• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:41
CET 17:41
KST 01:41
  • 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
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros2[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3
Community News
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win42025 RSL Offline Finals Dates + Ticket Sales!9BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION1Crank Gathers Season 2: SC II Pro Teams10Merivale 8 Open - LAN - Stellar Fest4
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Intel X Team Liquid Seoul event: Showmatches and Meet the Pros DreamHack Open 2013 revealed Chinese SC2 server to reopen; live all-star event in Hangzhou Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
Merivale 8 Open - LAN - Stellar Fest Crank Gathers Season 2: SC II Pro Teams 2025 RSL Offline Finals Dates + Ticket Sales! $5,000+ WardiTV 2025 Championship $3,500 WardiTV Korean Royale S4
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment
Brood War
General
SnOw's ASL S20 Finals Review [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/ Ladder Map Matchup Stats BW General Discussion
Tourneys
[ASL20] Grand Finals The Casual Games of the Week Thread BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION ASL final tickets help
Strategy
Current Meta How to stay on top of macro? PvZ map balance Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
The Big Programming Thread Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The Schizophrenia of KOR-EN…
Peanutsc
Reality "theory" prov…
perfectspheres
The Benefits Of Limited Comm…
TrAiDoS
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1609 users

[D] Auto-Mining? - Page 10

Forum Index > SC2 General
Post a Reply
Prev 1 8 9 10 11 12 13 Next All
rpf
Profile Blog Joined January 2007
United States2705 Posts
January 30 2008 23:31 GMT
#181
On January 31 2008 06:48 teapot wrote:
Oh, that's right. There is already automation in the game.

When an enemy unit comes within range of a marine he AUTOMATICALLY opens fire.

When a marine is attacked by a unit beyond his attack range he will AUTOMATICALLY run away.

When a medic has a injured unit in her range she will AUTOMATICALLY heals it.

We could take these out, but it'd ruin the fucking game.

Imagine SC2 as a car. The enhancements being made to the UI are more like power steering than automatic transmission.

Power steering is a good thing, it gives you MORE CONTROL.

Automatic transmission is a bad thing, it takes decisions away from you giving you LESS CONTROL.

The UI improvements in SC2 are enhancing decisions that you already make. Anyone who has driven a car with power steering does not want to go without it. But lots of people, including myself can't stand the idea of someone who drives an automatic, learn to drive properly morons! xD

At first I was just going to be an asshole, but you actually finished with a great point.

More control is definitely a good thing. I guess it is flawed logic to say that automation itself is the problem, but rather having an action taken away from the user is the problem. Although I could make that same argument for units automatically attacking, it makes sense for a unit to fire on enemy units in self defense without a command being issued to do so.

I think the biggest point is that there are things that make sense to be done automatically, and then there are things that don't.

It makes sense for a medic to use a 1 energy spell to heal, as it's not a big heal. It's not like a casted spell in WoW that can heal the majority of a target's health points; it's a small, insignificant spell that while useful, isn't something that is as important as, say, psionic storm.

If "bigger" spells like storm and maelstrom were automatically casted, that wouldn't make sense.

Is this more clear? :/
"A fear of weapons is a sign of retarded sexual and emotional maturity." - Sigmund Freud
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 30 2008 23:40 GMT
#182
I'm most concerned about MBS + Automine. 0p (or 0s or 0sd) shouldn't take care of all of your economy for you.

As for the Zerg, there's always the possiblity of a drone rally button and a unit rally button. I have a major issue with this though. At a certain point, adding UI options like this complicates things. It makes the game easier for pros and harder for noobs (since there are more UI features). Surely, fewer options that accomplish more = a better UI
¯\_(ツ)_/¯
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 30 2008 23:44 GMT
#183
On January 31 2008 08:31 rpf wrote:
At first I was just going to be an asshole, but you actually finished with a great point.

More control is definitely a good thing. I guess it is flawed logic to say that automation itself is the problem, but rather having an action taken away from the user is the problem. Although I could make that same argument for units automatically attacking, it makes sense for a unit to fire on enemy units in self defense without a command being issued to do so.

I think the biggest point is that there are things that make sense to be done automatically, and then there are things that don't.

It makes sense for a medic to use a 1 energy spell to heal, as it's not a big heal. It's not like a casted spell in WoW that can heal the majority of a target's health points; it's a small, insignificant spell that while useful, isn't something that is as important as, say, psionic storm.

If "bigger" spells like storm and maelstrom were automatically casted, that wouldn't make sense.

