twenty Scrap. Otherwise, obtaining technology is irrelevant towards having any near possibility of accessing the goods it provides, making the entire endevour associated with it complicated and perhaps useless in the immediate run.