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Forum Index > Brood War Strategy
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LOcDowN
Profile Joined February 2003
United States1015 Posts
Last Edited: 2004-11-13 06:08:30
November 13 2004 06:06 GMT
#1
I'm specifically looking for the # of maximum worker per mineral line (8 patches in LT). People often don't find themselves keeping track of the # of SCV per base, and I don't think this has been posted yet.

Also is there also a rate of speed or rate of mineral collection difference between an scv, a drone, and a probe?

If you're knowledgeable please answer, if you're just going to bullshit please dont even try.
Casper...
Profile Joined October 2002
Liberia4948 Posts
November 13 2004 06:09 GMT
#2
drones mine slowest by like 11% or something if reduced, but once saturated they mine the same
it's because they turn around slower than other workers
JAM THE FUCKER!
LOcDowN
Profile Joined February 2003
United States1015 Posts
November 13 2004 06:12 GMT
#3
Also, when I say the maximum # of worker per mineral line, I'm looking for the highest efficiency rate for mineral collection. If you're knowledgeable please post, newbies please read & learn...and don't hit the post button.

Thanks.
LOcDowN
Profile Joined February 2003
United States1015 Posts
Last Edited: 2004-11-13 06:25:25
November 13 2004 06:14 GMT
#4
sundance
Profile Blog Joined May 2004
Slovakia3201 Posts
Last Edited: 2004-11-13 06:44:38
November 13 2004 06:32 GMT
#5
I produce scv's whole game and then i redistribute them to my expansions.I have never needed to count my scv's.You must just feel it.I only look at my minerals and i see :
a) I have enough scv's
b) I dont have enough scv's
So again you must just feel it not cont every single scv.
Nick Cave & the Bad Seeds
ares01256
Profile Joined March 2004
United States355 Posts
November 13 2004 06:34 GMT
#6
never stop making miners = best
i think all miners mine at the same speed
Freedom costs a buck o five
LOcDowN
Profile Joined February 2003
United States1015 Posts
November 13 2004 06:35 GMT
#7
That's nice sundance, but I'm specifically looking for an estimated value.
sundance
Profile Blog Joined May 2004
Slovakia3201 Posts
November 13 2004 06:40 GMT
#8
There is no estimated value that was my point.
Nick Cave & the Bad Seeds
LOcDowN
Profile Joined February 2003
United States1015 Posts
November 13 2004 06:43 GMT
#9
There alway is a range.
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
November 13 2004 06:43 GMT
#10
Then someone test it.

Ive been wanting to do this for a long time but never got around to it.

Ive been thinking that my macro is stronger midgame than almost all other players because i play with a low amount of workers

if an optimal amount of workers per base could be found, then people could perhaps save hundreds of minerals that would be better spent on other things
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
LOcDowN
Profile Joined February 2003
United States1015 Posts
November 13 2004 06:47 GMT
#11
It is easy to say when it "feels" right you can stop the production or send them workers elsewhere. However, with everything in life, there is an average ratio of specificity involved. Anyway, I appologize if this thread is somewhat vague.
LeJester
Profile Joined July 2003
United States211 Posts
Last Edited: 2004-11-13 06:51:58
November 13 2004 06:49 GMT
#12
I believe the maximum number is about 2.5 workers per patch. I've never tested it myself but I know people who have, and thats the number they came up with.
No seriously, Im not kidding.
LOcDowN
Profile Joined February 2003
United States1015 Posts
November 13 2004 06:49 GMT
#13
Maybe it's best to ask Iloveoov.
karelen
Profile Joined October 2003
Sweden2407 Posts
November 13 2004 06:52 GMT
#14
ask NTT
zzzzzz
sundance
Profile Blog Joined May 2004
Slovakia3201 Posts
November 13 2004 06:52 GMT
#15
Pros don't count their workers (at least T and P pros).They just feel if they have enough workers.You can see in FP vods where zerg player count drones at early stage of game.He want only ensure if he have at least 12 drones per base (when he exp to his nat).After that stage of game there are only two degrees for them : thy have enough drones in that particular base or the dont have enough drones in that base.That's how i see it.
Nick Cave & the Bad Seeds
LOcDowN
Profile Joined February 2003
United States1015 Posts
November 13 2004 06:58 GMT
#16
Asking NTT would probably spike the optimal value.
sundance
Profile Blog Joined May 2004
Slovakia3201 Posts
Last Edited: 2004-11-13 07:06:29
November 13 2004 07:04 GMT
#17
And btw BW is not W3 where these exact numbers exist.As a Human you need 5 peons to mine gold and (i dont know if i remeber it right) 8 peons to mine lumber.If you watch W3 reps you'll see every pro use exactly same numbers of peons for each job.
Nick Cave & the Bad Seeds
Gryffindor_us
Profile Blog Joined November 2002
United States5606 Posts
November 13 2004 07:20 GMT
#18
I came up with a formula for T v P. Basically I decided that it was about 18 workers per mineral line was in my opinion most efficient.
Remember 11-12-04. 이윤열 ~. |||| ZerO, IriS, JangBi, Stork, BackHo! Mah Jae Yoon is no longer a feared entity.
ahk-gosu
Profile Joined July 2004
Korea (South)2099 Posts
November 13 2004 07:32 GMT
#19
i have wondered this
why do zerg players make only about 12 workers for their minerals in their main?
isnt it more efficient to make more?
Micro.Macro.Scouting.Harassment.
ItchReliever
Profile Joined April 2004
2489 Posts
November 13 2004 07:37 GMT
#20
On November 13 2004 16:32 ahk-gosu wrote:
i have wondered this
why do zerg players make only about 12 workers for their minerals in their main?
isnt it more efficient to make more?


more is better but most times you can't afford to power that hard
Rock_Lee[Z]
Profile Joined June 2004
Canada34 Posts
November 13 2004 07:38 GMT
#21
I remember reading somewhere (I think Tsunami's strategy guide?) that it is best to have at least 2.5 miners to a mineral pile but it was then suggested that Zerg has at least 1.5 per mineral pile to be able to make use of larvae.

That's off of memory.
USWest: Enorasis
Casper...
Profile Joined October 2002
Liberia4948 Posts
November 13 2004 07:41 GMT
#22
On November 13 2004 15:43 BigBalls wrote:
Then someone test it.

Ive been wanting to do this for a long time but never got around to it.

