Yes, I so want this!
Posts made by Kasami
RE: Script/Console/Memory available even in map view
RE: A different shard
At least consider it when/if you are making another normal shard. Use the 4x4 or 6x6 sectors in the middle for this purpose. Make the area restricted with natural walls and disallow spawning in the rooms. Increase the number/values of sources, and make it accessible only by a new type of portal.
My main concern still stands, the world is kind of boring. A SE-sector on shard1 and a NW-sector on shard 2 is basically the same thing. Don't get me wrong, I've got a todo-list longer than I want to admit, but I feel like I've tackled most of the big things. I also think there's others who feel the same way.
Combat code can always be evolved further, and SWC has been a great motivator for many, me included. On the MMO-server however, there's little reason for me and many others to further develop it, unless we participate in war games or just plain destruction.
There's enough space for anyone with at least decent combat code to wipe out some newer players around you for new rooms. There's no reason to attack some of the more established people, except reasons stated in the last paragraph.
What I want to see is an area that is more desirable than the average room/sector, where you need top notch combat code to establish yourself and hold on to the rooms. Maybe a big alliance will just take all of the new space, but that's fine. Maybe it will not be very many who are able to try to establish themselves, but it can be a showroom for advanced to combat tactics and a place for "world news".
I still feel that this adds a lot of new "game content" without taking much development time or make the game any more complex. It makes the world more interesting, and it can be a motivation for both new and more established players.
A different shard
I feel the world is currently too homogeneous, and want to propose a new shard type that can add some new challenges to screeps, especially for the more experienced players.
This is a new shard with the standard map properties like shard0-2, but without the possibility to spawn directly into it. It is also quite small, maybe about 16/36 sectors starting out. The only way to establish a base on the new shard is going through a portal like intershard expansion between the current shards.
The portals however is not permanent, and go from all the current shards. They have even shorter duration than the current intrashard portals (less than a day). The penalties to creeps is the same as the current intershard portals. The short duration is both to make it hard to use much time to establish a room on the other side, and quickly move portals around the normal shards to allow as many people as possible to travel to the special shard.
The only new feature I see for this request is a new portal type, otherwise it will function as normal. I think it can give players some new goals, and can fuel alliance/diplomatic play.
With some more custom features I think this can be even more interesting, and I've thought of some possibilities:
- Richer rooms, either by adding more sources or higher energy values.
- Because it is a small shard, it can be a faster shard. Tick duration of 2-3 seconds?
- Special properties like harder invaders, tougher source keepers
The custom features might require additional customization, but can make it even more desirable to colonize. I think this could be a make the game more interesting with regards to combat, alliances and new "features" without too much development time.
(Yes, it is a bit inspired by Wormhole space from Eve Online).
Would like to hear what you think, and please add any additional ideas for making the world less homogeneous.
Lastly, any chance of seeing a road map or developer updates any time soon?
RE: Terminals and Credits seem overpowered
I think it is fine adding this as a power creep ability.
Terminals are powerful in sieges, but without backup of active and well coded defender-creeps most rooms are probably breakable with enough effort (resources and code).
I think very few players have defenses that can be considered unbreakable, I certainly do not. With actively modifying the code and instructions to attacking creeps, I think almost any room is breakable, unless the defender puts in the same effort in code and time. If they do, I think it is fair that they are basically unbreakable. The terminal-blocker ability will be a way to maybe break them.
RE: IVM heap usage & game objects
I've been moving rooms from shard0 to shard1/2 to reduce heap size, and have a similar experience as Tigga visible rooms was close to 200. I've now reduced it to below 180, and have no longer problem with heap size. It is probably a combination of your improvements and my room-reduction.
I'll add graph of global age for the last month, where most resets the last 10 days have been code uploads.
RE: Power Creeps update
@kasami Although the rampart has X number of hits, it could potentially be repaired (maybe?) which is considerably easier to pull off than HEAL even though it only lasts 50 ticks.
For defense I see multiple uses for SHIELD, depending on how it will work. Like blocking passages, splitting up units and protecting own units.
However on the offense, even if it can be repaired, the logistics of having repairers present, hauling in minerals etc is unsustainable for long-term fights.
RE: Power Creeps update
About offensive use of operator.
The skills DRAIN_EXTENSION, OBSTRUCT_SPAWN, OBSTRUCT_TOWER and to a lesser degree DRAIN_SOURCE will be used in hostile owned rooms, which for end-game players basically means RCL8. With 6 towers this means up to 3600 dmg each tick. With range and OBSTRUCT_TOWER this can be reduced a bit, but usually you have to account for at least 3000 dmg each tick. A T3-boosted healer with 30 HEAL can heal for 1400 each tich, which means you need 3 at melee range. If the defender has active defenders or PC (with OPERATE_TOWER) it is even more tricky keeping the PC alive.
