• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:08
CEST 17:08
KST 00:08
  • 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
[ASL21] Ro8 Preview Pt1: Inheritors13[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists19[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10
Community News
2026 GSL Season 1 Qualifiers21Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid25
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid Maestros of the Game 2 announced 2026 GSL Tour plans announced Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament INu's Battles#14 <BO.9 2Matches> GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Ro8 Preview Pt1: Inheritors FlaSh: This Will Be My Final ASL【ASL S21 Ro.16】 Leta's ASL S21 Ro.16 review ASL21 General Discussion
Tourneys
[ASL21] Ro8 Day 1 [Megathread] Daily Proleagues [ASL21] Ro16 Group D Escore Tournament StarCraft Season 2
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Diablo IV Nintendo Switch Thread Total Annihilation Server - TAForever
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread 3D technology/software discussion European Politico-economics QA Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1599 users

[D] LotV Economy Discussion - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 31 Next All
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
November 09 2014 22:10 GMT
#161
On November 10 2014 06:11 [PkF] Wire wrote:
Show nested quote +
On November 10 2014 06:08 Plexa wrote:
On November 10 2014 02:39 Falling wrote:
Haha. Well one thing is for sure, and that is the 1500 to 1000 mineral change is NOT designed for casual play. The casuals, who I convince to play BW lans on occasion, typically hate having mining bases run out. I've found a compromise where I modify all the starting mains to have tons of minerals, but all the other expansions have a normal amount (And gas is always normal.) Dropping minerals down to 1000 puts the casual on a very uncomfortable time clock.

This is actually a good point. Needing to expand was one of the reasons that money maps were a big success in BW (i.e. you didn't need to expand)


Yeah the need to expand is not the same thing as the incentive to expand. If every race needs badly to expand, it's just the same on a different economy rate. Expanding should be rewarded, not needed.


I wouldn't be so quick to call it the "same" without having tested the change yet. Really not much can be said before we test the change. It will change build orders and perhaps strategies. It may require more multi-tasking skills (keep in mind anyone below master basically can't macro 3 bases while doing things on the map with their army).
Asamu1
Profile Joined February 2014
8 Posts
November 09 2014 22:19 GMT
#162
Very detailed and well thought out thread.
On the economic efficiency note: Couldn't they do something as simple as making workers take ~twice as long to mine, but bring back 10 minerals instead of 5?

The economy would retain the same overall income, but you would lose some efficiency with 2 workers per patch. Going beyond 2 workers/patch would likely not affect income at all.

That said, unless they changed the mineral patch count, you won't get any substantial changes to the economic pattern, because 16 workers per base is already the standard, and they would have to make drastic changes to change that without changing the number of patches per base...

They could just make every base effectively a gold base with 5 patches at ~2000 minerals per patch, but that might make the initial build up too fast, though I guess they would be fine with that considering the current plan of economic changes.
With 5 gold patches, maximum worker efficiency would be 10 to retain the current income.

Or they could just use 6 blue patches per base to limit the income per base, as that would make 4 bases equivalent to what 3 bases are currently. They might need to make Vespene gas come in 3 at a time instead of 4 to retain the same ratio. This would cap efficiency at 12 workers per base, incentivizing expanding past 3 bases for the ideal economy, and reducing full saturation to 18 workers. (In BW, max mining efficiency was ~12, 2 for each far patch and 1 per close patch, though there were only 3 on gas.)
The main problem with this, other than the comparative Vespene income being higher, is that the comparative income given by mules over additional workers becomes higher.
Additionally, Zerg having a cheaper base structure gives them an advantage in the ability to expand throughout the game.
If a change such as this goes through, they would probably need to re-tune the costs of the primary base structures, possible setting Nexuses and CCs at 300minerals (Orbital/PF upgrade costs would not remain the same), and hatcheries at 250. With 3/4 the income, having base structures cost comparatively lower than the current cost would be fair, as it would reduce the initial penalty for taking additional expansions.

If they kept the 12 worker start, this would mean you start with maximum 1 base mineral efficiency.

