Boosting with L,Z,K,U,G
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 I think the largest gain with base mineral boost would be that players can harvest the mineral in their room, move it to a lab & then boost a creep. That's a ton less code to get a taste for boosting and that first taste could motivate players to expand on their lab code so they can get even stronger boosts. Gradual rewards are good.   
 
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 Interesting idea. Though because there's no lab time/cpu costs, apart from perhaps G the efficiencies you've selected make it usually more efficient to do this T0 boost than to combine with another mineral and make T1. Perhaps the boost amount should be < 50% of the T1 boost. It also decreases choke point of O,H,X in a mineral economy. What do you think is the issue with there being chokepoints?I don't see a particular issue with there being different demand for different minerals, unless you needed a mineral in something extreme like 100x the quantity of any other mineral 
 
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 I remember being intimidated about boosting initially as well. However, my experience was different. - get mineral harvesting working
- get distracted by other pressing needs
- panic about full terminals
- quickly hack up some code to sell minerals on the market.
- Use my new found credits to manually buy tier 3 heal boosts
- Ruthlessly smash my neighbors with boosted healers.
 I think the boosting via the market flow is good enough. A tier 0 boost flow could still enhance the game, but it is not strictly fixing a problem the current flow doesn't already cover. Other thoughts on tier 0 boosts. To be clear each boost will only apply to a single body part type. It won't be possible to have U boost both attack and harvest. Either G, OH, ZK, and UL should either all be tier 0 boosts or none of them (None is probably the right choice since they all require reactions anyway). I like the consistency of using O, H, and X as well as Z, U, L , and K as tier 0 boosts (make sure that minerals in your first few rooms always are able to boost something). tier 0 boost should be LESS than half as good as tier 1. Again the point of tier 0 is get a player going while still providing a strong incentive to use the regular boosts. The tier 0 boosts should target noob tasks. Absolutely no TOUGH, HEAL, or dismantle boosts. I don't think upgrade boosts should be available as tier 0 boosts either. Upgrade boosts are the most commonly used boost and keeping them as tier 1-3 provides a good incentive to write reaction or market code. Probably no MOVE, ATTACK, or RANGED_ATTACK boosts, since new players don't really need to be attacking or defending with more than towers and unboosted defenders. That leaves: harvest repair build carry 