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Zero-K FAQ

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I could not find a Zero-K FAQ for advertisement purposes, so I started this one. Please provide feedback on how I answered the questions, as well as other questions that people might have about Zero-K.

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Table of Contents

- Where does Zero-K fall within the RTS genre? What other games is it like?
- What makes Zero-K stand out among other RTS games?
- I am familiar with StarCraft. How is the game flow different in Zero-K?
- I am familiar with Supreme Commander. How is Zero-K different?
- How many factions are there?
- What are these factories and what makes them unique?
- 12 different factories? Over 100 unique units? That sounds like a balance nightmare!
- What is Zero-K's biggest strength?
- What is Zero-K's biggest weakness?
- How big/active is the playerbase?[/

Where does Zero-K fall within the RTS genre? What other games is it like?

Zero-K’s gameplay is similar to Total Annihilation and Supreme Commander, two of the most renowned games in the genre. This includes having the following features:

- A powerful starting commander
- Massive battles with huge armies
- Rate-based economy with two resources
- Strategic zoom over the whole battlefield
- Real-time projectile simulation

What makes Zero-K stand out among other RTS games?

Zero-K has a number of unique features including:

- Flat technology tree. All units and buildings are available to build from the beginning of the game.
- Terrain significance. Terrain height and steepness can affect resource collection, unit speed and range, LoS, radar coverage, etc. Further, players can alter the terrain with terraforming commands, as well as deform the map with explosives.
- Incredibly powerful control interface, allowing extensive automation

I am familiar with StarCraft. How is the game flow different in Zero-K?

- Shorter game length – 1v1 games last about 10-30 minutes as opposed to 15-45 minutes.
- Different Economy – Resources are collected by buildings, not units. Resources do not run out. Resources are spread out instead of packed into “expansion” areas.
- Slower unit movement, zoom-out amplifies this feeling
- No unit upgrades, much fewer activated abilities for units/buildings
- Significantly less required APM
- More frequent and longer army engagements
- No duplicate unit-producing structures built (e.g. 2+ barracks)
- Water units
- More “factions,” though not as unique as Terran/Zerg/Protoss

I am familiar with Supreme Commander. How is Zero-K different?

- Shorter game length (1v1)
- Smaller scale
- Unit micro more important
- Gameplay feels faster
- Commander not as powerful
- No duplicate unit-producing structures built (e.g. 2+ land factories)
- No tiers, flat technology tree
- More factories

How many factions are there?

There is technically only one faction. However, diversity comes from the starting factories. The first factory is free and built instantly. Subsequent factories costly and time-consuming to build, and won't be seen until the midgame. There are 12 factories. Each factory can produce about 10 unique units.

What are these factories and what makes them unique?

Cloaky Bot Factory – Produces cheap robots, many of which can turn invisible
Shield Bot Factory – Produces robust robots, many of which have shields
Jump/Specialist Plant – Produces robots with jumpjets
Spider Factory – Produces all-terrain spider bots
Light Vehicle Factory – Produces cheap, quick vehicles (cars)
Heavy Vehicle Factory – Produces hard-hitting, damage-taking vehicles (tanks)
Hovercraft Platform – Produces units that can traverse land and water
Amphibious Bot Plant – Produces units that travel under the water instead of over
Airplane Plant – Produces speedy aircraft
Gunship Plant – Produces aircraft that can hold their position in the air
Shipyard – Produces ships
Strider Hub – Produces the biggest, baddest units in the game

12 different factories? Over 100 unique units? That sounds like a balance nightmare!

Correct, it is an extremely difficult task to properly balance over 100 different units. Fortunately, the developers have been working on perfecting balance for 7 years, and they currently have the game in a steady state. Also, updates come frequently to fix any imbalances that are found.

What is Zero-K's biggest strength?

