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  • RE: AttackController too easy to recover from

    @artch Wanted to make sure you didn't miss the message above, since you said you wanted player emoji support to validate ideas. I think this separation of concerns is a good start to making downgrade based attacks more doable.

    @davaned said in AttackController too easy to recover from:

    @artch I think the best way might be an inbetween for attackController. Make there be an attackController that downgrades, and a blockController that prevents upgrading/safemode.

    Cd limitation is on attackController, but blockController can have the equivalent to a reservation timer that the enemy can increment up by committing resources. This will give attackers a longer window if they commit, but still allow defenders who hold the room to defend themselves.

    blockController: Adds 2 ticks of blocked controller per 5 claim parts, up to 2000 ticks. No cd on it.

    attackController: current behavior with the 1000 tick cd, except it only adds 200 ticks of blocking.

    posted in Feature Requests
  • RE: Power Creeps update

    @Crusher48 the cpu savings are non-trivial at a minimum

    posted in News & Announcements
  • RE: AttackController too easy to recover from

    @artch I think the best way might be an inbetween for attackController. Make there be an attackController that downgrades, and a blockController that prevents upgrading/safemode.

    Cd limitation is on attackController, but blockController can have the equivalent to a reservation timer that the enemy can increment up by committing resources. This will give attackers a longer window if they commit, but still allow defenders who hold the room to defend themselves.

    blockController: Adds 2 ticks of blocked controller per 5 claim parts, up to 2000 ticks. No cd on it.

    attackController: current behavior with the 1000 tick cd, except it only adds 200 ticks of blocking.

    posted in Feature Requests
  • RE: Seasonal Shard

    @artch The reactions on the original post should lend some weight, and @o4kapuk can speak for the slack conversations.

    posted in Feature Requests
  • RE: Seasonal Shard

    This would get me to resub if it had <=1 sec ticks.

    posted in Feature Requests
  • RE: Seasonal Shard

    Love the idea, but I still think it will be dominated by experienced/vet players. The code is where the strength really is.

    If that werent true then it would mean that there was no skill involved.

    I think this would be great, but am concerned the additional cost will mean it never happens.

    posted in Feature Requests
  • [Forum] Error on profile page join date

    0_1524160096141_Screen Shot 2018-04-19 at 10.47.54 AM.png

    "JOINED INVALID DATE LAST ONLINE LESS THAN A MINUTE AGO"

    posted in Technical Issues and Bugs
  • RE: AttackController too easy to recover from

    Screeps feels tuned so that someone who is engaged with the game on a daily basis is favored in most conflicts.

    For example, the difference of attacking someone who is AFK for a coupel days vs someone who is active is a huge change. This is just another extension of that, where if they come back they can recover quickly from losses, but if they ignore it they can lose everything.

    I'm with @artch on this, I think its a (mostly) healthy way to keep people who care about the game significantly engaged. It might be tuned a little too strongly, but when you remember it took someone probably a month to build up that room to level 8, losing half of that while afk is a downer.

    posted in Feature Requests
  • RE: AttackController too easy to recover from

    @artch said in AttackController too easy to recover from:

    @deft-code Actually, it is 10% per level. See here

    So its 10% of the cost of getting to the level you were downgraded from.
    8 => 7 lose 1093500 points
    7 => 6 lose 364500 points
    6=>5 lose 121500 points
    5=>4 lose 40500 points
    4=>3 lose 13500 points
    3=>2 lose 4500 points
    2=>1 lose 20 points

    So in reality the number of points reduces exponentially per level.

    posted in Feature Requests
  • AttackController too easy to recover from

    The changes to attackController are great in that we now have a viable way of removing a room once and for all.

    In the current implementation even with maxed out creeps it takes a while to downgrade a room from RCL8 to 0 and this is how it should be. But if the attacker starts such attack the defender only needs to gain control for a few ticks (particularly if they time it well just after a downgrade) to get their controller back up to full level)

    1. A defender can recover 100 downgrade points a tick, this means that you can recover fairly quickly from an attack that has been going on for 1000's of ticks particularly at low levels.
    2. If the attacker successfully downgrades the controller one level, then once the defender has cleared the downgrade timer the controller levels up by a level per tick until the remaining control points are used.
    3. A 10% control point penalty is applied when the attacker successfully downgrades the room by a single level, but this penalty is only applied once, so as an attacker then is nothing to be gained for me between downgrading 1 level and downgrading all the way to 0. (nb I am not sure I have this mechanic correct and cant find any reference to it in the docs. )

    So my proposal is as follows:

    1. Make the rate that you recover from downgrade timers related to the number of work parts on the creep doing the recovery. e.g one WORK part recovers 5 ticks of downgrade timer per tick at the cost of 1 energy.
    2. When a player clears the downgrade time and upgrades their controller 1 level the downgrade timer is then set to the max value for the new level (or as near is practical without immediately downgrading the controller again)
    3. Every time a controller is downgraded 1 level the rooms looses 10% of its total control points and not just the first level.

    I am sure other people have other thoughts on this feature, and so I welcome the discussion.

    posted in Feature Requests

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