Battlezone 2 Scrap Management Guide

  This document was written by Nathan Mates, email [email protected]. As
  this document may be updated over time, please do not copy out its
  contents to other websites. A link to
  http://www.visi.com/~nathan/bz2/scrapmgmt.html is acceptable. Note:
  this information is NOT provided as an official source; please refer
  to the game manual for that. Please do not call or email Tech Support
  for help with anything contained below.

  For the official BZ2 discussion boards, please see
  http://www.pandemicstudios.com/bzii/, or Activision's website at
  http://www.activision.com/.

  Version 1.0. Last Updated: January 4, 2000.
    _________________________________________________________________

  BZ2, while it may seem to have a fairly straightforward/simplistic
  approach to gathering scrap (resources), there is a lot of ways to get
  the most tank for your scrap, err, bang for your buck. This guide
  covers the following:

  * Managing deployed scavengers (extractors)

  * Managing free-roving scavengers

  * Build order for map 'hilo.bzn'
    _________________________________________________________________

 Managing deployed scavengers (extractors)

  Scavengers that have been told to go to a scrap pool permanently
  change from free-roving mode to a building called an extractor. While
  it may seem counterintuitive to cover the extractors first, you'll see
  the rationale for that after the extractor system is covered first
  here.

  [Tip: if you want to play around with things without pressures of
  combat, start a 'LAN Only' Multiplayer Strategy game (or disable joins
  on handin a gamespy game), and choose a map like 'ST: High & Low'
  (hilo.bzn). You'll then be able to have a 'sandbox' for building
  things.]

  Familiarize yourself with the scrap gauge at the left side of the
  screen. When you start a multiplayer strategy game, a default game
  will have that gauge consist of one large vertical component, filled
  with white, and count of 40 scrap below. That long component is your
  recycler, and it's at maximum capacity.

  For any scrap to come in from extractor(s), two things must happen:
  (1) your recycler must be deployed (i.e. not a vehicle), and (2) you
  must have a extractor (deployed scavenger). When this happens, your
  scrap gauge will change: it will have a smaller section below the
  recycler's component. If you have a second extractor, it'll also
  appear below the recycler. An 'upgraded' (use a Constructor/Builder)
  extractor has a red background, and is below the regular extractor(s).

  Also, note this: your maximum scrap capacity (i.e. what you can have
  on hand) is the sum of the capacities of all your extractors and
  recycler. If you want to build anything that costs more than 40, you
  better have an extractor built. Two extractors and a recycler give you
  a maximum of 80 scrap .

  Here's the hard facts on the three sources of scrap via extractors:
   1. Recycler. Cost: N/A. Capacity: 40 scrap. Production rate: 1 scrap
      every 3 seconds.
   2. Extractor. Cost: 20. Capacity: 20 scrap. Production rate: 1 scrap
      every second.
   3. Upgraded Extractor. Cost: 80 (20 for original extractor, 60 for
      the upgrade). Capacity: 20 scrap. Production rate: 2 scrap every
      second.

  This points out one important rule:

  Your fastest scrap producers are at the bottom of the scrap gauge.

  Next, note that the current level of scrap (the white bar) is
  contained somewhere within one of the segments, i.e. a specific
  extractor or the recycler. That happens to be the 'active' scrap
  producer-- and only one can be active at once. Anytime your scrap bar
  is within an upgraded extractor, you'll get 2 scrap per second.
  Anytime the scrap bar is within the recycler, you get one scrap every
  3 seconds.

  From this, I conclude one very important rule about extractors: 'Time
  is Money'. Consider a 3-second period of gameplay: if the scrap bar is
  within an upgraded extractor, you'll get 6 scrap. If it's within a
  regular extractor, you'll get 3 scrap. And if it's in the recycler,
  you get 1 scrap. Thus, your scrap income depends on how well you
  manage your scrap bar.

