Loading...
  OR  Zero-K Name:    Password:   

Post edit history

"What sold you on ZK?" Discussion

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
3/4/2017 5:19:17 PMCArankAdminShadowfury333 before revert after revert
3/4/2017 5:18:12 PMCArankAdminShadowfury333 before revert after revert
3/4/2017 5:17:41 PMCArankAdminShadowfury333 before revert after revert
Before After
1 [quote]Flat Tech Tree 1 [quote]Flat Tech Tree
2 \n 2 \n
3 This is pretty cool! The flat tech tree is our n.1 unique feature. How can we show visitors that it's a good thing?[/quote] 3 This is pretty cool! The flat tech tree is our n.1 unique feature. How can we show visitors that it's a good thing?[/quote]
4 This is a bit tricky, since having a tech tree is something seen as required in RTS for long-term strategy. That being said, Zero-K is much more about the ability to change course with a relatively low metal/energy cost, while also using the time cost and reality of unit counts to make it trickier than it looks. 4 This is a bit tricky, since having a tech tree is something seen as required in RTS for long-term strategy. That being said, Zero-K is much more about the ability to change course with a relatively low metal/energy cost, while also using the time cost and reality of unit counts to make it trickier than it looks.
5 \n 5 \n
6 For instance, switching from Glaives to Rockos reactively when you see Warriors is a smart move, but if you did that predictively, you'd have twice as many Rockos from that extra minute or so of production (likely 14 or so rather than ~6), which with those numbers is the difference between them missing and doing nothing (because atm they seem to just barely overshoot targets), and enough scattered fire to deal with the Warriors. 6 For instance, switching from Glaives to Rockos reactively when you see Warriors is a smart move, but if you did that predictively, you'd have twice as many Rockos from that extra minute or so of production (likely 14 or so rather than ~6), which with those numbers is the difference between them missing and doing nothing (because atm they seem to just barely overshoot targets), and enough scattered fire to deal with the Warriors.
7 \n 7 \n
8 Basically, you can switch between any unit in a factory anytime, but it's stronger if you scout well (which is really tricky once defense are set up) or make good reads on your opponent's composition.
9 \n
8 [quote]Unit Variety 10 [quote]Unit Variety
9 \n 11 \n
10 Tough to sell! We can't just claim our units are unique. Everyone claims the same.[/quote] 12 Tough to sell! We can't just claim our units are unique. Everyone claims the same.[/quote]
11 It's not so much "uniqueness" as the way that every unit has a different standard weapon, which in quite a few cases operate like selectable unit abilities in other RTS games. Granted, this is kindof a holdover from TA, the difference being that Zero-K operates at StarCraft scales (i.e. armies of 30-80 units rather than 150+). 13 It's not so much "uniqueness" as the way that every unit has a different standard weapon, which in quite a few cases operate like selectable unit abilities in other RTS games. Granted, this is kindof a holdover from TA, the difference being that Zero-K operates at StarCraft scales (i.e. armies of 30-80 units rather than 150+).