Power creeps is perhaps the most significant revamp of the Screeps gameplay since its launch. When in December 2015 we introduced the new game resource called “power” and announced the future system of its usage, we knew how drastically power creeps and powers would affect the game balance. This is why we didn’t rush to implement them, but we wanted to thoroughly understand and evaluate the whole picture. (Numerous other routine issues and the major business goal of the project – launch on Steam – didn’t speed up things as well.)
Now we are ready to present to you the game design document on how the power creeps system will look like. We are yet to polish and implement it in the game, so the estimate PTR launch schedule is March or April. For now, we want to discuss it with you and hear your comments. How do you think this important update will affect the game?
Feel free to post your comments and suggestions below or in this forum created especially for power creeps discussion.
Features
Power creeps may be defined as “hero units” from other strategy games. Here are some key facts about them:
- They don’t age and don’t have
ticksToLive
properties. - They can be killed, but after their death, you can respawn them from scratch at any of your PowerSpawn (but with cooldown time).
- Each power creep is unique and has its own name and a set of powers. You decide which power creeps you have, and which skills they have, through a special GUI in Overview. The API controls are not provided since obtaining new powers would be quite rare (it’s enough to log into the game once a week or even a month to upgrade one’s creeps, see more explanation in this comment below.)
- You can level up any power creep or create a new 1-level power creep by spending a certain amount of power resources from your account (see the table in the Level section below). The list of powers of an individual creep grows with each level.
- You can despawn any power creep in the GUI and redistribute its powers. But this operation takes a considerable cooldown time, from a few hours to a few days.
- Your power creeps exist in your account even when they are dead (i.e. don’t exist in the game world). You generate a power creep, name it, and then you can spawn this creep in any PowerSpawn using its name like this:
Game.powerSpawns['PowerSpawn1'].createPowerCreep('MyCommander1');
- Power creeps don’t have body parts and fatigue, they always move at the maximum speed of 1 square/tick (even on swamps), can’t execute regular creep activities. They have standard
carry
andhits
properties. With each level, the amount of hits grows by 1000, the carry capacity by 100. - All available methods are as follows:
move/moveTo/moveByPath
pickup
withdraw
transfer
drop
suicide
say
usePower
Game.powerCreeps['Commander1'].usePower(PWR_ENCOURAGE, Game.creeps['Harvester1']);
Levels
You level up your creeps manually via the GUI. Select a creep that you want to level up and agree to spend the specified amount of power resource. To calculate the needed amount of resource, the sum of all levels of your power creeps is used. The higher this sum, the more expensive it is to level up any of them, as well as to create a new 1-level power creep (equivalent to levelling up an existing creep).
Here is a preliminary table of resource usage across levels (may be changed later):
Lvl | P | Σ | Lvl | P | Σ | Lvl | P | Σ |
0 | 1,000 | 0 | 80 | 156,588 | 5,821,183 | 160 | 345,024 | 25,664,340 |
1 | 2,219 | 1,000 | 81 | 158,813 | 5,977,770 | 161 | 347,490 | 26,009,364 |
2 | 3,537 | 3,219 | 82 | 161,042 | 6,136,583 | 162 | 349,958 | 26,356,854 |
