• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:03
CET 06:03
KST 14:03
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA16
StarCraft 2
General
SC: Evo Complete - Ranked Ladder OPEN ALPHA Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge RSL Season 3: RO16 results & RO8 bracket RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
Data analysis on 70 million replays 2v2 maps which are SC2 style with teams together? BGH Auto Balance -> http://bghmmr.eu/ soO on: FanTaSy's Potential Return to StarCraft A cwal.gg Extension - Easily keep track of anyone
Tourneys
[BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Path of Exile Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1377 users

Resources per Cell - Page 4

Forum Index > Legacy of the Void
Post a Reply
Prev 1 2 3 4 All
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 20 2015 15:04 GMT
#61
On May 20 2015 12:50 Gfire wrote:
I think there's a problem where worker production from all the bases is taken out of the equation. If we give players more bases so they have more places to defend, it results in them building workers much more quickly, and I think the late-game income levels are reached too quickly. The 12 worker start contributes to this as well, even though it's cutting out time of being on lower base counts which does the same thing as making expansions easier to take.

If you keep players on lower worker counts it means that building an expansion will be a decent investment as you will actually be building workers out of it. I feel like the entire expanding game and a lot of the strategic decision making falls apart when you get enough workers. Do others agree?

So concerning maps... Do we need to make sure the bases are very harassable, even if easy to take, so that workers killed is higher to make up for higher worker production? It feels bad to have workers still cost 50 if they're expected to die though. Having more bases essentially makes available worker build time a more plentiful resource, so the obvious clean solution would be to increase worker build time. Not something that can be done with just maps.

My response to this would be that this is why it's very desirable to have an economy system that provides income for triple and even quadruple workers on a patch. Heavy saturation should give income returns (though inefficient). This is another way of rewarding expansions without making parts of the game dead limbs (worker production capacity).
Comprehensive strategic intention: DNE
frostalgia
Profile Joined March 2011
United States178 Posts
May 20 2015 15:56 GMT
#62
On May 20 2015 23:53 Gfire wrote:
Show nested quote +
On May 20 2015 22:39 BaronVonOwn wrote:
On May 20 2015 18:43 frostalgia wrote:
Gfire, I would say the obvious answer to that would be to make full saturation require less workers per base. Just going from 16 to 12 would make a difference in all the right places.

Interestingly, this would mean that players start with full (mineral) saturation if we keep the 12 worker start. I think this would make the game more noob-friendly, while the lower income per base means you'll be rewarded with better macro if you expand more aggressively. Right now 3 bases (24 patches) is considered a healthy economy, but with 6 patches you'd need 4 bases to replicate that economy. I would prefer a system where you are rewarded for expanding rather than punished for not expanding.

Well yes, with more expected bases having only 6 patches per base makes a lot of sense. Still, it seems like you'd need to do something like decrease the cost from 400 to 300 for an expo and decrease the production speed of workers at each expo to keep everything in line, just spread over more locations. In fact, maybe Sc2 was designed on the older maps with quite a low base count, so we're already suffering from more bases than intended and therefore quicker reach of ideal worker supplies than seems reasonable. Reducing patches per base has no effect on the abundance of worker production time in a world where you have more bases than the game was designed for.

I don't think it's necessary to make bases cheaper. For one, this would favor Zerg with their tendency to get Macro Hatches. Just increasing the supply each base provides already makes them more worthwhile, and I actually like the idea of a player being slightly punished for not protecting their base once it's built.. which already is the case. If you cancel while it's being built, it's still not a huge loss.

I definitely think the 100/60 model punishes players for not expanding faster, but this 6 patch/base model would not. Your base would take just as long to mine out as it does in HotS, your income rate would just be slightly lower. So expanding faster rewards you by increasing your mineral income, but it doesn't inherently punish for not expanding fast like the current LotV model. (Of course, you'll still have to keep up with your opponents expos, which should remain the deciding factor as to when to expand.) The income rate is what I think makes things really interesting, as your gas income should be able to keep up with your mineral income throughout most of the game.

Remember, the only thing that would change is the mineral income rate, not necessarily the amount of minerals. You'll mine bases slower with 6 patches per base/1500 minerals in all patches. This means you will need to keep army spread out over 4 bases, as it will take longer to mine them out. Right now, you mine bases so fast there's hardly ever a need to spread out over more than 3 bases.