I wouldn't mind seeing some kind of overhaul to the macro mechanics as well, but I doubt they will consider that...
Gamlet
Profile Joined December 2012
Ukraine336 Posts
November 09 2014 22:40 GMT
#163
Fighting Spirit
How about economics in map like it/
Kiev
FrogsAreDogs
Profile Blog Joined June 2012
Canada181 Posts
November 09 2014 23:14 GMT
#164
On November 10 2014 02:39 Falling wrote:
Haha. Well one thing is for sure, and that is the 1500 to 1000 mineral change is NOT designed for casual play. The casuals, who I convince to play BW lans on occasion, typically hate having mining bases run out. I've found a compromise where I modify all the starting mains to have tons of minerals, but all the other expansions have a normal amount (And gas is always normal.) Dropping minerals down to 1000 puts the casual on a very uncomfortable time clock.


That's a pretty good point. To keep the game entertaining to casuals, I think we should actually promote the custom mods that are possible for each map. Things like Big Game Hunters mod with a ton of mineral/gas per base and many more mods are possible in SC2 Customs. There should be no shame substituting modded maps over Blizzard maps for the casual player, as they can be extremely fun and worthwhile. Those custom game mods are often overlooked in light of the Arcade, in fact, many people don't even know about them, but they are extremely fun as you can apply them to any melee map.
YO
Endymion
Profile Blog Joined November 2009
United States3701 Posts
November 09 2014 23:34 GMT
#165
On November 10 2014 06:01 Uvantak wrote:
[image loading]

[image loading]
[image loading]


Because as a mapmaker i'm highly interested on the economic systems of StarCraft, i took a little time on working some extension mods out for you guys to try out, i have worked out the economic system of LotV from the information we got from David Kim's talk, and the BW economy system from the Starbow mod which is currently in use.

As it stands now, the SCBW system on my mod still needs more work to make the workers bounce more, if anyone wants to try out the full thing it is free to play the Starbow mod, i will keep working to find what's the parameter i need to modify to make the workers bounce more.

Both mods can be found as extension mods in the Custom games section, and can also be downloaded for anyone else that may want to use them for their own investigations.

I highly recommend trying them out, and comparing them, even if the SCBW one is still WiP.

I'll be ready to fix any bug, issue or feedback regarding the mods, just PM me or answer below.


Idk if this is a bug or what, but hatches give 14 supply and you don't start with an ovie as zerg. other than that, super interesting, thanks! I'll be playing around with this, if anyone wants to 1v1 with this mod PM me on tl.
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
November 09 2014 23:45 GMT
#166
I suspect that Archon Mode is probably the reason they went with a 12 worker start. I used to play a fair bit of Macro Micro and the beginning was always extremely dull with one player having nothing to do.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 09 2014 23:49 GMT
#167
On November 10 2014 08:34 Endymion wrote:
Show nested quote +
On November 10 2014 06:01 Uvantak wrote:
[image loading]

[image loading]
[image loading]


Because as a mapmaker i'm highly interested on the economic systems of StarCraft, i took a little time on working some extension mods out for you guys to try out, i have worked out the economic system of LotV from the information we got from David Kim's talk, and the BW economy system from the Starbow mod which is currently in use.

As it stands now, the SCBW system on my mod still needs more work to make the workers bounce more, if anyone wants to try out the full thing it is free to play the Starbow mod, i will keep working to find what's the parameter i need to modify to make the workers bounce more.

Both mods can be found as extension mods in the Custom games section, and can also be downloaded for anyone else that may want to use them for their own investigations.

I highly recommend trying them out, and comparing them, even if the SCBW one is still WiP.

I'll be ready to fix any bug, issue or feedback regarding the mods, just PM me or answer below.


Idk if this is a bug or what, but hatches give 14 supply and you don't start with an ovie as zerg. other than that, super interesting, thanks! I'll be playing around with this, if anyone wants to 1v1 with this mod PM me on tl.

It is not a bug, that's how LotV is.

