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Breadth of Gameplay in SC2 - Page 57

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NEW IN-GAME CHANNEL: FRB
Gfire
Profile Joined March 2011
United States1699 Posts
March 21 2012 21:15 GMT
#1121
For the grass roots thing to work, I think it needs to rely on having a lot of players interested in playing the map, and that will generate interest and viewership. Many players have expressed how much fun it is, and people need to be spreading the word, to get a solid player base apart from a showmatch. However, many players won't be willing to try it but might watch a stream out of curiosity.

Anyway, it's pretty much all good. The only concern would be that possibly, with a showmatch, the games could turn out really terrible or imbalanced-seeming and then everyone would hate the idea. I guess the way to stop that from happening is to make sure the players had played it a decent amount beforehand, and that they were sure not to try to play it like 8m (which could cause problems like the Cecil game.)
all's fair in love and melodies
MNdakota
Profile Joined March 2012
United States512 Posts
March 21 2012 22:28 GMT
#1122
Was spectating a game when all of a sudden the Terran was building a lot of factories!

You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Deadeight
Profile Blog Joined September 2010
United Kingdom1629 Posts
March 21 2012 22:34 GMT
#1123
I like the idea of this. Very well reasoned. I'm not sure it would fix everything of course, but I do think it would move in the right direction.

I don't think it's an issue for casuals either. People will still be able to do whatever they want down in bronze or whatever, they already do. I don't think this would affect casuals that much, but maybe I'm wrong.
Gfire
Profile Joined March 2011
United States1699 Posts
March 21 2012 22:59 GMT
#1124
On March 22 2012 07:28 MNdakota wrote:
Was spectating a game when all of a sudden the Terran was building a lot of factories!

+ Show Spoiler +
http://www.youtube.com/watch?v=OzCCR-mkPIE

Interestingly, the Terran was on three gas bases and a mineral only, with low gas income. Even with 2 geysers per base, that would be the exact equivalent of 3 bases on 8m, where mech is never used. It seems to me that a mech player would want to keep taking gas expos, and in that case I think that mech has the potential to become reasonably strong TvP depending on how the map is designed. Of course we wouldn't want bio to be completely useless, either, so it's something to keep in mind.

all's fair in love and melodies
Champi
Profile Joined March 2010
1422 Posts
March 21 2012 23:09 GMT
#1125
Someone go grab day[9] and tell him to devote a daily to this.

im sure a lot of people would be really interested to hear his point of view on all of this.

great thread man, i support it 100%
Gfire
Profile Joined March 2011
United States1699 Posts
March 21 2012 23:11 GMT
#1126
On March 22 2012 08:09 Champi wrote:
Someone go grab day[9] and tell him to devote a daily to this.

im sure a lot of people would be really interested to hear his point of view on all of this.

great thread man, i support it 100%

OH, that's actually exactly what it needs, a daily for thousands of replays to be sent in to.
all's fair in love and melodies
herberdotcom
Profile Joined May 2010
7 Posts
March 21 2012 23:12 GMT
#1127
On March 21 2012 13:18 Barrin wrote:

There's a bunch of differences between 1hyg and 2g (other than total).
  • of course, 2g is 2g, not 1g.
    • you can fit more workers on 2g
    • it costs more money to make the extractors for 2g
    • each worker mines slower on 2g (even tho higher max)
    • you can make one extractor on 2g and if you fill it you will be less likely to have too much gas

  • Actually that last thing is kinda cool in some ways, but I think the dynamic of 2g is even better.
  • scouting is more interesting with 2g. this is kinda opinion but not really ^^
  • 2g gives you the option of going really heavy into gas units in the early/mid game at proper expense
  • 2g lets you fit more workers on each base, I like this part with 6m tbh.
  • 1g kinda makes it looks like we're BW elitists TBH I'm down with change.


A lot of this is a matter of opinion, but I really do like 2g overall. I see a bunch of others agreeing. In short, 2g gives more options (lets you manage gas more accurately, higher gas potential) and makes scouting more interesting.

