Ideas for next seasons



  • Age of Power

    • All users start out with some amount of GPL, and may spawn in power-creeps in any configuration desired up to the GPL Limit
    • Powerbanks spawn more frequently, or smaller in every room (to allow for more harvesting and/or power creep renewal.
    • win condition(s)/'achievements'
      • Longest living power-creep
      • Most power-creeps
      • Highest GPL level
      • Most enemy power-creeps slain
      • Furthest distance traveled from spawn


  • Invaders have a 'sickness' and when they get within 6 range of a creep the sickness can spread to that creep. Tough parts can reduce the chance of getting the 'Invader flu'. The creeps TTL will drop quicker and can spread the sickness to others. When a creep with the sickness dies you get negative points.

    Each region of the map needs to collect/deposit heal boost into a central 'lab'. After enough boost is collected the lab will create a 'cure' You then need to boost a heal creeps with the 'cure' boost. Healing creeps while boosted with the cure creeps will give you points.

    The sector with the highest points wins.

    As if we haven't had enough of this 😥

    😷


  • Paint the World

    • Each player is assigned a color value.
    • Either signing a controller or 'moving onto' a room position 'paints' that room/roomPosition the player's color
    • mapVis shows painted rooms/positions
    • Player with the most 'pixels' (roomPositions) or rooms painted wins, can score from 'most covered area'.
    • Could also 'paint' with energy and have some low eng to build walkable structure as a 'claim' on that room position as well.
    👍


  • @donatzor that's what nukes are about.

    Also if map is of similar size to current i think it should not be a problem i think every quadrant has a warfare capable player now

    Also even if not, then limit on walls and ramparts should make it more viable for multiple not-combat-versed players to have a swing at attacking

    Just pumping energy would be usual - person with most GCL wins

    To build-up on ScoreWonder structure idea:

    • instead of having Huge cost it could have 'smaller' upfront cost (i.e 1m energy)
    • structure works like ScoreCollector from S1
    • Score is produced in Labs (T1 Score
    • Score can be refined in Factory (T2 Score)
    • player deposits T1 / T2 score to ScoreWonder (1point/score for T1 Xpoints/score for T2)
    • ScoreWonder can be destroyed (deposited points are then lost forever)
    • ScoreWonder can be captured (room ownership changes - deposited points are then gained)
    • deposited points CANNOT be withdrawn and is not dropped on ScoreWonder destruction
    • Ratings based on collected Points


  • @donatzor said in Ideas for Season #2:

    Paint the World

    • Each player is assigned a color value.
    • Either signing a controller or 'moving onto' a room position 'paints' that room/roomPosition the player's color
    • mapVis shows painted rooms/positions
    • Player with the most 'pixels' (roomPositions) or rooms painted wins, can score from 'most covered area'.
    • Could also 'paint' with energy and have some low eng to build walkable structure as a 'claim' on that room position as well.

    I honestly love this idea. It'd be so visually pleasing to have whole rooms just painted in your color alone, but it'd also be a nice take on the gameplay in general, i think. I didnt know until now, but i really want this to be a season theme.



  • @rayderblitz said in Ideas for Season #2:

    @donatzor said in Ideas for Season #2:

    Paint the World

    • Each player is assigned a color value.
    • Either signing a controller or 'moving onto' a room position 'paints' that room/roomPosition the player's color
    • mapVis shows painted rooms/positions
    • Player with the most 'pixels' (roomPositions) or rooms painted wins, can score from 'most covered area'.
    • Could also 'paint' with energy and have some low eng to build walkable structure as a 'claim' on that room position as well.

    I honestly love this idea. It'd be so visually pleasing to have whole rooms just painted in your color alone, but it'd also be a nice take on the gameplay in general, i think. I didnt know until now, but i really want this to be a season theme.

    You'd have to be careful not to make the season goal irrelavent until the last few days. Tying it to the controller might acheive that (claim, sign, wall off controller, defend). Or accumulation of score over time based on signed rooms.



