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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[03:02 am]
Vrael -- which does reduce down to the same tradeoff I mentioned below, aka trading APM for time, but still interesting
[03:01 am]
Vrael -- and while the reaver was reloading it used that time to aggregate enough marine/tank to fend it off
[03:01 am]
Vrael -- like its micro vs one of the in-base reaver drops was pretty insane, basically it made the reaver spend 1 scarab per unit instead of 1 scarab for many workers/units
[02:58 am]
Vrael -- all the stuff I've said below is based on the actual gameplay vs some strong human performers, seems like the bot just has unfair advantages, but its also doing some cool stuff
[02:57 am]
Vrael -- NimoStar
NimoStar shouted: If its any consolation, the human brain would still mop the floor with this bot if it wasn't limited by the mechanical interface
I mean human brains trained the bot too, its not completely infeasible for the bot to actually be strong in certain scenarios
[10:13 pm]
Oh_Man -- No APM in chess. Computer just outthinks the human by seeing more moves ahead and more permutations
[10:12 pm]
Oh_Man -- U reckon? Kasparov waa defeated by computer decades ago
[05:47 pm]
NimoStar -- If its any consolation, the human brain would still mop the floor with this bot if it wasn't limited by the mechanical interface
[05:34 pm]
NimoStar -- Well. The bot didn't come up with any new strategy. It just has superhuman micro. Hard to beat that. I reckon even the simplest dedicated chess engines are unbeatable for humans now.
[02:13 pm]
Oh_Man -- all g
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