Editing Overdrive

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
'''Overdrive''' is an ability of [[Metal Extractor]]s that allows them to drain [[Energy]] to increase their [[Metal]] income. The '''Energy Grid''' provides Metal Extractors with energy, and is also required by superweapons, powerful defensive structures, and the Strider Hub.
+
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.
  
== Summary ==
+
== TLDR ==
Every structure that uses the energy grid projects a circle of grid influence. Structures link together into the same grid when their circles touch, and the total energy of the grid is the sum of the energy production of its energy structures. Total grid energy limits the energy availible for overdrive, and is used as a threshold for activating some advanced structures, such as [[Lucifer]], [[Desolator]] and [[Cerberus]].
+
* Circles around metal extractors and energy sources are "overdrive grid"
 +
* Circles have to touch to join into grid
 +
* Unused energy of the grid is used to increase metal production of metal extractors
 +
* Grids can be connected to allies
 +
* The more you "overdrive" given metal extractor the less efficiently it uses the energy
 +
* Some weapons (Annihilator, Doomsday Machine) need to be connected to grid together with enough energy sources to work
  
To view your energy grid, select any energy structure or energy structure build option. The grid can also be seen by toggling the economy view via the hotkey {{key press|F4}} (by default) or by clicking the <samp>[[File:metalmap.png|text-top|green sphere]] Toggle Economy Display</samp> icon in the top left corner.
+
== Simple rules ==
* Circles around Metal Extractors, energy structures, and advanced structure show their grid influence.
+
* If grid is pink or violet, join energy and metal extractor together, make sure there is enough extra energy in your team
* Structures are in the same grid if their circles overlap.
+
* If grid is light blue or green - keep adding energy
* Grid colour indicates overdrive efficiency. The more energy a Metal Extractor uses, the less efficient Overdrive will be.
+
* If grid is yellow or red - expand grid to contain more metal extractors
* Grids between allies can be connected.
+
 +
== Explanation of overdrive ==
 +
You can overdrive metal extractors by connecting them to an energy grid. Excess energy is used to increase the metal output of the mex.
  
=== Grid Efficiency ===
+
The energy grid consists of your energy structures, pylons, and mexes. Each mex and E structure has an effect field; two structures are linked if their effect fields overlap. Linking econ structures together creates a grid; the energy produced in the grid is the maximum energy that can be used to overdrive all the mexes in the grid.
A grid's colour is a guide to what the grid needs.
 
* If a grid is pink or purple, it has no Metal Extractors or there is no excess energy. Build more energy structures and make sure to connect some to Metal Extractors.
 
* If a grid is light blue or green, keep adding energy structures.
 
* If a grid is yellow or red, the grid is inefficient. Spread out the energy by expanding the grid to connect more Metal Extractors.
 
  
== Explanation of Overdrive ==
+
The current amount of stored energy affects how much is used on overdrive on all grids. With an empty energy bar, none can be used on overdrive. As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive in each grid with a full energy bar.
Overdrive works by spending excess energy to multiply metal income. The energy is spent on each Metal Rxtractor individually, with diminishing returns. The total energy spent among the Metal Extractors in a grid is limited by the total energy of the grid. The grid only sets a cap on how much energy can be spent within it. The energy available for overdrive from second to second is dependent on a team's energy storage, income and expenditure, according to the following formula:
 
  
<!--<code>Energy for Overdrive = (income - expenditure) * (storage / capacity)</code>-->
+
The overdrive efficiency of a mex decreases as more energy goes into it.
<var>Energy for Overdrive</var> = (<var>income</var> &minus; <var>expenditure</var>) &times; {{frac|<var>storage</var>|<var>capacity</var>}}
 
  
A team with full energy storage spends all of its excess energy on Overdrive. All the available energy is spent, provided there are sufficient grid connections.
+
Selecting an economy structure will show the effect fields of all econ structures. The color of the field denotes its efficiency: runs from purple to red as it becomes increasingly inefficient; pink means unlinked.
 +
If a structure is disabled for any reason (EMP, for instance), it loses its pylon functionality; the field turns grey to indicate this.
  