  • Age of Legends: Power processing costs are reduced by 10x, power bank spawning is increased. All rooms have power enabled. Highest GPL at end of season wins.

    Huge power creep fights, massively efficient empires, and a ton of neutral room combat.

    Edit: Read through posts, very similar to Age of Power by Donatzor above. Some general idea of showcasing cutting edge power.



  • This post is deleted!


  • I do not have a good name for this one - Get 1 point for each unique room you have had reach RCL6 at any time throughout the season. Challenges include:

    • trying to get to RCL 6 without being attacked and wiped out
    • bigger incentives to camp and/or downgrade enemies rooms, and to try retake your downed rooms to try get them to RCL 6
    • how many GCL levels you allocate to build new rooms vs keeping strong bases for launching attacks or building defenders
    • need to move empires across long distances to get new rooms to conquer
    • potential intentional respawns to reach rooms in a new area
    • challenges of building up 1 source rooms and other rooms that have weird layouts / limitations
    • trying to walk through strong rooms that are blocking access to a number of other rooms in a dead end scenario
    👍


  • @tigga

    (semi-edited / deleted the post I forgot to link to this one)

    Holding a controller's 'sign' adding to score over time would prob do, more you have signed, more points your accumulating and could also add multipliers for rooms that are owned/reserved. Would prompt wider sprawl though probably alot of fighting over territory for more score. Everybody could probably easily be on the board, but more advanced could mass-reserve areas to increase score at the cost of energy/spawning.

    If it was roomPosition/easy-to-build objects on each roomPosition with your assigned color could add score per-tick per each one, or every x number of pixels (positions) adds a point (like 25 = 1 point per tick). Would also be fairly easy for anyone with creeps around to score just by doing basic movement, more advanced players w/ scouting to score, or way more advanced to path though unowned pixels (positions) in patrolled rooms or finding best route to take to keep an area painted.

    Would agree that if it was total count at the end, would be a end-round blitz to paint as fast as possible.



  • Limited Amount of creeps:

    Idea:

    • every player gets limit of X creeps (lets say 50k? creeps) to use throughout season (could reset on respawn)

    • every creep that has WORK, CARRY, CLAIM, HEAL subtracts 1 from total creep count

    • limited ramparts to 10m(?) , walls to 50m(?) at rcl8 (so attacking/nuking is worthwhile)

    • creeps with only ATTACK / RANGED_ATTACK / TOUGH / MOVE parts do not count towards creep limit :

    to make combat, sieges and enemy-creep killing still viable and do not disencourage fighting since it's net-creep loss for attackers most of the time

    • why not HEAL then ?

    since repair/work creeps are limited to offset siege balance and encourage more planning on offense rather than just pop boosted quads all around

    Why it would be interesting:

    • renew() mechanic would come into focus
    • stronger need on calculating for remote mining (mining/transporting/defending)
    • stronger need on proper calculation for attacking and sieging (do i realy need to take-out this guy and use some creep quota by adding 'heal' parts ? should i have in-wait healers that are renewed ? etc)

    Rating: determined by amount of owned rooms, their level and amount of creeps left



  • Battle Royale.

    World gets smaller by random rooms, where the center point is randomly determined and you can't respawn in that shard. Have a lot of shards that each time you die you get pushed down to the next shard that has a lesser reward when you win. If your last to survive a shard then you get the prize for that shard, first shard being the biggest prize. That way over time you will start facing players equal to your score.

    Mass Invasion

    Where NPCs are in constant invasion and surviving will be tough and over time you will get overwhelmed. You get a ranking based on how you survive. Give enough space to everyone where it's not PvP focus but like a long tower defense game. Make invasions occur in rooms regardless of energy harvested forcing players to always be on there toes. Make strongholds spawn larger invasions. Just a lot of Pve invasions.

