
Download the edited text file + pictures:
http://www.gamereplays.org/community/index.php?act=Attach&type=post&id=438043
Or read a less refined version below (WARNING: IT'S HUUUUGE):
The Mineral Mechanic by FrozenArbiter & MaybeNextTime.
Index.
The introduction:
I. DISCLAIMERS.
II. Criteria.
The proper submission:
III. Name.
IV. TL:DR.
V. Expanded Description.
Additional information:
VI. FAQ.
VII. Credits.
The introduction.
I. DISCLAIMERS:
- auto-mining stays,
- MBS stays,
- Blizzard gas mechanic's gone,
- all numbers are subject to balance.
***PICTURES INSIDE*** (Expanded Description)
II. Criteria.
The criteria our mechanic goes by (the updated version, stricter than SCLegacy contest's ones).
1) The ideal new macro mechanic should be direct in its usage and provide beneficial gameplay.
2) The ideal new macro mechanic should have direct strategical value.
3) The ideal new macro mechanic should create a wide skill gradient and allow players of different play styles to distinguish themselves.
4) The ideal new macro mechanic should give the player alternatives, both of which should have their advantages and disadvantages.
5) The ideal new macro mechanic should be dynamic in the sense that it depends on the player and his opponent's choices.
6) The ideal new macro mechanic should allow for UI features such as MBS and/or auto-mining to remain unchanged and not punish the players for using them.
7) The ideal new macro mechanic should not be mindless nor repetitive.
8) The ideal new macro mechanic should provide a viable attention sink in the macro department in order to reward good multi-tasking and micro-to-macro decision making.
(The ideal new macro mechanic should provide a viable attention/APM sink (i.e. it needs to be used frequently enough to become a relevant task) in the macro department in order to reward good multi-tasking and micro-to-macro decision making (the biggest issue with MBS and auto-mining), however, it should not discourage micro.)
9) The ideal new macro mechanic's effects should not be random - its results must have definite results.
10) The ideal new macro mechanic should not force a specific map design or play style.
11) The ideal new macro mechanic should be flexible in its ability to be balanced.
I believe the criteria proposed by SCLegacy have been inspired by my own (MaybeNextTime/OceanicDrought/Zergish) criteria, is that right?
__________________________________________________________________________________
__________________________________________________________________________________
The proper submission.
III. Name.
MaybeNextTime/OceanicDrought (myself) & FrozenArbiter.
Criteria.
1) The ideal new macro mechanic should be direct in its usage and provide beneficial gameplay.
2) The ideal new macro mechanic should have direct strategical value.
3) The ideal new macro mechanic should create a wide skill gradient and allow players of different play styles to distinguish themselves.
4) The ideal new macro mechanic should give the player alternatives, both of which should have their advantages and disadvantages.
5) The ideal new macro mechanic should be dynamic in the sense that it depends on the player and his opponent's choices.
6) The ideal new macro mechanic should allow for UI features such as MBS and/or auto-mining to remain unchanged and not punish the players for using them.
7) The ideal new macro mechanic should not be mindless nor repetitive.
8) The ideal new macro mechanic should provide a viable attention sink in the macro department in order to reward good multi-tasking and micro-to-macro decision making.
(The ideal new macro mechanic should provide a viable attention/APM sink (i.e. it needs to be used frequently enough to become a relevant task) in the macro department in order to reward good multi-tasking and micro-to-macro decision making (the biggest issue with MBS and auto-mining), however, it should not discourage micro.)
9) The ideal new macro mechanic's effects should not be random - its results must have definite results.
10) The ideal new macro mechanic should not force a specific map design or play style.
11) The ideal new macro mechanic should be flexible in its ability to be balanced.
IV. TL:DR. (all numbers subject to balance)
1. Three mineral mining modes for workers:
Regular Mining Mode: you're credited with 5 minerals from 5 you've mined per each mining trip (5/5), 100% efficiency.
Strip Mining Mode: 7/10, 70% efficiency.
After a set number of mining trips Strip Mining Mode degenerates into Wasteful Strip Mining Mode as the mineral patch status turns from Strip Mining into Wasteful Strip Mining.
Wasteful Strip Mining Mode: 7/15, 47% efficiency.
2. In order to bring the mineral patch status back to Strip Mining status, you have to mine in Regular Mining Mode for a while.