3 | 4,925 | 6,757 | 83 | 163,276 | 6,297,625 | 163 | 352,428 | 26,706,812 |
4 | 6,365 | 11,681 | 84 | 165,513 | 6,460,901 | 164 | 354,900 | 27,059,240 |
5 | 7,850 | 18,046 | 85 | 167,754 | 6,626,414 | 165 | 357,375 | 27,414,140 |
6 | 9,373 | 25,896 | 86 | 169,999 | 6,794,168 | 166 | 359,852 | 27,771,516 |
7 | 10,928 | 35,269 | 87 | 172,248 | 6,964,167 | 167 | 362,331 | 28,131,368 |
8 | 12,514 | 46,197 | 88 | 174,501 | 7,136,416 | 168 | 364,812 | 28,493,699 |
9 | 14,125 | 58,711 | 89 | 176,758 | 7,310,917 | 169 | 367,296 | 28,858,511 |
10 | 15,762 | 72,836 | 90 | 179,018 | 7,487,675 | 170 | 369,782 | 29,225,807 |
11 | 17,420 | 88,598 | 91 | 181,283 | 7,666,693 | 171 | 372,270 | 29,595,589 |
12 | 19,100 | 106,018 | 92 | 183,550 | 7,847,976 | 172 | 374,760 | 29,967,859 |
13 | 20,799 | 125,118 | 93 | 185,822 | 8,031,526 | 173 | 377,252 | 30,342,619 |
14 | 22,517 | 145,918 | 94 | 188,097 | 8,217,348 | 174 | 379,746 | 30,719,871 |
15 | 24,251 | 168,434 | 95 | 190,376 | 8,405,445 | 175 | 382,243 | 31,099,617 |
16 | 26,003 | 192,686 | 96 | 192,658 | 8,595,821 | 176 | 384,742 | 31,481,860 |
17 | 27,769 | 218,688 | 97 | 194,944 | 8,788,479 | 177 | 387,242 | 31,866,602 |
18 | 29,551 | 246,458 | 98 | 197,233 | 8,983,423 | 178 | 389,745 | 32,253,844 |
19 | 31,346 | 276,008 | 99 | 199,526 | 9,180,657 | 179 | 392,250 | 32,643,590 |
20 | 33,155 | 307,354 | 100 | 201,822 | 9,380,183 | 180 | 394,757 | 33,035,840 |
21 | 34,977 | 340,510 | 101 | 204,122 | 9,582,006 | 181 | 397,267 | 33,430,598 |
22 | 36,812 | 375,487 | 102 | 206,425 | 9,786,128 | 182 | 399,778 | 33,827,864 |
23 | 38,658 | 412,299 | 103 | 208,732 | 9,992,553 | 183 | 402,291 | 34,227,642 |
24 | 40,516 | 450,957 | 104 | 211,041 | 10,201,285 | 184 | 404,807 | 34,629,933 |
25 | 42,386 | 491,473 | 105 | 213,354 | 10,412,326 | 185 | 407,324 | 35,034,740 |
26 | 44,266 | 533,859 | 106 | 215,671 | 10,625,681 | 186 | 409,843 | 35,442,064 |
27 | 46,156 | 578,125 | 107 | 217,990 | 10,841,351 | 187 | 412,365 | 35,851,907 |
28 | 48,057 | 624,281 | 108 | 220,313 | 11,059,342 | 188 | 414,888 | 36,264,272 |
29 | 49,968 | 672,338 | 109 | 222,639 | 11,279,655 | 189 | 417,414 | 36,679,160 |
30 | 51,888 | 722,306 | 110 | 224,968 | 11,502,294 | 190 | 419,941 | 37,096,574 |
31 | 53,817 | 774,194 | 111 | 227,301 | 11,727,262 | 191 | 422,471 | 37,516,515 |
32 | 55,756 | 828,011 | 112 | 229,636 | 11,954,563 | 192 | 425,002 | 37,938,985 |
33 | 57,703 | 883,767 | 113 | 231,975 | 12,184,199 | 193 | 427,535 | 38,363,987 |
34 | 59,659 | 941,471 | 114 | 234,316 | 12,416,174 | 194 | 430,071 | 38,791,522 |
35 | 61,624 | 1,001,130 | 115 | 236,661 | 12,650,490 | 195 | 432,608 | 39,221,593 |
36 | 63,596 | 1,062,754 | 116 | 239,009 | 12,887,151 | 196 | 435,147 | 39,654,201 |
37 | 65,577 | 1,126,350 | 117 | 241,359 | 13,126,160 | 197 | 437,688 | 40,089,348 |
38 | 67,565 | 1,191,927 | 118 | 243,713 | 13,367,519 | 198 | 440,231 | 40,527,037 |
39 | 69,562 | 1,259,492 | 119 | 246,070 | 13,611,233 | 199 | 442,776 | 40,967,268 |
40 | 71,565 | 1,329,054 | 120 | 248,430 | 13,857,302 | 200 | 445,323 | 41,410,044 |
41 | 73,576 | 1,400,619 | 121 | 250,792 | 14,105,732 | 201 | 447,872 | 41,855,368 |
42 | 75,594 | 1,474,195 | 122 | 253,158 | 14,356,524 | 202 | 450,423 | 42,303,240 |
43 | 77,619 | 1,549,789 | 123 | 255,526 | 14,609,682 | 203 | 452,975 | 42,753,663 |
44 | 79,652 | 1,627,409 | 124 | 257,897 | 14,865,207 | 204 | 455,530 | 43,206,638 |
45 | 81,690 | 1,707,060 | 125 | 260,271 | 15,123,105 | 205 | 458,086 | 43,662,168 |
46 | 83,736 | 1,788,751 | 126 | 262,648 | 15,383,376 | 206 | 460,645 | 44,120,255 |
47 | 85,788 | 1,872,487 | 127 | 265,028 | 15,646,024 | 207 | 463,205 | 44,580,899 |
