@doctorcat92 Unfortunately, such ideas are more like separate mini-games that would require way more development time than we can afford within the current budget. The Season World is meant to be just a separate world with GCL 0 every time and a pinch of new mechanics just to give it a unique flavor. For something completely different and new, I would recommend to wait for Arena.
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RE: Season #2 concept
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RE: Screeps Arena Preorder
@tehfiend This is a great idea, we will definitely consider it.
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RE: Screeps Arena Preorder
@w4rl0ck You will be able to watch console logs during the match in real time, and download them later too. However, you cannot change anything during the match, so small iterations are not possible indeed.
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RE: Screeps Arena Preorder
@w4rl0ck No. But you will be able to run non-rating games to test your code.
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RE: Screeps Arena Preorder
@tehfiend No plans to use built-in lodash at all
You can import your version at your own convenience.
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RE: Screeps Arena Preorder
@thmsn During the alpha and the first season it will be full vision, but we will experiment on it later.
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RE: Season #2 concept
@qzarstb said in Season #2 concept:
@artch Chronicle would still show total score (but perhaps periodically cached values in stead of real-time). The type-specific amounts could be shown when you select the deposit structure.
We cannot display properties of a player in the info panel of an object. Actually, we don't have a place in the UI to display these separate score, it would be accessible only through the API (like
Game.symbols
).Sharing score with room owner/depositor does not fully prevent in-alliance boosting but it would at least be limited. The "boosted" player would only get half the score from everything he deposits in rooms owned by his alliance mates. This would also result in the small players getting score on the board if an aggressive neighbour forces them to give their score (like what smaykit and I have this season).
What about scoring in my own rooms?
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RE: Season #2 concept
@qzarstb said in Season #2 concept:
If you keep the score separately for each type, you could sort them by value DESC. Each index would increase the multiplier to reward having score equally in as much as types possible. Example: Player AggressiveNoobSlayer wipes everyone and gets 1k score op type A. His score is 1000. Player FriendlyNeighbour works together and gets 500 A, 250 B, 150 C and 100 D : 500 * 1 + 250 * 2 + 150 * 3 + 4 * 100 = 1850.
So this is only the final result, but how do we display the ranking during the season? We somehow should display score for every symbol then.
Have you considered sharing the score between the room owner and player that turns it in? This would prevent an alliance boosting a single player which is the biggest concern with enforcing team play IMO.
How exactly would it prevent that?
Please don't forget about the players which actually want to see FFA gameplay, maybe alternating the seasons with FFA and teams?
Absolutely. We have just started to experiment with different ideas, and future seasons will introduce more such experiments. For example, we might want to try some global co-op mechanic in Season #3.
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RE: Season #2 concept
@squishproxy This is interesting! We need to figure out a proper implementation for this mechanic though.