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The Industrialisation of SC2:

Blogs > SirJolt
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SirJolt
Profile Blog Joined October 2009
the Dagon Knight4010 Posts
Last Edited: 2011-05-10 22:36:25
May 10 2011 20:29 GMT
#1
I seem to have some kind of mental deficiency that prevents me from accepting things as they really are. I need to interrogate transport infrastructure and xenobotany to a depth that most people would consider ridiculous.

Effectively, while I’m playing SC2, I become confused and frightened by something in the game, then find myself staring at some piece of scenery or other, trying desperately to figure out just why it was put there. I mean, I know that this stuff is almost always just there because someone at Blizzard had this conversation:

Developer A: Hey, we can’t have our whole map looking all bland and rubbish.
Developer B: Throw in some totally cool tech junk, people love all that tech junk.
Developer A: What should I put in? We should spend some time making sure it’s all consistent and-
Developer B: Lunchtime! Send a request for some tech down to the art department and we'll grab a pizza.


That’s all well and good for them, but for those of us who happen to suffer from a desperate need to rationalise everything we see in games? I’ve been trying to rationalise every structure I see in SC2, giving each a function, some sense of purpose.

SirJolt’s Unified Rave Theorem:

In order for us to fully understand the way in which technology has accumulated in the ways it has in StarCraft 2, we must first understand just what kind of race would produce the technologies we encounter. While it might seem a bit of a leap, I feel it’s likely that Terran society is built largely on a single key cultural feature – an all encompassing need to attend raves. I understand it might seem a bit of a leap, but stay with me.

Smoke Machines:

One of the things that’s always bugged me about SC2 is that, for space-faring races, there’s very little in the line of orbital intelligence. It seems as though the “fog of war” is the only reason not to gain insight into combat from space. That makes sense on planets with atmospheres, but a lot less sense on asteroids… unless you consider the fact that Smoke Machines enhance raves in pretty much every way possible.

[image loading]

As you can see, there are even some totally sweet rave lights off to the right hand side, located conveniently close to the smoke machine, to enhance the psychedelic effect. Can you imagine being in a club while the red lights lanced through that smoke? Terran’s have the best parties.

[image loading]

Here we have a shot of another smoke machine, this time with an adjacent DJ booth. The massive pipes between the PC and the smoke machine probably allow the DJ to directly control how much smoke is produced. While this is incredible cool, it has the downside of also shrouding the entire map in a thick fog. The end result is, as you might have guessed, the whole map being pretty much impossible to navigate unless you’ve got a man on the ground.

Reimagining the ComSat:

The descriptions of the “Scanner Sweep” ability have been a bit vague, with some just suggesting that “The orbital command has the ability to temporarily clear the fog of war and detect all units within the target area…”

Now, I understand that if there’s a physical fog preventing you from seeing through something, then a satellite from space would definitely be really helpful. If we’re opening our minds to the idea that the fog of war is an actual fog then there are other options for the Scanner Sweep.

[image loading]
Whenever someone scans me, I quickly lay down all the scans I've saved up (because I play hardcore - without mules) to block his vision.

Consider, if you will, that the humble scan is deployed from orbit, not as an array of sensor equipment, but as a large, semi-transparent fan. This fan swings around a weighted central axis as it falls to earth, blowing all of the fog away from a particular area. Once all of the fog is out of the way, units can see easily.

I understand that many of you are now thinking, “But how would that help to detect cloaked units!?” Clearly, the fan bumping against the surface of a cloaked unit can be used to send a signal back to the Orbital Command, it’s hardly rocket science.

+ Show Spoiler +
And before anyone asks how it detects burrowed units, I’m just going to say that I haven’t worked out all the kinks yet. I presume the sweep is composed of WIMPs (that's weakly interacting massive particles to all you dark matter geeks out there), which would easily pass into the ground.


[image loading]
Above: The Gen. 1 Orbital Command, also known as the Orbital Command 3G.

It makes sense that sometimes there would be a need to clean the fog away from the rave, in case anyone needed to get away to a raved-out hospital or anything. That would mean we should expect to see a non-militarised Orbital Command-style structure on rave-worlds… and surprise surprise, there it is.

[image loading]
On Planet Rave, the most common cause of hospitalisation is recreational stimpack abuse.

[image loading]
There’s nothing like seeing the lights shine through the fog and across the creep, especially when you’re off your face on stims.


Ghost Factory:

If you’ve got everyone dancing all night and out of their minds on stimpacks, then you’d do well to have something to do when you’re too tired to dance anymore. I’m not sure quite what those people would elect to do, but by then we’d be talking about completely 3D movies being a total bore.

[image loading]
The ghosts around the top are surplus to requirements, but will likely be made to perform in some kind of ghost pantomime.

You know what never gets boring? Ghosts. If I lived in the future, I would totally go and see a theatrical performance starring some ghosts, and if ghosts come from anywhere (apart from just harnessing the souls of the damned) they’d come from a structure like the above.

Speaker Systems:

If you’re going to be running a planet-wide rave, you’re going to need some serious speaker systems. The nice things about the Unified Rave Theorem is that it can be used to explain away a lot of pretty out there looking bits of kit…

[image loading]
You see these massive light-up towers? Speakers. Huge, Windows Media Player visualisation speakers.

Closing:

Space Rave, that is all.

+ Show Spoiler +
Why does having a shield allow a marine to take more stimpacks? Is the inside of the shield lined with syringes?


