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Mules and map balance

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CheeC[h]
Profile Joined August 2009
United States137 Posts
April 15 2010 01:59 GMT
#1
After playing a bunch of games during the beta and just foolin around with units and cheese i decided to start working on a concrete build, first i was trying to make a solid tvt build order. i really liked a 9 rax opening with a quick orbital command however after massing some games on ladder something puzzled me. i was trying to set some sort of concrete timings and figured, the minerals i have at 30 pop, should be close to or the same as the game before as long as there was no huge deviation or loss of units, but i was wrong. it was fluxuating, a lot.. so, after deciding the only thing that could be causing this is the mule i ran some tests. i came up with the mule having three possible outcomes in terms of summoning on top of a mineral patch.

1. the mule can return 270 minerals throughout its duration

2. the mule can return 240 minerals throughout its duration(the further away patches)

3. the mule can collect 270 minerals but only return 240( its duration runs out before reaching the command center )


i will represent these outcomes with circles over the mineral patch summoned on top of.

1 = green

2 = yellow

3 = red

Desert Oasis:

+ Show Spoiler +
Top position
+ Show Spoiler +
[image loading]


Bottom position
+ Show Spoiler +
[image loading]


Blistering Sands

+ Show Spoiler +
Right position
+ Show Spoiler +
[image loading]


Left position
+ Show Spoiler +
[image loading]


Scrap station

+ Show Spoiler +
Top left position
+ Show Spoiler +
[image loading]


Mid right position
+ Show Spoiler +
[image loading]


Steppes of war

+ Show Spoiler +
Right position
+ Show Spoiler +
[image loading]


Left position
+ Show Spoiler +
[image loading]


Kulas ravine

+ Show Spoiler +
Top Left position
+ Show Spoiler +
[image loading]


Top Right position
+ Show Spoiler +
[image loading]


Bottom Left position
+ Show Spoiler +
[image loading]


Bottom Right position
+ Show Spoiler +
[image loading]



Lost Temple

+ Show Spoiler +
Top right position
+ Show Spoiler +
[image loading]


Middle Left position
+ Show Spoiler +
[image loading]


Bottom Left position
+ Show Spoiler +
[image loading]


Mid Right position
+ Show Spoiler +
[image loading]


Metalopolis

+ Show Spoiler +
Top right position
+ Show Spoiler +
[image loading]


Middle left position
+ Show Spoiler +
[image loading]


bottom left position
+ Show Spoiler +
[image loading]


middle right position
+ Show Spoiler +
[image loading]


so obviously the yellow circles have the longest pathing for a mule to take, red being second longest and green being the shortest. this can also be applied to workers. so the income difference will be effective as soon as the game starts.

I was pretty shocked by the results i found. to my knowledge the maps seemed completely symmetrical. during a full game the positional advantage tvt on certain maps is a little bizarre. other matchups not so much of a huge factor however it will still be a noticeable mineral shortage. im curious on what the tl community thinks about this. i know positional advantages and luck based on spawn locations was in sc1 but i feel this could be an issue at high level, maybe even the lower levels.

