Ota2xta: Difference between revisions

From Spring
Jump to navigationJump to search
Mongus (talk | contribs)
No edit summary
 
Mongus (talk | contribs)
No edit summary
Line 1: Line 1:
The energy buildtree:
= The energy buildtree =




The energy tree for xta, differs from ota in several aspects.
The energy tree for xta, differs from ota in several aspects.


The basic energy structures are the same, windmill, and solar collector.
In short, several buildings and mobile units have been added "in between" the basic energy sources like solarpanels/windmills, and the more advanced Fusion power plant.
 
== Energy producing buildings and mobile units ==
 
 
 
=== The basic energy structures ===
 
 
Are the same, windmill, and solar collector.


However there are some differences:
However there are some differences:


The solar collector, DOES NOT COST ENERGY to build, this gives a quick solution to energy stall problems, at a cost of course, 145 metal. Despite the slight high metal cost, solar collectors are heavy armored and do have a constant output of 20 energy units.
==== The solar collector ====
 
 
Main changes from OTA:
 
 
- DOES NOT COST ENERGY to build it.
 
 
'''Advantages:'''
 
- Is heavy armored.
 
- Produces a continous energy output.
 
 
'''Downside:'''
 
- Its rather expensive in metal compared to winmills.
 
- Blocks light laser tower fire.
 
 
'''Tips'''
 
- Offers a quick solution for energy stall at mid metal cost (145 metal).
 
- Acts as a barricade/defense.
 
 
 
==== Energy storage ====
 
 
 
The cost has been increased, but the storage capacity is now around 32k.


Also the enrgy storage (aswell as the metal one) capacitys have been greatly increased, to 32k in energy and around 12k for metal storage.


This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.
This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.




For the lvl 1 gameplay this is the main difference.
'''Tips'''
 
- Combine with windmill farms in windy maps for better results.
 
- In early game, if you are using metal makers, it generates non continous metal output, so dont build one if you are using metal maker economy.
 
 
 
For the lvl 1 gameplay that are the main changes.
 
 
 
=== Advanced energy structures ===
 
 


When going to lvl 2, start the major changes/advantages:
When going to lvl 2, start the major changes/advantages:
Line 21: Line 78:
There is a "midway" fusion energy plant.
There is a "midway" fusion energy plant.


The mini fusions:


Each side has its own, core ones produce +300 e and are built by lvl 2 builders, while arm ones are built in the level 2 tank lab, and produce silgth more energy (440 e) at sligth more efficient cost.
 
 
'''The mini fusions'''
 
 
Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 33% of the energy output of the next level in energy buildtree, and offering 15x times the output of a single solar.
 
 
 
==== Core Mini Fusion ====
 
 
Produce +300 e and are built by lvl 2 builders.
 
 
Advantages:
 
- Is built by any level 2 construction unit.
 
- Produces 300 energy, 15x times of a solar collector at a efficient cost.
 
 
Downside:
 
- Its less efficient than arm counterpart.
 
 
Tips
 
- You can calculate 1 minifusion per mohometal maker*.
 
- Huge explotion on self destroy, can kill nearby attacking force.
 
 
 
==== Arm Mobile Fusion ====
 
 
Arm ones are built in the level 2 tank lab, and produce silgth more energy (440 e) than core counterpart at sligth more efficient cost.
 
 
Advantages:
 
- Its more efficient than core counterpart.
 
- Produces 440 energy, 22x times of a solar collector at a efficient cost.
 
- Its build very fast because of the strong nanolathing form the level 2 tank lab.
 
- Its mobile!
 
 
Downside:
 
- Forces the arm player to build level 2 tank lab to have access to it.
 
 
Tips
 
- You can calculate 1 minifusion per mohometal maker*.
 
- Huge explotion on self destroy, can kill nearby attacking force.
 
 
 


The Big Fusions have changed aswell.
The Big Fusions have changed aswell.

Revision as of 06:12, 19 January 2007

The energy buildtree

The energy tree for xta, differs from ota in several aspects.

In short, several buildings and mobile units have been added "in between" the basic energy sources like solarpanels/windmills, and the more advanced Fusion power plant.

Energy producing buildings and mobile units

The basic energy structures

Are the same, windmill, and solar collector.

However there are some differences:

The solar collector

Main changes from OTA:


- DOES NOT COST ENERGY to build it.


Advantages:

- Is heavy armored.

- Produces a continous energy output.


Downside:

- Its rather expensive in metal compared to winmills.

- Blocks light laser tower fire.


Tips

- Offers a quick solution for energy stall at mid metal cost (145 metal).

- Acts as a barricade/defense.


Energy storage

The cost has been increased, but the storage capacity is now around 32k.


This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.


Tips

- Combine with windmill farms in windy maps for better results.

- In early game, if you are using metal makers, it generates non continous metal output, so dont build one if you are using metal maker economy.


For the lvl 1 gameplay that are the main changes.


Advanced energy structures

When going to lvl 2, start the major changes/advantages:

There is a "midway" fusion energy plant.



The mini fusions


Each side has its own. This units cover the gap between basic energy sources and the more advanced ones, having around 33% of the energy output of the next level in energy buildtree, and offering 15x times the output of a single solar.


Core Mini Fusion

Produce +300 e and are built by lvl 2 builders.


Advantages:

- Is built by any level 2 construction unit.

- Produces 300 energy, 15x times of a solar collector at a efficient cost.


Downside:

- Its less efficient than arm counterpart.


Tips

- You can calculate 1 minifusion per mohometal maker*.

- Huge explotion on self destroy, can kill nearby attacking force.


Arm Mobile Fusion

Arm ones are built in the level 2 tank lab, and produce silgth more energy (440 e) than core counterpart at sligth more efficient cost.


Advantages:

- Its more efficient than core counterpart.

- Produces 440 energy, 22x times of a solar collector at a efficient cost.

- Its build very fast because of the strong nanolathing form the level 2 tank lab.

- Its mobile!


Downside:

- Forces the arm player to build level 2 tank lab to have access to it.


Tips

- You can calculate 1 minifusion per mohometal maker*.

- Huge explotion on self destroy, can kill nearby attacking force.



The Big Fusions have changed aswell.

Now the Cloakable fusion, takes the place of what used to be the normal fusion, that is, it produces 1000 energy and has a small penalty in its cost compared to minifusions, and to big fusions, but it almost completelly stealth once its cloaked and within radar jammer range.


Now be carefull.

The BIG fusion makes 3k energy, and has a very high cost (nenergy metal and BT), altough its somehow more efficient than cloakable fusion, the unit is what used to be the original fusion, so DONT BUILD IT RIGTH AWAY. This big fusion is intended for late game, when you will need huge armies or mass nuclear weapons.