I don't know whether ramparts can go too high, but I feel like there are a few "wrong" arguments being made here.
@smokeman said in Ramparts should be weaker than walls and they both need a nerf:
Once these ramparts get above a certain level, that room is almost too tough to crack.
It's not the total level of ramparts that makes a room too tough to crack, it's the general defences the room has. Above say 20m ramparts, in my opinion, the only difference between defeating 20m and 300m ramparts is cost and time. If you can't defeat a particular player's room that has 300m ramparts, I very much doubt you could defeat the same player with 20m ramparts.
I'm not saying that every room is crackable (it might well be the case that some rooms are uncrackable), it's just that ramparts aren't the deciding factor (they or walls are merely the entrance fee to the party).
@Shibdib
As far as numbers go I think both walls and ramparts max hits needs a look, but RAMPART_HITS_MAX should be a significant amount less than WALL_HITS_MAX.
IMO if ramparts were limited to 100m while walls were limited to 300m, there would be negligible difference in whether a room was attackable or not. If you can't defeat the 300m walls room, you can't defeat the 100m ramparts room.
@Smokeman
the super high wall limit gives the appearance (If built high enough) that the room will be untakeable in many circumstances. There is no real justification to have it this high,
If you can only play screeps at weekends because of your high-powered executive job, why not be able to have defences that take at least a week to break through, so that you get a chance to intervene if your active defence code is failing somehow?
Regardless, if you build high walls or ramparts you're sacrificing GCL/power so it's not like you're not making sacrifices!
@Shibdib do you have any examples of rooms that you think have gone too far and are really good examples of why high ramparts are too bad? If you put several example rooms in your post it would probably be quite helpful.