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Map balancible Macro Mechanics: mineral distrib - Page 2

Forum Index > SC2 General
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Prev 1 2 3 Next All
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
January 12 2009 11:52 GMT
#21
actually, seeing the screenshots of the demo sc2 map as posted on bwmn, i think there actually is one more mineral kind, a gold coloured mineral expansion. I suppose it has some greater benefits than a normal blue one so this idea (might) just already be implemented to a certain extent?
The artist formerly known as Starparty
zimz
Profile Blog Joined May 2008
United States510 Posts
January 12 2009 12:15 GMT
#22
wats the point? when u have enough workers, all mineral patches will be mined at the same time. it would only effect the first few minutes of an expansion. its pointless. whats with all these ridiculous ideas. why dont we we just go and add frogger on the mineral patches so he can jump mineral to mineral patch and then u keep him jumping on these mineral patches or u wont get extra frog power stats on ur units.
zimz
Archerofaiur
Profile Joined August 2008
United States4101 Posts
January 12 2009 13:42 GMT
#23
On January 12 2009 21:15 zimz wrote:
wats the point? when u have enough workers, all mineral patches will be mined at the same time. it would only effect the first few minutes of an expansion. its pointless.



I believe your correct in saying that after worker line saturation this mechanic would have no effect.

On January 12 2009 21:15 zimz wrote:
why dont we we just go and add frogger on the mineral patches so he can jump mineral to mineral patch and then u keep him jumping on these mineral patches or u wont get extra frog power stats on ur units.



Frogger idea has potential but would be imbalanced for terran who already have hopping units like viking and reapers.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
January 12 2009 16:33 GMT
#24
On January 12 2009 20:52 Starparty wrote:
actually, seeing the screenshots of the demo sc2 map as posted on bwmn, i think there actually is one more mineral kind, a gold coloured mineral expansion. I suppose it has some greater benefits than a normal blue one so this idea (might) just already be implemented to a certain extent?

You are right, iirc gold minerals get double the amount of minerals (10) per gather. I believe that these two types, gold and blue, may be sufficient to serve as an incentive for pro-gamers to micromanage workers before the point of saturation. Still, having more types of minerals with varying performances will allow better fine-tuning, and more strategical depth options for mapmakers. Perhaps a simple configuration per mineral, but then there's the need for some standardization as well as visualization so it remains viewable for those less experienced with a map.

The thing is, when Blizzard mentioned the gold minerals, they said it could be used for 'gold mineral bases' in difficult positions. The op thought further, and saw a solution for worker micro, by mixing these mineral types in a single mineral line.

And to those who claim it is not a good solution because saturation ends the need for worker micro:
- When a mineral line is saturated, no matter what, there is less incentive to micro workers. This is already the case in the current game of Starcraft. Only mechanics like strip mining prevent this percieved problem.
- Worker raids happen often enough, keeping bases from being saturated. When worker raids don't happen, there's probably enough action going on in the game at that point.
- New bases do get constructed. Often enough? Would be nice to see a study on games indicating the time where a player has full worker saturation on all bases, and when not.
I <3 the internet, I <3 you
shimmy
Profile Blog Joined May 2003
Poland997 Posts
January 12 2009 17:29 GMT
#25
Thats an idea that may prove to be very interesting and may be used to craft some unique solutions by map makers. Blizzard should at least have something like this in the editor.
Hell hath no fury like the vast robot armies of a woman scorned.
Oliwoli
Profile Joined November 2008
United Kingdom69 Posts
January 12 2009 18:46 GMT
#26
This idea is at least good as a possibility, its good because it increases potential without seriously increasing complexity. Its easy to see that certain minerals are worth less even without a complex understanding of the game.

Its like destructable rocks. Just because they're in the game doesnt mean every map will have them.

Several mineral types at least add more potential to the game, they give mapmakers more to work with. If they don;t solve macro, so be it, but they can at least make interesting expansions.

However i do think they will add to macro, bringing back the possibility of microing workers, which was irrelevant in SC1 after a certain saturation - so there is no real change.
minus_human
Profile Blog Joined November 2006
4784 Posts
Last Edited: 2009-01-12 22:07:12
January 12 2009 19:39 GMT
#27
What many people don't understand is that something like this takes two minutes to implement on a map via the map editor (from my limited experience with TFT Worldeditor you can even do something like this in Warcraft 3 with the proper knowledge.)


