Unusual body part combinations
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Since specialist creeps are usually best, most players seem to be using fairly standard combinations of parts. The most common ones I see:
- WORK+CARRY - harvesters, builders, workers, etc
- CARRY - haulers (sometimes with 1 WORK to fix roads)
- CLAIM - claimers, reservers
- ATTACK, RANGED, HEAL, ATTACK+HEAL, RANGED+HEAL - military
- WORK - offensive dismantler (some of the more unusual ones include RANGED or HEAL)
Some observations:
- Giving an offensive dismantler ATTACK doesn't seem useful, since you can't
attack
anddismantle
at the same time - I don't see much value in ATTACK+RANGED, unless you want to attack two specific targets at once for some reason
- It seems wasteful to put anything else with CLAIM (since the addition of
creep.pull()
I'm planning to not even give them MOVE anymore) - I can't see any point in combining CARRY with ATTACK, RANGED or HEAL
I'm interested to know if anyone is using any unusual body part combinations, and if so, what for?
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@systemparadox Some players use concept of 'armed miners' for SK rooms. My old implementation of them (getting together and acting as a squad) was able to defend against most raids of boosted invaders.
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Those are interesting. I've been wondering about how best to defend remote miners. At the moment they're defenceless - when invaders appear they will try to run away and wait for a defender to come and clear the room, but they don't move very fast so they usually die.
Because it's ~100,000 energy between invasions it feels like it's probably more efficient to let them die, but it feels unsatisfying. This is what got me thinking about unusual part combinations.