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       #Post#: 823--------------------------------------------------
       For Casual Gamers: Adapt How Zerg Income Is Generated
       By: reh Date: November 23, 2020, 1:16 pm
       ---------------------------------------------------------
       Note: This post targets casual gamers and may not be relevant
       for all these pro gamers here because they anyway play perfectly
       anytime (obviously).
       I am a rather average casual player who typically plays random
       (i.e. gets in the worst team that nobody else wants) to have
       interesting games.
       It happens quite often in such a situation that I play zerg
       together with someone else who does not fully understand how
       zerg income is generated. This can generate a very, very
       frustrating situation and has wrong incentives that are unable
       to fix from my side (i.e. it is a lose-lose situation for me).
       To explain, let me first summarize how income is generated and
       optimized in Zerg Hex.
       Very roughly, [code]mineral income = #unit spawners * #mineral
       spawners[/code] (I omit details that are not important for the
       case)
       To maximize income, one must consider a) the formula (income
       spawners * mineral spawners) and b) the game mechanics that unit
       spawners are shared between zerg players but mineral spawners
       are not shared.
       To simplify, I have ignored the (fixed) cost of spawners.
       Example income calculation
       Let us look at an example:
       [attach=1]
       Here, top player currently has 1606 income, bottom (me) has 1388
       income.
       Player 1 (me) building a new mineral spawner increases income
       for player 1 by 79. That means 79 per 15 supply.
       Player 1 (me) building a new unit spawner increases income for
       player 1 by 12. That means 60 per 15 supply (with 5 x
       strikelings) or about 48 per 15 supply (~4 x zerg spawner).
       Therefore, it seems that adding mineral spawners provides more
       income per cost.
       However, adding a unit spawner also increases the income of
       player 2. That means, for 15 supply, I can increase the total
       zerg income by 130 (with 5 x strikelings) or about 104 per 15
       supply (~4 x zerg spawner).
       In conclusion, to maximize the total zerg income, I have to
       consider that zerg share unit spawner counts.
       What does this mean in practice? Well, let us consider 2
       players, each with 5 supply upgrades (225 supply) and 3 cases:
       case a) Both players invest only in mineral spawners. Total
       income increases by 30*79=2370.
       case b) Both players invest only in unit spawners: 2x30
       strikeling spawners (2x90 supply), rest 2x34 zerg spawners
       (2x34*4 supply). Makes 64 spawners for each player and (with the
       above numbers) and total income increase of 2*64*(12+14)=3328.
       case c) Both players build 5 mineral spawners and rest unit
       spawners. Makes, per player, 30 strikeling spawners and 15 zerg
       spawners or 45 unit spawners. That makes an income increase of
       (2 simple ways to calculate: mineral spawners first or unit
       spawners first) 10*79+90*(26+10) = 90*(26)+169*10 = 4030.
       As you can see, focusing on mineral spawners for income leads to
       significant lower income by already up to a factor 2 in this
       rather typical example.
       What casual players do
       Let us look at how different kind of players behave. I see these
       types of players in my games with rather casual players:
       A) Players who do not know anything about how income is
       generated in Zerg Hex
       What happens is that they understand "Mineral Spawner provides
       income -> Build a lot of mineral spawners to maximize income".
       And this conclusion looks totally reasonable for them.
       B) Players who have a false understanding about how income is
       generated in Zerg Hex
       Some more experienced players understand that (roughly) mineral
       income = unit spawners * mineral spawners. They look at how much
       they gain from a unit spawner and from a mineral spawner and
       build mineral spawners. This conclusion looks reasonable to them
       (and they even argue then that this is the right way to maximize
       income). However, as shown above, one has to consider the game
       mechanics that unit spawners are shared.
       For the rest of this discussion, I can consider that Player B
       leads to the same problems as Player A, but with a weaker
       significance.
       C) Others (ignored here, not relevant)
       To the pain points
       Why is all of this a problem?
       Now here I am, a player that wants to optimize economy.
       The other player builds too much mineral spawners (Player type A
       or B, see above), i.e. the other player plays in a way that will
       lead to less income compared to an optimal way (see example at
       the beginning). What options do I have?
       option a) I can build unit spawners to balance. However, I
       cannot build enough unit spawners to balance 3 mineral spawner.
