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A saturation-based discussion on workers' inherent intelli…

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green2000
Profile Joined October 2009
Peru79 Posts
January 10 2010 19:18 GMT
#61
I think starcraft 2 is a new game and this make the game a lot of fun with this new thinking on resorces, i like it
Fenix all the way!
tedster
Profile Joined May 2009
984 Posts
Last Edited: 2010-01-10 19:46:01
January 10 2010 19:45 GMT
#62
The big issue isn't that it's different - it's that it reduces the strategy surrounding expansions and resource management in several noticeable ways. Since your income will now translate fairly linearly to (# of workers * N) instead of scaling down after the first set of workers/patch, expansions simply serve to increase the total number of workers that can mine at once rather than increasing the efficiency of existing workers. It makes expansions less useful and encourages rushes and early aggression, while cutting down on a few interesting decisions in base-building and resource management.

I am fine with changes to worker AI and saturation - it's the completely linear progression that I'm not a fan of. As opposed to "new thinking" that you described, it's really looking to mean "thinking less".
the last wcs commissioner
LF9
Profile Joined November 2009
United States537 Posts
Last Edited: 2010-01-16 12:18:52
January 16 2010 12:07 GMT
#63
If total saturation could be reached with a static 2 workers per mineral patch, it would lead to a serious dropoff in required macro in the same vein as WC3; 5 workers per gold mine, period, and anything further is wasteful. Granted the number for an entire base or expansion would be much higher than 5, but a player would still find himself counting the mineral patches, multiplying by 2, and making that number of workers his limit for mining minerals from that expo. It would create yet another skill ceiling in a game that appears to be full of them already. I hope this is not the case. Although if it were, it would make expanding more crucial, as it would be even harder to fight with 1 base vs. 2 or 2 base vs. 3 than it already is. It would probably clean up gameplay a bit if I were honest with myself, but at the risk of making it too linear.

I do disagree, as I said, with your claim that it would make expanding LESS useful. If both our mains had, say, 10 mineral patches (just for the sake of argument), we could both agree that the ceiling for mineral mining is 20 workers on minerals for each player. If the ceiling were not an absolute 20, I could continue on to 25, even 30 workers from my one base after you expand, and perhaps hit you with some sort of timing push before your second base really kicks in and gives you an insurmountable advantage. But with total saturation at 2 workers per patch, I would have to stop at 20 works and be forced to either attack as soon as you expand, or expand with you, because continuing to make workers beyond the initial 20 would be completely pointless.

The upside of this, however, is that we would be seeing MORE expansions (most likely). With a sort of "cap" on the number of workers mining minerals just like there currently is with gas, as soon as you reached that cap, you would be motivated to expand. This could lead to something not often seen in SC, but commonly seen in games like C&C3; fighting over a single expansion, not because of a tactical position it holds, but because both players NEED the resources. In SC, most maps have enough expansions "designated" to either player that the game is decided before any given player has exhausted all of "his" expansions and has to try to kick his opponent off of one of their own just to continue production. Imagine if in SC2, to get comparable production to what you would in SC1, you had to have 5 bases to every 3 you would have in SC1. On a map with only 10 "bases", after your 5th, to keep macroing up, you would have to attack one of your enemy's bases or fight for one he hasn't taken yet, not to kick him off of it, but because you actually NEED it yourself. It would be like playing SC on a map where each player has only a main and a natural, and there is a neutral base in the center. Obviously for SC this wouldn't be balanced, but it is the principle I am trying to get at. Both players would find themselves funneling units into the center in an earnest attempt to secure the base. The fight would not be a fight just for the sake of it, but a fight over the one expansion to tip the scales; whoever is forced to retreat will do so knowing he will be forever at a disadvantage, economically speaking. This would be an interesting mechanic and, I argue, unique to SC because of the large number of bases usually available in the original game. A situation of both players fighting over an expansion, where both players have an equally strong intention of actually taking the expansion and making full use of it after the fight is over, is something somewhat unfamiliar to SC that is seen in many other games, and would add something interesting to SC2. It might add other inherent problems, just as skewing games in the favor of races that have comparably stronger early-game, or making it more difficult for those like Zerg, who simply need more bases than the other, but all of these balance issues could likely be worked out with clever map-making, as was and is the case in SC.
tedster
Profile Joined May 2009
984 Posts
Last Edited: 2010-01-18 03:25:33
January 18 2010 03:24 GMT
#64
On January 16 2010 21:07 LF9 wrote:

I do disagree, as I said, with your claim that it would make expanding LESS useful. If both our mains had, say, 10 mineral patches (just for the sake of argument), we could both agree that the ceiling for mineral mining is 20 workers on minerals for each player. If the ceiling were not an absolute 20, I could continue on to 25, even 30 workers from my one base after you expand, and perhaps hit you with some sort of timing push before your second base really kicks in and gives you an insurmountable advantage. But with total saturation at 2 workers per patch, I would have to stop at 20 works and be forced to either attack as soon as you expand, or expand with you, because continuing to make workers beyond the initial 20 would be completely pointless.


You're missing the point of why this discourages expansion: expansions would still produce approximately the same "additional" boost to economy over time, but the immediate impact of an expansion would be less. This translates to a larger timing window to punish an expansion and a longer period of time before the expansion gives you a significant econ edge.

It's not that expansions will be less valuable (in the mid-lategame, they might be more valuable since it is easier to fully saturate an expo) - it's that expanding is significantly riskier as an early-game prospect (since it has less immediate impact and a larger window of weakness), which encourages fast, early, repeated engagements in the style of Broodwar ZvZ, which a lot of people hate.
the last wcs commissioner
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
January 18 2010 04:01 GMT
#65
On January 10 2010 09:22 ProoM wrote:
Show nested quote +
On January 01 2010 10:51 errol1001 wrote:
In Starcraft, there is no clear 'optimal' number of miners per mineral patch.
Thoughts?

Yes there is, it's 3. 24 workers on 8 mineral patches is considered the best/most efficient saturation :}.

wrong, it depends a lot on the mineral formation, distance from HQ, and also positioning in relation to HQ because the sides are larger on some sides. So it varies from map to map and location to location on each map. Hell even race and upgrades(lair/hive) play a minor role.
I've always used 2.5 workers but I still overproduce in order to maynard. (good example is the side minerals on bloodbath , you can put 9 on them if you want but 8 is optimal 2.5x3 = 7.5 (round to 8).
..and then I would, ya know, check em'. (Aka SpoR)
LF9
Profile Joined November 2009
United States537 Posts
Last Edited: 2010-01-18 09:54:25
January 18 2010 09:51 GMT
#66
Saying "maynard" instead of transfer is so annoying. Imagine if every time someone made a dropship they called it a "Boxer" and so on and so forth.

Anyway, just because there would be somewhat of a ceiling, if you are planning on a fast expand, you can still make the extra workers and let them mine anyway while you wait for the expansion to finish. I don't think this change would really punish expanding like you say, and it certainly wouldn't turn all the matchups into ZvZ.
tedster
Profile Joined May 2009
984 Posts
January 18 2010 16:40 GMT
#67
Why not? It's an objective fact that BW expos have a large, immediate, nonlinear % boost to economy almost as soon as they go live, whereas in SC2 that gain will be linear and smaller as a total % of economy.

Furthermore, with macro mechanics online at the main base, this % figures to be even smaller than what we're discussing at the moment.

The math is there - if both the first and second set of workers are equally efficient, adding an expo before reaching oversaturation won't have as big an economic impact unless you can build an abundance of idle SCVs to quickly transfer over.
the last wcs commissioner
Infie
Profile Joined January 2010
Netherlands59 Posts
January 21 2010 17:21 GMT
#68
doesn't this mean that if you want to mine optimally you should put your first 6 workers on the 3 closest patches and after that you should add 2 workers to the then nearest patch after that and so on?

also i think the nonliniear mining in BW is overestimated by most In this topic. as this picture shows the mining proces in BW is also liniear up to 2 workers per patch