As a little trivia i had to remove and re-upload the mod because i hand't realized that Zerg did not start with an overlord until another mapmaker pointed it out :o
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Endymion
Profile Blog Joined November 2009
United States3701 Posts
November 09 2014 23:51 GMT
#168
On November 10 2014 08:49 Uvantak wrote:
Show nested quote +
On November 10 2014 08:34 Endymion wrote:
On November 10 2014 06:01 Uvantak wrote:
[image loading]

[image loading]
[image loading]


Because as a mapmaker i'm highly interested on the economic systems of StarCraft, i took a little time on working some extension mods out for you guys to try out, i have worked out the economic system of LotV from the information we got from David Kim's talk, and the BW economy system from the Starbow mod which is currently in use.

As it stands now, the SCBW system on my mod still needs more work to make the workers bounce more, if anyone wants to try out the full thing it is free to play the Starbow mod, i will keep working to find what's the parameter i need to modify to make the workers bounce more.

Both mods can be found as extension mods in the Custom games section, and can also be downloaded for anyone else that may want to use them for their own investigations.

I highly recommend trying them out, and comparing them, even if the SCBW one is still WiP.

I'll be ready to fix any bug, issue or feedback regarding the mods, just PM me or answer below.


Idk if this is a bug or what, but hatches give 14 supply and you don't start with an ovie as zerg. other than that, super interesting, thanks! I'll be playing around with this, if anyone wants to 1v1 with this mod PM me on tl.

It is not a bug, that's how LotV is.

As a little trivia i had to remove and re-upload the mod because i hand't realized that Zerg did not start with an overlord until another mapmaker pointed it out :o


awesome, never mind then!
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
vesicular
Profile Blog Joined March 2010
United States1310 Posts
November 10 2014 00:06 GMT
#169
I agree with the posts talking about giving players incentives vs giving them requirements. I'd much rather hear "He's going for it! Do you think he can pull this off?" vs "He's way behind! He needs to get going!"

The former adds suspense and excitement, the later is just a timed race which is rather boring in a strategy game.
STX Fighting!
Vanadiel
Profile Joined April 2012
France961 Posts
November 10 2014 00:50 GMT
#170
On November 10 2014 06:25 Orzabal wrote:
Each mule should cost one supply so you cant call down 10 mule at a time.



I'd like to see mules being on cooldown instead, that way you would not have "mule hammer" on new expand, the best players won't miss the timing while lesser player will not keep up, as Queen inject, so basically it increases the skill gap, and terran player would get much more scan available.
Fecalfeast
Profile Joined January 2010
Canada11355 Posts
November 10 2014 01:36 GMT
#171
On November 10 2014 08:49 Uvantak wrote:
Show nested quote +
On November 10 2014 08:34 Endymion wrote:
On November 10 2014 06:01 Uvantak wrote:
[image loading]

[image loading]
[image loading]


Because as a mapmaker i'm highly interested on the economic systems of StarCraft, i took a little time on working some extension mods out for you guys to try out, i have worked out the economic system of LotV from the information we got from David Kim's talk, and the BW economy system from the Starbow mod which is currently in use.

As it stands now, the SCBW system on my mod still needs more work to make the workers bounce more, if anyone wants to try out the full thing it is free to play the Starbow mod, i will keep working to find what's the parameter i need to modify to make the workers bounce more.

Both mods can be found as extension mods in the Custom games section, and can also be downloaded for anyone else that may want to use them for their own investigations.

I highly recommend trying them out, and comparing them, even if the SCBW one is still WiP.

I'll be ready to fix any bug, issue or feedback regarding the mods, just PM me or answer below.


Idk if this is a bug or what, but hatches give 14 supply and you don't start with an ovie as zerg. other than that, super interesting, thanks! I'll be playing around with this, if anyone wants to 1v1 with this mod PM me on tl.

It is not a bug, that's how LotV is.

As a little trivia i had to remove and re-upload the mod because i hand't realized that Zerg did not start with an overlord until another mapmaker pointed it out :o


Hatches give 14 supply? so for 300 minerals i can make a universal production facility that provides almost 2 overlords worth of supply?

