Lose RCL1 only if no spawn is present



  • While I appreciate the change that you automatically lose RCL after a while not upgrading your controller, it should never be able to drop to zero while you still have a spawn. This would prevent e.g. an error from forcing (new) players having to respawn besides still having all the infrastructure intact.

    Perhaps one could also think about the RCL degrading faster (e.g. 25k ticks), if no spawn is present - or slower if one is present (e.g. 100k ticks), depending on how you want to look at it.

    Finally, it makes no sense to me, that gained experience carries over to the next level: If you had a lvl7 controller with 10,x Mio exp and dropping to lvl 1, you only need 5 to go back to lvl 6, due to the massive amount of xp left. The degradation should start to take away your xp first and then downgrade your controller (round(ticks_to_downgrade * xp_gained_so_far / xp_required_for_next_rcl)) . E.g. a lvl 7 controller with exactly 10mio xp would degrade in round(50000*10000000/10935000) = 45724 ticks.

    This change would help new players not being punished that hard, and also recovering from errors in general more forgiving, but still provide some protection and leaving the conquering mechanics fairly unchanged while reducing the "ghost town" effect.



  • While some change might be needed, if you're having problems with getting a unit to upgrade the controller every 20,000 ticks you have a much bigger problem.

    You must have at least 1 unit dedicated to upgrading your controller at all times. If you can't spare a unit every 13 (20000/1500 tick per unit) cycles to upgrade your controller even once you've stalled to the point of your room no longer being relevant. If you'd like some advice or help with this. Please respond back.