Ive been thinking that my macro is stronger midgame than almost all other players because i play with a low amount of workers

if an optimal amount of workers per base could be found, then people could perhaps save hundreds of minerals that would be better spent on other things


i've tested it
scv/probe returns linear to worker count up to around 20 workers (800/minute)
drones return about 680/16 workers but it evens out at around 21/22 workers
JAM THE FUCKER!
IntoTheWow
Profile Blog Joined May 2004
is awesome32275 Posts
November 13 2004 07:49 GMT
#23
Depends in you strat. Some people play TvT with little scv count so they get more money early game, have a faster fact, etc. Depends on your scouting. If you talk about non-stop producing game? i would go for all i can afford as your opponents tend to harras you mineral line (lurk drop or storm drop as an example)

I think zerg is the race in which you actually have to specifically measure your drone count.
Moderator<:3-/-<
LOcDowN
Profile Joined February 2003
United States1015 Posts
Last Edited: 2004-11-13 08:15:30
November 13 2004 07:58 GMT
#24
LOcDowN
Profile Joined February 2003
United States1015 Posts
Last Edited: 2004-11-13 08:15:59
November 13 2004 08:07 GMT
#25
worst.player
Profile Joined July 2004
625 Posts
November 13 2004 08:24 GMT
#26
Why would you ever stop making workers? More workers = more expos = more money = more gateways = more wins.
Locked
Profile Joined September 2004
United States4182 Posts
Last Edited: 2004-11-13 08:30:17
November 13 2004 08:29 GMT
#27
On November 13 2004 17:24 worst.player wrote:
Why would you ever stop making workers? More workers = more expos = more money = more gateways = more wins.


... thats a pretty dumb question... what if you don't have enough expos to make use of all your workers..

your equation is correct except the first part more workers != more expos

making more workers does not give you more expos
making expos gives you more expos, for which you need more workers for.
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
Rock_Lee[Z]
Profile Joined June 2004
Canada34 Posts
November 13 2004 08:39 GMT
#28
On November 13 2004 16:41 Casper... wrote:
Show nested quote +
On November 13 2004 15:43 BigBalls wrote:
Then someone test it.

Ive been wanting to do this for a long time but never got around to it.

Ive been thinking that my macro is stronger midgame than almost all other players because i play with a low amount of workers

if an optimal amount of workers per base could be found, then people could perhaps save hundreds of minerals that would be better spent on other things


i've tested it
scv/probe returns linear to worker count up to around 20 workers (800/minute)
drones return about 680/16 workers but it evens out at around 21/22 workers


What map? I think it depends a lot on what map, how many mineral patches and how close they all are. I think we can all assume that the minerals were as close as possible in a normal base but what map was it?
USWest: Enorasis
Locked
Profile Joined September 2004
United States4182 Posts
November 13 2004 08:42 GMT
#29
On November 13 2004 17:39 Rock_Lee[Z] wrote:
Show nested quote +
On November 13 2004 16:41 Casper... wrote:
On November 13 2004 15:43 BigBalls wrote:
Then someone test it.

Ive been wanting to do this for a long time but never got around to it.

Ive been thinking that my macro is stronger midgame than almost all other players because i play with a low amount of workers

if an optimal amount of workers per base could be found, then people could perhaps save hundreds of minerals that would be better spent on other things


i've tested it
scv/probe returns linear to worker count up to around 20 workers (800/minute)
drones return about 680/16 workers but it evens out at around 21/22 workers


What map? I think it depends a lot on what map, how many mineral patches and how close they all are. I think we can all assume that the minerals were as close as possible in a normal base but what map was it?


like 90% of legit maps have the same mineral lines.... 8 patches arranged in a curve that minimizes the distance between the base and the mins.

of course he probably used LT but i'd atleast assume it was 8 patches.
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
Empyrean
Profile Blog Joined September 2004
16992 Posts
November 13 2004 08:52 GMT
#30
It's because you must balance your larvae. If you power too hard, you won't have enough Zerglings and will be run over. Conversely, if you have too many lings, you won't have a good economy. Zerg has the hardest macro for this reason, to master.
Moderator
Catyoul *
Profile Joined April 2004
France2377 Posts
November 13 2004 09:11 GMT
#31
I remember having tested that like 4 years ago, on Dire Straits. It was about linear until 2.5*patches (don't remember exact exact values) and kept increasing until about 3*patches. After that test, I remember I always knew the number of workers in all my bases, but I was playing chobo games only :p
NeverTheEndlessWiz
Profile Joined November 2003
Singapore827 Posts
November 13 2004 09:59 GMT
#32
On November 13 2004 17:52 This-is-not-a-smurf wrote:
It's because you must balance your larvae. If you power too hard, you won't have enough Zerglings and will be run over. Conversely, if you have too many lings, you won't have a good economy. Zerg has the hardest macro for this reason, to master.


plus zerg units are more cheaper in terms of minerals most of the time =P
Retired Brood War player / WCG SG Top 8 for 2002, 2003, 2004, retired, then made minor comeback to Top 8 at 2008. 2009 = bleh xD
yeehaw
Profile Joined October 2004
San Marino888 Posts
November 13 2004 10:00 GMT
#33
There must be an optimal value,and a rate with horrrible dimimishing returns, and I daresay pros should also pay more attention. Its the difference in macro between iloveoov and them. I bet iloveoov wouldn't go, I dont know, I just guess.
G_G
Day[9]
Profile Blog Joined April 2003
United States7366 Posts
November 13 2004 10:23 GMT
#34
The saturation limit is about 36

What i mean by that is that anymore workers than 36 won't increase the rate of money collection

I can work out the set of integrals for it if you REALLY REALLY wanted to ;p
takes a while but, hey, i am a serious friggin nerd ;P
Whenever I encounter some little hitch, or some of my orbs get out of orbit, nothing pleases me so much as to make the crooked straight and crush down uneven places. www.day9.tv
IntoTheWow
Profile Blog Joined May 2004
is awesome32275 Posts
November 13 2004 10:59 GMT
#35
On November 13 2004 17:24 worst.player wrote:
Why would you ever stop making workers? More workers = more expos = more money = more gateways = more wins.



Because sometimes you may want to get a little less of workers to get more units or a faster tech.