3. Workers start in Regular Mining Mode by default. You have to manually switch them to Strip Mining Mode to take advantage of increased mining rate, which is often more benefiting than Regular Mining Mode.
4. The mineral patch’s current status is hinted at by graphical cues and – when the ALT key is held – a progress bar.
V. Expanded Description.
The issue at hand. (This section is mostly for Blizzard, so if you, reader, feel like you understand the issue, skip to the next section.)
Many competitive StarCraft players (including dozens of those who have already played StarCraft 2) believe that the multi-tasking demands related to the macro side of the game in the sequel have become too low after the introduction of such UI improvements as MBS, auto-mining, and shift-queue, to name a few.
These interface changes allow the player to macro remotely, resulting is potential downtimes between action (i.e. making the game less intense), the game’s focus leaning heavily towards micro in terms of attention (making it more similar to WarCraft 3, which dilutes the StarCraft feel).
They may potentially make execution matter less, leading to players close in skill becoming essentially equal. They make acquiring a rhythm not necessary for playing with utmost efficiency anymore, practice pay off less, and take a hefty portion of time/attention management (do I keep microing or should I rather macro?) out of the equation, and thus render certain playstyles not viable anymore.
What’s more, those UI changes lead to a snowball effect as regards expanding, i.e. the economically advantaged player has a great chance of outgrowing his opponent due to the fact that managing his several bases is almost equally taxing as managing but a few his opponent has now, which wasn’t the case in StarCraft 1.
On the other hand, casual players are opposed to any mundane, repetitive and mindless tasks, and manual-mining from StarCraft 1 is just that (except for deciding when to tell one’s workers to mine).
They want to be able to fully enjoy the StarCraft 2 experience, without feeling like they’re handicapped by the game’s very user interface. They want everything they do in game to have a purpose – not be a distraction.
The compromise.
StarCraft 2 is in dire need of new macro mechanic that’s compromise – a compromise which addresses the concerns of the competitive gaming crowd but at the same time does not conflict the interests of the casual gamers. If anything – this compromise should be something that casual players could willingly embrace!
The new mechanic should be intuitive and beneficial to gameplay, have direct strategic value, give players valid alternatives, judged in context of the current game, and not mindless nor repetitive. It should create a wide skill range in terms of both execution and knowledge and provide a viable attention sink to reward players for managing their time well.
In other words, it should have both mental AND physical aspects.
Why the Mineral Mechanic?
Well, the reason why I think this mechanic is the best solution is because it basically meets all the requirements 100%: three (technically just two, with varying levels of efficiency) different mining modes that need to be frequently adjusted add plenty of depth to the game both decision making- and execution-wise.
It gives the players plenty of options depending on the current state of the game, is not mindless nor repetitive. It creates a wide skill range, does not dilute the core gameplay but actually enhances it, keeps MBS and auto-mining unchanged, and at the same time provides a viable attention sink, allowing players of differing playstyle to distinguish themselves.
Not to mention it’s very easily tweaked and intuitive.
***PROPER DESCRIPTION***
What actually is the Mineral Mechanic?
The Mineral Mechanic introduces three different mineral mining modes for workers and three distinct mineral patch statuses. The two mining modes would have differing mining rates and efficiency, giving the player a choice: do I use the Regular Mining Mode and have 100% efficiency OR do I use the Strip Mining Mode, suffer from the decreased efficiency and thus run out of minerals much faster, forcing myself to expand much earlier AND risk suffering from even lower efficiency due to the mineral patch status turning into Wasteful Strip Mining with atrocious efficiency of 47% and trice as fast mining rate as Regular Mining Mode, causing me to expand three times earlier?
Here’s how the mining modes would look like (all number subject to balance; the number would be different for high yield minerals):
Regular Mining Mode: you're credited with 5 minerals from 5 you've mined per each mining trip (5/5), 100% efficiency.
Strip Mining Mode: you’re credited with 7 minerals (40% increase) from 10 you’ve mined per each mining trip (100% mining rate increase) (7/10), 70% efficiency.
After a set number of mining trips Strip Mining Mode degenerates into Wasteful Strip Mining Mode as the mineral patch status turns from Strip Mining into Wasteful Strip Mining.
Wasteful Strip Mining Mode: you’re credited with 7 minerals from 15 you’ve mined per each mining trip (trice as fast mining rate as Regular Mining) (7/15), 47% efficiency.
The default mining mode of each newly produced worker is Regular Mining Mode.