[image loading]

you can find the whole tread here

the pathfinding issues in BW kick In if you keep adding workers beyond 2 workers per patch. it will still change the gameplay somewhat. because if your base gets satured faster it becomes less viable to use one base strategies.

another change is that if your FE is destroyed it will be harder to come back because the workers you have build from your expo are less useful because you can't keep adding workers to your main. If your opponent is able to contain you and get an expension running he will soon be able to outproduce you. but wasn't that the case in BW anyways?
tedster
Profile Joined May 2009
984 Posts
Last Edited: 2010-01-21 23:39:00
January 21 2010 23:25 GMT
#69
That's not linear at all, though. It's near-linear function for workers already beyond the 1-per-patch base saturation. But with 9 total workers, we are seeing ~3k/5 mins, as opposed to ~4500/5 mins at 18 workers (2/patch).

That second set is 50% less productive than the first and thus should be transferred. Check out the statistics at http://www.teamliquid.net/forum/viewmessage.php?topic_id=93343 for more info on the productivity spike.


Also your main being saturated faster actually makes 1-base strategies more viable, since you have more money faster to bust any sort of quick expo attempt, even after they get their expo up and are making back the money they spent. Furthermore, the macro mechanics give you an additional boost to your main base economy that have to be replicated at your expo in some way to gain the same level of returns.
the last wcs commissioner
ix
Profile Joined July 2003
United Kingdom184 Posts
Last Edited: 2010-01-26 18:53:15
January 26 2010 18:40 GMT
#70
It wont make a huge difference, 2 workers only saturate optimal patches and I think it will be the same in SC2. A single worker on an optimal patch can mine about 72 minerals per min in SC and a sub-optimal patch generates less. The maximum a patch can produce in one minute (Fastest) is about 140 so optimal patches, of which there will be 2 to 3 on a standard 9 minerals base require 2 workers and the rest require 3, in theory you can saturate a Python main with 24 workers, in practice you need 27 due to wandering. Wandering makes a slightly random mess of the mineral gathering numbers between 23 workers and 27 to 28, depending on the mineral layout, with gaps seeming to help reduce wandering. Wander can cost you up to 200 minerals per minute and can take up to 5 minutes to settle down if there are sufficient workers to saturate. If there aren't then it never will. Workers who do not wander will not move much to reach unused patches, as a result the efficiency might be slightly lower as they will just sit in place waiting for the current patch to become available. So it's not clear how the SC2 curve will go, it will top out sooner but you will still want some workers for Maynarding (interestingly it may be worth using distance mining with the excess workers in SC2 while in SC it's too much of a risk of destabilising your workers into wander mode) and may produce less below saturation and above 2 per patch.

Yes there is, it's 3. 24 workers on 8 mineral patches is considered the best/most efficient saturation :}.


No, 3 workers per patch will completely saturate it once wander settles down, which happens quite quickly on 8 and 7 mineral bases as far as I've seen. In theory fewer workers will work but it depends on the exact dynamics of the minerals in a way I don't understand, you can rarely remove more than 1 and removing a builder in this state would destabilise the workers into wander mode, costing you a lot of minerals.

