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    Atanner

    @Atanner

    AYCE

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    Posts made by Atanner

    • RE: Discussion: long-range logistics revamp

      I think the idea, in general, is great of having an alternative to creep only or terminal only resource transport. There are a few things that seem a bit awkward though like warp containers not connecting to neighboring rooms.

      As an alternative proposal I would suggest:

      • 1 Warp Container per room.
      • Warp Container Transfer Range of 1 Room
      • 100k Build Cost
      • Internal Capacity of 5k
      • Decay cycle runs every 1000 ticks and does 500k damage. Requires repair
      • Transfer Damage = resourceAmount * 5;

      New Functions:

      • WarpContainer.repairFromInternalStore(amount: 500) // heals 25000 hitpoints
      • Creep.opperateStructure(WarpContainer, {transferTarget: room, resource: energy, amount: 5000})

      Decay Cycle That Decays on Timer 1000 Ticks Does Damage to Structure Can be Healed with a function. WarpContainer.repairFromInternalStore() at a rate of 50 units per energy. Or a creep can use a regular style repair for 100 repair points. I think the cost should be 5 energy units per tick equivalent. There should also be damage done during the transfer function.

      Needs Creep to call a function to transfer resources. Range 1. This means that if you let an enemy player near it they can transfer out the resources forcing you to defend the warp container from enemies. This solves the issues around ownership.

      If a player executes a transfer it becomes "reserved" by that player. If another player transfers it becomes neutral. This makes it similar to reserving controllers currently.

      posted in News & Announcements
      Atanner
    • UO Boost Change

      There currently is a very limited use case for the UO boost chain. But what if it was tweaked slightly. The repair and build boost currently has an effect where it increases the effectiveness without requiring more resources.

      What if the UO boost provided +50% +100% and +150% effectiveness (A work part would extract 3,4,5 energy respectively) when harvesting energy. It would do this without additional depletion to the energy source.

      This would introduce an interesting use case for UO and create a market for it. There would also be an incentive for early-stage players to develop boosting code for the additional energy gathering.

      posted in Feature Requests
      Atanner
    • Requesting Update on New Power Creep Roles?

      There have been a few more power creep types announced for some time. Any word or update from the devs about them? The Commander and Executor roles could be a great use of future power levels so I want to start planning for those.

      posted in General Discussion
      Atanner
    • RE: Container sizing

      I support the idea but the breaking change would be an issue my idea linked below would solve the issue adding a new structure similar to the existing extractor with a built in container. Maybe storage capacity of 5k-10k

      https://screeps.com/forum/topic/2772/static-source-farmer-structure/7

      posted in Feature Requests
      Atanner
    • RE: Static Source Farmer Structure

      @deft-code said in Static Source Farmer Structure: Hauling from a 2000 cap container isn't any less efficient than hauling from a larger capacity structure.

      Cough Cough Carry Capacity Boosts Cough

      If the structure has say 5-10k capacity it opens up some interesting mechanics like boosted energy haulers sharing multiple sources. May actually create a market for some of the non-military boosts.

      posted in Feature Requests
      Atanner
    • RE: Market for CPU Bucket

      @jbyoshi

      In my code I calculate the value of an action in credits. For example how does extracting energy compare to power or minerals. Each has a unique cost in the number of intents and CPU usage relative to produced value.

      I think there are other things to consider such as efficiency some players have better positioning or code to handle specific tasks. At different times they may consider themselves a buyer or seller of CPU based on their immediate conditions. Example ample power resource nearby or minerals to extract or wall construction times vs periods of relative stability and mineral cooldown.

      posted in Feature Requests
      Atanner
    • RE: Market for CPU Bucket

      There has been a bit of discussion on the slack:

      So main concerns would be limiting max execution time of a player and total effect on server compute time.

      I think the first concern would be taken care of because of a limited number of sellers and huge demand. I think that initially a lack of sellers would lead to high initial prices until the market has some depth and a "fair" price could be determined.

      Unlike other resources, this is one that all players would be interested in which could dramatically increase market participation.

      posted in Feature Requests
      Atanner
    • Market for CPU Bucket

      The idea is a market for CPU. The most simple way to implement this would be to transfer bucket between players.

      For example:

      Player 1 has 10000 bucket and player 2 has 5500 bucket.

      Market order for 500 bucket at 1 credit per bucket.

      Order executes and Player 1 Bucket -500 now 9500 Player 2 Bucket +500 now 6000

      Benefits:

      Increased CPU available in time of need.

      Credit sink for game inflation w/ Market Fees (NPC's Buy and Sell increasing total credit supply)

      Clear Metric for value of CPU when doing cost benefit analysis within code.

      Cons:

      Could be overused or abused by small group of players but in a market system supply and demand would balance out.

      Suggestions:

      Up Market fee to 25% on energy orders to remove more credits from the ecosystem.

      Bucket is still limited to 10000 cpu.

      posted in Feature Requests
      Atanner
    • Static Source Farmer Structure

      As a late game mechanic static source farming could reduce server overhead by simplifying the process of energy extraction and also making it more uniform and predictable.

      Concepts to consider:

      Late-game concept by having a high build cost involving both energy and secondary resources.

      Should there be a maintenance fee? (Need to periodically insert resource ex: ops resource?)

      Size of internal storage container - 3000-10,000 would be my suggestion for sizing.

      More Powerful Invaders in Industrial Mined Rooms - Requires Creeps to Clear it

      posted in Feature Requests
      Atanner