Difference between revisions of "Overdrive"

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'''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.
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'''Overdrive''' is an ability of Metal Extractors that allows them to drain [[energy]] to multiply their [[metal]] income. It uses a grid mechanic that is also required by some powerful defense structures to function.
  
== TLDR ==
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= Summary =
* Circles around metal extractors and energy sources are "overdrive grid"
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* Circles around metal extractors and energy sources show their grid influence.
* Circles have to touch to join into grid
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* Structures are in the same grid if their circles overlap.
* Unused energy of the grid is used to increase metal production of metal extractors
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* The unused energy income in a grid is sent to the connected Metal Extractors to multiply their income.
* Grids can be connected to allies
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* Grids between allies can be connected.
* The more you "overdrive" given metal extractor the less efficiently it uses the energy
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* The more energy a Metal Extractor uses, the less efficient it will be.
* Some weapons (Annihilator, Doomsday Machine) need to be connected to grid together with enough energy sources to work
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* Some weapons (Lucifer, Desolator, Cerberus) need a certain level of grid energy to function.
  
== Simple rules ==
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== Grid Expansion ==
* If grid is pink or violet, join energy and metal extractor together, make sure there is enough extra energy in your team
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* If a grid is pink or violet - Make sure you have some excess energy and connect Metal Extractors and energy structures together.
* If grid is light blue or green - keep adding energy
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* If a grid is light blue or green - Keep adding energy.
* If grid is yellow or red - expand grid to contain more metal extractors
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* 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 ==
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= 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.
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The energy grid consists of your energy structures, [[Energy Pylon|pylon]]s, and [[Metal Extractor|mexes]]. Each Mex and energy 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.
  
The energy grid consists of your energy structures, [[Energy Pylon|pylon]]s, and [[Metal Extractor|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.
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== Energy Distribution ==
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The energy available to overdrive is dependent on a teams energy storage, income and expenditure, according the following formula:
  
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.
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<code>Energy for Overdrive = (income - expenditure) * (storage / capacity)</code>
  
The overdrive efficiency of a mex decreases as more energy goes into it.
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A team with full energy storage spends all of its excess energy on overdrive. Overdrive always costs energy, and does not occur if a teams expenditure exceeds its income income. All the available energy is spent provided that there are sufficient grid connections. The total energy used by the metal extractors of a grid can never exceed the overdrive capacity of a grid. The total overdrive capacity of a grid is the summed energy income of each structure in that grid.  
  
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.
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== Metal Generation ==
If a structure is disabled for any reason (EMP, for instance), it loses its pylon functionality; the field turns grey to indicate this.
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Overdrive generates metal by multiplying the income of mexes. Each mex spends energy individually, and receives income according to the following formula:
  
http://licho.eu/alba/Zero-K_Manual/pylongrid.sized.jpg
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<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.
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For example, a mex with 2.2 base income and 4 overdrive energy generates 2.2*(sqrt(4)/4) = 1.1 overdrive metal.  
  
== Efficiency tips ==
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= Efficiency tips =
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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.
  
Overdrive increases your metal income by individually multiplying extractor income based on how much energy each extractor is allocated. The equation is this:
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http://licho.eu/alba/Zero-K_Manual/pylongrid.sized.jpg
  
<code>Additional metal == sqrt(energy)/4 x base metal</code>
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== Diminishing Returns ==
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The overdrive equation has diminishing returns. It takes 16 energy initially to double the income of a mex, and a further 64 energy (80 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. 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. 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.
  
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.
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[[File:Zero-K_Overdrive_Chart.png]]
 
 
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.
 
 
 
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.
 
 
 
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.  
 
  
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.
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== High Income Mexes ==
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Some metal spots provide significantly more income than usual, so these spots are particularly good to overdrive. 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. Try to capture metal spots with high incomes and overdrive them as much as possible. These extractors will max their grid sooner than others so make sure to keep track of their energy usage.
  
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== Tooltips ==
 
The tooltips of Metal Extractors have information to display how efficient your overdrive is. For example:
 
The tooltips of Metal Extractors have information to display how efficient your overdrive is. For example:
  
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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.
 
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>
 
  Y and Z are always related by <code>Y = sqrt(Z)/4 x 100</code>
 
[[File:Zero-K_Overdrive_Chart.png]]
 
  
 
:'''E source - Extra Metal: X Energy Y / Z'''
 
:'''E source - Extra Metal: X Energy Y / Z'''
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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.
 
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.
  
== High-energy weapons ==
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=== High-energy weapons ===
 
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 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.
  

Revision as of 06:33, 17 April 2019

Overdrive is an ability of Metal Extractors that allows them to drain energy to multiply their metal income. It uses a grid mechanic that is also required by some powerful defense structures to function.

Summary

  • Circles around metal extractors and energy sources show their grid influence.
  • Structures are in the same grid if their circles overlap.
  • The unused energy income in a grid is sent to the connected Metal Extractors to multiply their income.
  • Grids between allies can be connected.
  • The more energy a Metal Extractor uses, the less efficient it will be.
  • Some weapons (Lucifer, Desolator, Cerberus) need a certain level of grid energy to function.

Grid Expansion

  • If a grid is pink or violet - Make sure you have some excess energy and connect Metal Extractors and energy structures together.
  • If a grid is light blue or green - Keep adding energy.
  • 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 energy grid consists of your energy structures, pylons, and mexes. Each Mex and energy 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.

Energy Distribution

The energy available to overdrive is dependent on a teams energy storage, income and expenditure, according the following formula:

Energy for Overdrive = (income - expenditure) * (storage / capacity)

A team with full energy storage spends all of its excess energy on overdrive. Overdrive always costs energy, and does not occur if a teams expenditure exceeds its income income. All the available energy is spent provided that there are sufficient grid connections. The total energy used by the metal extractors of a grid can never exceed the overdrive capacity of a grid. The total overdrive capacity of a grid is the summed energy income of each structure in that grid.

Metal Generation

Overdrive generates metal by multiplying the income of mexes. Each mex spends energy individually, and receives income according to the following formula:

Overdrive Metal = (Base Income) * (sqrt(energy)/4)

For example, a mex with 2.2 base income and 4 overdrive energy generates 2.2*(sqrt(4)/4) = 1.1 overdrive metal.

Efficiency tips

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.

pylongrid.sized.jpg

Diminishing Returns

The overdrive equation has diminishing returns. It takes 16 energy initially to double the income of a mex, and a further 64 energy (80 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. 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. 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.

Zero-K Overdrive Chart.png

High Income Mexes

Some metal spots provide significantly more income than usual, so these spots are particularly good to overdrive. 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. Try to capture metal spots with high incomes and overdrive them as much as possible. These extractors will max their grid sooner than others so make sure to keep track of their energy usage.

Tooltips

The tooltips of Metal Extractors have information to display how efficient your overdrive is. For example:

Metal Extractor - Makes:X + Overdrive: + Y% Energy:Z

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 Y = sqrt(Z)/4 x 100
E source - Extra Metal: X Energy Y / Z

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.

High-energy weapons

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.

If a defense structure is not connected to a sufficiently powerful grid, an energy icon will display over it.

nopower.png