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A Treatise on the Economy of SCII - Page 19

Forum Index > Legacy of the Void
761 CommentsPost a Reply
Prev 1 17 18 19 20 21 39 Next All
I have received requests on how to try the model out: Search "Double Harvesting (TeamLiquid)" by ZeromuS as an Extension Mod in HotS Custom Games to try it out.

Email your replays of your games on DH to: LegacyEconomyTest@gmail.com might have partnership with a replay website soon as well

In Game Group: Double Harvest
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
April 14 2015 15:00 GMT
#361
On April 14 2015 17:52 Teoita wrote:
The same can be said about the LotV economy model though. Mules are annoying because the terran is on an even more brutal clock to expand, chrono is underwhelming, while larva inject+faster thirds give Zerg enormous freedom, and keep their own "expanding clock" from being as harsh as protoss or terran.

I don't know if I agree on this, I agree that zerg might get a bit too strong since their hatch is cheap and it is also their production facility but I don't believe the macro mechanic would be the problem. You say chrono is underwhelming, it achives to a slight degree what zergs larva inject does increase worker amount early game at a more rapid speed than normal. You can also use it to go eco mode longer than you should be able too because you can take the necessary upgrades or units production later with the help of chrono boost.

Upgrades are the perfect example, take PvT, P can start their upgrades significantly later than T and instead focusing on economy (or if you so chose early aggression) and still be ahead in upgrades later on.

I believe the effect of chrono boost and how much freedom it gives to P in their build orders are greatly undervalued.
Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
April 14 2015 15:56 GMT
#362
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


No one wants upkeep. Or any sort of tax system. Its very unintuitive and won't help at all.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
solidbebe
Profile Blog Joined November 2010
Netherlands4921 Posts
April 14 2015 15:59 GMT
#363
On April 15 2015 00:56 ZeromuS wrote:
Show nested quote +
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


No one wants upkeep. Or any sort of tax system. Its very unintuitive and won't help at all.

I'm not arguing for it necessarily. In fact I don't think it would fit starcraft. Though on the other hand, it might lead to more early skirmishes, who knows.

Regardless of that, I was more critisizing Apostremo's hypothetical implementation of a tax system, than suggesting it as a good idea.
That's the 2nd time in a week I've seen someone sig a quote from this GD and I have never witnessed a sig quote happen in my TL history ever before. -Najda
BronzeKnee
Profile Joined March 2011
United States5217 Posts
April 14 2015 16:08 GMT
#364
A tax system would reduce strategic choice and variety in favor of forcing action. This article is about opening up strategic choice by not forcing expansion, so it isn't surprising the writers would be against it.

As I think TheDwf pointed out, the S in RTS is under attack here.
Apostremo
Profile Joined April 2015
5 Posts
April 14 2015 17:04 GMT
#365
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


Because the aim is to get a mining curve based on bases, so with the same global worker count on more bases you have an advantage. It tries to emulate the outcomes of the Double Harvesting not the Warcraft 3 Economy. And in Double Harvesting system Terran would have the same benefit. As was said in the OP of the thread, Race Balancing would be secundary balancing with a whole new ressource system.

On April 14 2015 23:32 Teoita wrote:
Also that's way harder to implement in the editor than just tweaking a single variable

That's true, but on the other hand it's easy for Blizzard to implement. It's not an experiment like DH, so it's clear what happens gameplay wise. (But is not balanced of course.)
On April 15 2015 00:56 ZeromuS wrote:
Show nested quote +
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


No one wants upkeep. Or any sort of tax system. Its very unintuitive and won't help at all.
On April 15 2015 01:08 BronzeKnee wrote:
A tax system would reduce strategic choice and variety in favor of forcing action. This article is about opening up strategic choice by not forcing expansion, so it isn't surprising the writers would be against it.

As I think TheDwf pointed out, the S in RTS is under attack here.

Either you didn't read my post or you didn't understand it. Because it has the exact same effects like Double Harvesting gameplay wise, while having more degrees of freedom and easier tuning for balancing. "tax" is just a name

Double Harvesting tries to indirectly generate a mining curve per base, why not directly implement it, without abusing flaws in the worker AI?

If you think the tax system forces the player to expand than Double Harvest would so too.
solidbebe
Profile Blog Joined November 2010
Netherlands4921 Posts
Last Edited: 2015-04-14 17:11:32
April 14 2015 17:10 GMT
#366
On April 15 2015 02:04 Apostremo wrote:
Show nested quote +
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


Because the aim is to get a mining curve based on bases, so with the same global worker count on more bases you have an advantage. It tries to emulate the outcomes of the Double Harvesting not the Warcraft 3 Economy. And in Double Harvesting system Terran would have the same benefit. As was said in the OP of the thread, Race Balancing would be secundary balancing with a whole new ressource system.

Show nested quote +
On April 14 2015 23:32 Teoita wrote:
Also that's way harder to implement in the editor than just tweaking a single variable

That's true, but on the other hand it's easy for Blizzard to implement. It's not an experiment like DH, so it's clear what happens gameplay wise. (But is not balanced of course.)
Show nested quote +
On April 15 2015 00:56 ZeromuS wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


No one wants upkeep. Or any sort of tax system. Its very unintuitive and won't help at all.
Show nested quote +
On April 15 2015 01:08 BronzeKnee wrote:
A tax system would reduce strategic choice and variety in favor of forcing action. This article is about opening up strategic choice by not forcing expansion, so it isn't surprising the writers would be against it.

As I think TheDwf pointed out, the S in RTS is under attack here.

Either you didn't read my post or you didn't understand it. Because it has the exact same effects like Double Harvesting gameplay wise, while having more degrees of freedom and easier tuning for balancing. "tax" is just a name

Double Harvesting tries to indirectly generate a mining curve per base, why not directly implement it, without abusing flaws in the worker AI?

If you think the tax system forces the player to expand than Double Harvest would so too.

There is a big difference between decreasing the efficiency of workers as get more, and increasing the efficiency of workers as you get more bases.

'taxation' or whatever you want to call it is a global thing, so it's by definition not per base.

The first encourages you to stay on lower workers counts, the second simply encourages you to expand.
That's the 2nd time in a week I've seen someone sig a quote from this GD and I have never witnessed a sig quote happen in my TL history ever before. -Najda
Apostremo
Profile Joined April 2015
5 Posts
Last Edited: 2015-04-14 17:34:26
April 14 2015 17:29 GMT
#367
On April 15 2015 02:10 solidbebe wrote:
Show nested quote +
On April 15 2015 02:04 Apostremo wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


Because the aim is to get a mining curve based on bases, so with the same global worker count on more bases you have an advantage. It tries to emulate the outcomes of the Double Harvesting not the Warcraft 3 Economy. And in Double Harvesting system Terran would have the same benefit. As was said in the OP of the thread, Race Balancing would be secundary balancing with a whole new ressource system.

On April 14 2015 23:32 Teoita wrote:
Also that's way harder to implement in the editor than just tweaking a single variable

That's true, but on the other hand it's easy for Blizzard to implement. It's not an experiment like DH, so it's clear what happens gameplay wise. (But is not balanced of course.)
On April 15 2015 00:56 ZeromuS wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


No one wants upkeep. Or any sort of tax system. Its very unintuitive and won't help at all.
On April 15 2015 01:08 BronzeKnee wrote:
A tax system would reduce strategic choice and variety in favor of forcing action. This article is about opening up strategic choice by not forcing expansion, so it isn't surprising the writers would be against it.

As I think TheDwf pointed out, the S in RTS is under attack here.

Either you didn't read my post or you didn't understand it. Because it has the exact same effects like Double Harvesting gameplay wise, while having more degrees of freedom and easier tuning for balancing. "tax" is just a name

Double Harvesting tries to indirectly generate a mining curve per base, why not directly implement it, without abusing flaws in the worker AI?

