Allow MULE’s that hold minerals to live +1.20 sec, this should be enough to reach the CC from the long distance patches, but wont allow them to go back and mine more.
They already implemented a mule change not too long ago to address a complaint about MULES dying with undelivered minerals; if they do what you say then guess what, the MULES travelling shorter distances will then die with their minerals and you will be back here complaining until MULES live for 20 minutes. Incredible TCF logic on display here.
Nothing is broken so nothing needs to be fixed.
This change was reverted because it caused the MULE to still die when mining long distance patches.
MULE’s die holding minerals, you loose minerals if you dont move them to not mine.
Don’t try to change something that has been slightly OP for the last 10 years to make it even more OP.
There is no problem here, everybody accepts the current stands of the mules.
Mineral patches are uneven, so no matter how you slice it (lifespan wise) one MULE or the another will die with minerals its hands; the only way to ensure no MULE dies with any minerals in its hands would be to create some kind of logic for the MULE to calculate whether or not it will make it back from the patch it is mining (and to stop if it won’t), which is probably very complex to code.
Not the blizzard team because they tried to fix them.
+1.20sec will allow the mule to get to the CC from all patches. But it needs to be implemented after the mule grabs minerals. You can be even more safe and add +1.35.
…if you increase MULE lifespan then MULES on longer patches survive but MULES on shorter patches get extra time to mine and they will therefore start dying with minerals in their hands…
You dont understand my propposal, is not +1.20 to the life of the MULE, is +1.20 after the MULE grabs minerals.
and how do you code it such that the +1.20 is added on the MULE’s last trip
You just compare time of MULE left before it expires. If <10 sec, return the MULE (auto return) by AI whatever it has gathered
so you’re good with losing a few trips of minerals to save some mineral? Works for me
I’m not too familiar with how SC2 is coded or the unit editor but that shouldn’t be too difficult depending on what sort of “flags” are available.
You could even implement it such that the moment a mule’s “state” goes from not holding minerals to holding minerals it’s duration is increased by 1.20 seconds and then when it’s state changes from holding minerals to not holding minerals it’s life is reduced by 1.20 seconds, and this would happen on each trip, with the timer continuing to tick down as normal. This is a bit bloated however.
To reduce the bloat you’d simply set a flag (boolean logic) based on the mules current timer, so let’s say if the mule has less than, let’s say 5 seconds to be generous on it’s life, then this +1.20 second, -1.20 second cycle is active, then the moment the mule returns minerals with < 1.20 seconds on it’s life (since it will have been increased by 1.20 on it’s last set of minerals) then it just instantly dies.
Now you could fine tune this further. Say mules are working fine on far mineral patches, but not close ones, then you can set the number such that far patches are unaffected, since they will pick up minerals outside of the window and die before collecting anymore, but on the other patches the trigger happens and they gain 1.20 seconds before dying instantly upon returning minerals.
Hard to say for sure whether or not there would still be some fringe cases but I’d imagine something like that could work, but it depends what you have access to in the editor.
Pls don´t answer this guy anymore.
It is clear that there will ever be a case in wich the MULE will die with minerals. If you use the MULE for another thing than mine minerals is an example, if the minerals are in other base or the travel has not the standard lengh. It is very simple to understand. The guy is trying to argue without reason.
Let him cry and it is done. We call this kind of behavior “jus sperniandi”.
No, it’s like that:
MULE is currently gathering minerals, if it waits to collect its entire package, it will die on the way cuz expiration is less than 10 sec, so return the MULE on its last trip no matter if it has less minerals than full package (this can be compared by checking expiration time left)
It can be like that:
t = ? (how much time to return to base)
range is the distance from mule to nearest base
so t = range / unit movement speed
not bad, but there must be a reason they didn’t do it this way in the first place, maybe performance issues
What is your problem, where am I crying? It was blizzard who made an attempt to fix it very recently, not me. You are the one who doesnt understand, with this fix it doesnt even matter if you moved the mule before. Is for people like you that blizzard doesnt talk in the forums.
Yes, at least somebody got the idea, nice breakdown.
So, you understand now, good. I guess the apology for your first posts will never come.
Also, is possible the dev team didn’t do this because they didn’t think about it.