I assume this will be changed at some point?
ModeratorINFLATE YOUR POST COUNT; PLAY TL MAFIA
Falling
Profile Blog Joined June 2009
Canada11504 Posts
November 10 2014 01:38 GMT
#172
On November 10 2014 08:49 Uvantak wrote:
Show nested quote +
On November 10 2014 08:34 Endymion wrote:
On November 10 2014 06:01 Uvantak wrote:
[image loading]

[image loading]
[image loading]


Because as a mapmaker i'm highly interested on the economic systems of StarCraft, i took a little time on working some extension mods out for you guys to try out, i have worked out the economic system of LotV from the information we got from David Kim's talk, and the BW economy system from the Starbow mod which is currently in use.

As it stands now, the SCBW system on my mod still needs more work to make the workers bounce more, if anyone wants to try out the full thing it is free to play the Starbow mod, i will keep working to find what's the parameter i need to modify to make the workers bounce more.

Both mods can be found as extension mods in the Custom games section, and can also be downloaded for anyone else that may want to use them for their own investigations.

I highly recommend trying them out, and comparing them, even if the SCBW one is still WiP.

I'll be ready to fix any bug, issue or feedback regarding the mods, just PM me or answer below.


Idk if this is a bug or what, but hatches give 14 supply and you don't start with an ovie as zerg. other than that, super interesting, thanks! I'll be playing around with this, if anyone wants to 1v1 with this mod PM me on tl.

It is not a bug, that's how LotV is.

As a little trivia i had to remove and re-upload the mod because i hand't realized that Zerg did not start with an overlord until another mapmaker pointed it out :o

Really? So do all Zerg Hatcheries bump up the available supply by 14? That's a pretty significant change.
Moderator"In Trump We Trust," says the Golden Goat of Mar a Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 10 2014 01:41 GMT
#173
On November 10 2014 10:38 Falling wrote:
Show nested quote +
On November 10 2014 08:49 Uvantak wrote:
On November 10 2014 08:34 Endymion wrote:
On November 10 2014 06:01 Uvantak wrote:
[image loading]

[image loading]
[image loading]


Because as a mapmaker i'm highly interested on the economic systems of StarCraft, i took a little time on working some extension mods out for you guys to try out, i have worked out the economic system of LotV from the information we got from David Kim's talk, and the BW economy system from the Starbow mod which is currently in use.

As it stands now, the SCBW system on my mod still needs more work to make the workers bounce more, if anyone wants to try out the full thing it is free to play the Starbow mod, i will keep working to find what's the parameter i need to modify to make the workers bounce more.

Both mods can be found as extension mods in the Custom games section, and can also be downloaded for anyone else that may want to use them for their own investigations.

I highly recommend trying them out, and comparing them, even if the SCBW one is still WiP.

I'll be ready to fix any bug, issue or feedback regarding the mods, just PM me or answer below.


Idk if this is a bug or what, but hatches give 14 supply and you don't start with an ovie as zerg. other than that, super interesting, thanks! I'll be playing around with this, if anyone wants to 1v1 with this mod PM me on tl.

It is not a bug, that's how LotV is.

As a little trivia i had to remove and re-upload the mod because i hand't realized that Zerg did not start with an overlord until another mapmaker pointed it out :o

Really? So do all Zerg Hatcheries bump up the available supply by 14? That's a pretty significant change.


It sounds like the first step to making it cost 400...
Hark, what baseball through yonder window breaks?
Endymion
Profile Blog Joined November 2009
United States3701 Posts
November 10 2014 02:06 GMT
#174
On November 10 2014 10:38 Falling wrote:
Show nested quote +
On November 10 2014 08:49 Uvantak wrote:
On November 10 2014 08:34 Endymion wrote:
On November 10 2014 06:01 Uvantak wrote:
[image loading]

[image loading]
[image loading]


Because as a mapmaker i'm highly interested on the economic systems of StarCraft, i took a little time on working some extension mods out for you guys to try out, i have worked out the economic system of LotV from the information we got from David Kim's talk, and the BW economy system from the Starbow mod which is currently in use.

As it stands now, the SCBW system on my mod still needs more work to make the workers bounce more, if anyone wants to try out the full thing it is free to play the Starbow mod, i will keep working to find what's the parameter i need to modify to make the workers bounce more.

