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Game says caretaker is most efficient - what about plates?

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Hi!
I'm new to this game. I tried the search function, and didn't get a good result (just a topic about new players being warned when over-building buildpower relative to their income)

While playing the campaign, all the loading screen tips and mission tips etc are telling me that caretakers are the most efficient way of adding buildpower to my side.

Obviously, this is super-important (I've played plenty of supreme commander and total annihilation, so I'm familiar with having buildpower equal/exceed mass income!)

But I'm really puzzled by all the tips. From what I can gather, a caretaker (I think you guys call it a nano, a takeaway from TA I guess) costs 180, and has 10 buildpower.
A plate, otoh, costs 150, and seems to also have 10 buildpower.

Now, I know that the units take time getting 'off the plate', but does this really matter enough to make them less efficient that a caretaker (>20% of their building time?!)?

As a new player, I'm a bit confused by all the advice telling me to build caretakers for efficient buildpower, when it seems like my economy would be better suited with extra factory plates if I manage things properly and don't need the utility of a caretaker. So I'm left confused..


Again, I'm new. Thanks in advance for helping me understand this
(And if plates indeed ARE as efficient as caretakers, then it might be worth dialing back the tooltips, really!)
+2 / -0
welcome!

1) nanoturret
advantages of nano is, it can divert the buildpower to multiple/different nearby factories, repair units, assist building projects and (even start) terraform, reclaim wrecks and map features (very helpful on some maps at start with energy shortage). you get much more flexibility for just 30 metal more.

2) factory plate
building a factory plate has the advantage, that you can get access to more units of a different type. building a plate for your own factory gives you a second spot with he same units. there are (imho rare) use-cases for this, e.g. you have an expensive unit building, but you really need a scout RIGHT NOW. with a plate, you can get a second production started without canceling your bigger project (cancel gives you 100% metal back, but 0 energy)

generally speaking, i prefer in context of buildpower 1)
+1 / -0
I understand those pros and cons, thanks for clarifying though. x
I'm taking your reply as a suggestion that I'm right in my assumptions about this, which helps me lots.

My query/issue, though, is why the game keeps telling new players that nano towers are 'THE most EFFICIENT' way of adding buildpower to forces... Much more than once!
When, in fact, they are not. Plates are clearly more efficient.

Yes, towers can be much more versatile, I get that
- (even though there are edge-cases where plates can offer an advantage beyond buildpower/cost - like if I have an expensive unit nearly finished, but need a constructor right NOW to reclaim or something). Generally speaking, there are more edge-cases where towers are going to be more versatile.

But then, if we're talking versatility:
So are constructors.
So are new factory types.

But the tooltips keep saying that caretakers (nanotower) are THE most efficient way of adding buildpower.
Not the most versatile.
Not the "general best"....
"The MOST efficient" (at 10 buildpower for 180)

I think it's a really confusing thing to keep telling a new player, when the tooltips clearly display the costs of a 10-buildpower plate at 150, and a 10-buildpower tower at 180.
I generally thought I must be missing an important resource or downside after the game kept telling me this.
Is it, perhaps, because the campaign/tooltips were made before plates were 'added' to the game? (Just my guess!)

(Also, thanks for the welcome! This looks like a lovely game to get playing! I love my strat games!)
+2 / -0

17 months ago
maybe the nano description needs to be updated then...(PRs welcome ;) )
+2 / -0
17 months ago
Your guess is right! For most of the time where this game existed, fac plates didn't exist yet. Those tips have been written at that time. They should really be updated.

Fac plates are the most efficient source of buildpower. If you consider the time to walk out of the factory, plates become even more efficient because the walking time is parallelized whereas with nanotowers, you have a single bottleneck which becomes relevant only at high build power. I usually prefer nanotowers, though, because managing only one factory requires less attention and if I'm a bit late with increasing my buildpower, the nanotowers can help to build the next nanotowers faster.
+0 / -0
The campaign does predate factory plates.

That being said, factory plates have the serious limitation that they can only apply buildpower to the unit on their plate. Even if we ignore the applications of buildpower other than making new units, a factory plate is not helpful at all in the (not uncommon) case that you need a particular expensive unit quickly - and in general it is preferable to have units actually complete and active rather than a bunch of half-complete nanoframes on plates.

For that reason, while the precise verbiage in the campaign hints might need an update, I would be reluctant to update it to give a strong endorsement of factory plates over caretakers.