The community, or more specifically creative mapmakers could and will make such interesting mechanics for particular maps, ESPECIALLY if the successful trend of changing maps seasonally set by Kespa remains.

I personally like this idea, as it increases complexity of timing strategies/surgical worker line strikes, and this is a good increase to strategy/tactics, while the effect on the game's complexity from a newb PoV remains nearly null.


The key point however, is for Blizzard to OFFICIALLY implement such a mechanic (kudos to the OP again, this is an ingeniously simple solution to increase macro). As in, what will make them accept something like this over a worse solution?
If SC2 is to have a more demanding macro facet, it is quite imperative that the game is originally created that way, because no matter what the SC hardcore community does with maps, the mass of new players will set the trend on a low demanding macro, multitask-wise, because people always choose whats easier over what is not.


Complementary is the fact that if SC2 is to be successful as an Esport, the focus around the SKorean scene will be greatly diminished compared to how it is today with SC, as it will most likely 'catch on' worldwide, similar to how WC3 evolved as an Esport, in my humble opinion .This only means that the already experienced professional scene formed in South Korea will have less of an influence, and it will highly likely that whatever the equivalent of KeSPA will be for SC2, it will not set a dominating map trend every few months.
indecision
Profile Blog Joined November 2004
Germany818 Posts
January 12 2009 22:20 GMT
#28
On January 12 2009 11:35 Dromar wrote:
Show nested quote +
On January 12 2009 11:24 GhostKorean wrote:
Ooh, I like this idea alot


Me too.

And it's not complex at all. It just takes something that's already there and expands it a bit.


This idea is incredibly good.
[x] Not too complex
[x] Balance through maps
[x] Advantage for manual mining
Fontong
Profile Blog Joined December 2007
United States6454 Posts
Last Edited: 2009-01-12 23:45:11
January 12 2009 23:43 GMT
#29
Edit: Looks like minus_human said this already.

Actually when I think about it, I'm 99% sure this idea will be capable of being implemented in SC2 without even telling Blizzard about this specific application.

Since there are already blue and gold(high yield) mins, it really wouldn't make sense if there wasn't an ability in the map editor to change mineral yields just as an normal function of the map editor. Probably you would be able to change the color too, iirc you could change the color of units in the WC3 editor?
On January 12 2009 22:42 Archerofaiur wrote:
Show nested quote +
On January 12 2009 21:15 zimz wrote:
why dont we we just go and add frogger on the mineral patches so he can jump mineral to mineral patch and then u keep him jumping on these mineral patches or u wont get extra frog power stats on ur units.
Frogger idea has potential but would be imbalanced for terran who already have hopping units like viking and reapers.

I can't believe you actually took him seriously.
[SECRET FONT] "Dragoon bunker"
BanZu
Profile Blog Joined June 2008
United States3329 Posts
January 13 2009 07:55 GMT
#30
On January 13 2009 08:43 Fontong wrote:
Show nested quote +
On January 12 2009 22:42 Archerofaiur wrote:
On January 12 2009 21:15 zimz wrote:
why dont we we just go and add frogger on the mineral patches so he can jump mineral to mineral patch and then u keep him jumping on these mineral patches or u wont get extra frog power stats on ur units.
Frogger idea has potential but would be imbalanced for terran who already have hopping units like viking and reapers.

I can't believe you actually took him seriously.

You never know, you just might be Romanian
Sun Tzu once said, "Defiler becomes useless at the presences of a vessel."
aeronexus
Profile Joined June 2007
United States392 Posts
January 13 2009 08:17 GMT
#31
On January 13 2009 07:20 indecision wrote:
Show nested quote +
On January 12 2009 11:35 Dromar wrote:
On January 12 2009 11:24 GhostKorean wrote:
Ooh, I like this idea alot


Me too.

And it's not complex at all. It just takes something that's already there and expands it a bit.


