If it's averaged, it already is scaled for time. And if you look at average income, it already has worker # over time factored into it. Workers killed on harass = less income at some point in time = lower average.
yes but as your income is an exponential growth scale your average income should increase as time goes on.. as you mine more at an increasing rate..
So if you avg income is 1000 minerals at 10 mins (for example, lets presume this value is really good)
you can also have a 1000 avg income at 25 mins.. which in this example would be bad and might present missed peaks of the exponential line... if you also had the same upsent reasources your SQ would be the same. and I know... 1000 at 10 mins = 10,000 and @ 25 mins = 25,000 which seems good.. but in ten mins.. that could be the best you can get.. but in 25, you could get better?...
basically it doesn't consider potential income in the game length... say, it is possible to have 2000 avg income at 25 mins? you see what i mean...
Its about the player cutting worker production and plateauing their economy at a particular income per minute. when does that happen, and how well do they spend that income.. is the real test of macro ability.
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