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Introduction: My philosophy has always been that even the smallest macro advantages add up over the course of a game and I’ve always been an extremely strong macro Zerg as a result. Every little bit counts over the course of a game with exponential growth. In lieu of that line of thinking I performed a detailed analysis of the position of the mineral fields relative to a Zerg player’s first hatchery and larvae spawn position. Here are the results.
Hypothesis: The larvae-mineral distance of a base has a notable, although not necessarily game defining, impact on the player’s economy.
Procedure: Two tests will be performed to determine the impact of a base’s larvae-mineral distance.
(a) The time it takes in game seconds(gs) for a newly formed drone to reach a mineral patch will be measured from the close larvae-mineral position, minerals below, and from the distant position, minerals above. Using the drone mining rate of 40 minerals/gs we can get a concrete amount of minerals lost per worker positioned, and extrapolate to find the loss of the initial 6 workers and beyond. This will then be compared to a known tactic for gaining minerals early on, splitting drones 3:3 instead of putting them all on a single patch.
(b) A series of test games will be done using a single build performed to a high degree of accuracy. The results will be used to determine the relative time lost between each larvae-mineral position on Shattered Temple.
The two most relevant numbers, the best case and the average case, will be extracted and compared. The average case is the performance you could normally expect from a game and the best case is the performance closest to “perfect”. The defining moment will be the time it takes for the third Hydralisk to begin production to 1gs accuracy. We can then project losses and gains based on that advantage.
Results: (a) Through a series of tests it was determined it takes roughly 2gs for a drone to reach the mineral patch from a close position and 4.5gs from a distant position. Which mineral patch being mined has a negligible impact on relative distance, less than .25gs.
At a mining rate of 40 minerals/60gs and 2.5s extra travel time we can determine that each drone created gives a loss of 5/3 minerals at a distant larvae-mineral location. The initial 6 workers position gives a loss of 10 minerals which is comparable to the 10-15 minerals gained by splitting workers 3:3 compared to putting them all on a single patch. This number rises to 35 minerals at 21 drones, extractor pool saturated gas and two rows of workers. Even if you round down to 2gs difference it becomes an 8 and 28 mineral difference at 6 and 21 drones, respectively.
(b) Results based on time hydralisk #3 begins production, 1gs accuracy.
Top position results + Show Spoiler + Average: 6:29 Best: 6:26
Bottom position results + Show Spoiler + Average: 6:23 + 1/3 Best: 6:20
Note that the distance between the average and best times are both roughly 6 seconds. At a mining rate of 960 minerals/minute that’s almost 100 minerals, enough to buy two drones or 8.33% of your economy.
If about half of the worse position’s income goes to army, tech, and upgrades that means you can maintain the same army/tech/upgrade level as before while the minerals availible for economic growth increases by about 16%. Add in the exponential growth of economy and the benefit of even 6 seconds explodes rapidly over a prolonged game.
Conclusion: (a) While the difference between a close larvae-mineral position and a distant one won’t cause a great player to lose to a terrible one it can still have a marked effect on a game between two players of equal skill. The potential difference with the first 6 workers alone is almost as large as the gain from a 3:3 split and the advantage grows even more as more drones are produced.
(b) In this particular build; spawn position created a 6 second difference on shattered temple. That equates to enough extra minerals for two free drones, +8% mineral income, and results in a significantly larger potential bonus to economic growth. Note that economy then grows exponentially from that point.
The difference in larvae-mineral position is large enough to be significant in some, plausibly most or almost all, situations.
Edit: I've done more samples for part B which means a larger data set. + Show Spoiler +It would be too difficult to upload every replay I have but I do have them saved. I guess i could email the replays to people if they really wanted it. and gave a good reason in PM. Here is the new data. Combined new & old data Close mineral-larvae position + Show Spoiler +Average: 6:23.5 Best: 6:20 Far position + Show Spoiler + 6:26 6:29 6:32 6:25 6:27 6:28 6:30 6:31
Average: 6:28.5 Best: 6:25
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This is really cool and it's nice to see hard data, but I think most people have realized for some time that many spawns on many maps are not equal, though it seems doubtful that blizzard will change this anytime soon.
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Always thought it would be negligible. I´m sad now...
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wow, we knew there was a difference but there is SUCH a difference?
this is like a creep tumor on scrap station, clearly 1 side has advantage/disadvantage
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Are you just testing this for academic purposes or do you advocate some change be made?
It seems like you're just doing this for academic purposes which I like because I was kinda curious about this myself.
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seems like something that should be fixed.
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I always get annoyed when spawning with my drones/larvae on the far side of the hatchery and away from the mineral fields.
At least in BW you could micro your larvae a bit so that the drones spawned as close as possible to the minerals, to somewhat make up for the difference. All the zerg pros did it and that should be saying a lot.
Good write up, always wondered how large the difference was.
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On November 26 2011 04:32 Klondikebar wrote: Are you just testing this for academic purposes or do you advocate some change be made?
It seems like you're just doing this for academic purposes which I like because I was kinda curious about this myself. I did this mostly because I could and it was interesting. It also supports my postion of "Tiny changes can make or break a game for a good macro Zerg".
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On November 26 2011 04:34 Duban wrote:Show nested quote +On November 26 2011 04:32 Klondikebar wrote: Are you just testing this for academic purposes or do you advocate some change be made?
It seems like you're just doing this for academic purposes which I like because I was kinda curious about this myself. I did this mostly because I could. It also supports my postion of "Tiny changes can make or break a game for a good macro Zerg"
I would tend to agree that interfering with timings for something as trivial as larva positioning is kinda silly. But I would hold off on actually calling for tweaks until Nestea says "I lost that game because my larva were too far from the minerals."
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How about Terran production buildings & addons? Depending on the spawn position (ex. 6 o'clock on Shattered Temple), If I wall off with a Barracks I can't put an addon on it because of the position of the ramp.
Every race got some drawbacks, in my opinion it's all part of what makes this game a Starcraft game.
And it's clearly not as game breaking as the creep tumors on Scrap station, I don't even understand why people brought that up. Scrap station is clearly a MAP design issue.
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your Country52797 Posts
On November 26 2011 04:34 Duban wrote:Show nested quote +On November 26 2011 04:32 Klondikebar wrote: Are you just testing this for academic purposes or do you advocate some change be made?
It seems like you're just doing this for academic purposes which I like because I was kinda curious about this myself. I did this mostly because I could. It also supports my postion of "Tiny changes can make or break a game of a good macro Zerg" Well, thank you for doing so. Crazy results...
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That is interesting, but I might add that those map differences do not only affect zerg. Terrans have their add-on placement that changes if they want to properly wall off. I'm pretty sure it does not affect protoss walloffs, because basically you can make units spawn from either side of a building.
I agree that this difference might be significant in the case of a game agaiinst the AI where you hit everything dead on an no micro is required. In a real game, however, even a 2 second delay on a larvae inject will nullify any "advantage" you get by a good spawn position, so while I agree the exponential nature zerg economy grants the spawns a bigger and bigger advantage (or disadvantage), I just don't see it really being a cause for loss/win in even pro games today.
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THATS how you discuss. With evidence and data. Cheers for testing it!
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On November 26 2011 04:37 Ghoststrikes wrote: That is interesting, but I might add that those map differences do not only affect zerg. Terrans have their add-on placement that changes if they want to properly wall off. I'm pretty sure it does not affect protoss walloffs, because basically you can make units spawn from either side of a building.
I agree that this difference might be significant in the case of a game agaiinst the AI where you hit everything dead on an no micro is required. In a real game, however, even a 2 second delay on a larvae inject will nullify any "advantage" you get by a good spawn position, so while I agree the exponential nature zerg economy grants the spawns a bigger and bigger advantage (or disadvantage), I just don't see it really being a cause for loss/win in even pro games today.
6 second difference could mean your zergling speed is 6 seconds later, which means your 4-6 zerglings get caught by their speedlings with similar openings.
That's quite important.
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terran has a similar disadvantage depending on starting positions with which way the tech lab/reactor will go. it's not minerals but time that is wasted in lifting off to make the add on with a wall
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Yeah, I always thought that it would made a different, especially if you're having a wall at your gas (your pool at your gas to help vs Banelings or w/e.). Then they have to go around the building. I dont think you win games cause of it but still, no one should have an advantage because you happened to spawn at 12 instead of 6.
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This is why I always 6-pool when I get top spawn on shakuras, drones start on right side and lings pop on right side. Makes rush 0.5s more effective.
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now larvae must spawn closer to minerals for all hatcheries.
That or add a rally for larvae(limit distance to very close to hatchery). While you are at it add a rally for overlords. And let addons be placed with mouse instead of being locked on a position.
Game fixed.
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On November 26 2011 04:43 Zephirdd wrote: now larvae must spawn closer to minerals for all hatcheries.
That or add a rally for larvae(limit distance to very close to hatchery). While you are at it add a rally for overlords. And let addons be placed with mouse instead of being locked on a position.
Game fixed.
You assume it's broken...it could very well be that this is just a tiny way that maps create diversity of play.
Difference does not necessarily mean problem.
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On November 26 2011 04:45 Klondikebar wrote:Show nested quote +On November 26 2011 04:43 Zephirdd wrote: now larvae must spawn closer to minerals for all hatcheries.
That or add a rally for larvae(limit distance to very close to hatchery). While you are at it add a rally for overlords. And let addons be placed with mouse instead of being locked on a position.
Game fixed. You assume it's broken...it could very well be that this is just a tiny way that maps create diversity of play. Difference does not necessarily mean problem. Someone is ALWAYS behind the other player by default of spawn positions. That is an unfair, undue advantage.
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Maybe the larva could drift in the general direction of the worker rally. Other than that, it's minor enough to not need changing. Certainly not as significant as the add-on issues that terran has.
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Note that there are also advantages to having larva closer to the "playing field". It's not purely a disadvantageous position if your larva is on the "wrong" side, but I'll agree that it's something to consider. I would really dislike having all of my crap spawn in my mineral field, though, so I think it's good enough as it is ^_^ There are a lot of minor things about the game like this (notably being Terran add ons), but I think it makes for a more dynamic game overall. Nice findings!
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On November 26 2011 04:36 Al Bundy wrote: How about Terran production buildings & addons? Depending on the spawn position (ex. 6 o'clock on Shattered Temple), If I wall off with a Barracks I can't put an addon on it because of the position of the ramp.
Every race got some drawbacks, in my opinion it's all part of what makes this game a Starcraft game.
And it's clearly not as game breaking as the creep tumors on Scrap station, I don't even understand why people brought that up. Scrap station is clearly a MAP design issue. that was not the best example, but an example of a situation that really shouldnt happen 6-10% difference is big enough of a greedier type of opening compared to a standard one (like +1 food later spawning pool/hatch)
there is nothing wrong with race having drawbacks but when mirror has elementary drawbacks that start from the first move you make then it does a difference(and you have NO power to change it), its not as simple as my 3rd is closer to him than his 3rd to me, as you can always work around it because you have choice of the strategy and building placement. In this case you cannot fight this drawback as you are bound to it by the game design, mostly a ZvZ problem and kinda severe.
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now lets compare the effects of larva inject on creating workers to that of the other races...
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Switzerland2892 Posts
Map positions have advantages or disadvantages for all races in sc2.
Zergs have their larvae, terrans their tech labs/reactors and protoss the ffe wall for example
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I feel like spawn locations is more comparable to white vs black in chess. Doesn't white have an extra 4% win rate or something? Based entirely upon "spawn color."
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While by and large I agree with the point that things should be equivalent between positions, I feel the need to play devil's advocate here and say that having larvae oriented away from the mineral could be helpful in some circumstances. For very carefully timed rushes, having units there just a split second sooner can make all the difference (think 6 pool). Obviously this won't be a huge factor most of the time, but then again, neither will the small difference in income from having the drones spawn closer.
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so since each drone produced at the top spawn has to travel 4.5 seconds instead of 2 seconds, each drone produced from that hatch loses 5/3 or 1.66 minerals compared to a drone produced from a bottom spawn hatchery, assuming a rate of 40minearls/minute. This is only a one-time loss of 1.66 minerals per drone produced, and does not affect that drone's future mining. However, since top-spawn minerals are later, their potential to invest will be delayed etc, as you were describing with the geometric growth of sc2 economy.
To make this post better you should separate your conclusions into (a) and (b) just as you have done for the procedure and results section. You should also qualify your conclusion of (b) in that the 6 second difference is comparable to an 8% economy gain ONLY WHILE doing the specific build that you mentioned. Any build that differs in drone timings will have different economy growth results so it is misleading when you say "Spawn position causes a 6 second difference on shattered temple which means an 8% bonus to economy & 16%ish bonus to economic growth with exponential growth of economy" with no qualification of the limited context of your one build order in that sentence.
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On November 26 2011 04:57 ChineseWife wrote: now lets compare the effects of larva inject on creating workers to that of the other races... Nice QQ buddy. Get out of gold first.
@OP - Very interesting stuff. Little things like this go a long way in games at the top level... hope to see more threads like this!
User was warned for this post
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Wow, very nice format (lab report lol). I like it a lot. Nice results, though it's a bit sad but other races have positional differences too I guess, err at least Terran does lol, with the tech labs when you're walling off.
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honestly i think it would be pretty cool if they allowed you to micro your larva around your hatcheries anyways
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On November 26 2011 05:03 Flonomenalz wrote:Show nested quote +On November 26 2011 04:57 ChineseWife wrote: now lets compare the effects of larva inject on creating workers to that of the other races... Nice QQ buddy. Get out of gold first. @OP - Very interesting stuff. Little things like this go a long way in games at the top level... hope to see more threads like this! That was pretty mean, he has a valid point, OP testing assuming nothing is else produced, the game's too dynamic for this to make a difference between a win and a loss It's really pretty negligible i think, rotational symmetric maps are often worse than this
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that is not an 8% economic deficit. for a start not all of your economy is drones, its also hatches overlords and queens. not all your money over the test period was put into econ and there us no reason to justify applying that assumption for the difference. the discrepany is 6 seconds / 6:29 = ~1.5%. id also like to see your complete results for each individual test as judging by the 3 second difference between each tests average and best, your error bars will render this result close to useless.
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On November 26 2011 05:02 Kfcnoob wrote: so since each drone produced at the top spawn has to travel 4.5 seconds instead of 2 seconds, each drone produced from that hatch loses 5/3 or 1.66 minerals compared to a drone produced from a bottom spawn hatchery, assuming a rate of 40minearls/minute. This is only a one-time loss of 1.66 minerals per drone produced, and does not affect that drone's future mining. However, since top-spawn minerals are later, their potential to invest will be delayed etc, as you were describing with the geometric growth of sc2 economy.
To make this post better you should separate your conclusions into (a) and (b) just as you have done for the procedure and results section. You should also qualify your conclusion of (b) in that the 6 second difference is comparable to an 8% economy gain ONLY WHILE doing the specific build that you mentioned. Any build that differs in drone timings will have different economy growth results so it is misleading when you say "Spawn position causes a 6 second difference on shattered temple which means an 8% bonus to economy & 16%ish bonus to economic growth with exponential growth of economy" with no qualification of the limited context of your one build order in that sentence.
Yes, and point well taken. My conclusion has been edited, better?
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This seems like something that could be rather significant in ZvZ to be honest.
