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Why does the CC yield 10 food?

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AtlasMech
Profile Joined September 2010
United States105 Posts
Last Edited: 2011-03-09 15:35:13
March 09 2011 15:34 GMT
#1

I have an honest question which I hope either Blizzard or a very smart person can address, which leads in to a theory on a flaw of zerg attributes.

When I really thought about why the Command Center yields 10 control, it didn't make much sense to me. The command center differs from the Nexus, and the hatchery in a few key ways. A.) it can be repaired (And stack repaired at that) and B.) because it can lift off, it can be re-used after it is done mining the resources and flown over to let's say, the corner island on python would be a good example.

Am I saying that it shouldn't yield 10 control? Not necessarily, I'm just saying that the only reason that I can figure why the CC yields 10 control, or should I say, that terran starts out with 1 more control, is because the scv is not only sacrificed for a period of time... but perhaps mostly because the scv is a target when it is building. But it is a moving target and can be repaired by other scvs which is another consideration...

What I have come to realize by studying starcraft brood war is that it's structure and design tends to be heavily dictated by a pattern which can be described as "Two equal and One unequal values".

The starting control values of each race are a good example

Terran- 10 control
Protoss- 9 control
Zerg- 9 control

My question began with, "Isn't it possible that an alternative interpretation of the starting control figures could be...

Terran- 10 control
Protoss- 9 control
Zerg- 10 control ?"

Although zerg's drone is not a vulnerable target when it is building a structure, the drone is still permanently sacrificed, which I would imagine puts it on somewhat more of an equal level with terran... But zerg also have other factors like supply which occupies larvae which is permanently bound to the air(Overlord), and defense structures which are exclusive to air and ground attacks.

This is only one reason why I don't see why zerg doesn't start with 10 control like terran does.

If zerg started with 10 control, then this would mean that the hatchery would yield 2 control, and not 1. When terran expands, they get a natural 10 control from a CC, while protoss get a natural 9 control.

At this point I asked myself a question. "how many hatcheries can zerg have on two bases?" The answer to that question is 6, 3 per base. If the hatchery were to yield two control, then the 5 out of the 6 hatcheries (not counting the one you start with) would yield a total of 10 control which just comes naturally for having built 5 hatcheries.

My observation is, Isn't it strange that this 10 control would align with the 10 control that terran gets naturally when they merely make 1 command center? As a game goes on and terran/protoss expand, isn't this natural 10 and 9 control that they receive, while zerg only receive 1 per hatch, going to basically steadily pull away from zerg as taking the map with bases goes on?

My final reason why I suspect that the hatchery should yield 2 control is because of a zerg build order which doesn't get used at all because of the negative impact it has on zerg's economy. This build order, however, fits best with zerg's philosophy of play style, which is to put production ahead of aggression yet still be the aggressor. That build order is..

10 - Hatch (Off of gas trick)
Pool
Lord

This build order is never used, not in pro, not by any zerg who desires to win with a reasonable means, when honestly it should be considered zerg's standard build order. No build order is standard, I know. I 'm saying it should be considered the most standard build order. So what's holding it back from being used?

Two things, and two very minor things.

A.) The hatchery only yields 1 control. (when I believe it should yield 2)
B.) The hatchery holds a capacity of 3 larvae (when I believe it should hold 4)

With these changes, the Hatch, Pool, Lord build order would go from being out of the question, to being a viable build order, perhaps even considered to be more the standard b.o.

But what is the true standard b.o. as it currently stands? The true standard build order is

10 hatch (Off the 8th drone gas trick)
LORD
Pool

Scouting with a drone just before you make the spawning pool.

I have replay proof that this is truly the standard b.o. for zerg. It properly stops bunker and 2 gateway push, while still leaving economy open for the necessary growth to keep up with an expanding terran or protoss.

I'm not sure how many pros regard the 10 hatch, 9 lord, 9 pool (overpool) build order as the true standard b.o., but I'm sure that given time, this can be established as fact by the pro and overall starcraft community.

Thank you for listening to my opinion.
Heaven is a day dream, Hell is a nightmare
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
March 09 2011 15:41 GMT
#2
I think these things are arbitrarily chosen for the most parts. For example, we may also ask the question of why we actually start with 4 workers and cc/nexus/hatch instead just a lone worker.
https://twitter.com/SufficientStats
jellyfish
Profile Blog Joined June 2008
United States149 Posts
March 09 2011 15:44 GMT
#3
I always thought it was because terran had to use an scv to build things, and thus would be "short" one mining worker...it makes a difference in the early game, I guess.
Chill
Profile Blog Joined January 2005
Calgary25991 Posts
March 09 2011 15:45 GMT
#4
On March 10 2011 00:44 jellyfish wrote:
I always thought it was because terran had to use an scv to build things, and thus would be "short" one mining worker...it makes a difference in the early game, I guess.