Both mods can be found as extension mods in the Custom games section, and can also be downloaded for anyone else that may want to use them for their own investigations.

I highly recommend trying them out, and comparing them, even if the SCBW one is still WiP.

I'll be ready to fix any bug, issue or feedback regarding the mods, just PM me or answer below.


Idk if this is a bug or what, but hatches give 14 supply and you don't start with an ovie as zerg. other than that, super interesting, thanks! I'll be playing around with this, if anyone wants to 1v1 with this mod PM me on tl.

It is not a bug, that's how LotV is.

As a little trivia i had to remove and re-upload the mod because i hand't realized that Zerg did not start with an overlord until another mapmaker pointed it out :o

Really? So do all Zerg Hatcheries bump up the available supply by 14? That's a pretty significant change.


that's how it works in the mod, you get 1 ovie and then you're at like x/36 with an FE
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Maniak_
Profile Joined October 2010
France305 Posts
November 10 2014 02:22 GMT
#175
On November 10 2014 08:49 Uvantak wrote:
Show nested quote +
On November 10 2014 08:34 Endymion wrote:
On November 10 2014 06:01 Uvantak wrote:
[image loading]

[image loading]
[image loading]


Because as a mapmaker i'm highly interested on the economic systems of StarCraft, i took a little time on working some extension mods out for you guys to try out, i have worked out the economic system of LotV from the information we got from David Kim's talk, and the BW economy system from the Starbow mod which is currently in use.

As it stands now, the SCBW system on my mod still needs more work to make the workers bounce more, if anyone wants to try out the full thing it is free to play the Starbow mod, i will keep working to find what's the parameter i need to modify to make the workers bounce more.

Both mods can be found as extension mods in the Custom games section, and can also be downloaded for anyone else that may want to use them for their own investigations.

I highly recommend trying them out, and comparing them, even if the SCBW one is still WiP.

I'll be ready to fix any bug, issue or feedback regarding the mods, just PM me or answer below.


Idk if this is a bug or what, but hatches give 14 supply and you don't start with an ovie as zerg. other than that, super interesting, thanks! I'll be playing around with this, if anyone wants to 1v1 with this mod PM me on tl.

It is not a bug, that's how LotV is.

Wasn't it that hatches give 6 supply + 1 starting overlord to get to the initial 14?
Pretty sure I saw mentions of LotV hatches giving 'only' 6 supply.
"They make psychiatrists get psychoanalyzed before they can get certified, but they don't make a surgeon get cut on. Does that seem right to you?" -- Jubal Early - Firefly
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-11-10 03:07:23
November 10 2014 02:51 GMT
#176
On November 10 2014 11:22 Maniak_ wrote:
Show nested quote +
On November 10 2014 08:49 Uvantak wrote:
On November 10 2014 08:34 Endymion wrote:
On November 10 2014 06:01 Uvantak wrote:
[image loading]

[image loading]
[image loading]


Because as a mapmaker i'm highly interested on the economic systems of StarCraft, i took a little time on working some extension mods out for you guys to try out, i have worked out the economic system of LotV from the information we got from David Kim's talk, and the BW economy system from the Starbow mod which is currently in use.

As it stands now, the SCBW system on my mod still needs more work to make the workers bounce more, if anyone wants to try out the full thing it is free to play the Starbow mod, i will keep working to find what's the parameter i need to modify to make the workers bounce more.

Both mods can be found as extension mods in the Custom games section, and can also be downloaded for anyone else that may want to use them for their own investigations.

I highly recommend trying them out, and comparing them, even if the SCBW one is still WiP.

I'll be ready to fix any bug, issue or feedback regarding the mods, just PM me or answer below.


Idk if this is a bug or what, but hatches give 14 supply and you don't start with an ovie as zerg. other than that, super interesting, thanks! I'll be playing around with this, if anyone wants to 1v1 with this mod PM me on tl.

It is not a bug, that's how LotV is.

Wasn't it that hatches give 6 supply + 1 starting overlord to get to the initial 14?
Pretty sure I saw mentions of LotV hatches giving 'only' 6 supply.