You get the edge out fo your economy at a particular time you want. Like for example a 3 rax rush vs a zerg. You won have enought money early game for units from 3 raxes + depots.
Moderator<:3-/-<
AMDme
Profile Joined November 2004
84 Posts
November 13 2004 11:03 GMT
#36
20 may be, some body did a test
BoxeR 4ever
ahk-gosu
Profile Joined July 2004
Korea (South)2099 Posts
November 13 2004 11:09 GMT
#37
On November 13 2004 16:38 Rock_Lee[Z] wrote:
I remember reading somewhere (I think Tsunami's strategy guide?) that it is best to have at least 2.5 miners to a mineral pile but it was then suggested that Zerg has at least 1.5 per mineral pile to be able to make use of larvae.

That's off of memory.


hmm yea thats what i thought the larva.
i remembered that long time ago before brood war, people used to be able to mass hydras off of 1 or 2 hatcheries and make a huge number.
but now you need atleast 3.

i knew it wasnt the cost for the drone.
Micro.Macro.Scouting.Harassment.
ahk-gosu
Profile Joined July 2004
Korea (South)2099 Posts
November 13 2004 11:13 GMT
#38
i almost never stop making workers.
the only time you really stop is if your becoming a bit short on cash while your massing up or if you want a certain tech or building or unit.

also obviously i wouldnt make workers when im trapped in my base.

rule of thumb for me is whenever my eyes pass my main building, or if my screen passes it, i make a worker or 2.

in my expo i make about 7 for minerals and 3 for gas after i transfer 12 from my main.

i try to have more workers in my main than my others.
seems that my static defense placement is good so no one attacks my main. they go for my expos.
building placement for toss is so strange.
3 or 2 nicely placed gateways can create such a burden for zergs.
Micro.Macro.Scouting.Harassment.
MiniRoman
Profile Blog Joined September 2003
Canada3953 Posts
November 13 2004 11:23 GMT
#39
I just make around 20 and it works.
Nak Allstar.
Empyrean
Profile Blog Joined September 2004
16992 Posts
November 13 2004 11:24 GMT
#40
I meant for Zerg, one would never always make Drones early-mid game, as it would disrupt the balance of larvae, putting you at a loss. Also, gosu, the static defense is as Zerg right? I don't know of a single situation where you would even mass defense your main as any other race, and it's only as Zerg if you don't expo, or mass static defense at the nine choke. You're probably better than me, but you don't seem to know mch about Zerg
Moderator
GroT
Profile Blog Joined January 2004
Belgium3003 Posts
November 13 2004 11:36 GMT
#41
I tested a small, specific part of this months ago, because i used bamboo nearly every game and I very oftne found myself in the situation where you have about 40 SCV and only a single mineral field to mine from.

Now, what I rnoted about those tests is that 40 SCV still mine (considerably) faster than 30 SCV, even if they are all on one mineral field and it looks like it's just overburdouned with workers . These numbers are exact, it was 40 workers vs 30 workers.


Now, let me ask you this: when will you ever have 40 scvs on each of your expansions? not too often huh?that's where the "never stop worker production" theory comes from

Now let me ask you this. If you have 4 mining bases and you want to mine with as close to optimal efficiency as possible (i say as possible because maybe 50 SCV mine even faster, I don't know), you need 160 SCV's. That leaves you 40 supply for units when you are maxed out. This look good? no?

"Never stop workers" <- bull shit


as to when you actually should stop workers, I quite simply don't know. However, my long TvP games vs BigBalls have convinced me that:

a) I build too many scvs late game
b) BigBals is closer to the right amount


does bigballs make too few or could he be better with even less? We don't know (yet)
DANCE ALL DAY
IntoTheWow
Profile Blog Joined May 2004
is awesome32275 Posts
November 13 2004 12:02 GMT
#42
Protoss need to stop probe production unless caught in a weird situation or going carriers in a PvT.

once your income becomes pretty good (meaning you have shitloads of cash), usually when each player holds half the screen you should stop probe production or even suicide probes if theres not many bases to mine from (seen this in a lot of reps).

In PvT you can just keep throwing units at your adversary if you have the right amount of money and break him.

But i think the first question was more about scv per base early, mid game. As late game depends a lot in situations you are caught into.
Moderator<:3-/-<
hasuwar
Profile Joined April 2003
7365 Posts
November 13 2004 12:03 GMT
#43
If you ask me, it's going to be random everytime because the workers are always going to fly around to try to find an open place to mine, and sometimes another one gets there before it, so they have to fly over to another, etc.. in a perfect setting, two per patch would be fine, because it takes almost exactly the time to gather minerals as it does to take one back and return to the stack
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
LOcDowN
Profile Joined February 2003
United States1015 Posts
Last Edited: 2004-11-13 12:39:04
November 13 2004 12:37 GMT
#44
It is one thing to know the saturation limit, but in respect to GroT's loss, it was clearly better to find the optimal value for highest efficiency of mineral collection. Obviously there are other variables to GroT's loss, but he clearly stated his SCV production was a factor. I read a lot of replies of 2.5-3worker per patch (an estimated of ~20-24 workers), so this is possibly a reasonable amount in term of efficiency. We're only considering 8 mineral patches condition by the way.
Peatza
Profile Joined November 2003
Sweden393 Posts
November 13 2004 12:39 GMT
#45
-
There've been a thread like this before, anyway here's my answer to this troubling question.

There should be 8 peons mining mineralers, 8 peons returning minerals and 8 peons that's going for minerals (3x8). That way you'll allways have a peon on every mineral patch, nonstop.
-

gosu = high hand ; means who has superior technique
LOcDowN
Profile Joined February 2003
United States1015 Posts
Last Edited: 2004-11-13 12:44:20
November 13 2004 12:42 GMT
#46
Are you suggesting a rate of 3peon/patch? This has already been posted.
choader
Profile Joined June 2003
United States487 Posts
November 13 2004 13:12 GMT
#47
On November 13 2004 21:42 LOcDowN wrote:
The asian guy @ UCI


Isn't everyone at UCI asian?


