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.