@detox I assume you are in shard3. My suggestion (and what I did), colonize through a portal into one of the uncapped cpu shards.
Posts made by Sneaky_Polar_Bear
RE: Ideas for next seasons
Invader Apocalypse (3 flavors):
1: king of the hill. Score pylons spawn in neutral rooms (highways and sector centers). you score points by having a creep standing on the score pylon (requires 50 ticks to activate after stepping onto). While active (including during activation) the pylon aggressively spawns invaders of increasing strength and quantity the longer the pylon is held (possibly continuous or in waves), player score is rewarded based on how long they can hold the pylon and the pylon breaks (despawns) if an invader steps onto it (which they are always trying to do).
2: Underground tunnel invasions. Give the player some form of warning similar to a nuke icon of the room location and magnitude of the assault. When the assault happens, all structures and creeps within range 2 of the indicator are destroyed instantly and invaders are spawned into that area. This will require much more adaptive/ reactive defenses and base design/ redesign. Potentially even land full on spawning structure that keeps spawning more units until it is destroyed. The invasion goal is to touch the controller. If it does, it instantly drops the controller level by 1 and despawns all invaders. Could just do scoring based on total rcl, or could make the invaders drop a rare resource (similar to score) when killed.
3:Invader spawners. Spawn in unowned rooms (could just be lvl 0 invader cores). Spawn invaders who bunch into randomly sized and boosted groups and then attack nearby rooms. If the spawners are not dealt with, they will build up (either through leveling up, or more spawning) and eventually overwhelm a room. Gain ranking by killing spawners or with invader loot drop as before.
RE: Ideas for next seasons
Drastically increase the number of invader strongholds and make them permanent structures such that they spawn in 50-100% of claimable tiles (prolly leave sk stronghold spawning the same). On first spawn for everyone it would wipe a stronghold and let you have the room for free. But after that you would have to bring down a stronghold to be able to settle a room. Obviously at first you would be limited to taking down low t1 and t2 strongholds in scrappy fights without much in the way of boosts. It would make the game much more pve rather than pvp and i think could be a fun introduction to a lot of players who have never really messed with strongholds up to now. Ranking could potentially be related to kill shots on cores (ie if you have majority offensive power in a room when a stronghold falls, you get ranking points based on the strength of the stronghold). I could see this causing more teamwork organically (especially early on) since raw numbers help a lot in underequipped fights. Not sure it would be neccesary, but it may add some color/ depth if additionally invader spawns in owned rooms scaled with the number of directly adjacent cores (and related to their levels), basically making more of a constant flood of invaders (almost forcing settling early bases against highways to not be overrun)
Expose some property on strongholds (invader cores) related to spawning
Ideally, I would like a full .spawning object attached to the invader core (so that i could see what is spawning and when it is about to pop out). Currently, on high level strongholds, if a fully boosted mele creep pop out and my quads are within range 2 and in the unfortunate direction it decides to spawn to... its basically a dice roll if my emergency heal hits the right target or else i lose a creep. Only solution I can think of atm is just not to walk within range 2 of a core... which is unpleasant. Also, very sorry if there is some property that I missed that pertains to this. Other options I could think of that may be easier: (just a ticksToSpawn, a power property related to spawning, or even just a .spawning flag would be usable)
Zone Barrier broken in such a way that allows entry into protected zone.
Rooms: (E43N42 and E43N41)
There seems to be a zone wall that splits the upper room in half, but it has an opening which allows travel between the two sides. The bottom room (inside the respawn zone) does have its boundary walls, but the boundary on the room above it is not blocked and therefore can be walked on and allows one direction of travel, ie u can enter from the top and then walk down (off the wall) into the lower room. This provides entry from the outer region into the respawn zone.
I have never seen a diagonal zone wall like that, so I am not exactly sure what was supposed to happen or where it went wrong.
The bug can be observed at the rooms stated above.
Here is one of my creeps crossing the boundary from the top: https://screeps.com/a/#!/history/shard3/E43N41?t=11766019