If you think the tax system forces the player to expand than Double Harvest would so too.

There is a big difference between decreasing the efficiency of workers as get more, and increasing the efficiency of workers as you get more bases.

'taxation' or whatever you want to call it is a global thing, so it's by definition not per base.

The first encourages you to stay on lower workers counts, the second simply encourages you to expand.


Forget taxation, because i defined it explicitly as "per base".
You're right but the system is flexible it doesn't necessary stay below the HotS curve at all.

Another number example without decreasing efficiency. It could be balanced around 14 Worker for example:
Say you have 2 Hatches and 14 Workers.

Case 1
You have 14 Worker at your main. The Main displays

14/24 Worker
100% efficiency


Case 2
You split your 14 Worker to 7 workers each Hatch. Both Hatcheries display now

7/24 Worker
105% efficiency


The system internally increases worker effeciency, without abusing worker Ai, has easy feedback to the player (so newbies understand while 24 Worker per base is bad)
solidbebe
Profile Blog Joined November 2010
Netherlands4921 Posts
April 14 2015 17:33 GMT
#368
On April 15 2015 02:29 Apostremo wrote:
Show nested quote +
On April 15 2015 02:10 solidbebe wrote:
On April 15 2015 02:04 Apostremo wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


Because the aim is to get a mining curve based on bases, so with the same global worker count on more bases you have an advantage. It tries to emulate the outcomes of the Double Harvesting not the Warcraft 3 Economy. And in Double Harvesting system Terran would have the same benefit. As was said in the OP of the thread, Race Balancing would be secundary balancing with a whole new ressource system.

On April 14 2015 23:32 Teoita wrote:
Also that's way harder to implement in the editor than just tweaking a single variable

That's true, but on the other hand it's easy for Blizzard to implement. It's not an experiment like DH, so it's clear what happens gameplay wise. (But is not balanced of course.)
On April 15 2015 00:56 ZeromuS wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


No one wants upkeep. Or any sort of tax system. Its very unintuitive and won't help at all.
On April 15 2015 01:08 BronzeKnee wrote:
A tax system would reduce strategic choice and variety in favor of forcing action. This article is about opening up strategic choice by not forcing expansion, so it isn't surprising the writers would be against it.

As I think TheDwf pointed out, the S in RTS is under attack here.

Either you didn't read my post or you didn't understand it. Because it has the exact same effects like Double Harvesting gameplay wise, while having more degrees of freedom and easier tuning for balancing. "tax" is just a name

Double Harvesting tries to indirectly generate a mining curve per base, why not directly implement it, without abusing flaws in the worker AI?

If you think the tax system forces the player to expand than Double Harvest would so too.

There is a big difference between decreasing the efficiency of workers as get more, and increasing the efficiency of workers as you get more bases.

'taxation' or whatever you want to call it is a global thing, so it's by definition not per base.

The first encourages you to stay on lower workers counts, the second simply encourages you to expand.


Forget taxation, because i defined it explicitly as "per base".
You're right but the system is flexible it doesn't necessary stay below the HotS curve at all. Another number example without decreasing efficiency:
Say you have 2 Hatches and 14 Workers.
Case 1
You have 14 Worker at your main. The Main displays
Show nested quote +

14/24 Worker
100% efficiency


Case 2
You split your 14 Worker to 7 workers each Hatch. Both Hatcheries display now
Show nested quote +

7/24 Worker
105% efficiency

I missed the per base part in your first post, my mistake.

If it is per base, then as far as I see it your suggestion amounts to pretty much the same thing as ZeromuS'. The main difference would be that you actually lose money in your suggestion by oversaturating. In double harvesting you only lose efficiency when oversaturating. So your suggestion is more punishing in that regard.
That's the 2nd time in a week I've seen someone sig a quote from this GD and I have never witnessed a sig quote happen in my TL history ever before. -Najda
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
April 14 2015 17:37 GMT
#369
On April 14 2015 21:08 Bazik wrote:
Ok. Having heard zeromus with Gretorp talk (late last night 5am or something for me ) I now I feel I have a better grip on what this proposal tries to accomplish, having said that I'll try to make a constructive counterpoint as to why I feel this kind of change isn't viable.

First, there are several reasons why blizzard increased worker efficiency to 22 per base (16 on min. 6 on gas) in no particular order here are some of the features of this decision I feel are key:

- army size management( by allocating many workers to each base it forces more food supply into the economy making the stable point between base count and army be very apparent and base count quite small, by keeping it small it helps viewers understand whats on the line).



Keeping it small reduces the importance of bases for players though. And above all else this is a game people want to play. Not just watch. I think any time you use the "for a viewers" approach you are putting the spectating experience above that of the people who are playing. Which is IMO wrong.

While SC2 might have the best specator interface, this doesn't matter if people don't enjoy playing the game as much, a point i will come back to later.

The stable point between base count and army should also not be "the same" for every race. I believe part of the reason people say Zerg doesn't feel as Zergy as it did in SC1/BW isn't in the supply of units, but in the fact that the race is encourage to expand early but less often than in the past. The vast network of hatcheries looming for the opponent is disincetivized by the relative lack of reward for the risk of mass expanding. Some of what defines Zerg is no longer there, and we are replacing the "mass of units" feel with things like swarmhosts (or they did in hots beta).


- Very clear cost vs reward for viewers ( having so many workers means it takes a lot longer to replace, also after the replacement start, the time it takes to have full efficiency back is also a lot slower, after all it takes longer to replace 22 workers then 12 making harassment that much more obvious).


Again Viewers vs players and their experiences.

On the topic of "full efficiency" i've noticed a lot of misconceptions here.

There are two types of efficiency when it comes to income in scII.

1) Base efficiency - how much a base is able to make compared to its theoretical maximum

2) worker efficiency - how many minerals a minute a worker is able to return compared to its theoretical maximum

Our model doesn't change Base efficiency at all. 24 workers remains the theoretical max, 16 remains the "soft cap" (where the income after the 16th dude is almost negligible up to 24), and adds a new efficiency ideal of spreading your workers out as much as possible.

Worker efficiency changes a lot. You begin to see diminishing returns on the 9th worker, and an overall bump in economy from workers 1-8 which means that you have the choice of keeping workers safe and mining less or putting them at risk at other expansions and mining more.

So to be clear - no one will be cutting workers at 8 on a base. Ever. 8 is still 40% less income than 16. The difference will be that when you get a new base you dont just keep 16 in the main and rally new workers down. You actually need to send the workers down to make more money and put them at risk of early harass timings.

If your opponent can force you to keep the workers in the main (due to fast hellions, lings etc) then they have excercised some form of strategy to reduce your mining time while they expand or tech or whatever.

- Increases tension for viewers since there's more on the line ( by making the amount of mining bases any player has at any time no bigger than 3/4, it creates tension in several ways, first and foremost because when u loose one it's more important then if u had let's say 6, secondly it creates tension by creating very obvious points in time when expanding is essential, when one base runs out u need to have a replacement or your economy is going to crumble very fast).


Again, concerns with viewers.

However, in this case I feel that the model we propose offers MORE for viewers.

Players will be spread more which means multipronged attacks are more powerful and this benefits players who are able to multitask (fun to do AND watch - think MMA, Polt, Maru, Life, Liquid`HerO, classic).

keep in mind most players will not have more than 3/4 bases other than zergs who might have 4/5. As the meta develops I hope that higher basecounts become points of contention at first for workers, later for buildings. But by spreading out more you need to defend the tech buildings and your latest expansions. But losing those latest expansions is less punishing and less snowbally.

We want there to be back and forth in the game. We think that the snowball nature of 3 base is one thing, and that the snowball nature of losing a base (with super mined out other bases) will be an issue but on the other end of the spectrum.