Is this more clear? :/


The problem I have with this line of reasoning is this. When WOULDN'T you want an SCV to come out and start mining?
¯\_(ツ)_/¯
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
January 31 2008 00:18 GMT
#184
When you wanna use it to scout? or build? or do the cha cha?
Oh no
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 31 2008 00:32 GMT
#185
I spend most of my time doing the cha cha. Maybe that's why I lose -_-

In any case, sending it to scout is as simple as setting the rally point off in the black, to build somewhere in your base. If you set the rally point on the minerals, it's pretty clear you want it to come out and mine.

I'm not saying I support auto-mine fully, merely that logically, I think that as far as the player making a choice, putting the rally point on minerals is tantamount to making the choice you want the worker to mine
¯\_(ツ)_/¯
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
January 31 2008 00:59 GMT
#186
Yeah I agree with Stan that it doesn't take anyway any control from the gamer, but it does make the game easier to play. They could balance this by making Micro more APM intensive otherwise they are just noobifying the game.
They need to add loads of "Micro Tricks" so that faster units can beat bigger slower ones etc... if sick micro is used. However I don't think they will manage that and the game will probably suck.
Then it just turns into build vs build or knowledge vs knowledge (a bit like WC).
Don't hate the player - Hate the game
Showtime!
Profile Joined November 2007
Canada2938 Posts
January 31 2008 02:41 GMT
#187
Yes it does slick. You should have to control your shit at all times. There are a lot of pros who cannot handle micro/macroing their scvs and if you add this feature as soooooo many people have said before good luck seeing sick comebacks.
Mini skirt season is right around the corner. ☻
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
January 31 2008 09:23 GMT
#188
On January 31 2008 09:59 Klive5ive wrote:
Yeah I agree with Stan that it doesn't take anyway any control from the gamer, but it does make the game easier to play. They could balance this by making Micro more APM intensive otherwise they are just noobifying the game.
They need to add loads of "Micro Tricks" so that faster units can beat bigger slower ones etc... if sick micro is used. However I don't think they will manage that and the game will probably suck.
Then it just turns into build vs build or knowledge vs knowledge (a bit like WC).

ffs this isn't wc
Oh no
Fen
Profile Blog Joined June 2006
Australia1848 Posts
January 31 2008 09:51 GMT
#189
On January 31 2008 09:59 Klive5ive wrote:
They could balance this by making Micro more APM intensive otherwise they are just noobifying the game.


The problem I see here is that micro is already very APM intensive. Honestly, someone who has a higher APM is going to win a micro war over someone with a lower APM (assuming equal strategic skill). Why should we now suddenly remove this advantage from macro?

Also, by adding more micro tasks to compensate for the reduced macro. Then the game will fluctuate in APM requriements. In starcraft, you pretty much wanna use your max APM the entire game. In starcraft 2, your max APM will only be required when in fights. This will lead to people spamming for large portions of the game just to keep their APM up for the fights. And will make the downtime when your not fighting much more boring. You should always be pushed to the limits all the time.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 31 2008 11:59 GMT
#190
On January 31 2008 18:51 Fen wrote:
Show nested quote +
On January 31 2008 09:59 Klive5ive wrote:
They could balance this by making Micro more APM intensive otherwise they are just noobifying the game.
Why should we now suddenly remove this advantage from macro?


The issue isn´t Micro vs. Micro and Macro vs. Macro but Micro vs. Macro.
Say you could decide to micro a unit to save it OR Macro your base to build a additional unit of that type. Macro is always better here since there is no risk, you always "keep" the unit on the production way but by microing you risk loosing the unit anyway.
Macroing always gives you the new unit AND there is a chance that you can rescue the original unit anyway (dumb luck, enemy mistake, etc...).

The situation is never THAT easy but it leads to a focus on Macroing. It also burdens especially Micro intensive units, makes them indirectly unpopular (Queens for example).
dacthehork
Profile Blog Joined February 2008
United States2000 Posts
February 02 2008 13:44 GMT
#191
What are the gold minerals?

example on the bottom right of DT page on the official site.
Warturtle - DOTA 2 is KING
500lbsMicro
Profile Joined February 2008
4 Posts
February 06 2008 05:28 GMT
#192
On January 04 2008 14:21 zulu_nation8 wrote:
Pros:

- Gives players more time to focus on battle and thus being able to control bigger armies which would be good for tv broadcasts and make the game more fun to play.

- Less focus on multitasking and more focus on the managing the important aspects of your base such as choosing which buildings to build, etc.

- Makes game flow better, no attention losses on important battles, etc, to have to go back to base and worry about workers, makes bases "cleaner" will less random workers lying around.

So what do you guys think?