regardless, this should help out fellow terrans out there who were just spammin mules on any mineral patch
seRapH
Profile Blog Joined April 2009
United States9813 Posts
April 15 2010 02:04 GMT
#2
i see what you're saying, but i doubt it'll have a large effect. its like the difference between mining in bw with minerals above and minerals below. you can only have 2 mules out per oc anyways, and with 2 bases you wont even be muling your main anymore.
boomer hands
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-04-15 02:16:48
April 15 2010 02:16 GMT
#3
You are awesome. Thanks so much for taking the time to do this
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Taefox
Profile Joined March 2010
1533 Posts
Last Edited: 2010-04-15 02:20:23
April 15 2010 02:19 GMT
#4
Good work dude =DDDD Awesome research
I think its so helpful with some BO like 6 Rax / 7 Rax or fast OB
@taefoxy
Marksman
Profile Blog Joined May 2009
Malaysia523 Posts
April 15 2010 02:21 GMT
#5
Good stuff! Definitely something we can use to help our early game xD
I live by the LoL
xnub
Profile Joined August 2009
Canada610 Posts
April 15 2010 02:32 GMT
#6
Ya good work but think i was mining from all these from start anyways. The green one are all the closer min patchs go fig ?
Loving the beta !! Weeeeeeee
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
April 15 2010 02:33 GMT
#7
Awesome! thanks for doing this :D
really?
Clonze
Profile Joined October 2009
Canada281 Posts
Last Edited: 2010-04-15 03:28:06
April 15 2010 03:18 GMT
#8
Thanks cheech, you're the best practice partner in the whole world.
Putting zenio on your fantasy team is almost as bad as putting him on your actual team. -Alex Smith
CheeC[h]
Profile Joined August 2009
United States137 Posts
April 15 2010 03:23 GMT
#9
On April 15 2010 11:04 majesty.k)seRapH wrote:
i see what you're saying, but i doubt it'll have a large effect. its like the difference between mining in bw with minerals above and minerals below. you can only have 2 mules out per oc anyways, and with 2 bases you wont even be muling your main anymore.


i felt the same way at first, but remember 30 minerals poof into thin air when you mule a red circled mineral and the expos have the same awkward layout for mineral returns. just seems like a burden that other races dont have to deal with and i dont see this being justified from a game design point of view. its obviously something that was overlooked during map layout. maybe this is a draw back to the mule that was intentionally created to offset the huge eco boost that a mule provides however i dont think thats the case but i will keep my mind open
SarcasticOne
Profile Joined March 2010
Australia213 Posts
April 15 2010 03:55 GMT
#10
basically its telling you which patches to mine to get FULL use of your mule

quite useful imo... get 270 rather than 240
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 15 2010 03:57 GMT
#11
On April 15 2010 11:16 FrozenArbiter wrote:
You are awesome. Thanks so much for taking the time to do this

yea, I noticed that sometimes a Mule will die with minerals in it's hands. That's kind of a big loss. Good to know stuff for terrans so they don't disadvantage themselves with mules.
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 15 2010 03:58 GMT
#12
On April 15 2010 12:55 SarcasticOne wrote:
basically its telling you which patches to mine to get FULL use of your mule

quite useful imo... get 270 rather than 240


More importantly how not to lose 30 minerals from the red patches >.<
..and then I would, ya know, check em'. (Aka SpoR)
brocoli
Profile Joined February 2010
Brazil264 Posts
April 15 2010 03:59 GMT
#13
I remember someone saying how in Scrap Station it was possible to snipe an expansion with high ground Tanks on one side but not on the other.
Maybe there's some bug with the distances ingame? Or maybe the tiles themselves are not symmetric?

Another thing that could be happening, is that the Mule speed is screwed up due to angle rounding errors: the game needs to translate the MULE's speed into X and Y speed with sine and cosine functions, and by doing so truncates both, lowering the unit's speed when it travels in specific angles.
Trump
Profile Joined April 2010
United States350 Posts
April 15 2010 08:16 GMT
#14
this is really good information. Thanks for doing the tests.

Its worth mentioning that going after the same "green" (usually middle) with the MULE is bad though, since you'll mine that patch out too fast and you'll have 1 less mineral patch to mine with your workers. I guess ideally you would drop a MULE on every separate single green space, then going on the reds. Hard memory game.
Friendship is Magic! <3
The Terminator
Profile Joined April 2010
Australia46 Posts
April 15 2010 08:49 GMT
#15
nice, now i know why my mule rushes are failing. little shits won't attack anything.
Mavkar
Profile Blog Joined February 2010
Germany592 Posts
April 15 2010 09:00 GMT
#16
I'm quite shocked with how different the starting positions can be. Of course you won't lose a match because of that, but I want it fixed.
Thank you for your work.
I'm shy and reserved, even on the internet.
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
April 15 2010 09:04 GMT
#17
It has take ages to compile! But it is great work. From what i see is really worthy to send mule to the middle patch(obviously if it is not behind other minerals match as in metalopolis)?(as a genearl rule..i suppose it is impossible to remeber all the mineral fields behaviour for all the maps )
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 15 2010 09:05 GMT
#18
I think they should edit the mule to last 1 to 1.5 seconds longer? This way it won't die en route, but not enough time to mine another?
JohannesH
Profile Joined September 2009
Finland1364 Posts
April 15 2010 09:11 GMT
#19
On April 15 2010 18:05 FabledIntegral wrote:
I think they should edit the mule to last 1 to 1.5 seconds longer? This way it won't die en route, but not enough time to mine another?