48 | 87,847 | 1,958,275 | 128 | 267,410 | 15,911,052 | 208 | 465,766 | 45,044,104 |
49 | 89,912 | 2,046,122 | 129 | 269,796 | 16,178,462 | 209 | 468,330 | 45,509,870 |
50 | 91,983 | 2,136,033 | 130 | 272,184 | 16,448,258 | 210 | 470,896 | 45,978,200 |
51 | 94,060 | 2,228,016 | 131 | 274,574 | 16,720,441 | 211 | 473,463 | 46,449,096 |
52 | 96,143 | 2,322,076 | 132 | 276,968 | 16,995,016 | 212 | 476,032 | 46,922,559 |
53 | 98,232 | 2,418,219 | 133 | 279,364 | 17,271,983 | 213 | 478,603 | 47,398,592 |
54 | 100,327 | 2,516,451 | 134 | 281,763 | 17,551,348 | 214 | 481,176 | 47,877,195 |
55 | 102,427 | 2,616,777 | 135 | 284,164 | 17,833,110 | 215 | 483,751 | 48,358,372 |
56 | 104,534 | 2,719,205 | 136 | 286,569 | 18,117,275 | 216 | 486,327 | 48,842,122 |
57 | 106,645 | 2,823,738 | 137 | 288,975 | 18,403,844 | 217 | 488,906 | 49,328,450 |
58 | 108,763 | 2,930,384 | 138 | 291,385 | 18,692,819 | 218 | 491,486 | 49,817,355 |
59 | 110,885 | 3,039,147 | 139 | 293,797 | 18,984,204 | 219 | 494,067 | 50,308,841 |
60 | 113,013 | 3,150,032 | 140 | 296,212 | 19,278,001 | 220 | 496,651 | 50,802,908 |
61 | 115,146 | 3,263,045 | 141 | 298,629 | 19,574,212 | 221 | 499,236 | 51,299,559 |
62 | 117,285 | 3,378,191 | 142 | 301,048 | 19,872,841 | 222 | 501,823 | 51,798,795 |
63 | 119,428 | 3,495,476 | 143 | 303,471 | 20,173,890 | 223 | 504,412 | 52,300,618 |
64 | 121,577 | 3,614,904 | 144 | 305,896 | 20,477,360 | 224 | 507,002 | 52,805,030 |
65 | 123,730 | 3,736,481 | 145 | 308,323 | 20,783,256 | 225 | 509,594 | 53,312,032 |
66 | 125,888 | 3,860,211 | 146 | 310,753 | 21,091,579 | 226 | 512,188 | 53,821,627 |
67 | 128,052 | 3,986,100 | 147 | 313,185 | 21,402,332 | 227 | 514,784 | 54,333,815 |
68 | 130,220 | 4,114,151 | 148 | 315,620 | 21,715,517 | 228 | 517,381 | 54,848,599 |
69 | 132,392 | 4,244,371 | 149 | 318,057 | 22,031,136 | 229 | 519,980 | 55,365,980 |
70 | 134,570 | 4,376,763 | 150 | 320,497 | 22,349,193 | 230 | 522,581 | 55,885,961 |
71 | 136,752 | 4,511,333 | 151 | 322,939 | 22,669,690 | 231 | 525,184 | 56,408,542 |
72 | 138,938 | 4,648,085 | 152 | 325,383 | 22,992,629 | 232 | 527,788 | 56,933,726 |
73 | 141,129 | 4,787,023 | 153 | 327,830 | 23,318,012 | 233 | 530,394 | 57,461,513 |
74 | 143,325 | 4,928,152 | 154 | 330,279 | 23,645,842 | 234 | 533,001 | 57,991,907 |
75 | 145,524 | 5,071,476 | 155 | 332,731 | 23,976,121 | 235 | 535,610 | 58,524,908 |
76 | 147,729 | 5,217,001 | 156 | 335,185 | 24,308,852 | 236 | 538,221 | 59,060,518 |
77 | 149,937 | 5,364,729 | 157 | 337,641 | 24,644,037 | 237 | 540,833 | 59,598,739 |
78 | 152,150 | 5,514,666 | 158 | 340,100 | 24,981,679 | 238 | 543,447 | 60,139,572 |
79 | 154,367 | 5,666,816 | 159 | 342,561 | 25,321,779 | 239 | 546,063 | 60,683,020 |
Lvl - Current power level
P - Processed power resource needed for level up (P = pow(1.15; Lvl) * 1000
)
Σ - Total power resource processed to level
With each new level, you have to choose one of the three powers available on this level. The powers options available at any level of a creep development are fixed for each class. Your choice at each level is to choose one of the three suggested options. It can be a new power or levelling up an existing one. Each power has a level between 1 and 5, and the level determines its effectiveness.
Have a look at this example:
Here you can see the process of levelling up a 7-level creep where it is sequentially assigned powers A
, B
, A
, C
, C
, A
, D
. As a result, this power creep will have the following powers:
A
lvl 3B
lvl 1C
lvl 2D
lvl 1
You can’t upgrade a skill higher than level 5. Also, you can’t upgrade all available powers to level 5 due to a level cap for individual classes.