I think auto-mining allows chinks to better excel at the game because the majority of them like WCIII.
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
February 06 2008 06:25 GMT
#193
On February 06 2008 14:28 500lbsMicro wrote:
Show nested quote +
On January 04 2008 14:21 zulu_nation8 wrote:
Pros:

- Gives players more time to focus on battle and thus being able to control bigger armies which would be good for tv broadcasts and make the game more fun to play.

- Less focus on multitasking and more focus on the managing the important aspects of your base such as choosing which buildings to build, etc.

- Makes game flow better, no attention losses on important battles, etc, to have to go back to base and worry about workers, makes bases "cleaner" will less random workers lying around.

So what do you guys think?


I think auto-mining allows chinks to better excel at the game because the majority of them like WCIII.


I hope you get banned and never come back.

dacthehork:
The gold minerals double the amount of minerals the worker returns. At least if they didn't change it in the meantime.
In SC1, it would mean you'd get 16 minerals per golden mineral block. Not sure if the numbers are the same in SC2.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
February 06 2008 06:52 GMT
#194
On February 06 2008 14:28 500lbsMicro wrote:
Show nested quote +
On January 04 2008 14:21 zulu_nation8 wrote:
Pros:

- Gives players more time to focus on battle and thus being able to control bigger armies which would be good for tv broadcasts and make the game more fun to play.

- Less focus on multitasking and more focus on the managing the important aspects of your base such as choosing which buildings to build, etc.

- Makes game flow better, no attention losses on important battles, etc, to have to go back to base and worry about workers, makes bases "cleaner" will less random workers lying around.

So what do you guys think?


I think auto-mining allows chinks to better excel at the game because the majority of them like WCIII.


¯\_(ツ)_/¯
Saline
Profile Joined February 2008
United States73 Posts
February 06 2008 07:15 GMT
#195
People are becoming a little too narrow-minded when considering possibilities for games like Starcraft II. If one becomes too nit-picky about making the sequel like the original, we will simply end up with a knock-off with better graphics and a few minor changes. Nobody wants this; what they want is a full-fledged RTS of similar caliber with uniqueness, room for nearly infinite strategy, perfect balance, and a huge requirement of skill.

Starcraft II can have these qualities while not being exactly the same in all aspects. In Starcraft original, manually clicking your drones/SCVs/probes onto mineral patches is an important aspect of the game, because without it you will have no resources. It is not, however, fundamental to the concept of "macro," which requires that you claim an area for resources, adequately protect it from the enemy, and subsequently build up your unit production output with technology resource to compensate and hopefully overpower your enemy.

The narrow-mindedness stems from the problem where people look at Starcraft I and say "what would the game be like without having to click drones to mineral patches?" Obviously, we would be left with situations where one wouldn't have to frantically click back to the home base and select drones, flip-flopping back and forth between home and abroad where their army lies. But what if some other feature of the game required similar attention, a feature we aren't yet aware? What if SC2 allows for easier transportation of units, and you had to defend at home much more often? What if some building required a manual recharge to set an effect upon some units? What if armies required more spreading and simultaneous attacks, so we'd have to split our attention just as much anyway?

I obviously can't think of everything new that would go into the game. You can continue arguing for or against automining, but please remember that one small element that made Starcraft I a great game isn't a requirement of Starcraft II per se, and it might actually hold back the possibility of other new and exciting features.
Kimera757
Profile Joined August 2007
Canada129 Posts
February 06 2008 12:55 GMT
#196

dacthehork:
The gold minerals double the amount of minerals the worker returns. At least if they didn't change it in the meantime.
In SC1, it would mean you'd get 16 minerals per golden mineral block. Not sure if the numbers are the same in SC2.


It's just 12 minerals.
http://starcraft.wikia.com/wiki/StarCraft_Wiki ; a complete and referenced database on the StarCraft game series, StarCraft II, Lore, Characters and Gameplay.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
February 06 2008 19:27 GMT
#197
On February 06 2008 16:15 Saline wrote:
People are becoming a little too narrow-minded when considering possibilities for games like Starcraft II. If one becomes too nit-picky about making the sequel like the original, we will simply end up with a knock-off with better graphics and a few minor changes. Nobody wants this; what they want is a full-fledged RTS of similar caliber with uniqueness, room for nearly infinite strategy, perfect balance, and a huge requirement of skill.

Starcraft II can have these qualities while not being exactly the same in all aspects. In Starcraft original, manually clicking your drones/SCVs/probes onto mineral patches is an important aspect of the game, because without it you will have no resources. It is not, however, fundamental to the concept of "macro," which requires that you claim an area for resources, adequately protect it from the enemy, and subsequently build up your unit production output with technology resource to compensate and hopefully overpower your enemy.

