• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:45
CEST 19:45
KST 02:45
  • 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
HomeStory Cup 27 - Info & Preview15Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6Code S RO8 Preview: herO, Zoun, Bunny, Classic7
Community News
FEL Cracov 2025 (July 27) - $8000 live event11Esports World Cup 2025 - Final Player Roster12Weekly Cups (June 16-22): Clem strikes back1Weekly Cups (June 9-15): herO doubles on GSL week4Firefly suspended by EWC, replaced by Lancer12
StarCraft 2
General
The SCII GOAT: A statistical Evaluation HomeStory Cup 27 - Info & Preview Hybrid setting keep reverting. Esports World Cup 2025 - Final Player Roster HSC 27 players & groups
Tourneys
HomeStory Cup 27 (June 27-29) FEL Cracov 2025 (July 27) - $8000 live event $200 Biweekly - StarCraft Evolution League #1 SOOPer7s Showmatches 2025 RSL: Revival, a new crowdfunded tournament series
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady Mutation # 476 Charnel House
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Soma Explains: JaeDong's Defense vs Bisu NaDa's Body BW General Discussion ASL20 Preliminary Maps
Tourneys
[Megathread] Daily Proleagues [ASL19] Grand Finals [BSL20] ProLeague Bracket Stage - WB Finals & LBR3 [BSL20] ProLeague Bracket Stage - LB Round 4 & 5
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread What do you want from future RTS games? Beyond All Reason
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread Social coupon sites
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
NBA General Discussion 2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Game Sound vs. Music: The Im…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1344 users

[MOD]Economy - Hot Mineral Harvesting - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 All
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2015-06-30 21:21:15
June 30 2015 21:19 GMT
#41
I like the idea even more than DH I must say. Looks clean, simple. Still not sure it has much effect in real games (like with DH), but I think it's worth implementing anyway. But I'm still disappointed there is no attempt at making this kind of models interact with LotV-type mineral distributions, which are, in my humble opinion, definitely here to stay, if I'm reading Blizzard correctly.
Any model that doesn't even attempt to cooperate with LotV's current goals is bound to fail.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
June 30 2015 21:31 GMT
#42
The thing is that any system proposed until now by Blacklilium or anyone that knows what are the problems will work with LotV. That's a given ZenithM

Also lilium, my big gripe with DH/TH and this new system that you are proposing is that there are too many of them, we need to sum everything up into a single system that complies with that Blizzard wants. And that means maybe accelerate the income rate of the first 8 workers compared to the next 8 so players are more encouraged to expand.

We have two ways to go, simply copy the HotS income rates and add worker pairing based on these numbers (DH9) while keeping LotV mineral lines and the ~12 worker start or create a new-ish system that increase the relative income difference between the first and second workers even more than DH9 (~DH10 maybe), so players are encouraged to expand more.

Davy has said that he wants more aggressive expanding, lets give him that.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2015-07-01 04:57:45
July 01 2015 04:40 GMT
#43
A while ago, when FRB was in discussion, I had done some exploration of alternative mineral placements. Having some of the patches be significantly farther away instead of only having a single hex of variation created a curve.

+ Show Spoiler [Example Layout and Income Curve] +

[image loading]
This gave way too much income off of a single base, but that's understandable given that there are 12 patches total.
Also note that the layout of them is not very aesthetic but that can be varied.
[image loading]


The point being that we have a ton of options that create the curve that we want. unless blizzard explicitly does not want a curve (it would be really nice if we could ask this), there's no way we won't be able to come up with a system that they're okay with.

Rather than asking about a single system, ask them what their goals are and if they understand why we want an income curve, and whether they are okay with it given some requirements.

For example, their issue against DH was that the income advantage for having 4 bases instead of 3 was 20% more, which they thought was too much. If they would rather that it was only 10% more, then we can tune the numbers (or layouts) to match that.
BlackLilium
Profile Joined April 2011
Poland426 Posts
July 01 2015 18:46 GMT
#44
On July 01 2015 06:31 Uvantak wrote:
Also lilium, my big gripe with DH/TH and this new system that you are proposing is that there are too many of them, we need to sum everything up into a single system that complies with that Blizzard wants. And that means maybe accelerate the income rate of the first 8 workers compared to the next 8 so players are more encouraged to expand.

