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Forum - main
Low Yield Minerals
page: 1
I was thinking of implementing a concept where at one expansion, instead of regular 1500 mineral patches, you could replace them with 250 stacked 6 mineral patches. This way, at that expansion, you gather 6 minerals instead of 8 at a time. Of course this causes a problem that's shown in STALKERANOTHER where it's actually used as a map feature. Still it could be used. Perhaps make unbuildable terrain under the mineral patches.

I was going to make a map with this but I can't think of anything I could do that someone else couldn't do better with this concept.
2009, 01, 30 02:53
You'll get a huge number of units in that map. Say the expansion will have 5 such stacks. 2 Players, so 10 stacks. That makes 14x250 = 2500 mineral patches.
And - drums please - here comes the problem:
SC has a unit limit of 1700. 2500 > 1700. Bad.

You would want to have at least 400 unit slots per player in 2 player maps (lotsa mines in tvp, mass lings in zvz), so you should limit yourself to 900 neutral units on a map.
In 4 player maps you could probably put about 700 units or so without running into problems, since 2v2 rarely goes into huge lategames.

Another issue: Such stacked minerals will favor p and t over z immensely. That is because even though you can only mine 6 minerals per worker, many workers can mine at one stack at the same time. Since z is low in worker numbers, it won't have the chance to use this opportunity.
2009, 01, 30 18:50
0_o never knew about that unit limit.

Would it balance it out if the expansions actually had only a few minerals so that it would be most profitable for Zerg who need to place an extra hatchery anyway? This could also help out with the unit limit problem.
2009, 01, 30 22:45
Well, I don't see anything great coming from such a setup. Maybe you can balance it out, but then it most likely will behave almost the same as a normal expansion.
I don't know how it will work out exactly, so don't let me stop you from trying it out. Just be aware of the unit cap.
2009, 01, 31 16:45
It sounds fun but as stated above not implementable without problems.

creative tho
2009, 02, 01 10:58
maybe try with 2 or 3 stacked mineral patches for the beginning
6 is too much imo

if you want, i can try to make a map which implent this feature, i have already some ideas how to do it well
modified by ProTosS4EveR
2009, 02, 03 12:57
wait, I don't understand. How do you chance the workers from mining 8 to 6?
2009, 02, 26 00:21
i don't understand what you say spor, explain in other words please :s
i did this feature in (2)yaxchilan, check it if you want
2009, 02, 26 17:22
Sorry I meant 'change' not 'chance'. I'm assuming what you did is just stacked 6 count mineral stacks times X mineral fields that equaled to 1500 or something.

That's bad imo, stacking workers is not good for melee play, splash damage worker drops become 10000000x more effective.
2009, 02, 28 22:32
so units with splash damage will be more used but they all need gas, so i'll probably remove the very close 3rd gas :o
2009, 03, 01 19:45
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