Season #1 announcement



  • Some things that were mentioned on slack, and I thought I'd repeat it here (though I know @o4kapuk saw):

    1. A running leaderboard is a must-have IMO.
    2. I think something to prevent hoarding the special resource will be good. If it acts as a normal resource and is the same order of magnitude as power/deposits in terms of quantity (or even 10x higher) then the only interesting combat will be on pickup. Drop-off can't be prevented as any static guards can be overwhelmed by bursts. You sit there for 50k ticks with x creeps, I arrive for one 100 tick burst with 5x creeps. I spent less, and you don't acheive anything.

    So on the hoarding, what could be done. There were a few ideas:

    1. Make the resource so plentiful that you couldn't hoard it. It'd just fill your storage.
    2. Add a decay to the resource even in a store. Controlling drop-off routes now becomes important as it's time sensitive.
    3. Make resources damage whatever is holding them every tick. Similar to 2). You'd want to get rid of it.

  • Dev Team

    @tigga

    Do we have controller decorations today? Or was that a hidden announcement in the OP?

    It will be first introduced only for these season rewards.



  • @Tigga I agree that actually being able to defend the drop-off point would be cool, but wouldn't a simple cooldown mechanic which limits the drop off throughput be much easier to implement (already exists in game) and have the same results to what you're proposing?

    Edit: Limiting the throughput might even result in the top players needing to get control of multiple drop-off points, which would be nice IMO.



  • Throughput limits on the output would kinda work. I don't think they'd be quite so effective: you'd still be able to burst so long as your average was less than whatever the limit is set at.



  • Can you please review the "terminal structures cannot be constructed"? I think disabling the market is fine but not having a terminal will require a lot of code changes/deviation from regular code.



  • I think it would not be much change for me, if it is correct in the game constants like "CONTROLLER_STRUCTURES".

    Besides, i wonder how i can upload code there (via api), just use screeps.com and a new token?


  • Dev Team

    @saruss https://screeps.com/season/api is API root for the season server

    👌


  • @o4kapuk This link seems broken



  • @o4kapuk said in Season #1 announcement:

    @saruss https://screeps.com/season/api is API root for the season server

    @rysade said in Season #1 announcement:

    @o4kapuk This link seems broken

    I was confused about this as well. I think that's the API for external access (e.g. using screeps-api). I guess they haven't released the documentation for the seasonal in-game API yet.



  • Hopefully the official grunt can be updated for seasonal https://github.com/screeps/grunt-screeps (and hopefully this PR merged at the same time: https://github.com/screeps/grunt-screeps/pull/19 )

    👀☝

  • Dev Team

    One change to the rules. Since it's the first pilot season, we would like to make entry as easy as possible with the current existing code. We decided to allow terminal structures construction. However, it will allow to send resources only to your own terminal, not to other players. This will make cooperation a bit harder (although not impossible).

    We may use the no-terminal rule in the next season #2, with a more advance notice.

    👍

  • AYCE

    I really like the idea of disabling terminals in seasonal, but I agree that it's a good idea to introduce such features over time. Disabling market might be enough for the first season.



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  • Will these methods still be available in the season world?

    • Game.market.incomingTransactions
    • Game.market.outgoingTransactions
    • Game.market.calcTransactionCost

    The last one is especially useful to estimate costs of Terminal.send



  • Removing Game.market (and all its method/properties), as was proposed on slack, is more game breaking than not being able to build the terminal in my opinion.

    In my opinion, disabling markets should be done in a non breaking way, for example return some error code on creating orders. If the entire Game.market object is removed, silly things like access to Game.market.credits would error out.

    👍

  • Dev Team

    We decided to leave game API as it is because removing the source of credits looks enough for disabling the entire market.

    👍


  • @o4kapuk said in Season #1 announcement:

    We decided to leave game API as it is because removing the source of credits looks enough for disabling the entire market.

    Presumably with send auto-blacklisting other players?


  • Dev Team

    @tigga send just won't work for terminals of other users. The behavior will be the same as for other edge cases, like sending resources to rooms without a terminal.



  • From what I can tell, it seems like the way the market will be disabled is just that NPC orders won't be generated. In order to create an order, you need to have some credits, and the only way to get credits is through an order that's already on the market. Without an NPC order to start the cycle, the market won't be active. Is that how it's going to be done?


  • Dev Team

    @jbyoshi Yes, exactly. In addition to this, transactions between terminals of different users will not be processed.