While there are two economic system I made, HMH is a straightforward improvement over DH. I see no reason to choose the latter over the former. So, ultimately, there is only one economic system that I am proposing at any given time.

Naturally, the economic system changed and evolved over time. It is a result of maintaining the project, rather than "fire and forget". People make valuable comments, raise concerns, and if I see a way to resolve it - I try to implement it.

It's hard to understand what Blizzard wants, when their statements contradict each other. Initially they claimed DH was too extreme, and then that it is too weak. Still, HMH is a response to it in two ways:
  • Treating the second Blizzard comment as the valid one - HMH gives a higher efficiency drop in 9-16 range, making the system more pronounced.
  • Reading the comments of Blizzard as "we don't really know" - HMH is also an answer. It is much easier to tune numbers in HMH as it was in DH. If you tell me now, that "75% efficiency is too low, and we need 78.65231%" in 2 minutes I can give you an updated version of HMH meeting this requirement . Same, if you tell me that initial harvesting should be more efficient.


At this point however I think LotV economic system is set in stone is not going to change. They are in the process of balancing the game around it. However, it should be pointed, that once LotV hits the shelves HMH will not become less relevant!

I think the HMH itself is good where it is, but requires balancing of other aspects of the game around it. That is much harder job to do. I am planning to try doing just that, but I will need much more help from your side.

Davy has said that he wants more aggressive expanding, lets give him that.

If that is the only goal - why not simply reduce the cost of Nexus/CC/Hatchery?
[MOD]Economy - Hot Mineral Harvesting
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
July 01 2015 23:19 GMT
#45
On July 02 2015 03:46 BlackLilium wrote:
Show nested quote +
Davy has said that he wants more aggressive expanding, lets give him that.

If that is the only goal - why not simply reduce the cost of Nexus/CC/Hatchery?

I'm not convinced all three of them need to be cheaper, but the Nexus could probably use a bit of a once-over. Maybe also a slightly quicker build time, or some mechanic that gives it shield armor while constructing. Yes, it's a bit band-aidy, but it's an area that Protoss needs attention in.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-07-03 05:32:19
July 02 2015 21:14 GMT
#46
Some of you are raising an issue that when an economy mod is significant enough, you have to balance the rest of the game around it. DH games, for example, have shown that either the overall income is too low, or cheese can become hard to scout making the game coin-flippy.

For that reason, I am taking on this much harder task. With HMH as the starting point I would like to build a game around it. But I can't do that without you!
http://www.teamliquid.net/forum/sc2-maps/489163-project-starcraft-improved
[MOD]Economy - Hot Mineral Harvesting
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2015-07-02 21:26:43
July 02 2015 21:26 GMT
#47
I hope you meant to write "I cant do that without you!".
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-07-03 05:33:08
July 03 2015 05:32 GMT
#48
On July 03 2015 06:26 RoomOfMush wrote:
I hope you meant to write "I cant do that without you!".

Ooups.... of course that's what I meant!
Fixed.
[MOD]Economy - Hot Mineral Harvesting
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
July 09 2015 08:27 GMT
#49
http://www.teamliquid.net/forum/viewpost.php?post_id=23382287
http://www.teamliquid.net/forum/viewpost.php?post_id=24086804

I think this idea is cool because I had mentioned the idea in both your double harvesting thread, and in Zeromus's thread, which, by the time I got to that thread my post was lost in the sea of responses. I think it is great you came up with an implementation for it, and found what seems like a pretty balanced approach (I haven't fully digested your numbers yet, so I don't know how close they match some of what I had worked on). I'm not trying to be a d!ck about it, but I'd like to be acknowledged at least for fueling the idea (you can look back at your PM's to see that you told me you thought this would be too hard to implement ... and now here it is).