Classes
Each power creep belongs to one of several available classes that you assign on its creation. Once assigned, a class cannot be changed later (unless you destroy a creep and create it from scratch). The class determines the set of powers available to the creep. There will be 3 classes in the game upon launch:
Operator
A creep working mainly in the rear, at your base, though it can be used as a saboteur in offensive operations. The list of powers:
OPERATE_SPAWN | Reduce spawn time by 10/30/50/65/80%. Effect duration 1000 ticks, cooldown 300 ticks. Consumes 100 U/U/UO/UHO2/XUHO2. |
OPERATE_EXTENSION | Extend capacity by 50/100/200/300/400 units. Effect duration 1000 ticks, cooldown 50 ticks. Consumes 5 U/U/UH/UH2O/XUH2O. |
OPERATE_OBSERVER | Extend range by 10/20/30/100/1000 rooms. Effect duration 1000 ticks, cooldown 900 ticks. Consumes 20 L/L/LH/LH2O/XLH2O. |
OPERATE_TOWER | Increase effectiveness by 10/20/30/40/50%. Effect duration 100 ticks, cooldown 10 ticks. Consumes 2 G/G/GH/GH2O/XGH2O. |
OPERATE_LAB | Increase reaction amount by 2/4/6/8/10 units. Effect duration 1000 ticks, cooldown 50 ticks. Consumes 10 K/K/KH/KH2O/XKH2O. |
OPERATE_TERMINAL | Decrease transfer energy cost by 10/20/30/40/50%. Effect duration 1000 ticks, cooldown 500 ticks. Consumes 100 L/L/LO/LHO2/XLHO2. |
OPERATE_STORAGE | Increase capacity by 500K/1000K/1500K/2000K/3000K units. Effect duration 1000 ticks, cooldown is 300 ticks. Consumes 50 Z/Z/ZH/ZH2O/XZH2O. |
EXTEND_SOURCE | Increase source energy amount by 1K/2K/3K/4K/5K units until the next regeneration cycle. Cooldown 100 ticks. |
EXTEND_MINERAL | Increase mineral deposit amount by 20/40/60/80/100 units. Cooldown 100 ticks. |
DISABLE_SPAWN | Increase spawn time by 10/20/30/40/50%. Effect duration 5 ticks, no cooldown. Range 20 squares. |
DISABLE_EXTENSION | Decrease capacity by 10/20/30/40/50%. Effect duration 50 ticks, no cooldown. Range 20 squares. |
DISABLE_TOWER | Reduce effectiveness by 10%/20%/30%/40%/50%. Effect duration 1 tick. Entire room range. |
CORRUPT_SOURCE | Destroy all energy contained in a source until the next regeneration cycle. Cooldown 250/200/150/100/50 ticks. |
SHIELD | Create a temporary rampart structure on the same square with 5K/10K/15K/20K/25K hits. The structure lasts for 50 ticks and then disappears. Cooldown 20 ticks. Consumes 100 energy. |
Maximum level: 24. Levelling table:
1 | OPERATE_EXTENSION | OPERATE_TOWER | DISABLE_EXTENSION |
2 | OPERATE_OBSERVER | OPERATE_LAB | EXTEND_SOURCE |
3 | OPERATE_SPAWN | OPERATE_EXTENSION | DISABLE_EXTENSION |
4 | OPERATE_TERMINAL | EXTEND_MINERAL | DISABLE_SPAWN |
5 | OPERATE_STORAGE | OPERATE_LAB | EXTEND_SOURCE |
6 | OPERATE_EXTENSION | OPERATE_TOWER | DISABLE_TOWER |
7 | SHIELD | CORRUPT_SOURCE | EXTEND_MINERAL |
8 | OPERATE_OBSERVER | OPERATE_SPAWN | OPERATE_STORAGE |
9 | OPERATE_TERMINAL | DISABLE_TOWER | DISABLE_SPAWN |
10 | OPERATE_TOWER | OPERATE_LAB | CORRUPT_SOURCE |
11 | OPERATE_SPAWN | SHIELD | DISABLE_EXTENSION |
12 | OPERATE_TERMINAL | CORRUPT_SOURCE | EXTEND_SOURCE |
13 | OPERATE_OBSERVER | EXTEND_MINERAL | DISABLE_SPAWN |
14 | OPERATE_STORAGE | DISABLE_TOWER | SHIELD |
15 | OPERATE_SPAWN | OPERATE_TOWER | OPERATE_EXTENSION |
16 | OPERATE_OBSERVER | CORRUPT_SOURCE | OPERATE_LAB |
17 | OPERATE_TERMINAL | SHIELD | DISABLE_TOWER |
18 | EXTEND_SOURCE | EXTEND_MINERAL | OPERATE_STORAGE |
19 | OPERATE_SPAWN | OPERATE_EXTENSION | DISABLE_SPAWN |
20 | OPERATE_TOWER | OPERATE_OBSERVER | DISABLE_EXTENSION |
21 | OPERATE_LAB | CORRUPT_SOURCE | SHIELD |
22 | OPERATE_TERMINAL | OPERATE_STORAGE | EXTEND_SOURCE |
23 | DISABLE_SPAWN | DISABLE_EXTENSION | DISABLE_TOWER |
24 | EXTEND_MINERAL | OPERATE_SPAWN | OPERATE_TERMINAL |
Commander
This power creep is not very useful on its own, but it’s a team player. It influences and affects regular creeps, both friendly and hostile. The list of powers:
ENCOURAGE | Remove all fatigue of the target creep. Cooldown 10/8/6/4/2 ticks. Range 20 squares. |
EXHAUST | Add 2/4/6/8/10 fatigue points to the target creep per each non-MOVE body part. Cooldown 10/8/6/4/2 ticks. Range 20 squares. |
DEFEND | Blocks up to 100/200/400/600/800 damage inflicted to the creep on the next tick. Cooldown 5 ticks. Melee range. |
SUMMON | Instantly relocates your own creep in the same room to the square next to the power creep. Cooldown 10/8/6/4/2 ticks. |
SIGHT | Increase range of all ranged abilites of the target creep by 1 for the next 5 ticks. Cooldown 10/8/6/4/2 ticks. Range 20 squares. |
RENEW | Adds time to live to the target creep. Consumes energy. The formula is the same as in StructureSpawn.renewCreep. Cooldown 5/4/3/2/1 ticks. Range 20 squares. |
