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Analysis of Macro - Page 16

Forum Index > SC2 General
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wonderwall
Profile Blog Joined September 2010
New Zealand695 Posts
February 11 2011 00:58 GMT
#301
Good post. Regardless of what conclusions you want to draw from it there's a ton of good information in there. I'm hesitant to open up the 300 supply cap though as it would completely break down current balance.

Imagine a Zerg who can quickly max 200/200 in Muta/Ling/Bling before the Terran can going up to 300/300 while the terran is still plodding along. Or in ZvP getting 300/300 roach hydra corruptor. There seems a point where the zerg will max and then he is "stuck" somewhat while the opponent plays catchup. Allowing the zerg to go even higher might cause problems.
TheRealSnuggles
Profile Joined January 2011
United States2 Posts
February 11 2011 01:14 GMT
#302
wouldn't simply decreasing the number of mineral patches at a base be a simpler and more elegant solution than something drastic like increasing the supply cap to 300?
DarkGeneral
Profile Blog Joined September 2003
Canada328 Posts
February 11 2011 01:41 GMT
#303
Great post.

One thing though, I hope they never slow down the game early economic pace... faster mineral gathering leads to the game "happening" faster, and things going down quicker, less downtime. Thats what makes it more exciting to play and even more exciting to watch.
"Everybody gotta die some time, righ'?" - Wraith Pilot
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
February 11 2011 01:42 GMT
#304
Kudos LaLuSh, this is a great thread, so much great information here to ruminate over.
Administrator
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
Last Edited: 2011-02-11 01:58:47
February 11 2011 01:57 GMT
#305
On February 10 2011 04:17 whatthefat wrote:
One factor that struck me on playing BW again was the role of concavity in the mineral field placement. To explain with a picture:

[image loading]

Mining from close mineral patches first was thus a bigger deal in BW, and made expanding more quickly more beneficial. It occurred to me that one interesting way to get a similar effect (with other interesting dynamics) in SC2 would be to have combined blue/gold mineral patches at both main and expos, e.g.,

[image loading]

Now there is a clear incentive to expand early, to take advantage of the high yield patches earlier. I'm not sure whether anyone has yet experimented with this idea in map design.


This would work great in conjunction with some tweaks:
  • Mules can no longer receive increased minerals from gold resource patches. They mine as if the patch was normal. Their current behavior is like having every single drone made by inject larva on a gold base, massively over saturating it without penalty.

  • Change gold patches and normal patches so that gold patches have a larger amount of minerals at a faster rate and normal minerals have a lower amount of minerals at a lower rate.


The gold minerals do look kind of strange with blue minerals, though.
http://grooveshark.com/#/deltrus/music
Alethios
Profile Blog Joined December 2007
New Zealand2765 Posts
February 11 2011 02:18 GMT
#306
Very nice article. Well worth reading.

The insistence on keeping the status quo of 200 supply cap seems to be based more on nostalgia than anything. Surely with the UI improvements, players should now be able to manage armies on a larger scale? Instead, as you've pointed out... it limits players to 3 bases leading to an overall less interesting game.
When you arise in the morning, think of what a precious privilege it is to be alive - to breathe, to think, to enjoy, to love.
ghrur
Profile Blog Joined May 2009
United States3786 Posts
February 11 2011 03:25 GMT
#307
On February 10 2011 04:17 whatthefat wrote:
+ Show Spoiler +
One factor that struck me on playing BW again was the role of concavity in the mineral field placement. To explain with a picture:

[image loading]

Mining from close mineral patches first was thus a bigger deal in BW, and made expanding more quickly more beneficial. It occurred to me that one interesting way to get a similar effect (with other interesting dynamics) in SC2 would be to have combined blue/gold mineral patches at both main and expos, e.g.,

[image loading]

Now there is a clear incentive to expand early, to take advantage of the high yield patches earlier. I'm not sure whether anyone has yet experimented with this idea in map design.