Again, I really don't want to keep changing it around. I want to pick one and stick with it. It's not set in stone yet (or even published), but I'm feeling very good about 6m2g with 2000 gas. As far as I can see this is the best we can do and shouldn't need to be changed for a very long time. TBH from most people's viewpoint, we're not "switching to 2g" we're "staying at 2g". I didn't really mean to give impression that 6m1hyg was gonna be permanent (though I hoped it would be, alas). These small bumps happen early, I think we're over them with 6m2g 2000 gas


On March 21 2012 15:26 OldManSenex wrote:
I have to agree that I'm not entirely sold on the two gasses just yet. Unless you reduce the amount of return per trip to 3 the gas to mineral ratio per base is skewed from what it is in ordinary Starcraft 2, and it also dramatically increases the number of workers needed to saturate a base. One of the problems with Starcraft 2 as is is that full saturation on 3 bases takes 48 workers mining minerals with 18 on gas, for a total of 66. That makes full saturation beyond four bases problematic, as it directly eats into your army supply. If you're playing a very late game on the reduced resources maps you could be as high as six or seven mining bases, so needing those three extra workers per base for the gas income translates into 18-21 supply.


On March 21 2012 15:26 OldManSenex wrote:
A random side thought, maybe the main has two 3 return gas geysers while most of the rest of the bases have one high yield (with maybe one or two of the expansions featuring the 2 gas instead of 1)? No idea how the balance there would pan out, but I don't think we're yet in a situation were we can or should declare that one gas style is the correct way. More games and more strategies need to be explored while we see what's possible on these maps!


First of all, Barrin, a massive thank you for starting this movement. It seems clear to me that pursuing this 6m/7m change could have a strong positive effect on the game.

I also think that using 2g per base will lead to less of an improvement than 1hyg per base will. Here are my reasons. In my opinion, your Fewer Resources per Base (FRB as you're saying now) change improves SC2 in two critical ways. The first is that like you said in the OP, it makes makes each base less valuable, but encourages more bases to be taken, and faster, resulting in more dynamic games. I argue that this effect is diminished by going back to 2g, because 3 more workers are required per base, slowing the saturation rate, and increasing the commitment needed per base.

The second (and more important, imo) reason that FRB SC2 is more interesting to me is that reducing the number of workers needed to saturate a base effectively increases the supply cap. Seeing a player mine from 5 bases while having a standing army and still being at only 140 supply gave me a lot of faith in where this FRB trend is taking the game. It already truly has expanded the game's breadth. That effect will be diminished with 2g per base, because a 5 base player will be encouraged to have another 15 workers, decreasing his ability to use his supply more interestingly.

I also understand that having 2g in your main early game results in some cool scouting / build opportunities, which we don't want to eliminate from the game. I ask you to reconsider the solution that Senex posed, where there are 2g in each main, but only 1hyg at every other base. It's an elegant solution imo, because it allows for the strengths of both systems to shine through. Of course, the amount of gas in each geyser could still be tweaked.
Gfire
Profile Joined March 2011
United States1699 Posts
March 21 2012 23:28 GMT
#1128
In theory, you should be constantly fighting so you should never max out, and thus you can have up to 100 or so workers no problem. Because you have more bases, your worker production will increase so you will probably actually have more workers than before, and you'll need a place to put them. The idea would not be to increase the size of deathballs. Requiring more workers per base is only good because it decreases deathball size if the players ever do end up maxing out. It really should not be a problem to use the supply in workers.

When it comes to encouraging more bases to be taken, I think with 1hyg the difference is almost too extreme. There is a point at which you are over-correcting and it is no longer beneficial. 2g doesn't necessarily decrease the improvement, it just decreases the change. It's still a pretty extreme change.
all's fair in love and melodies
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
March 21 2012 23:45 GMT
#1129
On March 22 2012 02:06 Elldar wrote:
Show nested quote +
On March 22 2012 00:14 Umpteen wrote:
On March 21 2012 22:46 Elldar wrote:
On March 21 2012 20:43 Umpteen wrote:
On March 21 2012 19:55 tuukster wrote:
Barrin wrote:
For whatever reason, I kept hearing "what about 8m mains with less resources at expansions?". This encourages 1-base play and is therefore retarded. Sorry.