For whatever reason, as GroT mentioned, it seems that up to around 40 peons will keep getting you money faster, even though the numbers suggest that ~25 should be the absolute maximum.
Failure by design.
ahk-gosu
Profile Joined July 2004
Korea (South)2099 Posts
November 13 2004 13:29 GMT
#48
On November 13 2004 20:24 This-is-not-a-smurf wrote:
I meant for Zerg, one would never always make Drones early-mid game, as it would disrupt the balance of larvae, putting you at a loss. Also, gosu, the static defense is as Zerg right? I don't know of a single situation where you would even mass defense your main as any other race, and it's only as Zerg if you don't expo, or mass static defense at the nine choke. You're probably better than me, but you don't seem to know mch about Zerg


nah i was talking about protoss and terran.
i hate playing zerg.
i can never balance lings and drones.
i was wondering.
what is the rate that larva appear.
i know by the time you make 1 drone another larva will appear almost all the time.
Micro.Macro.Scouting.Harassment.
ahk-gosu
Profile Joined July 2004
Korea (South)2099 Posts
November 13 2004 13:33 GMT
#49
and as a protoss player i stop making probes after i have about half the screen.
i usually have enough probes for 2 places or maybe 3.
by the time the third one is up the first one should have been weakened a lot by now so i move a lot of probes out.

ONLY do i make more probes if i get on an island.
also notice that protoss and terrans units cost a lot of control whereas i have almost never seen a game where zerg was constantly at 200 control.
they often attack at like 100 or even 80.
lings can be massed without having too much control.
Micro.Macro.Scouting.Harassment.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
November 13 2004 13:37 GMT
#50
On November 13 2004 21:39 Peatza wrote:
-
There've been a thread like this before, anyway here's my answer to this troubling question.

There should be 8 peons mining mineralers, 8 peons returning minerals and 8 peons that's going for minerals (3x8). That way you'll allways have a peon on every mineral patch, nonstop.
-



You're wrong. Workers waste a lot of time moving between different patches, especially if the formation is "bad" or if there are even more than 8 mineral patches. I tested the saturation point of an 8-mineral formation a few times and found that it occurred between 24 and 32 workers (or 3-4 workers per patch). One interesting observation that I made was that as the # of workers approached the saturation point, the workers became increasingly inefficient, spending more and more time moving from patch to patch and often moving in lines, which is probably the epitome of inefficient mining.
LOcDowN
Profile Joined February 2003
United States1015 Posts
November 13 2004 13:45 GMT
#51
On November 13 2004 22:12 choader wrote:
Show nested quote +
On November 13 2004 21:42 LOcDowN wrote:
The asian guy @ UCI


Isn't everyone at UCI asian?




It was supposed to be a joke since UCI consists a high % of asian.
Eye-Lose
Profile Joined November 2004
United States71 Posts
November 13 2004 14:27 GMT
#52
2.5 workers per crystal chunk is a good rule to follow.
Get Lost, You Cant Compare to my powers! -
dsh
Profile Joined June 2004
United States879 Posts
November 13 2004 14:31 GMT
#53
On November 13 2004 15:34 ares01256 wrote:
never stop making miners = best
i think all miners mine at the same speed



i don't think its wise to make miners the entire game... i think

keep making miners for a certain period of time = best
worst.player
Profile Joined July 2004
625 Posts
November 13 2004 14:44 GMT
#54
T_T You guys don't know macro starcraft.
collegeBored
Profile Joined November 2002
United States1524 Posts
November 13 2004 15:25 GMT
#55
never stop building workers is true to some extent. most games are over before you should stop producing workers. (for toss and terran)

for zerg you stop early. coz u dont need to saturate each expo wiht drones.


i dont have exact numbers but from what i read/heard before i think 2.5 miners per patch is what its supposed to be, so for lt its about 20 per expo (pretty much eveyrone has more prolly)

personally i dont think there is a set number as it greatly depends on how miners move when they get to a patch thats being mined already.
The stupid neither forgive nor forget, the naive forgive and forget, the wise forgive but never forget.
froZen_wYnd
Profile Joined October 2004
Canada270 Posts
November 13 2004 17:16 GMT
#56
Probes mine faster than scvs btw <- fact

i suggest not worrying about # of workers unless zerg is ur race....
'optimal' workers is just an idea for silly people who can't think well
if u want to tech and need the money, cut back a couple workers, if u have lotz of free time and u are safe, make more workers...
This is true macro.
LastWish
Profile Blog Joined September 2004
2013 Posts
November 13 2004 21:53 GMT
#57
The worker count per patch is truly less predictable in BW - since in W3 u have 100% efficiency with 5 peons mining gold, though the lumber peons are less predictable and NOT always the same number.
In BW the most effective number is around 2,5 per patch - this means u still get a significant increase in income per worker to this number. By the time u have 3 per patch u still get increase but it would require a longer time for a worker to pay himself - so the efficiency is lowering and while at the beginning to about 2 per patch your probes mine 100% time possible, by the time u reach 3 per patch it could be less than 75% time.
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
IntoTheWow
Profile Blog Joined May 2004
is awesome32275 Posts
November 13 2004 22:10 GMT
#58
I emphasize. No dont need workers non-stop in TvT. I have seen Boxer reps where he dooesnt get hararsed, yet he gets little worker to get his unit production to the maxium.
Moderator<:3-/-<
Fedaykin
Profile Joined February 2003
Netherlands2003 Posts
November 13 2004 22:35 GMT
#59
On November 13 2004 17:24 worst.player wrote:
Why would you ever stop making workers? More workers = more expos = more money = more gateways = more wins.

NTT once gave me that advice
88)WhyYouKickMyDog
Profile Joined July 2004
United States608 Posts
November 13 2004 23:04 GMT
#60
LoCDowN there is no right answer. its all situational, like everything else in starcraft. if your asking for the number of SCV's required to mine the fastest out of like a 8 patch mineral field, its INFINITE, because just by random chance, if you have 200/200 SCV's mining it, give it a few years of leaving SC running, and im sure for one split second, all the workers looking for a patch will be on the wrong side, and you wont be gathering from that one patch.

So, there IS NO ANSWER to your question, just use common sense. you build SCV's when you think the money is best spent investing in one. Take into account things like how many SCV's you already have mining, how many bases you have, and if spending the 50 mins on something other than an SCV would benefit you more than spending on an SCV.

The only way to learn this is to play a good deal, and think about why you're doing it.

A better question than yours would be "How much faster does 20 SCV mine than 15 SCV on a 8 patch mineral field?" or something like that, so your gauging of whether the new SCV is a good investment is more accurate. But until you have the other basic knowledge that you get from playing and understanding the game, thats kinda worthless information.
worst.player
Profile Joined July 2004
625 Posts
November 13 2004 23:46 GMT
#61
On November 14 2004 07:35 Fedaykin wrote:
Show nested quote +
On November 13 2004 17:24 worst.player wrote:
Why would you ever stop making workers? More workers = more expos = more money = more gateways = more wins.