It's command interface. Zero-K grants incredible power the player while being simple to utilize. After getting used to the command interface, many players find it difficult to go back to other RTS games. Here are some examples:

- Select some units and draw a line. All of the selected units will form up on the line.
- Select one unit and draw a line. The unit will follow the path of the line.
- You can draw these lines on the minimap too, and the units will behave appropriately.
- Give your units a Fight command. They will actively kite/avoid enemy fire while attacking enemies in their path.
- Order your units to retreat to a specified location at 30%/60%/90% health.
- Give your units a Circle Guard command. They will then walk around their target in a circle.
- Add a single unit to a factory infinite queue. The factory will build this one unit, and then remove it from the queue.
- Easily add additional buildings in the middle of a constructor's build queue.

What is Zero-K's biggest weakness?

Probably the size of its playerbase. Speaking of which...

How big/active is the playerbase?

The playerbase is currently not very large. Peak times tend to be during European evenings. During this time, there are usually about 50-100 players online. However, this playerbase is active. You should be able to get into a 1v1 or team game within 5 minutes.
+7 / -0
quote:
What makes Zero-K stand out in the RTS genre?

[list of features it has in common with other RTS]

...I'm not sure you should start with that. I would really put the unique parts first, then later cover the "true and tested principles of these successful games".

I think what really makes ZK stand out the most is the high degree of unit automation. You're supposed to (or you can) focus on strategy, on macro, and with the powerful UI also on tactics, but it's not necessary to make the most out of each individual unit.
That is, in my eyes, an important point to clearly set it apart (and handle the expectations of a player coming) from, say, SC II.

quote:
Subsequent factories are very expensive

From a strategic point: Kind of. But in light of the point you're trying to make (there's no real factions) you should emphasize that you can build as many factories as you want, when you want. The fact that it's not a smart choice at the start of the game is pretty consequential.

I do like the "101 for SC players" part, that's a very useful thing to have :)
+0 / -0
8 years ago
For your first point, I would rather rephrase the question than change the answer. I want to give the reader an idea of what kind of RTS Zero-K is, and then tell them what makes it different from the rest.

I don't directly mention the automation, but I do list the UI as a unique characteristic, including some examples of it. Do you think it I should expand on that?

With the factories, the point I was trying to make was that there kind of are factions. RTS players like diversity in their games, and different factions are attractive (see Planetary Annihilation's criticism of including only one faction).
+0 / -0
The idea is great and presentation is good, I think I'd add something more "personal".
What I mean is a 2-3 lines quote/scenario that says "ZK is fun, ZK is cool!"
I'm putting two examples below, feel free to use/ignore/edit.

"hokomoko's ball of shielded units rolled over Anarchid's front defenses with ease.
Right before the enemy's base, when victory seemed at hand, 2 walking EMP bombs uncloaked under the ball's feet rendering it motionless and defenseless for 16 seconds, more than enough time to decimate it with a small reserve saved for that exact moment. Anarchid then proceeded to reclaim the resources from the ball's wreckage giving him the edge to overturn the battle. Just another day in Zero-K"

Or if you want to appeal to the clusterfuck masses.

"40 minutes into the 10v10 battle and the front lines were littered with the metal husks of what were promised to be endgame units and superweapons. At least 4 nukes were shot and intercepted with only one hitting a combat zone dealing just as much damage to friends as to foes. Great cannons were shelling each other from across the map with minute damage compared to the vast economies powering the war. An Eraser and a Djinn (portable area cloaker and teleporter respectively) were sent across the front lines evading the patrols by inches. Teleporting an entire Detriment took some time but the effect of it appearing right next to the enemy's singularity reactors was instant. Just another day in Zero-K"

More ideas to talk about:
1) Choosing between more units or a facswitch
2) Surprise terraform
3) Ducks
+3 / -0
This looks pretty good, pretty much what I would have written. The only thing I would have mentioned is that the game feels a lot like classic C&C games due to the pace and type-counter-oriented design. Granted ZK is much less type-counter focused than the old C&C games. Frankly I'd be willing to describe ZK as a cross between Go, Supreme Commander, and Skullgirls (or I guess Marvel vs Capcom games)

My only issues are:
1. Please clarify what you mean by slower than SC? Okay, the APM requirement is lower – though Glaives, Bandits, and Fleas scale well with APM – the game takes about half the time on the same maps. An LotV game on Xel'Naga Caverns (I know, old map, not in ranked pool, AFAIK no LotV ladder maps are yet ported to Spring) would probably take about 15-45 minutes after spending 90-120 seconds on buildup (even worse before LotV), while the 1v1 ZK game on Ravaged will take 10-30 minutes with 20-30 seconds of buildup.