Also, if we started with 9 workers instead of 12 (and 200 minerals instead of 50) it would mean you'd be slightly less than full saturation right away on your main.. around the same as it is now. It might even prove to be more favorable to instantly fast expand if you only have 6 patches as well, but it wouldn't be necessary. What it would really do is cause players to stay at a base for the same length of time as they do now in HotS, but it would also mean they'd have to take more bases faster throughout the game.
we are all but shadows in the void
usethis2
Profile Joined December 2010
2164 Posts
May 23 2015 04:53 GMT
#63
If the new worker numbers turn out to have zerg-bias, then it has to be dealt with by tweaking the numbers, such as starting worker count, number of supply supported by a hatchery, number of larvae available at the beginning of the game, etc.

Making the maps more turtle-friendly is a totally bone-headed move that completely goes against what Blizzard set out to achieve with the new economy model. To be frank, I find the two "solutions" (tighter but open bases or spread-apart but closed bases) suggested by the OP quite a disingenuous and dishonest attempt to hide her/his bias towards turtle play.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2015-06-01 00:51:09
June 01 2015 00:35 GMT
#64
--- Nuked ---
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-06-01 07:34:34
June 01 2015 07:33 GMT
#65
On June 01 2015 09:35 Barrin wrote:
Bases being closer together does not necessarily mean that maps will be more turtle-oriented. You can reduce the turtle-factor by increasing the # of attack paths into a base, the openness of these attack paths, adding more surrounding air space, putting high ground nearby, reducing rush distance, etc, etc.

When I say the above, half of you are worried that aggression will be too strong (it's already pretty strong in LotV), and when I say "bases closer together" the other half of you are worried that there will be too much turtle.

Let me stress this again: it is up to mapmakers to find a new proper balance between too much aggression and too much turtle. I happen to be a pioneer in helping mapmakers understanding what makes maps aggressive or turtley (see: Circle Syndrome); there is a very wide acceptable range, and I believe that all map pools should feature both ends of the spectrum.

Adding more bases and proportionally increasing the vulnerability of bases does not make for an identical game, btw. You will see more (non-fatal) action with this alone.

When you assume that the bases must be closer together, that wide acceptable range diminishes. It is not so wide anymore.
I fear it will be easy to miss the balance and either make the map turle-friendly or aggression-friendly. As a result we get opinions from various people with a seemingly contradicting statements.

Densier bases also imply that you don't have to be so mobile in order to defend all of them. This may indirectly buff mech play, but also turtle play. It also reduces the significance of map control: you can sit happily on your 3 bases and then slowly push towards the next expansion which is few inches away...
Naturally, making map more open is a partial solution to it. But if a base is too close to another, having multiple attack paths won't be that strong anymore. It's because you can defend one base from the another. One base acts as a safe "anhor" to defend the other from or mount a counteroffensive.


[MOD]Economy - Hot Mineral Harvesting
Prev 1 2 3 4 All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 57m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 210
NeuroSwarm 151
StarCraft: Brood War
Calm 4006
Shuttle 1180
Leta 251
Noble 22
Bale 13
Icarus 6
Dota 2
monkeys_forever370
League of Legends
JimRising 841
Counter-Strike
Coldzera 1585
Super Smash Bros
Mew2King60
Heroes of the Storm
Khaldor117
Other Games
summit1g19662
C9.Mang0294
ViBE152
Organizations
Other Games
gamesdonequick578
StarCraft: Brood War
UltimateBattle 103
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Hupsaiya 101
• Adnapsc2 4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1319
• Lourlo783
Upcoming Events
OSC
3h 57m
Wardi Open
6h 57m
Monday Night Weeklies
11h 57m
OSC
17h 57m
Wardi Open
1d 6h
Replay Cast
2 days
Wardi Open
2 days
OSC
2 days
Tenacious Turtle Tussle
2 days
The PondCast
3 days
[ Show More ]
Replay Cast
3 days
OSC
4 days
LAN Event
4 days
Replay Cast
4 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Replay Cast
6 days
Liquipedia Results

Completed

SOOP Univ League 2025
RSL Revival: Season 3
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
META Madness #9
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.