• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:39
CEST 22:39
KST 05:39
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
Weekly Cups (October 5-11): Farewell to 5.0.162Rollback Netcode in Brood War995.0.17 Patch Notes - October 7, 202624Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10
StarCraft 2
General
SCII needs to put more weight on strategy and tact Server Blocker How do you feel about the mass reverts in the 5.0.17 PTR? 5.0.17 Patch Notes - October 7, 2026 ESL Pro Tour for SC2 discontinued
Tourneys
Master Swan Open (Global Bronze-Master 2) $3,500 WardiTV Not-Summer Championship Stellar Fest TWO the Moon (Dec 16-20) ISSL (IntoTheTV x SOOP SC2 League): Premier RSL 2026 Offline Finals LCQ Sign-Ups
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train Mutation # 545 And Drops and Rifts
Brood War
General
Bot on ladder BGH Auto Balance -> http://bghmmr.eu/ Sagi.gg Launcher Released BW General Discussion Rollback Netcode in Brood War
Tourneys
ASL 22 Finals [Women's StarCraft] MonstarZ vs Dreams 2026-10-15 [Megathread] Daily Proleagues [ASL22] Semifinal B
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV General RTS Discussion Thread Warcraft III: The Frozen Throne
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread Canadian Politics Mega-thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
The Link Between Gaming and …
TrAiDoS
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9299 users

Breadth of Gameplay in SC2 - Page 31

Forum Index > SC2 General
Post a Reply
Prev 1 29 30 31 32 33 113 Next
NEW IN-GAME CHANNEL: FRB
drgoats
Profile Joined March 2010
United States310 Posts
March 17 2012 21:08 GMT
#601
I have felt exactly the same way as you have for a few months now. In fact, on another thread I proposed that they should slow down mining and in a way that is what your proposition does.

So I decided to play a game with your 6m2g entombed valley map. It was only against the computer but I wanted to see how it felt from my perspective with little interference from an opponent. I have to say that it felt fantastic. I played as Zerg and I felt that my queens were a little off but all in all the game played out much smoother. I felt that I had to make better decisions with my minerals and that there were plenty of times where I felt like I should attack because basically I had nothing else better to do. Basically what I mean is that I decided to not wait for more units since they were coming in much slower and attacked with much smaller forces.

I am really looking forward on seeing how this plays out.
deafhobbit
Profile Blog Joined July 2010
United States828 Posts
Last Edited: 2012-03-17 21:13:30
March 17 2012 21:13 GMT
#602
Speaking as someone who mostly watches BW, this change would make me watch more Sc2. Will be keeping an eye on this thread.
I cheer for underdogs and Flash
DemigodcelpH
Profile Joined August 2011
1138 Posts
March 17 2012 21:22 GMT
#603
I really don't want this to be another theory-crafting thread that eventually just gets forgotten about! TL we have to do something and we can as a community.
HyperionDreamer
Profile Blog Joined June 2011
Canada1528 Posts
March 17 2012 21:31 GMT
#604
I've never agreed with any OP so much on TL. <3 bw
BW4life! Jaedong ~ Savior ~ Shine ; "drowning sorrows in late night infomercials" - bnYsooch
AssyrianKing
Profile Blog Joined August 2011
Australia2123 Posts
March 17 2012 21:33 GMT
#605
On March 18 2012 01:38 deo1 wrote:
My feeling has always been that low worker saturation is a bigger problem than the total amount of minerals per base and the high rate at which minerals come in. In SC2 there are countless times when the person with a way better economy just looses because they didn't cut workers and the increase in worker count had little return towards improving mining rate (as you pointed out in the OP as well).

All in all I think we have similar concerns with SC2 but I think OP is underestimating the effects of super-early saturation (i.e. one/two base play might even be stronger).

With this view I think what would improve gameplay more is more mineral patches with less minerals per patch where the total mineral count is the same. The result would be a bit different than the OPs.

1) bases would mine out more quickly but have the same total amount of minerals
2) The rate of minerals coming in would be higher for each player
3) ratio of minerals in to gas in would be higher
4) more workers would be needed to saturate (and to match the econ-ing player's income rate)

The effect would be the econ player would have more of an advantage, more overall food would go to workers (and less to army), expansion would be needed sooner and the extra workers would be even more critical when maynarding.

An increased income rate would mean armies are built faster, but this would apply to both sides equally. And the increased mineral rate would be (for perspective) nowhere on the order of the increased rate that terrans see when dropping mules. So timings would be bumped up, but not to an absurd amount.