Speaking just as a commentator I've had to adjust my style a lot to work with the pacing of ZK, since there generally isn't time for play-by-play nor are there many minutes long buildups to a strategy. I'm often having to just let the action speak for itself while discussing, and as a result partially ignoring, what's going on.

2. I'd recommend using "strong command interface" rather than "good/strong UI". ZK's command interface is undeniably powerful and flexible, so calling it that is accurate, precise, and doesn't fall into any fights over quality or polish. "UI" is a broad term covering both the interface's power as well as its presentation, and UI presentation is more obvious than power. It's also a rope to hang yourself with given the sheer amount of buttons and parts to ZK's UI that SC doesn't have and which can be overwhelming and disorienting to new players. That less minimal approach ZK takes will easily be thrown in our faces if we draw attention to "UI" as a whole rather than "command interface" in particular, especially if we say "good UI" to people used to one specific UI from which ZK's differs on many points. It's too easy for that difference and the associated learning curve to be seen as bad UI rather than good UI if we don't carefully and specifically define the terms.
+0 / -0
ATrankhokomoko 's idea to use stories sounds great!
It's seventeen seconds into the game. Our Krow rush just got scouted and two people resigned. The nub in the back has already made a storage and is now working on a HLT, with an Annihilator and a Bertha queued next. Some afker's comm is dropping onto an unpathable cliff.

Just another day in Zero-K.
+5 / -0

8 years ago
PLrankAdminSprung we're trying to advertise, not to tell the truth.
+6 / -0

8 years ago
I dunno if it's matter, but the selling point for me would be:

- Strong focus on Strategy/Tactic and territory contest compare to other RTS, which was delivered through powerful control interface. This allow for many real life military precept to be applied to the game such as sun tsu art of war [which is the reason we call the genre RTS]
- It is rewarding to read and anticipate allies' and opponents' choice and act accordingly [with scouts units and radar]. Emphasis on intellectual reasoning more than APM.
+0 / -0
Reading AUrankSortale's post, I'm thinking that's a good part of a selling point, but I've often found this game does reward APM and quick tactical thinking as well as broad strategic thinking (and thus both at high level). I suppose this could be another selling point: Flexibility in playstyle (at least at low-mid level).
+0 / -0
This is a great idea and the post is well structured. You could add a question with the differences between ZK and SupComm. Or perhaps extend your answer to the first question as it could fulfill that role.

quote:
However, Zero-K differentiates itself from these games as well with unique features of its own:

- Flat technology tree
- Terraforming to alter the terrain to your advantage
- More micro-able units
- Incredible UI (line commands, queueing commands, map commands)

This seems like an important list to get right. The things in this list should be correct, useful and understandable. I'll do some focused feedback for this list.

You should move this to a wiki page: http://zero-k.info/Forum?categoryID=20

Flat technology tree
This may fail at understandability because flat tech tree is jargon. I do not think people readily think about tech trees in terms of shape, they may after a bit of pondering but that is insufficient. It is not clear what flatness is or why it is a good thing. I would leave this point off the list and then mention it when talking about factions and factory choices.

Terraforming to alter the terrain to your advantage
This is perhaps too narrow and breaks the tone of the page by being worded as marketing hype. I would talk more about how you can interact with terrain in ZK. In many games I feel that the terrain is under used, they boil terrain down to passable and impassable regions. These games effectively take place on a 2D plane with impassible zones.

Supcomm lost a lot of the terrain interaction which was present in TA. The epic scale flattened the terrain into zones. TA had significant bonuses attached to elevation as well as terrain large enough to hide behind on a tactical level, especially with their all terrain units. Neither game have terrain deformation and terraforming though. In PA terrain was further simplified.

