sparr -- I for one can't wait to get auto-nuked by an NPC
Posts made by deadlypineapple
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RE: Zombies Should decay
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RE: [GCL] GCL - Circumventing the "cap" is ridiculously easy
@coteyr if alliances want to do that, they can -- but they have to pay the transport costs. At a range of 16 rooms, for every 2 energy they send to you, only 1 arrives. There's no reason to try to limit that, if an alliance wants to waste that much energy then their enemies are going to have an easier time walking in.
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RE: [GCL] GCL - Circumventing the "cap" is ridiculously easy
I dunno, we want to encourage things like diplomacy and alliances -- why shouldn't we allow it? Remember that if they're not close to you, they're still paying terminal fees that are quite high.
As for the cooldown, you'll always have to take the room out twice, as the cooldown won't be in effect until after you've beaten the first room.
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RE: [GCL] GCL - Circumventing the "cap" is ridiculously easy
I like that idea, but how about instead, you make the root controller 2-4x more effective at building GCL, and adjust up the required GCL to level up?
Although, even just taking that at face value, depending on the cooldown (eg 20k ticks) you can still get 100% of your control points that you're getting today -- you just have to be smart about how you move and store energy.
I definitely like the idea of having a "central", "core" room that presents a strategic target -- maybe given power creeps have an infinite life span, you could only allow them to be spawned from a root room?
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RE: PTR Changelog 2016-11-01
Bonzai, you can still, prior to unclaiming, ferry 900k energy into a storage to get the 1.8m CP required to reach RCL6. This is what I do.
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RE: [GCL] GCL - Circumventing the "cap" is ridiculously easy
Personally, I still have no problem with people "bypassing" the limit -- it's similar to uncapping and it takes actual effort (code) to do. I do, however, think that we need another energy sink in the game. Perhaps we could have labs take energy to run? Maybe some uber-sink involving keeping a portal from opening (pay 200 energy/tick and a portal will not open in your sector)? Maybe pay 20m energy to choose where your portal will open next.
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RE: A request from the devs: Do not cater to the elites
What about increasing the bucket size to 10k? I reckon people might get sour if they filled their bucket with power only to have a reset storm hit (which resets their bucket to 5k anyway)
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RE: A request from the devs: Do not cater to the elites
Well, 1 unit of power costs 50 energy to process, and let's pretend 6 energy per unit to harvest. If we round that from 56 to 100, then double it to 200 GCL (double because 1 energy = 2 GCL) I think we've got a suitably "bad" exchange. I think 250 GCL could also be an acceptable exchange rate.
6 energy per unit to harvest -> 3 generations of 1 attack creep (4k) 1 heal creep (6k) = 10k per gen = 30k to harvest an average of 5k power.
If you allowed ongoing power purchases, maybe 500 GCL for 1 power to really discourage it except in emergencies -- but I think 200 could work as a one-off thing (vs an estimated cost of harvesting it of 60 energy). What does everyone else think?
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RE: Way to exploit construction sites as defensive warnings
I agree it isn't ideal, but to same problem exists even if you do have visibility when you place the sites. You can only place 100 sites, so enemies could easily walk around them. If you made it so they couldn't walk around, then an enemy could walk over them on purpose with a 1 move creep to set whatever you've got off. -- You don't get a huge benefit.
There are also out of band ways to watch rooms, like through an external client or replay watcher.
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RE: Missing constants in API Reference
I think this is going to get more important once the open source server goes live and people can mod it -- though more a feature request than a bug.
Once it's properly Open Source, we can add this ourselves
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RE: Forcibly de-spawn eliminated players
Another thing to consider, if I defeat a player with a large mineral reserve, I should be able to cart that off. If he respawns, I lose my "prize".
As it is though, changing mechanics could cause issues. One possible solution is that after a respawn, all your structures remain so long as your rooms aren't empty (like how you can't destroy a structure with hostiles in the room).
If we let controllers downgrade normally, then we'll see a large number of people abusing that and preventing others from remote mining in that room.
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RE: Ramparts and walls disappearing if recently built with only 1 HP
This will be because of the decay time on Ramparts. If you don't given them enough HP, they will quickly 'decay' and go below 1 HP, leading to them being removed.
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RE: A request from the devs: Do not cater to the elites
For me, I think the biggest problem is not power in and of itself, but instead the fact that large players have had so long to stockpile it. If it's something that is spent like minerals, then we have a huge problem where some players will have enormous amounts "saved up" by the time it is finally launched. If it is something that is accumulated like GCL and merely allocated, then its effects should be marginal at best in order to prevent it from being too powerful.
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[MINOR] Launcher can't log in if you hit connect twice
This is a very minor issue, and completely caused by the user.
Instructions, from unlaunched state.
- Open steam launcher.
- Hit "connect" for the main server.
- Wait 1/2 the time it takes normally to connect (not too fast, not too slow)
- Hit change server, and hit "connect" to try to connect to a running server
- A number of error popups (steam errors, etc -- 5 in a row I think) should appear, and the game won't log in.
- Sometimes, you can now only log in to either the main server or the other server, othertimes both will work when you return to the main menu.
As I side -- very minor bug. Solution is to restart client.
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RE: CPU Limit static?
Is it just the UI that's not updating? I've found that `Game.cpu` is updated as GCL increases.
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RE: My live server units show red on the map after connecting to local server
Same for playing main and going local
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Using Mods
Sorry if this is explained -- I think I missed it.
I see example mods, and I've create a mod of my own. How do I make it load?
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RE: New map block W65S65 not configured correctly
I don't think they ever block out a 3x3 zone in the center of a new novice area, and if you look it appears the the disabled rooms are actually not connected to the "outside" at all (only to the center blocked area).
While it looks odd -- it is consistent with other behaviour.
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RE: PTR Changelog 2016-10-20
Quick question, is it possible to add a way to prevent invaders from spawning between "controlled" SK rooms?
You could even have it so that when you block off too many SK rooms, occasionally a larger influx will appear on the center room as a "mega wave" and possibly move through the other rooms