****
Moderator@SirJolt
kOre
Profile Blog Joined April 2009
Canada3642 Posts
May 10 2011 20:31 GMT
#2
lol mass scan to deny his scan, brilliant ahahaha
http://www.starcraftmecca.net - Founder
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
Last Edited: 2011-05-10 20:39:03
May 10 2011 20:37 GMT
#3
How do you feel about Metalopolis being a city apparently on the top of a building?

edit: upon further checking, I see you were the one who made the thread that brought that to my attention. I'd like to hear your new thoughts on the subject regardless, perhaps in the time that has passed there has been a breakthrough.
@RealHeyoka | ESL / DreamHack StarCraft Lead
SilverJohnny
Profile Blog Joined October 2010
United States885 Posts
May 10 2011 20:37 GMT
#4
5/5

Explains perfectly just what in the hell is going on on Terminus (awesome name for a rave club btw), and Dual Sight (I imagine the transition is from Hell to the mortal plane, and the ghost factory serves as a waystation between the two).
also i think you should be able to combine like 5 archons to make a really really shitty oliver stone film - Keanu_Reaver, bw balance genius
Spoke
Profile Blog Joined July 2010
Germany105 Posts
May 10 2011 21:05 GMT
#5
Great read, and thankfully i finally understand the Terrans
EG.IdrA - "Immortal / Roach is pretty good against stalkers."
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
May 10 2011 21:14 GMT
#6
What in the world did I just read? Not sure if troll. I do have to admit, mass scan is pretty funny though.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
May 10 2011 21:26 GMT
#7
Space raves are exactly what I would expect from the descendants of Earth's criminals, druggies, and mutants.

Why else would Terran buildings start flashing their lights when building stuff? Because they are partying inside.
ㅇㅅㅌㅅ
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
May 10 2011 22:00 GMT
#8
OOh finally it all makes sense thank you!
SirJolt
Profile Blog Joined October 2009
the Dagon Knight4010 Posts
Last Edited: 2011-05-10 23:41:30
May 10 2011 22:34 GMT
#9
On May 11 2011 06:14 MangoTango wrote:
What in the world did I just read? Not sure if troll.


Oh for God's sake, I am a serious academic and I demand to be taken seriously. Can you come up with a better explanation for all this? This is the result of serious ethnographic research.

+ Show Spoiler +
[image loading]



On May 11 2011 05:37 heyoka wrote:
How do you feel about Metalopolis being a city apparently on the top of a building?

edit: upon further checking, I see you were the one who made the thread that brought that to my attention. I'd like to hear your new thoughts on the subject regardless, perhaps in the time that has passed there has been a breakthrough.


I actually formulated this theory on the basis of my original work on Metalopolis; SirJolt's Unified Rave Theorem postulates that the reason for the urbanisation of Metalopolis was initially to facilitate more efficient roof-partying. The mineral clumps were the result of early attempts to use the mineral crystals as glowsticks and ravecandy.

I really need to submit my research proposal to Blizzard so I can become an official lore-interrogator.
Moderator@SirJolt
UltimateHurl
Profile Blog Joined September 2010
Ireland591 Posts
May 11 2011 09:13 GMT
#10
I concur, great post :D

Also dammit man cite your references! I totally used Adam's scan-spam to hide building photon cannons, which worked really well in 2v2.
SirJolt
Profile Blog Joined October 2009
the Dagon Knight4010 Posts
May 11 2011 10:31 GMT
#11
I really need to patent a list of strategies only for use by dreadful players.

SirJolt's Bronze League Cannon Rush:

First, buy a forge to wall off, use the cannons to stop early aggression. Then tech as quickly as possible to warp prisms, throw a probe in the prism, drop it off and use the power supplied by the prism to set up a filthy mess of cannons in their base.

There are literally no flaws with this build. I've raved my way up the ladder with it.
Moderator@SirJolt
UltimateHurl
Profile Blog Joined September 2010
Ireland591 Posts
May 11 2011 10:45 GMT
#12
Ha, or the micro-intensive strategy for professional Bronzers

Appendix Pylon Destruction
Pick off all the pylons on the outer edge of the opponent's base, no matter the cost! That'll learn him!

I've only seen that strategy beaten once, it's any race's ticket to Diamond at least.
JingleHell
Profile Blog Joined March 2011
United States11308 Posts
May 11 2011 14:05 GMT
#13
Screw the stimpacks, I want to know what you're on, this is hysterical.
SirJolt
Profile Blog Joined October 2009
the Dagon Knight4010 Posts
May 11 2011 16:53 GMT
#14
On May 11 2011 23:05 JingleHell wrote:
Screw the stimpacks, I want to know what you're on, this is hysterical.


Comments like that make it entirely worth spending too much time on posts like this
Moderator@SirJolt
TheAwesomeAll
Profile Joined January 2011
Netherlands1609 Posts
Last Edited: 2011-05-11 20:26:11
May 11 2011 20:24 GMT
#15
the rave and stimpack thing really got met thinking and this is my conclusion
Effective stimpacking
Instead of stimpacking before the battle you stimpack your marines After the battle, to reward the marines who fought hard. this additional motivation will make your marines get superpowers like infinite ammo and such.
To make this even more effective you should stim them like 5-6 times before the battle so they get the taste of it
+ Show Spoiler +
when i clicked on the title i expected some sad piece about the e sports getting too big or something, im happily surprised :D
dr Helvetica <3
SirJolt
Profile Blog Joined October 2009
the Dagon Knight4010 Posts
May 12 2011 11:20 GMT
#16
You shouldn't even need to get them hooked before combat; I'd assume that most marines are on a low-level stim buzz pretty much all the time.

If Terran society is rave-centred, then they probably only got made into marines in the first place because they got high and tagged a battlecruiser with "Zerg RULES."
Moderator@SirJolt
Atom Cannister
Profile Blog Joined April 2009
Germany380 Posts
May 14 2011 10:35 GMT
#17
Too many yokes for you that day...
...
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