=== Metal Generation ===
+
http://licho.eu/alba/Zero-K_Manual/pylongrid.sized.jpg
The overdrive metal generated by a Metal Extractor depends on the amount of energy it spends, according to the following formula:
 
  
<!--<code>Overdrive Metal = (Base Income) * (sqrt(energy)/4)</code>-->
+
Energy-producing structures and mexes have a small pylon range; chains of solar or wind generators are required to connect distant mexes together. The Energy Pylon structure has a large pylon radius, providing a cheap way to link separate grids together.
  <var>Overdrive Metal</var> = <var>Base Income</var> &times; {{frac|{{sqrt|<var>energy</var>}}|4}}
 
  
For example, a Metal Extractor with 2.2 base income and 4 Overdrive Energy generates <span style="white-space:nowrap">2.2 &times; {{frac|{{sqrt|4}}|4}} = 1.1</span> Overdrive Metal.
+
== Efficiency tips ==
  
== Efficiency Tips ==
+
Overdrive increases your metal income by individually multiplying extractor income based on how much energy each extractor is allocated. The equation is this:
The color of an overdrive grid is related to the ratio of the energy it spends to the metal it produces. Pink means that there is currently no metal being produced. If a structure is disabled for any reason ([[Weapon classes#EMP|<abbr title="Electromagnetic pulse">EMP</abbr>]], for instance), it loses its grid connecting functionality, and its field turns gray to indicate this.
 
  
[[Image:Pylongrid.sized.jpg]]
+
<code>Additional metal == sqrt(energy)/4 x base metal</code>
  
Grids with the same color do not need to be linked, as they are operating at the same efficiency.
+
This equation has diminishing returns. It takes 16 energy initially to double an extractor's income and a further 64 energy (80 in total) to increase the output to triple it's income.
[[File:GridColour.png]]
 
  
=== Diminishing Returns ===
+
As a result, your metal to energy conversion ratio improves as more mexes are built and added to the grid. For example, 16 energy used on 4 equal mexes will overdrive each mex by 4 energy which is +50% income from each mex; +200% total. If instead you had 1 mex and 16 energy, all 16 energy would be used on that extractor for a +100% the metal income, twice as bad as 4 mexes.
[[File:Zero-K_Overdrive_Chart.png|frame|Overdrive becomes less efficient as Energy keeps being added to the same grid.|class="mw-collapsible"]]
 
  
The Overdrive equation has diminishing returns. It takes 16 Energy initially to double the income of a mex, and a further 48 energy (64 in total) to increase the output to triple its income. As a result, your metal to energy conversion ratio improves as more mexes are built and added to the grid.
+
In practice only about half of your extractors need to be linked to an overdrive grid for most games. The cost and risk of linking extra extractors can be too great for the minimal gain of linking an already efficient grid. This efficiency is around 2x to 3x multiplier.
  
For example, compare four +2 mexes in a grid to four +2 mexes, but with only one mex is a grid. Each of the grids is allocated 16 energy.
+
If your mexes are of unequal base income overdrive is a little more complex. As overdrive acts as a multiplier to base income the high income mexes will want to be at a higher multiplier than other mexes even though increasing the multiplier costs more energy. You do not need to worry about reducing your metal income by linking, this can never happen. The overdrive equation has been solved mathematically to always produce the maximum metal income when faced with non-uniform extractor income.
{| class="wikitable"
+
Add Grid to chart
|-
+
Higher than average income mexes are important for overdrive; try to capture them and overdrive them as much as possible. These extractors will max their grid at higher overdrive multiplier than others so make sure to keep track of their energy usage.
! !! Connected Grid !! Disconnected Grid
 
|-
 
| Base Income Per Mex || +2 || +2
 
|-
 
| Total Base Income|| +8 || +8
 
|-
 
| Energy Per Mex|| 4 || 16 for one, 0 for the other three
 
|-
 
| Overdrive Multiplier || 50% || 100% for one, 0% for the other three
 
|-
 
| Overdrive Income Per Mex || +1 || +2 for one, 0 for the other three
 
|-
 
| Total Overdrive Income || +4 || +2
 
|-
 
| Total Income || +12 || +10
 
|}
 
  
Spreading your Overdrive, and thus your grid, between many Metal Extractors improves the efficiency of your Overdrive. In practice, only about half of your extractors need to be linked to an Overdrive grid for most games. The cost and risk of linking extra extractors can be too great for the minimal gain of linking an already efficient grid. It can be advantageous to construct a few small energy structures next to many of your mexes to take advantage of the highly efficient low levels of overdrive.
+
The tooltips of Metal Extractors have information to display how efficient your overdrive is. For example:
  