Interestingly enough, I believe the person who started the Berkeley Starcraft Course stated that he used Data and Diffeq to prove that mining from the edges of the mineral patches actually gave you more minerals. :/
darkness overpowering
vega12
Profile Joined April 2010
Japan73 Posts
February 11 2011 04:08 GMT
#308
I wonder if it would be possible to determine for a given distance main-to-natural, at what point does it become more beneficial to send extra workers to distance mine the natural rather than over-saturate the main? Then one could put together a list of worker counts at which you should start sending all new workers to the natural, regardless if you've expanded there or not yet. It would also mean that maynarding is not nearly as useful as it was in BW, something intersting for us to keep in mind while playing.
Hydrogen is a light odorless gas, which, given enough time, turns into people.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2011-02-11 04:33:29
February 11 2011 04:31 GMT
#309
On February 11 2011 09:25 mahnini wrote:
Show nested quote +
On February 11 2011 09:07 Antisocialmunky wrote:
On February 11 2011 07:10 mahnini wrote:
anyway, the underlying point that i'm trying to make is that the OP doesn't provide any data that we haven't known since beta and yet somehow swindles everyone in to believing that his non sequitur conclusions about the game are somehow backed up by arbitrary mining data that excludes an entire race. then, proceeds to make an insane suggestion about a 300 supply cap that he admits would turn the game upside down balance-wise yet he makes anyway because a completely rebalanced game is better than having a 3 base cap -- for no other reason other than 4 bases are better because it's more.


I think he's arguing Zerg needs to be able to unconditionally saturate more than 3 bases for them to be better than other factions that cap out at three.

4 base zerg loses to 4 base anything else
5 base zerg loses to 5 base anything else

the only thing worth discussing is really when to expand and how new mechanics affect traditional ideas of expanding.

ex: is it better to take fast 3rd when you aren't fully saturated on 2 base yet or is better to use 300 mins to fully saturate then expand? is it better to stockpile drones and maynard or is it better to wait for an expo to finish then power drones?

Show nested quote +
To be quite honest, while the # of bases thing is a nice observation but the major frustrations with zerg stems from poor design. For example, both larva inject and creep punish you for not paying attention. Using up all your chrono boosts allows you to hit timings better while mules allow you to get minerals faster to get more CCs for more mules. You can play games without using either and be in fairly good shape. However, if you miss your injects or don't have creep spread late game, you are hilariously behind.

That sort of game design just makes people inordinately frustrated.

And you can't really excuse it as 'this is 1997 and we can't make the Path Finding AI any better.

i'm not sure if even you believe that not using mules and chrono leaves you in a decent position.


But zerg would hopefully be able to take it fast enough and get it running to deny a third base from another race. Its not a good reason but that's what he's saying. I don't know why you are getting riles up at my trying to clarify him.

As for the second part, you wouldn't be in a completely screwed position like a zerg without its macro mechanic even in the early game. You can even neglect them later in game without disastrous results. How many Protosses have you seen with full nexus energy beat zergs macroing their butts off. Likewise, most Terrans don't have to drop a mule every chance they get. I guess Zerg can throw up macro hatches instead, but that makes them vulnerable to flying stuff.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
TzTz
Profile Blog Joined April 2010
Germany511 Posts
February 11 2011 04:46 GMT
#310
On February 11 2011 10:14 TheRealSnuggles wrote:
wouldn't simply decreasing the number of mineral patches at a base be a simpler and more elegant solution than something drastic like increasing the supply cap to 300?


Yes I think that, too. And the more I read here, the more I think really the mapdesign is gonna be what ultimately will be able to fix stuff more so than unit values. It's so great that we'll have a constant stream of new maps. It's what made SC BW so balanced ultimately.

Less mineralpatches per base, some gold patches added in, that could all help.
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
Last Edited: 2011-02-11 04:50:53
February 11 2011 04:50 GMT
#311
Yeah, i think you could solve this with Maps.
Less mineral patches that gain you more minerals (like the gold ones, just converted into blue) and
only 1 gas (high yield gas)

This could work beautifully, you would have less workers, bases would be faster saturated, and expansions would actually beneficial.
Would also indirectly buff zerg, and only 1 gas per base would let them get speedlings faster, would lead to less drone sacrifices for extractors overall.

I would love if for instance iccup could create such a map, or switch the current ones with such mineral patches / gas.
wat
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
February 11 2011 05:16 GMT
#312
That's the first thought that came to my mind, drop the mineral count to 6 so saturation is at 18 instead of 24.