NTT once gave me that advice


And you should listen to it!!
Cambium
Profile Blog Joined June 2004
United States16368 Posts
November 14 2004 00:20 GMT
#62
I think it's #patches*2+4
When you want something, all the universe conspires in helping you to achieve it.
Jim
Profile Joined November 2003
Sweden1965 Posts
November 14 2004 01:32 GMT
#63
This totally depends on WHEN you are going to attack or WHEN you need to defend. For example a 4 pool cuts drones in the beginning to launch a very fast attack. Perhaps the optimal amount for an attack at 9mins for terran against a toss who goes fast carrier would be 24 scvs(I am just making numbers up.). Perhaps you need to cut a scv in the beginning to get a tank slightly faster in tvp..
To sup with the mighty ones, one must climb the path of daggers.
LOcDowN
Profile Joined February 2003
United States1015 Posts
November 14 2004 01:33 GMT
#64
On November 14 2004 08:04 88)WhyYouKickMyDog wrote:
LoCDowN there is no right answer. its all situational, like everything else in starcraft. if your asking for the number of SCV's required to mine the fastest out of like a 8 patch mineral field, its INFINITE, because just by random chance, if you have 200/200 SCV's mining it, give it a few years of leaving SC running, and im sure for one split second, all the workers looking for a patch will be on the wrong side, and you wont be gathering from that one patch.

So, there IS NO ANSWER to your question, just use common sense. you build SCV's when you think the money is best spent investing in one. Take into account things like how many SCV's you already have mining, how many bases you have, and if spending the 50 mins on something other than an SCV would benefit you more than spending on an SCV.

The only way to learn this is to play a good deal, and think about why you're doing it.

A better question than yours would be "How much faster does 20 SCV mine than 15 SCV on a 8 patch mineral field?" or something like that, so your gauging of whether the new SCV is a good investment is more accurate. But until you have the other basic knowledge that you get from playing and understanding the game, thats kinda worthless information.


Don't tell me there is no optimal value, as it is mentioned many times in this thread. Several peoples here also posted the saturation limited. From all these datas the reader should have a sense of the range in term of maximum efficiency & understanding the saturation limit. Ofcourse there is an inefficient factor as the number of SCV increase. However, I do think the inefficient factor can be decreased and this is the point of this thread - to find the optimal value for mineral efficiency. You do realize by understanding one variable, in this case our optimal value, we can compare it to other higher or lower set of SCV ranging from 15 (as you stated) to 40 (as GroT stated). One variable can trigger other questions to be ask. It can also set a standard value to measure for something else.
LOcDowN
Profile Joined February 2003
United States1015 Posts
Last Edited: 2004-11-14 01:44:09
November 14 2004 01:40 GMT
#65
I will also be willing to bet the top pro players in Korea do understand the idea behind this and can subconsciously sense the rate of income/sec increase according to the optimal value.
Geval
Profile Joined September 2004
788 Posts
November 14 2004 03:29 GMT
#66
I usually pomp workers all time untill I run out of min in particular main or exp.
I do it because I ll need workers for my new exp. Well I stop when the # affect my unit limit though. Anyway I believe of 8 on LT you should have 30-50 workers per exantion unless your zerg and not more than 100 in total at any time.
WOW cant believe LT gave me BETA KEY thx thx thx thx thx
LordOfDabu
Profile Blog Joined December 2003
United States394 Posts
November 14 2004 04:25 GMT
#67
So I did a little test on Lost Temple. I basically edited the map and added the following two triggers:

Always: Create x Protoss Probe
Player 1 Accumulates 12000 [that's 8 x 1500, the amount at one starting location] ]ore: End scenario in victory

I then tried various values of x and sent all probes to mine. When the scenario ended I took note of how long it took to mine out the location. I first did 20-25 and then 30 and 35. All of these tests were done at the 9 spot.

Hopefully my chart will come out okay.

Number of Probes / Time taken to mine / Minerals/min / Cost of probes / Money gained

20 14:05 852 1000 11000
21 13:20 900 1050 10950
22 12:52 933 1100 10900
23 11:54 1008 1150 10850
24 11:13 1070 1200 10800
25 11:17 1064 1250 10750
30 11:00 1090 1500 10500
35 11:02 1088 1750 10250

Some things of note is that it sometimes took longer with more probes: I assume this is due to the randomness and/or movement of the probe AI (such as when a probe arrived at a location already being mined). It looks like the desired number of probes is 24, which is surprisingly exactly 3x the number of mineral patches.

I'll probably rerun the test again later to verify that the times I get are close, as well as with scvs and drones.
Think fast. Click faster.
Beast_Bg
Profile Joined October 2002
Bulgaria1623 Posts
November 14 2004 06:11 GMT
#68
On November 13 2004 15:43 BigBalls wrote:
Then someone test it.

Ive been wanting to do this for a long time but never got around to it.

Ive been thinking that my macro is stronger midgame than almost all other players because i play with a low amount of workers

if an optimal amount of workers per base could be found, then people could perhaps save hundreds of minerals that would be better spent on other things


Tell me about it.I found out the exact number of workers for every resourse before this WCG.But the results are secret.
MadFrog : In my opinion, the biggest reason why WC3 is dying is because it is not such a great game as Brood War is.
Beast_Bg
Profile Joined October 2002
Bulgaria1623 Posts
November 14 2004 06:12 GMT
#69
On November 13 2004 15:52 SuNDAnce wrote:
Pros don't count their workers (at least T and P pros).They just feel if they have enough workers.You can see in FP vods where zerg player count drones at early stage of game.He want only ensure if he have at least 12 drones per base (when he exp to his nat).After that stage of game there are only two degrees for them : thy have enough drones in that particular base or the dont have enough drones in that base.That's how i see it.

Wrong.At least some of them do it and its of incredible importance in PvP and ZvZ matches.
MadFrog : In my opinion, the biggest reason why WC3 is dying is because it is not such a great game as Brood War is.
Beast_Bg
Profile Joined October 2002
Bulgaria1623 Posts
November 14 2004 06:13 GMT
#70
On November 13 2004 16:49 IntoTheWow wrote:
Depends in you strat. Some people play TvT with little scv count so they get more money early game, have a faster fact, etc. Depends on your scouting. If you talk about non-stop producing game? i would go for all i can afford as your opponents tend to harras you mineral line (lurk drop or storm drop as an example)

I think zerg is the race in which you actually have to specifically measure your drone count.