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On November 26 2011 05:08 taldarimAltar wrote:Show nested quote +On November 26 2011 05:03 Flonomenalz wrote:On November 26 2011 04:57 ChineseWife wrote: now lets compare the effects of larva inject on creating workers to that of the other races... Nice QQ buddy. Get out of gold first. @OP - Very interesting stuff. Little things like this go a long way in games at the top level... hope to see more threads like this! That was pretty mean, he has a valid point, OP testing assuming nothing is else produced, the game's too dynamic for this to make a difference between a win and a loss It's really pretty negligible i think, rotational symmetric maps are often worse than this
It sounds like to me that ChineseWife is QQ'ing about the Zerg's ability to larvae inject to create a bunch more workers than the other races. Maybe I'm wrong.
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this is not an 8 percent deficit. your econ doesn't comprise solely of drones, it's also hatches queens and overlords. there it's no justification to ignore army spending when assesing this discrepancy and also of course the benefit of adding more drones is below linear (20 drones vs 40 does most usually NOT equal double the income). your discrepancy should be 6 seconds / 6:29 ~ 1.5%. id also like to see your full table of results for each test as judging by the3 second discrepancy between best and average times, your error bars could easily render this result obsolete.
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Massive difference. and the main problem is, TERRAN and PROTOSS are unaffected by such imbalance :D
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On November 26 2011 05:19 ThePlayer33 wrote: Massive difference. and the main problem is, TERRAN and PROTOSS are unaffected by such imbalance :D
remember it can be 8% you are getting unfairly
blizzard can put it to be always further too
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Not sure why people don't stay on the subject.
+ Show Spoiler +that is not an 8% economic deficit. for a start not all of your economy is drones, its also hatches overlords and queens. not all your money over the test period was put into econ and there us no reason to justify applying that assumption for the difference. the discrepany is 6 seconds / 6:29 = ~1.5%. id also like to see your complete results for each individual test as judging by the 3 second difference between each tests average and best, your error bars will render this result close to useless .
I think he has a point, wouldn't it be more meaningfull to see how long it takes to a specifique build like 14gas/14pool or 15hatch (with everything that is done) depending on pos?
However nice and interesting post. Thx
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On November 26 2011 05:19 shammythefox wrote: this is not an 8 percent deficit. your econ doesn't comprise solely of drones, it's also hatches queens and overlords. there it's no justification to ignore army spending when assesing this discrepancy and also of course the benefit of adding more drones is below linear (20 drones vs 40 does most usually NOT equal double the income). your discrepancy should be 6 seconds / 6:29 ~ 1.5%. id also like to see your full table of results for each test as judging by the3 second discrepancy between best and average times, your error bars could easily render this result obsolete.
Umm... Your econ maybe doesn't consist solely on drones, but your income does.
Whether you have 5 queens, 20 overlords or none 11 drones will always mine more than 10.
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On November 26 2011 05:00 Klondikebar wrote: I feel like spawn locations is more comparable to white vs black in chess. Doesn't white have an extra 4% win rate or something? Based entirely upon "spawn color."
White has the higher winrate because white moves first. Spawn color is how we identify who has the advantage, but it is not the advantage itself
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On November 26 2011 05:23 Fleebu wrote:Show nested quote +On November 26 2011 05:19 shammythefox wrote: this is not an 8 percent deficit. your econ doesn't comprise solely of drones, it's also hatches queens and overlords. there it's no justification to ignore army spending when assesing this discrepancy and also of course the benefit of adding more drones is below linear (20 drones vs 40 does most usually NOT equal double the income). your discrepancy should be 6 seconds / 6:29 ~ 1.5%. id also like to see your full table of results for each test as judging by the3 second discrepancy between best and average times, your error bars could easily render this result obsolete. Umm... Your econ maybe doesn't consist solely on drones, but your income does. Whether you have 5 queens, 20 overlords or none 11 drones will always mine more than 10. funnily enough your income actually also depends on hatches. but for the broader picture I think you may have misunderstood me good sir;
a player who has made 11 drones and 50 roaches has NOT had a 10 % economic advantage over a player who has made 10 drones and 50 roaches.
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On November 26 2011 05:29 TERRANLOL wrote:Show nested quote +On November 26 2011 05:00 Klondikebar wrote: I feel like spawn locations is more comparable to white vs black in chess. Doesn't white have an extra 4% win rate or something? Based entirely upon "spawn color."
White has the higher winrate because white moves first. Spawn color is how we identify who has the advantage, but it is not the advantage itself
True. Thanks for the clarification. I'll just keep reading the thread.
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Are we talking a purely mining test here? cause surely the zerg with the larvae distant from the minerals has a reinforcement advantage?
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On November 26 2011 05:36 shammythefox wrote:Show nested quote +On November 26 2011 05:23 Fleebu wrote:On November 26 2011 05:19 shammythefox wrote: this is not an 8 percent deficit. your econ doesn't comprise solely of drones, it's also hatches queens and overlords. there it's no justification to ignore army spending when assesing this discrepancy and also of course the benefit of adding more drones is below linear (20 drones vs 40 does most usually NOT equal double the income). your discrepancy should be 6 seconds / 6:29 ~ 1.5%. id also like to see your full table of results for each test as judging by the3 second discrepancy between best and average times, your error bars could easily render this result obsolete. Umm... Your econ maybe doesn't consist solely on drones, but your income does. Whether you have 5 queens, 20 overlords or none 11 drones will always mine more than 10. funnily enough your income actually also depends on hatches. but for the broader picture I think you may have misunderstood me good sir; a player who has made 11 drones and 50 roaches has NOT had a 10 % economic advantage over a player who has made 10 drones and 50 roaches. In your example the player with 11 drones will have a 10% economic, income, advantage assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but there is still a significant difference between close and distant larvae-mineral positions. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development regardless. It will stall your growth for a short period of time, but a static 450 minerals at x income affects both timings equally so it can be disregarded. What's your point?
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On November 26 2011 05:44 Duban wrote:Show nested quote +On November 26 2011 05:36 shammythefox wrote:On November 26 2011 05:23 Fleebu wrote:On November 26 2011 05:19 shammythefox wrote: this is not an 8 percent deficit. your econ doesn't comprise solely of drones, it's also hatches queens and overlords. there it's no justification to ignore army spending when assesing this discrepancy and also of course the benefit of adding more drones is below linear (20 drones vs 40 does most usually NOT equal double the income). your discrepancy should be 6 seconds / 6:29 ~ 1.5%. id also like to see your full table of results for each test as judging by the3 second discrepancy between best and average times, your error bars could easily render this result obsolete. Umm... Your econ maybe doesn't consist solely on drones, but your income does. Whether you have 5 queens, 20 overlords or none 11 drones will always mine more than 10. funnily enough your income actually also depends on hatches. but for the broader picture I think you may have misunderstood me good sir; a player who has made 11 drones and 50 roaches has NOT had a 10 % economic advantage over a player who has made 10 drones and 50 roaches. True, but they will have a 10% economic advantage soon assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but it's still a significant amount. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development either way. It will stall your growth for a short period of time, but it doesn't have a baring on my work. What's your point? they will have a no economic advantage for the most of the game, a short 10% economic advantage for a few seconds whilst.their opponent creates their 11th drone and then none again. the result is an incredibly small economic advantage. my point amongst others which were in my original post is that your logic takes this to be a 10% economic advantage which is erroneous.
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Nice analysis. 
Theres a shortcut though.  Once you have measured the 2.5 second delay, you can calculate the delay as function of number of built drones:
The first 7 drones (including the first you built) will be 2.5 seconds late. Thus, i fyou stay on a 7 drone eco (ohai 7 pool!! ^^) everything you build will be 2.5 seconds late. If you build more drones, your 8:th drone will also be 2.5 seconds late to build, and with the extra walk distance, it will be 5 seconds late to the minerals, thus your 8 drone eco will be 2.5*7/8 + 5.0*1/8 = 2.8 seconds late. By generalising this argument, you can define a function d(N) which is the dealy in yuor total economy after N built drones. We know that
d(7) = 2.5
and we know that drone number N+1 will be built with a delay d(N), and arrive at the minerals with a delay d(N)+2.5. Thus, your N+1 drone eco will be delayed by
d(N+1) = N/(N+1)d(N) + 1/(N+1)(d(N)+2.5) = d(N) + 2.5/(N+1)
from this, by recursion it is easy to see that
d(N) = 2.5 + 2.5*sum_{n = 8 to N} 1/n
So the result is:
number of built drones --> delay of economy in gs 6 --> 2.5 10 --> 3.3 15 --> 4.3 20 --> 5.0 25 --> 5.6 30 --> 6.0 40 --> 6.7 50 --> 7.3 60 --> 7.7 80 --> 8.4
which is consistent with your result within your error margin, as I guess your build had around 30-40 drones.
Feel free to add it to the OP if you want, and also feel free to rewrite it better formulated consistent with your format.
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On November 26 2011 05:40 Nymbul wrote: Are we talking a purely mining test here? cause surely the zerg with the larvae distant from the minerals has a reinforcement advantage?
advantage over what? Terran and protoss do not make units from nexuses or CCs, you can't say it's advantage for zerg.
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On November 26 2011 05:49 shammythefox wrote:Show nested quote +On November 26 2011 05:44 Duban wrote:On November 26 2011 05:36 shammythefox wrote:On November 26 2011 05:23 Fleebu wrote:On November 26 2011 05:19 shammythefox wrote: this is not an 8 percent deficit. your econ doesn't comprise solely of drones, it's also hatches queens and overlords. there it's no justification to ignore army spending when assesing this discrepancy and also of course the benefit of adding more drones is below linear (20 drones vs 40 does most usually NOT equal double the income). your discrepancy should be 6 seconds / 6:29 ~ 1.5%. id also like to see your full table of results for each test as judging by the3 second discrepancy between best and average times, your error bars could easily render this result obsolete. Umm... Your econ maybe doesn't consist solely on drones, but your income does. Whether you have 5 queens, 20 overlords or none 11 drones will always mine more than 10. funnily enough your income actually also depends on hatches. but for the broader picture I think you may have misunderstood me good sir; a player who has made 11 drones and 50 roaches has NOT had a 10 % economic advantage over a player who has made 10 drones and 50 roaches. True, but they will have a 10% economic advantage soon assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but it's still a significant amount. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development either way. It will stall your growth for a short period of time, but it doesn't have a baring on my work. What's your point? they will have a no economic advantage for the most of the game, a short 10% economic advantage for a few seconds whilst.their opponent creates their 11th drone and then none again. the result is an incredibly small economic advantage. my point amongst others which were in my original post is that your logic takes this to be a 10% economic advantage which is erroneous. Economy is synonymous with income in this game. You’re thinking of the word macro includes production, resources, and position. In the end you will be in a much better position as the game progresses with 8% more income and economic growth that increases with economic position.
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yep in numbers in chess white starts with 1/3 of a peon more. But here is the fun part, even in highest level it doesn't really mean something, mostly the ones thinking i am behind lose more often with black. Anyway on topic. Zerg starts with enough larva to even overlap production, means they are ahead eco wise from the start over terran or toss. So i wouldn't complain or zerg might start with no larva at the start ^.^ to make it more fair.
That you might be behind from the start location is pretty common, for example that you have to expand towards your opponents main etc. (which is 200 times worse then having larva in the evil position).
Or that your addons points towards the map middle in tvt. There is a reasons some sports flip coins at the start. And sc2 does it for you.
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When I played my first Zerg game against the AI I thought, that it is way harder when your spawningso, that your larva is in your Droneline, because its harder to click the Larva (with your mouse), because I didn't know about the select Larva Button lol.
nice analysis though
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On November 26 2011 05:50 Cascade wrote:Nice analysis.  Theres a shortcut though.  Once you have measured the 2.5 second delay, you can calculate the delay as function of number of built drones: The first 7 drones (including the first you built) will be 2.5 seconds late. Thus, i fyou stay on a 7 drone eco (ohai 7 pool!! ^^) everything you build will be 2.5 seconds late. If you build more drones, your 8:th drone will also be 2.5 seconds late to build, and with the extra walk distance, it will be 5 seconds late to the minerals, thus your 8 drone eco will be 2.5*7/8 + 5.0*1/8 = 2.8 seconds late. By generalising this argument, you can define a function d(N) which is the dealy in yuor total economy after N built drones. We know that d(7) = 2.5 and we know that drone number N+1 will be built with a delay d(N), and arrive at the minerals with a delay d(N)+2.5. Thus, your N+1 drone eco will be delayed by d(N+1) = N/(N+1)d(N) + 1/(N+1)(d(N)+2.5) = d(N) + 2.5/(N+1) from this, by recursion it is easy to see that d(N) = 2.5 + 2.5*sum_{n = 8 to N} 1/n So the result is: number of built drones --> delay of economy in gs 6 --> 2.5 10 --> 3.3 15 --> 4.3 20 --> 5.0 25 --> 5.6 30 --> 6.0 40 --> 6.7 50 --> 7.3 60 --> 7.7 80 --> 8.4 which is consistent with your result within your error margin, as I guess your build had around 30-40 drones. Feel free to add it to the OP if you want, and also feel free to rewrite it better formulated consistent with your format.  I like it, I finished with 27 drones plus pool extractor and hatchery. Still I feel people would be critical if the analysis didn't include practical examples and two independent tests. Practical evidence is good, right?
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On November 26 2011 05:54 Duban wrote:Show nested quote +On November 26 2011 05:50 Cascade wrote:Nice analysis.  Theres a shortcut though.  Once you have measured the 2.5 second delay, you can calculate the delay as function of number of built drones: The first 7 drones (including the first you built) will be 2.5 seconds late. Thus, i fyou stay on a 7 drone eco (ohai 7 pool!! ^^) everything you build will be 2.5 seconds late. If you build more drones, your 8:th drone will also be 2.5 seconds late to build, and with the extra walk distance, it will be 5 seconds late to the minerals, thus your 8 drone eco will be 2.5*7/8 + 5.0*1/8 = 2.8 seconds late. By generalising this argument, you can define a function d(N) which is the dealy in yuor total economy after N built drones. We know that d(7) = 2.5 and we know that drone number N+1 will be built with a delay d(N), and arrive at the minerals with a delay d(N)+2.5. Thus, your N+1 drone eco will be delayed by d(N+1) = N/(N+1)d(N) + 1/(N+1)(d(N)+2.5) = d(N) + 2.5/(N+1) from this, by recursion it is easy to see that d(N) = 2.5 + 2.5*sum_{n = 8 to N} 1/n So the result is: number of built drones --> delay of economy in gs 6 --> 2.5 10 --> 3.3 15 --> 4.3 20 --> 5.0 25 --> 5.6 30 --> 6.0 40 --> 6.7 50 --> 7.3 60 --> 7.7 80 --> 8.4 which is consistent with your result within your error margin, as I guess your build had around 30-40 drones. Feel free to add it to the OP if you want, and also feel free to rewrite it better formulated consistent with your format.  I like, it was 27 drones. Still I feel people would be too critical if I didn't include practical examples and a second independant test. Practical evidence is good, right?
Yes you are correct, it does not make your tests obsolete, rather the opposite imo.
Strongest argument is a model consistent with measurements, which is what we have here. The model explains why this is what we expect, the measurement shows that the argument actually works. They are strong together. 
Also, the calculation is general for any situation, while you only tested a specific case. You did all the work though (i threw this together in 20 mins...), so I am by no means trying to steal your fame. Good job on the analysis!
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So what you're saying is that a Zerg spawning in top left of Shakuras should lose 100% of the time. Between this and the left/right combat disparity*, the disadvantage is insurmountable :D
+ Show Spoiler +Clearly trollin. For those curious, left/right disparity is just that when things attack-move each other, more often than not right will attack first. It's an incredibly miniscule difference (roaches will still kill each other) but feel free to try it out in a unit tester with single unit vs single unit battles :D For the record, banelings provide the most consistent result.