Check the showmatches, i thought the same thing at the start, but Zerg starts without an overlord and at 14 supply.

//EDIT: Nonononono DAMN IT IEZAELLLLLLLL!!!!!!!.........................

Zergs DO Start with an overlord! So it is in the same way i had it at the start, 6 supply hatches+ovie, I'll have it fixed in 3 min.

//EDIT2: Changes are done, Mod is updated, Hatcheries now have 6 initial supply + 8 supply given by an initial overlord.

Damn it Iez >.<
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
November 10 2014 03:03 GMT
#177
lol
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
November 10 2014 03:08 GMT
#178
It really wouldn't have made any sense otherwise tbh^^
No overlord to scout with? Hatches with one million supply? WTF :D
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Sh0on
Profile Joined November 2014
United States8 Posts
November 10 2014 03:22 GMT
#179
From playing the economy mod it seems to work like bw in that it just makes them mine less efficiently though the efficiency doesn't downscale quite as quickly as in bw.
I hope you have a wonderful day. :)
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
Last Edited: 2014-11-10 03:32:03
November 10 2014 03:30 GMT
#180
I wish someone would have asked DK why they didnt just steal the starbow eco instead of this weird solution. Starting with 12workers is one thing, adding the lower mineral count makes it a whole different type of derp.

EDIT:It's not like the shortcomings of SC2 econ hasnt been discussed and experimented on before.
I have the best fucking lawyers in the country including the man they call the Malmis.
Prev 1 7 8 9 10 11 31 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
#84
WardiTV1130
IntoTheiNu 939
OGKoka 551
Rex160
Ryung 37
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 551
Hui .269
Rex 160
Ryung 37
StarCraft: Brood War
Calm 7856
Sea 2551
Jaedong 1949
Hyuk 1109
EffOrt 1020
Stork 662
BeSt 579
actioN 354
ggaemo 314
Snow 174
[ Show more ]
Hyun 173
Rush 167
PianO 125
Nal_rA 57
Free 53
[sc1f]eonzerg 49
soO 45
Killer 41
ToSsGirL 40
Barracks 36
Pusan 35
Shinee 34
Sacsri 34
Sexy 25
yabsab 23
ajuk12(nOOB) 21
HiyA 19
Bale 16
910 16
scan(afreeca) 14
GoRush 13
Terrorterran 12
Dota 2
qojqva2910
BananaSlamJamma199
Counter-Strike
byalli851
Super Smash Bros
Mew2King84
Heroes of the Storm
Khaldor224
Other Games
singsing2413
B2W.Neo1392
hiko943
Lowko345
XBOCT311
crisheroes297
XaKoH 158
ArmadaUGS84
KnowMe37
Trikslyr19
Organizations
Dota 2
PGL Dota 2 - Main Stream351
StarCraft: Brood War
Kim Chul Min (afreeca) 10
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• poizon28 26
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 16
• FirePhoenix2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis4067
Other Games
• Shiphtur82
Upcoming Events
Monday Night Weeklies
52m
Replay Cast
8h 52m
Replay Cast
17h 52m
Afreeca Starleague
18h 52m
Leta vs YSC
GSL
1d 18h
Rogue vs Percival
Zoun vs Solar
Replay Cast
2 days
GSL
2 days
Cure vs TriGGeR
ByuN vs Bunny
The PondCast
2 days
KCM Race Survival
2 days
Replay Cast
3 days
[ Show More ]
Replay Cast
3 days
Escore
3 days
Replay Cast
4 days
Replay Cast
4 days
IPSL
5 days
Ret vs Art_Of_Turtle
Radley vs TBD
BSL
5 days
Replay Cast
5 days
uThermal 2v2 Circuit
5 days
BSL
6 days
IPSL
6 days
eOnzErG vs TBD
G5 vs Nesh
Replay Cast
6 days
Wardi Open
6 days
Afreeca Starleague
6 days
Jaedong vs Light
Liquipedia Results

Completed

Escore Tournament S2: W4
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

Escore Tournament S2: W5
KK 2v2 League Season 1
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
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.