The narrow-mindedness stems from the problem where people look at Starcraft I and say "what would the game be like without having to click drones to mineral patches?" Obviously, we would be left with situations where one wouldn't have to frantically click back to the home base and select drones, flip-flopping back and forth between home and abroad where their army lies. But what if some other feature of the game required similar attention, a feature we aren't yet aware? What if SC2 allows for easier transportation of units, and you had to defend at home much more often? What if some building required a manual recharge to set an effect upon some units? What if armies required more spreading and simultaneous attacks, so we'd have to split our attention just as much anyway?

I obviously can't think of everything new that would go into the game. You can continue arguing for or against automining, but please remember that one small element that made Starcraft I a great game isn't a requirement of Starcraft II per se, and it might actually hold back the possibility of other new and exciting features.


Sounds great, you starry-eyed hippy.

I went through much the same thought process. Then I started thinking, "what exactly could we do to make it interesting"

I drew a big blank

What's your suggestion to make it interesting? Merely saying it should be something more interesting isn't very helpful. If you've got an idea, that's good!
¯\_(ツ)_/¯
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 06 2008 19:57 GMT
#198
How about making peons assignable to buildings? Currently all they do is harvest and build buildings. Why not let them enter buildings to increase productionspeed in them? Just a random idea.
h3r1n6
Profile Blog Joined September 2007
Iceland2039 Posts
February 06 2008 20:46 GMT
#199
How about enabling auto-mine, but disabling wandering. So one worker would try to mine the patch you sent it to until that patch is mined out, and then continue with the next. So if you send all your workers to one patch, your mining will be very slow.

Ok, thats a ridiculous idea, but thats as far as I get in finding other tasks to do while the units are doing your job.
Saline
Profile Joined February 2008
United States73 Posts
February 06 2008 20:49 GMT
#200
Starry-eyed hippy? Please. You're implying that because you and I, who have presumably never designed a game before, can't think of new features for a game, that we should scrap hopes for creativity?

I wasn't promoting new ideas in my post, and I thought I made that clear. My point was to tell people to try to break out of their 'original Starcraft' shell and picture new aspects of the game which might replace manual resource mining, and realize that losing a feature of the original (in this case, automining) isn't necessarily the end of the world.
Prev 1 8 9 10 11 12 13 Next All
Please log in or register to reply.
Live Events Refresh
CrankTV Team League
13:00
Playoffs: Bo13
Team Liquid vs Team FalconLIVE!
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 434
RotterdaM 249
UpATreeSC 57
ProTech36
MindelVK 23
Codebar 12
StarCraft: Brood War
Hyuk 2795
Leta 2294
Barracks 1750
Bisu 1029
Sea 1019
Jaedong 597
Shuttle 504
Hyun 84
Snow 54
soO 33
[ Show more ]
Aegong 28
Shine 19
JYJ18
yabsab 16
JulyZerg 15
HiyA 12
ajuk12(nOOB) 12
SilentControl 8
Dota 2
Gorgc5097
qojqva3765
Dendi1266
XcaliburYe152
Counter-Strike
fl0m1008
allub169
markeloff131
oskar111
Other Games
Beastyqt1030
FrodaN939
B2W.Neo880
ceh9315
Lowko277
crisheroes218
Hui .190
Liquid`VortiX150
Fuzer 110
mouzStarbuck107
ArmadaUGS74
QueenE68
C9.Mang057
KnowMe55
Trikslyr42
Dewaltoss24
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Kozan
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• IndyKCrew
• intothetv
StarCraft: Brood War
• FirePhoenix7
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2865
• Ler57
League of Legends
• Nemesis4648
• TFBlade780
Other Games
• imaqtpie1094
• WagamamaTV328
• Shiphtur167
Upcoming Events
Replay Cast
17h 19m
WardiTV Invitational
19h 19m
ByuN vs Spirit
herO vs Solar
MaNa vs Gerald
Rogue vs GuMiho
Epic.LAN
19h 19m
CrankTV Team League
20h 19m
BASILISK vs TBD
Replay Cast
1d 17h
Epic.LAN
1d 19h
BSL Team A[vengers]
1d 21h
Dewalt vs Shine
UltrA vs ZeLoT
BSL 21
2 days
Sparkling Tuna Cup
2 days
BSL Team A[vengers]
2 days
Cross vs Motive
Sziky vs HiyA
[ Show More ]
BSL 21
3 days
Wardi Open
3 days
Monday Night Weeklies
4 days
The PondCast
6 days
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
WardiTV TLMC #15
Eternal Conflict S1

Ongoing

BSL 21 Points
BSL 21 Team A
C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
CranK Gathers Season 2: SC II Pro Teams
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025

Upcoming

SC4ALL: Brood War
YSL S2
BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
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 © 2025 TLnet. All Rights Reserved.