Organizing my thoughts and ideas on math relationships in the game.
Towers:
- Attack effectiveness 600 hits at range ≤5 to 150 hits at range ≥20
- Heal effectiveness 400 hits at range ≤5 to 100 hits at range ≥20
- Repair effectiveness 800 hits at range ≤5 to 200 hits at range ≥20
RCL 3: 1 tower RCL 5: 2 towers RCL 7: 3 towers RCL 8: 6 towers
Tower tanking:
- 50 parts = 600 dmg/pt / 12 heal/pt
- No boosts: 13 healing parts per creep in quad, 3250 energy for healing parts per creep
- 2x boost: 7 healing parts per creep in quad, 1750 energy for healing parts per creep
- 3x boost: 5 healing parts per creep in quad, 1250 energy for healing parts per creep
- 4x boost: 4 healing parts per creep in quad, 1000 energy for healing parts per creep
Creeps:
- ATTACK 80/energy
- Attacks another creep/structure with 30 hits per tick in a short-ranged attack.
- RANGED_ATTACK 150/energy
- Attacks another single creep/structure with 10 hits per tick in a long-range attack up to 3 squares long.
- Attacks all hostile creeps/structures within 3 squares range with 1-4-10 hits (depending on the range).
- HEAL 250/energy
- Heals self or another creep restoring 12 hits per tick in short range or 4 hits per tick at a distance.
- 300 energy = 1 spawner (300 energy)
- 550 energy = 1 spawner (300) + 5 extensions @ 50 (250 energy)
- 800 = 1 spawner (300) + 10 extensions @ 50 (500)
- 1300 = 1 spawner (300) + 20 extensions @ 50 (1000)
- 1800 = 1 spawner (300) + 30 extensions @ 50 (1500)
- 2300 = 1 spawner (300) + 40 extensions @ 50 (2000)
- Get 3 labs, can be used to boost healing making it 2x, 3x, and 4x more effective
- Per tower, 25 heal parts @ 2x, 17 heal parts @ 3x, 13 heal parts @ 4x
- Assertion: 4 (4x) or 5 (3x) heal parts per creep in a quad may be possible
- 5600 = 2 spawner (600) + 50 extensions @ 100 (5000)
- 12900 = 3 spawner (900) + 60 extensions @ 200 (12000)
- RCL 1 can siege RCL <=2
- Not enough energy or labs to siege a room with a tower
- RCL 2 can siege RCL <=2
- Not enough energy or labs to siege a room with a tower
- RCL 3 can siege RCL <=2
- Not enough energy or labs to siege a room with a tower
- RCL 4 can siege RCL <=2
- Not enough energy or labs to siege a room with a tower
- RCL 5 can siege RCL <=2
- Not enough energy or labs to siege a room with a tower
- RCL 6 w/ 2x boost can siege RCL <=4
- With >=2x boosts there is enough energy to siege a room with a tower
- RCL 7 can siege RCL <=4
- RCL 7 w/ 2x boost can siege RCL <=6 (not sure about this)
- With 2x boosts (3500 energy, 14 parts)
- RCL 7 w/ 3x boosts can siege RCL <=6
- RCL 7 w/ 4x boosts can siege RCL <=7 (not sure about this)
- RCL 8 can siege RCL <=6
- Enough energy for 2 towers (26 parts, 6500 energy), but probably not for 3 towers (39 parts, 9750 energy)
- RCL 8 w/ 2x boost can siege RCL <=8 (not sure about this)
- With 2x, 10500 energy (36 parts) is need for 6 towers
- RCL 8 w/ 3x boosts can siege RCL <=8
- With 3x, 7500 energy (30 parts) is need for 6 towers
- RCL 8 w/ 4x boosts can siege RCL <=9 (not sure about this)
- With 4x, 6000 energy (24 parts) is need for 6 towers
- Rooms that are attacking (yellow alert) ensure that 4x or 3x boosts are available for spawning a quad at all times
- Classify RCLs by attack and defense capabilities
- Number of towers it can tank?
- Attacker's room RCL required to break room?
- Probably need to redo how labs are managed to ensure that all needed boosts are readily available