Terrain interaction is more than just modifying the terrain. The shape of terrain has to matter before it becomes important for anyone to modify it. Most terrain interactions are not based on changing the terrain. Terrain can significantly impact speed, range, fire arcs, LoS, radar. Smart turret placement depends on more than the pass-ability structure of terrain.

Starcraft II has fairly simple terrain but, as in most cases, it knows exactly what it wants to do and does it well. Their terrain design looks quite tight; each part is well communicated and has a purpose. My disappointment is more with SupComm style terrain. The SupComm maps can be very varied looking terrain but it all does barely anything compared to ZK. They paid for complexity which didn't add depth.
  • Starcraft - Gets a lot of depth for the simplicity of their terrain.
  • Zero-K - Gets a lot out of complicated terrain.
  • SupComm - Pays for complicated terrain but doesn't receive the depth.
Of course ZK can be two games in this regard. Comet Cather Redux does not have much terrain.

This leads into further simulationist topics. For example many games tout simulated projectiles without using the feature in their mechanics. Perhaps there are so many units that it turns into a miss chance, or the mechanic is too hard to interact with, or that most projectiles are sufficiently fast to hit everything.

This train of thought may end at complexit:depth ratio. Sometimes TA-genre games seem to add complexity for little payoff in depth. Or at least they fail to look for ways to get a better complexity:depth ratio. My principals have moved towards improving this ratio. ZK has a lot of complexity momentum though. Still, I think many of my ways to prefer ZK over SupComm come from complexity:depth.

[b]Writing about the Interface[\b]

Firstly: "Incredible UI (line commands, queueing commands, map commands)" - Most games have command queues and the ability to give orders on the minimap. Some better examples could be area commands and construction priorities.

It is hard to talk about the interface because many reasonable looking statements sound contradictory. The UI is really powerful and automates a lot of tasks yet units are very micro-able. Is APM important? People here will disagree on these things.

Zero-K feels slower than Starcraft?
I think the more important distinction is the pacing. Stacraft takes a long time to start and the action comes in waves. Battles seem to occur in bursts in Starcraft while in ZK they can be slower and more prevalent.
+0 / -0
8 years ago
What is the planned use of these texts and where should they appear?

On zero-k.info? On steam/indiedb/facebook? Posted in foreign forums?
+0 / -0
Given @[TL]Beamer 's clan, tag, and frequent references to StarCraft, my guess is TeamLiquid forums, but on the main ZK site would be likely too.
+0 / -0
8 years ago
http://www.teamliquid.net/forum/games/311406-zero-k-free-open-source-rts-game
+0 / -0

8 years ago
it seem to generated good respond on team liquid. suppose we continue to update it?

suppose we have a list of media platform that need to be updated so volunteer or someone can do it without too much hassle?
+0 / -0
Yeah, the planned use of the FAQ is anywhere that can promote the game. I will update the Zero-K thread on the TeamLiquid forums with this FAQ, and also on the main Zero-K site. Perhaps it could also be used somewhere on the Steam page, possibly the Facebook page, any place where Zero-K has a presence to attract new players.

Regarding the TeamLiquid forums, I would like to revive the thread sometime since it has been buried for over a year. However, the mods don't like pointless thread necros, so it would have to be a substantial post. A Steam release announcement would be ideal, but that is too far out. I'm not aware of anything else of significance at the moment.
+0 / -0
8 years ago
The same text can not be used in multiple places. Readers on facebook or Starcraft forum or Total Annhilation forum have different previous knowledges.

quote:
it seem to generated good respond on team liquid.
Sorry, 54 posts in ~3 years is not much. And after looking who posted and what, it gets more disappointing.
[Spoiler]
It is spring/zK people bumping the thread over 3 years. The handful posts by new/neutral people who actually adress the game I would rate as: "mildly interessted with skeptical undertone."
Inbetween are some posts about RTS in general.

