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Slightly off-topic, but Zero-K still has some "teching", just in the form of creating a supply chain of energy to the huge cannons. However, it's messed up in that the mechanic is simply undiscoverable without a tutorial.

That's sort of ironic, as I've been missing higher tier units, as they were as close to a disruptable supply chain as it gets in TA: build factory -> make builder -> build factory 2 -> make tier 2 unit. Targeting builders or resources was a way to delay the coming of the next tier units. It also gave some predictability to the gameplay: not seeing tier 1 units meant tier 2 units were unlikely to come.

I agree with the complex mechanics, and I hate that there are so many factories, with so many units, many of them basically copies of each other. Same for defenses: do we really need 3 different anti-air towers? I much preferred the TA approach, where each unit was good at something different, and easily visually distinguishable too.




You are describing a different Zero-K than I know. In the ZK I know switching to another factory is a late game thing, not something after you get a few builders for you first factory.

Also each factory has mid-tier and high-tier units with unique capabilities. Some factories even have low tier units with specific features (e.g. Jumpbot's pyro or Cloakbots cloaking builder).

I don't understand at all how you can say that many copy each other. That's blatantly unfair.

Furthermore despite the wide choice of units and structures, every stat and an helpful description of the typical role of the unit is available in-game.

The reason for the various AA towers is because you need bigger guns against bigger beasts. Your basic cheap and fast built AA tower will wreck locusts all day, but Ravens will laugh at them and crush your factory anyway. Depending on which style of unit you face (swarm of light units, pack of medium unit, or a few heavy and high DPS units), you need a different type of weapon (e.g. low DPS area of effect or single target high burst).


You're right about mid-tier units in each factory. I guess that functions as a sort of equivalent to building tier-2 factories in TA, although there's max 1-2 of those in each factory.

What I'm trying to describe is rather the feeling of being quite lost still after 20 games or so, because I can't remember for the life of me which unit from which factory does what, even less what it works well with, and almost nothing about what mid-game units I can expect from the enemy given the observed factory they have.

Yes, the chassis, costs, and speeds give them different edges, but a more perfect game IMO would turn "Some factories even have low tier units with specific features" into "there's few enough units that each feels like it has a specific feature".

I'm not sure which way this would be best achieved: by combining some factories where units overlap most? By splitting factory groups into factions? After all, the original TA had a good faction/factory overlap: kbots+vehicles * arm+core gives 4 sets of overlaps, with some unique units in between them.

I do like the different experiments: cloaks? shields? jump? meelee? mines? disruption? All are awesome riffs on the concept, but too much all at once. Alpha Centauri dealt with it by letting the player piece units together and save as presets, instead of letting them blend in player's mind.

In all seriousness, I get the point of having 3 AA towers: one that can shoot ground, one that is somewhat powerful, and one for mid-late game. What you say about adjusting to swarms etc is not something that I expected (and my AA defenses have been historically useless for some reason), so maybe I'm just playing a game I'm not able to enjoy :P


Yes, the diversity can be overwhelming. The cloak factory is said to be a solid choice for beginners. From there, you can venture in other flavors of "bot" factories, like shield bots and jump bots. Then you can experiment with the more specialized ones, like spiders, hovers, gunships. And finally there are the very specific ones like the airplanes factory and the ships factory (good skills in those can make a difference in multiplayer games).

Of course it is better to have some knowledge about each of them, so you have a general idea of what to do when facing e.g. spiders.

Zero-K explicitly follows a rock-paper-scissors scheme (mainly raider-riot-skirmisher). Each category has a logo, which helps with selecting a counter-unit [1].

This is precisely the purpose of the campaign, which has been designed as a giant tutorial (without the annoyances of click-there-do-that past the very first mission). It restricts you to a single factory and often only a subset of the units of this factory, as you unlock the units when you complete missions. It is also RPG-y as you can unlock more modules for your commander as well. It is quite well done.

[1] http://zero-k.info/mediawiki/index.php?title=Unit_classes


If not for the campaign, I would have never guessed how to operate the huge cannons.

The thing that drives me to Zero-K is that it's much more polished than other Spring RTS mods, the constant metal/energy factor, that it has a good diversity, and actually works without having to guess how to run it.

Meanwhile I'm still going to looking for something where the diversity has less overlaps, where I can distinguish units without having to zoom out to see icons,… and where ships come in a whole range of sizes ;)

So far I'm not willing to give up the moveable commander, and that eliminates Nota.




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