DISABLE | Disables all actions of the target creep on the next tick. Cooldown 10/8/6/4/2 ticks. Melee range. |
BERSERK | Increase damage inflicted by a creep by 100%, but also incoming damage by 100% for the next 5 ticks. Cooldown 10/8/6/4/2 ticks. Range 20 squares. |
Maximum level: 14. Levelling table:
1 | ENCOURAGE | SIGHT | EXHAUST |
2 | EXHAUST | ENCOURAGE | DEFEND |
3 | ENCOURAGE | SUMMON | SIGHT |
4 | DEFEND | DISABLE | SIGHT |
5 | SUMMON | RENEW | EXHAUST |
6 | DISABLE | BERSERK | DEFEND |
7 | ENCOURAGE | SUMMON | RENEW |
8 | DISABLE | SIGHT | BERSERK |
9 | DEFEND | DISABLE | EXHAUST |
10 | ENCOURAGE | RENEW | SUMMON |
11 | SIGHT | BERSERK | DEFEND |
12 | SUMMON | DISABLE | EXHAUST |
13 | BERSERK | RENEW | ENCOURAGE |
14 | BERSERK | DEFEND | RENEW |
Executor
This creep class prefers working alone. Due to its skills, it’s a very effective performer in your economy or as a war machine when defending or attacking. The list of powers:
HARVEST_ENERGY | Harvest 200/400/600/800/1000 energy units from an energy source. Cooldown 20 ticks. |
HARVEST_MINERAL | Harvest 200/400/600/800/1000 mineral units from a deposit. Cooldown 40 ticks. |
REMOTE_TRANSFER | Remotely transfer resources to any creep or structure in 20 squares range. Cooldown 50/40/30/20/10 ticks. |
MASS_REPAIR | Repair all structures in 10 squares range area for up to 1000/2000/3000/4000/5000 hits in total. Repair effect is distributed between all structures. Consumes up to 10/20/30/40/50 energy. |
SNIPE | Inflict 100/200/300/400/500 damage to the target creep in 10 squares range. Cannot be used with structures. No cooldown. |
PUNCH | Inflict 300/600/900/1200/1500 damage to the target creep in melee range and disable all his actions on the next tick. No cooldown. |
DEMOLISH | Inflict 5K/10K/15K/20K/25K damage to the target structure in melee range. Cannot be used with creeps. Cooldown 10 ticks. |
REINFORCE | Make the creep itself invulnerable for attacks on the next tick. Cooldown 20/18/16/14/12/10 ticks. |
REFLECT | Reflect 50% of damage inflicted to the power creep back to an attacker creep. Effect duration 5 ticks, cooldown 20/18/16/14/12 ticks. |
KILL | Instantly kills any creep in 10 squares range if it's not inside hostile ramparts. Cooldown 900/800/700/600/500 ticks. |
Maximum level: 17. Levelling table:
1 | HARVEST_ENERGY | HARVEST_MINERAL | REMOTE_TRANSFER |
2 | HARVEST_ENERGY | HARVEST_MINERAL | SNIPE |
3 | REMOTE_TRANSFER | PUNCH | DEMOLISH |
4 | MASS_REPAIR | HARVEST_ENERGY | REMOTE_TRANSFER |
5 | SNIPE | REFLECT | REINFORCE |
6 | HARVEST_MINERAL | MASS_REPAIR | KILL |
7 | PUNCH | REINFORCE | DEMOLISH |
8 | HARVEST_ENERGY | MASS_REPAIR | SNIPE |
9 | REFLECT | REINFORCE | KILL |
10 | REMOTE_TRANSFER | REFLECT | DEMOLISH |
11 | MASS_REPAIR | SNIPE | PUNCH |
12 | HARVEST_MINERAL | REFLECT | KILL |
13 | PUNCH | DEMOLISH | REINFORCE |
14 | HARVEST_ENERGY | REINFORCE | KILL |
15 | REMOTE_TRANSFER | MASS_REPAIR | HARVEST_MINERAL |
16 | SNIPE | REFLECT | KILL |
17 | DEMOLISH | PUNCH | SNIPE |
Conclusion
These classes with their powers is a preliminary picture of how we view the game balance at the moment. It’s open to change, so please leave your comments and suggestions below.
In general, we want to reach the point where power creeps become an independent scale of your game development in Screeps, parallel to the Global Control Level scale. As you can quantitatively increase your abilities with each new GCL (you can build more rooms, have more CPU, more creeps), in the same way the sum of your Power Levels will increase your abilities qualitatively by unlocking new powers and boosting their effectiveness, which leads to increased effectiveness of your economy and viability of your colony.
Using one high-level creep will allow you to achieve the same result as with 5 or 10 regular creeps and consume less CPU. You can scale your game influence the same way as through boosting your GCL, but the process will be deep rather than broad.
At the same time, the levelling system does not allow you to create a power creep exclusively for one specific skill and thus a very simple behavior logic. Any high-level creep will have several useful powers, so in any case boosting its effectiveness will require you to solve a difficult, but interesting task of developing its AI. Since any creep even in the same class can have an individual set of powers, its behavior logic can be unique and different not only from that of other players’ power creeps, but also your own other power creeps.
