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Metal storage: remove from game?

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13 years ago
Metal storage, what is it good for?

I think storage's sole purpose is to confuse new players.

If you're excessing M, you should increase buildpower. I don't believe storage has any role in Zero-K gameplay. But then what do I know? Does anyone find storage useful?
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13 years ago
Chicken games sometimes when you get sick eco (producing more than you can store).
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13 years ago
The biggest use of storage is to prevent excessing due to reclaiming large wreck fields. I can also see use here or there when a sudden boost in econ causes you to excess M and you are still gathering build power.
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Skasi
13 years ago
There is EXACTLY TWO uses for Metal Storages - NO MORE, NO LESS.

1) Chicken egg games. People will send all their builders to front if they consider it safe to quickly collect as many eggs as possible.

2) FFA games. People will try to horde metal and spam Caretakers so they can build whichever unit they need at the moment, instead of massing units in advance when they don't even need them.

I think both these things can be done without storages, though. Simply don't limit metal at all in 1 player FFA games. This will make the storage "invisible" to other players though. For chicken eggs the storage could be increased via a gadget as soon as the whole teams total capacity is near full or something like that.
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13 years ago
Two else usage.

1. Morphing, once you ready to morph an advanced unit to more advanced type. Like reaper to gollish. zeus to crabe.

2. Fast building. missile solo and missile. This organize to be faster than enemy detection and shield.
Fast link out energy and build a Annihilator when there is HLT+arti vs HLT+arti situation. Those outrange Annihilator cost more than shield.
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13 years ago
Storage is needed. If 1,000 metal was the max amount needed for a single building/unit, then ok, but it's not. I like to build storage for fast building of heavier static defense. It's also great for over flow from reclaim.
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13 years ago
Keep storage, there are times you would miss it if it were removed. Mostly in FFA and ridiculously late game.
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13 years ago
You forget that it is E storage too. It is cheaper to have few storages than build aditional fusions.
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13 years ago
------------->For resurecting....
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13 years ago
Storages and fusions are 2 diferent things....
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13 years ago
Storages are indeed needed. Either for fast morph or to quickly rush an anni in front of enemy defense lines ;) or as strategic reserve to quickly build something you may suddenly need.
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13 years ago
They are not Rick. When you happen to resurect something there is no diference E will be provided from fusion, or from reserve. And often even 2 fusions is not enough. But something like 4 storages and 1/4 e might be enough ;)
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13 years ago
Oh, I thought you meant to remove storage *limits*, not the storage building. I'd be all for removing limits, although it would make the GUI harder to figure.
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13 years ago
Limits are needed for overdrive to work correctly. The current overdrive system bases the amount of energy sent to overdrive based on energy stored vs storage limit. Either overdrive needs to change, or storage needs to remain the way it is.
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13 years ago
Ah sorry, I did mean the storage building. Removing storage limits as a concept would cause more trouble than it's worth I think, interesting although it could potentially be.
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Skasi
13 years ago
That'd be an easy change, context. :)
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13 years ago
Alternately, remove storage altogether. No storage. You have M in and M out. E in and E out. If you don't have enough metal being spent at any given moment, your reclamation runs slower. Excess E becomes overdrive... surplus metal after halting reclamation is lost.

Considering the random ordering of unit resource processing, the algorithm for that would be brutal..
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13 years ago
Having played a lot of BA long ago, The storage building might not have great value, but I do not see the vaule of REMOVING it, particularly when it is a locked technology in ZK. Further, coming to ZK, I greatly prefer the over drive system over systems in other mods or other RTS and seems like a good formula (versus tweaking it in some of the ways suggested)
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13 years ago
A few thoughts on storage. Firstly, it seems like while it would not be commonly used in a lot of situations, it seems intuitively necessary given the nature of the way the TA economy works that it should be available. You have income and expense, effectively the water flowing into and out of the sink. It therefore should be possible to get a bigger sink, unless it was unlimited to begin with. Its usefulness seems like a secondary concern to the role it plays.

What I would prefer to see is making storage more integral to the economy, or else combine it with something. For example, the pylon might also serve as a storage. Or, as a more radical approach, what about having solars contain storage, giving them an interestingly different feature compared to the windgen?

Or, as an extremely different idea, what if instead the storage were useful in some new capacity? For example, a reclaim-only nano tower for fast metal collection perhaps. If possible it might even be extended to repairs, but not construction, so it can be built on the front lines and both collect metal and serve as field hospital as a retreat zone.
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13 years ago
The idea of hoarding resources and then - suddenly - spamming buildpower you lacked so far, in order to suddenly build something of high value is silly. What would be the point of waiting and then rapid spending ? Value of metal decreases in time.

The only purposes of storages I see is when you do not want to share excess with team and 1) all your buildpower exploded unexpectedly at once or 2) you risk upgrading expensive unit or commander and there is a chance it will get killed in process. You will quickly cancel the upgr. seconds before it dies and get metal refunded - you prevent the one time waste of metal to excess.
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