Staredit Network > Forums > SC1 Melee Discussion & Strategy > Topic: Value of stacking minerals in melee maps?
Value of stacking minerals in melee maps?
Feb 25 2010, 4:06 am
By: Aristocrat  

Feb 25 2010, 4:06 am Aristocrat Post #1



Recently it has come to my attention that it is possible to reduce the mineral count of a cluster and then stack it to allow more peons to mine that "patch" at the same time without increasing total resource count. While a tactic normally employed in money maps, this is extremely useful for normal melee mapping under the following mechanisms:

1. Fixing worker AI for some mineral formations by reducing wandering.
2. As an "auto-split" mechanism by a stack of four 8-mineral patches in the min line.
3. To punish poor worker splits less, as a game's outcome should not be dependent on the first 3 seconds of gameplay.
4. To permit some difficult-to-hold expansions to gain economic value by increasing maximum saturation.
5. This mechanism, applied to mineral patches in the main, necessarily entails more economic flexibility in the early game by essentially maximizing worker efficiency for each patch.
6. This can make horizontal min lines mine much better than normally.



None.

Feb 25 2010, 4:37 am Centreri Post #2

Relatively ancient and inactive

Sounds interesting to me. No downsides. Probably not new, though.



None.

Feb 25 2010, 5:15 am stickynote Post #3



Quote
2. As an "auto-split" mechanism by a stack of four 8-mineral patches in the min line.
This. Very creative. I suck at splitting and I suck at melee.



None.

Feb 25 2010, 5:26 am Excalibur Post #4

The sword and the faith

Well this has already been done, check BWMN for examples. The comments on a few of the maps also go into detail in discussing the dis/advantages.




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Feb 25 2010, 7:21 pm Koltz Post #5



overpowers any sort of temp/reaver drop
and i dont believe they auto split, and besides, why would u want it to auto split even if it did

by making a more efficient path, you need less worker saturation to mine at max capacity. this favours zerg (a ridiculous amount, at that)



None.

Feb 25 2010, 8:05 pm Aristocrat Post #6



Quote from Koltz
by making a more efficient path, you need less worker saturation to mine at max capacity. this favours zerg (a ridiculous amount, at that)

Do you play zerg?



None.

Feb 25 2010, 9:34 pm Vi3t-X Post #7



Quote from name:doomedrusher
Recently it has come to my attention that it is possible to reduce the mineral count of a cluster and then stack it to allow more peons to mine that "patch" at the same time without increasing total resource count. While a tactic normally employed in money maps, this is extremely useful for normal melee mapping under the following mechanisms:

1. Fixing worker AI for some mineral formations by reducing wandering.
2. As an "auto-split" mechanism by a stack of four 8-mineral patches in the min line.
3. To punish poor worker splits less, as a game's outcome should not be dependent on the first 3 seconds of gameplay.
4. To permit some difficult-to-hold expansions to gain economic value by increasing maximum saturation.
5. This mechanism, applied to mineral patches in the main, necessarily entails more economic flexibility in the early game by essentially maximizing worker efficiency for each patch.
6. This can make horizontal min lines mine much better than normally.

Lets point out obvious flaws:

1) Workers are more susceptible to splash damage.
2) Workers wander because you didn't split them properly. ;o
3) Increasing economic value = too much money.
4) You can't auto split. It just doesn't happen. You select all four workers and order them to mine a mineral patch, they all go to that patch, and one moves to the next one.



None.

Feb 28 2010, 1:43 am Super Duper Post #8



Check out the proleague map, Hannibal:



Theres a picture of it.
And heres the page explaining the unique stuff about it like the stacked minerals.
http://wiki.teamliquid.net/starcraft/Hannibal



None.

Mar 1 2010, 4:31 am phlemhacker Post #9



I like the idea, especially after playing Starcraft 2.



None.

Mar 1 2010, 9:33 am Koltz Post #10



Quote from name:doomedrusher
Quote from Koltz
by making a more efficient path, you need less worker saturation to mine at max capacity. this favours zerg (a ridiculous amount, at that)

Do you play zerg?

terran mainly but my zvt is fine



None.

Mar 1 2010, 9:56 am Excalibur Post #11

The sword and the faith

I'm experimenting with different mineral amounts and stacks currently. Soon as I get something polished enough to post over here I'll put it up.




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[06:35 pm]
Ultraviolet -- You might even be able to turn another unused unit into a map revealer imitation with a smaller vision range so that you could have both normal map revealers and smaller map revealers. Not sure about this one though.
[06:33 pm]
Ultraviolet -- youarenotworthy
youarenotworthy shouted: Does anybody know of a way to reveal just a sliver of the map? Smaller than what a map revealer would reveal? Or is there a way to block the map revealer off at a certain point? I can't use units to achieve what I'm trying to do.
Using EUDs, you can reduce the vision range of map revealers. But of course this will apply to all map revealers. They have a default vision range of 10. For some of my maps, I've been increasing their vision range to 11 and giving them detection and it works nicely. Reducing vision range should work the same.
[06:30 pm]
Ultraviolet -- KrayZee
KrayZee shouted: I got an emergency phone call to stay home due to civil unrest :|
are you in Minneapolis?
[01:25 pm]
NudeRaider -- or do you need actual vision (not just revealing the terrain)
[01:24 pm]
NudeRaider -- youarenotworthy
youarenotworthy shouted: Does anybody know of a way to reveal just a sliver of the map? Smaller than what a map revealer would reveal? Or is there a way to block the map revealer off at a certain point? I can't use units to achieve what I'm trying to do.
if at the beginning of the game (as opposed to at some later time in game) is enough, just edit the fog of war layer.
[01:22 pm]
NudeRaider -- as an innocent bystander, mind you
[01:22 pm]
NudeRaider -- KrayZee
KrayZee shouted: I got an emergency phone call to stay home due to civil unrest :|
and apparently you should follow that advice: https://streamable.com/u2jzoo -- crazy things going on over there. You're not even safe from police harassment on your own property.
[10:01 am]
Oh_Man -- Units and map revealers are only way. Unless there's some EUD solution I'm not aware of.
[09:57 am]
IlyaSnopchenko -- Oh_Man
Oh_Man shouted: You can also use burrowed Zerg units.
The OP says he cannot use units. But if it's not units, what else? (there's a command to reveal the area in AISE, but it's only for 1.16)
[09:51 am]
Oh_Man -- You can also use burrowed Zerg units.
Please log in to shout.


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