It was like this for some time, but now other races must pay attention to it as well.
MadFrog : In my opinion, the biggest reason why WC3 is dying is because it is not such a great game as Brood War is.
Beast_Bg
Profile Joined October 2002
Bulgaria1623 Posts
November 14 2004 06:15 GMT
#71
On November 13 2004 19:23 Day[9] wrote:
The saturation limit is about 36

What i mean by that is that anymore workers than 36 won't increase the rate of money collection

I can work out the set of integrals for it if you REALLY REALLY wanted to ;p
takes a while but, hey, i am a serious friggin nerd ;P

Ive tested it.Its lower.At least in practical value ,cause I dont see 5 minerals/minute more to be a reason to make more scvs.
MadFrog : In my opinion, the biggest reason why WC3 is dying is because it is not such a great game as Brood War is.
worst.player
Profile Joined July 2004
625 Posts
November 14 2004 06:19 GMT
#72
day, whip out those integrals. pvp zvz tvt would be interesting to see what the optimal value of workers is (of course different for different strats).

pvt pvz etc it's non-stop probes if you have strong macro.
Beast_Bg
Profile Joined October 2002
Bulgaria1623 Posts
November 14 2004 06:27 GMT
#73
On November 14 2004 13:25 LordOfDabu wrote:
So I did a little test on Lost Temple. I basically edited the map and added the following two triggers:

Always: Create x Protoss Probe
Player 1 Accumulates 12000 [that's 8 x 1500, the amount at one starting location] ]ore: End scenario in victory

I then tried various values of x and sent all probes to mine. When the scenario ended I took note of how long it took to mine out the location. I first did 20-25 and then 30 and 35. All of these tests were done at the 9 spot.

Hopefully my chart will come out okay.

Number of Probes / Time taken to mine / Minerals/min / Cost of probes / Money gained

20 14:05 852 1000 11000
21 13:20 900 1050 10950
22 12:52 933 1100 10900
23 11:54 1008 1150 10850
24 11:13 1070 1200 10800
25 11:17 1064 1250 10750
30 11:00 1090 1500 10500
35 11:02 1088 1750 10250

Some things of note is that it sometimes took longer with more probes: I assume this is due to the randomness and/or movement of the probe AI (such as when a probe arrived at a location already being mined). It looks like the desired number of probes is 24, which is surprisingly exactly 3x the number of mineral patches.

I'll probably rerun the test again later to verify that the times I get are close, as well as with scvs and drones.

I myself practiced for the match with testie on Guillotine PvP and every time I counted exactly 22 probes(as you can see the perfect) at minerals and 3 or 4 at gas depending on position.I had the build perfected incredibly and he tricked me into not playing it.

Your results arent surprising.More scvs sometimes make it less efficient .Thats what my testing showed too.I stop at like 24-25 scvs at 8 minerals , at like 18-19 at 6 mins and exactly 13 at 5.I gave the numbers with some difference, cause you never know how much youre gonna build with those scvs.

Of course, you cant count your workers every time.But sometimes you can.
MadFrog : In my opinion, the biggest reason why WC3 is dying is because it is not such a great game as Brood War is.
Beast_Bg
Profile Joined October 2002
Bulgaria1623 Posts
Last Edited: 2004-11-14 06:32:57
November 14 2004 06:29 GMT
#74
On November 14 2004 15:19 worst.player wrote:
day, whip out those integrals. pvp zvz tvt would be interesting to see what the optimal value of workers is (of course different for different strats).

pvt pvz etc it's non-stop probes if you have strong macro.

TvT only early game.Late game its mass scvs and one reason for it is that the scvs are pretty much a fighting unit in TvT...

I think youre wrong about the PvT and PvZ.You need to cut probes exactly when you need to mass at PvT.Like going double expo making non stop workers and suddenly stopping and going 12 gates army.

PvZ its even easier to see that you dont need so many minerals cause you cant expo so much anyway.Especially for some 1 base builds players tend to stop building probes early until they are ready to get their expo running.
MadFrog : In my opinion, the biggest reason why WC3 is dying is because it is not such a great game as Brood War is.
Beast_Bg
Profile Joined October 2002
Bulgaria1623 Posts
November 14 2004 06:37 GMT
#75
Btw,Grot, I find it kind of impossible for 40 workers to show a great difference than 30.Are you sure you tested it after the workers were given some time to mine?And btw ,I found out that 30 workers may actually mine less than 25 for instance ,so I guess only a looong and detailed research on all the numbers from 15 to 40 can really show something.

Btw, when calculating ,since I was watching the scvs for quite some time ,I thought of some ways to place buildings to make them wonder around less.I think it does help a bit.
MadFrog : In my opinion, the biggest reason why WC3 is dying is because it is not such a great game as Brood War is.
OverTheUnder
Profile Blog Joined November 2004
United States2929 Posts
November 14 2004 07:01 GMT
#76
wow, thats dedication beastO_O
Honor would be taking it up the ass and curing all diseases, damn how stupid can people get. -baal http://puertoricanbw.ytmnd.com/
Firazpiral
Profile Joined May 2004
59 Posts
November 14 2004 07:55 GMT
#77
you need 5 drones per patch, 2 probes per patch, and 1 scv per patch
Locked
Profile Joined September 2004
United States4182 Posts
November 14 2004 08:33 GMT
#78
On November 14 2004 16:55 Firazpiral wrote:
you need 5 drones per patch, 2 probes per patch, and 1 scv per patch


that's got to be the worst advice ever.

I don't know if i hope you're a troll or just dumb.
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
November 14 2004 08:51 GMT
#79
On November 13 2004 20:36 GroT wrote:
I tested a small, specific part of this months ago, because i used bamboo nearly every game and I very oftne found myself in the situation where you have about 40 SCV and only a single mineral field to mine from.

Now, what I rnoted about those tests is that 40 SCV still mine (considerably) faster than 30 SCV, even if they are all on one mineral field and it looks like it's just overburdouned with workers . These numbers are exact, it was 40 workers vs 30 workers.


Now, let me ask you this: when will you ever have 40 scvs on each of your expansions? not too often huh?that's where the "never stop worker production" theory comes from

Now let me ask you this. If you have 4 mining bases and you want to mine with as close to optimal efficiency as possible (i say as possible because maybe 50 SCV mine even faster, I don't know), you need 160 SCV's. That leaves you 40 supply for units when you are maxed out. This look good? no?