That's precisely it. Case closed.
Moderator
FiWiFaKi
Profile Blog Joined February 2009
Canada9859 Posts
March 09 2011 15:46 GMT
#5
This is totally arbitry. If you are trying to get at balance of the game, it's fine so whyn does it matter. If you play SC2 you might feel like everything has to be equal, but this adds to diversity which is good. I'm not exactly what you're trying to say? Are you saying the CC is imbalanced?

If you're trying to get at lore, well I don't know, there are many arguements one could make. But while were at it lets make a zergling cost 100 minerals, give them 160hp and let's slow their attack into 2 hits of 8... All I'm saying is the races need to be unique, and what we have now works; well. So why change it?
In life, the journey is more satisfying than the destination. || .::Entrepreneurship::. Living a few years of your life like most people won't, so that you can spend the rest of your life like most people can't || Mechanical Engineering & Economics Major
AtlasMech
Profile Joined September 2010
United States105 Posts
Last Edited: 2011-03-09 15:53:31
March 09 2011 15:52 GMT
#6
On March 10 2011 00:44 jellyfish wrote:
I always thought it was because terran had to use an scv to build things, and thus would be "short" one mining worker...it makes a difference in the early game, I guess.


I guess that makes sense with the supply depots in particular since drones are not held in a position to make an overlord. Then again, the overlord sacrifices a larvae in the same way a drone is sacrificed to make a building. It just makes me wonder more, why the hatchery doesn't yield 2 control.

You know, even though the hatchery yields 2 control in starcraft 2, this was merely a change of scale as each race's base structure control gained +1.

The queen occupies 2 control, and with queens, zerg now make much less hatcheries which means less benefit of control because less hatcheries are made.

Another question is, "Do queens, costing 2 control each, really make up for the natural control lost by making less hatcheries?" as opposed to broodwar?

Do the queens make up for this with the spawn larvae mechanic? Is the production enough to make the additional overlords, and properly make enough economy/warrior?
Heaven is a day dream, Hell is a nightmare
Sayle
Profile Joined October 2010
United Kingdom3685 Posts
March 09 2011 15:55 GMT
#7
On March 10 2011 00:34 AtlasMech wrote:
I have replay proof that this is truly the standard b.o. for zerg.


Would you care to provide us with this replay? And also your ICCup rank?
MiraKul
Profile Blog Joined November 2010
Malaysia498 Posts
Last Edited: 2011-03-09 15:56:14
March 09 2011 15:55 GMT
#8
^Atlas, I guess Hatch costs 300 and lets you spawn 3 units at the same time to compensate 'sacrificed' drones whenever we need to build.
ovrpwrd
AtlasMech
Profile Joined September 2010
United States105 Posts
March 09 2011 16:10 GMT
#9
On March 10 2011 00:55 Sayle wrote:
Show nested quote +
On March 10 2011 00:34 AtlasMech wrote:
I have replay proof that this is truly the standard b.o. for zerg.


Would you care to provide us with this replay? And also your ICCup rank?


Sure, I'm not saying I'm the best zerg in the world, heck, I don't even use hotkeys, but zerg has been my race for years and I've played well over 500,000 games.

This isn't the best rep either, I should be able to get great demonstration reps against T or P bunker or 2 gate rush, but this is decent for now.
http://www.repdepot.net/replay.php?id=41064

Heaven is a day dream, Hell is a nightmare
just lucky
Profile Joined March 2011
Philippines16 Posts
March 09 2011 16:11 GMT
#10
I guess it is to balance the early game. If you look at the way how each race increases supply, Terrans need a SCV to stay with the supply depot until the Depot is complete; a probe needs 2 seconds to warp a Pylon(1 second if you use the hotkey); a drone does nothing. As for why CCs have 10 supply, I can't answer you.
This was no time for play. This no time for fun. This was no time for games. There was work to be done.
Chill
Profile Blog Joined January 2005
Calgary25991 Posts
March 09 2011 16:17 GMT
#11
On March 10 2011 01:10 AtlasMech wrote:
Show nested quote +
On March 10 2011 00:55 Sayle wrote:
On March 10 2011 00:34 AtlasMech wrote:
I have replay proof that this is truly the standard b.o. for zerg.


Would you care to provide us with this replay? And also your ICCup rank?


Sure, I'm not saying I'm the best zerg in the world, heck, I don't even use hotkeys, but zerg has been my race for years and I've played well over 500,000 games.

This isn't the best rep either, I should be able to get great demonstration reps against T or P bunker or 2 gate rush, but this is decent for now.
http://www.repdepot.net/replay.php?id=41064


Can you explain why this is the standard build order? One bad replay doesn't really explain your logic.
Moderator
HopLight
Profile Blog Joined January 2009
Sweden999 Posts
Last Edited: 2011-03-09 16:20:31
March 09 2011 16:19 GMT
#12
On March 10 2011 01:10 AtlasMech wrote:


heck, I don't even use hotkeys, but zerg has been my race for years and I've played well over 500,000 games.



You have got to be kidding me?

500 000 games = 5 000 000 minutes (at 10 minutes each but considering your post I assume all your games end early-ish)

5 000 000 minutes = 83 000 Hours

83 000 Hours = 3472 Days

3472 = About 10 years of non stop playing time.

