So we need a set of decay functions. For 0 ≤ t ≤ 1, spanning from game start to the configured resource depletion time…
1-t
cos(tπ/2)
1-cos(tπ)/2
1-sin(tπ/2)
etc.
Or a resource map of some sort. Mappers could create objects (non-blocking) which the engine subdivides and ‘fills’ with resources which then get depleted over time, according to distance from the resource-gathering building. Overlapping areas would be allowed, creating prime sites for mining :) If there are no resource objects then randomly fill the map, or something.
It may not be possible to mine all of the resources, so there'd have to be something like a per-team time-out (which is reset whenever resources are mined).
Anomalous, you should rather post your detailed proposition of the decay function in the Resources thread. Also it seems like your decay functions are candidates for the derivate R'(t) of my resource generation rate.
As Norfenstein stated, we've all reached a consensus that maps should not forcefully end, but should instead be dependent on resources. We now have that resources thread. If nobody minds, I'll lock this thread and mark it as resolved so that we can move on.
So just to be clear, how does resources running out affect the game ending?
Does the game end when one team runs out or resources regardless of people still being alive, OR does the game end when one team runs out or resources and the last man is killed OR does it end when there are no more resources to be harvested and victory goes to whoever has the upper hand, OR something else?
Consensus has also been achieved here. Thread tagged resolved and locked. Regarding resource discussion, it should be continued in the resources thread.