Losing a third or a 4th is far more punishing in LotV than HotS, and thats an issue for "snowballs" and comebacks.

You shift the power of coming back in the game away from making good positional plays and engagements to being in the hands of very few power units (like the disruptor) to get a major hit. And I think that while exciting, it changes the dynamic of "how will i come back?" from "let me try to outplay my opponent through harassing him or trading cost efficiently" to "I hope hes not paying attention and I kill a ton of mutas with this mine" or "lets hope he doesnt split those 30 roaches so I can kill them with my disruptor" or "come on hero ultralisk vs marines!"

- The mining doesn't disappear all at once ( by creating a point in time where the mining operation in one base is crippled it creates opportunity for casters to create tension, instead of just saying the minerals are almost over and that's it, they can easily comment on how it was crippled to 4 patches and later revisit that situation having several possible scenarios ie base replacement, the actual end of mining, worker transfers, etc...). [LotV feature]


I think casters do a very good job of pointing out how bases are becoming low on minerals during the game. If its an issue with visibility of mining out I think there are a lot of ways that this can be addressed by Gameheart for example or the Blizz team and the old GH developer (sorry i forget your name!). You could have minerals on the minimap show a different colour or alert whenever they reach 300 or less minerals (so casters are alerted to it as are viewers and then casters can comment on it).

Again, i think if you take away gameplay options or impact them heavier in the interest of viewership but not players is a bad way to go, and I cannot agree with putting the experience of a spectator over the experience of a player on a very fundamental level. Sure many people like to watch starcraft and not play it, but its much easier to get people to watch when they already play, and getting people to watch should encourage people to buy and play the game as well. If the experience is frustrating, too quick, or punishing to the new players, we won't see a growth in StarCraft, at all.

I also think ceasing mining all at once on one base is a better solution than crippling it part way through. You have more TIME to plan ahead and decide HOW you want to secure the third if your entire mineral line goes out at once and your income is consistent from start to finish.

The other issue I have is that by reducing income on a base, you are really disincentivized from taking a fight in the middle of the map. Basically, the player who has the base secured or running is really rewarded for being on the map, and the player who doesnt have the base cannot be on the map. I am afraid that this kind of "I need a lot at home to hold my third" mentality is going to encourage turtling with less overall income, as opposed to harassing the opponent to slow them down.

Once you get an economic advantage it becomes an extremely powerful tool in LotV and I think that once people learn how to fully leverage this advantage into denying opponent third bases or slowing down their ability to take a third you will see a lot of problems crop up in LotV.

The game encourages early, high impact, high mobility units and punishes players who cant get them. A couple of cyclones and ravagers are perfect examples of high impact early units to exert map control and secure the win from a very early timing. Especially against protoss who are struggling the most right now because they do not have high impact, high mobility early units that allow them to take a fast third and hold it well. Unless you make protoss units stronger and better able to contest the map and play from an economic disadvantage (due to half patches mining out) I am not sure how you can get them to work in LotV :/

And if you make protoss units super high impact but take longer to get then you open up a whole other can of worms.

The reason mech feels the economy pinch less is because of the cyclone being so high impact, if it wasn't for the cyclone terran would be facing many of the same problems protoss is right now. And if players skip cyclones, or get too few and protoss gets blink and denies the T third, then T can't do much to come back in the game against the high mobility/efficiency of blink stalkers and 3 bases of protoss.

Lastly but not least the main reason why I don't think Blizzard will ever be receptive to this kind of change.

The proposed system isn't a clear improvement on what they have, it simply tries to fix problems while opening others and at the same time requiring a massive restructure of supply costs across the board to maintain parity between army representation from HotS to LotV.


I don't think you need a massive restructuring of supply costs at all in the double harvest model.

If anything I think you need to do LESS overall balancing with double harvest than the current LotV model because players will have the option of obtaining higher tier gas units on fewer bases to combat high base counts and contest map control while having additional minerals for mineral based harass through marines, hellions (a big bonus to mech compared to bio play here), zerglings with speed, warp prisms etc.

I think that LotV favours lower tech high impact units so much more than HotS that you need to rebalance everything around the mid game in the current model. You need Stakers to contest the map more effectively vs ravagers and lings and roach and hydra to hold a third base. You need to have high impact units exist to swing fights into the defenders favour since they cannot lose their army due to their own resources depleting faster. You need to change tech timings so that upgrades finish at a time that is more compatible with the state of the game. Getting stim to hold a third for example might be important but if you sacrifice the half patches in the main to get there is it really worth it?

I think because the consistent income is similar to HotS you can do some of the same basic strategies if you so choose, and learn they no longer work because the opponent sets the pace through their expansion.

I think that having a base mine out at a standard, consistent rate over the same period of time without half patches is going to be much more palatable to the casual 1v1 low level player who wants to focus on "base management" and sim city. I know lots of people who enjoy making tanks and turrets in bronze/silver because they find it fun. When you force them to have to move around the map more and not in a "im gonna drop!" kind of way but in a "oh I dont have the minerals left to do what I find fun" kind of way you take what they like about the game away from them in the name of "viewership" and "preventing turtling".

But in my opinion, from the beginning, turtling should be solved through tools offered to the players not through forcing a "meta-game" through game design upon them.

I hope it was not too long and any response will be very appreciated. Before I'm sold on this kind on system change this kinds of problems need to be addressed, it's easy to give a solution to problems we don't like , it's a lot harder to defend why their more important than the ones were creating.

Thanks a lot for reading.

PS: A special thanks to Zeromus for creating the article, I would very much like people like him to keep doing what they do, with which without we would never have so much healthy discussion. Also thanks to everybody else that contributed.

Bazik (Zerodai on twitch)


I've seen lots of people with similar concerns so I don't mind taking the time to read and answer them when they are presented in a respectful manner

The more debate and discussion the better IMO :D
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Apostremo
Profile Joined April 2015
5 Posts
Last Edited: 2015-04-14 17:44:19
April 14 2015 17:40 GMT
#370
On April 15 2015 02:33 solidbebe wrote:
Show nested quote +
On April 15 2015 02:29 Apostremo wrote:
On April 15 2015 02:10 solidbebe wrote:
On April 15 2015 02:04 Apostremo wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


Because the aim is to get a mining curve based on bases, so with the same global worker count on more bases you have an advantage. It tries to emulate the outcomes of the Double Harvesting not the Warcraft 3 Economy. And in Double Harvesting system Terran would have the same benefit. As was said in the OP of the thread, Race Balancing would be secundary balancing with a whole new ressource system.

On April 14 2015 23:32 Teoita wrote:
Also that's way harder to implement in the editor than just tweaking a single variable

That's true, but on the other hand it's easy for Blizzard to implement. It's not an experiment like DH, so it's clear what happens gameplay wise. (But is not balanced of course.)
On April 15 2015 00:56 ZeromuS wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


No one wants upkeep. Or any sort of tax system. Its very unintuitive and won't help at all.
On April 15 2015 01:08 BronzeKnee wrote:
A tax system would reduce strategic choice and variety in favor of forcing action. This article is about opening up strategic choice by not forcing expansion, so it isn't surprising the writers would be against it.

As I think TheDwf pointed out, the S in RTS is under attack here.

Either you didn't read my post or you didn't understand it. Because it has the exact same effects like Double Harvesting gameplay wise, while having more degrees of freedom and easier tuning for balancing. "tax" is just a name

Double Harvesting tries to indirectly generate a mining curve per base, why not directly implement it, without abusing flaws in the worker AI?

If you think the tax system forces the player to expand than Double Harvest would so too.

There is a big difference between decreasing the efficiency of workers as get more, and increasing the efficiency of workers as you get more bases.

'taxation' or whatever you want to call it is a global thing, so it's by definition not per base.

The first encourages you to stay on lower workers counts, the second simply encourages you to expand.


