Navigation

    forum

    • Login
    • Search
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    1. Home
    2. reelthyme
    • Flag Profile
    • block_user
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Groups
    • Blog

    reelthyme

    @reelthyme

    12
    Posts
    1029
    Profile views
    0
    Followers
    0
    Following
    Joined Last Online

    reelthyme Follow

    Posts made by reelthyme

    • Idea for Hero creeps

      Since the hero creeps are permanent, I was hoping they'd be costed fairly expensive. I don't want them to them to be just other tactical tool we use and replace, at least not all the time. To be more precise, assuming power creeps are made out of "special parts" (maybe 200hp per part), my Idea is to make the maximum part limit open ended, but make the cost scale up exponentially by some factor. (I assume there's going to be a limit of maximum hero creeps per player at the same time, probably = to GCL?)

       

      Lower tier players will be able to use typical cost heros, lose them and replace them. But for the top players, with an incredible amount of investments (millions of power), players will be able to make very strong heros(100 parts any one?). These units will be give those players a unique edge in conquering and defending rooms, but must be protected everywhere they go, because they are so expensive. The movements, position, and existance of such heros will be interesting to watch.

      posted in Feature Requests
      reelthyme
    • RE: Make guarded sources "high yield"

      I would like to see a power source in the center, that is, every 10k ticks, the spawn source to say, 25k power (no damage kickback). Holding a room constantly is difficult with the current creep mechanics, a battle every 10k ticks seems more interesting. This way there's value to both rooms near the edge and near the center of a sector, and another avenue to fight.

      posted in Feature Requests
      reelthyme
    • RE: What do you feel about the current "conquer"

      I had a idea, what if another player can use degradeController by feeding energy, which increases the degradeRate. If the decay counter is equal or less than the degradeRate, the room drops a level. If the degradeRate ever reaches 50k, the room will decay one level every tick. When a controller becomes neutral, degradeRate resets to 0.

      The owner of the room upgrading the room causes the degradeRate to decrease by that amount, as well as resetting the decay counter to 50k

      It's a bit more complicated, but it may create tension and some variety of game states compared to flat 50k to take over.

      posted in General Discussion
      reelthyme
    • Mass attack vs rampart and unit underneath

      If you used mass ranged attack next to an enemy rampart with an enemy unit underneath it, does the rampart take damage two times?

      posted in Help
      reelthyme
    • RE: What do you feel about the current "conquer"

      This is a theoretical consideration, but it seems kinda irritating to prevent an opponent from keeping the room alive: if even a single worker upgrades once, the decay counter is reset to 50k.

      posted in General Discussion
      reelthyme
    • What do you feel about the current "conquer"

      When you clear a level 7 or 8, if you don't guard the base, theoretically the opponent can (sending pioneers) rebuild spawn, storage and 20 extensions in about 8k ticks (working off of just 1 source), after which they are back to business without much problems. Do you thing or find this makes "forcing a base to decay", too difficult?

      posted in General Discussion
      reelthyme
    • RE: PTR Changelog 2015-11-25

      I like the gameplay changes, it feels like they streamline the game.

      posted in News & Announcements
      reelthyme
    • Can't access Memory.creeps from popup editor's memory editor.

      When I click the creeps bar it just loads forever. Works fine in the non-popup editor. Been like this for the last few weeks. Occasionally this problem extends to other memory objects as well.

      posted in Technical Issues and Bugs
      reelthyme
    • RE: Destroyed Parts - Do They Add Weight?

      Yes, I've noticed it in-game, they do.

      posted in Help
      reelthyme
    • RE: CPU usage (measured from start of code) jumping?

      Cool, it seems to have gone away mostly. I measured the start CPU average overnight at it's around 3.5 CPU, very reasonable.

      posted in Technical Issues and Bugs
      reelthyme