I like your post very much, but this was the one point that I think needs more than simply stating "It's retarded!". If we think of BW and its maps as a golden standard, then we should definitely try out maps with "8m main, 6-7m nats" or "7m main, 6m nat". Maps in BW play around a lot with number of mineral patches in each base, with "9m main, 7m nat" being the most popular I guess (interestingly the thirds might have 8 patches). And I don't see 1-base play in every single Proleague match, actually rather fast expansions is the norm. Of course this has to do with the fact that you get less resources out of one base in BW than in SC2, so I guess "7m main, 6m nat" in SC2 would be the equivalent of "9m main, 7m nat" in BW. Maybe even "6m main, 5m nat"? Who knows, we just have try it out.

Bottom line, playing around with the number of mineral patches is a way to bring diversity in the map pool, and therefore different strategies. Some maps might encourage fast expansions, others aggressive play. This gives players the opportunity to show their decision making skills in map specific situations. Who said that every base should have the same number of mineral patches?


The differing saturation curves between BW and SC2 might well mean putting fewer minerals at the natural has a different or stronger effect on encouraging 1-base play. In SC2 a worker in the main is worth the same as a worker at the natural right up to the point where you hit saturation, right? Whereas in BW a worker at the natural pulls ahead sooner, making the reward for expanding more analogue. Leaving mains untouched and nerfing expansions in SC2 would leave every single 1-base play as strong as it is now, while reducing the (relative) payoff for taking an expansion and consequently the penalty for delaying your expo 'X' seconds. One thing I really liked about the games I've seen so far is how much bigger the consequences are for laying on big one-base aggression that fails. The 'fewer resources at expansions' idea would take the game completely the other way, making 1-base plays less all-in than they are now.


As I mentioned before I think this typ logic that less resources at nat will make 1 base stronger is faulty. In fact 1-base is so strong since you can easily secure the same amount of resources at your nat. It make so that the opponents can still run a strong if he just take his nats.
Since you can't secure resources to support your production facilities if your 1-base fail or don't do enough damage would make you as all-in.


I don't see how the logic is faulty.

Imagine your main had eight patches and your natural just one. Would one base aggression versus an expanding player put you as far behind as it would if the natural had eight patches? No: the advantage of taking the expansion is small and accumulates slowly.

Now imagine your main had six patches and your natural had ten. Pretty clearly, failed one base aggression versus an expanding player would put you more behind than it does now, because the advantage is large and ramps up rapidly

There's a pretty clear curve here: fewer resources at the natural than in the main makes one-base play less all-in, more resources at the natural than in the main makes it more all-in.

Also, the fewer patches there are in the main, the more all-in one-base play becomes because the resources to build and defend a late expansion accumulate more slowly.

Thus, in terms of favouring 1-base play:

8main/1nat >>>> 8main/6nat >> 8main/8nat >> 6main/6nat.



You are missing the point, the 1-base player can now simply take his nat and have a comeback chance since he got the same amount of resources at his nat
The reward of expanding is greater with more minerals at nat of course. But it is the effect that the 1-base will lose production if the nat has less resources that makes a difference. This force his 1-base play to be all-in, he can't expand to his nat and keep up his production if it has less resources. So in fact it makes 1-base plays more all-in if it fails, just because the reward of expanding is less. This puts a clock on the 1-base play.


Maybe I am missing something, but you seem to only be thinking about the effect of reduced nat resources on the one-base aggressor here, and forgetting that it also applies to the early expander. What matters is the relative advantage of expanding early.

If expanding early gives me access to just one extra mineral patch, my income can only be a few percent higher than yours during the time between me putting down the expansion and you putting it down after failed aggression. Thus the economic gap between us can only widen very slightly over that period.

If, on the other hand, my natural has the same number of resources as my main, then in the same period of time I could potentially double my economy compared to yours. Yes, you then get to double your economy too, but the damage has been done: I've pulled a long way ahead.