Or just make future maps only have "green" patches. Or, only red patches is an option too. Could be used conciously to balance maps too, whether you want to favor terran in that or not.
If you have to ask, you don't know.
Rodiel
Profile Joined August 2006
France573 Posts
April 15 2010 09:14 GMT
#20
u paint perfect circle !
thx btw.
TerranUp16
Profile Joined March 2010
United States88 Posts
April 15 2010 09:22 GMT
#21
Damn, amazing find.

@Trump- isn't the point that you will never want to mine reds with MULEs because you will reduce the total minerals you will mine from a patch by 30 each time you do? Or am I missing something and those minerals magically get added back to the patch?

And just general comment, this on top of that Terran players still can't rotate their buildings so there is already the positional issue of walling screwing with add-ons (not as big an issue in Brood War since the 'rax didn't have/need any add-ons).
Orders, Sir! Ready to roll out!
Hyperion2010
Profile Joined April 2010
United States122 Posts
April 15 2010 09:59 GMT
#22
On April 15 2010 12:59 brocoli wrote:
I remember someone saying how in Scrap Station it was possible to snipe an expansion with high ground Tanks on one side but not on the other.
Maybe there's some bug with the distances ingame? Or maybe the tiles themselves are not symmetric?


I know for a fact that there is a hellishly annoying light pole in the north base on scrap station that blocks a nice and proper wall in. There are also tons of other asymmetrical elements on ss, such as the fact that you can blink to the island w/o and obs from the south base but not from the north base.
My waifu for aiur!
mmp
Profile Blog Joined April 2009
United States2130 Posts
April 15 2010 11:45 GMT
#23
If you're truly worried about losing scraps of minerals in the long run, you should be using Calldown Supply.
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 15 2010 11:57 GMT
#24
There are always a few assymetries on maps as blizzard thinks (and so do I) this looks better. Most of them are pretty irrelevant of the time, this one actually matters a slight bit. All you have to do I guess is use Mule on the close patches instead of the far away ones, lategame it really won't matter.
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
April 15 2010 12:25 GMT
#25
Another thing to keep in mind is that you should spread out which patches you call down MULEs on because once it starts mining out, you'll end up with 1 less patch after awhile and less mining efficiency if you always calldown on the same patch. So these results are very helpful; players should cycle their calldowns on each green patch.

I think a solution to the red mineral problem is to have the MULE drop its minerals when it dies so that another scv can pick them up. Could also make for hilarious strategies where you drop minerals in key locations to block your opponent ;D
QibingZero
Profile Blog Joined June 2007
2611 Posts
April 15 2010 12:35 GMT
#26
The question I would now have, after this wealth of information, is whether or not it's actually worth not using MULEs on the yellow/red patches. Obviously you'll want to hit the greens first, but killing your saturation by using MULEs only on those might end up hurting you in the long run.
Oh, my eSports
QueueQueue
Profile Joined July 2009
Canada1000 Posts
April 15 2010 16:24 GMT
#27
Amazing! I hadn't even thought of this.
dangots0ul
Profile Blog Joined January 2009
United States919 Posts
April 15 2010 16:32 GMT
#28
starcraft is ALL about doing the little things
i type teamliquid into the url subconsciously... all...the...time...
CakeOrI)eath
Profile Blog Joined September 2009
United States327 Posts
April 15 2010 16:37 GMT
#29
Wow. I figured putting the mule on a closer patch could help a little bit but I never thought you'd lose that 30 min from it if it dies coming back! Thanks for taking the time for this!
Opportunities multiply as they are seized.
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 15 2010 16:38 GMT
#30
so jumping to conclusions here u wanna spread ur mules on all the green ones, not all on same green ^^

great find but i doubt ull get the same result if u redo everything
Progamerpls no copy pasterino
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
Last Edited: 2010-04-15 16:50:18
April 15 2010 16:48 GMT
#31
I thought everybody knew this?