To that end, I'd like to give a shout out to Qancakes, the creator of Kobold Tribes who gave me the idea of this implementation, basically applying a "buff" at mining time. I knew it would only be a matter of time before someone else came up with the same solution ... which is why I was willing to pay someone who knew the data editor to collaborate on it. Oh well, maybe next time...
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-07-09 09:12:18
July 09 2015 09:10 GMT
#50
HypertonicHydroponic, with all respect to your idea I think it is very different. Here are some problems I had, and still have with your approach:

  • Your model puts a saturation point at 3 or even 4 workers. That's a lot of workers, effectively putting a soft cap at 1-2 bases and making 3-rd only optional. The model would work reasonably if the number of mineral patches per base was reduced tremendously.
  • You propose decreasing harvest time for completely different reasons to why HMH harvest time is altered. Your approach assumes that for every X workers (X in [2..5]), there is always 1 mining, but with more workers in the queue its mining time is reduced and returns less minerals.
    The original HMH didn't touch harvest time, and its further interaction did it only because of the integer nature of minerals.
  • Your suggestion assumes multiple (around 4 or 5) different states of minerals. That is much harder to implement.
  • I think the solution might fit Warcraft 3 harvesting better than Starcraft 2 as there is a single source of gold per base. I imagine that Kobold Tribes (never heard of it) is very different in terms of resources and bases.
  • Finally, you never even attempted to implement your approach. Not knowing the editor is not an excuse. When I started working on Double Harvesting mod, I also touched the SC2 editor for the first time, besides mapping. Since then I learned a lot by experimenting and checking how things are done in Standard as well as other mods, such as Starbow.


HMH was created as a solution to problems of Double Harvest, while having more degrees of freedom for economy balancing. It was not a result of fiddling with Kobold Tribes economy or your idea. If there is any dependency, I am afraid the connection is very very thin.
[MOD]Economy - Hot Mineral Harvesting
MaximilianKohler
Profile Joined August 2011
122 Posts
July 25 2015 23:35 GMT
#51
This sounds really good. Any plans on some showmatches?
masters zerg
Prev 1 2 3 All
Please log in or register to reply.
Live Events Refresh
HomeStory Cup
11:00
XXVII: Day 1
TaKeTV 2951
ComeBackTV 1121
CranKy Ducklings421
IndyStarCraft 378
3DClanTV 102
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 378
ProTech74
MindelVK 20
mouzHeroMarine 13
UpATreeSC 10
StarCraft: Brood War
Britney 34305
Rain 3137
Calm 2807
Horang2 1250
Hyuk 553
hero 108
soO 22
Aegong 17
ajuk12(nOOB) 16
Movie 13
[ Show more ]
HiyA 11
ivOry 6
Dota 2
Gorgc8478
qojqva2312
Counter-Strike
fl0m1672
flusha316
Super Smash Bros
ArmadaUGS119
Mew2King110
Heroes of the Storm
Liquid`Hasu281
Khaldor225
Other Games
Beastyqt623
crisheroes351
KnowMe225
Trikslyr52
QueenE44
ZombieGrub19
Organizations
Dota 2
PGL Dota 2 - Main Stream30844
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• IndyKCrew
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• intothetv
• Kozan
StarCraft: Brood War
• blackmanpl 8
• 80smullet 5
• ZZZeroYoutube
• STPLYoutube
• BSLYoutube
Dota 2
• WagamamaTV419
League of Legends
• Nemesis6766
• Jankos2557
• TFBlade1123
Other Games
• Shiphtur368
Upcoming Events
HomeStory Cup
17h 15m
CSO Cup
22h 15m
BSL: ProLeague
1d
SOOP
1d 15h
SHIN vs ByuN
HomeStory Cup
1d 18h
BSL: ProLeague
2 days
Replay Cast
3 days
Replay Cast
3 days
WardiTV European League
3 days
The PondCast
4 days
[ Show More ]
RSL Revival
5 days
WardiTV European League
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Rose Open S1
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
HSC XXVII
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.