I kind of agree with this, it just makes more sense as six min would just saturate so quickly
John 15:13
AssyrianKing
Profile Blog Joined August 2011
Australia2123 Posts
Last Edited: 2012-03-17 21:38:28
March 17 2012 21:38 GMT
#606
On March 18 2012 04:56 Moliere wrote:
Show nested quote +
On March 18 2012 04:43 GhostTK wrote:
as good of an idea this is, im going to have to disagree. Fewer MP per base = for longer games. The fact that the average game is 10 minutes is very good. Sure everyone likes a long macro game,but for major tournaments like MLG,IEM,etc; it becomes a nightmare to work out a schedule. Since they are already used to it being the way it is now, then i think it's 2 late for a change.Production value of these tournaments will definitely deplenish for the fact they would undercompensate for the extra time each match is being played.
You forgot to add "this change will hurt e-sports."

What do you mean hurt e-sports, for all we know the crowd will love longer back and forth games, I know I would

Edit: Sorry for double post
John 15:13
Excludos
Profile Blog Joined April 2010
Norway8280 Posts
Last Edited: 2012-03-17 21:38:40
March 17 2012 21:38 GMT
#607
What we, and blizz is looking for, is always the answer which changes the -least- to the gameplay, yet move the game in a slightly better direction. Changing the AI of workers will 100% never happen, and general touching on the races wont happen until hots.

But I have a solution (I havent read all the answers in here, so maybe its been suggested before). Instead of drastically changing the mineral patches, how about changing the mineral layout? Why not move 2 or 3 of the mineral patches a bit further back (further than the ones at the back now I mean). This will allow 3 workers to be more effective than 2, and thus having more workers than your opponent, even over 16, will actually yield an economic advantage.

More to the point, the above solution can be very easily implimented by any mapmakers. No real massive changes that completely changes the way he game is played.
AssyrianKing
Profile Blog Joined August 2011
Australia2123 Posts
Last Edited: 2012-03-17 22:01:11
March 17 2012 21:45 GMT
#608
On March 18 2012 06:38 Excludos wrote:
What we, and blizz is looking for, is always the answer which changes the -least- to the gameplay, yet move the game in a slightly better direction. Changing the AI of workers will 100% never happen, and general touching on the races wont happen until hots.

But I have a solution (I havent read all the answers in here, so maybe its been suggested before). Instead of drastically changing the mineral patches, how about changing the mineral layout? Why not move 2 or 3 of the mineral patches a bit further back (further than the ones at the back now I mean). This will allow 3 workers to be more effective than 2, and thus having more workers than your opponent, even over 16, will actually yield an economic advantage.

More to the point, the above solution can be very easily implimented by any mapmakers. No real massive changes that completely changes the way he game is played.

That is kind of true, like in Broodwar the minerals arent exactly curled around the command centre as much like in SC2, they are in a straight line where the end patches are pretty far away from the CC, and its correct that SC2 resource collection rate is quicker compared to BW, and for the sake of balance of the mule and more better saturation I think 7/8 min with further away min or resourse collection rate nerf would be more ideal
John 15:13
whatthefat
Profile Blog Joined August 2010
United States918 Posts
March 17 2012 21:59 GMT
#609
On March 18 2012 06:45 PiPoGevy wrote:
Show nested quote +
On March 18 2012 06:38 Excludos wrote:
What we, and blizz is looking for, is always the answer which changes the -least- to the gameplay, yet move the game in a slightly better direction. Changing the AI of workers will 100% never happen, and general touching on the races wont happen until hots.

But I have a solution (I havent read all the answers in here, so maybe its been suggested before). Instead of drastically changing the mineral patches, how about changing the mineral layout? Why not move 2 or 3 of the mineral patches a bit further back (further than the ones at the back now I mean). This will allow 3 workers to be more effective than 2, and thus having more workers than your opponent, even over 16, will actually yield an economic advantage.

More to the point, the above solution can be very easily implimented by any mapmakers. No real massive changes that completely changes the way he game is played.