  Most strategy guides for RTSs point out one thing: there's no interest
  paid for keeping your money in the bank-- it's better to keep it
  spent. BZ2 really reinforces that, as the lower your scrap is, the
  more you'll take in. [Of course, if you spend your scrap foolishly,
  just to keep it low, you're not guaranteed any success in the matter.]

  Because 'Recycler Scrap' is so costly (3 seconds each), I try and keep
  from using it as much as possible during a game. Say you want to build
  a bunch of tanks costing 55 scrap each. The following is the time
  needed to go from 0 scrap to 55, with the given equipment, sorted by
  worst time first:

  * Recycler only
         Impossible: max scrap is 40, and your recycler will not produce
         scrap without an extractor.

  * Regular Extractor + Recycler
         First 20 scrap (coming from extractor): 20 seconds. Next 35
         scrap: 105 seconds (35*3, coming from recycler). Total time:
         125 seconds (2 min, 5 seconds).

  * Upgraded Extractor + Recycler
         First 20 scrap (upgraded): 10 seconds. Next 35 scrap: 105
         seconds (35*3). Total time: 115 seconds.

  * 2 Regular + Recycler
         First 40 scrap (extractor): 40 seconds. Next 15 scrap: 45
         seconds (15*3). Total time: 85 seconds.

  * Upgraded + Regular + Recycler
         First 20 scrap (upgraded): 10 seconds. Next 20 scrap (regular):
         20 seconds. Next 15 scrap: 45 seconds (15*3). Total time: 75
         seconds.

  * 3 Regular + Recycler
         All 55 scrap (extractor): 55 seconds. Total time: 55 seconds.

  * Upgraded + 2 Regular + Recycler
         First 20 scrap: 10 seconds. Next 35 scrap: 35 seconds. Total
         time: 45 seconds.

  * 2 Upgraded + Regular + Recycler
         First 40 scrap: 20 seconds. Next 15 scrap: 15 seconds. Total
         time: 35 seconds.

  * 3 Upgraded + Recycler
         First 55 scrap: 27.5 seconds. Total time: 27.5 seconds.

  In the above, the biggest difference most players will see is between
  2 regular + recycler (85 seconds) and 3 regular (55 seconds). That's
  30 seconds off a tank's build time simply by having one more
  extractor. That all comes because 'Recycler Scrap' is just so much
  more costly than other methods. When I play, I try and spend out of
  'Extractor Scrap' only, or dipping slightly into the recycler for
  things costing say 65 if you have 3 extractors.

  Also, consider your spending habits and consider skewing them around:
  with 2 regulars and a scavenger and a scrap gauge around 50, it's far
  better to buy a tank (cost 55) then a scavenger, rather than the other
  way around. Do the math: buying the scav first will set the scrap
  gauge back to 30, where it'll take 55 seconds to get to 55 scrap.
  However, if you wait 15 seconds to get to 55 scrap and buy the tank,
  your scrap gauge will usually be near 20 by the time production of the
  tank is done. In other words: buy the expensive stuff first.

  Note the following, though: for the first 12 seconds of a extractor's
  time in the scrap gauge, it pauses while it starts up. [This applies
  to when it first deploys and when it's upgraded.] You can see this
  easily by telling two scavs to deploy at roughly the same time, when
  your scrap is at zero. Both will be added to the scrap bar, but it'll
  wait 12 seconds for the first extractor to start producing, and it'll
  get to 20 scrap. Then, the second scavenger's 12-second dead time
  starts before it starts producing scrap. This delay happens for only 1
  time, though, and is unavoidable.

