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Comments (9)

jordansafer avatar jordansafer commented on June 14, 2024

+1

from screeps.

DragonFire12 avatar DragonFire12 commented on June 14, 2024

+1?:)

from screeps.

JonathanSafer avatar JonathanSafer commented on June 14, 2024

The problem with ramparts is that they cost energy to maintain. Walls take energy to build up once, but they don't fall down, so they are a sunk cost. If anybody attacks us and our ranged defenders (in the works) combined with towers can't hold them off, we simply can't keep the room. We are better off taking the economic hit of losing some rooms due to this minor defensive flaw than taking the economic hit of permanently maintaining ramparts across the empire.

from screeps.

jordansafer avatar jordansafer commented on June 14, 2024

circling back to this, bases now spawn boosted ranged attackers that stay in the base and defend, 3 of these together are able to defeat a trio (2 healers 1 breaker), untested against quads bc we aren’t attacked by quads. cost of a lost base is massive (2 cpu * 3 weeks to replace) but we haven’t lost a base. question is, what is the cost of maintaining ramparts?

from screeps.

JonathanSafer avatar JonathanSafer commented on June 14, 2024

~50 ramparts per room, decaying at 300 hits per 100 ticks each. Thats 3000 hits per 1k ticks or 2 intents per 1k ticks for our current builder. multiplied by 50 ramparts, we get 100 intents or 20 cpu per 1k ticks per room. With 14 rooms atm, that translates to 280 cpu per 1k ticks or .28 cpu per tick.

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JonathanSafer avatar JonathanSafer commented on June 14, 2024

ofc the above calc did not take into account the cpu cost of motion for the builder, as well as energy costs for both the builder and the repair ops. That should all be comparatively little though. I would say 0.28 is certainly not acceptable, especially since it will only rise over the course of our expansion. 0.28 cpu can run a 4 creep military operation with 15 - 20% uptime, which we would probably never achieve (uptime-wise), and would be necessary to remove any enemy that is strong enough to threaten us.

from screeps.

JonathanSafer avatar JonathanSafer commented on June 14, 2024

In the spirit of getting something useful out of this issue, I would say that this has highlighted the importance of only maintaining ramparts that are absolutely necessary.

This means that builders will have to be able to ignore ramparts that were created for nuke defense, but are no longer needed.

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JonathanSafer avatar JonathanSafer commented on June 14, 2024

builders can judge whether a rampart is a 'nuke rampart' vs regular by looking at the structure underneath. If the structure underneath is a core structure (or maybe we'll provide a list of valid structures in settings), the rampart should only be maintained up to the value of the total damage to be dealt by all incoming nukes.

from screeps.

jordansafer avatar jordansafer commented on June 14, 2024

I think the other big part of this is autoplacement of rampart construction sites when a nuke is launched

from screeps.

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