The difference between 6m and 8m is this: by the time your attack hits, instead of being on (say) 10 patches to your 8, I'm on 8 or 9 patches to your 6. Cost and balance of units haven't changed, so it still costs me the same to defend your attack. But my economy exceeds yours by a greater percentage - and will do for longer, so my advantage snowballs.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
MNdakota
Profile Joined March 2012
United States512 Posts
March 22 2012 00:04 GMT
#1130
Although I'm the highest league player, I still had some interesting games with a diamond player (I'm platinum). If you're interested in watching the replay, here you go: http://drop.sc/139708

I enjoy 6m1hyg the most, love it. Keep it up Barrin!
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
March 22 2012 00:25 GMT
#1131
Yeah people go post in here:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=145494&currentpage=2126

to get some more discussion of it. Of all the ways to get changes like these, this has the best shot if people drum up some support.
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-03-22 00:27:05
March 22 2012 00:26 GMT
#1132
On March 22 2012 09:04 MNdakota wrote:
Although I'm the highest league player, I still had some interesting games with a diamond player (I'm platinum). If you're interested in watching the replay, here you go: http://drop.sc/139708

I enjoy 6m1hyg the most, love it. Keep it up Barrin!

Barrin made a thread for replays: http://www.teamliquid.net/forum/viewmessage.php?topic_id=322618

Nevermind.
all's fair in love and melodies
DoDonPachi
Profile Joined February 2011
Canada69 Posts
March 22 2012 00:29 GMT
#1133
I'm a huge fan of your idea, barrin, but for the sake of preserving the ratio of min/gaz, 2g is not optimal. I'm strongly against 2g on every base. A good solution, like Senex as proposed, is to make the 2g on the main, and 1hyg on every other base. Because with having 2g per base, you increase so much the amout of worker needed for saturation, it negate the concept that you have proposed.

I'm ok to have 2g on the main for every reason that you have come up, barrin. Diverse strategy, scouting possibility, etc etc. It keep a diverse play on one base ( as standart SC2 have demonstrate that one base can be VERY diverse) and help players by putting them in a situation that they know, at the least for one base. But i dont see a point to make expansion have 2g. It's not like 3g on two base will make a totally different build than 4g on two base. It doesn't add up to the game, it is just for the sake of repetition. And also, 1hyg once you begin to fully use the macro, is very fun and simple.
i'll schroumpfs you until you GG
GPThunder
Profile Joined March 2011
Canada53 Posts
Last Edited: 2012-03-22 00:33:53
March 22 2012 00:31 GMT
#1134
On March 22 2012 08:09 Champi wrote:
Someone go grab day[9] and tell him to devote a daily to this.

im sure a lot of people would be really interested to hear his point of view on all of this.

great thread man, i support it 100%


Seriously, that is an awesome idea. The publicity from a daily or two would be unreal.

Also to be clear, is the new standard now 2g instead of 1hyg per expo?
Gfire
Profile Joined March 2011
United States1699 Posts
March 22 2012 00:39 GMT
#1135
Some mappers talked about this for a while on an apparently new mapping show:
, starts around 35 minutes.

Nice to hear their thoughts on it since they haven't really been posting about it much around here, that I've noticed.

Most notably in the show, though, is that Ironman did talk to Blizzard a little and got an email back regarding these changes. This is at around 50 minutes. It's a fairly typical response and the guy hadn't talked to the mapping team, but it seems at least hopeful in terms of their acceptance of something like this.

I'm actually pretty confident these days that Blizzard will do whatever the community wants. The fact that they cancelled Blizzcon for a tournament shows that they really care about esports and the competetive communities and not just casuals these days.
all's fair in love and melodies
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-22 01:06:11
March 22 2012 00:58 GMT
#1136
--- Nuked ---
MNdakota
Profile Joined March 2012
United States512 Posts
March 22 2012 01:17 GMT
#1137
On March 22 2012 09:58 Barrin wrote:
IronManSC talks about Blizzard email at 49:50


Yeah I'm watching it right now, it's really interesting so far.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
March 22 2012 01:20 GMT
#1138
I'd like to make a quick rebuttal to those advocating the gas at 25% further distance given the OP's mantra to change as little as possible. There are two main problems to the "just 25% further" suggestion: 1) Expansions and 2) Terran.