       Even more, my income will grow less compared to the other
       player. Which means I will fall further behind to balance. We
       make less income than possible and I penalize myself. Lose
       situation for me.
       option b) I can mimic building mineral spawners. This will keep
       my income balanced to the other player. However, focusing only
       on mineral spawners leads to the worst total income and in
       addition we have no unit spawners to stop terrans. Lose
       situation for me.
       option c) I blame the other person and/or try to teach them.
       This sometimes works, but most often does not. Maybe they are
       all more clever than I am. At least, this costs a lot of writing
       and I cannot play. Lose situation for me.
       option d) I leave the game. This destroys my experience.
       Counterintuitively, this improves the situation for the other
       zerg player. That means, they will not even stop to play like
       this. Lose situation for me.
       Conclusion
       As you can see, all options result in a lose situation for me
       and there is really nothing I can do to balance a second zerg
       player that focus on mineral spawners only. In practice, this
       gets even worse because focus on mineral spawners means that
       terrans will get an ever increasing advantage due to less zerg
       units they have to deal with (but this depends on terrans,
       therefore I ignored it until here). It typically ruins the game
       for me and I really hate it because there is no action for me to
       get out of this issue. Now we could argue, thats life, your
       problem. But I would argue that not building unit spawners is
       bad enough for the zerg, creating serious disadvantages for me
       due to the playstyle of the other zerg is just frustrating.
       I would be very, very happy if there is an adaption that allows
       me as a more experienced player to balance the playstyle of a
       less experienced player here.
       Unfortunately, I do not have a very good idea. One I was
       thinking about that I can hijack or use parasite on mineral
       spawners of my zerg ally. That means, there could be a game
       mechanic that I can benefit from mineral spawners build by the
       other player. The more the other player builds, the more I can
       benefit. Making it a bad move for the other zerg player to focus
       on mineral spawners only, but keeps me in the game while I build
       unit spawners.
       Maybe make mineral spawners shared instead of unit spawners?
       Then I am completely fine with newcomers that focus on mineral
       spawner and I do the rest.
       A more elaborated approach would change the ingame mechanics
       completely. But this is up to the game designer and not my
       business as an average mortal player.
       #Post#: 825--------------------------------------------------
       Re: For Casual Gamers: Adapt How Zerg Income Is Generated
       By: ZergTriumph Date: November 23, 2020, 1:28 pm
       ---------------------------------------------------------
       Maybe there is a way to make it extremely obvious to zerg
       players whether a mineral extractor or spawner would add more
       income for their team:
       1.  A color code or highlight system:  mineral extractors (or a
       button on the hive/drone) glow bright gold when they are adding
       more income per supply than spawners would, and flash an
       annoying red when spawners would add more income.
       2.  Extremely simple income numbers displayed on
       hive/drone/extractors:  Just a bright bold number showing the
       income to be gained per supply from extractors vs the income to
       be gained per supply from spawners.  Both should be team numbers
       with per player numbers omitted.  Right now there is a list of
       information that, I have to admit, I did not understand until
       RickSanchez explained it to me on the forum yesterday.  I
       imagine a lot of zerg players don't understand it either, and
       would be aided by a more simplified presentation.
       3.  A popup alert that appears in the corner of the screen when
       zerg has free supply and adding extractors would add less
       economy for the team than adding spawners.
       #Post#: 826--------------------------------------------------
       Re: For Casual Gamers: Adapt How Zerg Income Is Generated
       By: Speed Date: November 23, 2020, 1:32 pm
       ---------------------------------------------------------
       We need more people like you on this forum.
       Just someone that explains some of the stuff going on in the
       actual game, not a toxic chem hater like me or the whiny AFKs
       wanting them back...
       Keep doing what you do, this thread really hits a VERY important
       spot of zerg mechanic, one that really doesn't help zergs to win
       if they don't understand this.
       You'd be surprised how many times I have to tell my premade ally
       to make more spawners for eco :D (Mineral extractor / spire is
       just so much more convenient than making spawners).
       Part of the issue (besides not understanding the mechanic) stems
       from mineral container, it's very expensive (you can make
       equivalent for less money and just 1 more supply) + it requires
       armor 4 (to prevent zerg from using it to eco instead of
       spawners when they still need units, something you've mentioned
       in this thread already). I've always liked the fact you would
       get rewarded as zerg that if you had spare apm, you could make
       slowlings instead of container late game, however for a newer /
       less serious player that inefficiency is quite annoying.