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On November 26 2011 05:52 Duban wrote:Show nested quote +On November 26 2011 05:49 shammythefox wrote:On November 26 2011 05:44 Duban wrote:On November 26 2011 05:36 shammythefox wrote:On November 26 2011 05:23 Fleebu wrote:On November 26 2011 05:19 shammythefox wrote: this is not an 8 percent deficit. your econ doesn't comprise solely of drones, it's also hatches queens and overlords. there it's no justification to ignore army spending when assesing this discrepancy and also of course the benefit of adding more drones is below linear (20 drones vs 40 does most usually NOT equal double the income). your discrepancy should be 6 seconds / 6:29 ~ 1.5%. id also like to see your full table of results for each test as judging by the3 second discrepancy between best and average times, your error bars could easily render this result obsolete. Umm... Your econ maybe doesn't consist solely on drones, but your income does. Whether you have 5 queens, 20 overlords or none 11 drones will always mine more than 10. funnily enough your income actually also depends on hatches. but for the broader picture I think you may have misunderstood me good sir; a player who has made 11 drones and 50 roaches has NOT had a 10 % economic advantage over a player who has made 10 drones and 50 roaches. True, but they will have a 10% economic advantage soon assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but it's still a significant amount. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development either way. It will stall your growth for a short period of time, but it doesn't have a baring on my work. What's your point? they will have a no economic advantage for the most of the game, a short 10% economic advantage for a few seconds whilst.their opponent creates their 11th drone and then none again. the result is an incredibly small economic advantage. my point amongst others which were in my original post is that your logic takes this to be a 10% economic advantage which is erroneous. Economy is synonymous with income in this game. You’re thinking of the word macro includes production, resources, and position. In the end you will be in a much better position as the game progresses with 8% more income and economic growth that increases with economic position. that comment isnt really relevant to the quote. im writing on a phone here and short of words I cant really think how to explain this much better. An 8% income would be huge if it existed however your ignoring all income generated which isnt poured back into drones and are also ignoring the fact that each drones effect on your income is only relevant with respect to the time it was created and the duration of the game.
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Ah well it's one of those many quirky things that have very little effect on the game but could be noticeable.
I still think some of the other spawn assymetries for other races are more annoying: - the reactor/techlab always being on the right of a rax can have a big impact for walling on some maps. I recall a game of Jinro on bel shir beach for example where he basically lost because his reactor spawned on the outside of his wall and got killed.. - many naturals have just tiny differences which make it much harder to FFE on some maps. It's much harder to memorise some exact FFE wallin for example because for some maps you need up to 4 different ones.
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On November 26 2011 05:50 Alpina wrote:Show nested quote +On November 26 2011 05:40 Nymbul wrote: Are we talking a purely mining test here? cause surely the zerg with the larvae distant from the minerals has a reinforcement advantage? advantage over what? Terran and protoss do not make units from nexuses or CCs, you can't say it's advantage for zerg. advantage over its larva near mineral counterpart? not sure why you bring terran or protoss into this
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On November 26 2011 06:01 shammythefox wrote:Show nested quote +On November 26 2011 05:52 Duban wrote:On November 26 2011 05:49 shammythefox wrote:On November 26 2011 05:44 Duban wrote:On November 26 2011 05:36 shammythefox wrote:On November 26 2011 05:23 Fleebu wrote:On November 26 2011 05:19 shammythefox wrote: this is not an 8 percent deficit. your econ doesn't comprise solely of drones, it's also hatches queens and overlords. there it's no justification to ignore army spending when assesing this discrepancy and also of course the benefit of adding more drones is below linear (20 drones vs 40 does most usually NOT equal double the income). your discrepancy should be 6 seconds / 6:29 ~ 1.5%. id also like to see your full table of results for each test as judging by the3 second discrepancy between best and average times, your error bars could easily render this result obsolete. Umm... Your econ maybe doesn't consist solely on drones, but your income does. Whether you have 5 queens, 20 overlords or none 11 drones will always mine more than 10. funnily enough your income actually also depends on hatches. but for the broader picture I think you may have misunderstood me good sir; a player who has made 11 drones and 50 roaches has NOT had a 10 % economic advantage over a player who has made 10 drones and 50 roaches. True, but they will have a 10% economic advantage soon assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but it's still a significant amount. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development either way. It will stall your growth for a short period of time, but it doesn't have a baring on my work. What's your point? they will have a no economic advantage for the most of the game, a short 10% economic advantage for a few seconds whilst.their opponent creates their 11th drone and then none again. the result is an incredibly small economic advantage. my point amongst others which were in my original post is that your logic takes this to be a 10% economic advantage which is erroneous. Economy is synonymous with income in this game. You’re thinking of the word macro includes production, resources, and position. In the end you will be in a much better position as the game progresses with 8% more income and economic growth that increases with economic position. that comment isnt really relevant to the quote. im writing on a phone here and short of words I cant really think how to explain this much better. An 8% income would be huge if it existed however your ignoring all income generated which isnt poured back into drones and are also ignoring the fact that each drones effect on your income is only relevant with respect to the time it was created and the duration of the game. I didn't ignore the income that wasn't poured back into drones. I made specifically sure to point out that if the amount of resources you spend on upgrades, tech, and army stayed the same with time your economic growth was actually LARGER than 8%. The amount of resources available to be poured into economy is based on what's left over after army/tech/upgrade development and an 8% bonus to economy has a disproportionally large effect on resources devoted to drone production if all other costs stayed constant.
If both the 10 and 11 drone players built armies at the same rate the 11th drone would grow on itself. The 11 drone player’s advantage in the long game would be disproportionally larger than the 10 drone player. If 5 drones work to produce army for both players, at the same rate of army production, it would effectively be 6 drones vs 5 drones. It would effectively mean a 20% bonus to economic growth.
P.S. As your opponent begins making his 11th drone you should have already started on your 12th in this case.
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On November 26 2011 05:59 Staboteur wrote:So what you're saying is that a Zerg spawning in top left of Shakuras should lose 100% of the time. Between this and the left/right combat disparity*, the disadvantage is insurmountable :D + Show Spoiler +Clearly trollin. For those curious, left/right disparity is just that when things attack-move each other, more often than not right will attack first. It's an incredibly miniscule difference (roaches will still kill each other) but feel free to try it out in a unit tester with single unit vs single unit battles :D For the record, banelings provide the most consistent result.
wow, that's interesting o.o will keep that in mind lol. I'm guessing it's more noticeable with marines?
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On November 26 2011 06:09 Duban wrote:Show nested quote +On November 26 2011 06:01 shammythefox wrote:On November 26 2011 05:52 Duban wrote:On November 26 2011 05:49 shammythefox wrote:On November 26 2011 05:44 Duban wrote:On November 26 2011 05:36 shammythefox wrote:On November 26 2011 05:23 Fleebu wrote:On November 26 2011 05:19 shammythefox wrote: this is not an 8 percent deficit. your econ doesn't comprise solely of drones, it's also hatches queens and overlords. there it's no justification to ignore army spending when assesing this discrepancy and also of course the benefit of adding more drones is below linear (20 drones vs 40 does most usually NOT equal double the income). your discrepancy should be 6 seconds / 6:29 ~ 1.5%. id also like to see your full table of results for each test as judging by the3 second discrepancy between best and average times, your error bars could easily render this result obsolete. Umm... Your econ maybe doesn't consist solely on drones, but your income does. Whether you have 5 queens, 20 overlords or none 11 drones will always mine more than 10. funnily enough your income actually also depends on hatches. but for the broader picture I think you may have misunderstood me good sir; a player who has made 11 drones and 50 roaches has NOT had a 10 % economic advantage over a player who has made 10 drones and 50 roaches. True, but they will have a 10% economic advantage soon assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but it's still a significant amount. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development either way. It will stall your growth for a short period of time, but it doesn't have a baring on my work. What's your point? they will have a no economic advantage for the most of the game, a short 10% economic advantage for a few seconds whilst.their opponent creates their 11th drone and then none again. the result is an incredibly small economic advantage. my point amongst others which were in my original post is that your logic takes this to be a 10% economic advantage which is erroneous. Economy is synonymous with income in this game. You’re thinking of the word macro includes production, resources, and position. In the end you will be in a much better position as the game progresses with 8% more income and economic growth that increases with economic position. that comment isnt really relevant to the quote. im writing on a phone here and short of words I cant really think how to explain this much better. An 8% income would be huge if it existed however your ignoring all income generated which isnt poured back into drones and are also ignoring the fact that each drones effect on your income is only relevant with respect to the time it was created and the duration of the game. I didn't ignore the income that wasn't poured back into drones. I made specifically sure to point out that if the amount of resources you spend on upgrades, tech, and army stayed the same with time your economic growth was actually LARGER than 8%. The amount of resources available to be poured into economy is based on what's left over after army/tech/upgrade development and an 8% bonus to economy has a disproportionally large effect on resources devoted to drone production if all other costs stayed constant. If both the 10 and 11 drone players built armies at the same rate the 11th drone would grow on itself. The 11 drone player’s advantage in the long game would be disproportionally larger than the 10 drone player. If 5 drones work to produce army for both players, at the same rate of army production, it would effectively be 6 drones vs 5 drones. It would effectively mean a 20% bonus to economic growth.
I really feel that the most reasonable way to look at the difference is how much slower the same build is. These percentages are messy and highly build-dependent, while the time delay is very constant and can be read of directly from the table in my post. 
you do a roach timing from 20 drones? Hits 5 ingame second later with bad starting position compared to a good one. 10 pool? 3.3 ingame seconds later. 60 drone no army into mass units like Ret? if all three bases are bad, 7.7 ingame seconds later than all three bases good.
See? Easy, no messy argument, everything clear. 
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It has zero affect on how the match-up is played. For all you know the race was balanced around how they do in positions with larva spawning far from minerals.
Look at it this way: based on some positions your race gets slight buffs, you get a quicker rally to the natural in some spawns, And sometimes you get a quicker rally to you minerals. It's win/win.
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On November 26 2011 06:29 Cascade wrote:Show nested quote +On November 26 2011 06:09 Duban wrote:On November 26 2011 06:01 shammythefox wrote:On November 26 2011 05:52 Duban wrote:On November 26 2011 05:49 shammythefox wrote:On November 26 2011 05:44 Duban wrote:On November 26 2011 05:36 shammythefox wrote:On November 26 2011 05:23 Fleebu wrote:On November 26 2011 05:19 shammythefox wrote: this is not an 8 percent deficit. your econ doesn't comprise solely of drones, it's also hatches queens and overlords. there it's no justification to ignore army spending when assesing this discrepancy and also of course the benefit of adding more drones is below linear (20 drones vs 40 does most usually NOT equal double the income). your discrepancy should be 6 seconds / 6:29 ~ 1.5%. id also like to see your full table of results for each test as judging by the3 second discrepancy between best and average times, your error bars could easily render this result obsolete. Umm... Your econ maybe doesn't consist solely on drones, but your income does. Whether you have 5 queens, 20 overlords or none 11 drones will always mine more than 10. funnily enough your income actually also depends on hatches. but for the broader picture I think you may have misunderstood me good sir; a player who has made 11 drones and 50 roaches has NOT had a 10 % economic advantage over a player who has made 10 drones and 50 roaches. True, but they will have a 10% economic advantage soon assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but it's still a significant amount. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development either way. It will stall your growth for a short period of time, but it doesn't have a baring on my work. What's your point? they will have a no economic advantage for the most of the game, a short 10% economic advantage for a few seconds whilst.their opponent creates their 11th drone and then none again. the result is an incredibly small economic advantage. my point amongst others which were in my original post is that your logic takes this to be a 10% economic advantage which is erroneous. Economy is synonymous with income in this game. You’re thinking of the word macro includes production, resources, and position. In the end you will be in a much better position as the game progresses with 8% more income and economic growth that increases with economic position. that comment isnt really relevant to the quote. im writing on a phone here and short of words I cant really think how to explain this much better. An 8% income would be huge if it existed however your ignoring all income generated which isnt poured back into drones and are also ignoring the fact that each drones effect on your income is only relevant with respect to the time it was created and the duration of the game. I didn't ignore the income that wasn't poured back into drones. I made specifically sure to point out that if the amount of resources you spend on upgrades, tech, and army stayed the same with time your economic growth was actually LARGER than 8%. The amount of resources available to be poured into economy is based on what's left over after army/tech/upgrade development and an 8% bonus to economy has a disproportionally large effect on resources devoted to drone production if all other costs stayed constant. If both the 10 and 11 drone players built armies at the same rate the 11th drone would grow on itself. The 11 drone player’s advantage in the long game would be disproportionally larger than the 10 drone player. If 5 drones work to produce army for both players, at the same rate of army production, it would effectively be 6 drones vs 5 drones. It would effectively mean a 20% bonus to economic growth. I really feel that the most reasonable way to look at the difference is how much slower the same build is. These percentages are messy and highly build-dependent, while the time delay is very constant and can be read of directly from the table in my post.  you do a roach timing from 20 drones? Hits 5 ingame second later with bad starting position compared to a good one. 10 pool? 3.3 ingame seconds later. 60 drone no army into mass units like Ret? if all three bases are bad, 7.7 ingame seconds later than all three bases good. See? Easy, no messy argument, everything clear. 
Your roaches are also seconds closer to them
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On November 26 2011 06:29 Cascade wrote:Show nested quote +On November 26 2011 06:09 Duban wrote:On November 26 2011 06:01 shammythefox wrote:On November 26 2011 05:52 Duban wrote:On November 26 2011 05:49 shammythefox wrote:On November 26 2011 05:44 Duban wrote:On November 26 2011 05:36 shammythefox wrote:On November 26 2011 05:23 Fleebu wrote:On November 26 2011 05:19 shammythefox wrote: this is not an 8 percent deficit. your econ doesn't comprise solely of drones, it's also hatches queens and overlords. there it's no justification to ignore army spending when assesing this discrepancy and also of course the benefit of adding more drones is below linear (20 drones vs 40 does most usually NOT equal double the income). your discrepancy should be 6 seconds / 6:29 ~ 1.5%. id also like to see your full table of results for each test as judging by the3 second discrepancy between best and average times, your error bars could easily render this result obsolete. Umm... Your econ maybe doesn't consist solely on drones, but your income does. Whether you have 5 queens, 20 overlords or none 11 drones will always mine more than 10. funnily enough your income actually also depends on hatches. but for the broader picture I think you may have misunderstood me good sir; a player who has made 11 drones and 50 roaches has NOT had a 10 % economic advantage over a player who has made 10 drones and 50 roaches. True, but they will have a 10% economic advantage soon assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but it's still a significant amount. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development either way. It will stall your growth for a short period of time, but it doesn't have a baring on my work. What's your point? they will have a no economic advantage for the most of the game, a short 10% economic advantage for a few seconds whilst.their opponent creates their 11th drone and then none again. the result is an incredibly small economic advantage. my point amongst others which were in my original post is that your logic takes this to be a 10% economic advantage which is erroneous. Economy is synonymous with income in this game. You’re thinking of the word macro includes production, resources, and position. In the end you will be in a much better position as the game progresses with 8% more income and economic growth that increases with economic position. that comment isnt really relevant to the quote. im writing on a phone here and short of words I cant really think how to explain this much better. An 8% income would be huge if it existed however your ignoring all income generated which isnt poured back into drones and are also ignoring the fact that each drones effect on your income is only relevant with respect to the time it was created and the duration of the game. I didn't ignore the income that wasn't poured back into drones. I made specifically sure to point out that if the amount of resources you spend on upgrades, tech, and army stayed the same with time your economic growth was actually LARGER than 8%. The amount of resources available to be poured into economy is based on what's left over after army/tech/upgrade development and an 8% bonus to economy has a disproportionally large effect on resources devoted to drone production if all other costs stayed constant. If both the 10 and 11 drone players built armies at the same rate the 11th drone would grow on itself. The 11 drone player’s advantage in the long game would be disproportionally larger than the 10 drone player. If 5 drones work to produce army for both players, at the same rate of army production, it would effectively be 6 drones vs 5 drones. It would effectively mean a 20% bonus to economic growth. I really feel that the most reasonable way to look at the difference is how much slower the same build is. These percentages are messy and highly build-dependent, while the time delay is very constant and can be read of directly from the table in my post.  you do a roach timing from 20 drones? Hits 5 ingame second later with bad starting position compared to a good one. 10 pool? 3.3 ingame seconds later. 60 drone no army into mass units like Ret? if all three bases are bad, 7.7 ingame seconds later than all three bases good. See? Easy, no messy argument, everything clear.  While x seconds may be better for timing attacks I'm writing this from the perspective of a macro zerg. My initial thought was to do exactly what you said and compare 386 seconds with 380 seconds but dismissed it as not all seconds have equal growth. When it comes to economic position the most recent 6 seconds contain siginificantly more growth than the average 6 seconds and it's that growth that defines the difference bettween 6:26 close and 6:26 distant.