"Never stop workers" <- bull shit


as to when you actually should stop workers, I quite simply don't know. However, my long TvP games vs BigBalls have convinced me that:

a) I build too many scvs late game
b) BigBals is closer to the right amount


does bigballs make too few or could he be better with even less? We don't know (yet)


i still think you should upload that rep
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
exalted
Profile Blog Joined March 2004
United States3612 Posts
November 14 2004 09:21 GMT
#80
Sundance you are very wrong. Don't limit what pros can do with your own limitations that you set for yourself. About scvs, I still make too much and I do feel that while at low levels making scvs must be STRESSED and stressed again, I made myself make scvs so much that in the late(r) game I am weakened by it. However, it is CRUCIAL that you have no scv holes in the beginning game unless you are going for a risk strategy otherwise you are just giving your opponent a quick advantage. Usually, skipping an scv to get a building ~40-50 mins faster is just not worth it at all, I used to do that a lot when I started playing and it wasn't until later I realized why I could only 3-4 fac in the midgame tvp
too easy
Commander{+}
Profile Joined December 2002
United States2878 Posts
November 14 2004 10:17 GMT
#81
On November 14 2004 17:51 BigBalls wrote:


i still think you should upload that rep


Oh indeed. TL needs more consistant rep uploading =O
4 cheers for Ryan307
LOcDowN
Profile Joined February 2003
United States1015 Posts
November 14 2004 11:29 GMT
#82
On November 14 2004 16:55 Firazpiral wrote:
you need 5 drones per patch, 2 probes per patch, and 1 scv per patch


Please read the my opening topic damn it.
LOcDowN
Profile Joined February 2003
United States1015 Posts
Last Edited: 2004-11-14 11:36:51
November 14 2004 11:36 GMT
#83
On November 14 2004 13:25 LordOfDabu wrote:
So I did a little test on Lost Temple. I basically edited the map and added the following two triggers:

Always: Create x Protoss Probe
Player 1 Accumulates 12000 [that's 8 x 1500, the amount at one starting location] ]ore: End scenario in victory

I then tried various values of x and sent all probes to mine. When the scenario ended I took note of how long it took to mine out the location. I first did 20-25 and then 30 and 35. All of these tests were done at the 9 spot.

Hopefully my chart will come out okay.

Number of Probes / Time taken to mine / Minerals/min / Cost of probes / Money gained

20 14:05 852 1000 11000
21 13:20 900 1050 10950
22 12:52 933 1100 10900
23 11:54 1008 1150 10850
24 11:13 1070 1200 10800
25 11:17 1064 1250 10750
30 11:00 1090 1500 10500
35 11:02 1088 1750 10250

Some things of note is that it sometimes took longer with more probes: I assume this is due to the randomness and/or movement of the probe AI (such as when a probe arrived at a location already being mined). It looks like the desired number of probes is 24, which is surprisingly exactly 3x the number of mineral patches.

I'll probably rerun the test again later to verify that the times I get are close, as well as with scvs and drones.


Thank you for sharing this with us. I appreciate the datas and your effort for taking the initiative. <3
88)WhyYouKickMyDog
Profile Joined July 2004
United States608 Posts
November 14 2004 14:24 GMT
#84
On November 14 2004 10:33 LOcDowN wrote:
Show nested quote +
On November 14 2004 08:04 88)WhyYouKickMyDog wrote:
LoCDowN there is no right answer. its all situational, like everything else in starcraft. if your asking for the number of SCV's required to mine the fastest out of like a 8 patch mineral field, its INFINITE, because just by random chance, if you have 200/200 SCV's mining it, give it a few years of leaving SC running, and im sure for one split second, all the workers looking for a patch will be on the wrong side, and you wont be gathering from that one patch.

So, there is no answer to your question, just use common sense. you build SCV's when you think the money is best spent investing in one. Take into account things like how many SCV's you already have mining, how many bases you have, and if spending the 50 mins on something other than an SCV would benefit you more than spending on an SCV.

The only way to learn this is to play a good deal, and think about why you're doing it.

A better question than yours would be "How much faster does 20 SCV mine than 15 SCV on a 8 patch mineral field?" or something like that, so your gauging of whether the new SCV is a good investment is more accurate. But until you have the other basic knowledge that you get from playing and understanding the game, thats kinda worthless information.


Don't tell me there is no optimal value, as it is mentioned many times in this thread. Several peoples here also posted the saturation limited. From all these datas the reader should have a sense of the range in term of maximum efficiency & understanding the saturation limit. Ofcourse there is an inefficient factor as the number of SCV increase. However, I do think the inefficient factor can be decreased and this is the point of this thread - to find the optimal value for mineral efficiency. You do realize by understanding one variable, in this case our optimal value, we can compare it to other higher or lower set of SCV ranging from 15 (as you stated) to 40 (as GroT stated). One variable can trigger other questions to be ask. It can also set a standard value to measure for something else.


nope, i was right. the saturation limit will change by like +-3 SCV's each time someone does testing, because theres a random element. also, the number they come up with will very rarely be useless, unless you're playing BGH and you have a REALLY long time for your SCV to bring in its 50 minerals to make it worth it. Say you had 23 SCV's and this magic number you guys come up with is 24. If the patches have say ~400 minerals left each, and you built a 24th, it would only hurt you.

So, everything I said it right, and if somehow im wrong, I was just trying to help you out anyways. Don't need to be an asshole about it (or at least it seems like you were when reading your response).
88)WhyYouKickMyDog
Profile Joined July 2004
United States608 Posts
November 14 2004 14:25 GMT
#85
o btw guys doin all that research, interesting stuff. thanks for spending time to do that and write it up for us.
Abahgus
Profile Joined June 2004
United States323 Posts
November 14 2004 17:46 GMT
#86
So between 20 and 30 I looks like most of you are saying.
Bunkers are soso good. - GroT
mr.FiSt
Profile Joined October 2004
Czech Republic97 Posts
November 14 2004 18:14 GMT
#87
NTT's making scvs is crazy
gL hF
Liquid`Drone
Profile Joined September 2002
Norway28682 Posts
November 14 2004 19:49 GMT
#88
hm I tested this years ago

I noticed a slight, but quite small difference between 2.5 probes per patch and 3 probes per patch
and 3 and 4 probes per patch gave me the *exact* same results. although 4 might give you sliiiiiiiiiightly more in the long run / depending on map, it's DEFINITELY not worth spending money on.

apart from the fact that you want to expand, and you want to maynard peons. the term maynard didn't originally mean transferring peons btw, it meant overproducing peons in one base so you could transfer them and immediately have a new expo running.
overproducing.

in pvp you don't (depending on map) want more than 2.5 peons per patch because you usually don't want to expand very fast. in pvt you can make far more (at first, but eventually you stop producing them. )

zerg is obviously completely different from terran and toss, personally I very rarely have more than 1.5 peons per patch with zerg, usually between 1 and 1.5.
Moderator
Twisted
Profile Blog Joined September 2002
Netherlands13554 Posts
November 14 2004 20:55 GMT
#89
Would be stupid to make more too, terran dropship filled with some death rape the drones really fast, and protoss with storm drop rapes drones too.