The reason for that is because Regular Mining Mode is characterized by 100% mining efficiency, as well as the fact that it rewards the players for actively managing their workers by changing the mining mode of every newly produced worker to Strip Mining Mode early game (where the latter is usually more beneficial), making this a viable physical component of the Mineral Mechanic, which can (among other physical components) satisfy the competitive gaming crowd.
In order to toggle the mining modes the player simply has to select the worker(s) and right click on the mining mode toggle button (similarly to turning on auto-cast mode for spells).
![[image loading]](http://www.gamereplays.org/community/uploads/post-74954-1230228199.jpg)
In order to issue a single mining trip in (Wasteful) Strip Mining Mode the player has to left click on the mining mode toggle button and target the destination mineral patch.
Other technicalities.
There are three different mineral patch statuses – each having a varying degree of efficiency and mining rate.
The status of the mineral patch affects only the workers mining in (Wasteful) Strip Mining Mode. When the mineral patch is in the Strip Mining status the worker in Strip Mining Mode mines at 7/10 rate and 70% efficiency. When the status is Wasteful Strip Mining, the worker is forced to mine in Wasteful Strip Mining Mode, which translates into 7/15 mining rate and only 47% efficiency.
Workers in Regular Mining Mode mine with 100% efficiency, 5/5 minerals regardless of the mineral patch status.
In game, each mineral patch status is represented by different graphical cues:
Regular Mining status – no glow (on the particular mineral patch)
Strip Mining status – green glow (on the particular mineral patch)
Wasteful Strip Mining status – red/purple-ish glow (on the particular mineral patch)
![[image loading]](http://www.gamereplays.org/community/uploads/post-74954-1230224228.jpg)
All mineral patches’ status is Regular Mining status by default (subject to map-to-map balance and map makers’ creativity).
The status of a particular mineral patch changes immediately from Regular Mining status to Strip Mining status when a worker starts mining from that patch in Strip Mining Mode. The Progress goes up by one notch (explained below) then.
The Progress (Bar) represents the number of mining trips in (Wasteful) Strip Mining Mode on a particular (e.g. selected) mineral patch.
After each mining trip in Strip Mining Mode the Progress (Bar) goes up by one notch. When the Progress reaches 15/15 point (subject to balance) the mineral patch’s status changes from Strip Mining status to Wasteful Strip Mining status.
In other words, it takes 15 mining trips in Strip Mining Mode for the mineral patch status to change from Strip Mining status to Wasteful Strip Mining status.
The furthest the Progress of Wasteful Strip Mining status can get is the 15/15 point (subject to balance) as well (15 mining trips in Wasteful Strip Mining Mode).
Naturally, the more saturated your mineral line is the faster the mineral patches are going to go into Wasteful Strip Mining status, which means that sometimes keeping up with worker management in (Wasteful) Strip Mining Mode might be too demanding to be beneficial (so switching back to Regular Mining Mode might be a reasonable solution): this adds a new skill gradient which rewards players good at multi-tasking, and at the same time gives strategical choices to the player regardless of skill level.
Ideally, the number of mining trips required for the mineral patch’s status to change from Strip Mining status to Wasteful Strip Mining status in a saturated mineral line (mid/late game) should be roughly equal to the amount of time it takes to produce a new worker. (Consequently, it’d take more time for the status to change in early game.)
That way, adjusting mining modes would be more or less synched with producing new workers, preventing things from getting too messy (for mid/late game scenarios; in early game adjusting the mining modes would be less frequent).
Analogically, for the Progress to go down by one notch the mineral patch would have to be mined in Regular Mining Mode (i.e. one mining trip equals to one notch down) or not mined from at all for X amount of time (to be determined).
Additionally, the player can access extra graphical cues, namely the purple Progress Bars and the red triangles, indicating workers mining in (Wasteful) Strip Mining Mode simply by pressing the ‘ALT’ key.
![[image loading]](http://www.gamereplays.org/community/uploads/post-74954-1230228223.jpg)
![[image loading]](http://www.gamereplays.org/community/uploads/post-74954-1230228265.jpg)
The Mental.
How exactly does one use it?
Generally, you’d want to stay in Strip Mining Mode for as long as possible, without going into Wasteful Strip Mining Mode. However, things are not as easy as they may seem - you need to consider a multitude of factors when deciding which mining mode to choose for particular resource node, such as:
- mineral line saturation
- the amount of minerals remaining
- your build order/opening/strategy etc.