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On November 26 2011 06:18 Yoshi Kirishima wrote:Show nested quote +On November 26 2011 05:59 Staboteur wrote:So what you're saying is that a Zerg spawning in top left of Shakuras should lose 100% of the time. Between this and the left/right combat disparity*, the disadvantage is insurmountable :D + Show Spoiler +Clearly trollin. For those curious, left/right disparity is just that when things attack-move each other, more often than not right will attack first. It's an incredibly miniscule difference (roaches will still kill each other) but feel free to try it out in a unit tester with single unit vs single unit battles :D For the record, banelings provide the most consistent result. wow, that's interesting o.o will keep that in mind lol. I'm guessing it's more noticeable with marines?
It isn't something you can keep in mind.
To clarify how tiny of a difference it is, some situations:
Reapers actually do 2 attacks per "shot". If you send one reaper at another reaper, more often than not the one on the right should kill the one on the left, but only then by the fraction of the second between shots. When there's no actual projectile being fired (tanks, reapers, immortals etc) the unit on the right gets a fractionally faster shot off, simply because a computer -cant- process two actions at the exact same time (Techies, correct me if I'm full of shit on that one). Someone has to shoot first, it just happens to be the dude on the right. The reaper that "wins" only does so by the difference in time between the two shots of a reaper.
In terms of actual in-game applications, there basically aren't any. In any non mirror matchup, the differences in range of units far, far outweigh the importance of this... and in mirror matchups you'd be very hard-pressed to turn it into a tangible advantage... especially considering that once you've got more than three units, concave and positioning starts to matter more than left/right would anyhow.
I mean, it's an "advantage" comparable to manually selecting the larva closest to whatever you want the unit for (I.E. select the larva closest to the mineral patch you want it to go to) but for 99.9% of people its an "advantage" that you'll almost never find a practical or visible use for.
Plus the only truly consistent result is 1 baneling vs 1 other baneling, and then you -want- to be on the left, because the baneling that doesn't kill itself... wins.
Anyways back to the real topic :D
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That is some insane data. Makes such a difference. All the little things add up.
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On November 26 2011 05:21 Akhee wrote:Show nested quote +On November 26 2011 05:19 ThePlayer33 wrote: Massive difference. and the main problem is, TERRAN and PROTOSS are unaffected by such imbalance :D remember it can be 8% you are getting unfairly blizzard can put it to be always further too
Since other race worker are always spawning on the mineral side, no, it's not 8% that you are getting unfairly, but a lost of 8%.
But seriously, it's hard to tell if it even matter against Terran or Protoss, since workers production are not even working the same way. It's pretty much a ZvZ problem I would say, since one of the two players will have this problem and the opponent not.
But even after all those numbers and stats, I can live with that no prolem, since positions are random, I have the same chance than my opponent to have this advantage. ZvZ is already quite luck based already. But eh, it's a nice thing to know.
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i think this is made up by the fact that you can make 3-8 drones at a time from a hatchery with larva inject. =P zergs have never had a problem gaining a huge advantage in economy easily.
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On November 26 2011 06:36 Duban wrote:Show nested quote +On November 26 2011 06:29 Cascade wrote:On November 26 2011 06:09 Duban wrote:On November 26 2011 06:01 shammythefox wrote:On November 26 2011 05:52 Duban wrote:On November 26 2011 05:49 shammythefox wrote:On November 26 2011 05:44 Duban wrote:On November 26 2011 05:36 shammythefox wrote:On November 26 2011 05:23 Fleebu wrote:On November 26 2011 05:19 shammythefox wrote: this is not an 8 percent deficit. your econ doesn't comprise solely of drones, it's also hatches queens and overlords. there it's no justification to ignore army spending when assesing this discrepancy and also of course the benefit of adding more drones is below linear (20 drones vs 40 does most usually NOT equal double the income). your discrepancy should be 6 seconds / 6:29 ~ 1.5%. id also like to see your full table of results for each test as judging by the3 second discrepancy between best and average times, your error bars could easily render this result obsolete. Umm... Your econ maybe doesn't consist solely on drones, but your income does. Whether you have 5 queens, 20 overlords or none 11 drones will always mine more than 10. funnily enough your income actually also depends on hatches. but for the broader picture I think you may have misunderstood me good sir; a player who has made 11 drones and 50 roaches has NOT had a 10 % economic advantage over a player who has made 10 drones and 50 roaches. True, but they will have a 10% economic advantage soon assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but it's still a significant amount. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development either way. It will stall your growth for a short period of time, but it doesn't have a baring on my work. What's your point? they will have a no economic advantage for the most of the game, a short 10% economic advantage for a few seconds whilst.their opponent creates their 11th drone and then none again. the result is an incredibly small economic advantage. my point amongst others which were in my original post is that your logic takes this to be a 10% economic advantage which is erroneous. Economy is synonymous with income in this game. You’re thinking of the word macro includes production, resources, and position. In the end you will be in a much better position as the game progresses with 8% more income and economic growth that increases with economic position. that comment isnt really relevant to the quote. im writing on a phone here and short of words I cant really think how to explain this much better. An 8% income would be huge if it existed however your ignoring all income generated which isnt poured back into drones and are also ignoring the fact that each drones effect on your income is only relevant with respect to the time it was created and the duration of the game. I didn't ignore the income that wasn't poured back into drones. I made specifically sure to point out that if the amount of resources you spend on upgrades, tech, and army stayed the same with time your economic growth was actually LARGER than 8%. The amount of resources available to be poured into economy is based on what's left over after army/tech/upgrade development and an 8% bonus to economy has a disproportionally large effect on resources devoted to drone production if all other costs stayed constant. If both the 10 and 11 drone players built armies at the same rate the 11th drone would grow on itself. The 11 drone player’s advantage in the long game would be disproportionally larger than the 10 drone player. If 5 drones work to produce army for both players, at the same rate of army production, it would effectively be 6 drones vs 5 drones. It would effectively mean a 20% bonus to economic growth. I really feel that the most reasonable way to look at the difference is how much slower the same build is. These percentages are messy and highly build-dependent, while the time delay is very constant and can be read of directly from the table in my post.  you do a roach timing from 20 drones? Hits 5 ingame second later with bad starting position compared to a good one. 10 pool? 3.3 ingame seconds later. 60 drone no army into mass units like Ret? if all three bases are bad, 7.7 ingame seconds later than all three bases good. See? Easy, no messy argument, everything clear.  While x seconds may be better for timing attacks I'm writing this from the perspective of a macro zerg. My initial thought was to do exactly what you said and compare 386 seconds with 380 seconds but dismissed it as not all seconds have equal growth. When it comes to economic position the most recent 6 seconds contain siginificantly more growth than the preceeding seconds and it's that growth that defines the difference bettween 6:26 close and 6:26 distant.
with "a macro zerg" i assume you mean a late game zerg with around 80 drones --> 8.4 seconds late with everything you do. How is that not clear?
yes, later in the game you will in general have more income per second, correct. I don't see your point? Would you like to see it in terms of how many exra minerals you have at a certain time? Then just multiply number of drones with the income/drone with the time delay. Do you like a table like this better?
number of built drones --> difference in minerals 6 --> 12 10 --> 22 15 --> 43 20 --> 67 25 --> 93 30 --> 120 40 --> 179 50 --> 243 60 --> 308 80 --> 448
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On November 26 2011 06:36 Uncultured wrote:Show nested quote +On November 26 2011 06:29 Cascade wrote:On November 26 2011 06:09 Duban wrote:On November 26 2011 06:01 shammythefox wrote:On November 26 2011 05:52 Duban wrote:On November 26 2011 05:49 shammythefox wrote:On November 26 2011 05:44 Duban wrote:On November 26 2011 05:36 shammythefox wrote:On November 26 2011 05:23 Fleebu wrote:On November 26 2011 05:19 shammythefox wrote: this is not an 8 percent deficit. your econ doesn't comprise solely of drones, it's also hatches queens and overlords. there it's no justification to ignore army spending when assesing this discrepancy and also of course the benefit of adding more drones is below linear (20 drones vs 40 does most usually NOT equal double the income). your discrepancy should be 6 seconds / 6:29 ~ 1.5%. id also like to see your full table of results for each test as judging by the3 second discrepancy between best and average times, your error bars could easily render this result obsolete. Umm... Your econ maybe doesn't consist solely on drones, but your income does. Whether you have 5 queens, 20 overlords or none 11 drones will always mine more than 10. funnily enough your income actually also depends on hatches. but for the broader picture I think you may have misunderstood me good sir; a player who has made 11 drones and 50 roaches has NOT had a 10 % economic advantage over a player who has made 10 drones and 50 roaches. True, but they will have a 10% economic advantage soon assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but it's still a significant amount. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development either way. It will stall your growth for a short period of time, but it doesn't have a baring on my work. What's your point? they will have a no economic advantage for the most of the game, a short 10% economic advantage for a few seconds whilst.their opponent creates their 11th drone and then none again. the result is an incredibly small economic advantage. my point amongst others which were in my original post is that your logic takes this to be a 10% economic advantage which is erroneous. Economy is synonymous with income in this game. You’re thinking of the word macro includes production, resources, and position. In the end you will be in a much better position as the game progresses with 8% more income and economic growth that increases with economic position. that comment isnt really relevant to the quote. im writing on a phone here and short of words I cant really think how to explain this much better. An 8% income would be huge if it existed however your ignoring all income generated which isnt poured back into drones and are also ignoring the fact that each drones effect on your income is only relevant with respect to the time it was created and the duration of the game. I didn't ignore the income that wasn't poured back into drones. I made specifically sure to point out that if the amount of resources you spend on upgrades, tech, and army stayed the same with time your economic growth was actually LARGER than 8%. The amount of resources available to be poured into economy is based on what's left over after army/tech/upgrade development and an 8% bonus to economy has a disproportionally large effect on resources devoted to drone production if all other costs stayed constant. If both the 10 and 11 drone players built armies at the same rate the 11th drone would grow on itself. The 11 drone player’s advantage in the long game would be disproportionally larger than the 10 drone player. If 5 drones work to produce army for both players, at the same rate of army production, it would effectively be 6 drones vs 5 drones. It would effectively mean a 20% bonus to economic growth. I really feel that the most reasonable way to look at the difference is how much slower the same build is. These percentages are messy and highly build-dependent, while the time delay is very constant and can be read of directly from the table in my post.  you do a roach timing from 20 drones? Hits 5 ingame second later with bad starting position compared to a good one. 10 pool? 3.3 ingame seconds later. 60 drone no army into mass units like Ret? if all three bases are bad, 7.7 ingame seconds later than all three bases good. See? Easy, no messy argument, everything clear.  Your roaches are also seconds closer to them  Yes, but you'll be hard-pressed to find a situation where they don't sit at a rally point for at least that long.
Furthermore, because the rally distance is longer for non-workers, the small difference between front and back of hatchery is far less significant. For example, if the rally point is 12 seconds away from the front (and therefore 14.5 from the back), the difference is 21%. The difference in worker transit time is 125%.
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On November 26 2011 07:52 Wren wrote:Show nested quote +On November 26 2011 06:36 Uncultured wrote:On November 26 2011 06:29 Cascade wrote:On November 26 2011 06:09 Duban wrote:On November 26 2011 06:01 shammythefox wrote:On November 26 2011 05:52 Duban wrote:On November 26 2011 05:49 shammythefox wrote:On November 26 2011 05:44 Duban wrote:On November 26 2011 05:36 shammythefox wrote:On November 26 2011 05:23 Fleebu wrote: [quote]
Umm... Your econ maybe doesn't consist solely on drones, but your income does.
Whether you have 5 queens, 20 overlords or none 11 drones will always mine more than 10. funnily enough your income actually also depends on hatches. but for the broader picture I think you may have misunderstood me good sir; a player who has made 11 drones and 50 roaches has NOT had a 10 % economic advantage over a player who has made 10 drones and 50 roaches. True, but they will have a 10% economic advantage soon assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but it's still a significant amount. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development either way. It will stall your growth for a short period of time, but it doesn't have a baring on my work. What's your point? they will have a no economic advantage for the most of the game, a short 10% economic advantage for a few seconds whilst.their opponent creates their 11th drone and then none again. the result is an incredibly small economic advantage. my point amongst others which were in my original post is that your logic takes this to be a 10% economic advantage which is erroneous. Economy is synonymous with income in this game. You’re thinking of the word macro includes production, resources, and position. In the end you will be in a much better position as the game progresses with 8% more income and economic growth that increases with economic position. that comment isnt really relevant to the quote. im writing on a phone here and short of words I cant really think how to explain this much better. An 8% income would be huge if it existed however your ignoring all income generated which isnt poured back into drones and are also ignoring the fact that each drones effect on your income is only relevant with respect to the time it was created and the duration of the game. I didn't ignore the income that wasn't poured back into drones. I made specifically sure to point out that if the amount of resources you spend on upgrades, tech, and army stayed the same with time your economic growth was actually LARGER than 8%. The amount of resources available to be poured into economy is based on what's left over after army/tech/upgrade development and an 8% bonus to economy has a disproportionally large effect on resources devoted to drone production if all other costs stayed constant. If both the 10 and 11 drone players built armies at the same rate the 11th drone would grow on itself. The 11 drone player’s advantage in the long game would be disproportionally larger than the 10 drone player. If 5 drones work to produce army for both players, at the same rate of army production, it would effectively be 6 drones vs 5 drones. It would effectively mean a 20% bonus to economic growth. I really feel that the most reasonable way to look at the difference is how much slower the same build is. These percentages are messy and highly build-dependent, while the time delay is very constant and can be read of directly from the table in my post.  you do a roach timing from 20 drones? Hits 5 ingame second later with bad starting position compared to a good one. 10 pool? 3.3 ingame seconds later. 60 drone no army into mass units like Ret? if all three bases are bad, 7.7 ingame seconds later than all three bases good. See? Easy, no messy argument, everything clear.  Your roaches are also seconds closer to them  Yes, but you'll be hard-pressed to find a situation where they don't sit at a rally point for at least that long. Furthermore, because the rally distance is longer for non-workers, the small difference between front and back of hatchery is far less significant. For example, if the rally point is 12 seconds away from the front (and therefore 14.5 from the back), the difference is 21%. The difference in worker transit time is 125%. Just moving your initial 6 drones into position costs every unit you will ever build 2.5gs. Every drone you build after that only serves to accumulate more time onto that loss.
