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Zero-K FAQ

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Before After
1 I could not find a Zero-K FAQ for advertisement purposes, so I started this one. Please provide feedback on how I answered the questions, as well as other questions that people might have about Zero-K. 1 I could not find a Zero-K FAQ for advertisement purposes, so I started this one. Please provide feedback on how I answered the questions, as well as other questions that people might have about Zero-K.
2 \n 2 \n
3 ----- 3 -----
4 \n 4 \n
5 [b]Table of Contents[/b] 5 [b]Table of Contents[/b]
6 \n 6 \n
7 - Where does Zero-K fall within the RTS genre? What other games is it like? 7 - Where does Zero-K fall within the RTS genre? What other games is it like?
8 - What makes Zero-K stand out among other RTS games? 8 - What makes Zero-K stand out among other RTS games?
9 - I am familiar with StarCraft. How is the game flow different in Zero-K? 9 - I am familiar with StarCraft. How is the game flow different in Zero-K?
10 - I am familiar with Supreme Commander. How is Zero-K different? 10 - I am familiar with Supreme Commander. How is Zero-K different?
11 - How many factions are there? 11 - How many factions are there?
12 - What are these factories and what makes them unique? 12 - What are these factories and what makes them unique?
13 - 12 different factories? Over 100 unique units? That sounds like a balance nightmare! 13 - 12 different factories? Over 100 unique units? That sounds like a balance nightmare!
14 - What is Zero-K's biggest strength? 14 - What is Zero-K's biggest strength?
15 - What is Zero-K's biggest weakness? 15 - What is Zero-K's biggest weakness?
16 - How big/active is the playerbase?[/ 16 - How big/active is the playerbase?[/
17 \n 17 \n
18 [b]Where does Zero-K fall within the RTS genre? What other games is it like?[/b] 18 [b]Where does Zero-K fall within the RTS genre? What other games is it like?[/b]
19 \n 19 \n
20 Zero-K’s gameplay is similar to Total Annihilation and Supreme Commander, two of the most renowned games in the genre. This includes having the following features: 20 Zero-K’s gameplay is similar to Total Annihilation and Supreme Commander, two of the most renowned games in the genre. This includes having the following features:
21 \n 21 \n
22 - A powerful starting commander 22 - A powerful starting commander
23 - Massive battles with huge armies 23 - Massive battles with huge armies
24 - Rate-based economy with two resources 24 - Rate-based economy with two resources
25 - Strategic zoom over the whole battlefield 25 - Strategic zoom over the whole battlefield
26 - Real-time projectile simulation 26 - Real-time projectile simulation
27 \n 27 \n
28 [b]What makes Zero-K stand out among other RTS games?[/b] 28 [b]What makes Zero-K stand out among other RTS games?[/b]
29 \n 29 \n
30 Zero-K has a number of unique features including: 30 Zero-K has a number of unique features including:
31 \n 31 \n
32 - Flat technology tree. All units and buildings are available to build from the beginning of the game. 32 - Flat technology tree. All units and buildings are available to build from the beginning of the game.
33 - Terrain significance. Terrain height and steepness can affect resource collection, unit speed and range, LoS, radar coverage, etc. Further, players can alter the terrain with terraforming commands, as well as deform the map with explosives. 33 - Terrain significance. Terrain height and steepness can affect resource collection, unit speed and range, LoS, radar coverage, etc. Further, players can alter the terrain with terraforming commands, as well as deform the map with explosives.
34 - Incredibly powerful control interface, allowing extensive automation 34 - Incredibly powerful control interface, allowing extensive automation
35 \n 35 \n
36 [b]I am familiar with StarCraft. How is the game flow different in Zero-K?[/b] 36 [b]I am familiar with StarCraft. How is the game flow different in Zero-K?[/b]
37 \n 37 \n
38 - Shorter game length – 1v1 games last about 10-30 minutes as opposed to 15-45 minutes. 38 - Shorter game length – 1v1 games last about 10-30 minutes as opposed to 15-45 minutes.
39 - Different Economy – Resources are collected by buildings, not units. Resources do not run out. Resources are spread out instead of packed into “expansion” areas. 39 - Different Economy – Resources are collected by buildings, not units. Resources do not run out. Resources are spread out instead of packed into “expansion” areas.
40 - Slower unit movement, zoom-out amplifies this feeling 40 - Slower unit movement, zoom-out amplifies this feeling
41 - No unit upgrades, much fewer activated abilities for units/buildings 41 - No unit upgrades, much fewer activated abilities for units/buildings
42 - Significantly less required APM
42 - More frequent and longer army engagements 43 - More frequent and longer army engagements
43 - No duplicate unit-producing structures built (e.g. 2+ barracks) 44 - No duplicate unit-producing structures built (e.g. 2+ barracks)
44 - Water units 45 - Water units
45 - More “factions,” though not as unique as Terran/Zerg/Protoss 46 - More “factions,” though not as unique as Terran/Zerg/Protoss
46 \n 47 \n
47 [b]I am familiar with Supreme Commander. How is Zero-K different?[/b] 48 [b]I am familiar with Supreme Commander. How is Zero-K different?[/b]
48 \n 49 \n
49 - Shorter game length (1v1) 50 - Shorter game length (1v1)
50 - Smaller scale 51 - Smaller scale
51 - Unit micro more important 52 - Unit micro more important
52 - Gameplay feels faster 53 - Gameplay feels faster
53 - Commander not as powerful 54 - Commander not as powerful
54 - No duplicate unit-producing structures built (e.g. 2+ land factories) 55 - No duplicate unit-producing structures built (e.g. 2+ land factories)
55 - No tiers, flat technology tree 56 - No tiers, flat technology tree
56 - More factories 57 - More factories
57 \n 58 \n
58 [b]How many factions are there?[/b] 59 [b]How many factions are there?[/b]
59 \n 60 \n
60 There is technically only one faction. However, diversity comes from the starting factories. The first factory is free and built instantly. Subsequent factories costly and time-consuming to build, and won't be seen until the midgame. There are 12 factories. Each factory can produce about 10 unique units. 61 There is technically only one faction. However, diversity comes from the starting factories. The first factory is free and built instantly. Subsequent factories costly and time-consuming to build, and won't be seen until the midgame. There are 12 factories. Each factory can produce about 10 unique units.