And here is the root cause: There is no [good] way to force an expansion to require the building placement of the base to have the gasses sit an extra tile (25%) away.

Before we explore this, let's quickly discuss how resource spacing works. The gas geyser is a 3x3 object. That object has a footprint of 9x9. In that footprint, all but the four corner hexes disallow the building of a base.

What does that mean? That means that there is nothing inherent in the geyser object that will force you to build your base 4 tiles away. At expansions, you can place your base 3 tiles away. At the main, if you are Terran, you can lift at the beginning and make sure you are closer to the geyser.

Are there ways to force this? Yes: you could change the geyser footprint in the editor; you could arrange the minerals such that they use their footprints to impose where the base can be in relation to the gas; you could use other doodads, trees, rocks, etc. to force the positioning of the base. However, in each of these cases, you get less simple, less elegant, and there may be significant drawbacks.

But regardless of the method used, in changing the distance of the geyser you begin to limit the arrangement of the bases. We already know that the positioning of the gas at the very edge of its footprint can still vary the actual rate of gas return, depending on where exactly it is located. If you put the gas exactly centered to one side of the base, you are at exactly three tiles distance. If you put the gas exactly at the corner, you are 2.828 (2 * 2^.5) tiles away (but the roundness of the building corners makes it closer to 3). If you put the gas anywhere in between those two spots you get slightly further than 3 tiles because of both the angle and the building roundness.

At 4 tiles distance, you will get an exaggerated effect. Let's just consider the difference between the centered and corner positions. The centered position will be 4 tiles away (which may or may not even be truly enough to make 4 workers fully efficient). The corner position however will be 4.243 tiles away; add the building roundness factor and you are probably sitting at around 4.4 tiles. This is quite a significant difference. And even though you now have more positions to choose from, the mining efficiency variance is greater between each position -- only some of those positions are going to be desirable to keep optimal mining for 4 workers (if any actually do).

Plus, if you do something like boxing the base in with the mineral footprints, you will further complicate things by having the minerals pretty significantly spread out. And since minerals are not square, and cannot be rotated (yet... c'mon blizz....), this means that your mineral spread difference between "horizonal" and "vertical" will be even more exaggerated. This can be seen as more base variety, but really just adds one more notch in the belt of positional imbalance considerations.

And if we use doodads, well, then you needlessly cramp and obstruct buildings and pathing (unless you use pathable but not buildable doodads like I do in Xel'Naga's Folly... but I digress).

Now with 2 gas, it becomes easier to force without resorting to something funky since you can simply have the gases on opposite sides of the base. But Terran can still deside to harvest one side with three, and the other with 4 (with the possibility of lifting and harvesting the other side with only three after the one side mines out) and maybe overall mine both more efficiently than the other two races. This is somewhat theorycraft, but the point is that even with 2 geysers there are problems.

But HypertonicHydroponic! Why are you dissing this idea when all your maps are f'ed up as all get out and do the kind of crazy s..tuff in your maps that make this idea seem standard? The reason I disagree with this design approach is because it does not follow the mantra of the OP: to change as little as possible. If, no, When this idea takes off, Blizzard official adopts the change, and everyone is playing whatever this "variant" becomes as standard, then I will start F'ing with it again to see what funky elements are possible to explore. But when dealing with the legitimazation of the 6m?g movement, things need to be as clean and "new standard" crisp as possible. It cannot afford bad design decisions or extra funkiness before it gets off the ground.

