#Season Idea: Racing

20 messages · Page 1 of 1 (latest)

south lotus
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We are considering this idea for the next Season #8 in Seasonal World.

A long, narrow world stretching from E0 to EXXX, which continuously expands eastward whenever a player approaches the right edge of the world. All players start in one of the leftmost initial sectors, E0N20–E10S20. Players earn seasonal points for capturing rooms located as far to the right as possible, based on their E coordinate. Once a room is captured, it cannot yield points again — players must keep moving east, creating a sort of “race” within the Screeps world. The winner is the one who advances the farthest. However, progress won’t be easy: rooms will be heavily filled with swamps, sometimes entire lines of walls will appear that need to be destroyed, and of course, there will be constant battles with other players.

prisma bloom
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If the winner is the one who advances the farthest, then what are the points for? If the points determine the winner, then couldn't the person who advances second or third farthest win if they captured a bunch of the almost-final rooms?

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I foresee a runaway leader problem caused by walls that span the map. Once one or more players are through a wall and settled on the far side, their ability to delay trailing players increases significantly while they can defend that wall. It could take later players longer to fight through than it took the earlier players to dismantle through.

tawdry plume
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If everyone start from only one sector, maybe it could be the first season that only few survive to the last.
Think about tiggabot claim some rightmost rooms at the beginning and slaughter everyone elses...

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(From right to the left)

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How about pyramid-like map? It will let average players to raise a room at the bottom to mid and encourage advanced players to fight at the top

lone hull
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when you say a room can only yield points once, do you mean for that player? or everyone? If so, whats to stop an advanced player just claim-unclaim all nearby rooms, without leveling the room over RCL1. I think maybe you need to get the room to a certain RCL, in order to score that room. Maybe 6? Then you have to decide between allocating your GCL between scoring and strong rooms

south lotus
south lotus
south lotus
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Season Idea: Racing

lone hull
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what about score = ticks_since_claim X East_pos so claimed for 87 ticks in E22N9 would be 87*22

twilit knoll
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I think the score is simply _.max(yourClaimedRooms, room => room.East_Pos)

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So claiming a room with the same or smaller East_Pos won't yield points.

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I can see a few scenarios arising:

  • A player manages to get a new room with a new east-pos, other rooms with the same or hight east-pos are hard to capture, because walls.
    Other players may fight for that room, as it is easier to capture.
  • Players build walls when unclaiming a room to kick down the ladder, especially around choke-points. Often the usual walls around controllers, but maybe even border walls.
  • Players trying to advance forward may have to defend themself while sending dismantlers to advance.
gritty mural
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i feel like the score should just be all current rooms factored with whatever metrics you deem sensible, no need for "cant score again" and stuff like that

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also, i assume players can only spawn in the west-most sectors? else i'll just spawn into the east-most rooms 5 minutes before season end and take my easy first place

twilit knoll
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An other problem is respawn.
I expect some players stay in the start sectors, and killing any new room.
Could maybe be avoided by expanding the map south over time, and establishing a respawn zone there.

prisma bloom
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Or disallow keeping far west rooms as you move east. Maybe your claimed rooms can only span a width of a few sectors