61 \n 62 \n
62 [b]What are these factories and what makes them unique?[/b] 63 [b]What are these factories and what makes them unique?[/b]
63 \n 64 \n
64 Cloaky Bot Factory – Produces cheap robots, many of which can turn invisible 65 Cloaky Bot Factory – Produces cheap robots, many of which can turn invisible
65 Shield Bot Factory – Produces robust robots, many of which have shields 66 Shield Bot Factory – Produces robust robots, many of which have shields
66 Jump/Specialist Plant – Produces robots with jumpjets 67 Jump/Specialist Plant – Produces robots with jumpjets
67 Spider Factory – Produces all-terrain spider bots 68 Spider Factory – Produces all-terrain spider bots
68 Light Vehicle Factory – Produces cheap, quick vehicles (cars) 69 Light Vehicle Factory – Produces cheap, quick vehicles (cars)
69 Heavy Vehicle Factory – Produces hard-hitting, damage-taking vehicles (tanks) 70 Heavy Vehicle Factory – Produces hard-hitting, damage-taking vehicles (tanks)
70 Hovercraft Platform – Produces units that can traverse land and water 71 Hovercraft Platform – Produces units that can traverse land and water
71 Amphibious Bot Plant – Produces units that travel under the water instead of over 72 Amphibious Bot Plant – Produces units that travel under the water instead of over
72 Airplane Plant – Produces speedy aircraft 73 Airplane Plant – Produces speedy aircraft
73 Gunship Plant – Produces aircraft that can hold their position in the air 74 Gunship Plant – Produces aircraft that can hold their position in the air
74 Shipyard – Produces ships 75 Shipyard – Produces ships
75 Strider Hub – Produces the biggest, baddest units in the game 76 Strider Hub – Produces the biggest, baddest units in the game
76 \n 77 \n
77 [b]12 different factories? Over 100 unique units? That sounds like a balance nightmare![/b] 78 [b]12 different factories? Over 100 unique units? That sounds like a balance nightmare![/b]
78 \n 79 \n
79 Correct, it is an extremely difficult task to properly balance over 100 different units. Fortunately, the developers have been working on perfecting balance for 7 years, and they currently have the game in a steady state. Also, updates come frequently to fix any imbalances that are found. 80 Correct, it is an extremely difficult task to properly balance over 100 different units. Fortunately, the developers have been working on perfecting balance for 7 years, and they currently have the game in a steady state. Also, updates come frequently to fix any imbalances that are found.
80 \n 81 \n
81 [b]What is Zero-K's biggest strength?[/b] 82 [b]What is Zero-K's biggest strength?[/b]
82 \n 83 \n
83 It's command interface. Zero-K grants incredible power the player while being simple to utilize. After getting used to the command interface, many players find it difficult to go back to other RTS games. Here are some examples: 84 It's command interface. Zero-K grants incredible power the player while being simple to utilize. After getting used to the command interface, many players find it difficult to go back to other RTS games. Here are some examples:
84 \n 85 \n
85 - Select some units and draw a line. All of the selected units will form up on the line. 86 - Select some units and draw a line. All of the selected units will form up on the line.
86 - Select one unit and draw a line. The unit will follow the path of the line. 87 - Select one unit and draw a line. The unit will follow the path of the line.
87 - You can draw these lines on the minimap too, and the units will behave appropriately. 88 - You can draw these lines on the minimap too, and the units will behave appropriately.
88 - Give your units a Fight command. They will actively kite/avoid enemy fire while attacking enemies in their path. 89 - Give your units a Fight command. They will actively kite/avoid enemy fire while attacking enemies in their path.
89 - Order your units to retreat to a specified location at 30%/60%/90% health. 90 - Order your units to retreat to a specified location at 30%/60%/90% health.
90 - Give your units a Circle Guard command. They will then walk around their target in a circle. 91 - Give your units a Circle Guard command. They will then walk around their target in a circle.
91 - Add a single unit to a factory infinite queue. The factory will build this one unit, and then remove it from the queue. 92 - Add a single unit to a factory infinite queue. The factory will build this one unit, and then remove it from the queue.
92 - Easily add additional buildings in the middle of a constructor's build queue. 93 - Easily add additional buildings in the middle of a constructor's build queue.
93 \n 94 \n
94 [b]What is Zero-K's biggest weakness?[/b] 95 [b]What is Zero-K's biggest weakness?[/b]
95 \n 96 \n
96 Probably the size of its playerbase. Speaking of which... 97 Probably the size of its playerbase. Speaking of which...
97 \n 98 \n
98 [b]How big/active is the playerbase?[/b] 99 [b]How big/active is the playerbase?[/b]
99 \n 100 \n
100 The playerbase is currently not very large. Peak times tend to be during European evenings. During this time, there are usually about 50-100 players online. However, this playerbase is active. You should be able to get into a 1v1 or team game within 5 minutes. 101 The playerbase is currently not very large. Peak times tend to be during European evenings. During this time, there are usually about 50-100 players online. However, this playerbase is active. You should be able to get into a 1v1 or team game within 5 minutes.