Creep roles



  • Hello all,

    I'm quite new to the game but I am hooked already. Unfortunately there aren't that many people talking about it and discussing their tactics.

    What are your tactics and how did you devide different roles amongst your creeps. Here is my setup.

    All creeps have a 'Super' variant meaning they have stronger abilities.

    Harvesters
    Basic harvesters, gathering energy and bringing it to
    spawn, extentions and turrets
    Upgraders
    Upgraders bringing energy to the controller
    Builders
    Gather energy and build structures, when no structures
    have to be build they perform the same tasks as harvesters
    Soldiers
    Creeps with attack module, group up with other attack
    units and attack hostiles when teamed up with other
    attack units
    Rangeds
    Same as soldiers, but use ranged attack
    Healers
    Find friendlies and heal them
    Scouts
    Fast cheap units used to explore and claim new territory




  • similar roles than you, though a bunch more specialized ones. For example I have dump-harvesters that just gather energy and then just drop it (or, under some circumstances, even try to build a container beneath them to put it into),  and collectors that collect energy from containers or piles around sources and bring them to a central storage, as well as distributors that pick it up from central storage and bring it to spawns, extensions, turrets... Easier to scale that way, imho. Alternatively, I also have link-harvesters, that gather energy and put them in one or ,more buildings right next to themselves (usually Links, hence the name, though sometimes also towers). 

    I have a bunch of different kinds of builders, including full-time repairers (to keep roads intact, beef up walls and ramparts, etc..), builders specialized for constructing ramparts (because of the special attention those need to be repaired right after building), regular builders that harvest energy themselves, and regular builders that gather energy from a certain building (usually a storage or spawn). when there's no construction to be done, my builders usually default to repairing. there's always something to repair...

    claimers, reservers, scouts, various attack strategies, creeps that are simply ment to annoy someone, or to drain towers...



  • Harvester

    Moves to source -> Builds container if none is in range 2 of source -> Moves between container and source -> Drains source into container

    Carrier

    Moves to container -> Takes energy -> Moves to storage

    Distributor

    Moves energy from storage to spawn/extensions/towers

    Builder

    Takes energy from storage / Harvests energy -> builds structures / repairs structures

    Upgrader

    Takes energy from storage / link / harvest energy -> upgrades controller

    Scout 

    Moves to unclaimed exploration flags

    Warrior

    Seeks local enemies -> moves to nearest enemy -> attacks

    Seeks enemies in nearby rooms -> moves to room

    Moves to nearest conquest flag if it exists

    Else moves to spawn's rally point

    Warlord

    Moves to nearby harvesting flags and reserves the room

    Moves to claim flags and claims if possible or reserves

    Bridge

    Acts as a bridge between storage and link

    Controls the flow of energy between storage and link system