Like, I mean, everybody figured out some paths are shorter than others, and regardless whether it was as significant (30 minerals) as OP illustrated it would be obvious enough that with shorter paths you get your minerals quicker and eventually this would lead to more minerals collected overall as the MULE has a duration.
Wut
MasterZilla
Profile Blog Joined November 2003
Sweden234 Posts
April 15 2010 16:53 GMT
#32
Interesting find. Perhaps they could make it so that if the MULE dies from timeout, the minerals it is currently holding gets added you your total anyway?

On April 15 2010 21:25 AcrossFiveJulys wrote:
I think a solution to the red mineral problem is to have the MULE drop its minerals when it dies so that another scv can pick them up.


I could be mistaken, but I think they actually had that in the original SC beta when workers died. Ended up causing too much clutter.
For Aiur! - If you reach for the stars and miss, you still might end up walking among the clouds.
MasterZilla
Profile Blog Joined November 2003
Sweden234 Posts
April 15 2010 16:56 GMT
#33
On April 16 2010 01:48 Koffiegast wrote:
I thought everybody knew this?

Like, I mean, everybody figured out some paths are shorter than others, and regardless whether it was as significant (30 minerals) as OP illustrated it would be obvious enough that with shorter paths you get your minerals quicker and eventually this would lead to more minerals collected overall as the MULE has a duration.


The issue here is that the mule carries enough minerals on each turn that if it dies in transit, you actually lose a lot of minerals that you will never get back. I.e., the total possible amount that you could mine from a base is decreased.
For Aiur! - If you reach for the stars and miss, you still might end up walking among the clouds.
ShoGi
Profile Joined March 2010
Germany38 Posts
April 15 2010 17:04 GMT
#34
very nice threat is there 1 mineralpack at which it goes all the time??

that would be awesome :D
8) iam a b9b
arcology
Profile Joined April 2009
United States92 Posts
April 15 2010 17:11 GMT
#35
I do have one concern- BW mining times were not consistent, there was some slight randomness. I'm not sure if that has carried over to SC2.
No_Roo
Profile Joined February 2010
United States905 Posts
April 15 2010 17:16 GMT
#36
On April 15 2010 12:59 brocoli wrote:
Another thing that could be happening, is that the Mule speed is screwed up due to angle rounding errors: the game needs to translate the MULE's speed into X and Y speed with sine and cosine functions, and by doing so truncates both, lowering the unit's speed when it travels in specific angles.


Yeah I wondered about this for a moment so I actually went to check, as it turns out, in UnitData.xml unit speeds are of the type double, not integer like in warcraft 3 (which was a constant source of frustration for map developers), So thankfully this is almost certainly not an issue in SC2 in any significant capacity. <3
(US) NoRoo.fighting
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 15 2010 17:20 GMT
#37
this is really fucking cool dude. we need more contributions like this!

great job!
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
CheeC[h]
Profile Joined August 2009
United States137 Posts
April 15 2010 17:25 GMT
#38
On April 16 2010 01:48 Koffiegast wrote:
I thought everybody knew this?

Like, I mean, everybody figured out some paths are shorter than others, and regardless whether it was as significant (30 minerals) as OP illustrated it would be obvious enough that with shorter paths you get your minerals quicker and eventually this would lead to more minerals collected overall as the MULE has a duration.