- your and your opponent’s economy
- whether you’ll be able manage to avoid going into Wasteful Strip Mining Mode (you might be busy defending or harassing, etc.)
- whether the expansion is safe (or maybe you’re trying to capitalize on a hidden expansion?)
Additionally, you’d have to decide how frequently you’d want to go back to your base (you could adjust the mining modes with every new worker produced or even as rarely as every five workers) and plan ahead you macro cycles, depending on what you focus on in your playstyle and the current state of the game.
“If thing’s are supposedly not as easy, then are there any instances where I’d want to mine in one mining mode for an extended period of time?”, you might ask.
Well, of course, there are. Here are two short lists of the most evident cases:
The reasons why you’d want to mine in Regular Mining Mode for longer:
1) Your mineral line is saturated and you're wasting too much resources (especially if minerals are running dry in that particular expansion) by mining is Strip Mining Mode.
2) You're gathering minerals faster than you can spend them because:
a) You're low on popcap because your opponent killed your Depots/Pylons/Overlords or you were sloppy building additional ones.
b) You're low on production structures because of enemy's destroying them or your timing mistake.
And another list, this time showing why mining in Strip Mining Mode for an extended period of time might be necessary despite eventually going into Wasteful Strip Mining Mode:
- you've been harassed and you need to recover in terms of worker count
- you've discovered that your opponent has been mining from a hidden expansion and you want to get even economically
- you're trying to capitalize on an economic/army advantage
- you're preparing a Warp-in drop
- you're trying to capitalize on a hidden expansion
- you're trying to maximize the income from an expansion you know you're going to lose
- you're cheesing with half your workers and the other half are constantly mining in mode 2
- you're trying to churn out as many reinforcements (mineral only units like Marines or Lings) to help your push or whatever
Clearly, there are numerous such examples. By mining constantly in Strip Mining Mode the player tries to seize the initiative, but he's not guaranteed that he does so – if he fails he’s behind… It’s all about taking calculated risks.
The Physical.
How is this mechanic a viable attention sink?
Aside from the mental aspect, the Mineral Mechanic has an important physical aspect – something really important for the competitive players.
Namely, it provides a viable attention sink by rewarding the player for frequently paying attention to his base(s), changing screens, multi-tasking!
The reason for that is the fact that the Strip Mining Mode toggle is on individual workers as opposed to the main building, making the player unable to adjust the mining modes remotely (unless he doesn’t produce any new workers anymore).
Additionally, the players has to adjust the mining mode of each new worker, which in early game equals to setting every newly produced worker to Strip Mining Mode.
However, considering the various examples from the section above, one can clearly notice that this is far from a mindless task.
Miscellaneous.
Some other things true for the Mineral Mechanic worth mentioning:
- it promotes active scouting (you don’t wanna get caught off guard by the opponent’s strip mining his hidden expansion!)
- it preserves the micro and macro oriented playstyles
- it feels like a natural enhancement to gameplay and not a tacked on feature
- as opposed to manual-mining, it works throughout the whole game as long as you have any workers mining
- it’s cyclical, which makes it predictable, further enhancing its “planning ahead” aspect
And last but not least, it’s very similar to micro in certain areas:
1) Using the Mineral Mechanic is (almost) always more benefiting to the player than simply relying on auto-mine and mode 1, regardless of how efficient you are at that - just as microing your units is (almost) always more beneficial in some way than just relying on their default behavior (i.e. AI).
2) The player has a choice of either using the Mineral Mechanic (with varying degree of involvement) or not using it at all - same with microing one's units.
3) The players has a wide spectrum of choices within the Mineral Mechanic itself and not just whether you want to use it or not - same for micro.
4) A lesser player is not punished for trying to use the mechanic even considering his (below) average execution, he's just less efficient (e.g. you may unnecessarily lose some resources due to switching back to mode 1 too late, but you've still gained that gathering rate boost), which is, again, similar to micro - you can e.g. escape from spider mines - some might kill some of your goons but it's still beneficial if you do that; (unless, of course, you make some huge blunder while attempting to use this mechanic, which is, again, true for micro as well: using mode 2/stage 2 when your minerals are running dry and you're on negative popcap VS running a group of stimmed marines into lurkers).
5) The said Mineral Mechanic allows for INDIRECTLY competing with the other player, which can be compared to two players microing against each other - each in a different battle, which is an example of indirect competition as well.