What I'm saying is that PCs also need some sort of dmg-reduction to be viable in the offense.
The SHIELD is up to 25k every 20 ticks, which means a bit over 1k reduction every tick. But it requires energy and is stationary. It can help a bit, but not enough to counter a well defended room.
The OBSTRUCT_TOWER as it stands now only reduces one towers output by 50 %, which is not that useful. I think this should at least obstruct all towers in the room, if not it will be useless at RCL7 and RCL8.
DRAIN_SOURCE is underwhelming, it basically means disabling one source for the opponent for each level. I think this should be changed to BLOCK_SOURCE that extends the cooldown with a huge amount. Dedicating a high level PC to just disabling a few sources seems to have little effect. Parking a normal creep with harassment-code seems to be a better choise.
The OBSTRUCT_SPAWN is meh, expensive to maintain and only delays active defenders by a little bit. I think it should have a much larger debuff, like 100s of % at lvl 5.
My attempts at designing an offensive operator results in a very expensive (in power level-terms) creep with underwhelming abilities of making a small shield, reducing tower dmg of one tower, and delaying spawning a little bit. The only use would be draining extensions, if it can get close enough. And it will be hardcountered by any rooms with active defenders or power creeps.
My conclusion is basically that is can be used on low-RCL-rooms, but my power levels will go to economic operators. What I would have loved to see is the ability to disrupt terminal, labs or links, that might make them viable for RCL8-fights.
RE: Power Creeps update
I'm wondering how this will work in practice, and how useful it will be. Typically I'll be clearing the minerals in the rooms I own within 5k-10k ticks, and then the regeneration-cooldown will start ticking for 50k ticks. How will EXTEND_MINERAL work on a mineral on cooldown?
One solution might be just adding the minerals to the available minerals (which is 0 when the cooldown starts), but actually mining these before the cooldown is up will be tedious and potential CPU- and energy-inefficient (up to 100 minerals every 100 ticks). If this is the solution I think the minerals should be added to the amount generated after the cooldown in up.
Another solution is that EXTEND_MINERAL is not possible to use on a mineral on cooldown, but that will make EXTEND_MINERAL a very underpowered skill. Using the skill will require moving around to rooms that has mineral up, and my approach will basically be that a PC has a home-room it is responsible for. A roaming PC with EXTEND_MINERAL will be very hard to utilize well.
A different solution might be to change the EXTEND_MINERAL to a new skill that reduces the cooldown. An efficently mined mineral will be on cooldown most of the time, and from my calculations the skill can be changed to "Decrease mineral deposit cooldown by 20/40/60/80/100 ticks. Cooldown 100 ticks.", with basically the same gains as it has today. With an average mineral of around 50k-60k, this will provide about 1 mineral extra each tick (feel free to correct me if my calculations are off).
RE: Power Creeps update
I've been thinking about an alternative to a MOBA-style, where the current tree can be used.
What about using basically the same system for selection as we have now, but also allowing lower level choices to be taken later on.
I've not played around with it that much, but it seems to fix the problem I have now that I have to consider all the future choices when making a choice. Instead I can consider the three I can choose between, or a previously non-chosen upgrade. I've gone back and forth about if choosing a skill lower on the tree will unlock the next tier, or if one have to choose one at each level. If one has to choose at each level, raising the max level to maybe 30 might make it very interesting.
As I've said, I've not deeply analysed this idea, but thought I'll throw it out there for consideration.
RE: Power Creeps update
Another aspect that would be much easier with a MOBA-style selection is the possibility of adding new skills in the future. If new skills are going to be added now, the whole tree has to be reworked, and it probably breaks most of the builds that are being used.
I don't know if it is planned to add new skills, but I think totally abandoning the idea of new skills is shortsighted.
With a MOBA-style selection the players can just ignore the new skills added, while with the current implementation all PCs will probably have to be respeced.
It would also be much easier to grasp. As Pundemonium is saying, before choosing a skill now I have to consider all the future choices, which makes it a very tedious job. If this had been an RPG where I've had such a skill tree, it would have been fine. But this is a game that nurtures and encourages min/max-ing. Comparing to the WoW talent tree is weird, as that is individual abilities, not levels like we have.
From playing around with the tree, my conclusion is basically that I will make as many lvl 5 or lvl 7 creeps that I can and fill my rooms with them, as the next skills are undesired and it would be better to start another PC to quickly get to desired skills again (even with the create-penalty). Maybe 1-2 max-level PC for special situations in addition.
I would much more have prefered a system with max lvl 20-25, where lvl 2 skills require PC lvl 5, lvl 3 skills => PC lvl 10, lvl 4 skills => PC lvl 15, lvl 5 skills => PC lvl 20 (limits up for debate)