And in your ten years of non stop playing you never learned to use hot keys?
b0lt
Profile Joined March 2009
United States790 Posts
March 09 2011 16:21 GMT
#13
On March 10 2011 00:34 AtlasMech wrote:
With these changes, the Hatch, Pool, Lord build order would go from being out of the question, to being a viable build order, perhaps even considered to be more the standard b.o.

But what is the true standard b.o. as it currently stands? The true standard build order is

10 hatch (Off the 8th drone gas trick)
LORD
Pool

Scouting with a drone just before you make the spawning pool.

I have replay proof that this is truly the standard b.o. for zerg. It properly stops bunker and 2 gateway push, while still leaving economy open for the necessary growth to keep up with an expanding terran or protoss.

I'm not sure how many pros regard the 10 hatch, 9 lord, 9 pool (overpool) build order as the true standard b.o., but I'm sure that given time, this can be established as fact by the pro and overall starcraft community.

Thank you for listening to my opinion.



So you get the economic benefits of a 9 pool with the zergling timing of a 12 hatch?
Jakalo
Profile Blog Joined March 2009
Latvia2350 Posts
Last Edited: 2011-03-09 16:23:01
March 09 2011 16:22 GMT
#14
On March 10 2011 01:10 AtlasMech wrote:
Show nested quote +
On March 10 2011 00:55 Sayle wrote:
On March 10 2011 00:34 AtlasMech wrote:
I have replay proof that this is truly the standard b.o. for zerg.


Would you care to provide us with this replay? And also your ICCup rank?


Sure, I'm not saying I'm the best zerg in the world, heck, I don't even use hotkeys, but zerg has been my race for years and I've played well over 500,000 games.

This isn't the best rep either, I should be able to get great demonstration reps against T or P bunker or 2 gate rush, but this is decent for now.
http://www.repdepot.net/replay.php?id=41064




Thats about 10 years provided one game takes 10 minutes (erring on cautious side) discounting waiting for players and all that, are you saying you spent almost all of the time from 1998 till today doing nothing but playing games?

edit beaten
Nostalgia is not as good as it used to be.
deafhobbit
Profile Blog Joined July 2010
United States828 Posts
March 09 2011 16:22 GMT
#15
What, exactly, is the point of this thread?

1: We can't know why these differences exist, unless we find someone who was on the design team for BW and ask. I think SCV's being tied up building is a damn good guess, but we still can't know for sure.

2: It's not going to change. Blizzard doesn't patch BW anymore, and the last balance patch was years ago.

3: Even if it could change, why should it? Turns out, BW is a pretty spectacularly balanced game, and changing this would make a difference, even if it was possible.
I cheer for underdogs and Flash
Zyferous
Profile Joined September 2010
United States270 Posts
Last Edited: 2011-03-09 16:24:27
March 09 2011 16:23 GMT
#16
On March 10 2011 01:10 AtlasMech wrote:
Show nested quote +
On March 10 2011 00:55 Sayle wrote:
On March 10 2011 00:34 AtlasMech wrote:
I have replay proof that this is truly the standard b.o. for zerg.


Would you care to provide us with this replay? And also your ICCup rank?


Sure, I'm not saying I'm the best zerg in the world, heck, I don't even use hotkeys, but zerg has been my race for years and I've played well over 500,000 games.

This isn't the best rep either, I should be able to get great demonstration reps against T or P bunker or 2 gate rush, but this is decent for now.
http://www.repdepot.net/replay.php?id=41064



I just calculated it, and playing 500,000 games at 10 minutes a game (a conservative estimate), would take you approximately 9 and a half years of NON STOP playing. And if you don't even use hotkeys, I wouldn't be surprised if you haven't even played 5000 games yet.

EDIT: omfg, got ninjaed
Jaedong forever.
mucker
Profile Blog Joined May 2009
United States1120 Posts
March 09 2011 16:27 GMT
#17
10 supply on the cc probably does feel imbalanced if you open like that every game.
It's supposed to be automatic but actually you have to press this button.
b0lt
Profile Joined March 2009
United States790 Posts
March 09 2011 16:28 GMT
#18
Haha this guy made 3 other threads that were walls of text about similar things:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=153410
http://www.teamliquid.net/forum/viewmessage.php?topic_id=153675
http://www.teamliquid.net/forum/viewmessage.php?topic_id=154272
bluetrolls
Profile Joined October 2009
United States139 Posts
March 09 2011 16:31 GMT
#19
Why does the marine shoot at a distance when zerglings and zealots are doomed to close combat?
deafhobbit
Profile Blog Joined July 2010
United States828 Posts
March 09 2011 16:33 GMT
#20
On March 10 2011 01:28 b0lt wrote:
Haha this guy made 3 other threads that were walls of text about similar things:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=153410
http://www.teamliquid.net/forum/viewmessage.php?topic_id=153675
http://www.teamliquid.net/forum/viewmessage.php?topic_id=154272


Wow, that just made my day.
I cheer for underdogs and Flash
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