Forget taxation, because i defined it explicitly as "per base".
You're right but the system is flexible it doesn't necessary stay below the HotS curve at all. Another number example without decreasing efficiency:
Say you have 2 Hatches and 14 Workers.
Case 1
You have 14 Worker at your main. The Main displays

14/24 Worker
100% efficiency


Case 2
You split your 14 Worker to 7 workers each Hatch. Both Hatcheries display now

7/24 Worker
105% efficiency

I missed the per base part in your first post, my mistake.

If it is per base, then as far as I see it your suggestion amounts to pretty much the same thing as ZeromuS'. The main difference would be that you actually lose money in your suggestion by oversaturating. In double harvesting you only lose efficiency when oversaturating. So your suggestion is more punishing in that regard.

Yeah right because that was my goal. It's still his idea and reasons behind it. I only tried a different aproach after reading his.
Losing effeciency is the same as losing money though. The difference is DH starts at higher base rate. The same could be achieved by giving a efficiency boost for under 8 Worker per base (105% for example)
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
April 14 2015 18:01 GMT
#371
On April 15 2015 02:40 Apostremo wrote:
Show nested quote +
On April 15 2015 02:33 solidbebe wrote:
On April 15 2015 02:29 Apostremo wrote:
On April 15 2015 02:10 solidbebe wrote:
On April 15 2015 02:04 Apostremo wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


Because the aim is to get a mining curve based on bases, so with the same global worker count on more bases you have an advantage. It tries to emulate the outcomes of the Double Harvesting not the Warcraft 3 Economy. And in Double Harvesting system Terran would have the same benefit. As was said in the OP of the thread, Race Balancing would be secundary balancing with a whole new ressource system.

On April 14 2015 23:32 Teoita wrote:
Also that's way harder to implement in the editor than just tweaking a single variable

That's true, but on the other hand it's easy for Blizzard to implement. It's not an experiment like DH, so it's clear what happens gameplay wise. (But is not balanced of course.)
On April 15 2015 00:56 ZeromuS wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


No one wants upkeep. Or any sort of tax system. Its very unintuitive and won't help at all.
On April 15 2015 01:08 BronzeKnee wrote:
A tax system would reduce strategic choice and variety in favor of forcing action. This article is about opening up strategic choice by not forcing expansion, so it isn't surprising the writers would be against it.

As I think TheDwf pointed out, the S in RTS is under attack here.

Either you didn't read my post or you didn't understand it. Because it has the exact same effects like Double Harvesting gameplay wise, while having more degrees of freedom and easier tuning for balancing. "tax" is just a name

Double Harvesting tries to indirectly generate a mining curve per base, why not directly implement it, without abusing flaws in the worker AI?

If you think the tax system forces the player to expand than Double Harvest would so too.

There is a big difference between decreasing the efficiency of workers as get more, and increasing the efficiency of workers as you get more bases.

'taxation' or whatever you want to call it is a global thing, so it's by definition not per base.

The first encourages you to stay on lower workers counts, the second simply encourages you to expand.


Forget taxation, because i defined it explicitly as "per base".
You're right but the system is flexible it doesn't necessary stay below the HotS curve at all. Another number example without decreasing efficiency:
Say you have 2 Hatches and 14 Workers.
Case 1
You have 14 Worker at your main. The Main displays

14/24 Worker
100% efficiency


Case 2
You split your 14 Worker to 7 workers each Hatch. Both Hatcheries display now

7/24 Worker
105% efficiency

I missed the per base part in your first post, my mistake.

If it is per base, then as far as I see it your suggestion amounts to pretty much the same thing as ZeromuS'. The main difference would be that you actually lose money in your suggestion by oversaturating. In double harvesting you only lose efficiency when oversaturating. So your suggestion is more punishing in that regard.

Yeah right because that was my goal. It's still his idea and reasons behind it. I only tried a different aproach after reading his.
Losing effeciency is the same as losing money though. The difference is DH starts at higher base rate. The same could be achieved by giving a efficiency boost for under 8 Worker per base (105% for example)


I think the goal is to have efficiencies as you spread out though, and that the option of making a lot of workers on bases should still be viable.

so long as the curve remains similar to hots in the breakpoints of 16 and 24 I would be all up for trying it. I just feel like the change we offered is a lot simpler and is more in line with what we currently have from the perspective of seeing it happen.

Its also something we as a community can easily implement and test without waiting for a big complicated mod or AI changes etc. I don't think the editor is currently set up in such a way to do what you offered, because the mineral patch as an actor in the game determines how many minerals are obtained from it, not the worker.

So you would need to have the patch do some sort of calculation on how many workers are tied to it and even then you would need to remove bouncing for 3 workers if you want to have a 24 worker cap, because otherwise the calculations go out the window.

Also everything is already done on a 1:1 (worker patch) in terms of the calculations. Pairing just happens because workers wait 1 second to begin their paired harvest cycle at the patch. Calculations aren't done on a X workers per 8 patch field level of calculations.

so you can see how it actually becomes extremely complicated to implement your idea without more dedicated map editors who know the mod making system inside and out. Your approach is closer to a full rework from a ground up implementation perspective than ours is (lalush changed one action trigger/value).
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
solidbebe
Profile Blog Joined November 2010
Netherlands4921 Posts
April 14 2015 18:01 GMT
#372
On April 15 2015 02:40 Apostremo wrote:
Show nested quote +
On April 15 2015 02:33 solidbebe wrote:
On April 15 2015 02:29 Apostremo wrote:
On April 15 2015 02:10 solidbebe wrote:
On April 15 2015 02:04 Apostremo wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


Because the aim is to get a mining curve based on bases, so with the same global worker count on more bases you have an advantage. It tries to emulate the outcomes of the Double Harvesting not the Warcraft 3 Economy. And in Double Harvesting system Terran would have the same benefit. As was said in the OP of the thread, Race Balancing would be secundary balancing with a whole new ressource system.

On April 14 2015 23:32 Teoita wrote:
Also that's way harder to implement in the editor than just tweaking a single variable

That's true, but on the other hand it's easy for Blizzard to implement. It's not an experiment like DH, so it's clear what happens gameplay wise. (But is not balanced of course.)
On April 15 2015 00:56 ZeromuS wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


No one wants upkeep. Or any sort of tax system. Its very unintuitive and won't help at all.
On April 15 2015 01:08 BronzeKnee wrote:
A tax system would reduce strategic choice and variety in favor of forcing action. This article is about opening up strategic choice by not forcing expansion, so it isn't surprising the writers would be against it.

As I think TheDwf pointed out, the S in RTS is under attack here.

Either you didn't read my post or you didn't understand it. Because it has the exact same effects like Double Harvesting gameplay wise, while having more degrees of freedom and easier tuning for balancing. "tax" is just a name

Double Harvesting tries to indirectly generate a mining curve per base, why not directly implement it, without abusing flaws in the worker AI?

If you think the tax system forces the player to expand than Double Harvest would so too.

There is a big difference between decreasing the efficiency of workers as get more, and increasing the efficiency of workers as you get more bases.

'taxation' or whatever you want to call it is a global thing, so it's by definition not per base.

The first encourages you to stay on lower workers counts, the second simply encourages you to expand.


Forget taxation, because i defined it explicitly as "per base".
You're right but the system is flexible it doesn't necessary stay below the HotS curve at all. Another number example without decreasing efficiency:
Say you have 2 Hatches and 14 Workers.
Case 1
You have 14 Worker at your main. The Main displays

14/24 Worker
100% efficiency


Case 2
You split your 14 Worker to 7 workers each Hatch. Both Hatcheries display now

7/24 Worker
105% efficiency

I missed the per base part in your first post, my mistake.

If it is per base, then as far as I see it your suggestion amounts to pretty much the same thing as ZeromuS'. The main difference would be that you actually lose money in your suggestion by oversaturating. In double harvesting you only lose efficiency when oversaturating. So your suggestion is more punishing in that regard.