***PROPER DESCRIPTION***
__________________________________________________________________________________
__________________________________________________________________________________
Additional information.
VI. FAQ.
1. Is switching between different mining modes just a mindless tasks you have to do to gain an advantage?
By all means: no!
There are instances where you want your workers to mine in either mode for an extended period of time. You need to analyze this on case by case basis (i.e. each resource node individually), taking into consideration such factors as: the amount of minerals remaining, your BO/opening/strategy, the state of your and your opponent's economy, whether he'll harass you soon and whether you'll manage to prevent your workers from mining at decreased efficiency, the general state of the game, etc.
Additionally, you have to decide how frequently you want to adjust your mining modes (i.e. how often you want to go back to base), depending on what you focus on in game: micro or macro.
2. If all mineral patches have individual cooldowns won’t things become too messy?
Yes, a bit. But it's necessary to give the player flexibility in terms of deciding how many workers he wants to mine in the alternative mode.
To offset that the player would simply have to switch modes globally (i.e. for all workers in a particular mineral line).
3. Doesn't this mechanic add an excessive amount of macro/macro related multi-tasking?
No, not at all. Using this mechanic efficiently takes roughly as much effort as being efficient at manual-mining in StarCraft 1, but it gives the player a lot of flexibility as far as deciding how much time he wants to spend macroing, and allows him to rely on auto-mining when he cannot afford to go back to base to adjust the mining modes.
Imagine BW's macro: SBS, manual-mining. Now imagine that type of macro but with MBS instead of SBS - that's basically how intense it's going to be, with mineral mechanic replacing manual-mining, making managing workers a thoughtful process instead of a mindless task – as opposed to manual-mining, the Mineral Mechanic adds plenty of depth to the game.
4. How is this type of macro task different from manual-mining from StarCraft 1?
It makes worker management not a tedious task but a thoughtful process. It gives the player a lot of freedom as far as deciding how much time he wants to spend macroing goes.
It allows him to rely on auto-mining, but rewards him for paying attention to macro. On the other hand, BW punishes the player with idle workers.
Additionally, the Mineral Mechanic remains fully relevant throughout the whole game as long as the player has any workers mining, as opposed to manual-mining, which becomes obsolete when the player reaches saturation point.
5. Why is reward better than punishment?
Reward gives the player an incentive to improve whereas punishment makes the beginners put off by the gameplay experience by making players believe they’re not fully capable of playing the game and thus enjoying it.
6. Isn't this mechanic breaking the KISS rule (keep it simple, stupid)?
No, not at all:
On the fundamental level, learning the Mineral Mechanic comes down to knowing that in strip mining mode workers mine faster but with decreased efficiency and after some time the efficiency drops even further, so it's advisable to switch between the two modes every now and then.
It's all the newbies have to know to play the game.
It's like the damage/armor types and counters in SC - you don't need to know the damage output, attack range, rate of fire, movement speed, etc. to know that Goons with range upgrade completely decimate Marines.
It's the same with the Mineral Mechanic - you don't need to know any stats to play the game and enjoy it, AND you can actually use the convenient UI features like rally-mining without being punished for it.
7. Why is this mechanic universal for all races?
Racially different mechanics in this case could seem too tacked on and artificial. They'd be also really hard to balance (notice the fact that they'd work differently in different match-ups: Terran mechanic vs. Zerg mechanic, Protoss mechanic vs. Protoss mechanic, and not to mention team games) unless the differences were just superficial (like different skins on identical units, sort of).
The new mechanic solving that specific issue would be better of being universal. It doesn’t mean, however, that the Mineral Mechanic can’t be balanced differently for different races. It’s all up to balance.
Any racial differences in the macro department could be implemented independently (Warp-in and Mutant Larvas being the prime examples here).
VII. Credits.
I'm the author of the gas mechanic FrozenArbiter based his mineral mechanic off. The former was loosely based off the high yield minerals introduced by Blizzard, whilst the latter has been further developed by me and FrozenArbiter. The idea of basing the mechanic on mineral mining management instead of gas mining management has been FrozenArbiter's idea, whereas the idea of decreased efficiency and cooldown per mineral patch is mine.
The document prepared by me (MaybeNextTime).

![[image loading]](http://www.gamereplays.org/community/uploads/post-74954-1230251054.jpg)