On November 26 2011 06:53 Cascade wrote:Show nested quote +On November 26 2011 06:36 Duban wrote:On November 26 2011 06:29 Cascade wrote:On November 26 2011 06:09 Duban wrote:On November 26 2011 06:01 shammythefox wrote:On November 26 2011 05:52 Duban wrote:On November 26 2011 05:49 shammythefox wrote:On November 26 2011 05:44 Duban wrote:On November 26 2011 05:36 shammythefox wrote:On November 26 2011 05:23 Fleebu wrote: [quote]
Umm... Your econ maybe doesn't consist solely on drones, but your income does.
Whether you have 5 queens, 20 overlords or none 11 drones will always mine more than 10. funnily enough your income actually also depends on hatches. but for the broader picture I think you may have misunderstood me good sir; a player who has made 11 drones and 50 roaches has NOT had a 10 % economic advantage over a player who has made 10 drones and 50 roaches. True, but they will have a 10% economic advantage soon assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but it's still a significant amount. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development either way. It will stall your growth for a short period of time, but it doesn't have a baring on my work. What's your point? they will have a no economic advantage for the most of the game, a short 10% economic advantage for a few seconds whilst.their opponent creates their 11th drone and then none again. the result is an incredibly small economic advantage. my point amongst others which were in my original post is that your logic takes this to be a 10% economic advantage which is erroneous. Economy is synonymous with income in this game. You’re thinking of the word macro includes production, resources, and position. In the end you will be in a much better position as the game progresses with 8% more income and economic growth that increases with economic position. that comment isnt really relevant to the quote. im writing on a phone here and short of words I cant really think how to explain this much better. An 8% income would be huge if it existed however your ignoring all income generated which isnt poured back into drones and are also ignoring the fact that each drones effect on your income is only relevant with respect to the time it was created and the duration of the game. I didn't ignore the income that wasn't poured back into drones. I made specifically sure to point out that if the amount of resources you spend on upgrades, tech, and army stayed the same with time your economic growth was actually LARGER than 8%. The amount of resources available to be poured into economy is based on what's left over after army/tech/upgrade development and an 8% bonus to economy has a disproportionally large effect on resources devoted to drone production if all other costs stayed constant. If both the 10 and 11 drone players built armies at the same rate the 11th drone would grow on itself. The 11 drone player’s advantage in the long game would be disproportionally larger than the 10 drone player. If 5 drones work to produce army for both players, at the same rate of army production, it would effectively be 6 drones vs 5 drones. It would effectively mean a 20% bonus to economic growth. I really feel that the most reasonable way to look at the difference is how much slower the same build is. These percentages are messy and highly build-dependent, while the time delay is very constant and can be read of directly from the table in my post.  you do a roach timing from 20 drones? Hits 5 ingame second later with bad starting position compared to a good one. 10 pool? 3.3 ingame seconds later. 60 drone no army into mass units like Ret? if all three bases are bad, 7.7 ingame seconds later than all three bases good. See? Easy, no messy argument, everything clear.  While x seconds may be better for timing attacks I'm writing this from the perspective of a macro zerg. My initial thought was to do exactly what you said and compare 386 seconds with 380 seconds but dismissed it as not all seconds have equal growth. When it comes to economic position the most recent 6 seconds contain siginificantly more growth than the preceeding seconds and it's that growth that defines the difference bettween 6:26 close and 6:26 distant. with "a macro zerg" i assume you mean a late game zerg with around 80 drones --> 8.4 seconds late with everything you do. How is that not clear? yes, later in the game you will in general have more income per second, correct. I don't see your point? Would you like to see it in terms of how many exra minerals you have at a certain time? Then just multiply number of drones with the income/drone with the time delay. Do you like a table like this better? number of built drones --> difference in minerals 6 --> 12 10 --> 22 15 --> 43 20 --> 67 25 --> 93 30 --> 120 40 --> 179 50 --> 243 60 --> 308 80 --> 448 The spirit of the "macro zerg" is to have the minimum amount of army required to fend off an attack at any given time and everything else goes into economy. Lets say you need 14 zerglings and 4 hydralisks to be safe at 7:00. You have build 30 drones base, 3 are on gas and 3 have become a hatchery pool and extractor. In the far larvae-mineral position you complete your defence at 7:00 while your defense is complete at 6:54 in the close position.
The close position gives you 6 free seconds to do nothing but build economy with the same level of army, tech, and upgrades. Your x drones give y seconds doesn't really account for the fact that you can safely build more drones in the same period of time. This is why I compared the potential economy gain between the two positions.
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On November 26 2011 08:10 Duban wrote:Show nested quote +On November 26 2011 07:52 Wren wrote: Yes, but you'll be hard-pressed to find a situation where they don't sit at a rally point for at least that long.
Furthermore, because the rally distance is longer for non-workers, the small difference between front and back of hatchery is far less significant. For example, if the rally point is 12 seconds away from the front (and therefore 14.5 from the back), the difference is 21%. The difference in worker transit time is 125%. Just moving your initial 6 drones into position costs every unit you will ever build 2.5gs. Every drone you build after that only serves accumulate more time onto that loss. Even without that point, the effect on workers is more dramatic than on regular units. Didn't even think about the effect that the worker delay has on unit timings!
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On November 26 2011 08:10 Duban wrote:Show nested quote +On November 26 2011 07:52 Wren wrote:On November 26 2011 06:36 Uncultured wrote:On November 26 2011 06:29 Cascade wrote:On November 26 2011 06:09 Duban wrote:On November 26 2011 06:01 shammythefox wrote:On November 26 2011 05:52 Duban wrote:On November 26 2011 05:49 shammythefox wrote:On November 26 2011 05:44 Duban wrote:On November 26 2011 05:36 shammythefox wrote: [quote] funnily enough your income actually also depends on hatches. but for the broader picture I think you may have misunderstood me good sir;
a player who has made 11 drones and 50 roaches has NOT had a 10 % economic advantage over a player who has made 10 drones and 50 roaches. True, but they will have a 10% economic advantage soon assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but it's still a significant amount. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development either way. It will stall your growth for a short period of time, but it doesn't have a baring on my work. What's your point? they will have a no economic advantage for the most of the game, a short 10% economic advantage for a few seconds whilst.their opponent creates their 11th drone and then none again. the result is an incredibly small economic advantage. my point amongst others which were in my original post is that your logic takes this to be a 10% economic advantage which is erroneous. Economy is synonymous with income in this game. You’re thinking of the word macro includes production, resources, and position. In the end you will be in a much better position as the game progresses with 8% more income and economic growth that increases with economic position. that comment isnt really relevant to the quote. im writing on a phone here and short of words I cant really think how to explain this much better. An 8% income would be huge if it existed however your ignoring all income generated which isnt poured back into drones and are also ignoring the fact that each drones effect on your income is only relevant with respect to the time it was created and the duration of the game. I didn't ignore the income that wasn't poured back into drones. I made specifically sure to point out that if the amount of resources you spend on upgrades, tech, and army stayed the same with time your economic growth was actually LARGER than 8%. The amount of resources available to be poured into economy is based on what's left over after army/tech/upgrade development and an 8% bonus to economy has a disproportionally large effect on resources devoted to drone production if all other costs stayed constant. If both the 10 and 11 drone players built armies at the same rate the 11th drone would grow on itself. The 11 drone player’s advantage in the long game would be disproportionally larger than the 10 drone player. If 5 drones work to produce army for both players, at the same rate of army production, it would effectively be 6 drones vs 5 drones. It would effectively mean a 20% bonus to economic growth. I really feel that the most reasonable way to look at the difference is how much slower the same build is. These percentages are messy and highly build-dependent, while the time delay is very constant and can be read of directly from the table in my post.  you do a roach timing from 20 drones? Hits 5 ingame second later with bad starting position compared to a good one. 10 pool? 3.3 ingame seconds later. 60 drone no army into mass units like Ret? if all three bases are bad, 7.7 ingame seconds later than all three bases good. See? Easy, no messy argument, everything clear.  Your roaches are also seconds closer to them  Yes, but you'll be hard-pressed to find a situation where they don't sit at a rally point for at least that long. Furthermore, because the rally distance is longer for non-workers, the small difference between front and back of hatchery is far less significant. For example, if the rally point is 12 seconds away from the front (and therefore 14.5 from the back), the difference is 21%. The difference in worker transit time is 125%. Just moving your initial 6 drones into position costs every unit you will ever build 2.5gs. Every drone you build after that only serves to accumulate more time onto that loss. Show nested quote +On November 26 2011 06:53 Cascade wrote:On November 26 2011 06:36 Duban wrote:On November 26 2011 06:29 Cascade wrote:On November 26 2011 06:09 Duban wrote:On November 26 2011 06:01 shammythefox wrote:On November 26 2011 05:52 Duban wrote:On November 26 2011 05:49 shammythefox wrote:On November 26 2011 05:44 Duban wrote:On November 26 2011 05:36 shammythefox wrote: [quote] funnily enough your income actually also depends on hatches. but for the broader picture I think you may have misunderstood me good sir;
a player who has made 11 drones and 50 roaches has NOT had a 10 % economic advantage over a player who has made 10 drones and 50 roaches. True, but they will have a 10% economic advantage soon assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but it's still a significant amount. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development either way. It will stall your growth for a short period of time, but it doesn't have a baring on my work. What's your point? they will have a no economic advantage for the most of the game, a short 10% economic advantage for a few seconds whilst.their opponent creates their 11th drone and then none again. the result is an incredibly small economic advantage. my point amongst others which were in my original post is that your logic takes this to be a 10% economic advantage which is erroneous. Economy is synonymous with income in this game. You’re thinking of the word macro includes production, resources, and position. In the end you will be in a much better position as the game progresses with 8% more income and economic growth that increases with economic position. that comment isnt really relevant to the quote. im writing on a phone here and short of words I cant really think how to explain this much better. An 8% income would be huge if it existed however your ignoring all income generated which isnt poured back into drones and are also ignoring the fact that each drones effect on your income is only relevant with respect to the time it was created and the duration of the game. I didn't ignore the income that wasn't poured back into drones. I made specifically sure to point out that if the amount of resources you spend on upgrades, tech, and army stayed the same with time your economic growth was actually LARGER than 8%. The amount of resources available to be poured into economy is based on what's left over after army/tech/upgrade development and an 8% bonus to economy has a disproportionally large effect on resources devoted to drone production if all other costs stayed constant. If both the 10 and 11 drone players built armies at the same rate the 11th drone would grow on itself. The 11 drone player’s advantage in the long game would be disproportionally larger than the 10 drone player. If 5 drones work to produce army for both players, at the same rate of army production, it would effectively be 6 drones vs 5 drones. It would effectively mean a 20% bonus to economic growth. I really feel that the most reasonable way to look at the difference is how much slower the same build is. These percentages are messy and highly build-dependent, while the time delay is very constant and can be read of directly from the table in my post.  you do a roach timing from 20 drones? Hits 5 ingame second later with bad starting position compared to a good one. 10 pool? 3.3 ingame seconds later. 60 drone no army into mass units like Ret? if all three bases are bad, 7.7 ingame seconds later than all three bases good. See? Easy, no messy argument, everything clear.  While x seconds may be better for timing attacks I'm writing this from the perspective of a macro zerg. My initial thought was to do exactly what you said and compare 386 seconds with 380 seconds but dismissed it as not all seconds have equal growth. When it comes to economic position the most recent 6 seconds contain siginificantly more growth than the preceeding seconds and it's that growth that defines the difference bettween 6:26 close and 6:26 distant. with "a macro zerg" i assume you mean a late game zerg with around 80 drones --> 8.4 seconds late with everything you do. How is that not clear? yes, later in the game you will in general have more income per second, correct. I don't see your point? Would you like to see it in terms of how many exra minerals you have at a certain time? Then just multiply number of drones with the income/drone with the time delay. Do you like a table like this better? number of built drones --> difference in minerals 6 --> 12 10 --> 22 15 --> 43 20 --> 67 25 --> 93 30 --> 120 40 --> 179 50 --> 243 60 --> 308 80 --> 448 The spirit of the "macro zerg" is to have the minimum amount of army required to fend off an attack at any given time and everything else goes into economy. Lets say you need 14 zerglings and 4 hydralisks to be safe at 7:00. You have build 30 drones base, 3 are on gas and 3 have become a hatchery pool and extractor. In the far larvae-mineral position you complete your defence at 7:00 while your defense is complete at 6:54 in the close position. The close position gives you 6 free seconds to do nothing but build economy with the same level of army, tech, and upgrades. Your x drones give y seconds doesn't really account for the fact that you can safely build more drones in the same period of time. This is why I compared the potential economy gain between the two positions.
ok, so if you want it in that format, divide by 50?
number of drones when defending attack --> number of extra drones you can have 7 --> 0.2 10 --> 0.4 15 --> 0.9 20 --> 1.3 25 --> 1.8 30 --> 2.6 40 --> 3.6 50 --> 4.9 60 --> 6.2 80 --> 9.0
or you prefer it in percentage of the current number of drones? Divide by the number of drones and multiply by 100...
number of drones when defending attack --> percentage extra income 7 --> 3% 10 --> 4% 15 --> 6% 20 --> 7% 25 --> 7% 30 --> 9% 40 --> 9% 50 --> 10% 60 --> 10% 80 --> 11%
it's all the same thing... I still don't understand what you are objecting to, as I'm reproducing your result. I helped you put your test on theoretical ground, and generalized your result, but this conversation feels so pointless.... 
You enjoy your analysis anyways. cheers.
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meh.......... I applaud you for the hard work
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It would be hard to fix this because if the larvae is on the other side you would have ultras spawning in your mineral line affecting late game mining just as bad or worse.
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On November 26 2011 10:24 Imalengrat wrote: It would be hard to fix this because if the larvae is on the other side you would have ultras spawning in your mineral line affecting late game mining just as bad or worse. Mining workers pass through units without collision. You can even use that property to send a scout drone through an opposing Protoss player's zealot wall.