Yeah right because that was my goal. It's still his idea and reasons behind it. I only tried a different aproach after reading his.
Losing effeciency is the same as losing money though. The difference is DH starts at higher base rate. The same could be achieved by giving a efficiency boost for under 8 Worker per base (105% for example)

I disagree that losing minerals equates to losing efficiency. Thats only the case if you assume there are infinite resources in a map, but there arent. In some games maps get mined out completely, thats where the tax takes a big toll, by having the decreased the maximum possible available minerals.
That's the 2nd time in a week I've seen someone sig a quote from this GD and I have never witnessed a sig quote happen in my TL history ever before. -Najda
Whitewing
Profile Joined October 2010
United States7483 Posts
April 14 2015 18:09 GMT
#373
On April 15 2015 00:00 Shuffleblade wrote:
Show nested quote +
On April 14 2015 17:52 Teoita wrote:
The same can be said about the LotV economy model though. Mules are annoying because the terran is on an even more brutal clock to expand, chrono is underwhelming, while larva inject+faster thirds give Zerg enormous freedom, and keep their own "expanding clock" from being as harsh as protoss or terran.

I don't know if I agree on this, I agree that zerg might get a bit too strong since their hatch is cheap and it is also their production facility but I don't believe the macro mechanic would be the problem. You say chrono is underwhelming, it achives to a slight degree what zergs larva inject does increase worker amount early game at a more rapid speed than normal. You can also use it to go eco mode longer than you should be able too because you can take the necessary upgrades or units production later with the help of chrono boost.

Upgrades are the perfect example, take PvT, P can start their upgrades significantly later than T and instead focusing on economy (or if you so chose early aggression) and still be ahead in upgrades later on.

I believe the effect of chrono boost and how much freedom it gives to P in their build orders are greatly undervalued.


It's not undervalued, it is useful, but I actually did calculations for this paper that were left out due to brevity on the rate of return for a new expansion in the system, which assumed full chrono boost on probes (which is obviously not always going to be the case because you often want to chrono boost something else), and zerg and terran both had protoss beaten on rate of return.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Apostremo
Profile Joined April 2015
5 Posts
Last Edited: 2015-04-14 18:20:43
April 14 2015 18:20 GMT
#374
On April 15 2015 03:01 ZeromuS wrote:
Show nested quote +
On April 15 2015 02:40 Apostremo wrote:
On April 15 2015 02:33 solidbebe wrote:
On April 15 2015 02:29 Apostremo wrote:
On April 15 2015 02:10 solidbebe wrote:
On April 15 2015 02:04 Apostremo wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


Because the aim is to get a mining curve based on bases, so with the same global worker count on more bases you have an advantage. It tries to emulate the outcomes of the Double Harvesting not the Warcraft 3 Economy. And in Double Harvesting system Terran would have the same benefit. As was said in the OP of the thread, Race Balancing would be secundary balancing with a whole new ressource system.

On April 14 2015 23:32 Teoita wrote:
Also that's way harder to implement in the editor than just tweaking a single variable

That's true, but on the other hand it's easy for Blizzard to implement. It's not an experiment like DH, so it's clear what happens gameplay wise. (But is not balanced of course.)
On April 15 2015 00:56 ZeromuS wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


No one wants upkeep. Or any sort of tax system. Its very unintuitive and won't help at all.
On April 15 2015 01:08 BronzeKnee wrote:
A tax system would reduce strategic choice and variety in favor of forcing action. This article is about opening up strategic choice by not forcing expansion, so it isn't surprising the writers would be against it.

As I think TheDwf pointed out, the S in RTS is under attack here.

Either you didn't read my post or you didn't understand it. Because it has the exact same effects like Double Harvesting gameplay wise, while having more degrees of freedom and easier tuning for balancing. "tax" is just a name

Double Harvesting tries to indirectly generate a mining curve per base, why not directly implement it, without abusing flaws in the worker AI?

If you think the tax system forces the player to expand than Double Harvest would so too.

There is a big difference between decreasing the efficiency of workers as get more, and increasing the efficiency of workers as you get more bases.

'taxation' or whatever you want to call it is a global thing, so it's by definition not per base.

The first encourages you to stay on lower workers counts, the second simply encourages you to expand.


Forget taxation, because i defined it explicitly as "per base".
You're right but the system is flexible it doesn't necessary stay below the HotS curve at all. Another number example without decreasing efficiency:
Say you have 2 Hatches and 14 Workers.
Case 1
You have 14 Worker at your main. The Main displays

14/24 Worker
100% efficiency


Case 2
You split your 14 Worker to 7 workers each Hatch. Both Hatcheries display now

7/24 Worker
105% efficiency

I missed the per base part in your first post, my mistake.

If it is per base, then as far as I see it your suggestion amounts to pretty much the same thing as ZeromuS'. The main difference would be that you actually lose money in your suggestion by oversaturating. In double harvesting you only lose efficiency when oversaturating. So your suggestion is more punishing in that regard.

Yeah right because that was my goal. It's still his idea and reasons behind it. I only tried a different aproach after reading his.
Losing effeciency is the same as losing money though. The difference is DH starts at higher base rate. The same could be achieved by giving a efficiency boost for under 8 Worker per base (105% for example)


I think the goal is to have efficiencies as you spread out though, and that the option of making a lot of workers on bases should still be viable.

so long as the curve remains similar to hots in the breakpoints of 16 and 24 I would be all up for trying it. I just feel like the change we offered is a lot simpler and is more in line with what we currently have from the perspective of seeing it happen.

Its also something we as a community can easily implement and test without waiting for a big complicated mod or AI changes etc. I don't think the editor is currently set up in such a way to do what you offered, because the mineral patch as an actor in the game determines how many minerals are obtained from it, not the worker.

So you would need to have the patch do some sort of calculation on how many workers are tied to it and even then you would need to remove bouncing for 3 workers if you want to have a 24 worker cap, because otherwise the calculations go out the window.

Also everything is already done on a 1:1 (worker patch) in terms of the calculations. Pairing just happens because workers wait 1 second to begin their paired harvest cycle at the patch. Calculations aren't done on a X workers per 8 patch field level of calculations.

so you can see how it actually becomes extremely complicated to implement your idea without more dedicated map editors who know the mod making system inside and out. Your approach is closer to a full rework from a ground up implementation perspective than ours is (lalush changed one action trigger/value).


You're right, from a community driven perspective DH is way easier to implement of course. I still dreaming about Blizzard taking bold steps with LotV, but thats propably a dream.

On April 15 2015 03:01 solidbebe wrote:
Show nested quote +
On April 15 2015 02:40 Apostremo wrote:
On April 15 2015 02:33 solidbebe wrote:
On April 15 2015 02:29 Apostremo wrote:
On April 15 2015 02:10 solidbebe wrote:
On April 15 2015 02:04 Apostremo wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


Because the aim is to get a mining curve based on bases, so with the same global worker count on more bases you have an advantage. It tries to emulate the outcomes of the Double Harvesting not the Warcraft 3 Economy. And in Double Harvesting system Terran would have the same benefit. As was said in the OP of the thread, Race Balancing would be secundary balancing with a whole new ressource system.

On April 14 2015 23:32 Teoita wrote:
Also that's way harder to implement in the editor than just tweaking a single variable

That's true, but on the other hand it's easy for Blizzard to implement. It's not an experiment like DH, so it's clear what happens gameplay wise. (But is not balanced of course.)
On April 15 2015 00:56 ZeromuS wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


No one wants upkeep. Or any sort of tax system. Its very unintuitive and won't help at all.
On April 15 2015 01:08 BronzeKnee wrote:
A tax system would reduce strategic choice and variety in favor of forcing action. This article is about opening up strategic choice by not forcing expansion, so it isn't surprising the writers would be against it.

