Here is what we know to be true:
- In order to fully chrono-boost warp-tech, you need approximately 75 energy on your nexus when research begins.
- With a basic 1-gate-core (13-gate, 15-gas, core a.s.a.p.), constantly chronoboosted warp-gate completes at 5:15~5:25.
- Warp-tech decreases production time (for non-templar units) by approximately 25%, increasing production capacity (units produced/time) by a third.
- Warp-tech itself requires 140 seconds to complete, or ~94 seconds when fully chrono-boosted. This means that for a perfectly executed 4-gate, with all the final gateways completing the instant warp-tech completes, you need to place the gateways when warp-tech is 30%~55% complete (depending on how much you're chronoboosting warp-tech.
The build I'm working on: 2-Gate Core
(definitely not-yet-optimized)
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9 -- Pylon
12 -- Gateway
14 -- Gateway
15 -- Pylon (2 chronoboosts on probes)
16 -- Gas
17 -- Cybernetics Core
12 -- Gateway
14 -- Gateway
15 -- Pylon (2 chronoboosts on probes)
16 -- Gas
17 -- Cybernetics Core
Features of 2-gate Core:
- Warp-tech completed at 5:40. 15~25 seconds later than a normal 4-gate.
- Earlier 2nd gateway means stronger early army production.
- In order to get out the second gateway so early, probes are NOT chronoboosted until the second pylon begins (which means nexus energy will get prettttty damn high).
- Don't worry, probes are still constantly produced. They're just not super-boosted from the beginning.
So here's the crux of it all. This is what I want to be true: it is my hope that the early 2nd gateway before the core provides enough early additional production capacity that the 15~25 seconds of time where 1GC has warp-tech faster is overcome. This is also the part that requires much more work/testing. But for now, we theorycraft!
Let's say our difference in tech timing (15~25 game seconds) is t.
- So (after everyone's finished warp-tech) 1-gate-core has t more seconds of 4-warp-gate production capacity than 2-gate-core.
- Since warp-gates increase production capacity by 1/3, that means it's 4/3 * s * 4 "gate-seconds" that 2-gate core loses out on. Using 15~25 seconds as s, that is equivalent to 80~133 seconds of a normal gateway cranking away at making dudes.
This is probably the point where people eyes start rolling back into their heads, so here's some amusing pictures!
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So basically, if 2-gate-core can run with 80~133 more gate-seconds (number of gateways at work * time) before warp-gate finishes, then it can have equivalent units to a 4-gate! (and thus be able to fend it off, theoretically.)
This is basically where the rubber hits the road and some more field-research needs to be done. Neither build has gateways constantly producing, 'cause you need to save up money to throw down the final warp gates.
RESEARCH PLAN:
- Run through each build, constantly producing probes, up until the point when they're normally cut (24 mining minerals? Analysis of Macro. I have no idea! I may play protoss, but I've never actually 4-gated. XD)
- Chronoboost warp-tech 100%, throwing down remaining gateways in time to complete as soon as warp-tech is done.
- Produce NO ARMY UNITS. Obviously the money will end up being pretty high, but we will be able to assume after the fact that all of this money would have been spent on units and the pylons to support them.
- Compare the amount of money assumed to go to army units with the amount of time we actually could have been making units. Obviously a single gateway cannot spend 8million minerals and 4million gas over the course of 2 minutes. So we find which of these numbers (gateways*time, or minerals+gas) are our limiting factor, and say "that is how much stuff this build can make before warp-gates get out!)
So my only real question right now is, when do people generally cut probes with a 4-gate? Also, I fully realize that this might end up being completely fruitless, but it's SCIENCE! >:D