<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[What if mineral compounds had effects when they evaporated.]]></title><description><![CDATA[<p>The idea is straightforward. When a dropped compound evaporates each tick it emits different effects based on its effects as a boost.</p>
<ul>
<li><code>UH</code> Attack all targets within range 1 equivalent to N * ATTACK_POWER / 8</li>
<li><code>UH20</code> Attack all targets in range equivalent to 2 * N * ATTACK_POWER / 8</li>
<li><code>XUH2O</code> Attack all targets in range equivalent to 3 * N * ATTACK_POWER / 8
Where <code>N</code> is the amount of dropped resources (before evaporating) and / 8 is because the attack is spread around the squircle rather than against a single target.</li>
</ul>
<p>The other boost chains are similar:</p>
<ul>
<li><code>LH</code> N / 2 * REPAIR_POWER to all structures or N / 2 progress for all constructionSites within range 3</li>
<li><code>LO</code> N * Heal / 8 within range 1</li>
<li><code>ZH</code> N * DISMANTLE_POWER / 8 to all structures within range 1.</li>
<li><code>ZO</code> 1 fatigue removed from all creeps within range N.</li>
<li><code>KO</code> N * rangedMassAttack.</li>
<li><code>UO</code> N extra harvest power to all creeps.</li>
<li><code>GH</code> 0.3 * N upgradeController.</li>
<li><code>GO</code> 0.3 reduced damage for all creeps in range N.</li>
</ul>
<p>The next are more subjective</p>
<ul>
<li><code>KH</code> prevents all resources and base compounds from evaporating within range N.</li>
<li><code>KH2O</code> prevents 1 compounds and below within range N.</li>
<li><code>XKH2O</code> prevents tier 2 compounds and below within range N.</li>
<li><code>G</code> All resources in range N evaporate 1 extra.</li>
<li><code>OH</code> nothing ... yet.</li>
<li><code>ZK</code> nothing ... yet.</li>
<li><code>UL</code> nothing ... yet.</li>
</ul>
<p>Why? Because it would be fun to walk a carry creep full of a careful mixture of resources up to a wall to drop a bomb. Even better it adds variety to creep layouts as CARRY could be useful in offensive situations, e.g. carry some <code>ZO</code> to allow a fatigued attacking army to arrive more quickly. Or a healer creep carrying <code>GO</code> to protect  their patient from more damage. I also think it might add to peoples enjoyment as the production of compounds in the lab become a little more perilous (with hilarious failure modes).</p>
<p>Some fun numbers for a sense of the impact this would have in battles.
50 WORK parts boosted with <code>XGH2O</code> that died at with 1000 life left would drop 200 <code>XGH2O</code> in their tombstone. Assuming that tombstone was not cleaned up that would deal lots of damage to a wall; 200 resources does 200 * 3 * DISMANTLE_POWER / 8 = 375 damage to adjacent buildings each tick. If the compound remains unpicked up it'll do 20100 * 3 dismantles = 376875 damage in total.  Against a 3x1 flat wall 1,130,625. Against a corner 1,884,375.</p>
<p>A 50 CARRY creep full of <code>XGH2O</code> could drop 2500 for 46,8753 dismantle damage per tick or 58,617,187 total. Impressive</p>
<p>Compare that with the output of the creep had it remained alive; 4 * 50 * 50 * 1000 = 10,000,000.</p>
<p>Some perspective however, is the massive damage is dealt over more than a creeps lifetime and would be trivial pick up and disarm.</p>
<p>Even large pile of <code>XUH2O</code> can be disarmed by a carry creep picking it up. The creep might die from the <code>XUH2O</code> radiation but the resources would then be safely stored in the tombstone.</p>
<p>The <code>KH</code> boosts functions as a hard counter for <code>G</code> boosting, while <code>KH2O</code> is a hard counter for the lower tier compounds. Tier 3 compounds are uncounterable by either side.</p>
<p>A final thought on balance, adding a mechanic where resources can be attacked to decrease the amount without evaporation would also make sense to prevent a defender from being overwhelmed with a flood of tier3 compounds (allowing the attacker to win by purchasing the victory).</p>
