Why not set up a Discord/Slack bridge? I'm part of a project that started on IRC and then later added an "unofficial official" Discord server. To prevent fragmentation, we then added a chat bot to link them. Screeps could do something similar. This would give us the benefits of both Discord and Slack, whichever you prefer to use.
I did something like that for a eve alliance some time ago, and it failed because of rate limits. I don't remember which side was the problem, screeps or discord, or if they changed the limits.
This mechanic does definitely seem interesting, but I would be much more open to it if there was a smaller cooldown.
As is, as Steeler said, it very heavily penalizes spread out empires, and practically makes portal-expansion completely pointless.
As of now, my furthest two rooms are have a linear room distance of 104, and all of my rooms are either claimed by moving a large distance, or by moving through a portal. I felt this was a good strategy at the time, both because it allowed for more remote mining, and so that it was harder to "attack" my empire.
If this change goes through as is, it will leave players like me at a huge disadvantage compared to the ones who just chose to "dominate" an contiguous block of rooms.
Just one more point I would like to make, is the technical burden for remote mining. As a new player, I still haven't dealt with remote mining, since it would take a significant time to get code that would result in a profitable operation. Right now, I am more focused on immediate issues inside my own rooms.
If you make is such that we need this power creep to boost a source, I fear that will just increase the burden of remote mining for newer players, in terms of coding (and cpu).
I 100% agree that higher player remote mining operations are too profitable right now, but on the flip side, if you reduce those profits, you will make it such that newer players will almost never remote mine. I would like to see a balance that limits higher players, without harming newer players.
I found Dissi's suggestion of "intermediate rooms" very interesting.
What about yellow/orange sectors for intermediate players. While there wouldn't be walls blocking entry, it would have some limitations to help players get established. For example - no boosted creeps (any creeps entering the zone lose their boosts), and no nukes.
I could also support Tedivm's idea of signing controllers with boosts to prevent noob zones from opening.
This seems like an idea that would be fun to program for the devs, but not very usable in practice. If this is added to your todo list, I hope it will be with the lowest priority possible, there are so many other things that would be better to spend your time on. Just my opinion.
The biggest problem imo, is the inconsistent REACTION_TIMES. It would be one thing to have T2 take longer than T1, T3 longer than T2, but to give different times for different reactions makes optimizing and rewriting lab logic overly complicated as some T3 boosts are just clearly not worth the time involved anymore, while others still may be.
So not I need logic that says go ahead and produce XLHO2 as normal, but not XZH2O because it's not worth the time, so stop the chain at ZH2O. Don't bother with XGH2O anymore, which was previously the #1 priority, because you can't possibly produce it fast enough to keep upgraders boosted, so better GCL strategy is now to claim, upgrade, unclaim, repeat until that gets nerfed.
Basically you can't really create lab logic that applies to all reactions equally anymore because reaction times are now unequal.
I'm not sure this makes T1/T2 more viable, since T3 is still the optimal effect per creep / tick / cpu cost which are important factors. Really it just makes some T3's unviable by creating an artificial limitation that further slows down the game and reduces the reward for time / effort invested.
Just my experience with it so far. It certainly causes a need for rethinking various strategies, and that probably appeals to the Max GCL, liable to get bored / stagnant crowd. But I'm not sure complicating lab systems while reducing the reward will inspire new players or even mid-level players much.
Update: After i started removing all left over structures in my remotes i am hardly getting any more "Isolate was disposed during execution due to memory limit". Before i removed all enemy structures in remotes my global lasted on average 50-100 ticks before the limit was reached. After i aggressively started clearing all abandoned rooms near me (ive cleared 70+ rooms now), the problem is as good as gone, my global can last for thousands+ of ticks again, mostly resetting when i upload code. This further strengthens the theory that it is the game objects that is a big problem when you have vision in many rooms, not player code. My heap graphs are still very noisy, but it is no longer reaching the limit randomly.
I started clearing the abandoned rooms the 7/19 and did no code changes relating to optimizing globals since then.
Text is particularly blurry (room.visual.text) at certain zoom levels that were otherwise readable in the old renderer. Unsure if the new lighting is a factor or not, I don't recall text readability issues previously.
Overall runs great. Would really like a checkbox to turn off lighting effects.
I quite like the proposed equation. ~0,5 cost @ 25 range is a really sweet point to me,
As a random thought, what effect would making different tiers of boost / resource have different transfer costs be? Atm the t1 boosts, do not see much trading at all, even for new players. If they were to have lower transfer fees, or a wider transfer range, than t3 boosts, it may make them more palatable?
On the whole I really like the idea of regional markets, provided that each region has equal maturity (a regional market of only new players would sort of suck).
@artch if you launched it next week and put it in production three weeks later (for a total of about four weeks) it should be fine. People won't be getting back from the burn until September 5th, so they won't see this announcement until after that.
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