Power Creeps update



  • @artch something I want to both point out and ask: Are there any plans to add more powers to classes after release, or will they remain the same forever?

    I ask because with the current leveling system, it looks very tricky to add in new powers without rebalancing the entire tree from the ground up. It might be simpler to do with the MOBA-like system you said you might be drafting.

    I also wanted to know, since if they are going to remain unchanged forever, I need to spit out my giant list of power ideas sooner rather than later.

    Finally, why do different power creeps have different maximum levels? It would be nice if I could over-level a power creep up to the "global" maximum to gain more hits/carry. It makes sense if you wanted some power creeps to be easier to kill, but it seems strange that it also means those classes can't have as many powers.

    And just because I am going to list some power ideas \o/ I am not going to list costs, durations or cooldowns because those require some amount of balancing thought :joy:

    • PORTAL - Creates a temporary portal from the current location to a bus room within N linear range.
    • DISRUPT_LAIR - Adds N ticks to source keep lair respawn timer.
    • OPERATE_NUKER - Temporarily increases nuker range by N rooms.
    • OPERATE_ROADS - Roads in the current room only generate N (fraction) fatigue per weight.
    • DISRUPT_ROADS - Roads in the current room have no effect for N ticks.
    • DISRUPT_MOVEMENT - Adds N constructed walls randomly placed around target position with 1 hit.
    • OPERATE_CONTROLLER - Increases maximum energy used to upgrade this controller by N for X ticks.
    • DISRUPT_CONTROLLER - Prevents using more than N energy to upgrade this controller per tick for X ticks.
    • DISABLE_SAFEMODE - Removes safemode from the current room and puts safemode on cooldown for this room. Can only be used on controllers owned by you.
    • SLOW - Creates an area of temporary swamps at the target position
    • BOUNCE - Any creep that attacks this creep is forced to use a .move() intent in the opposite direction of this creep
    • GHOST - Position information for this creep is unavailable for other players. It reports random positions within the room. It is known to other players when a creep has activated ghost.
    • BEACON - Immediately triggers invaders in the current room, which resets the harvest invader timer.
    • WARD - Prevents invaders from attacking this room for N ticks. If an invasion were to happen during this time, it would reset the invasion timer.
    • SPRINT - Creep can move even if it has fatigue for X ticks.
    • RAISE_DEAD - Resurrects a creep from their tombstone with ticks to live equal to N percent of the tombstone ticks to live. This creep cannot be raised again.
    • DRAIN - Deals N damage to target creep. If the damage destroys a creep part, the part is permanently destroyed, receive X% of target creep's cost as resources, proportional to remaining ticks to live. If amount is greater than carry capacity the resources fall to the ground.

  • Dev Team

    @davaned

    At best right before you plan to attack you will make a creep with the offensive abilities, and then suicide it when you are done with it.

    Since redistribute cooldown will be very long (up to a few days), it doesn't seem to be an easy decision.


  • Dev Team

    @gankdalf

    something I want to both point out and ask: Are there any plans to add more powers to classes after release, or will they remain the same forever?

    It is possible, but it should be done very carefully.

    I ask because with the current leveling system, it looks very tricky to add in new powers without rebalancing the entire tree from the ground up. It might be simpler to do with the MOBA-like system you said you might be drafting.

    We're working on another levelling system, see this post above.

    I also wanted to know, since if they are going to remain unchanged forever, I need to spit out my giant list of power ideas sooner rather than later.

    I believe Operator skills set is fine for now. We're focusing on balancing them now, not on finding new ideas. Some of your proposals might make it into other classes though.

    Finally, why do different power creeps have different maximum levels?

    Because currently they have different total number of skills.



  • 0_1523651603069_30d9203a-2243-4240-8e05-f91bbf099fdf-image.png

    The new level rings are kind of small. If this is (at least somewhat) representative of the final leveling screen, could these bars become more distinct, and easier to tell apart? Potentially becoming wedges instead of lines.

    Also, the inner ring of GENERATE_OPS obscures the level rings quite a bit.



  • I also think that there should be a way to rapidly select powers. Experienced players will already know what each power does, and will just be annoyed by the the extra expanded section and button press. Holding SHIFT, CTRL or maybe right-clicking would be a sufficient distinction for "just level it up, I don't need to see the description".

    I know I am already annoyed by the extra click while trying to test which powers work together :joy:


  • Dev Team

    @Gankdalf thank you for your feedback, but please hold on until we release the second version of this UI, it will be significantly different.


  • SUN

    Has there been any rough timeline announced? Are we looking at next month? Summer? Fall?



  • In my opinion, powers should be active by default in rooms with no controller (i.e. hallway rooms, SK rooms, and portal rooms). This would solve the logistical problem of how to allow players to activate or deactivate powers in these rooms, and would have a minimal impact on other players. Power activation in these neutral rooms is unlikely to significantly negatively impact an opposing player outside of a battle happening to occur in those areas, and even in most of the negative situations the powers could easily be activated anyways by a power creep rushing the controller to turn on the powers before defenders can be spawned and mobilized.


  • Culture

    @davaned It's been in the next six months for the last 2 years so take a timeline with a grain of salt.


  • SUN

    I have an idea for slowly introducing power creeps to the game. Certain of the aggressive type power creeps could have a small chance to spawn in level 8 room invasions, or as part of the convoys bringing resources etc.

    Basically, you can have a limited ability set npc power creeps that players can experience before it goes live. That way players will start thinking about countering them before they go live, similar to how room invasions start players considering defense before they get attacked for real.



  • To be honest, I don't see the advantage of the current operate extensions over the previous iteration. The previous iteration provided the ability to load up extra resources into extensions to save on the amount of extensions each hauler needed to visit, save up resources for multiple consecutive creep spawns, and even allow smaller rooms to deploy stronger creeps by buffing up their extensions to a higher level. The current operate extensions does fill extensions faster and can potentially replace one dedicated hauler creep, but since the power creep has carry capacity anyways, it can already fill extensions in a room quite quickly just using its own carry capacity (filling about 100 energy per tick to RCL8 extensions just through withdraw and transfer commands). Increasing extension capacity provides more tactical options than just merely filling extensions.


  • SUN

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


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