On November 26 2011 10:15 Cascade wrote:Show nested quote +On November 26 2011 08:10 Duban wrote:On November 26 2011 07:52 Wren wrote:On November 26 2011 06:36 Uncultured wrote:On November 26 2011 06:29 Cascade wrote:On November 26 2011 06:09 Duban wrote:On November 26 2011 06:01 shammythefox wrote:On November 26 2011 05:52 Duban wrote:On November 26 2011 05:49 shammythefox wrote:On November 26 2011 05:44 Duban wrote: [quote] True, but they will have a 10% economic advantage soon assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but it's still a significant amount. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development either way. It will stall your growth for a short period of time, but it doesn't have a baring on my work. What's your point? they will have a no economic advantage for the most of the game, a short 10% economic advantage for a few seconds whilst.their opponent creates their 11th drone and then none again. the result is an incredibly small economic advantage. my point amongst others which were in my original post is that your logic takes this to be a 10% economic advantage which is erroneous. Economy is synonymous with income in this game. You’re thinking of the word macro includes production, resources, and position. In the end you will be in a much better position as the game progresses with 8% more income and economic growth that increases with economic position. that comment isnt really relevant to the quote. im writing on a phone here and short of words I cant really think how to explain this much better. An 8% income would be huge if it existed however your ignoring all income generated which isnt poured back into drones and are also ignoring the fact that each drones effect on your income is only relevant with respect to the time it was created and the duration of the game. I didn't ignore the income that wasn't poured back into drones. I made specifically sure to point out that if the amount of resources you spend on upgrades, tech, and army stayed the same with time your economic growth was actually LARGER than 8%. The amount of resources available to be poured into economy is based on what's left over after army/tech/upgrade development and an 8% bonus to economy has a disproportionally large effect on resources devoted to drone production if all other costs stayed constant. If both the 10 and 11 drone players built armies at the same rate the 11th drone would grow on itself. The 11 drone player’s advantage in the long game would be disproportionally larger than the 10 drone player. If 5 drones work to produce army for both players, at the same rate of army production, it would effectively be 6 drones vs 5 drones. It would effectively mean a 20% bonus to economic growth. I really feel that the most reasonable way to look at the difference is how much slower the same build is. These percentages are messy and highly build-dependent, while the time delay is very constant and can be read of directly from the table in my post.  you do a roach timing from 20 drones? Hits 5 ingame second later with bad starting position compared to a good one. 10 pool? 3.3 ingame seconds later. 60 drone no army into mass units like Ret? if all three bases are bad, 7.7 ingame seconds later than all three bases good. See? Easy, no messy argument, everything clear.  Your roaches are also seconds closer to them  Yes, but you'll be hard-pressed to find a situation where they don't sit at a rally point for at least that long. Furthermore, because the rally distance is longer for non-workers, the small difference between front and back of hatchery is far less significant. For example, if the rally point is 12 seconds away from the front (and therefore 14.5 from the back), the difference is 21%. The difference in worker transit time is 125%. Just moving your initial 6 drones into position costs every unit you will ever build 2.5gs. Every drone you build after that only serves to accumulate more time onto that loss. On November 26 2011 06:53 Cascade wrote:On November 26 2011 06:36 Duban wrote:On November 26 2011 06:29 Cascade wrote:On November 26 2011 06:09 Duban wrote:On November 26 2011 06:01 shammythefox wrote:On November 26 2011 05:52 Duban wrote:On November 26 2011 05:49 shammythefox wrote:On November 26 2011 05:44 Duban wrote: [quote] True, but they will have a 10% economic advantage soon assuming everything else is equal. I assume I could include the 1/8 of an overlord cost but it's still a significant amount. Also hatcheries and queens are one time costs that are going to be built at specific points in economic development either way. It will stall your growth for a short period of time, but it doesn't have a baring on my work. What's your point? they will have a no economic advantage for the most of the game, a short 10% economic advantage for a few seconds whilst.their opponent creates their 11th drone and then none again. the result is an incredibly small economic advantage. my point amongst others which were in my original post is that your logic takes this to be a 10% economic advantage which is erroneous. Economy is synonymous with income in this game. You’re thinking of the word macro includes production, resources, and position. In the end you will be in a much better position as the game progresses with 8% more income and economic growth that increases with economic position. that comment isnt really relevant to the quote. im writing on a phone here and short of words I cant really think how to explain this much better. An 8% income would be huge if it existed however your ignoring all income generated which isnt poured back into drones and are also ignoring the fact that each drones effect on your income is only relevant with respect to the time it was created and the duration of the game. I didn't ignore the income that wasn't poured back into drones. I made specifically sure to point out that if the amount of resources you spend on upgrades, tech, and army stayed the same with time your economic growth was actually LARGER than 8%. The amount of resources available to be poured into economy is based on what's left over after army/tech/upgrade development and an 8% bonus to economy has a disproportionally large effect on resources devoted to drone production if all other costs stayed constant. If both the 10 and 11 drone players built armies at the same rate the 11th drone would grow on itself. The 11 drone player’s advantage in the long game would be disproportionally larger than the 10 drone player. If 5 drones work to produce army for both players, at the same rate of army production, it would effectively be 6 drones vs 5 drones. It would effectively mean a 20% bonus to economic growth. I really feel that the most reasonable way to look at the difference is how much slower the same build is. These percentages are messy and highly build-dependent, while the time delay is very constant and can be read of directly from the table in my post.  you do a roach timing from 20 drones? Hits 5 ingame second later with bad starting position compared to a good one. 10 pool? 3.3 ingame seconds later. 60 drone no army into mass units like Ret? if all three bases are bad, 7.7 ingame seconds later than all three bases good. See? Easy, no messy argument, everything clear.  While x seconds may be better for timing attacks I'm writing this from the perspective of a macro zerg. My initial thought was to do exactly what you said and compare 386 seconds with 380 seconds but dismissed it as not all seconds have equal growth. When it comes to economic position the most recent 6 seconds contain siginificantly more growth than the preceeding seconds and it's that growth that defines the difference bettween 6:26 close and 6:26 distant. with "a macro zerg" i assume you mean a late game zerg with around 80 drones --> 8.4 seconds late with everything you do. How is that not clear? yes, later in the game you will in general have more income per second, correct. I don't see your point? Would you like to see it in terms of how many exra minerals you have at a certain time? Then just multiply number of drones with the income/drone with the time delay. Do you like a table like this better? number of built drones --> difference in minerals 6 --> 12 10 --> 22 15 --> 43 20 --> 67 25 --> 93 30 --> 120 40 --> 179 50 --> 243 60 --> 308 80 --> 448 The spirit of the "macro zerg" is to have the minimum amount of army required to fend off an attack at any given time and everything else goes into economy. Lets say you need 14 zerglings and 4 hydralisks to be safe at 7:00. You have build 30 drones base, 3 are on gas and 3 have become a hatchery pool and extractor. In the far larvae-mineral position you complete your defence at 7:00 while your defense is complete at 6:54 in the close position. The close position gives you 6 free seconds to do nothing but build economy with the same level of army, tech, and upgrades. Your x drones give y seconds doesn't really account for the fact that you can safely build more drones in the same period of time. This is why I compared the potential economy gain between the two positions. ok, so if you want it in that format, divide by 50? number of drones when defending attack --> number of extra drones you can have 7 --> 0.2 10 --> 0.4 15 --> 0.9 20 --> 1.3 25 --> 1.8 30 --> 2.6 40 --> 3.6 50 --> 4.9 60 --> 6.2 80 --> 9.0 or you prefer it in percentage of the current number of drones? Divide by the number of drones and multiply by 100... number of drones when defending attack --> percentage extra income 7 --> 3% 10 --> 4% 15 --> 6% 20 --> 7% 25 --> 7% 30 --> 9% 40 --> 9% 50 --> 10% 60 --> 10% 80 --> 11% it's all the same thing... I still don't understand what you are objecting to, as I'm reproducing your result. I helped you put your test on theoretical ground, and generalized your result, but this conversation feels so pointless....  You enjoy your analysis anyways. cheers. Oh, it's useful validation tool and I like how it supported my conclusion it's this part I disagree with.
I really feel that the most reasonable way to look at the difference is how much slower the same build is. These percentages are messy and highly build-dependent, while the time delay is very constant and can be read of directly from the table in my post. While the "slower with the same build" comment is true I don't think you should be doing the same build if you're in a better position. As I pointed out, if you need X amount of army at 7:00 the build itself can change depending on your economy.
You can start by performing the same build order, but then build two free drones in that build order without any loss in safety. If you didn't have those extra 6 seconds you might not be able to follow up with those drones safely. You wind up with 29 drones instead of 27 even though military expenses stay the same. Your numbers are useful for static builds but don't show what kind of advantage you can get by abusing free drones. My % income numbers on the other hand show exactly what changes you get from these "free drones".
The % income is interesting, but the time in the build you get 20, 25, 30, etc drones changes. It’s that change, while maintaining the same army, I’ve been trying to emphasize.
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I think what's being objected to is the choice of using a special case as the basis for defining general terms like "economy" and "economic growth". Your numbers are based on both players simultaneously cutting drone production at a given point in a game (and the optimal disparity in the number of drones based on time difference between the builds at that specific point in the game).
While I agree your numbers are likely somewhat relevant when making practical sense out of the results, you should clarify the special case and the assumptions you're making in the OP. People reading the thread will have a lot of differerent ways of defining the term economy. Cascade's approach is for that reason probably the more objective and less confusing way of presenting the raw results/calculations.
For example: the boost in economy will not equate 8% if one assumes the builds continue to stay mirrored after your tested ~7min time mark when reading/interpreting your results and conclusion. Personally, first time reading it through, I assumed you would base your conclusions upon the builds continuing to stay mirrored.
Great thread though. I think in my case I'll think of it more in the terms of time gains. At least in ZvZ. I wouldn't think of 2-6 seconds being enough to disrupt early game build orders. But certainly enough for one party to gain a favorable position on the map, and as such control the flow of information. Usually starts snowballing after that. Question is what the greater factor at play is.
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On November 26 2011 04:42 MoreFaSho wrote: This is why I always 6-pool when I get top spawn on shakuras, drones start on right side and lings pop on right side. Makes rush 0.5s more effective.
Can't tell if trolling or serious... ¬.¬
In all honesty, I think this is a really interesting find. It's something I think Blizzard should definitely fix, although right now it shouldn't be their utmost priority, as I think SC2 has some bigger issues than this that are more pressing right now (maps in general, fine-tweaking unit balance, LAN). However, there's really no excuse NOT to fix this... It's an unnecessary disadvantage for zerg.
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Some races have it harder in certain positions. Terran can't choose which side to build their add-ons on, it is always the same no matter where their ramp is located. It is just a certain tweak of a race and should not be something to be concerned with that much at all. While there may be a certain difference, it all depends on map and positioning and is not important.
It is like trying to argue that because certain positions are harder to wall-off, then we have an imbalanced situation because toss might have to build an extra pylon if they spawn on top than if they spawn on bottom. It is the nature of the game.
Why not make all races the same? Every game should be TvT on an exact 2 player mirror map. Oh wait, that won't work because the ramps will be different and the add-ons barracks don't build on the same side...damn. The game is completely broken and zergs will never win anything.
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But it's not really difference for the purpose of having a fresh and exciting game, it's (in a TvT or ZvZ) one side being objectively worse than the other, which is of course imbalanced. Not a huge deal, no, but I feel the game should be as balanced as it possibly can. I hope this is fixed for HotS.
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On November 26 2011 16:34 Wafflelisk wrote: But it's not really difference for the purpose of having a fresh and exciting game, it's (in a TvT or ZvZ) one side being objectively worse than the other, which is of course imbalanced. Not a huge deal, no, but I feel the game should be as balanced as it possibly can. I hope this is fixed for HotS.
But it was the same in Brood War. SCVs came out of certain points and larvae sat in certain areas and it did not really affect it. I think it is fuss over basically nothing. The more of this type of "balancing" that occurs, the less dynamic the game will be and the more similar races will feel. It is just the nature of the race.
Also...how do you suggest that they fix this? Zerg can't spawn on top positions? Larvae and drones spawn behind the hatches? That would just create more situations that are stupid and people will work out ways to complain about that as well.
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This is really interesting. These small things can really add up. Like, if you split your drones at the start well, stack them on close patches and your drones spawn close to mineral patches at start imagine how much faster your build can be in a mirror matchup where every second counts, especially ZvZ (faster pool-->extractor-->ling speed=could be an advantageous fight for you).
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Thanks for working out the raw data.
It would be nice if something were done to get larva spawning on the correct side of the hatchery at all times, but I don't think 6 in-game seconds is game-breaking. Nice to see it's only a relatively small difference.
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On November 26 2011 05:03 Flonomenalz wrote:Show nested quote +On November 26 2011 04:57 ChineseWife wrote: now lets compare the effects of larva inject on creating workers to that of the other races... Nice QQ buddy. Get out of gold first. @OP - Very interesting stuff. Little things like this go a long way in games at the top level... hope to see more threads like this! User was warned for this post
never been in gold, so thx. im just saying that it doesn't appear to have an effect on balance, since zerg is pretty good as is.
edit: grats on diamond lmao
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i agree this should be fixed. i dont like zerg having more power depending on their start position
to fix this, all larva should spawn away from the minerals no matter what. that way zergs will no longer get to be 8% ahead. wow 8% holy crap who woulda guessed a zerg will have 8% more economy simply based on his spawn location.
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On November 26 2011 04:40 SafeAsCheese wrote:Show nested quote +On November 26 2011 04:37 Ghoststrikes wrote: That is interesting, but I might add that those map differences do not only affect zerg. Terrans have their add-on placement that changes if they want to properly wall off. I'm pretty sure it does not affect protoss walloffs, because basically you can make units spawn from either side of a building.
I agree that this difference might be significant in the case of a game agaiinst the AI where you hit everything dead on an no micro is required. In a real game, however, even a 2 second delay on a larvae inject will nullify any "advantage" you get by a good spawn position, so while I agree the exponential nature zerg economy grants the spawns a bigger and bigger advantage (or disadvantage), I just don't see it really being a cause for loss/win in even pro games today. 6 second difference could mean your zergling speed is 6 seconds later, which means your 4-6 zerglings get caught by their speedlings with similar openings. That's quite important.
Ah but snice their zerglings spawn closer to the minerals it will take them longer to run to the centre of the map!
On November 26 2011 17:43 ShineOnYou wrote: irrelevant thread imo
Completely agree
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It's good that people are taking even the smallest things into account. However I feel that our attention is better directed at other, MORE SIGNIFICANT things in the game. If you put the same effort you put into this guide into a guide about taking something like taking quick 3rd/4th etc and how to defend strong pushes when taking risks macro wise etc, that would help the community more.
I'm not just bashing on you. There has been a couple of threads here in the last few weeks about little things like splitting first vs making worker and stuff like this. I feel that the benefits of experimenting things like this is not worth it for the time you spend on it.
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I remember most maps in BW tried to counter this problem by placing the minerals either to the left or to the right of the hatchery/cc/nexus. Maybe that would help out with the tiny difference for ZvZ, although personally, this doesn't really affect the game much. Instead of QQ'ing, just adapt to it?
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ive seen some people put their evo chambers in spots that will the larvae a little little closer to the minerals, i Always was annoyed that scvs and probes pop out on any Side of a building but drones don't = (
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This too?
I'm still highly pissed off about the way drones attack.
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I dont play zerg, but this was the first thing that came to my mind when I first played sc2 after release. This only came to mind because workers use to always spawn out of the bottom left corner of your nexus/cc/hatch. Then I look at how fast zerg can pump out workers in comparison to the other two races and realize that it is so petty :/
you never saw pros whine about their mineral line located on the right side and their opponents located on the left.
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This idea is completely negligible in the current state of the game... not saying that it's useless data, but it's irrelevant until the game develops further. It's the same as splitting your workers; you do not lose a game, and blame it on a bad split. I guess there's a point in that it is practically a free advantage given by the game, but I honestly can't see this advantage becoming a factor until maybe when the metagame calms down, and players have a stronger grasp on the game.