i agree that everyone could logically reason that the closer patches would yield minerals quicker, this is obvious. however i dont think its quite as clear that if you chose to mule the slightly further out resources 30 resources will vanish, nor was it clear ( for me anyways ) that this problem was even more complicated by spawn location vs spawn location, and finally the problem is biggest when combining this all with the tvt matchup.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
April 15 2010 17:30 GMT
#39
On April 16 2010 01:38 MorroW wrote:
so jumping to conclusions here u wanna spread ur mules on all the green ones, not all on same green ^^

great find but i doubt ull get the same result if u redo everything

Not necessarily. Remember that not only do mules mine those patches first, but other workers mine those patches faster too. You don't want to lose anything by mining a red patch, but you may want to mine yellows in order to keep up regular worker efficiency. Obviously, the most important minerals are early in the game, so you want to mine green first, but after you mine those a little, you may want to try and equalize using the yellow patches as well.
Uff Da
RoosterSamurai
Profile Blog Joined March 2010
Japan2108 Posts
April 15 2010 17:38 GMT
#40
Wow that is a crazy thought. Thanks for the info! Very useful thread.
rbkl
Profile Joined March 2010
772 Posts
April 16 2010 15:22 GMT
#41
Are you sure the number 2 and number 3 should be switched? Seems like the Reds are further than yellows.
www.check6gaming.com // www.iugaming.com ** Indiana's Premier Gaming / Starcraft Community **
DeCoup
Profile Joined September 2006
Australia1933 Posts
April 17 2010 00:45 GMT
#42
If you only mule the green patches they will be mined out much faster than the others and lower your income rate for the remaining minerals.
Are you sure that is worth it? If you did think that was worth it because you avoid mineral loss then wouldn't you consider supply drop better than mule anyway because it mule is only faster income, whereas supply is an actual gain of 100 minerals over the term of a base?
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Piousflea
Profile Joined February 2010
United States259 Posts
April 17 2010 01:21 GMT
#43
This should be a simple fix, if the MULE has less than X seconds remaining on its life then it should not be able to start mining.

I think it's interesting that the rate of mineral (and also gas, although this wasn't covered in the OP) mining can differ from location to location. Isn't it true that in WC3, the harvesting speed of Peons changes very slightly depending on the position of the gold mine so that Gold income is always the same (equal to wisps or acolytes) regardless of where the gold mine is placed? I think that at least vespene gas should work that way.
Seek, behold, and reveal the truth
heyda
Profile Joined April 2010
United States7 Posts
April 17 2010 03:13 GMT
#44
On April 15 2010 12:18 Clonze wrote:
Thanks cheech, you're the best practice partner in the whole world.


Yo, if you want to play and talk to someone sometime just jump up a few vent channels I'm sure me, vec, or dan (anti) will want to play
Guc
Profile Joined April 2010
Australia28 Posts
April 17 2010 03:17 GMT
#45
So are all vespene geasers the same or is there a red / yellow whilst minning with normal miners?
CORN! I ATE NO CORN
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
April 17 2010 03:18 GMT
#46
awesome job!
FeiLing
Profile Joined March 2011
Germany428 Posts
June 26 2011 07:09 GMT
#47
On April 15 2010 10:59 CheeC[h] wrote:
1. the mule can return 270 minerals throughout its duration
2. the mule can return 240 minerals throughout its duration (the further away patches)
3. the mule can collect 270 minerals but only return 240 (its duration runs out before reaching the command center)

i will represent these outcomes with circles over the mineral patch summoned on top of.

1 = green
2 = yellow
3 = red

Metalopolis

middle left position
[image loading]

middle right position
[image loading]

I was pretty shocked by the results i found.


Wow... that is absolutely shocking and requires some new research (also for more current maps). I mean are you kidding me blizzard? I don't know what to say apart from: WTF??!

PS: I also think they should re-time a mule (either life span or collecting rate) by a very minor factor, so that it will never (neither on far nor close patches) gather minerals and die while holding them.
indo
Profile Blog Joined July 2004
United States100 Posts
June 26 2011 07:19 GMT
#48
what if they dropped minerals, and u had to send a worker to pick them up.. like how u could pick up a doodad in bw

ahh reminds me of scv football
Gaspa
Profile Joined February 2011
Brazil109 Posts
Last Edited: 2011-06-26 22:32:11
June 26 2011 21:48 GMT
#49
Yeah, I was redirected here from a new post on the subject. It would be nice if someone could take their times to update this info (even on the old maps, since there's been changes to mining and MULEs in the patches).

(edit: typo)
"I cannot believe you were stupid enough to be offended by what I said" -- A. Schoenberg
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