I mean boosts are supposed to be a challenge to successfully utilize, right?
Posts made by Crusher48
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RE: Moving the boosting mechanic into the spawning mechanic
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RE: Draft: factories and commodities (new crafting/trading mechanic)
Is there any potential plan to add a use for the materials other than selling to NPCs? It seems like a waste to make 20+ new resource types that are only good for selling.
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RE: Draft: factories and commodities (new crafting/trading mechanic)
So, given that the production chains do not appear to have any overlap, there seems to be no need to trade for other types of resources, as you can get a full production chain with just the resource class in your quadrant.
Also, it would be interesting if Bars were made out of 10 of each mineral, but could be de-compressed with another factory. This, along with compressed energy, would allow factories to compress resources for ease of transport, as long as another factory was at the destination to decompress the resources.
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Upscaling HD resolution causes bad scaling
If I use the Upscaling option for HD resolution, the game renders the room incorrectly, making it nearly impossible to click on tiles.
Only clicks in the transparent rectangle are functional, but as the rendering scale does not match the selection rectangle's scale, it is nearly impossible to select units inside that rectangle.
Switching to native HD resolution appears to fix this issue, though.
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RE: Power Creeps - Others can enable power in my reserved rooms
I feel like the solution is to make nuclear strikes trigger power activation in the room affected. Yes, it lets an attacker force power to be enabled in a room, but the cost is excessively high (not to mention that a player that can't defend against power creeps likely can't defend against a nuke either).
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Nuke power surge
Currently, a spread-out network of rooms can easily support each other when one of them comes under attack using terminal transfers, essentially forcing an attacker to deplete the entire opposing empire's resource reserves rather than being able to isolate a single room. The Operator power creep class was equipped with DISRUPT_TERMINAL, a key offensive power that can lock a terminal and enable a room to be isolated and assaulted. However, this only works if the defender has enabled power creeps in the room you wish to isolate, when these empires will likely only enable power in rooms that are at little risk of being attacked.
Yes, power enabling is an important mechanic, as without it a power creep can easily cause serious damage to new players (even an operator can prevent a room from spawning creeps for long enough to crash it, and when executors get released, they could just single-handedly plow through a new player's room) with little to no resource investment required for the attacker. However, experienced players should not be able to completely nullify investment in offensive power creeps (and by virtue make their defense remain almost unassailable) with no recourse.
To solve this issue, a nuclear impact should trigger a "power surge" that forcibly enables power in the room that is hit. A nuke is a massive resource investment that is unlikely to be lobbed at a new player, and if it was lobbed at a new player, the power surge would be irrelevant as the existing nuke mechanics would likely be enough to destroy their base. Thus, power creeps will still not be feasible for curb-stomping small players with no resource investment required, but experienced players will not be able to simply ignore the threat.
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RE: Power Era has begun!
How long will it take before commander and executor power creep classes are released?
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RE: Power Creeps - Others can enable power in my reserved rooms
@tun9an0 So should the player who put time into farming power not get any benefit because their opponent doesn't also use power creeps? What's the point of creating a disruption-based power creep if it only works against opponents that use support-based power creeps (and even then, only in the rooms where said support-based power creeps are deployed)?
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RE: Power Creeps - Others can enable power in my reserved rooms
In my opinion powers should be activated in all rooms by default anyways. At the very least, it should be harder to completely nullify someone else's power investment than for them to get use out of it.
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RE: "Roaming" economy powers
Honestly, it would be a decent idea to rework those powers. Both should make a mineral/source's timer regenerate twice as quickly for a fairly long duration, with the duration increasing with extra levels. This, combined with a lower cooldown on regen source, will encourage power creeps to roam around to boost mining across the entire empire, and will also add pathing demands to put the power creeps in optimal positions to boost the optimal minerals. A side effect would be making power activation more prevalent in the game world.
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We need information on Factories
Currently power creeps can get a power that "operates factories", but yet there is zero information on what a factory is, or what this power does. How am I supposed to plan out my Operator's powerset when there's a mystery ability that could turn out to be incredibly useful?
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RE: Power Era has begun!
Where is the documentation on what exactly each power does? Is this only available through the power creeps API?
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RE: Power Era has begun!
Alright, so it's an incentive to get legacy users to switch to IVM for the increased capacity. Given that IVM increases tick speeds overall, that sounds like a fair trade.
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RE: Power Era has begun!
Why is one type of user getting a larger code size than the other type of user?
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RE: I need help with creating a attacking creep
So, an attacking creep can be made by attacking ATTACK or RANGED_ATTACK parts to your creep body in createCreep(). To know when to create it, make a find(FIND_HOSTILE_CREEPS) call in your room.
However, you shouldn't need to make an attacking creep to secure your base. A single tower can defend against most invader attacks. If the attack was an organized attack by a player, I'd say you probably wouldn't have been able to defend against it even with attacking creeps.
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RE: Add reCAPTCHA to `chat.screeps.com`
I'd rather deal with spammers than having to find images of cars every time I want to log into slack.
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RE: Over-renewing
@davaned The problem is that renewing with the commander clears all boosts from a creep, so a commander is unlikely to be able to field more than a low-level harass force with renewing. Plus, depending on whether the hallway rooms are powers-enabled, it may need to find power-enabled rooms to pit stop in on the journey.
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RE: Is cross-sharding too difficult?
The thing is that in this case, due to the design of shard3, players are likely to not want to get CPU subscriptions when they know that they won't be able to cross-shard effectively without losing all progress. Even if it's good game design, it's bad for the business end of this game if people are disincentivized to get CPU subscription.
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RE: PTR Changelog 2018-11-05: preboosting
Can't AIs just boost the creeps the instant they come out anyways?
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Is cross-sharding too difficult?
I believe that the difficulty of crossing between shards with CLAIM creeps could make cross-sharding a non-viable option for players in shard3 looking to expand. As a result, shard3 players are likely to find no reason to buy a CPU subscription and spread out into the rest of the map, which could pose a monetization issue for the game. There are two reasons for this:
1: With a total lifetime of 600 ticks, a claim creep must traverse the distance to the portal, then the distance out of the portal to a destination room. This is not as much of a problem in other shards where the player can build a new room right next to the portal, but is a problem in shard3 where a player might not have the CPU needed to establish an outpost next to the portal to send a claim creep through, or might not have any viable expansion routes because all of the inter-shard portals near their rooms lead into controlled territory.
2: Cross-sharding an AI is difficult as memory is not shared across shards normally. Thus, the AI on the arrival shard must either guess as to an arriving creep's function, or utilize the raw memory inter-shard segment, which must be manually typed and filled with data about each cross-shard arrival.
Now, experienced players are quite likely to find a way around these limitations, but it seems that new players could face trouble if they want to expand without respawning and losing all of their rooms in shard3. Can anything be done about this without breaking other aspects of the game?