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[Alliance] AYCE

 
  • RE: My tower just keeps repairing a single piece of wall.

    As long as the closest wall is not at max HP, you will have a structure for closestDamagedStructure. The last if (except attack) will "overwrite" your earlier repairs.

    This will probably fix it (using else if):

        if (closestDamagedWall) {
            tower.repair(closestDamagedWall);
        }
        else if (closestDamagedRampart) {
            tower.repair(closestDamagedRampart);
        }
        else if (closestDamagedStructure) {
            tower.repair(closestDamagedStructure)
        }
    
    posted in Help
  • RE: [Discussion] Uniformity of the world

    I agree, and I've shared my idea of how it can be solved in the thread "A different shard" (https://screeps.com/forum/topic/2273/a-different-shard/)

    Basic idea: When making shard4, use the 4x4 or 6x6 sectors in the middle for this purpose. Make the area restricted with natural walls and disallow spawning in the rooms. Increase the number/values of sources, and make it accessible only by a new type of portal. (read thread for full context)

    posted in General Discussion
  • RE: Ramparts to public in uncontrolled rooms

    Agree as well. I'm not saying it's impossible. However, what is the difference between a player that has respawned, where the ramparts go public, and a player that has let their sub run out, gone zombie, etc. and lost all control of their rooms? The potential payoff (or lack thereof) in either situation is the same. Is slugging through old empire ramparts at shard0 tick times just to claim a room seen as a rewarding challenge? Are any players actually migrating to shard0 to do so? I haven't really investigated the other shards, I assumed that this really is not as much of a common situation elsewhere. Completely open to changing my mind, so I'd love to hear more thoughts.

    posted in Feature Requests
  • RE: Ramparts to public in uncontrolled rooms

    That room is a single example. There are more with little to no payoff, they only serve to hamper expansion. Even in the case of that room, not really... unless you were starving for the Z. A storage full of unreacted minerals would be a payday for a newer player, but they more than likely don't have the means to pull down a 300M rampart in a timely fashion to make that worthwhile.

    posted in Feature Requests
  • RE: Ramparts to public in uncontrolled rooms

    Agreed, but I'm not sure offhand that I've seen a recent case of a completely walled off room with HP high enough to cause as much trouble. Completely walled off rooms tend to be a new player single room tactic, not a larger empire tactic.

    posted in Feature Requests
  • Ramparts to public in uncontrolled rooms

    Currently ramparts switch to public for any player that respawns. I suggest that this should also occur if control is lost for a room. If not in the case of losing control of a single room, then at least when a player loses control of all rooms on a shard. Shard0 is littered with collapsed empires where the player has not respawned, so we're left waiting for the decay or wasting resources (quite a bit in some cases) to reach the controller.

    For example:

    https://screeps.com/a/#!/room/shard0/E25S58

    posted in Feature Requests
  • Shorter range and quicker landing nuke option. Regional conflicts seem to have stalemated nukes are under powered and the delay makes them less useful except in the longest of sieges.

    A shorter range option would be useful one with a quicker delay would be useful for base defense or offense.

    2 ideas:

    cruise missile - Can attack non claimed rooms. This could be used for strikes on enemy reserved rooms dealing enough damage to destroy containers, roads and standing creeps. Limited strike size 2-3 tile range.

    artillery - Similar to cruise missile but 2 tick delay only from fire to landing. This would make it ideal for defending against incoming creeps when coupled with observers at range of 2-3 rooms.

    posted in Feature Requests
  • RE: Ability to permanently remove a non-constructed wall tile from a room (for an extremely high price)

    Could be neat to tie UO boosts into the ability, whether it be to boost tunneling speed or as a maintenance cost. Seems related (in my mind) and might add usefulness to what appears to be an under-utilized boost.

    posted in Feature Requests
  • RE: Respawn areas appearing suddenly

    I'll throw my thoughts in on this too. They are too aggressive. I spent an entire weekend and some of Monday clearing out a sector and playing safe mode games with one of the combatants. Just a few hours after him and his buddy despawned, leaving the sector open for me to settle (I had 6 open GCL at the time) a respawn zone warning appears.

    I get it. The devs don't want rooms empty, but right now the way it is being handled is very frustrating.

    posted in General Discussion
  • RE: A different shard

    I very much like the idea of areas that are more desirable than others. The shards are homogeneous and the only real differences in any particular sector is who is there. Maybe there is some bragging rights to holding the center area, but there is no incentive for conflict, or for me to go anywhere.

    It would be extremely interesting to have areas that AIs, especially groups of AIs would have to work together to hold, and there be some reason for them to do that.

    I get the point about not wanting to open a new shard. Instead, how about something like there could be something in the middle room of a sector, a puzzle, a NPC boss, something. This could be an interesting programming problem to solve. It could be made even more interesting by only being solvable by more than one player forcing AIs to coordinate.

    Once solved, this would unlock something interesting. Extra resources, a special building that does something neat, and beneficial to the group of people involved, and it's nature could be unique to that room. Some of the rooms could be higher level, with better rewards and harder puzzles / bosses, more people needed. Whatever.

    This would be able to be included in the current infrastructure. The good, center rooms could be rare, and valuable, and therefore sought after by other groups of people, creating conflict over specific sectors.

    Having the special rooms being in the center with the portals adds some extra excitement, as you never know when your enemies will have access to your specials.

    posted in Feature Requests