@artch Here is my review of each power given what I know and think might happen with the new skill system. The new system allows for many more options and interactions that weren't possible before. This is all obviously just theory, but it might bring to light some things that weren't thought about yet.
Hopefully I did the costs math correctly. I tried equalizing them all down to a per 50 interval for easy comparison with GENERATE_OPS, which I didn't directly rate, since... well... it should be obvious.
OPERATE_SPAWN
Cost: 5 ops/50 ticks (per spawn)
Economy: 3/5
Attack: 2/5
Defense: 4/5
Uses: Defense / Efficiency
Summary:
Increase spawn capacity, allows emergency or burst deployment, or to increase spawn capacity for more efficient mining/harvesting. It's an odd trade-off, but it looks like it could be quite useful for empires that are currently CPU locked.
OPERATE_TOWER
Cost: 5 ops/50 ticks (per tower)
Economy: 2/5
Attack: 0/5
Defense: 2/5
Uses: Situational / Defense
Summary:
This is an odd one. It could be fairly useful for repairing roads, since it would reduce the number of times a tower would need to repair roads (CPU cost), as well as reduce the energy consumption per repair action, but that heavily depends on what the cost of ops ends up resting at.
As a defensive tool, its value heavily rests on base layout format. If your bases relies completely on edge walls with the towers located far from the attack, this will likely be a waste of ops, however, if used on a bunker it could be worth up to ~1500 total damage per tick if placed on enough towers. It's nothing ridiculous, but it isn't nothing either.
Considering it would only be used on defense, or occasionally on one tower to burst out some repairs, it seems reasonably priced compared to other operator powers.
OPERATE_STORAGE
Cost: 5 ops/50 ticks (per storage)
Economy: 3/5
Attack: 2/5
Defense: 2/5
Uses: All-rounder
Summary:
After this was announced to hold its contents after the duration expires, it became fairly clear how powerful this was. In a game where the person with the largest stockpile with decent code wins, this the ultimate stockpiling power.
The downside of using this power on a base though, is that you probably wouldn't want to keep sustained use of OPERATE_STORAGE. It's not terribly expensive, but it would be more optimal to run the room out of the terminal only to avoid the ops cost. This will be a tricky puzzle to handle, that may be best just ignored and bite the ops cost.
Regardless of how a player handles this interaction, each storage that is boosted in this way allows the player to store up to ~8x as many boosts in that room at level 5.
For economic purposes, this is the ultimate temple room power. It allows you to store enough energy in a room to reach RCL 7 without using any imports (oops I did this calculation without boosts).
OPERATE_LAB
Cost: 0.5 ops/50 ticks (per lab)
Economy: 0/5
Attack: 3/5
Defense: 3/5
Uses: All-rounder / Military
Summary:
Although this is a very simple power, boosts are powerful, and increasing the lab throughput by 300% is not situational. Boosts are always good to have on-hand.
Although this costs the same as OPERATE_SPAWN to maintain all 10 labs (compared to 1 spawn), I can totally see myself with a level 23 power creep babysitting labs for this effect.
OPERATE_EXTENSION
Cost: 5 ops/50 ticks
Economy: 1/5
Attack: 1/5
Defense: 1/5
Uses: All-rounder / Efficiency
Summary:
I want to like this power. I have seen a few potential uses for it, but each time it seems to get outclassed by non-power creeps. The only true use for it that I could find, involved having it as a fill-in power that you choose to level up other powers, and then if the power creep is ever in range of a valid structure, throw out this power for some minor CPU gains. The primary issue with this is that it could really screw up filler code, which is usually fairly static. It could even require a full recalculation of all cached extension values, since the bot may not have control over which extensions actually get filled.
Here are some other theoretical uses I thought of that I mostly couldn't find an actual use for.
To completely replace fillers with one or several power creeps. The advantage being CPU gains, the disadvantage being the rate limit. For this to work, it would likely need to lose the long cooldown, but keep a fairly high ops cost.