That is kind of true, like in Broodwar the minerals arent exactly curled around the command centre as much like in SC2, they are in a straight line where the end patches are pretty far away from the CC, and its correct that SC2 resource collection rate is quicker

I was considering that a while back (see here). Since changing the number of mineral patches is the simplest solution, I think it's worth investigating first. But yes, changing the mineral layout is another possibility, although MULE balance has to be rethought in that case.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
Excludos
Profile Blog Joined April 2010
Norway8280 Posts
Last Edited: 2012-03-17 22:08:41
March 17 2012 22:05 GMT
#610
On March 18 2012 06:59 whatthefat wrote:
Show nested quote +
On March 18 2012 06:45 PiPoGevy wrote:
On March 18 2012 06:38 Excludos wrote:
What we, and blizz is looking for, is always the answer which changes the -least- to the gameplay, yet move the game in a slightly better direction. Changing the AI of workers will 100% never happen, and general touching on the races wont happen until hots.

But I have a solution (I havent read all the answers in here, so maybe its been suggested before). Instead of drastically changing the mineral patches, how about changing the mineral layout? Why not move 2 or 3 of the mineral patches a bit further back (further than the ones at the back now I mean). This will allow 3 workers to be more effective than 2, and thus having more workers than your opponent, even over 16, will actually yield an economic advantage.

More to the point, the above solution can be very easily implimented by any mapmakers. No real massive changes that completely changes the way he game is played.

That is kind of true, like in Broodwar the minerals arent exactly curled around the command centre as much like in SC2, they are in a straight line where the end patches are pretty far away from the CC, and its correct that SC2 resource collection rate is quicker

I was considering that a while back (see here). Since changing the number of mineral patches is the simplest solution, I think it's worth investigating first. But yes, changing the mineral layout is another possibility, although MULE balance has to be rethought in that case.



I think Mule balance is going to be way worse with fewer mineral patches than with a different layout. Some mineral patches still have to be "close" like they are now if you are going to move others further away. if not then you can simply place the command center closer. This will leave, say, 2 mineral patches still as close as they are today, and mules will be just as effective on them as they are now. But since every other patch now is further away, you have to constantly micro, as if you slip and start accumilating energy, you have to spend a mule on patches further away and gain way less.

See? This even fixes the old "mules are easy mode" whine

edit: In my mind I wasn't quite thinking about having the minerals in a straight line either, altough that could probably end up doing the exact same thing. I was more thinking of having them in the same arc, but only leave 2 patches close to the cc, have 3-4 as far away as "far away" is by todays standard, and then move 2-3 even further away.

edit 2: This would also spread the workers so things like hellions becomes less effective..but lets not get ahead of ourselves here.
Neverplay
Profile Joined May 2010
Austria532 Posts
March 17 2012 22:08 GMT
#611
i really like your idea! i hope tournaments will try out some of this lower resource maps
Better light a candle than curse the darkness
Natespank
Profile Joined November 2011
Canada449 Posts
March 17 2012 22:30 GMT
#612
What is the chance that a tournament would pick up one 6m map for it's pool? Somebody could choose it without having it forced on them, and those players could popularize the idea
Zandar
Profile Blog Joined July 2010
Netherlands1541 Posts
March 17 2012 22:36 GMT
#613
On March 18 2012 06:38 Excludos wrote:
What we, and blizz is looking for, is always the answer which changes the -least- to the gameplay, yet move the game in a slightly better direction. Changing the AI of workers will 100% never happen, and general touching on the races wont happen until hots.

But I have a solution (I havent read all the answers in here, so maybe its been suggested before). Instead of drastically changing the mineral patches, how about changing the mineral layout? Why not move 2 or 3 of the mineral patches a bit further back (further than the ones at the back now I mean). This will allow 3 workers to be more effective than 2, and thus having more workers than your opponent, even over 16, will actually yield an economic advantage.

More to the point, the above solution can be very easily implimented by any mapmakers. No real massive changes that completely changes the way he game is played.


because terran will lift off at game start and land closer
The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man.
discomatt
Profile Joined March 2012
113 Posts
March 17 2012 22:38 GMT
#614
On March 18 2012 07:36 Zandar wrote:
Show nested quote +
On March 18 2012 06:38 Excludos wrote:
What we, and blizz is looking for, is always the answer which changes the -least- to the gameplay, yet move the game in a slightly better direction. Changing the AI of workers will 100% never happen, and general touching on the races wont happen until hots.

But I have a solution (I havent read all the answers in here, so maybe its been suggested before). Instead of drastically changing the mineral patches, how about changing the mineral layout? Why not move 2 or 3 of the mineral patches a bit further back (further than the ones at the back now I mean). This will allow 3 workers to be more effective than 2, and thus having more workers than your opponent, even over 16, will actually yield an economic advantage.