As I think TheDwf pointed out, the S in RTS is under attack here.

Either you didn't read my post or you didn't understand it. Because it has the exact same effects like Double Harvesting gameplay wise, while having more degrees of freedom and easier tuning for balancing. "tax" is just a name

Double Harvesting tries to indirectly generate a mining curve per base, why not directly implement it, without abusing flaws in the worker AI?

If you think the tax system forces the player to expand than Double Harvest would so too.

There is a big difference between decreasing the efficiency of workers as get more, and increasing the efficiency of workers as you get more bases.

'taxation' or whatever you want to call it is a global thing, so it's by definition not per base.

The first encourages you to stay on lower workers counts, the second simply encourages you to expand.


Forget taxation, because i defined it explicitly as "per base".
You're right but the system is flexible it doesn't necessary stay below the HotS curve at all. Another number example without decreasing efficiency:
Say you have 2 Hatches and 14 Workers.
Case 1
You have 14 Worker at your main. The Main displays

14/24 Worker
100% efficiency


Case 2
You split your 14 Worker to 7 workers each Hatch. Both Hatcheries display now

7/24 Worker
105% efficiency

I missed the per base part in your first post, my mistake.

If it is per base, then as far as I see it your suggestion amounts to pretty much the same thing as ZeromuS'. The main difference would be that you actually lose money in your suggestion by oversaturating. In double harvesting you only lose efficiency when oversaturating. So your suggestion is more punishing in that regard.

Yeah right because that was my goal. It's still his idea and reasons behind it. I only tried a different aproach after reading his.
Losing effeciency is the same as losing money though. The difference is DH starts at higher base rate. The same could be achieved by giving a efficiency boost for under 8 Worker per base (105% for example)

I disagree that losing minerals equates to losing efficiency. Thats only the case if you assume there are infinite resources in a map, but there arent. In some games maps get mined out completely, thats where the tax takes a big toll, by having the decreased the maximum possible available minerals.

Okay sorry now i understand what you meant. You're right, thats a point i didn't think about.
If both players mine out half the map, the player with more spread out workers gets another advantage by higher overall minerals.

ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
April 14 2015 18:34 GMT
#375
On April 15 2015 03:20 Apostremo wrote:
Show nested quote +
On April 15 2015 03:01 ZeromuS wrote:
On April 15 2015 02:40 Apostremo wrote:
On April 15 2015 02:33 solidbebe wrote:
On April 15 2015 02:29 Apostremo wrote:
On April 15 2015 02:10 solidbebe wrote:
On April 15 2015 02:04 Apostremo wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


Because the aim is to get a mining curve based on bases, so with the same global worker count on more bases you have an advantage. It tries to emulate the outcomes of the Double Harvesting not the Warcraft 3 Economy. And in Double Harvesting system Terran would have the same benefit. As was said in the OP of the thread, Race Balancing would be secundary balancing with a whole new ressource system.

On April 14 2015 23:32 Teoita wrote:
Also that's way harder to implement in the editor than just tweaking a single variable

That's true, but on the other hand it's easy for Blizzard to implement. It's not an experiment like DH, so it's clear what happens gameplay wise. (But is not balanced of course.)
On April 15 2015 00:56 ZeromuS wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


No one wants upkeep. Or any sort of tax system. Its very unintuitive and won't help at all.
On April 15 2015 01:08 BronzeKnee wrote:
A tax system would reduce strategic choice and variety in favor of forcing action. This article is about opening up strategic choice by not forcing expansion, so it isn't surprising the writers would be against it.

As I think TheDwf pointed out, the S in RTS is under attack here.

Either you didn't read my post or you didn't understand it. Because it has the exact same effects like Double Harvesting gameplay wise, while having more degrees of freedom and easier tuning for balancing. "tax" is just a name

Double Harvesting tries to indirectly generate a mining curve per base, why not directly implement it, without abusing flaws in the worker AI?

If you think the tax system forces the player to expand than Double Harvest would so too.

There is a big difference between decreasing the efficiency of workers as get more, and increasing the efficiency of workers as you get more bases.

'taxation' or whatever you want to call it is a global thing, so it's by definition not per base.

The first encourages you to stay on lower workers counts, the second simply encourages you to expand.


Forget taxation, because i defined it explicitly as "per base".
You're right but the system is flexible it doesn't necessary stay below the HotS curve at all. Another number example without decreasing efficiency:
Say you have 2 Hatches and 14 Workers.
Case 1
You have 14 Worker at your main. The Main displays

14/24 Worker
100% efficiency


Case 2
You split your 14 Worker to 7 workers each Hatch. Both Hatcheries display now

7/24 Worker
105% efficiency

I missed the per base part in your first post, my mistake.

If it is per base, then as far as I see it your suggestion amounts to pretty much the same thing as ZeromuS'. The main difference would be that you actually lose money in your suggestion by oversaturating. In double harvesting you only lose efficiency when oversaturating. So your suggestion is more punishing in that regard.

Yeah right because that was my goal. It's still his idea and reasons behind it. I only tried a different aproach after reading his.
Losing effeciency is the same as losing money though. The difference is DH starts at higher base rate. The same could be achieved by giving a efficiency boost for under 8 Worker per base (105% for example)


I think the goal is to have efficiencies as you spread out though, and that the option of making a lot of workers on bases should still be viable.

so long as the curve remains similar to hots in the breakpoints of 16 and 24 I would be all up for trying it. I just feel like the change we offered is a lot simpler and is more in line with what we currently have from the perspective of seeing it happen.

Its also something we as a community can easily implement and test without waiting for a big complicated mod or AI changes etc. I don't think the editor is currently set up in such a way to do what you offered, because the mineral patch as an actor in the game determines how many minerals are obtained from it, not the worker.

So you would need to have the patch do some sort of calculation on how many workers are tied to it and even then you would need to remove bouncing for 3 workers if you want to have a 24 worker cap, because otherwise the calculations go out the window.

Also everything is already done on a 1:1 (worker patch) in terms of the calculations. Pairing just happens because workers wait 1 second to begin their paired harvest cycle at the patch. Calculations aren't done on a X workers per 8 patch field level of calculations.

so you can see how it actually becomes extremely complicated to implement your idea without more dedicated map editors who know the mod making system inside and out. Your approach is closer to a full rework from a ground up implementation perspective than ours is (lalush changed one action trigger/value).


You're right, from a community driven perspective DH is way easier to implement of course. I still dreaming about Blizzard taking bold steps with LotV, but thats propably a dream.

Show nested quote +
On April 15 2015 03:01 solidbebe wrote:
On April 15 2015 02:40 Apostremo wrote:
On April 15 2015 02:33 solidbebe wrote:
On April 15 2015 02:29 Apostremo wrote:
On April 15 2015 02:10 solidbebe wrote:
On April 15 2015 02:04 Apostremo wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


Because the aim is to get a mining curve based on bases, so with the same global worker count on more bases you have an advantage. It tries to emulate the outcomes of the Double Harvesting not the Warcraft 3 Economy. And in Double Harvesting system Terran would have the same benefit. As was said in the OP of the thread, Race Balancing would be secundary balancing with a whole new ressource system.

On April 14 2015 23:32 Teoita wrote:
Also that's way harder to implement in the editor than just tweaking a single variable

That's true, but on the other hand it's easy for Blizzard to implement. It's not an experiment like DH, so it's clear what happens gameplay wise. (But is not balanced of course.)
On April 15 2015 00:56 ZeromuS wrote:
On April 14 2015 23:25 solidbebe wrote:
Why would you linked the tax system to worker count? Despite not making a lot of sense imo, you greatly benefit terran who can substitute scv's with mules.

Why wouldn't you link it to supply like wc3?