That would be the simplest test. That and making the maps larger sized to favor map control strategies... which is the only type of strategy zerg has... because they don't make doom pushes and they are hard pressed to set up flanks off creep.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
brotosterone
Profile Blog Joined April 2010
United States260 Posts
February 11 2011 05:20 GMT
#313
Wow lalush, my mind is blown. Excellent post.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
February 11 2011 05:25 GMT
#314
great post, loved it.

I do not agree that the cap should be raised. This would make it less accessible to more people and that's not a good thing. I feel that its a quick fix for something deeper, which i guess would be the mining efficiency of the workers. I hope something gets done with the patches and expansions. Simply adding more units wont cut it lol.
Kill the Deathball
Cheeznuklz
Profile Joined October 2010
60 Posts
February 11 2011 06:40 GMT
#315
Excellent post. You've damn near convinced me to reinstall BW.
Nourek
Profile Joined February 2011
Germany188 Posts
February 11 2011 07:16 GMT
#316
I liked this article quite a bit, especially since I just wrote several long replies pointing things out that I saw, only to go back to the OP again and finding that you already wrote them.


I guess my conclusion from this would be: Each base in SC2 equals two bases in BW when it comes to optimal worker efficiency. You also have a relatively small window in SC2 between workers mining optimally, and an extra worker being useless. This is independent of the number of mineral patches in each base.

Given these difference in basic design, I'd say it's unlikely that SC2 and BW will converge in gameplay styles eventually, but that doesn't mean improving SC2 is a hopeless cause of course.
AnotherEon
Profile Joined January 2011
United Kingdom250 Posts
Last Edited: 2011-02-11 07:43:21
February 11 2011 07:38 GMT
#317
Great article, this is actually something i've sort of been thinking about recently since i realised that many times when protoss/terran gets a 3rd base i feel extremely weak, im just so starved of supply if i take 4 bases and it doesnt even seem worth it to make enough drones to sustain 4 bases... it seems like the best way to play is to saturate 3 bases and then only take a 4th for gas, or as a gold expo, or if im getting mined out in my main

There doesn't seem to be any easy solutions tbh.. but i have a few ideas: first of all making geysers give double the gas per trip but only has one per base just like in brood war, this would seriously reduce the amount of supply tied up in workers harvesting gas in the late game, on 4 base that would be 12 less supply, of course i acknowledge this is a MASSIVE change to the game and will completely change the metagame since all strategies revolve around how you get 4 gas per trip and have 2 geysers, so something like this may only be viable in the expansion

My second idea is probably more viable and is for zerg - a hive level upgrade to reduce the supply of queens to 1, OR a hive level upgrade which increases the rate of larvae creation across all hatcheries, which would allow zergs to sacrifice their queens in the end game to free up more supply since they already have enough larvae to create an army. something like 200/200 with a long research time and researched from the hatchery. Only problem with this is it removes the macro mechanic from zerg but tbh as it stands now zergs just inject about 4 times per hatchery when maxed and then forget about injections after they have stockpiled enough larvae to remake their army. this would make zerg being +1 base ahead of terran/protoss more profitable instead of the current playstyle of desperately trying to prevent the enemy getting a 3rd base while getting your own 3rd as fast as possible just to get enough econ to launch attacks at the enemy 3rd base, which makes for shallow gameplay imo.

Third idea sort of echoes what other people in the thread mentioned, reducing number of mineral patches in tandem with making 1 gas per base with double the resources per trip, mules may need to be tweaked since they aren't affected by full saturation, not really sure about that though

thoughts?
Bozotclown
Profile Joined February 2011
United Kingdom60 Posts
February 11 2011 08:12 GMT
#318
Why can't you just increase drone mining time? That would make each drone slightly less effective. and so unless you have 9 bases all mining it's always better to expand.
Dicks Everywhere
dandan23
Profile Joined October 2010
Malaysia101 Posts
February 11 2011 08:13 GMT
#319
So best mining perbase for zerg eco wise.. by idra etc...
was 18 drones..
now is it still 18
or 20 now ?
TeamLiquid Fighting!! =3
droit
Profile Joined January 2011
United States67 Posts
Last Edited: 2011-02-11 08:17:32
February 11 2011 08:14 GMT
#320
I see a lot of valid ideas out there, but heres one specifically targetted to zerg.

Protoss has chrono boost
Terran has MULE's

what if zerg's drones only cost .5 food after lair tech?
http://us.battle.net/sc2/en/profile/581701/1/Adroit/
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