=== High-Income Mexes ===
+
:'''Metal Extractor - Makes:X + Overdrive: + Y% Energy:Z'''
Overdrive works by multiplying base income, so Metal spots with unusually high income are particularly important to overdrive. Such Metal spots can be found in the center of many maps, which makes the task of overdriving them safely quite difficult.
 
  
The Overdrive equation has been solved to optimally distribute energy between mexes to yield the greatest income, so you never need to worry about connecting mexes with different incomes to your grids. Try to capture Metal spots with high income and overdrive them as much as possible. These extractors will max their grid sooner than others, so keep track of their energy usage.
+
This shows the state of a single extractor. X is the base metal income of the extractor. Y% is the extra metal income from overdrive. Z is the energy used by this extractor to produce the extra Y% of income.
 +
Y and Z are always related by <code>Y = sqrt(Z)/4 x 100</code>
  
=== Tooltips ===
+
[[File:Zero-K_Overdrive_Chart.png]]
The tooltips of Metal Extractors have information to display how efficient your Overdrive is. For example:
 
  
;Metal Extractor&mdash;<samp>Income: <var>X</var> + <var>Y%</var> Overdrive</samp><br><samp>Energy: <var>-Z</var></samp>
+
:'''E source - Extra Metal: X Energy Y / Z'''
:This shows the state of a single extractor. <var>X</var> is the base Metal income of the extractor. <var>Y%</var> is the extra Metal income from overdrive. <var>Z</var> is the Energy used by this extractor to produce the extra <var>Y%</var> of income.
 
:;<var>Y</var> and <var>Z</var> are always related by <!--<code>Y = sqrt(Z)/4 x 100</code>-->
 
::<var>Y</var> = 100 &times; {{frac|{{sqrt|<var>Z</var>}}|4}}
 
;Energy source&mdash;<samp>Grid: <var>Y</var>/<var>Z</var> E => <var>X</var> M</samp>
 
:This shows the behavior of the energy grid that the structure is part of. <var>X</var> shows the total extra Metal produced due to Overdrive in this grid. <var>Y</var> shows the total energy expended to produce this metal. <var>Z</var> shows the Energy production of all the energy structures of the grid. <var>Z</var> is the upper bound of <var>Y</var>.
 
 
 
=== General Investment Payback Time ===
 
The color coding on an energy grid is determined by the amount of energy required to make 1 Metal. From this, you can roughly approximate how long it will take for an energy structure to repay its Metal cost in overdrive based on grid color. These numbers are theoretical and not exact in a game environment, but a good guideline.
 
 
{| class="wikitable" style="text-align:right;float:left;margin-right:1.5em"
 
|+ Payback Time for Overdrive (minutes)
 
|-
 
!colspan="2" scope="col"|<div style="display:none">[[File:Overdrive_vGradient_1.png|10x10px]]</div>Color!!scope="col"|<abbr title="Energy per Metal">E/M</abbr>!!scope="col" style="width:3em"|Solar!!scope="col" style="width:3em"|Tidal!!scope="col" style="width:3em"|Fusion!!scope="col" style="width:3em"|Geo!!scope="col" style="width:3em"|Singu!!scope="col" style="width:3em"|Adv. Geo
 
|-
 
|rowspan="15" style="padding:0"|<img src="{{filepath:Overdrive_vGradient_1.png}}" style="width:100%;height:31em;border:none;padding:0;margin:0" alt="Color gradient (0 to 14 E/M).">
 