    Maybe even add some co-op where you want to work/trade with others to have boosts to stay alive longer. An idea is that everyone start out in the outer ring of a map, and invasions come from the outside non-stop. Everyone will want to move inside as the invasion get more and more intense and starts killing the outer layers until there's just a small space in the middle.

    I think making a PvE focused season would be nice - where players want to work together to stay alive or newbies aren't under pressure from bigger players to live.



  • Environmental hazard

    • Lava as a terrain type used, causes damage when on the same roomPosition as it, unless a road is used, but road takes a higher decay rate (at the benefit of no damage to the creep)
    • Center of map (or highways crossroads) is/are a volcano(s).
    • Eruptions occur every x ticks and last y ticks.
    • During an active eruption phase, lava terrain tiles generate dropped RESOURCE_LAVA in adj tiles that fills to X amount per tile, then spreads to the next tiles up to Y range if at max amount in-tile. Could generate less in highways/SKs/unclaimed rooms for less objects over all.
    • Dropped lava causes high-damage/damage to structures & creeps on the same tile (or adj tile)
    • Creeps can pick up Lava, but take damage per-tick that lava is held in their carry. (negate or slow if tough parts used?)
    • Dropped lava not next to a lava terrain type, or other dropped lava cools (or placed in a structure to cool/process?) into a diff resource, like RESOURCE_OBSIDIAN or something.
    • Could use this new resource as a 'scoring' res like score currently is, turning it in or processing it for points.
    • Could also have volcanos on eruption blast 'rocks' out into random rooms which deal damage in an area & take time to land like a nuke, but less dmg/doesn't kill all creeps in a room. Necessitating dynamic moving and/or shielding of structures.
    🆒


  • I suggest building on the current season, but with some PvE elements baked in.

    Same point system (spawning new resource with certain processing spots)

    However, add in:

    • Strongholds spawn more frequently, and start stronger but weaken over the duration.
    • Waves of boosted super invaders spawn from strongholds and assault nearby rooms periodically.
    • Strongholds contain a large portion of the point resource in addition to their rewards, which scale down the longer they have been alive
    • Portals spawn at a higher rate.

    This uses and encourages more people to code for an existing mechanic, strongholds. Players can now play around scheduled enemy attacks on their own enemies to apply pressure, and stronghold wave detection is similar to portal attack detection.

    In short, leveraging previous season's code along with encouraging useful code for existing game features so that players can build on the prior season's work while still investing in their long-term codebase in mmo.



  • Hold the Spot

    • randomly single spots or spot clusters appear
    • standing on one with your creep gives you a point per tick
    • spots decay over time

    Torch Relay

    • randomly torches appear
    • torch needs to be pulled to the center
    • torch can only be pulled for 100 ticks by a single player
    • all involved players get a point when torch is handed in

    The Great Gatherings

    • random (highway) rooms are marked as gatherings
    • every creep saying "42" gets a point multiplied by the number of different players in the room
    • gatherings can have invaders or even strongholds

    Meet and Greet

    • every creep meeting and greeting another's player creep gets a point
    • greeting means to be near another creep and to say "howdy"

    Play Capture

    • a random player is marked as "the hunter"
    • a creep of the hunter needs to get in range 10 of another players creep to capture it
    • captured creeps can not be captured again
    • after a while or when 10 creeps are captured the hunter gets a point for each captured creep


  • @bogden Great idea. This brings screeps closer to a classic MMO. It would be possible to add intermediate goals and objectives to the players that would give access to the final goal.