To allow extensions in unreachable locations. Because the power doesn't have a range limit, and fills any extension in the room, it could allow for extensions to be filled in unreachable locations. This not only saves space, but it allows for impossibly compact layouts that are braindead simple to automate. The issue again is that without enough throughput, a power creep cannot personally sustain the extensions. It could be implemented as a supplement to normal extensions, but would require deep integration into a spawn system in order to control when the power creep used the power, since direct control of which extensions are filled was stated as likely impossible.
To allow bursting out creeps in an emergency or offense situation. The issue here is that the amount is no minute that it could hardly be counted as burst. It really only ever fills one of the previously stated roles, never really a burst or situational role.
OPERATE_OBSERVER
Cost: 5-1 ops/50 ticks
Economy: 2/5
Attack: 2/5
Defense: 1/5
Uses: Situational / Intel
Summary:
This is an interesting power that I think is mainly useful for people dealing with portals. It's very hard to quantify just how much this power can do, since it heavily depends on how close you are to portals and if your codebase is able to take advantage of them.
OPERATE_TERMINAL
Cost: 5 ops/50 ticks
Economy: 1/5
Attack: 0/5
Defense: 0/5
Uses: All-rounder / Efficiency
Summary:
A power that just decreases the cost of an already fairly cheap function. Now to be fair, it isn't
that cheap, but it's energy... so it is cheap.
This could become more useful if/when energy prices rise, maybe in relation to the number of players who start processing power.
I currently can't see ever using this power over another, just because the benefit seems too small. Even though this is a consistently used action, I just don't see it reducing it enough to matter as much as other powers.
DISRUPT_SPAWN
Cost: 100 ops/50 ticks (per spawn)
Economy: 0/5
Attack: 5/5
Defense: 0/5
Uses: Offense / Military
Summary:
Okay, the first truly offensive power. This description assumes that 5 tick duration 5 tick cooldown means that it is capable of locking a spawn permanently. Even just one of these has the potential to completely dismantle a room's defenses if the defender's spawn code does not have DISRUPT_SPAWN accounted for. Not just that, but if the attacker can afford 3x sustained use, it makes a defending room completely helpless. If the attacker is willing to pay ~40k ops for an attack, the defender's only defense against it is to bring creeps from another room or have a standing defense in place already.
This power can be almost completely negated by using edge walls, or at least having walls keep opponents 20 spaces away from your spawns, but I feel like at that point, they might as well be edge walls in most rooms.
This power is extremely dangerous, and should maintain an extremely high cost. I think this power will be too powerful for a skilled attacker. I believe the range should be reduced, or the power adjusted in some other way, otherwise, this is probably the nail in the coffin for bunker layouts. I would be curious how @o4kapuk thinks he will defend against this power if someone shows up with 3x of them at one of his isolated bunkers.
DISRUPT_TOWER
Cost: 100 ops/50 ticks (per tower)
Economy: 0/5
Attack: 3/5
Defense: 0/5
Uses: Situational / Offense / Military
Summary:
I originally thought that this power should be used as a constant source of damage reduction in a room, however, I think that the cost of doing this for enough towers to matter might be a bit excessive. That being said, it can give a respite to attackers trying to recover from a particularly fatal barrage on the previous tick.
It seems like a useful attack tool, but nothing that will outright destroy an opponents base. It's worth noting that assuming all damage multipliers are multiplicative, that even a tower that has OPERATE_TOWER on it will do less damage than a normal tower if DISRUPT_TOWER is used on it. 1 * (1 + 0.5) * (1 - 0.5) = 0.75
.
DISRUPT_SOURCE
Cost: 10 ops/50 ticks (per tower)
Economy: 0/5
Attack: 2/5
Defense: 0/5
Uses: Offense / Military
Summary:
This seems like more of a harass power than an actual attack power. Even with sustained use on a base, It shouldn't break it if it is connected to a proper empire. Additionally, due to the range, it seems more like a power you would use on all of the remote mines for a room, trying to just reduce their effectiveness wherever possible.
The main advantage I see to this power over just killing the creeps at a source is that it works over walls, however, even then I just don't see it causing enough damage to be worth attacking a room in this manner.