|style="background-color:#FF40FF;font-size:1px;width:16pt" title="Pink"|Pink
 
!scope="row"|0
 
|0:00||0:00||0:00||0:00||0:00||0:00
 
|-
 
|style="background-color:#7800FF;font-size:1px" title="Purple"|Purple
 
!scope="row"|1
 
|0:35||0:29||0:29||0:20||0:18||0:15
 
|-
 
|style="background-color:#7800FF;font-size:1px" title="Purple"|Purple
 
!scope="row"|2
 
|1:10||0:58||0:57||0:40||0:36||0:30
 
|-
 
|style="background-color:#7800FF;font-size:1px" title="Purple"|Purple
 
!scope="row"|3
 
|1:45||1:28||1:26||1:00||0:53||0:45
 
|-
 
|style="background-color:#003CFF;font-size:1px" title="Blue"|Blue
 
!scope="row"|4
 
|2:20||1:57||1:54||1:20||1:11||1:00
 
|-
 
|style="background-color:#00FFC3;font-size:1px" title="Turquoise"|Turquoise
 
!scope="row"|5
 
|2:55||2:26||2:23||1:40||1:29||1:15
 
|-
 
|style="background-color:#00FF1E;font-size:1px" title="Green"|Green
 
!scope="row"|6
 
|3:30||2:55||2:51||2:00||1:47||1:30
 
|-
 
|style="background-color:#54FF00;font-size:1px" title="Bright Green"|Bright Green
 
!scope="row"|7
 
|4:05||3:24||3:20||2:20||2:04||1:45
 
|-
 
|style="background-color:#A5FF00;font-size:1px" title="Green-Yellow"|Green-Yellow
 
!scope="row"|8
 
|4:40||3:53||3:49||2:40||2:22||2:00
 
|-
 
|style="background-color:#FFFF00;font-size:1px" title="Yellow"|Yellow
 
!scope="row"|9
 
|5:15||4:23||4:17||3:00||2:40||2:15
 
|-
 
|style="background-color:#FFED00;font-size:1px" title="Gold"|Gold
 
!scope="row"|10
 
|5:50||4:52||4:46||3:20||2:58||2:30
 
|-
 
|style="background-color:#FFCC00;font-size:1px" title="Tangerine"|Tangerine
 
!scope="row"|11
 
|6:25||5:21||5:14||3:40||3:16||2:45
 
|-
 
|style="background-color:#FFAE00;font-size:1px" title="Orange"|Orange
 
!scope="row"|12
 
|7:00||5:50||5:43||4:00||3:33||3:00
 
|-
 
|style="background-color:#FF9900;font-size:1px" title="Orange Peel"|Orange Peel
 
!scope="row"|13
 
|7:35||6:19||6:11||4:20||3:51||3:15
 
|-
 
|style="background-color:#FF8800;font-size:1px" title="Dark Orange"|Dark Orange
 
!scope="row"|14
 
|8:10||6:48||6:40||4:40||4:09||3:30
 
|}
 
  
{| class="wikitable" style="text-align:right;float:left"
+
This shows the behaviour of the energy grid that the structure is part of. X shows the total extra metal produced due to overdrive in this grid. Y shows the total energy expended to produce this metal. Z shows the energy production of all the energy structures of the grid, Z is the upper bound of Y.
|+ Payback Time for Overdrive (Red Zone)
 
|-
 
!colspan="2" scope="col"|<div style="display:none">[[File:Overdrive_vGradient_2.png|10x10px]]</div>Color!!scope="col"|<abbr title="Energy per Metal">E/M</abbr>!!scope="col" style="width:3em"|Solar!!scope="col" style="width:3em"|Tidal!!scope="col" style="width:3em"|Fusion!!scope="col" style="width:3em"|Geo!!scope="col" style="width:3em"|Singu!!scope="col" style="width:3em"|Adv. Geo
 
|-
 
|rowspan="15" style="padding:0"|<img src="{{filepath:Overdrive_vGradient_2.png}}" style="width:100%;height:31em;border:none;padding:0;margin:0" alt="Color gradient (15 to 29 E/M).">
 
|style="background-color:#FF7700;font-size:1px;width:16pt"|&nbsp;
 
