On September 06 2019 06:23 razorsuKe wrote:
It has come to my attention that there is some new tech out there but I have no idea how to search for it and/or get a full explanation of what to do.
First one is called boost mineral (I think)
So most, if not every map, has a mineral patch or two that can get you an increased rate of return. What I think it is is after a worker mines, you press C immediately to see the effects? Or something like that. I also think it's a different patch depending on what unit is doing the gathering. I think there is a korean video out there that highlights the income you get by doing this vs just letting the workers mine undisturbed.
This has been known for a long time, at least by top tier players and by map makers (I coined the term metastable mining path for the general phenomenon). Generally mining rates for specific patches depend on mineral position, pathfinding region layout, terrain walkability and interfering nearby building units (including other resources). Exact mining rates vary depending on the race due to varying collision sizes of their respective resource depots, which has influence on both absolute travelling distance, but mostly deceleration/acceleration behaviour of workers between return and mining trip. "Boosted mining paths" are those that have very little deceleration, so the worker can turn around and return to minining a bit faster.
I believe the guys who program AIs know about this already and have implemented it. I do remember reading something about more efficient mining in the BWAPI threads.
Bots can act even more radically by continuously microing every single worker, thus eliminating most deceleration phases by waypoints, giving them mining and return commands only at the last possible moment and manually assigning each worker directly to the closest free patch, eliminating worker migration losses almost completely. This can amount to some pretty insane income boosts, but is just not humanly possible.
As for the "total recall": If you are in the business of finding better names for it, just call it "stack recall", which is bost concise and best describes the defining phenomenon of unit stacking, regardless of stacking technique employed (you can do the same using a vortex, a.k.a. stuck stack, bug for example.
The limiting factor is the size of the recall target area and how many units can fit in there, as has already been pointed out. Here is the test map I made. It shows that the maximum number of Dragoons in a recall on an open plain is 56.