  • Another idea not for competition itself, but as a supporting feature:

    All bodyparts except WORK,MOVE,CARRY,CLAIM require their cost in particular mineral:

    • HEAL - Lemergium
    • ATTACK - Utrium
    • RANGED_ATTACK - Keanium
    • TOUGH - Hydroxide (so locked behind RCL5)
    • CLAIM - any single mineral (so 600 oxygen will work, but 240 oxygen and 360 Keanium won't)

    This minerals can be loaded only to extensions (spawns stays energy-only) Extractor becomes unowned structure available at no-rcl

    • can be built in unowned rooms
    • double extractor-use cooldown in unowned rooms Mineral amounts in all rooms are equal to 1/2 - 1/4 to accomodate for more opportunities to harvest them

    Why would be interesting:

    • new coding challenge
    • more impact on controlling remotes
    • harder combat (due to proper mineral load requirement)


  • Drastically increase the number of invader strongholds and make them permanent structures such that they spawn in 50-100% of claimable tiles (prolly leave sk stronghold spawning the same). On first spawn for everyone it would wipe a stronghold and let you have the room for free. But after that you would have to bring down a stronghold to be able to settle a room. Obviously at first you would be limited to taking down low t1 and t2 strongholds in scrappy fights without much in the way of boosts. It would make the game much more pve rather than pvp and i think could be a fun introduction to a lot of players who have never really messed with strongholds up to now. Ranking could potentially be related to kill shots on cores (ie if you have majority offensive power in a room when a stronghold falls, you get ranking points based on the strength of the stronghold). I could see this causing more teamwork organically (especially early on) since raw numbers help a lot in underequipped fights. Not sure it would be neccesary, but it may add some color/ depth if additionally invader spawns in owned rooms scaled with the number of directly adjacent cores (and related to their levels), basically making more of a constant flood of invaders (almost forcing settling early bases against highways to not be overrun)



  • Simple Rules, easy to implement, not too complicated. - Cause you guys are limited on coders.

    Free power - where only energy is required to get power levels. - Most power wins the season.

    No Terminal like mentioned would be interesting.

    No Labs and/or no(less) towers.

    Cheap War - HEAL/RANGE_ATTACK/ATTACK are a lot cheaper.

    Faster Building - parts take 1 tick instead of 3.

    Pure Economics - No ATTACK/HEAL/RANGED_ATTACK, faster GCL levels. Highest Controller Upgrade Score wins.

    Smaller Shards like 20 North/west/south/east and like 3 shards. Shard 0 starts with the most score generated, other shards open up as player get wiped from the previous shard. With shard2 being the last that newbies can be in to play against each other, but also has the least score generated.

    This will at least make bigger and higher level players forced against each other for space, and each shard will have players that are more equal. Look at how the map now, and imagine if the last circle was gone and only the top 10 players were in a tigher space, it would force them to play against each other.



  • Invader Apocalypse (3 flavors):

    1: king of the hill. Score pylons spawn in neutral rooms (highways and sector centers). you score points by having a creep standing on the score pylon (requires 50 ticks to activate after stepping onto). While active (including during activation) the pylon aggressively spawns invaders of increasing strength and quantity the longer the pylon is held (possibly continuous or in waves), player score is rewarded based on how long they can hold the pylon and the pylon breaks (despawns) if an invader steps onto it (which they are always trying to do).

    2: Underground tunnel invasions. Give the player some form of warning similar to a nuke icon of the room location and magnitude of the assault. When the assault happens, all structures and creeps within range 2 of the indicator are destroyed instantly and invaders are spawned into that area. This will require much more adaptive/ reactive defenses and base design/ redesign. Potentially even land full on spawning structure that keeps spawning more units until it is destroyed. The invasion goal is to touch the controller. If it does, it instantly drops the controller level by 1 and despawns all invaders. Could just do scoring based on total rcl, or could make the invaders drop a rare resource (similar to score) when killed.

    3:Invader spawners. Spawn in unowned rooms (could just be lvl 0 invader cores). Spawn invaders who bunch into randomly sized and boosted groups and then attack nearby rooms. If the spawners are not dealt with, they will build up (either through leveling up, or more spawning) and eventually overwhelm a room. Gain ranking by killing spawners or with invader loot drop as before.