----------------------------------------------

Also, I just wanted to toss a note in here about raising the mineral cap to 2000 to increase base longevity... despite my liking of the ideas that would make this aspect of the game closer to BW than not, I think that the current dynamic (1500 minerals per patch) actually leads to that BW-esque feeling of needing to expand more frequently given the worker A.I. Since the worker A.I. is so efficient, the most optimal way to make constant worker production worth it is to take more bases. Once full saturation occurs on X bases, the only way to be more efficient is to take another base (in which case you are actually improving efficiency). This is discouraged if bases were to be restored to the standard amount, and, compared to now, last 25% longer. Instead, you are more prone to simply hit three bases and max saturation instead of keeping it optimal. Thus, the two base all-in becomes the three base all-in, and you haven't really changed quite as much as you had hoped. Since optimal saturation happens ~40% faster on one base (6 workers opposed to 10) and ~33% faster to max saturation (12 workers opposed to 18), your mine-out time is significantly decreased. The reason I think this is a good thing is it forces you to start to consider taking a 4th base just to keep up 3 base mining efficiency (transferring workers) which in this variant is the equivalent of 2 base 8m2g. Then you need to take a fifth to start to approach the "full three base" 8m2g status... and a sixth to keep that up. And a 7th & 8th to sustain that as the 2nd & 3rd go dry. It is this quick/efficient mine-out factor that I think really makes this whole project great. I think it would be a mistake and a step back to increase the total resources back to 12000 minerals per base. You then go back to more of a turtling-viable scenario where Protoss and Terran are comfortable with 3 base all-ins and zerg sits on 4-5 base. While you've still managed to slow down the early and mid game a bit and encouraged slightly more expanding, you've increased the ability and likelihood of an "early" deathball. I was under the impression that you were looking to reduce the deathball viability to the 5-7 base part of the game. Remember, there are only some ways that we want this game to be more like Broodwar, and those ways are the ways that make this game better. The goal is not to recreate Broodwar per se, but to make this game "just work" like Broodwar eventually came to do. I think 6m?g does this. I think adding +500 minerals per patch does not.

----------------------------------------------

Btw, I just thought I'd mention, this whole project/issue/discussion made me inexplicably nostalgic for some Low Resources Plains of Snow... but then, now I've gone and dated myself. *\_(``7)_/*

----------------------------------------------

Also, final note -- promise! -- Barrin, do not get too impatient about the standard. You have dropped a huge bomb on the community, AND are getting a lot of support. But now that you've harnessed some of the power of the community into testing your theories, you are going to have to allow a little more than 5 days to work out these somewhat minor (though important) details. I don't think you are going to lose momentum just because the posts have slowed down -- that just means more people are out there playing your maps to see if they live up to the hype. If you are still concerned about the different options, you should start another thread to organize a testing regiment. Have one of each seriously considered map variant out there: 6m@1500 1hyg@4000, 6m@1500 2g@2000, 6m@2000 1hyg@5000, etc. and collect the opinions from the testers. Obviously, that's a lot of variations and a lot of testing but I think you will find you have enough people to go through it all somewhat efficiently. It may not be perfect, but right now you are just looking for the right feel -- something that the majority of players like and can get Blizzard's attention about. They may decide to do their own research and find some tweak they like better, the point is to get it "good enough" right now.

----------------------------------------------

TL;DR -- 1) Increasing gas distance to +25% is bad. 2) Increasing minerals to 2000 is counterproductive to the Ferby Revolution. 3) We need WC2 style variable resources -- JK! 4) Don't rush the decision, give due testing, the Ferby Revolution is here to stay.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Gfire
Profile Joined March 2011
United States1699 Posts
March 22 2012 01:41 GMT
#1139
Well, I don't know whether 2000 or 1500 minerals is better. I don't think it's possible to know at this point, we'll just have to wait and see and change it if necessary. However, 2000 keeps this change a bit softer for the time being and will act to ease players into it, so if 1500 is seen as better it won't be much of a jump from there. It might also be left up to the mapper, which was somewhat common in BW pro maps. Depending on the map's concept and how the other bases are laid out, you could change the amount of resources a fair bit.
all's fair in love and melodies
jpak
Profile Blog Joined October 2009
United States5045 Posts
March 22 2012 02:03 GMT
#1140
Mapmakers have and should play a major part in balancing and advancing the game. This gives me hope that SC2 is not beyond redemption... yet.
CJ Entusman #50! #1 클템 fan TL!
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