This significantly expands the scope of interesting challenges a player faces in Screeps, and we hope it will add fun and variety to the game process.
This really sounds quite good to me but moving PC is quite expensive cpu wise so (5 fields = at least 1 cpu) so moving power creeps from room to room sounds expensive.
Otherwise I know many say otherwise but I like the way you have to choose the skills.
A bit offtopic: do you consider releasing the beta client as steam beta to also test on private servers? I know the PTR got buffed but it's much easier to setup a test rooms with more admin powers ;)
Power loss on death.
I actually don't think that this should be like GCL. I think there should be a way to lose power: when a PC dies, a small percentage (think 1% or less) of the power needed to own that creep, from the top (so a level 1 PC would, if you had 239 power levels, lose you 600k power, at 1%).
What I like about this approach is that it's a progressive "tax": the cost of entry for low levels is cheap, and the potential losses are low as well, but as an empire gains more and more power, the risk of deploying PCs also increases. You might even not want to process every bit of power you can get your hands on - maybe you should sell it to someone else?
Then you'd get people hunting your PCs, and have to defend them... it'd promote some light PvP.
@W4rl0ck
We’ll consider this, but maintaining private servers code during early development will be quite difficult.
@anisoptera
This is an interesting idea, but a bit too harsh. Probably, a better option is to make an order of magnitude longer respawn cooldown in case if PC is killed than if it’s respawned.
I don't like the loss on death thing... while it sounds like the loss for small player is also small.. since there is no way a small player can survive a large players attack there is no way a small player can avoid getting his PC wiped ,)
I had an idea for the renew power which would also maybe make current renew more attractive.
maybe add a parameter `ticks` where you can already pay the energy for let's say 10 ticks. You only pay 0.2 cpu once and the renewed creep is completly paralysed for the 10 ticks, blocking the spot at the spawn or where it's currently located.
Will the cooldown of abilities (such as EXTEND_SOURCE) be on the targeted object or the PC itself?
Asking because of:
5x lvl 2 pc with level 1 EXTEND_SOURCE = 10 levels total
1x lcl 22 pc with level 5 EXTEND_SOURCE = 22 levels.total
Both. I.e. during the cooldown this creep cannot use
PWR_EXTEND_SOURCE
to another source, and another creep cannot castPWR_EXTEND_SOURCE
to this source (it will be indicated byRoomObject.effects
value).Fine, here we go: http://support.screeps.com/hc/en-us/community/topics/115000151989-Power-Creeps
Feel free to start any threads there if you wish.
Just create a rampart and move to another position.
On the other hand, one Executor with maxed
HARVEST_ENERGY
can fully harvest 5 sources on cooldown on its own without any regular harvester creep involved (andREMOTE_TRANSFER
will help to reduce haulers), saving you CPU, spawn time and energy.Consider this: high-level creep has more powers to use when other powers are on cooldown. Low-level creep has to wait and be idle while its only power is recovering from that 100-ticks cooldown, it’s a waste of time.
P.S. You can use https://stackedit.io/editor to format your posts conveniently.
The stackedit format doesn't work for us artem:
```
I don't think that works artem! This is not working!
```
I mean, edit your post there and copy-paste the right panel contents here. It's how I write posts. Zendesk doesn't allow built-in Markdown unfortunately.
Is there a limit on PCs in newbie areas? If someone re-spawns, they are limited to 3 rooms regardless of GCL. Will they be limited to PCs as well?
It seems that offensive PCs in newbie areas would make it really crappy for new players who end up going against someone with even one PC who can make a rampart for themselves during an attack and just absorb a boat load of abuse while taking out their RCL 1/2 creeps.
Getting a power spawn takes ~10 days, so by the time the mid-quadrant walls fall, it would be very conceivable to have PCs running around.
Separately, the SHIELD rampart - is it repairable, or will it be exactly and only the amount that was created by the PC?
Do Power Creeps lose carry capacity when damaged? Can Power Creeps be healed? I'm thinking about how I could use an Executor for Source Keeper mining here.
Also, OPERATE_SPAWN appears 6 times in the Operator tree. Is that intentional? Edit: I guess you have to have some 6's in there.
Apparently I'm a moron who can't figure out how to use quotes, but @Artem:
1. For One power/tick: I'd suggest splitting powers into types that allow 1 action per tick from each type. Defensive/Offensive/Economic/Espionage
- So an executor could, in one tick, Punch (Offensive), Reinforce (Defensive), and Mass_Repair (Economic)
- A commander could Encourage (Defensive), Exhaust (Offensive), Renew (Economic).
You get the idea...
2. For Extend Mineral "It creates new minerals in a deposit." Are these minerals available immediately? Does the cooldown continue ticking down even though there are now minerals in the mineral source?
I'll throw my vote in favor of having Power Creep configuration be account-based (instead of managed in the code). I like the individuality it adds to each player's account.
I would like to see it be an option to "preorder" level powers, so I can choose my next few levels ahead of time and even write up code so that when that power arrives I can immediately start using it. Preorders should be able to be changed without a price, it's just an indicator that when I reach a certain level it will automatically be selected as my next power.