I like the power, but I just feel like other options are more effective. There is a fairly real chance that this power could break someone's room code though, making it fall on its own face, so I wouldn't count it out just yet. Although it is pretty much completely countered by edge-walls.
SHIELD
Cost: 5-2 energy per tick
Economy: 0/5
Attack: 3/5
Defense: 2/5
Uses: Military
Summary:
This is a cool power. It is one of the only ways for the operator to actually defend itself. On offense, it may actually be very difficult for a defender to break through with just long range towers, which is likely the only opportunity operators will give a room to defend with. On defense, it's a bit lackluster, since the operator would have to remain stationary to remain protected. That being said, it probably would be far too good on offense if it followed the operator around.
I like this power, but now that it can actually be taken with offense powers, it could potentially be too strong. Obviously live testing will make that clear.
EXTEND_SOURCE
Cost: 0
Economy: 5/5
Attack: 0/5
Defense: 1/5
Uses: All-rounder / Economy
Summary:
This power was immediately one of my favorites. This is an extremely simple power, but the CPU savings possible with this power seem extravagant.
Assuming you can continue fitting more miners on a source, and power creeps in a room, it is possible to move almost all of your remote mining in-house. It might even be possible to expend any harvest boosts for this if you are truly CPU constrained.
The defensive ability of this is that without remote mines, you cannot be harassed in the normal way, and because it does not require a regeneration period, it could be used even with DISRUPT_SOURCE being applied on your sources during an attack.
As a final note, there is the potential to allow for burst harvesting energy using a combination of DISRUPT_SOURCE and EXTEND_SOURCE on your own sources to allow you to stockpile a massive amount of energy in a source without it regenerating. This has a loss in total energy created, but could have massive CPU gains, since you wouldn't need miners at the mine 24/7.
And it's free, so the operators doing this task can continue generating ops to use on another task while en-route to the next source.
EXTEND_MINERAL
Cost: 0
Economy: 4/5
Attack: 2/5
Defense: 2/5
Uses: All-rounder / Economy
Summary:
I labeled this as economy, but I am not 100% sure whether to classify mineral mining as economy or military, since boosts are mostly just used for military. The basic principle of this power is that if used in the most optimal way, it will result in doubling the output of the mineral you are using it on.
The added benefit of this stockpile, is that it has no time constraint. You can continue stockpiling until you decide to actually mine it. A very cool power that I can see using in combination with EXTEND_SOURCE to boost mines.
And just like EXTEND_SOURCE, it's free, so the operators doing this task can continue generating ops to use on another task while en-route to the next source/mine.
DISRUPT_TERMINAL
Cost: 250-50 ops/50 ticks
Economy: 0/5
Attack: 5/5
Defense: 0/5
Uses: Offense / Military
Summary:
This is an extremely dangerous power. It may not have as much brute-force potential as DISRUPT_SPAWN, but it only requires 1 power creep, has no range limit, and can make a sitting duck out of an otherwise well defended room.
This will disconnect a room from its empire, making it defend itself alone, or get help by walking creeps from another room. There has been much discussion on this already, so I will leave that aspect alone.
However, there is also the potential to completely destroy someone's transfer/resource balancing code if they did not plan accordingly, since it could indefinitely back up someone's queue of transfer requests. For the unprepared, this has the potential to shut down someone's entire empire by attacking a single room.
If someone chooses to longbow this power, it might be possible to defend against it with some cheesy swarm defense tactics, so that it misses its window. It will be fun experimenting around this power, although I feel like many people will also lose several of their rooms to this power... including myself.
To summarize in a tier list
S
DISRUPT_SPAWN
DISRUPT_TERMINAL
A
EXTEND_SOURCE
EXTEND_MINERAL
OPERATE_LAB
B
SHIELD
OPERATE_STORAGE
OPERATE_SPAWN
C
DISRUPT_SOURCE
DISRUPT_TOWER
OPERATE_TOWER
OPERATE_EXTENSION
OPERATE_OBSERVER
F
OPERATE_TERMINAL