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[q] Cost of worker loss compared to... - Page 3

Forum Index > Brood War Strategy
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Shauni
Profile Blog Joined July 2004
4077 Posts
Last Edited: 2008-11-03 15:27:02
November 03 2008 15:11 GMT
#41
This is all very interesting, but in an actual game you also have to measure countering damage due to the harassing player sacrificing units for superior economy, not just the loss of single units.

I know it might be obvious for some, I'm just saying...

or mathematically formulated: calculate the time to replace the lost units from the economy advantage gained
I'm taking whatever coverage I can get, because frankly, I'm busy working on this million dollar deal at my job. Early retirement is a good thing brotha man. - MessengerASL
Chill
Profile Blog Joined January 2005
Calgary25991 Posts
November 03 2008 15:21 GMT
#42
On November 03 2008 23:24 lololol wrote:
Show nested quote +
On November 03 2008 14:35 Chill wrote:
Zileas solved this equation a LONG time ago.

90n + 25n*(n+1)

as taken from http://www.zileas.com/strategies/wc3/realcost.phtml


This is for wc3, it would have quite different numbers in bw, because income progression isn't linear and costs are different, e.t.c.


OMFG I'm so dumb.

He did it for BW too first. I never knew he did it for WC3 so when I saw "The true cost of Peons" I just assumed it was StarCraft without reading it. Goddamn.
Moderator
Elvin_vn
Profile Blog Joined March 2004
Vietnam2038 Posts
November 03 2008 16:36 GMT
#43
you also have to take into account the mental/psychology value in the case of losing scv to probe hit/run micro
do not agrue with idiots, they will pull you down to their level and beat you with their experiences
Guilty
Profile Blog Joined September 2008
Canada812 Posts
Last Edited: 2008-11-03 17:41:14
November 03 2008 17:40 GMT
#44
the anwser is 23.... OMG!! He Wrote The BOOK!!!



[Edit] Yeah i just saw that lil while go..
"How hard could it be?" -J. Clarkson
KOFgokuon
Profile Blog Joined August 2004
United States14899 Posts
November 03 2008 17:55 GMT
#45
you also have to take into account that when the zealot is harassing you do shift your probes around to other mineral patches to make sure that the probe doesn't die, you spend a few seconds attacking the zealot with other probes (3? 4? depends) which takes up mining time, honestly the only way you can figure it out is just to do experiments: practice against it and see how many minerals you have, then do a few experiments to see how many minerals you have if you aren't harassed

that's the only way to do it
HooHa!
Profile Blog Joined February 2006
United States688 Posts
November 03 2008 18:08 GMT
#46
Sometimes the few seconds of swarming a zealot doesn't even hardly effect mining. probably at most a good 40 or so minerals.

Plus ramps and high grounds and natural defenses give you a little more advantages and hindrances that they would have to deal with if they wanted to end the game. Same would apply for them if they utilized it against you. Examples like neutral buildings, wallins, sim city's, mining an area that arbiter would recall. Manner pylon to increase efficiency of mining, or decrease theirs.. Rush distances. We all know this in the back of our minds, but it can heal a broken economy. little by little.

I always feel pretty lame if I get caught in a worker swarm with a zealot. cause it isn't too hard to dodge the probes or whatever, and like the potential is lost from the zealot.
Hoo Ra!
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