2 workers per patch only generates 70% of the minerals generated by 3 workers per patch and the magic 2.5 per patch people refer to is important on 9 mineral patches at least because this is a strange point where bad wander sets in. 22 workers usually generates MORE than 23 due to wander. Round your 2.5 down if you want to use this rule of thumb. If you're Protoss with a stable 27 worker main saturation it might be worth having a builder probe or to take probes to build from the natural as on bad spawns (9 o'clock Python) it can take up to 5 minutes for the wandering caused by removing and returning probes to settle down, costing you 200 minerals per minute.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
January 26 2010 19:32 GMT
#71
from limited PAX experience, harrass is alive and well. Because the game is so un-figured-out, it's very similar to early BW, very fast and brutal games. In my beta-key winning game I essentially won it with a muta harass, which easy dropped him off economically. Because macro is easier, nobody has a bank of money they can fall back on to replenish workers, also, because of what is mentioned, where you don't have more workers then the optimal at each expand, you don't generally have extras to transfer back to a harassed expand. All together, this means that after a harass you have the choice of trying to recover your econ, or making more units, giving the opponent an amazing attack window while you get your economy back in swing.
Zack1900
Profile Joined January 2010
United States211 Posts
Last Edited: 2010-01-27 03:29:37
January 27 2010 03:29 GMT
#72
Maybe the danger of harass will scare people into either keeping a small amount of resources in reserve for remaking workers or making extra workers so they can transfer them back when they have dealt with the harass(assuming of course there is an expo).
flag
Profile Blog Joined July 2007
United States228 Posts
February 01 2010 16:32 GMT
#73
I think it will add a little depth to the game because you will have to plan worker creation better as opposed to just following the SC1 rule of thumb, always make workers.
phyvo
Profile Blog Joined April 2009
United States5635 Posts
February 01 2010 17:31 GMT
#74
On January 27 2010 12:29 Zack1900 wrote:
Maybe the danger of harass will scare people into either keeping a small amount of resources in reserve for remaking workers or making extra workers so they can transfer them back when they have dealt with the harass(assuming of course there is an expo).


Harass never scared SC1 players into doing either of those things, because if you did those things you would fall behind. I'm not convinced that a stronger SC2 harass will affect that either.

For one, extra workers are nigh useless unless you're counting on some of your workers dying. So, in other words, you're spending 150 minerals or more for extra workers that you could have used on, say, a photon cannon. The workers can't defend themselves and so by skimping on defense (unit or building-wise) you're only opening yourself to harass more, while building more defenses prevents harass now and in the future.

So people still won't be building extra workers.

As for holding onto a resource stockpile, people will not be doing that either. Think about it: it's like the worker option only you're most likely delaying your tech or your production while at the same time skimping on defense. If he drops hellions behind your probe line your minerals in the bank certainly aren't going to help you defend your probes, and in the meantime you've weakened your army and made it more vulnerable to a push. Might as well spend them on some defenses so that he can't harass you.

Basically, the principle is: the best strategy is nearly always to reduce worker loss rather than count on just replacing them. And the best stratagy is always to use your resources quickly so that you can capitalize on any resources you have as soon as possible, otherwise that resource difference will set you behind from the other player.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Lovin
Profile Joined May 2009
Denmark812 Posts
February 01 2010 19:21 GMT
#75
On January 01 2010 11:10 Catch]22 wrote:
worker raids are about more than just killing workers, its alot about just stopping mining for a while aswell


And also a hell of a lot about forcing your opponent to pull forces back to deal with the harassment
AKA SuddenSalad
BanZu
Profile Blog Joined June 2008
United States3329 Posts
February 01 2010 19:30 GMT
#76
On January 18 2010 18:51 LF9 wrote:
Saying "maynard" instead of transfer is so annoying. Imagine if every time someone made a dropship they called it a "Boxer" and so on and so forth.

Cept a lot of people call it maynarding and no one called that "boxering"? LOL?

It's an accepted term, get used to it.
Sun Tzu once said, "Defiler becomes useless at the presences of a vessel."
Mohdoo
Profile Joined August 2007
United States15743 Posts
February 01 2010 21:25 GMT
#77
As long as the worker harassing is efficient and economical, it will still be done. I don't see how this could tip it towards not being worth it, though obviously it will be less devastating. Can't expect everything to be the same SC1 though ^^
Craton
Profile Blog Joined December 2009
United States17281 Posts
February 07 2010 02:00 GMT
#78
He's the first person I've ever heard call it that instead of simply saying transferring.
twitch.tv/cratonz
Tfact_rats
Profile Joined November 2009
175 Posts
February 19 2010 00:42 GMT
#79
So now that the beta is out.. is there an optimal number of workers to fully saturate your minerals??
3a4a5a6a7a8a3a4a5a6a7a8a
Zack1900
Profile Joined January 2010
United States211 Posts
February 19 2010 02:06 GMT
#80
I sadly don't have a beta key but from what I've seen the minerals shimer when they are mined (even for Zerg) so it won't be hard to build the optimal number of workers. kind of sad really
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