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On November 26 2011 05:50 Cascade wrote:Nice analysis.  Theres a shortcut though.  Once you have measured the 2.5 second delay, you can calculate the delay as function of number of built drones: The first 7 drones (including the first you built) will be 2.5 seconds late. Thus, i fyou stay on a 7 drone eco (ohai 7 pool!! ^^) everything you build will be 2.5 seconds late. If you build more drones, your 8:th drone will also be 2.5 seconds late to build, and with the extra walk distance, it will be 5 seconds late to the minerals, thus your 8 drone eco will be 2.5*7/8 + 5.0*1/8 = 2.8 seconds late. By generalising this argument, you can define a function d(N) which is the dealy in yuor total economy after N built drones. We know that d(7) = 2.5 and we know that drone number N+1 will be built with a delay d(N), and arrive at the minerals with a delay d(N)+2.5. Thus, your N+1 drone eco will be delayed by d(N+1) = N/(N+1)d(N) + 1/(N+1)(d(N)+2.5) = d(N) + 2.5/(N+1) from this, by recursion it is easy to see that d(N) = 2.5 + 2.5*sum_{n = 8 to N} 1/n So the result is: number of built drones --> delay of economy in gs 6 --> 2.5 10 --> 3.3 15 --> 4.3 20 --> 5.0 25 --> 5.6 30 --> 6.0 40 --> 6.7 50 --> 7.3 60 --> 7.7 80 --> 8.4 which is consistent with your result within your error margin, as I guess your build had around 30-40 drones. Feel free to add it to the OP if you want, and also feel free to rewrite it better formulated consistent with your format.  Don't know if this makes sense if you consider that drones are produced 3-4 at once after the queen is out.
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On November 26 2011 19:13 Endymion wrote: the metagame will fix it Please explain how playing differently could affect this. I'm not necessarily promoting any change but your statement makes no sense to me and is asserted without giving evidence or reason.
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Seeing as I can look at the income tab in any given zerg macro-oriented game and see their numbers higher, I dont see this as a problem at all. The only time I see mineral income higher is when someone has a gold base, and the other guy doesnt. Or the terran just dropped a mule (lol).
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IMO they should make it balance by allowing you to control where the larva spawns/patrol. Protoss + Terran can already do this technically (rally their workers, then they'll spawn in the direction you rally).
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Really interesting imbalance there. I wonder if Blizzard can make it so that larvae can be moved by the player around the hatchery.
Props for a solid OP with data and experimentation
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Can blizzard just normalize the amount of time it takes a spawned drone to hit a mineral patch when it's rallied to one? Like, change the movement speed so a rallied drone always hits the patch in 2.5 game seconds or something similar. That seems like the easiest fix with least additional burden on the player.
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Always wondered about that, thanks for putting it on the spotlight with good testing!
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this is very similar to a terran spawning with a ramp facing toward the right side of their base, as opposed to one facing left. on the ramp facing right, the terran's add-on on their barracks will be exposed if you are walling off with your barracks, as opposed to the left-facing ramps where the add-on will be tucked away "behind" the barracks, leaving it less exposed.
the only way they should fix this issue with larva taking longer to get to minerals is if they also fix terran add-ons and allow an add-on to be built on either the left OR right side of the structure building it.
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Six in-game seconds is actually nothing. This can only be a problem in an early pool situation in ZvZ, and the time that it takes for the zerglings to spawn and walk to your base from the enemy base is more than enough to make up for the time lost from any larvae 'imbalance'.
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Look at the bright side, your zerglings can intercept 2 rax bunker faster, your overlord can fly faster, your new-spawned drones can be transferred faster to 2nd, 3rd base,.v..v.v.v
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On November 27 2011 15:46 canikizu wrote: Look at the bright side, your zerglings can intercept 2 rax bunker faster, your overlord can fly faster, your new-spawned drones can be transferred faster to 2nd, 3rd base,.v..v.v.v
Someone already said exactly this. You're 2.5 seconds behind just by moving your initial drones into position. That advantage is instantly canceled and the disadvantage only grows from there. .
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On November 26 2011 16:44 TheAmazombie wrote:Show nested quote +On November 26 2011 16:34 Wafflelisk wrote: But it's not really difference for the purpose of having a fresh and exciting game, it's (in a TvT or ZvZ) one side being objectively worse than the other, which is of course imbalanced. Not a huge deal, no, but I feel the game should be as balanced as it possibly can. I hope this is fixed for HotS. But it was the same in Brood War. SCVs came out of certain points and larvae sat in certain areas and it did not really affect it. I think it is fuss over basically nothing. The more of this type of "balancing" that occurs, the less dynamic the game will be and the more similar races will feel. It is just the nature of the race.
Actually, that's not true, at least as far as zerg is concerned. You could force your larva to move to the left of your hatch.
http://wiki.teamliquid.net/starcraft/Larva_Trick
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I've only heard about and experimented with it a little, but you can position your pool/roach/evo in such a way to force larvae closer to the minerals while also making a nice simcity around your hatch. Still though, the damage has already been done. I wouldn't doubt this is why when watching two pro zergs perform the exact same build, one is INEVITABLY building slower by an average of 1-2 seconds.
edit: This would probably be a worthy search for the OP, IMO. Go through some pro ZvZ's who open mirror builds and see how much of an impact larvae position ultimately had.
On November 26 2011 04:36 Klondikebar wrote:Show nested quote +On November 26 2011 04:34 Duban wrote:On November 26 2011 04:32 Klondikebar wrote: Are you just testing this for academic purposes or do you advocate some change be made?
It seems like you're just doing this for academic purposes which I like because I was kinda curious about this myself. I did this mostly because I could. It also supports my postion of "Tiny changes can make or break a game for a good macro Zerg" I would tend to agree that interfering with timings for something as trivial as larva positioning is kinda silly. But I would hold off on actually calling for tweaks until Nestea says "I lost that game because my larva were too far from the minerals."
It's really easy to shrug off miniscule timings when it ultimately boils down to the difference in seconds on ultra precise timings, that end up winning or losing games. Splitting/worker management is where it all starts. This is probably most apparent to me in PvP (even though it doesn't have larvae) if your core is delayed enough you can just straight up die to a 4 gate. It only takes a couple of seconds and suddenly his units are warping in before your warpgate is even done.
On November 27 2011 13:48 upperbound wrote: Can blizzard just normalize the amount of time it takes a spawned drone to hit a mineral patch when it's rallied to one? Like, change the movement speed so a rallied drone always hits the patch in 2.5 game seconds or something similar. That seems like the easiest fix with least additional burden on the player.
Or they could just make larvae always gravitate towards minerals.
On November 27 2011 15:46 canikizu wrote: Look at the bright side, your zerglings can intercept 2 rax bunker faster, your overlord can fly faster, your new-spawned drones can be transferred faster to 2nd, 3rd base,.v..v.v.v
The hatch is also surrounded by creep though. Larvae affect how fast units get out of your base but not as much as drones.
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On November 26 2011 04:36 Klondikebar wrote:Show nested quote +On November 26 2011 04:34 Duban wrote:On November 26 2011 04:32 Klondikebar wrote: Are you just testing this for academic purposes or do you advocate some change be made?
It seems like you're just doing this for academic purposes which I like because I was kinda curious about this myself. I did this mostly because I could. It also supports my postion of "Tiny changes can make or break a game for a good macro Zerg" I would tend to agree that interfering with timings for something as trivial as larva positioning is kinda silly. But I would hold off on actually calling for tweaks until Nestea says "I lost that game because my larva were too far from the minerals." He'd never say that though, because the change is so minute that many other things could be blamed, no player being perfect and all, but I would argue that the snowball effect small changes has on macro, especially in the early game, is probably one of those hidden effects most players, including pros, don't think about even if it does cause a loss (which would probably be rare). This seems like something relatively easy to fix so I don't see why you wouldn't do it, especially since there is a documented difference.
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Why does everyone keep bringing up Terran add-ons in this thread? This has a pretty negligible effect in ZvT. This is a zerg topic and it effects (zergs obviously, not that you would notice due to the massive terran add-on whining in this thread) ZvZ to the greatest degree. In short, go talk in the thread about terran add-ons if you want to talk about terran add-ons for the 5 millionth time.
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It still does not seem like a very big deal to me. How many maps even have a spawn with minerals directly above and a spawn with minerals directly below? Many maps have diagonally oriented minerals. Regardless, 6 game seconds is almost nothing. Sure, there are some specific situations in ZvZ where those 6 seconds could be game breaking, I guess. But there is just too much stuff going on in an SC2 match for this to be a noticeable factor in who wins a game.
Also, I have a question about the calculations. How does larva production affect the theory here. Since both players start with 50 minerals they will begin their first drone at the same time. Will a player who has minerals above their hatchery be able to use their larva fast enough to prevent a period of time with 3 idle larva? If so, then it seems like every drone created after the point where both players are just waiting for their next larva to spawn will be created at the same time (not affected by that initial 2.5 gs difference). Then it would come down to the timing of the first queen spawning, which would be affected by the mineral difference. Anyways, does this make the predicted "lost time" for the disadvantaged player lower than expected?
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I've also always thought about this before. I was hoping Blizzard would fix it, but there just really has never been any mention of the problem previously that I've seen.
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Although it is impractical to test, because of normal variation in your opponent and strategy in each game. I wonder what the gross difference is in the course of a 30 minute (or longer) game. Given the almost exponential growth potential of the zerg economy throughout the early and mid game. 1 less drone in the early game can mean 5 less drones later on, (in some cases) Zergs have always been aware of how crucial their early drones are to their growth potential, which is why we see things like drones getting pulled off gas after 100 has been mined for ling speed, and the fewest possible lings being made during the opening stages.
I really don't think there should be built in imbalances due to spawn positions. It's one of the main reasons I don't like shakurus and metalopolis. The differences in air space to fly behind the natural bases on those maps, can give you an advantage or disadvantage depending on where you spawn.
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Nice OP; but you have a serious flaw. Part A you just took self-admitted 'rough' numbers; despite making calculations based on a quarter of an in-game second, hopefully you can see the flaws in that; especially with what is below:
Part B Standard Deviation!
Below are my calculations based on your numbers, broken down in a uniform measurement of seconds. Again these are your numbers! Top Deviation Calculation: X1 = 386 X2 = 389 X3 = 392 Mean = 389 (heh, easy one) Deviation = Root ( ((Mean – X1)^2 + (Mean – X2)^2 + (Mean – X3)^2)/ Number in Sample) = Root( ( (389-386)^2 + (389-389)^2 + (389-392)^2 ) / 3 ) = 6
Bottom Deviation Deviation = 6.2
So your claim is that there is a 6 second difference between mining times at the top and bottom. But the standard deviation for your top and bottom tests are at least as big.
This means that if you ran only the top 66% of your data would be 389 seconds, give or take 6 seconds. And 33% of the time it would be MORE than 6 seconds difference. Or phrased this way, running only the top experiment, your data would be 380-392 seconds most of the time; with a large chunk of it outside of even those time ranges. And this is just what the data that you provided says will happen if you alone try experimenting only the top part.
The idea behind your experiment is awesome, but you need either a much larger sample size, and likely more practice at it to keep your deviation to a minimum. Because right now I can claim with over 91% confidence (look up confidence intervals if you're curious) that based on your data the mining time between the top and the bottom are EXACTLY the same time. Which we know by observation isn't true.
A plea to everyone reading this thread; if you have GM or above mechanics, please help the OP out, try the top/bottom mining experiment. Do it 10 times to warm up. Do it 20 times to record the time top. Then do the same thing for the bottom. Give the OP your 20 Top and 20 bottoms (and please be honest) and then he can come back with meaningful numbers. He's got a great idea and even a good start, it's just the numbers he has don't prove anything. (Seriously if like... Sheth did this, you could have pretty fantastic data with maybe even an 80% CI.)
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On November 26 2011 04:57 ChineseWife wrote: now lets compare the effects of larva inject on creating workers to that of the other races...
Yeah...no. If your opponent is decent, he will be able to match you on wokers and even pull ahead almost throughout the entire game with most openings. We can create many workers at a time, but we cannot defend ourselves while doing it.
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I might be wrong about this, but does that mean that from a map makers point of view, one should always make base entries and such that the add-ons for terrans are always close to (or always away from) the entry point and the minerals always point to the east or west (larva still in the bottom, then equally close to the minerals on either side).
That would probably solve it, if that is possible with the map editor.
Or am I way off here?
The other and obvious solution is changing the dynamics of SC2 (which won't happen), by making larvae spawn close to minerals and add-ons placeable where one wishes, which was mentioned before.
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On November 26 2011 05:29 TERRANLOL wrote:Show nested quote +On November 26 2011 05:00 Klondikebar wrote: I feel like spawn locations is more comparable to white vs black in chess. Doesn't white have an extra 4% win rate or something? Based entirely upon "spawn color."
White has the higher winrate because white moves first. Spawn color is how we identify who has the advantage, but it is not the advantage itself
You really think that first move is OP? Having first move can be even problem actually! Imagine 2 guys runing into minefield... one who runs in sooner is in worse position than one who runs in faster...
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On December 02 2011 06:52 FreeTossCZComentary wrote:Show nested quote +On November 26 2011 05:29 TERRANLOL wrote:On November 26 2011 05:00 Klondikebar wrote: I feel like spawn locations is more comparable to white vs black in chess. Doesn't white have an extra 4% win rate or something? Based entirely upon "spawn color."
White has the higher winrate because white moves first. Spawn color is how we identify who has the advantage, but it is not the advantage itself You really think that first move is OP? Having first move can be even problem actually! Imagine 2 guys runing into minefield... one who runs in sooner is in worse position than one who runs in faster...
I guess this is off topic, but I guess I'd redirect you to this regarding the 'First-move advantage' in chess:
+ Show Spoiler +The first-move advantage in chess is the inherent advantage of the player (called White) who makes the first move in chess. Chess players and theorists generally agree that White begins the game with some advantage. Statistics compiled since 1851 support this view, showing that White consistently wins slightly more often than Black, usually scoring between 52 and 56 percent. White's winning percentage[1] is about the same for tournament games between humans and games between computers. However, White's advantage is less significant in rapid games and in games between weaker players. - Wikipedia
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On December 02 2011 06:22 1st_Panzer_Div. wrote: Nice OP; but you have a serious flaw. Part A you just took self-admitted 'rough' numbers; despite making calculations based on a quarter of an in-game second, hopefully you can see the flaws in that; especially with what is below:
Part B Standard Deviation!
Below are my calculations based on your numbers, broken down in a uniform measurement of seconds. Again these are your numbers! Top Deviation Calculation: X1 = 386 X2 = 389 X3 = 392 Mean = 389 (heh, easy one) Deviation = Root ( ((Mean – X1)^2 + (Mean – X2)^2 + (Mean – X3)^2)/ Number in Sample) = Root( ( (389-386)^2 + (389-389)^2 + (389-392)^2 ) / 3 ) = 6
Bottom Deviation Deviation = 6.2
So your claim is that there is a 6 second difference between mining times at the top and bottom. But the standard deviation for your top and bottom tests are at least as big.
This means that if you ran only the top 66% of your data would be 389 seconds, give or take 6 seconds. And 33% of the time it would be MORE than 6 seconds difference. Or phrased this way, running only the top experiment, your data would be 380-392 seconds most of the time; with a large chunk of it outside of even those time ranges. And this is just what the data that you provided says will happen if you alone try experimenting only the top part.
The idea behind your experiment is awesome, but you need either a much larger sample size, and likely more practice at it to keep your deviation to a minimum. Because right now I can claim with over 91% confidence (look up confidence intervals if you're curious) that based on your data the mining time between the top and the bottom are EXACTLY the same time. Which we know by observation isn't true.
A plea to everyone reading this thread; if you have GM or above mechanics, please help the OP out, try the top/bottom mining experiment. Do it 10 times to warm up. Do it 20 times to record the time top. Then do the same thing for the bottom. Give the OP your 20 Top and 20 bottoms (and please be honest) and then he can come back with meaningful numbers. He's got a great idea and even a good start, it's just the numbers he has don't prove anything. (Seriously if like... Sheth did this, you could have pretty fantastic data with maybe even an 80% CI.)
There is an equation for a sample and a control, since we have multiple tests, but I can't remember what it was. It would probebly be better but if anyone wants to help me do testing it'd be great.