Did you consider the option of "dedicating" a PowerSpawn to a particular Power Creep? Sort of like making a temple to that hero, and you can only respawn or level up the hero at that location. You could make it so that you permanently dedicate a PowerSpawn to a Power Creep, and in order to change it you have to destroy and recreate the PowerSpawn. If a PowerSpawn is destroyed, the PowerCreep could keep living, but couldn't be respawned or levelled up until a new PowerSpawn was dedicated to it.
I'm mostly imaging the effects this would have on front-lines heros. It would "tie" them further back, so the cost of a long expansion drive would increase since you would need to relocate the temples. To further exacerbate this, you could have a cooldown time on dedicating any template world-wide to a single Power Creep (so you can't move the "PowerSpawn of MyCommander1" more than once a week or so).
Another thought I have is to slow the rollout even further. Launching a single class at a time makes sense; I might even advise launching new powers in small batches. This would allow you to retain control in case any game-breaking combos are discovered. You could even waive the penalty for reassigning powers as you launch new sets of powers.
Finally, since there was a lot of confusion about this and I'm not sure all of us are on the same page even still, you might want to name the concept of an instance of a Power Creep versus the prototype of the Power Creep. You define the prototype using the game GUI and it's tied to your account, and you can only have a single instance of any prototype at a time. Changes to the prototype have a cooldown, re-instantiating (respawning) the Power Creep has a cooldown. This might make things easier to understand. I might suggest the prototype remain called the Power Creep and the instance be called its Avatar, for instance.
Last comment from me for now - I'd love for Power Creep's names to be visible to other players!
I don't understand the logic behind limiting power creep creation to the UI to make accounts more "individual". The cloners (players who use the public codebases) are just going to follow a script when designing their power creeps anyways.
> Operate Extension
> Consider this usage: you can maintain 20 extensions with 600 capacity instead of 60 extensions with 200 capacity, and save CPU on haulers.
This would consume 100 XUH2O per 1k ticks. Assuming 20 rooms and a mining cycle of 75k ticks per mineral source, you are going to spend 150000 XUH2O per mining cycle. That's 750000 minerals per cycle. That means you're using 15 of your mineral sources to save some CPU. Not even counting the CPU/energy cost of mining and reacting all those minerals.
The only case I would consider this ability useful is in allowing a lower RCL room to have more available energy and therefore spawn larger creeps then it should. But it's easier to just bring the larger creep in from another room.
> OPERATE_LAB
> Again, it saves CPU and time as if they were less in number
So you spend minerals to make minerals with less CPU? The logic behind this one feels funny. I'm currently running labs at 100% capacity as part of an experiment. It costs me 0.024% of my CPU allowance. I'm spending a good chunk of power on a power creep which will consume minerals to save me 0.010% of CPU?
REINFORCE
Most combat revolves around attacks every tick by towers or creeps. Being able to remain invulnerable 1 tick out of 10 is not particularly useful unless you can use that 1 tick for something critical. This ability might be interesting if it was combined with SHIELD.
HARVEST_MINERAL : Harvest 200/400/600/800/1000 mineral units from a deposit. Cooldown 40 ticks.
Does this mean raw deposit or extractors? because if it means raw deposit isn't it a bit too powerful? You get to extract minerals from rooms you don't own.
@Twill
Yes, there must be some limits in place in newbie areas.
It’s not repairable.
@Vultured
No.
Yes.
Yes, but you cannot pick it more than 5 times.
@ScottyC
This whole per-tick aspect is still to be balanced yet.
Yes.
Yes, the main cooldown is separate. When it’s over, the natural amount will be added to the power-generated amount.
@CGamesPlay
But it raises an issue with autonomous bots on private servers - they wouldn’t be able to use power creeps at all.
I like this idea, but it needs more discussion. Do you mind creating a thread on the forum?
@Atavus
Fine, then it needs some rebalancing. What cost parameters do you think are more appropriate?
@Tyggerr
This means deposits with available extractors installed (your own/public and not on cooldown).
Commanders seem like a real weak spot compared to the other two roles. I'm not saying whether Commander should be buffed or the other classes should be nerfed, but it does seem decidedly less useful than the other two classes.
SUMMON and SIGHT both seem interesting.
The thing with Berserk is that your opponent has no direct way to know you have this boost enabled so if you berserk your ranged creeps there's a high chance you only get bonus damages without drawback
@CGamesPlay The 100 carry limit is per level, so by the time you get lvl 1 renew you'll have at least 500 capacity.
Forced de-specialization
I hate to go against the flow, but I like the idea of forcing you to de-specialize. If you can't come up with a good AI for all of your powers, you'll be wasting some of them, so you have a lot more depth to come up with the perfect strategy.
Compared to single-purpose creeps, forced de-specialization of PCs does make it more vulnerable to even minor game tweaks, a whole strategy is wasted if I plan too hard and then you mess with some numbers - important as they may be for balance. *cough* Room.spawn *cough*.(I agree with adding slight spawn pressure, but one spawn is way too harsh).