No one wants upkeep. Or any sort of tax system. Its very unintuitive and won't help at all.
On April 15 2015 01:08 BronzeKnee wrote:
A tax system would reduce strategic choice and variety in favor of forcing action. This article is about opening up strategic choice by not forcing expansion, so it isn't surprising the writers would be against it.

As I think TheDwf pointed out, the S in RTS is under attack here.

Either you didn't read my post or you didn't understand it. Because it has the exact same effects like Double Harvesting gameplay wise, while having more degrees of freedom and easier tuning for balancing. "tax" is just a name

Double Harvesting tries to indirectly generate a mining curve per base, why not directly implement it, without abusing flaws in the worker AI?

If you think the tax system forces the player to expand than Double Harvest would so too.

There is a big difference between decreasing the efficiency of workers as get more, and increasing the efficiency of workers as you get more bases.

'taxation' or whatever you want to call it is a global thing, so it's by definition not per base.

The first encourages you to stay on lower workers counts, the second simply encourages you to expand.


Forget taxation, because i defined it explicitly as "per base".
You're right but the system is flexible it doesn't necessary stay below the HotS curve at all. Another number example without decreasing efficiency:
Say you have 2 Hatches and 14 Workers.
Case 1
You have 14 Worker at your main. The Main displays

14/24 Worker
100% efficiency


Case 2
You split your 14 Worker to 7 workers each Hatch. Both Hatcheries display now

7/24 Worker
105% efficiency

I missed the per base part in your first post, my mistake.

If it is per base, then as far as I see it your suggestion amounts to pretty much the same thing as ZeromuS'. The main difference would be that you actually lose money in your suggestion by oversaturating. In double harvesting you only lose efficiency when oversaturating. So your suggestion is more punishing in that regard.

Yeah right because that was my goal. It's still his idea and reasons behind it. I only tried a different aproach after reading his.
Losing effeciency is the same as losing money though. The difference is DH starts at higher base rate. The same could be achieved by giving a efficiency boost for under 8 Worker per base (105% for example)

I disagree that losing minerals equates to losing efficiency. Thats only the case if you assume there are infinite resources in a map, but there arent. In some games maps get mined out completely, thats where the tax takes a big toll, by having the decreased the maximum possible available minerals.

Okay sorry now i understand what you meant. You're right, thats a point i didn't think about.
If both players mine out half the map, the player with more spread out workers gets another advantage by higher overall minerals.



Yup lots and lots of benefits to DH that open the game up a lot more in my opinion.

Even in lategame you have reason to harass longer standing bases because the minerals arent all gone (they mine slower with less than 16 if you spread them out more).
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
April 14 2015 19:11 GMT
#376
On April 14 2015 22:06 Barrin wrote:
Show nested quote +
On April 13 2015 00:52 ZeromuS wrote:
On April 13 2015 00:44 Barrin wrote:
@author of Double Harvest, can we get (A) 4 per harvest (for 4+4=8 per trip) and maybe (B) 4.5 per harvest (for 4.5+4.5=9 per trip) versions, please? super thanks!


I think this would just drop the overall income by 20% if it was 8 per trip. I dont believe mineral patches give 0.5 steps of cargo either.

It might get rounded [truncated] on a return -- though maybe not tbh -- but I am quite positive the data editor can handle 4.5 in the pocket for a return a whole 9. Knowing the editor, I wouldn't be surprised at all to learn that decimals are fully supported in resource values (even if not displayed in-game). I'll test it soon.

Show nested quote +
If you drop overall income by 20% you end up with even harsher returns on fewer bases (on 16 workers) compared to hots. Which would be far too low when comparing to the HotS curve, since Blizz wants closer to hots curve. By dropping the income to 8 you end up with a little over 100 less minerals a minute at 16 compared to standard.

It also barely increases early game income which means the early game side effect of going quicker is lost. So I think if you do that you begin to lose sight of some of the design goals of blizzard taking our goals out of line with theirs wont help us

I don't think you've fully contemplated the ramifications of these facts stated in your chart

Show nested quote +
On April 12 2015 06:10 ZeromuS wrote:
Each initial Worker Mines 38% more than their standard SC2 Equivalent.


Show nested quote +
Two base 8 worker is 24% more efficient than 16 on one base.

if you think most of its effect is in the early game.

For one, the early game hardly exists if you accelerate it so fast.

More importantly: especially under a mineral income model with a curve starting at the 9th worker, players are going to be expanding a lot of the time (at least until they don't need to anymore*). This means that even though

Show nested quote +
One base income with 16 workers is only 5% higher than current SC2 Economy with this model.

a lot (if not most) of the time the income is going to be higher than 5% (and 5% isn't really small, tbh).

Unless you go from 1 base start to full-bases-fully-saturated very quickly, we're looking at more like a 10% overall income increase. So if we want to "keep the resourcing rates similar to that of HotS", we're definitely looking at more like 9/trip instead of 10/trip.

*So when we're looking at a mining rate increase of 5-38%, we actually are looking at a situation where you go from 1 base start to full-bases-fully-saturated very quickly. So maybe it is closer to a 5% increase, but I don't think getting to full-bases-fully-saturated so quickly is what anyone actually wants.

---

Yes, I do want to slow the game down (9 per trip wouldn't do that btw). But that doesn't mean there were no points in my first reply about this system itself. I would particularly like a rebuttal to

Show nested quote +
On April 13 2015 00:17 Barrin wrote:
... The thing is: who cares about having better economy with 48(+) workers on 3(4) bases when I basically have enough income to max quickly enough on just 2(3) bases already?
...


What I'm saying is that you basically already have all the income you could possibly want in HotS model on just 3 bases already. When you already have all the income you want on so few bases, a little more income or a few less workers hardly justifies an investment in spreading yourself out even more. In a 5-38% income increase model, if you do keep expanding past that it's probably more because you have extra minerals to spare (or you're zerg and you were going to take the 4th for gas/production anyway).

Do you think people are going to want a 4th mineral mining base under 10 per trip?


All of your points I think are things we can only really answer as people play the game.

There's so little to see without gameplay happening its hard to guess at

Also the only reason 9 might not work is because I dont think you can basket 4.5 but if you could it would be cool to try since we did try 9 min with longer return times too.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
April 14 2015 20:00 GMT
#377
On April 15 2015 03:09 Whitewing wrote:
Show nested quote +
On April 15 2015 00:00 Shuffleblade wrote:
On April 14 2015 17:52 Teoita wrote:
The same can be said about the LotV economy model though. Mules are annoying because the terran is on an even more brutal clock to expand, chrono is underwhelming, while larva inject+faster thirds give Zerg enormous freedom, and keep their own "expanding clock" from being as harsh as protoss or terran.

I don't know if I agree on this, I agree that zerg might get a bit too strong since their hatch is cheap and it is also their production facility but I don't believe the macro mechanic would be the problem. You say chrono is underwhelming, it achives to a slight degree what zergs larva inject does increase worker amount early game at a more rapid speed than normal. You can also use it to go eco mode longer than you should be able too because you can take the necessary upgrades or units production later with the help of chrono boost.

Upgrades are the perfect example, take PvT, P can start their upgrades significantly later than T and instead focusing on economy (or if you so chose early aggression) and still be ahead in upgrades later on.

I believe the effect of chrono boost and how much freedom it gives to P in their build orders are greatly undervalued.


It's not undervalued, it is useful, but I actually did calculations for this paper that were left out due to brevity on the rate of return for a new expansion in the system, which assumed full chrono boost on probes (which is obviously not always going to be the case because you often want to chrono boost something else), and zerg and terran both had protoss beaten on rate of return.

Hmm I'm still kind of confused at what this actually means. Are you saying that you have compared the economy differences between how underwhelming chronoboost is as an economic booster in hots compared to lotv(with this proposed dual harvest patch)?