       I remember back when the test versions were around, people asked
       me to buff mineral containers... at the time I considered this
       unnecessarry, I liked the skill ceiling it's adding to the game.
       However looking at the numbers:
       500mineral for container, +20 for drone, sum 520 and on the
       other side 200 mineral for 4x slowling + 80 for 4x drone, sum
       280. The gap is quite huge, I guess I wouldn't mind if mineral
       container was like 100 minerals cheaper. Still more efficient to
       make slowling, but it doesn't make as much of a difference.
       #Post#: 829--------------------------------------------------
       Re: For Casual Gamers: Adapt How Zerg Income Is Generated
       By: ZergTriumph Date: November 23, 2020, 1:40 pm
       ---------------------------------------------------------
       [quote author=<heXnab>Speed link=topic=89.msg826#msg826
       date=1606159965]
       500mineral for container, +20 for drone, sum 520 and on the
       other side 200 mineral for 4x slowling + 80 for 4x drone, sum
       280. The gap is quite huge, I guess I wouldn't mind if mineral
       container was like 100 minerals cheaper. Still more efficient to
       make slowling, but it doesn't make as much of a difference.
       [/quote]
       But when zerg supply cost reaches 12,600, it balances out:
       12,600/45 = 280.  I guess most people start building mineral
       containers before 12,600 though  ;D
       #Post#: 837--------------------------------------------------
       Re: For Casual Gamers: Adapt How Zerg Income Is Generated
       By: ZergTriumph Date: November 23, 2020, 2:00 pm
       ---------------------------------------------------------
       Oops, mistake in my math.  Mineral containers cost 240 more than
       4 slowlings (520-280), so it's actually when supply costs 10,800
       that mineral containers become more efficient.  But especially
       with the new patch most games won't ever get to that point.
       #Post#: 838--------------------------------------------------
       Re: For Casual Gamers: Adapt How Zerg Income Is Generated
       By: Oayoo Date: November 23, 2020, 2:17 pm
       ---------------------------------------------------------
       Really nice topic :)
       #Post#: 846--------------------------------------------------
       Re: For Casual Gamers: Adapt How Zerg Income Is Generated
       By: Turb007 Date: November 23, 2020, 8:38 pm
       ---------------------------------------------------------
       [quote author=reh link=topic=89.msg823#msg823 date=1606158960]
       Maybe make mineral spawners shared instead of unit spawners?
       [/quote]
       I don't know why I haven't thought of this, I really like this
       idea!
       #Post#: 861--------------------------------------------------
       Re: For Casual Gamers: Adapt How Zerg Income Is Generated
       By: Oayoo Date: November 24, 2020, 7:46 am
       ---------------------------------------------------------
       this isn't stupid at all :o
       nice one
       #Post#: 865--------------------------------------------------
       Re: For Casual Gamers: Adapt How Zerg Income Is Generated
       By: RickSanchez Date: November 24, 2020, 8:18 am
       ---------------------------------------------------------
       [quote author=Turb007 link=topic=89.msg846#msg846
       date=1606185491]
       [quote author=reh link=topic=89.msg823#msg823 date=1606158960]
       Maybe make mineral spawners shared instead of unit spawners?
       [/quote]
       I don't know why I haven't thought of this, I really like this
       idea!
       [/quote]
       i want to try that, before I form a final opinion about it, but
       it can be nice.
       #Post#: 1233--------------------------------------------------
       Re: For Casual Gamers: Adapt How Zerg Income Is Generated
       By: reh Date: December 9, 2020, 7:39 pm
       ---------------------------------------------------------
       I know that bumping a topic is not very nice, but I would
       really, really like to see a change here.
       I had again several games as zerg where the other zerg had the
       opinion that either focusing solely on mineral extractors or
       only look for his gain while calculating would be the best
       strategy for high income.
       This leads to games that are lost like after 15 to 20 min
       without anything that I can do. Terrans on the side of my zerg
       ally expand and grow because no units and we both have less
       income as we could have with more unit spawners. A loss-loss
       situation that ruins mid-game.
       I also lose initiative on my side if I focus only on unit
       spawners because my income practically does not increase if I
       built only unit spawners and zerg ally only mineral spawners.
       And still, leaving the game would only improve the situation for
       the other zerg. There is nothing I can do but only get
       frustrated.
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