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Worker Saturation - Page 2

Forum Index > BW General
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CDRdude
Profile Blog Joined May 2007
United States5625 Posts
December 04 2008 00:05 GMT
#21
Since nobody's mentioned it yet, I have to ask: Did anybody catch the figure numbers? Figures 1a, 2a, and 3a?
Force staff is the best item in the game.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
December 04 2008 00:32 GMT
#22
There was a post a long time ago about working mining speeds for gas an minerals. Guy made special maps to test acceleration and other things. Maybe it was ported over to broodwarmaps.net
..and then I would, ya know, check em'. (Aka SpoR)
pooper-scooper
Profile Joined May 2003
United States3108 Posts
December 04 2008 00:46 GMT
#23
Also way more linear than I expected, this helps to explain why I suck so much. Man, missing a probe can be devastating.
Good...Bad... Im the guy with the gun
Roxen000
Profile Blog Joined April 2008
1226 Posts
December 04 2008 04:50 GMT
#24
Very interesting post. Thanks. Extremely good read.
._.
CynanMachae
Profile Blog Joined September 2006
Canada1459 Posts
Last Edited: 2008-12-04 07:01:16
December 04 2008 06:58 GMT
#25
That's pretty good, that's an amazing job.

I had a study of that kind saved, but since it's pretty old and I only had it on my comp, I don't know where I took it from. But they adressed the values for numbers of workers higher than 3. After 3, the linear progression stops pretty quickly:

Workers/mineral field Minerals Mined
5 14360
4 14224
3 13546
17 10968
2 9880
1.5 8304
1 5648
table extracted from this pic: http://www.imagedump.com/index.cgi?pick=get&tp=391749

They left the workers mine for 15 minutes in same bases locations. For the 17 workers per mineral patch, it seems that they get so much in the way of each other that it reduces mining But yea, from 3 to 4 and 4 to 5, the mining is almost not improved, not worth at all the investement in those workers (considering you dont expo later)

The same kind of experiment was also done for races variations. 9 mineral patch, 9 workers, 15 minutes:
Race Minerals
Toss1 10186
Toss2 10130
Zerg1 9898
Zerg2 9706
Terran1 9466
Terran2 9210
Table extracted from this pic: http://www.imagedump.com/index.cgi?pick=get&tp=391750

So yea



Edit: Lol yea at figure 1a, 2a, 3a Didnt pay attention enough ><
Jang Yoon Chul hwaiting!
-orb-
Profile Blog Joined September 2007
United States5770 Posts
Last Edited: 2008-12-04 07:48:39
December 04 2008 07:47 GMT
#26
Wow cool stuff dude! I had always been wondering about this.

I always thought there'd be a point where it would start to literally go down and get you less money due to the AI when you have more workers.

Perhaps that happens once you get up to numbers like 40.

Edit: At first I was thinking this would be mostly useless to spend the time testing, but when you think about it, it's actually useful for a situation like if your natural dies and you send all your workers back to your main. Let's say you then have like 40-45 workers all in your main. It might be so bad for the AI that it might be better to take some of them off. It'd be really interesting to see if there's any point in which it goes down (like even if you went up to like 60 or something.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
vileChAnCe
Profile Blog Joined May 2010
Canada525 Posts
August 17 2017 03:44 GMT
#27
This is a super duper long shot but does anyone have the images from the OP or something similar? I would love to see the data on Worker Saturation this looked like an amazing article.
Day[9] i've broken 6 mice, 5 keyboards, 3 pairs of headphones, and a mousepad, all from raging after starcraft losing streaks
TelecoM
Profile Blog Joined January 2010
United States10721 Posts
August 17 2017 03:52 GMT
#28
Insanely good post!
AKA: TelecoM[WHITE] Protoss fighting
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