I'm not sure locking into just those 3 is the right way to bias people towards complex strategies. Perhaps the main 3 at a cheap cost; and 3 others at a very expensive price (yeah, messes up the table idea)
APIs vs GUIs
I disagree with the lack of API for PC's. Mostly because I'll plan ahead, decide what to do, then make my script do it while I'm asleep, when it becomes available. (like I assume most people have for construction sites, etc). I have no problem with gui-only for resetting, but I'd like to upgrade in API. At least make a gui option for choosing to apply a particular upgrade to a particular PC as soon as it becomes possible. Limit to max 1 pending, for max 24 hours, etc, if you want to keep people coming back.
Hero shrines, tree randomization, & unique heroes
I love the idea of the hero shrines, mostly for thematic reasons - a specific PC from a specific PS. Dunno how it'll change balance though - or some kind of penalty if you spawn from the wrong place, or everyone but the "main" hero from that spawn gets some penalty like pre-loaded on all cooldowns or something?
It's also nice to be able to block someone from making a particular PC by destroying the structure they are spawned from - Although totally with 100% refund, they could make one similar.
I think it would be nice to just put some slight randomization into the available upgrade options - a randomized upgrade tree would block a perfect match, so the hero's do become more unique. even if it's just every 5th level is random; or if you can't make any PC over a certain level exactly identical to any other PC you have / you have had recently / you have ever had / anyone else in the entire game currently has / created recently.
(which also stomps down on shared code with copypasta empires)? - although it might suck if one person got the best combo, and nobody else can make it - but that is probably a balance problem needing to be fixed for that specific option. maybe just a slight power penalty if you're the 50th person to make that exact level 19 setup in your PC's upgrade tree - then it becomes self-balancing?
Randomized upgrade tree might be harder to balance and tricky to prevent exploit, a harsh cooldown on reset should deal with it. For the hero thematic of desecrating a temple, you only need a good chance that they can't make something perfectly identical (or at least, they can try, but won't be guaranteed to be able, so they might choose other options).
I was just thinking about defense strategies against power screeps since I won't be able to use them for a long while but I'll have to defend against them. What's important to care about for defense is SUMMON, KILL, SNIPE, SIGHT, BERSERK, EXHAUST und DISABLE_TOWER.
With KILL and SNIPE the invader can easily damage or kill creeps behind the wall. While KILL is less a problem because of the cooldown, SNIPE is. If BERSERK can be used on power creeps, then a sniper can be out of range mostly, just vulnerable to the towers, which can also be reduced by DISABLE_TOWER.
Also interesting is the combination SIGHT with BERSERK, making it possible to have one more range and stay out of range of the enemies, attacking them meanwhile with double strength. But it also would make it possible to attack repair creeps with normal creeps, just like SNIPE with power creeps. SNIPE becomes even more effective with EXHAUST to snipe screeps before they arrive at their safe ramparts. Defense strategy: Healers and Ramparts all along the way to the front. However, defenders must take this into account, because current defense strategies assume that the maximum attack range is 3, not 4 and really not 10.
EXHAUST can also be used to stop the infrastructure in a room. With a range of 20 there is really almost no safe zone possible in a room with 4 exits. So Haulers and Carriers can come to an halt. Stopped carriers will cripple the towers and energy supply. Stopped Haulers will cause no more energy in the extensions which means no more creeps, no more repairing, no more defense. Counter strategy: More ramparts, but those are expensive to maintain all the time. Or spam the room with many small creeps instead of few big creeps. But those can be sniped easily within 10 range, again Rampart being the only defense option here. Maybe those ramparts should decay less? Lots of them can be necessary.
The last interesting skill is SUMMON, making it possible to teleport an invader possibly behind the walls. Imagine to place the power creep in front of the walll surrounding it with many (spam-)creeps so that the nearest free location to summon a creep near the power creep would be behind the wall! Is this exploit being possible or will the summon skill fail if there is no free space at melee distance around the power creep?
I also think that allowing users to create their own body distribution would be beneficial.
The way I see it now, certain powers will be incredibly strong mostly because they don't require any specialization.
Using power creeps for attack seems incredibly risky. They can't have boosted tough so they can almost always get melted on entering the room. So you end up with power creeps huddled under a rampart assisting defense but not offense.
I'd much rather have power creeps have a natural resilience, perhaps 70% tower damage reduction.
Right now I'm worried that power creeps will only be most powerful with turtle strategies, and won't help break in rooms.
Davaned, did you miss the part where each power creep is going to have 1000hp per body part, rather than the normal 100?
An 8 part creep is going to have 8,000hp. A 22 part one will have 22,000hp. Powers like "shield" and "disable towers" should make power creeps pretty difficult to take out.
@tedivm, I did miss the 0, but the point still stands. Assuming ramparts block all offensive actions, any power creep attempting to attack a room is at a huge disadvantage. A single creep with a "kill" power hanging out under a rampart can completely prevent any power creep from entering the room. Creeps with exhaust etc can strand units.
Point being, considering even weak ramparts (are expected to) act like an magic shield that prevents a ton of actions, power creeps on defense will have a lot more tools at their disposal than offensive ones. Unless things like "disable towers" work even if it's covered by a rampart, it will be easy to counter offensive powers.
Also, curious about the strength of Reinforce. Does it work against powers like the Kill power? What about nukes?
If you snipe something under a rampart, does it damage the rampart?
Corrupt source doesn't have a range listed.