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Unlockable Storages

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RUrankChvaN
3 months ago
(edited 3 months ago)

Long time ago there was a lot of things, that needed to be unlocked by points, which u take with levels. Itss off now and its fine. But I think, that one structure needs to be blocked untill u are around 20 level. Its Storage . And only in teams game.
A lot of times I've seen how newbies build ~30 Storages and collect there 15k metal instead of using it or share with team. I tried to explain, that resourses are autosharing with teammates if excessing and they dont need Storages, but they often dont listen.
The only problem is if u comm is dead, u need some energy collected for cloaked units and shields. And I dont know, if it possible to lock Storage for teamgames and dont lock for 1v1.
+0 / -0

FIrankMONGOLOID
3 months ago
doesnt matter, noobs will always find some 50k metal thing to build at 0min because theres a shit-ton of noobtraps and no tutorial
+2 / -7

LTrank[pikts]wolas
3 months ago
I actually liked to unclock things.
+3 / -0



PLrankSprung
3 months ago
quote:
I tried to explain, that resourses are autosharing with teammates if excessing and they dont need Storages, but they often dont listen.

I don't think you understand the psychology of a nab. It doesn't matter where the excessed resources go, what matters is that they are gone from his own pool.
+4 / -0


GBrank[Fx]Drone
3 months ago
Is the issue storages or just clueless noobs?

There is any number of useless things they could spam, labs being another popular one which is arguably more useless

I have just thought of a solution for you if you see a noob spamming storages > make 1 or 2 caretakers to guard your lab, share the caretakers to your noob ally. If they are truly noob they won't even notice.
+17 / -0

ZArankAstran
3 months ago
I'd probably fall for that myself :D ...
+2 / -0

DErankWeltenwind
3 months ago
I like the thing with caretakers, but do they really assist your constructions too or is the guard order cancelled after sharing?

Units stop moving after I share.
+1 / -0


LVrankSenaven
3 months ago
We need armored storage with leveler side gun. Then it will be very good investment even at newb hands.
Also storage functions could be given to energy pylon.
+0 / -0


USrank_Shaman
3 months ago
(edited 3 months ago)

Are you trying to say they're attempting utility... minimization? What is this unholy concept. I think the matter is that newbies do not know what has what utility value. Many of them are probably rts-noobs. Let's assume they're all rational consumers of metal. Many of them probably think it's best to store resources (like I used to in Supcom), so having the most storage is what they view as utility maximizing. Having a large pool of resources they think is good. How do you solve this problem you ask?

ADVERTISING or as I shall now market it: Nubvertisements. We will send to them a message in their UI pointing out cool stuff they can build and explain why it is good. For instance, point to a random factory when they're spamming storage and say "This building could provide you more benefit than storages by expanding your production capability so you can use the metal you're storing better. The first one is free! Try it!"
+6 / -0

PHrankTaurusSilver
3 months ago
I agree with Shaman regarding this matter. We have to see things from their point of view if we are to solve this problem. Most RTS make one think that more resources = better just like he said.

I personally think the old comic style nabbing back then really helped me grasp the game as it made me really question stuff like "Why am I being told to stop building more energy buildings?", "Why is it bad to build this unit right now?", and etc. etc.

It's all a matter of leading newbies to the right questions and to the truth and nature of ZK.
+3 / -0


DErankAdminmojjj
3 months ago

+3 / -0

USrankShadowWolfTJC
2 months ago
You know those messages that builders say when you try to build something that's not recommended in your current situation (such as not advising getting a superweapon because you don't have enough metal income to afford it)? Perhaps attempting to build a storage would bring up the following message from your builder:

- If commander is present: "Our commander has enough storage space for our needs. Remember that excess metal and energy can be spent by having more builders spend it on building new units or buildings."
- If player attempts to build a storage during a team game: "More storage? You do realize that any excess resources are automatically sent over to our teammates, so that they won't necessarily go to waste, right sir?"
- If player already has a storage: "Another storage building? Look, sir, we don't need to hoard large quantities of resources. After all, it's not like we can spend it all at once like in some other rts games, right?"
+0 / -0



RUrankFirepluk
2 months ago
(edited 2 months ago)

quote:
Look, sir, we don't need to hoard large quantities of resources. After all, it's not like we can spend it all at once like in some other rts games, right?

shaking his head in disagreement looking at a 30ish welder ball impatienly standing on a grided frontline towards huge enemy shieldball ready to rush DDM under 5 seconds...

it's legit and very strong front holding strategy in big games where one second u could be eating dead dante producing over 150 m/s of income and another one rushing behe/ddm to hold off another horde of bullshit...

I gotta agree though... storage spam early game is a solid way to cripple your team economy
I still remember that game on icy run where I didn't pay attention to making ECO and didn't notice 2 lobsters spamming storages in corner... By the time I realised the reason of this horrible E stall game was over...
+2 / -0