In hots economy chrono boost can keep up with the economy boosters of the others but with dual harvesters they can't?


I've thought that chrono boost has always been beaten by the others races macro mechanic in term of rate of return economy wise. That this is stil the case after a change to the game isn't really shocking. The strength of the mechanics are different the rate of return for one thing doesn't have to be the same for all three races. Even for terran with mules and triple CC builds they are going to be behind zerg if they let him drone and expand freely for too long, thats why pressure builds are a thing. Maybe I'm missing something or not understanding what you mean but unless the rate of return is very reduced compared to how even it was in hots i can't really see he difference to hots.
Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
Whitewing
Profile Joined October 2010
United States7483 Posts
April 14 2015 20:22 GMT
#378
On April 15 2015 05:00 Shuffleblade wrote:
Show nested quote +
On April 15 2015 03:09 Whitewing wrote:
On April 15 2015 00:00 Shuffleblade wrote:
On April 14 2015 17:52 Teoita wrote:
The same can be said about the LotV economy model though. Mules are annoying because the terran is on an even more brutal clock to expand, chrono is underwhelming, while larva inject+faster thirds give Zerg enormous freedom, and keep their own "expanding clock" from being as harsh as protoss or terran.

I don't know if I agree on this, I agree that zerg might get a bit too strong since their hatch is cheap and it is also their production facility but I don't believe the macro mechanic would be the problem. You say chrono is underwhelming, it achives to a slight degree what zergs larva inject does increase worker amount early game at a more rapid speed than normal. You can also use it to go eco mode longer than you should be able too because you can take the necessary upgrades or units production later with the help of chrono boost.

Upgrades are the perfect example, take PvT, P can start their upgrades significantly later than T and instead focusing on economy (or if you so chose early aggression) and still be ahead in upgrades later on.

I believe the effect of chrono boost and how much freedom it gives to P in their build orders are greatly undervalued.


It's not undervalued, it is useful, but I actually did calculations for this paper that were left out due to brevity on the rate of return for a new expansion in the system, which assumed full chrono boost on probes (which is obviously not always going to be the case because you often want to chrono boost something else), and zerg and terran both had protoss beaten on rate of return.

Hmm I'm still kind of confused at what this actually means. Are you saying that you have compared the economy differences between how underwhelming chronoboost is as an economic booster in hots compared to lotv(with this proposed dual harvest patch)?

In hots economy chrono boost can keep up with the economy boosters of the others but with dual harvesters they can't?


I've thought that chrono boost has always been beaten by the others races macro mechanic in term of rate of return economy wise. That this is stil the case after a change to the game isn't really shocking. The strength of the mechanics are different the rate of return for one thing doesn't have to be the same for all three races. Even for terran with mules and triple CC builds they are going to be behind zerg if they let him drone and expand freely for too long, thats why pressure builds are a thing. Maybe I'm missing something or not understanding what you mean but unless the rate of return is very reduced compared to how even it was in hots i can't really see he difference to hots.


No, I did a DID (Differences in Differences) calculation. I took the difference in rate of return that exists in heart of the swarm on an expansion, and contrasted that to the differences in this model. In other words, this model benefits zerg and terran slightly more in terms of how fast they pay off an expansion relative to protoss than the heart of the swarm model does.

That said, it's not a big difference which is why it was left out, wasn't deemed significant enough. There are too many variables to really run an effective econometric analysis on the question, so I made estimated guesses from that point. The econometric tests I did conduct demonstrate that protoss is slightly weaker in double harvesting relative to terran and zerg than they are in heart of the swarm, but not nearly as badly harmed as they are by the current LOTV model, but only around the p <.07, which is not that statistically significant.

In general, chronboost is a weaker economic mechanic than the terran and zerg equivalents. Where chronoboost shines is in researching tech: there's nothing terran or zerg can do to speed their economic research along, other than starting the research sooner, but Protoss can. So, chronoboost is weaker than the terran and zerg macro mechanic, but more versatile.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
April 14 2015 20:35 GMT
#379
On April 15 2015 05:22 Whitewing wrote:
Show nested quote +
On April 15 2015 05:00 Shuffleblade wrote:
On April 15 2015 03:09 Whitewing wrote:
On April 15 2015 00:00 Shuffleblade wrote:
On April 14 2015 17:52 Teoita wrote:
The same can be said about the LotV economy model though. Mules are annoying because the terran is on an even more brutal clock to expand, chrono is underwhelming, while larva inject+faster thirds give Zerg enormous freedom, and keep their own "expanding clock" from being as harsh as protoss or terran.

I don't know if I agree on this, I agree that zerg might get a bit too strong since their hatch is cheap and it is also their production facility but I don't believe the macro mechanic would be the problem. You say chrono is underwhelming, it achives to a slight degree what zergs larva inject does increase worker amount early game at a more rapid speed than normal. You can also use it to go eco mode longer than you should be able too because you can take the necessary upgrades or units production later with the help of chrono boost.

Upgrades are the perfect example, take PvT, P can start their upgrades significantly later than T and instead focusing on economy (or if you so chose early aggression) and still be ahead in upgrades later on.

I believe the effect of chrono boost and how much freedom it gives to P in their build orders are greatly undervalued.


It's not undervalued, it is useful, but I actually did calculations for this paper that were left out due to brevity on the rate of return for a new expansion in the system, which assumed full chrono boost on probes (which is obviously not always going to be the case because you often want to chrono boost something else), and zerg and terran both had protoss beaten on rate of return.

Hmm I'm still kind of confused at what this actually means. Are you saying that you have compared the economy differences between how underwhelming chronoboost is as an economic booster in hots compared to lotv(with this proposed dual harvest patch)?

In hots economy chrono boost can keep up with the economy boosters of the others but with dual harvesters they can't?


I've thought that chrono boost has always been beaten by the others races macro mechanic in term of rate of return economy wise. That this is stil the case after a change to the game isn't really shocking. The strength of the mechanics are different the rate of return for one thing doesn't have to be the same for all three races. Even for terran with mules and triple CC builds they are going to be behind zerg if they let him drone and expand freely for too long, thats why pressure builds are a thing. Maybe I'm missing something or not understanding what you mean but unless the rate of return is very reduced compared to how even it was in hots i can't really see he difference to hots.


No, I did a DID (Differences in Differences) calculation. I took the difference in rate of return that exists in heart of the swarm on an expansion, and contrasted that to the differences in this model. In other words, this model benefits zerg and terran slightly more in terms of how fast they pay off an expansion relative to protoss than the heart of the swarm model does.

That said, it's not a big difference which is why it was left out, wasn't deemed significant enough. There are too many variables to really run an effective econometric analysis on the question, so I made estimated guesses from that point. The econometric tests I did conduct demonstrate that protoss is slightly weaker in double harvesting relative to terran and zerg than they are in heart of the swarm, but not nearly as badly harmed as they are by the current LOTV model, but only around the p <.07, which is not that statistically significant.

In general, chronboost is a weaker economic mechanic than the terran and zerg equivalents. Where chronoboost shines is in researching tech: there's nothing terran or zerg can do to speed their economic research along, other than starting the research sooner, but Protoss can. So, chronoboost is weaker than the terran and zerg macro mechanic, but more versatile.

I see, I completely agree chrono boost is more versatile, besides upgrades you can also use it to chrono heavy units like colossus which can make their timings sharper and also make the scouting window smaller from tech to actual army gain.

Thanks for making it clear and taking the time to explain what you meant. I have to agree with you now, that this is something that needs to be taken a closer look at to make sure that protoss doesn't fall off to hard and isn't getting less incentive than the other races to expand. That could end up promoting mass two base all in metas again if the difference if the rate of return is too different between the races. Thanks for all your hardwork!
Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2015-04-14 20:41:58
April 14 2015 20:37 GMT
#380
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