This might be a silly question but I can´t find a good solution to it. In current SC2 I think that 28 workers is the optimal number to have in one base to generate most resources from it.
What aspect of the worker or mineral can I change to make 14 workers become the optimal number?
I can´t increase their collection rate, cause that just makes them more effective overall.. I can´t increase or decrease their mining time, cause they still have to travel back and forth from the base and the mineral patch. In the meantime, a new worker can work...
Well, if it were me, I would literally time how long it takes worker A to go from the nexus or whatever to the mineral patch, how long it takes them to mine, then how long it takes them to get back. Then I might remove all time it takes to get minerals from the patch and see what the new time is. This is gonna take some playing with I imagine for your intended goal, like if 20 mineral gatherers get X amount of minerals in 1 minute, how to make 10 workers do the same. It may require altering their max load (amount they can carry from one harvesting).
Best of luck to you Kabel, maybe a more precise reply will come at you later!
If I have 16 workers on 16 mineral patches they will make 1000 minerals / minute.
If I have 16 workers on 8 mineral patches they will make 800 minerals / minute.
If I have 8 workers on 8 mineral patches they will make 500 minerals / minute.
(The numbers are just an example)
So it will be more optimal to have workers scattered over several bases then having tons of workers in the same base.
(But of course having 16 workers in one base is still better then having 8 workers in one base. The best thing is to have 16 workers scattered over 2 bases.)
Increase mining time and carry amount. Only 1 worker can mine at a time, so if they spend more time mining while still bringing in the same amount of resources spreading the workers over more mineral patches is better.
Aiming for a specific income rate is a lot of work, as you'd have to work out the average time a worker spends moving to and from the resource node. Instead I suggest you run a test map with 10 or so fully saturated bases and let them mine for several minutes (you can use triggers to give the initial mine orders simultaneously)
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This might be a silly question but I can´t find a good solution to it. In current SC2 I think that 28 workers is the optimal number to have in one base to generate most resources from it.
What aspect of the worker or mineral can I change to make 14 workers become the optimal number?
I can´t increase their collection rate, cause that just makes them more effective overall.. I can´t increase or decrease their mining time, cause they still have to travel back and forth from the base and the mineral patch. In the meantime, a new worker can work...
@Kabelkorven: Go
Well, if it were me, I would literally time how long it takes worker A to go from the nexus or whatever to the mineral patch, how long it takes them to mine, then how long it takes them to get back. Then I might remove all time it takes to get minerals from the patch and see what the new time is. This is gonna take some playing with I imagine for your intended goal, like if 20 mineral gatherers get X amount of minerals in 1 minute, how to make 10 workers do the same. It may require altering their max load (amount they can carry from one harvesting).
Best of luck to you Kabel, maybe a more precise reply will come at you later!
if they move twice as fast and need half that much time to harvest, you should only need half of the worker
or you decrease the distance between cc and mins
Thanks for your input.
Another question:
If I have 16 workers on 16 mineral patches they will make 1000 minerals / minute.
If I have 16 workers on 8 mineral patches they will make 800 minerals / minute.
If I have 8 workers on 8 mineral patches they will make 500 minerals / minute.
(The numbers are just an example)
So it will be more optimal to have workers scattered over several bases then having tons of workers in the same base.
(But of course having 16 workers in one base is still better then having 8 workers in one base. The best thing is to have 16 workers scattered over 2 bases.)
How can that be done?
Increase mining time and carry amount. Only 1 worker can mine at a time, so if they spend more time mining while still bringing in the same amount of resources spreading the workers over more mineral patches is better.
Aiming for a specific income rate is a lot of work, as you'd have to work out the average time a worker spends moving to and from the resource node. Instead I suggest you run a test map with 10 or so fully saturated bases and let them mine for several minutes (you can use triggers to give the initial mine orders simultaneously)