This idea is incredibly good.
[x] Not too complex
[x] Balance through maps
[x] Advantage for manual mining

one more QFT

I think it would be hilarious to see early-game peon fights over mineral patches :D
10 points!
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
January 13 2009 12:09 GMT
#32
in what concerns comunity star2 will become another macro game, the same way starcraft became one too, the micro oriented maps from Elky vs Boxer 1.08 will become Katrinas from 1.15 equivalents
I've got a point, and i'm ready to kill or die for it.
Konni
Profile Blog Joined February 2003
Germany3044 Posts
January 13 2009 12:12 GMT
#33
I really like the idea. I think it's great, simple and greatly adjustable. I just don't think it resolves the MBS problem. But it would be nice to have the possibility to change mineral cargo returns for a map.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
January 13 2009 14:21 GMT
#34
On January 13 2009 08:43 Fontong wrote:

I can't believe you actually took him seriously.


I can't believe you actually took me seriously.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
gravity
Profile Joined March 2004
Australia1873 Posts
Last Edited: 2009-01-13 16:00:13
January 13 2009 15:58 GMT
#35
Interesting idea, I'd like to see them try something like this. I guess they already have the gold minerals, but multiple types would make the system more flexible.

edit: also, the ideas presented here of how to use different mineral types are just as important as inventing them in the first place, because if Blizzard implements this in the retail game, it will be much more likely to be widely used/accepted by the community than if it has to be added in custom maps.
GeorgeForeman
Profile Joined April 2005
United States1746 Posts
January 13 2009 18:14 GMT
#36
One easy and quick solution would be to just space the minerals out a lot more.
eg:
_________MM


MM ______ CC______ MM


_________MM

(M = minerals, CC = CC/nexus/hatch; underscores are just there for formatting)

Basically, the mineral patches are spaced at around the CC in such a way that workers rallied to one patch won't move to the other ones when they get saturated. This is certainly cruder than the solution suggested in the initial post (which I like in a lot of ways) and would require only a bit more time to macro appropriately, but it's far easier to implement.

Just a thought. ^_^
like a school bus through a bunch of kids
selboN
Profile Blog Joined January 2008
United States2523 Posts
Last Edited: 2009-01-13 18:49:50
January 13 2009 18:49 GMT
#37
Or...... Instead of worrying about strip mining/mineral value/mineral positioning they could just REMOVE automining and make this much more simple.

+ Show Spoiler +
But I suppose you are all being more civil about this than I.
"That's what happens when you're using a mouse made out of glass!" -Tasteless (Referring to ZergBong)
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 13 2009 20:09 GMT
#38
Here's a concept. Three kinds of minerals:

Low grade ore: Returns 2 minerals per trip. If a sufficient number of works is ordered to mine from a low grade ore patch, they will instead do a worker drill that destroys the low grade patch. Graphically, a low grade ore could be a rocky outcropping with blue mineral viens.

Standard grade ore: Returns 5 minerals per trip. Represented by the standard blue mineral patch.

High grade ore: Returns 8 minerals per trip. Represented by golden minerals.

The concept is to have multiple layers of minerals. The first layer would be mostly standard minerals with several low grade patchs thrown in the front line that could be drilled out to expose three or four standard patches to mine. The standard front patches would be lower numbers than standard BW, and would exhaust in the mid game rather than later. After they exhaust more low grade patches are exposed that need to be drilled out to once again exposing three or four standard patches, allowing more effecient mining.
¯\_(ツ)_/¯
eugen1225
Profile Joined February 2008
Yugoslavia134 Posts
Last Edited: 2009-01-13 20:41:45
January 13 2009 20:25 GMT
#39
I'm sick of these stupid mechanics. I read them all, and i dislike them all. The gas mechanic is actually the best one out there and it to is a vomit-shake (don't even get me started on the TL proposed mineral mechanic).
The point I'm trying to make is that if Blizzard is soooo hard pressed to put in a mechanic just to make the game more "difficult" to please you SBS nostalgic crowd i would much rather have MBS out and play the old-fashioned way with SBS, than play with a retarded mechanic, witch I also think is the ultimate goal of all this whole circus. So they can happily announce a few months later that they tried everything out and that ppl ultimately like SBS better than the new mechanics and they keep everyone happy.
It is also a theory of mine that the reason we don't have a beta out, and the whole product for that matter is the stupid SBS/MBS/new mechanic debate, guess who i blame for that?

edit:typo
Archerofaiur
Profile Joined August 2008
United States4101 Posts
January 13 2009 22:34 GMT
#40
On January 14 2009 05:25 eugen1225 wrote:
I'm sick of these stupid mechanics. I read them all



Can anyone propose a solution to this guy so he stops getting so sick?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
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