  Given their cost of the upgrade (60 scrap), when does it make sense to
  upgrade an extractor? Do the math: it'll take 30 seconds for that
  extractor to produce that 60 scrap back, plus the 12-second delay.
  Also, during that 12-second delay, you won't be producing anything as
  opposed to 12 scrap in a regular extractor. Thus, your scrap gauge
  will have to be in that upgraded extractor about 50 seconds to pay
  back the cost-- or fill that segment completely just over 5 times.
  Factoring in time/risk to get a (vulnerable and slow) constructor out
  to the extractor, I figure that if a extractor is going to be in use
  (fill up 20 scrap) for more than about 8-10 times, it's worth it to go
  for the upgrade. The extractors close to your base(s) should
  definitely be upgraded for a long game-- they more than pay for
  themselves in a game that lasts over half an hour.
    _________________________________________________________________

 Managing free-roving scavengers

  Each time a free-roving scavenger drives over a piece of scrap on the
  ground and picks it up, you get 5 scrap, instantly. [Subject to
  available capacity.] Also, as long as you have a deployed recycler,
  they can scavenge, no need to have an extractor first.

  From the above, we know that the worst time for extractors is when the
  scrap gauge is in the recycler. So, the best time for free-roving
  scavengers is when the scrap gauge is in the recycler. Do the math: +5
  scrap when the scrap gauge is in an upgraded extractor is roughly 2.5
  seconds worth. If it's in the recycler, that's 15 seconds worth of
  income. It's more micromanagement to control your extractors so that
  they scavenge mostly when the scrap gauge is in the recycler, but you
  can get serious wins that way.
    _________________________________________________________________

 Build order for map 'hilo.bzn'

  I've had a lot of practice on this map while testing stuff, so here's
  my fairly well optimized build order for this map. You may have to
  adapt it for other maps, as the amount of loose scrap on the ground
  determines how fast you can reach the various stages. See the
  directions above for playing a lan only game by yourself to practice
  this.

  1) Deploy your recycler. This takes a significant amount of time, and
  it travels slowly, so you may want to just tell it to deploy ASAP.
  However, with practice, you may determine better locations and/or
  orientations for it.

  2) As soon as your recycler (key: 1) icon appears, build a scav. [Tip:
  bashing the 1 key too quickly will get it ignored.] When that scav
  (F1) appears, set it to scavenge.

  3) Build a second scav (scrap now 0), F2 group. When it appears, set
  it to deploy on the scrap pool near the starting location. Your F1
  scav should have about 10-15 scrap by now.

  4) Start heading towards the upper half (NW side) of the map. When
  your F1 scav has collected 20 scrap (usually before F2-scav finishes
  deploying), build a third scav (F3).

  5) Send the F3 scav to the close uphill scrap pool, and set a nav
  beacon on the mountain nearby.

  6) As soon as you get 20 scrap again, build a 4th scav. [F2 group now
  empty, so it'll go into F2]. Your F1 scav should be done collecting
  the loose scrap near your base by now, so it's free to be pointed
  somewhere.

  7) At this point, be scanning your radar to see if your opponent is
  doing the same thing topside:

  7A) If they've not come up there yet, redirect your F3 scav to the far
  top pool, and the F2 (4th) to the close top. Then, hightail it over
  the cliff (no damage) to the 'close' (to your base) lower scrap pool,
  where your 1st (F1) scav should go.

  7B) If they have come up along with you, send the F2 scav to the nav
  beacon, and head over the cliff to the close lower scrap pool, sending
  your F1 scav to there.

  8) Set a nav beacon by the mountain on the lower side. If you haven't
  already, send scavs to both, and when you see them near their target
  locations, set them to scavenge.

  Summary: if your opponent followed the same build order, you've split
  the scrap pools evenly between you (3 each, the close ones to your
  base), and are in shape for some well-matched combat. However, if they
  aren't ready to immediately expand, you can collect 4, maybe even 5
  scrap pools, plus all the loose scrap. That's a huge tactical
  advantage in the early game to be ahead in resources.

  Downsides to the above: you cover a split-level battlefield. You can
  go over cliffs, but your AI wingmen may want to take the long route
  around.

  And, a final tip: a pair of turrets posted near an *enemy* extractor
  do wonders in the early game for knocking them out (they're real
  tough), and fending off the inevitable response.