]]></description><link>http://screeps.com/forum/topic/3257/what-if-mineral-compounds-had-effects-when-they-evaporated</link><generator>RSS for Node</generator><lastBuildDate>Mon, 12 Oct 2026 03:33:42 GMT</lastBuildDate><atom:link href="http://screeps.com/forum/topic/3257.rss" rel="self" type="application/rss+xml"/><pubDate>Fri, 30 Sep 2022 02:34:11 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to What if mineral compounds had effects when they evaporated. on Invalid Date]]></title><description><![CDATA[<p>The idea is straightforward. When a dropped compound evaporates each tick it emits different effects based on its effects as a boost.</p>
<ul>
<li><code>UH</code> Attack all targets within range 1 equivalent to N * ATTACK_POWER / 8</li>
<li><code>UH20</code> Attack all targets in range equivalent to 2 * N * ATTACK_POWER / 8</li>
<li><code>XUH2O</code> Attack all targets in range equivalent to 3 * N * ATTACK_POWER / 8
Where <code>N</code> is the amount of dropped resources (before evaporating) and / 8 is because the attack is spread around the squircle rather than against a single target.</li>
</ul>
<p>The other boost chains are similar:</p>
<ul>
<li><code>LH</code> N / 2 * REPAIR_POWER to all structures or N / 2 progress for all constructionSites within range 3</li>
<li><code>LO</code> N * Heal / 8 within range 1</li>
<li><code>ZH</code> N * DISMANTLE_POWER / 8 to all structures within range 1.</li>
<li><code>ZO</code> 1 fatigue removed from all creeps within range N.</li>
<li><code>KO</code> N * rangedMassAttack.</li>
<li><code>UO</code> N extra harvest power to all creeps.</li>
<li><code>GH</code> 0.3 * N upgradeController.</li>
<li><code>GO</code> 0.3 reduced damage for all creeps in range N.</li>
</ul>
<p>The next are more subjective</p>
<ul>
<li><code>KH</code> prevents all resources and base compounds from evaporating within range N.</li>
<li><code>KH2O</code> prevents 1 compounds and below within range N.</li>
<li><code>XKH2O</code> prevents tier 2 compounds and below within range N.</li>
<li><code>G</code> All resources in range N evaporate 1 extra.</li>
<li><code>OH</code> nothing ... yet.</li>
<li><code>ZK</code> nothing ... yet.</li>
<li><code>UL</code> nothing ... yet.</li>
</ul>
<p>Why? Because it would be fun to walk a carry creep full of a careful mixture of resources up to a wall to drop a bomb. Even better it adds variety to creep layouts as CARRY could be useful in offensive situations, e.g. carry some <code>ZO</code> to allow a fatigued attacking army to arrive more quickly. Or a healer creep carrying <code>GO</code> to protect  their patient from more damage. I also think it might add to peoples enjoyment as the production of compounds in the lab become a little more perilous (with hilarious failure modes).</p>
<p>Some fun numbers for a sense of the impact this would have in battles.
50 WORK parts boosted with <code>XGH2O</code> that died at with 1000 life left would drop 200 <code>XGH2O</code> in their tombstone. Assuming that tombstone was not cleaned up that would deal lots of damage to a wall; 200 resources does 200 * 3 * DISMANTLE_POWER / 8 = 375 damage to adjacent buildings each tick. If the compound remains unpicked up it'll do 20100 * 3 dismantles = 376875 damage in total.  Against a 3x1 flat wall 1,130,625. Against a corner 1,884,375.</p>
<p>A 50 CARRY creep full of <code>XGH2O</code> could drop 2500 for 46,8753 dismantle damage per tick or 58,617,187 total. Impressive</p>
<p>Compare that with the output of the creep had it remained alive; 4 * 50 * 50 * 1000 = 10,000,000.</p>
<p>Some perspective however, is the massive damage is dealt over more than a creeps lifetime and would be trivial pick up and disarm.</p>
<p>Even large pile of <code>XUH2O</code> can be disarmed by a carry creep picking it up. The creep might die from the <code>XUH2O</code> radiation but the resources would then be safely stored in the tombstone.</p>
<p>The <code>KH</code> boosts functions as a hard counter for <code>G</code> boosting, while <code>KH2O</code> is a hard counter for the lower tier compounds. Tier 3 compounds are uncounterable by either side.</p>
<p>A final thought on balance, adding a mechanic where resources can be attacked to decrease the amount without evaporation would also make sense to prevent a defender from being overwhelmed with a flood of tier3 compounds (allowing the attacker to win by purchasing the victory).</p>
]]></description><link>http://screeps.com/forum/post/16651</link><guid isPermaLink="true">http://screeps.com/forum/post/16651</guid><dc:creator><![CDATA[deft-code]]></dc:creator><pubDate>Invalid Date</pubDate></item></channel></rss>