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Maximum # of Worker per se - Page 6

Forum Index > Brood War Strategy
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Monsen
Profile Joined December 2002
Germany2548 Posts
November 15 2004 20:35 GMT
#101
Well finding the max in a game is quite easy for me- If I see a free mineral patch at some point (not occupied by a peon) then there is room for more workers. Doesn't work for zerg ofc.
11 years and counting- TL #680
Maksim
Profile Joined October 2003
United States22 Posts
November 15 2004 21:56 GMT
#102
50n + [12 * (n + (n-1) + ... +1)], which when simplified ammounts to:
50n + 6n(n+1)

Losing one probe is 62 minerals; 62 minerals per probe


First of all.. a probe doesnt mine 12 mins each time it returns to nex, it gathers 8 minerals.. In addition, this equation is totally bogus because you cant say how much mining you lost out on because that is also affected by the number of probes you had compared to after the reaver drop, not just how many you lost. Thers also the matter of how long those probes mine, which is nowhere in this equation..
"Don't worrry about the math I assure you its right" .. yeah dont worry about it my ass -_- .. pure genius

And it isnt surprising that its fully saturated at 3*(#of patches).. while one is returning, one is mining, and the third drone per patch will improve mining time by gettng to the patch a bit faster than the first two that were switching off..
For zerg, the most efficient # of drones is about 24.. For the extra 10 drones there is a minimal amount of return, it would be more beneficial to spend that money on a new expo. The amount of drones waiting when there is 35 or more drones on 8 patches is so great that mining can be doubled by just ransferrring them to a new expo
For the other races, it is more beneficial to get those 35 or so miners (fully saturated for 8 patches) because its not possible to expand as with zerg.

BigBalls
Profile Blog Joined May 2003
United States5354 Posts
November 15 2004 22:34 GMT
#103
he's saying that the average probe mines 12 minerals in the time it takes to build a worker

and the income return is basically linear up to 2.5x workers, x being # of patches, so it pretty much matters
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
MrIncognito
Profile Joined February 2004
United States217 Posts
November 15 2004 23:03 GMT
#104
This formula is immensely more complicated than any treatment we can give it here.

For example, you may find that 30 probes mines significantly faster than 20. I would be willing to bet that 2 bases with 10 probes each (20 probes total) mines significantly faster than 30 probes at one base. If you're going to calculate the optimum number of probes, you have to take into account the opportunity cost of the exps you aren't making, the cost of the pylons or other supply, etc.
All I want is a kind word, a warm bed, and unlimited power.
evanthebouncy
Profile Joined November 2004
China491 Posts
November 16 2004 10:19 GMT
#105
i think 2 scv per patch is cool, if they only know to WAIT till the patch which they are assigned to is empty, say one scv mine, the other wait, and when its done, the other one mine, that sounds cool, but the random factor and the auto search mine AI for peons make this impossible... personally i think you never stop making peons when u have a chance, so u can move the extra peons to expo when it is finished, instead of making new peons at expo all over again.
BOINK BOINK! Recursively defined
Oxygen
Profile Blog Joined November 2003
Canada3581 Posts
November 16 2004 21:39 GMT
#106
Didn't read through all of this.

Slight difference between 2 and 3 miners/patch.

No different between 3 and 4 miners/patch.

3 = maximum efficiency.
Dont drink and derive. TSL: Made with Balls.
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