More to the point, the above solution can be very easily implimented by any mapmakers. No real massive changes that completely changes the way he game is played.


because terran will lift off at game start and land closer


Land closer how? They still need to be the same distance away from the closest mineral patch.
whatthefat
Profile Blog Joined August 2010
United States918 Posts
March 17 2012 22:38 GMT
#615
On March 18 2012 07:36 Zandar wrote:
Show nested quote +
On March 18 2012 06:38 Excludos wrote:
What we, and blizz is looking for, is always the answer which changes the -least- to the gameplay, yet move the game in a slightly better direction. Changing the AI of workers will 100% never happen, and general touching on the races wont happen until hots.

But I have a solution (I havent read all the answers in here, so maybe its been suggested before). Instead of drastically changing the mineral patches, how about changing the mineral layout? Why not move 2 or 3 of the mineral patches a bit further back (further than the ones at the back now I mean). This will allow 3 workers to be more effective than 2, and thus having more workers than your opponent, even over 16, will actually yield an economic advantage.

More to the point, the above solution can be very easily implimented by any mapmakers. No real massive changes that completely changes the way he game is played.


because terran will lift off at game start and land closer

If you have a convex mineral line, that shouldn't be possible.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
Zandar
Profile Blog Joined July 2010
Netherlands1541 Posts
March 17 2012 22:39 GMT
#616
ok I guess that's true.
The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man.
TurboDreams
Profile Joined April 2009
United States427 Posts
March 17 2012 22:40 GMT
#617
On March 18 2012 07:30 Natespank wrote:
What is the chance that a tournament would pick up one 6m map for it's pool? Somebody could choose it without having it forced on them, and those players could popularize the idea

I feel this has to happen, looking back at BW, Blizzard didn't patch the game to its current state, rather it was user maps (professional korean maps at that) made it the way it currently is.
Music is the medicine of the mind || Kill a Zergling and a hundred more will take its place.
Noyect
Profile Blog Joined July 2010
Sweden129 Posts
March 17 2012 22:40 GMT
#618
Really awesome and well thought out post. Couldn't stop reading!

I do share the concern that one gas might be too vulnerable to gas steals though.

I guess what this idea needs is testing. Thousands of high level games.
It might be a minor catch 22 with getting this into tournaments as tournaments do what the players want and the players will most likely only practive these maps to that extent if they are in a tournament.

Getting some high community profile attention to this thread would probably be a great start though.
kewlpotato
Profile Joined July 2011
Canada41 Posts
March 17 2012 22:46 GMT
#619
great post, but like all things, this will probably take a long time too change
dsousa
Profile Joined October 2011
United States1363 Posts
Last Edited: 2012-03-17 22:46:58
March 17 2012 22:46 GMT
#620
I think your points are very good, however, rather than changing the number of mineral patches, why not just make the amount of minerals per patch 25% smaller?

Then it would force expansions earlier, while not changing the early game. Saturation would require the same amount of worker, but the bases would mine out sooner.
Prev 1 29 30 31 32 33 113 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 21m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech148
UpATreeSC 91
Nathanias 61
Railgan 54
EmSc Tv 13
StarCraft: Brood War
Horang2 347
White-Ra 189
Dota 2
canceldota109
capcasts60
League of Legends
Doublelift3172
JimRising 538
Counter-Strike
fl0m2988
PGG 14
Heroes of the Storm
Grubby3942
Other Games
summit1g3612
Coldzera 802
FrodaN622
B2W.Neo503
shahzam421
C9.Mang0108
JuggernautJason10
Organizations
StarCraft 2
EmSc Tv 13
EmSc2Tv 13
[ Show 15 non-featured ]
StarCraft 2
• Adnapsc2 17
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 3970
League of Legends
• Nemesis3628
• Jankos2475
Other Games
• imaqtpie846
• Shiphtur662
• Scarra174
Upcoming Events
OSC
2h 21m
Online Event
14h 21m
Korean StarCraft League
1d 6h
Afreeca Starleague
1d 9h
Rush vs Soulkey
CranKy Ducklings
1d 13h
AI Arena Tournament
1d 19h
BSL Open Qualifier
1d 22h
Sparkling Tuna Cup
2 days
OSC
2 days
IPSL
2 days
[ Show More ]
BSL Open Qualifier
2 days
WardiTV Weekly
3 days
IntoTheTV X SOOP
4 days
PiGosaur Cup
5 days
The PondCast
5 days
Kung Fu Cup
5 days
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Proleague 2026-10-14
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
HCC Season 3
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.