> Shards resources (not just CPU, but also GCL, Power Levels, Pixels, etc) are entities of higher order than those that your scripts are operating with. Giving an ability to allocate shard resources using the game API is similar to providing an ability of, say, changing your badge or email via the API. It is related to your account and should be set up by user, not by user’s script through an in-game mechanic. The shard itself knows nothing about the multi-shard environment it exists in, similarly to how it knows nothing about other user metadata like emails.
I don't know how to say this less aggressively, so sorry for this, but: how can you be so wrong about your own game?
Let's start with this:
>Â Giving an ability to allocate shard resources using the game API is similar to providing an ability of, say, changing your badge or email via the API.
No. My code can't see my email or badge at all. They do not affect my code's gameplay in the least. No matter what my badge looks like, or my email is set to, it has no effect whatsoever on the game. Allocating shard resources heavily affects the game.
>  It is related to your account and should be set up by user, not by user’s script through an in-game mechanic.Â
No, it is related to my AI. My AI already knows about the amount of CPU allocated to it (currently, 100%, of course) and its own GCL.
>Â The shard itself knows nothing about the multi-shard environment it exists in, similarly to how it knows nothing about other user metadata like emails.
The shard itself is the server I'm playing on. It's not my AI. After the shattering, my AI will be a distributed system. It will exist on multiple shards. Crucially, it will be able to communicate between those other instances of itself using the shared segment. From here it is utterly trivial to compile a list of the shards I am running on - all I need is for a list of shards to be in the segment, and every tick my AI reads the list, checks its own shard name, and if it's not on the list, adds that shard to the list. Now I have a list of shards I'm running on. I know quite a bit about the multi-shard environment I exist in.
I still don't know anything about emails, of course, because emails aren't related to the game in any way.
I also can learn about new shards that I'm not running on simply by scouting portals. And that brings me to my main point:
Â
If you don't let us dynamically allocate CPU to different shards, then claiming a room on a new shard will always involve user intervention. If my code encounters a portal to a new shard, and it would like to expand across to the new shard, without an API the best my code can do is literally send me an email so I can log into a web UI and alter allocations. This is utterly ridiculous. It's completely against the spirit of this game. You have just caused emails to actually be a gameplay mechanic! My code has no way to get into a new shard without emailing me!
A similar argument applies to power creeps, of course, but this is even more ridiculous. You give me a single segment to write to and manage mutexes in, claiming that it makes your AI code more interesting - essentially handing me a distsys problem to solve on a platter - but then you decide that I shouldn't be able to manage the distributed system that is my AI programmatically? What?
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I hope you reconsider. There is a significant difference between "Of course people who babysit the game will have an advantage, it's just a law of physics" and "We are specifically coding this in such a way that people who babysit the game will have an advantage because we will make it impossible to use this feature any other way."