Just take another expand if you want more income -.-
Moderator
Maksim
Profile Joined October 2003
United States22 Posts
November 14 2004 22:36 GMT
#90
at 24 workers you are fully saturated and at the peak of mining rate..
I remember this from a study posted on Brattsunami's site a couple years ago
ssregitoss
Profile Joined September 2004
Turkey241 Posts
November 14 2004 23:37 GMT
#91
more workers limit the your units at the last stage
ssregitoss
Profile Joined September 2004
Turkey241 Posts
November 14 2004 23:49 GMT
#92
this was written 6 years ago by zileas (emperor of toss)

Well, consider this: Player A loses 9 probes to a reaver drop (which is a reasonable number. You can almost always get 2 scarabs into the probes, particularly if you suicide the reaver). Heres what Player A REALLY lost, assuming that they IMMEDIATELY build their probes back up no matter what, possibly ignoring their defenses (which they generally cannot do):
50n + [12 * (n + (n-1) + ... +1)], which when simplified ammounts to:
50n + 6n(n+1)
Don't worry about the math. I assure you its correct. n stands for the number of probes lost, and the first term is the cost of replacement, and the second term is the mining you lost out on. Obviously in the very very long term (mined out minerals), the second term becomes irrelevant, but since we ALL know 1000 minerals now is FAR better than 1000 minerals 25 minutes from now, the second term IS very important, especially since you usually only kill probes on somewhat fresh mineral batches.

Just as a reference, I thought I'd just calculate a few sample loss numbers. Losing one probe is 62 minerals; 62 minerals per probe
Losing five probes is 480 minerals;95 minerals per probe
Losing 9 probes is 990 minerals; 110 minerals per probe
Losing 10 probes is 1160 minerals; 116 minerals per probe
LordOfDabu
Profile Blog Joined December 2003
United States394 Posts
November 15 2004 00:35 GMT
#93
The math Zileas is using must be assuming low probe numbers, as it doesn't account for any waiting time for mining (he's assuming that a probe can mine 1.5 times before another probe is built).
Think fast. Click faster.
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
November 15 2004 07:53 GMT
#94
From the looks of it, he is assuming that a probe mines 12 minerals in the time it takes to build another probe

dabu got it before me
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
Physician *
Profile Blog Joined January 2004
United States4146 Posts
November 15 2004 08:05 GMT
#95
This is just a guideline

~ because efficiency will ultimately depend on ur survival ~ perfect economy can mean death. The balance of economy/unit production can only be achieved with a lot of experience and very thorough scouting.

Terran 3 workers/patch >> bump to 3.5-4/patch when planning expo.
Toss 2.5 workers/patch >> bump to 3/patch when planning expo.
Zerg 1.5 workers/patch >> bump to 2.5/patch when planning expo.

Terran and Toss are similar, making non stop workers one by one is usually done, worker production is only halted when mass units is a priority.

Zerg is perhaps the most critical race in economy/unit production balance ~ a little mistake here usually costs u the game ~ specially given the fact that more units are needed early on that other races. Zerg needs less workers per patch always than the other 2 races.

Hope it was of help.

~ Physician

"I have beheld the births of negative-suns and borne witness to the entropy of entire realities...."
Beast_Bg
Profile Joined October 2002
Bulgaria1623 Posts
November 15 2004 10:26 GMT
#96
Very funny how Zileas's points sounds pretty useful to me after 6 years...I guess this guy deserves his legend status.
MadFrog : In my opinion, the biggest reason why WC3 is dying is because it is not such a great game as Brood War is.
Jesus Christ
Profile Joined October 2004
United States35 Posts
November 15 2004 11:00 GMT
#97
At 17 minutes i usually have around 120 probes
Giggle
Allko
Profile Joined February 2004
China297 Posts
November 15 2004 12:57 GMT
#98
i heard of some gosu said: 2*n(the block of minerals) +n/2
Stop Playing God
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
November 15 2004 13:22 GMT
#99
http://www.wgtour.com/match.php?id=411580&datab=broodwar

perfect example. he made 110 probes, i made 58. UNNECESSARY
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
yeehaw
Profile Joined October 2004
San Marino888 Posts
November 15 2004 14:18 GMT
#100
On November 14 2004 13:25 LordOfDabu wrote:
So I did a little test on Lost Temple. I basically edited the map and added the following two triggers:

Always: Create x Protoss Probe
Player 1 Accumulates 12000 [that's 8 x 1500, the amount at one starting location] ]ore: End scenario in victory

I then tried various values of x and sent all probes to mine. When the scenario ended I took note of how long it took to mine out the location. I first did 20-25 and then 30 and 35. All of these tests were done at the 9 spot.

Hopefully my chart will come out okay.

Number of Probes / Time taken to mine / Minerals/min / Cost of probes / Money gained

20 14:05 852 1000 11000
21 13:20 900 1050 10950
22 12:52 933 1100 10900
23 11:54 1008 1150 10850
24 11:13 1070 1200 10800
25 11:17 1064 1250 10750
30 11:00 1090 1500 10500
35 11:02 1088 1750 10250

Some things of note is that it sometimes took longer with more probes: I assume this is due to the randomness and/or movement of the probe AI (such as when a probe arrived at a location already being mined). It looks like the desired number of probes is 24, which is surprisingly exactly 3x the number of mineral patches.

I'll probably rerun the test again later to verify that the times I get are close, as well as with scvs and drones.


Just a point, I think mining out the location is inaccurate. Several times I have mineral patches mined out, while there are still some with almost 100 minerals. This is probably due to the mining algorithm. I suggest you try editing mineral values or do the test on BGH and see if there is a difference.
G_G
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.
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