The build is
9 OL 13 scout 15 pool 16 @150 minerals extractor 15 hatchery 14 queen 16 OL 16 zergling 19 lair 22 queen 24 OL 24 creep tumor "first queen does inject ,tumor, inject" 30 hydralisk den 32 overlord 4 zerglings 36 overlord 3 hydralisks
P.S. Also, someone else created a model based on my first observation that matched, almost exactly, my result. As for A, I also rounded down my answer to the minimum difference at 2 seconds and still found an 8 mineral difference.
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I have always wondered about this but never really messed around with it, it would be cool if they changed it so that larvae spawned the same distance away from the minerals. 
Nice work testing it and everything, I never thought there was that much of a difference.
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Im not disagreeing with the results you found but I will definitely disagree with this statement; "While the difference between a close larvae-mineral position and a distant one won’t cause a great player to lose to a terrible one it can still have a marked effect on a game between two players of equal skill."
NesTea won a GSL with a flawless record. So clearly the "marked effect on a game between two players of equal skill" isnt very drastic and need not be attended to.
And a human performing a "highly accurate build" to test such a hypothesis is kind of ironic? Dont you think?
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For every disadvantage there should be some advantage as well... I wonder how much faster a rush(such as an 8 pool) reaches your opponents base if your larva spawn closer to your ramp?
Maybe on most maps you can make up for that eco disadvantage with a rush advantage?
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On December 02 2011 07:37 stOpSKY wrote: Im not disagreeing with the results you found but I will definitely disagree with this statement; "While the difference between a close larvae-mineral position and a distant one won’t cause a great player to lose to a terrible one it can still have a marked effect on a game between two players of equal skill."
NesTea won a GSL with a flawless record. So clearly the "marked effect on a game between two players of equal skill" isnt very drastic and need not be attended to.
And a human performing a "highly accurate build" to test such a hypothesis is kind of ironic? Dont you think?
SC2 is a game of timings. It's difficult to point out games where this small positional imbalance could affect a game because it's overshadowed, -usually-, by much larger mistakes. When you see on the production one timing slower than the other leading to a huge window for instant victory, it's very easy to simply accept that one timing was faster and there was nothing behind it other than inferior mechanics. These seconds are so precious in defending/executing timing attacks.
Although there's no Z, the most obvious example of how having ANY aspect of your build being a little late can get you killed is PvP. It's extremely obvious, warp gate is a huge timing, and delaying your gateway/core/warpgate all add up to delaying it, and the ramifications are immediate when his units are warping in before your warpgate is even finished. Hongun fought Deezer earlier, 4 gated him against a counter 4 gate with sentries and a complete wall-in at his front and Deezer still got rolled. With a late warp gate that hongun noticed- and im sure Deezer knew it too. I don't remember who Sase fought but in code A his WG was behind by over 10 seconds which is kind of dramatic, but still, he straight up died to a 4 gate.
Point being, when the seconds add up, and as SC2 gets more and more mapped out, these miniscule imbalances become bigger and bigger as timings become etched into stone.
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This is the main reason why I lose ZvZ
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I always stress about this when making a drone, trying to send it to the optimal mineral patch to avoid circumnavigating the hatch; another variable is that the cocoon position is not constant. I'm glad you went into this amount of detail on it, so at least i can think "well there goes 10 mins" rather than just having anxiety over the unknown quantity of lost economy.
On November 27 2011 13:14 Goldfish wrote: IMO they should make it balance by allowing you to control where the larva spawns/patrol. Protoss + Terran can already do this technically (rally their workers, then they'll spawn in the direction you rally).
A third rally point from the hatch for larvae would be quite nice. I've accidentally trapped a spawned ultralisk due building placement and wandering larva.
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I've always thought that this was kind of important, and apparently it is! They really should patch it so that all larvae are either closer to the minerals or always farther. This kind of disadvantage, although small, is really not needed and it can be easily fixed.
Also, they should allow terran buildings to choose which side they want to put the add-on on. Its just small and unnecessary disadvantages.
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Honestly I think this is negligible compared to a much more overt problem with larvae spawning. When you are cheesed in ZvZ, and your larvae are away from your mineral line, you have no real way to protect your eggs from being surrounded and your zerglings slaughtered upon spawn. When your larvae are in your mineral line, you can use your drones to protect your producing zerglings. Similar things can occur for siege tanks in range of the closer side of the hatchery, etc. I think this has much bigger implications than any small economic difference.
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I've done more samples which means more data points. It would be too difficult to upload every replay I have but I do have them saved. I guess i could email the replays to people if they really wanted it and gave a good reason in PM.
Combined new & old data
Close mineral-larvae position + Show Spoiler +Average: 6:23.5 Best: 6:20
Far position + Show Spoiler + 6:26 6:29 6:32 6:25 6:27 6:28 6:30 6:31
Average: 6:28.5 Best: 6:25
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On November 26 2011 04:49 decemberscalm wrote:Show nested quote +On November 26 2011 04:45 Klondikebar wrote:On November 26 2011 04:43 Zephirdd wrote: now larvae must spawn closer to minerals for all hatcheries.
That or add a rally for larvae(limit distance to very close to hatchery). While you are at it add a rally for overlords. And let addons be placed with mouse instead of being locked on a position.
Game fixed. You assume it's broken...it could very well be that this is just a tiny way that maps create diversity of play. Difference does not necessarily mean problem. Someone is ALWAYS behind the other player by default of spawn positions. That is an unfair, undue advantage.
Maybe the top spawning player should be thinking defensive. The slghtly stronger economy won't be enough to take away the defenders advantage so in ZvZ it's probbly smarter to aggressive only if you're sure you're better than your opponent or if you have the better spawn position, or if you're july zerg
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New patch : Spawned larva slowly crawl toward offensive rally point (but still die if off creep).
:D
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Build a spawning pool / evo chamber / roach warren / any building at the bottom of your hatch and it shifts the larvae around your hatch, closer to your mineral patches.
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On December 02 2011 08:54 Duban wrote:I've done more samples which means more data points. It would be too difficult to upload every replay I have but I do have them saved. I guess i could email the replays to people if they really wanted it and gave a good reason in PM. Combined new & old data Close mineral-larvae position + Show Spoiler +Average: 6:23.5 Best: 6:20 Far position + Show Spoiler + 6:26 6:29 6:32 6:25 6:27 6:28 6:30 6:31
Average: 6:28.5 Best: 6:25
I'll gladly run these numbers again when I get home and post the results.
Okay I only did the far position; and I actually did it by hand on the bus, but this is much better; Sigma aka Standard Deviation is 2.69 (give or take .02 seconds)
If I assume that the close position is the same, at the very least it makes it more likely than not that far position does in fact take longer; I'm guessing 20 results indeed should give a pretty good interval of how many seconds you lose.
It is very interesting that this is a much larger difference than I would have thought.
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Every time i spawn on the top of the Map with Zerg and my Larvae are far from the minerals i get irritated. (Mid-Master)
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Please don't use gs to mean game seconds — just use s — especially when you already explained that it's game seconds and not absolute/real seconds on 'faster' game speed. You don't see Liquipedia using gs.
All that said, I hate how in brood war the imbalance was/is like 5x-10x as bad as it is in Starcraft 2.
On December 02 2011 08:57 Tektos wrote: Build a spawning pool / evo chamber / roach warren / any building at the bottom of your hatch and it shifts the larvae around your hatch, closer to your mineral patches. doesn't fix the problem though, and in fact causes more harm than good in my opinion (splitting larva up across both sides of the building). It's also rather difficult to build buildings where your larva are considering that there's usually at least 1 egg blocking the way.
On December 02 2011 07:54 Eschaton wrote: A third rally point from the hatch for larvae would be quite nice. Yeah, but I don't even think they need a third rally. I don't think anyone will at all care that their army units morph on the same side their drones do — it's the worker spawn point that matters.
Just having the drone rally point work as the direction for the larva spawn & cluster/rally would work fine in my opinion. It's not like they'd have trouble moving around the drones — they can walk right through them. (it was a problem in BW though)
On December 02 2011 06:22 1st_Panzer_Div. wrote: A plea to everyone reading this thread; if you have GM or above mechanics, please help the OP out, try the top/bottom mining experiment. Do it 10 times to warm up. Do it 20 times to record the time top. Then do the same thing for the bottom. Give the OP your 20 Top and 20 bottoms (and please be honest) and then he can come back with meaningful numbers. He's got a great idea and even a good start, it's just the numbers he has don't prove anything. (Seriously if like... Sheth did this, you could have pretty fantastic data with maybe even an 80% CI.) Better to have a computer to it to get the true difference, in my opinion. That said, pros' results could be useful too, since the discrepancy vs a computer and a player could be quite significant, but overall the consistency of a computer makes it an absolutely fantastic tool to measure things like this.
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Really slight positional imbalance affects all races.
If i spawn on the left side of the map vs the right, i use the add-on of my rax to complete my wall in makings it significantly weaker to baneling busts. Its annoying but not game-breaking.
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Just bring back the overlord bug
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this is minor compared to the difficulties protoss faces if they want to FFE. Some naturals on the same map require 3-4 buildings while some will take 2.
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On December 02 2011 12:34 paintfive wrote: this is minor compared to the difficulties protoss faces if they want to FFE. Some naturals on the same map require 3-4 buildings while some will take 2. that's more a problem of the map than a problem with the game. Yes the map can fix the games problems (resulting in either other positional imbalances on the map, or very bland/similar maps), but anything where changing the game instead of the map will fix the problem should be done.
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The reason you should do a worker split at the beginning of the game is that you can save ~2 seconds, and many people find that essential. In light of that, a 6 second difference is MASSIVE. Nice work.
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This problem existed in BW too, it never was a big deal. It doesnt seem to be problematic here either. Personally i think load screen lag is a bigger problem than this.
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On December 02 2011 12:37 Xapti wrote:Show nested quote +On December 02 2011 12:34 paintfive wrote: this is minor compared to the difficulties protoss faces if they want to FFE. Some naturals on the same map require 3-4 buildings while some will take 2. that's more a problem of the map than a problem with the game. Yes the map can fix the games problems (resulting in either other positional imbalances on the map, or very bland/similar maps), but anything where changing the game instead of the map will fix the problem should be done.
It's actually more of a positional problem than a map or a game problem. On Shakuras, if I spawn at 5 or 7 o'clock positions, then I get more money than if I had spawned at the top. Protoss has to wall with the same number of buildings, regardless of position, on a single map.
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Oh so this is whats been holding me back from becoming Grandmaster league! Darn you Blizzard!
Good to see someone collecting real data to put the debate to rest.
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Actually this problem spirals out of control for Zerg, because their drone timing isn't limited by constant production of their main building. This means if the drones reach the mineral patches 2.5 seconds later, the second drone built will be delayed by 2.5 seconds (because the initial drones that have to mine the 50 minerals are 2.5 gs late) and then takes another 2.5gs more to reach the patch.
With this in mind, it's actually surprising, that in a ZvZ mirror we don't see pronounced differences depending on the start positions.
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On December 02 2011 15:19 hersenen wrote: Oh so this is whats been holding me back from becoming Grandmaster league! Darn you Blizzard!
Good to see someone collecting real data to put the debate to rest. Real data is the best data :-).
Anyways, I won't deny that how large a difference it makes depends on the build and metagame. I don't want to make predictions because of that. I just needed to show a single situation where the difference is noteworthy to say that the larvae-mineral distance can affect the game in some situations, if not all.
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each race is affected by positional things on every map... it introduces a slight variance to each game and is good.
for instance, nerazim crypt... terrans have to travel uber far to wall off. mining time lost. i dont care about your larva positioning lol
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So where's the linear relationship test between this and the loss rate of Zerg players?
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On December 02 2011 12:43 Mr Showtime wrote: The reason you should do a worker split at the beginning of the game is that you can save ~2 seconds, and many people find that essential. In light of that, a 6 second difference is MASSIVE. Nice work. Not really. That 2 second benefit from worker splitting comes IMMEDIATELY, whereas the 6 second difference with this is gradually built up as drones are produced over the course of several minutes.
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Good job, you've proved that some spawns net a 3 game second advantage over other spawns.
3 game seconds is nothing.
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A good read and quite interesting, props for finding stuff out 'cause you can, that mentality always makes me happy. I somehow doubt it has enough of an in-game effect to warrant some of the concern expressed in this thread though Typing "gl hf" at an inopportune moment will nullify your advantage lol
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On November 26 2011 04:49 DoubleReed wrote: Maybe the larva could drift in the general direction of the worker rally. Other than that, it's minor enough to not need changing. Certainly not as significant as the add-on issues that terran has. Actually this is more important then addon issue because the addon does not impair worker production and mining speed and as a result does not give a economy lead that only gets bigger to one side because of spawn position.
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I've always thought about this and hated when i have unfavorable spawns like that, especially in zvz. Thanks for cranking these numbers.
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The initial 6 drones with any distance disadvantage would be the same across all 3 races right?
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Can you quantify the effect this has on reinforcing your army during battle? Is there a bit of washing considering?
I mean in ZvZ ling battles (especially early on) reinforcements become a factor
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On November 26 2011 18:52 RevOrchid wrote: This idea is completely negligible in the current state of the game... not saying that it's useless data, but it's irrelevant until the game develops further. It's the same as splitting your workers; you do not lose a game, and blame it on a bad split. I guess there's a point in that it is practically a free advantage given by the game, but I honestly can't see this advantage becoming a factor until maybe when the metagame calms down, and players have a stronger grasp on the game.
Well we still don't see everyone pairing their workers, you're right that it won't be a factor until later on, but I think it's good to point it out with all this data beforehand. Maybe Blizzard or map designers can fix it before it becomes a tangible problem.
Having this data out could change the metagame rapidly, all zergs should be paying attention to their spawns and then trying to squeeze in a drone here and there more than they would in the inferior spawn. I would suspect some zergs already do this of course they wouldn't have wanted to share it with the world.
On December 03 2011 06:04 Ignorant prodigy wrote: Can you quantify the effect this has on reinforcing your army during battle? Is there a bit of washing considering?
I mean in ZvZ ling battles (especially early on) reinforcements become a factor
That seems incredibly hard to calculate because more often than not one player or another already has an overwhelming advantage. For example if you are about to lose a game because you need 10 more seconds for your lings to finish the 1 second or so advantage of reinforcement would not really effect either side. Also keep in mind because of creep the time difference in units will always be smaller than it is with drones, on top of economy nearly always (outside of early all ins) being a better advantage to have than a 1 second shorter rally time.
With this data we can assume that with two players of equal skill and equal decision making the player with the best spawn can have more drones at all times.
On December 02 2011 16:36 Thrombozyt wrote: Actually this problem spirals out of control for Zerg, because their drone timing isn't limited by constant production of their main building. This means if the drones reach the mineral patches 2.5 seconds later, the second drone built will be delayed by 2.5 seconds (because the initial drones that have to mine the 50 minerals are 2.5 gs late) and then takes another 2.5gs more to reach the patch.
With this in mind, it's actually surprising, that in a ZvZ mirror we don't see pronounced differences depending on the start positions.
I think that is mostly because of ZvZ being "not figured out" where they are generally the shortest games next to PvP, to really take advantage of it best you would already want to be a player who likes to go for long game economic advantage in ZvZ and then this would help a play style you're already good at.
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On December 03 2011 05:11 Torpedo.Vegas wrote: The initial 6 drones with any distance disadvantage would be the same across all 3 races right? Yes, the initial 6 workers has an effect on every race based on the position they're given, but it's most notable with Zerg as that advantage/disadvantage grows with every drone created.
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