There was two people asking stuff.
One asks about "experience with open source drivers on Linux", question remains unanswered. (maybe because https://springrts.com/wiki/FAQ:trouble#I_use_Linux_with_Open-Source_Gfx_drivers.2C_and_the_map_is_all_white.21 )
The other is by a new player who actually played a few matches. He asked for player guides. He gets linked to three guides, all three come with some 'disclaimer.' (incomplete, not updated anymore etc)

I think the mentioned strengths of zero-K are not attractive points for players.
Interface - It is simply something players expect to be there. Nothing to get excited about.
"Balance" or "APM" or "game speed" is vague and varies depending on playstyle.
Imo those are not strong selling points, just stuff to argue about...
How mapcontrol supposedly matters more than in other games is questiomable, too. Imo mapcontrol matters in ALL strategy games, brings risk of being seen as noob in RTS forums.
+0 / -0
knorke you poor soul. I'd assume that you have never try to promote zero-k anywhere.

on my experience, 54 post including our own is a great success. and it was not over 3 years. the thread last about 1 year I think [another success], then inactive till now


in all of my thread about zero-k [in bundle with other open source game]. generally 100-200 view 3-5 non-me post. 1 got 1.5k view 24 replies half was mine. all got inactive within 1-2 months.

People in general are not that psy-up about open source game.

Granted each player have a different preference, therefore, isn't it best to tell them what should be expected? What zero-k is good at?

so yeah unless you have better posting or format or etc, I suggest you take your grievances else where, preferably productive places.
+0 / -0
DErank[2up]knorke: While I understand your point about comparative measure, APM requirement has been a long-standing (if misguided, given how StarCraft is about the only game that really pushes it) complaint about RTS as a genre. As well, for those who embrace competitive RTS (mainly StarCraft), there's a common (though untested) idea that the game isn't that deep strategically, only mechanically, and that reducing APM directly reduces depth and longevity. Pointing out the game works strategically without a massive APM requirement is actually meaningful.

My only concern is that we aren't the first to try to position ourselves as the low-APM deep competitive RTS game, and people may be cynical. That or the aforementioned complaint is more of a memetic relic of the early 2000s rather than a contemporary grievance, since the current big non-StarCraft RTS games (Age of Empires 2 HD, Sins of a Solar Empire, Company of Heroes; according to [url=steamcharts.com]Steam Charts[/url]) don't focus on APM at all. Granted outside of Company of Heroes they aren't generally seen as competitive games either, so I suppose a niche does exist there.

Maybe the Myth or Deadhold community would be interested, assuming any of them want the same physical sim-powered tactics with added unit and base construction and don't mind the theming change from celtic/norse fantasy to robot sci-fi (like me).
+0 / -0
The problem (again) is that nothing in the post makes someone want to try the game.
This is advertisement, don't tell things, show them, don't convince people rationally, approach their emotions.
That means gifs/videos, that means screenshots, that means stories/quotes.

Your post is informative and good, but is it appealing?
+0 / -0
This is titled FAQ. But it is the usual marketing/introduction text rewritten in a different format.


Before I reached this fascinating conclusion I had already written a much longer post. It is below for bored people:
[Spoiler]



quote:
12 different factories? Over 100 unique units? That sounds like a balance nightmare!

Correct, it is an extremely difficult task to properly balance over 100 different units. Fortunately, the developers have been working on perfecting balance for 7 years, and they currently have the game in a steady state. Also, updates come frequently to fix any imbalances that are found.

game in steady state <---> updates come frequently to fix any imbalances that are found
Hm!
I think this question often gets answered inaccurate and too idealistic.
It is more that whenever something really gamebreaking is discovered then that gets fixed. (Imo that is different from 'perfecting.')
Balance is not perfect nor stable. (Coms? Water? Monospam/cheese of the month?) It still kinda stays playable because:
-It is based on proven concept of TA.
-The eco/immobile stuff is same for all factories. The 'factions' differ in mobile combat units only.
-Each factory has a builder, a raider, a skirmisher, all roles are always covered.
-Small playerbase means imbalances can stay hidden for long time.
-That all sounds kinda boring/bad, but pro side is that anyone can have direct impact on game balance.
Play 4,5 games. Post a thread - and game might get changed, on your feedback.
Such option for influence is rarely found. (maybe in some betas.)
Balance flaws can be interessting: Unlike starcraft this game is not yet 'solved.'
Figure out some new OP strategy and win matches.
+2 / -0
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