!scope="row"|15
 
|8:45||7:18||7:09||5:00||4:27||3:45
 
|-
 
|style="background-color:#FF6A00;font-size:1px"|&nbsp;
 
!scope="row"|16
 
|9:20||7:47||7:37||5:20||4:44||4:00
 
|-
 
|style="background-color:#FF6200;font-size:1px"|&nbsp;
 
!scope="row"|17
 
|9:55||8:16||8:06||5:40||5:02||4:15
 
|-
 
|style="background-color:#FF5500;font-size:1px"|&nbsp;
 
!scope="row"|18
 
|10:30||8:45||8:34||6:00||5:20||4:30
 
|-
 
|style="background-color:#FF4D00;font-size:1px"|&nbsp;
 
!scope="row"|19
 
|11:05||9:14||9:03||6:20||5:38||4:45
 
|-
 
|style="background-color:#FF4800;font-size:1px"|&nbsp;
 
!scope="row"|20
 
|11:40||9:43||9:31||6:40||5:56||5:00
 
|-
 
|style="background-color:#FF4000;font-size:1px"|&nbsp;
 
!scope="row"|21
 
|12:15||10:13||10:00||7:00||6:13||5:15
 
|-
 
|style="background-color:#FF3C00;font-size:1px"|&nbsp;
 
!scope="row"|22
 
|12:50||10:42||10:29||7:20||6:31||5:30
 
|-
 
|style="background-color:#FF3700;font-size:1px"|&nbsp;
 
!scope="row"|23
 
|13:25||11:11||10:57||7:40||6:49||5:45
 
|-
 
|style="background-color:#FF3300;font-size:1px"|&nbsp;
 
!scope="row"|24
 
|14:00||11:40||11:26||8:00||7:07||6:00
 
|-
 
|style="background-color:#FF2F00;font-size:1px"|&nbsp;
 
!scope="row"|25
 
|14:35||12:09||11:54||8:20||7:24||6:15
 
|-
 
|style="background-color:#FF2A00;font-size:1px"|&nbsp;
 
!scope="row"|26
 
|15:10||12:38||12:23||8:40||7:42||6:30
 
|-
 
|style="background-color:#FF2A00;font-size:1px"|&nbsp;
 
!scope="row"|27
 
|15:45||13:08||12:51||9:00||8:00||6:45
 
|-
 
|style="background-color:#FF2600;font-size:1px"|&nbsp;
 
!scope="row"|28
 
|16:20||13:37||13:20||9:20||8:18||7:00
 
|-
 
|style="background-color:#FF2200;font-size:1px"|&nbsp;
 
!scope="row"|29
 
|16:55||14:06||13:49||9:40||8:36||7:15
 
|}{{clear}}
 
Wind generators are not part of this table because their output varies as the wind strength changes. They can, however, be very efficient, especially since they take very little time to build and can start providing resources sooner than more expensive options.
 
  
== High-Energy Weapons ==
+
== High-energy weapons ==
[[File:nopower.jpg|frame|A disconnected Lucifer will not fire.]]
+
Some defense structures also require a connection to a grid in order to function (e.g. [[Cerberus]], [[Desolator]], [[Lucifer]]). The grid must have a minimum power output; however, any number of structures can use the same grid.
  
Some defense structures, like [[Cerberus]], [[Desolator]] and [[Lucifer]], require connection to a grid. The grid must have a minimum total energy for these structures to activate. The energy is not spent by these structures, it is just a minimum threshold, so any number of the same structure can be activated by a grid. If a structure is not connected to a sufficiently powerful grid, an energy icon will display over it and the structure will not function.
+
If a defense structure is not connected to a sufficiently powerful grid, an energy icon will display over it.
  
 +
http://licho.eu/alba/Zero-K_Manual/nopower.png
  
 
{{Navbox manual}}
 
{{Navbox manual}}
[[Category:Resources]]
 

Please note that all contributions to Zero-K are considered to be released under the Creative Commons Attribution-ShareAlike (see Zero-K:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)