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m/e production of constructors

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13 years ago
A Necro produces +0.2/+0.2 metal/energy

That's about 11 minutes to get Necro's build metal back.

Do we need a little bit more income or a metal maker?

I suggest a metal maker who produces for each 5 energy 1 metal, can be overdrived 3 times with buttons for free and up to 5 times and for each 10 energy 1 metal
It should cost 50 metal for building.
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13 years ago
The metal extractors double as 'metal makers' already. The more energy you put into it, the more metal it extracts, on a square-root scale (so it's less efficient as you add more energy). This is the foundation of Zero-K's economy. The point was to make it less complicated than other TA-based games.

If you're using your builders as metal makers, you are doing it wrong.

The resource generated by builders is only really useful if Armageddon happens and all you have left is a couple builders... so what were you planning to use this for?
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13 years ago
Penguin is right, although it wasnt just to make it 'less complicated' (In many ways, figure out exponential falloff and linking grids is more complicated), its to make sure territory is always important. Metal extractors and reclaim are the backbone of your economy, so you have to always fight over land, and there is no incentive to sit in your base making economy.
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13 years ago
I don't think about metal makers for normal games, but on maps like "Icy Run v2" or "The Pass v2" it would be usefull if we can make metal makers - or at least that every metal extractor extract with a 0.3 metal offset.

But if we can't use the workers as metal makers - why does they have a metal production?

Maybe we can reduce the noob factor if we remove this feature.
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13 years ago
If you want more M on low-metal maps, connect more E. If you're not satisfied, use metal multiplier mod option. The con income is probably ota legacy stuff.
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13 years ago
The metal multiplier mod option is a good one in this case. Multiply metal income by 1.5 or something.

I think low-metal maps are actually a good challenge, they force you to really consider the cost vs benefit of everything you do.
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13 years ago
I think the first post causes some misstakes.

--- METAL EXTRACORS ---

Each Metal Extractor should give you back it's costs in 5 Minutes.
-> Add 0.25 metal / second.
-> Add this metal on metal spots and non metal spots anyway.

Than there is no need for Metal Makers and Income from constructors.

--- CONSTRUCTORS ---

Remove metal income.

If you can't reclaim something and have only one worker left you are defeated anyway.

Set Energy income to ( BuildCost / 5 / 60 sec/min + 0.2 )
-> ( 130 / 5 / 60 + 0.2 ) = 0.62 e for Necro ( 3.3 min to get e back )
-> ( 200 / 5 / 60 + 0.2 ) = 0.87 e for Weaver ( 4 min to get e back )
...

--- COMANDER ---

Com income should remain.
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13 years ago
It takes 38 seconds or so to get back the cost on a 2.0 income mex, faster with overdrive or on a higher mex output. It takes 61 seconds on a 2.2 income mex + solar pair (A single solar on a 2.0 mex gives +0.2, or 1/10th of the energy cost).

Strictly, metal income on constructors is probably not needed, since they can reclaim, and since nano frames do not degrade. Yet there is no sound reason to remove it, either.
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13 years ago
I would remove metal income of cons for consistency
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