In practice, most experienced players use factory plates for a few specific reasons, and would use caretakers or mobile constructors otherwise:
  • To get access to a factory they do not already have.
  • To be able to build a few cheap units as needed without cancelling the expensive unit partially complete on their main factory.
  • To build many cheap units quickly, since the time required for units to move away from the factory limits the output of a single factory in this case.
Only in the last (and rarest) case would more than one plate of a given type be required.
+3 / -0

17 months ago
quote:
there are (imho rare) use-cases for this


From a singleplayer/1v1-perspective, those are not rare at all.
The main advantage is that you can have different default-states for your units.
Example:
- Main factory builds ronin/reaver/builder, has auto-retreat active for them and sends them into a specific direction.
- First plate the same, but different direction
- Second plate only makes glaives without auto-retreat.
- Third plate is not set to repeat like the others but is used to build single units on demand, like iris or phantom.
+1 / -0
I have to admit, the only advantage that has been significant to me, so far, has been different rally points.
(But that alone is super-useful for a new player to be able to deposit 2 'armies' on different fronts.)

I know from experience in other RTS games, that sometimes in multiplayer only 1 'ball' of army matters (warcraft 3 was the worst RTS for this.) The raiding involved in 'resource' points' games (be it total annihilation, or dawn of war) tends to make splitting armies more crucial, though... I've yet to see how it applies to zero-k's multiplayer.

quote:
For that reason, while the precise verbiage in the campaign hints might need an update, I would be reluctant to update it to give a strong endorsement of factory plates over caretakers.

The problem is totally not the endorsement. It's the repeated assurances that nano towers are THE most efficient way of adding buildpower.
Even though I'm brand-new, I get that plates are limited in functionality. But when the game keeps telling you that they are not the most efficient, either, it's really confusing!
(Also bear in mind - you don't even GET caretaker towers until later in the campaign, whereas you get plates from word go. When caretakers are introduced the game then makes sure to tell you more than once that they are more efficient. )

Anyway, thanks for the replies, friendly community! I was honestly surprised that I 'guessed right' regarding build plates coming after the tooltips were written, but it explains a lot!
+1 / -0

17 months ago
maybe factory plates should be pushed back to the caretaker mission, and not be unlocked from the start

+1 / -0

17 months ago
Caretakers are in fact the most efficient form of GENERAL buildpower. Plates are restricted buildpower, so I think this tooltip is probably still correct. Maybe it should have that qualifier of "generic" or "general" buildpower. If I want to make a single large unit faster, factory plates cannot help me do this.
+1 / -0
17 months ago
If I'm planning to build something expensive and my eco sucks I tend to make a second plate just for that. That way my army doesn't stop growing while I'm preparing for a grizzly or a lance assault
+0 / -0


17 months ago
I think we could add the word "general" to a bunch of tips and leave it at that. Then trust people to figure it out? By emphasising "Caretakers are the most efficient general source of build power" a few times we would hint that there is something important there.
+0 / -0
Caretakers are still better than plates because you don't have metal sitting on the plate in the form of nanoframes
you can think of the metal of the nanoframe on the plate as being wasted by the plate and just add it onto the plate's cost
thus, if you're building anything that's not fleas, it's better to just spam caretakers (ignoring the time it takes for a fac to start a new unit, but that's usually a lot smaller than the nanoframe cost unless you have FFA income, at which point you shouldn't be using non-strider facs anyways)
+0 / -0
17 months ago
It is not immediately clear to a new player what "general buildpower" means. Just replace "the most efficient" by "an efficient".
+0 / -0


17 months ago
quote:
Caretakers are still better than plates because you don't have metal sitting on the plate in the form of nanoframes
you can think of the metal of the nanoframe on the plate as being wasted by the plate and just add it onto the plate's cost

Huh, is it as simple as this? I tried to think of a way to say something along these lines, but didn't develop it enough to post. Does your way of thinking about it imply that a factory plate pumping units that cost X metal is wasting X/2 metal on average, and that we can add this waste to its cost? This would imply that plates break even when their construction costs 60 metal, and Caretakers are more efficient for higher cost constructor. If this holds up then I'd be quite happy for Caretakers to retain the "most efficient" title.

Even with this analysis, I expect plates would beat Caretakers on efficiency for spamming relatively cheap units if rolloff time becomes a huge factor. Although in this case the optimal setup may be a single plate and some Caretakers, so they can switch between the plate and the factory as each waits for rolloff.

There are also still edge cases where plates are more efficient for large units. Say you're trying to build four Grizzlies and you only care about when you finish the fourth. You start with:
  • A fixed +60 income
  • A factory
  • Four standard constructors
If you build three plates rather than three Caretakers you'll save 90 metal so be done 1.5 seconds faster. This is extremely contrived though, as 1.5s is nowhere near worth the value of having a single Grizzly ready before the fourth is complete.

quote:
Just replace "the most efficient" by "an efficient".

This feels a bit wishy-washy to me. If we said "an efficient" I'd also want to give guidance of the kinds of situation Caretakers are good in.
+0 / -0
17 months ago
Just add the word "versatile".
+1 / -0