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How Starcraft could work if it would be real - Page 5

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[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
April 22 2011 12:29 GMT
#81
Zerg's part is up!
You don't choose to play zerg. The zerg choose you.
Telenil
Profile Joined September 2010
France484 Posts
April 22 2011 12:33 GMT
#82
Also, i think it would be a generally good idea to refrain from using too much technobabble. It usually only leads to additional problems, and tends to look stupid to anyone who has a slight idea of the actual physics you are referencing to.
This. Keep it simple, and if you can't, forget it.
Salvaging bunkers that are on fire in a few seconds for a full 100% cost refund when surrounded by hostiles isn't something that should be considered, because this is plain impossible unless using custom-made explanations that are usually more trouble than they're worth.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
Scryedo89
Profile Joined April 2011
Norway29 Posts
April 22 2011 13:18 GMT
#83
On April 20 2011 05:27 [F_]aths wrote:


The original zerg were genetically engineered by the Xel’Naga, an obviously extremely powerful race which is now believed to extinct. Most zerg units are believed to have little – if any – consciousness. The zerg leader does have consciousness, any “general”, also called cerebrate, is assumed to be conscious and to have free will at some proportion. The current structure of the zerg as a whole is unclear as the Overmind was killed an replaced by an infested terran “ghost” (special psi operative.)

Zerg infestations were sighted anywhere in the Koprulu sector, demonstrating space-traveling capabilities. Overlords are propably in a state of hibernation during the travel. The cold in the space drastically reduces their heartbeat. Additional zerg genes are capsuled into an extremely contaminous virus transported in his ventral sacs. This explains the small infrared footprint, able to slip through Terran sensor technology. Once the destination has been reached, the light provided by the nearest star alarms certain nerves of the Overlord to wake up. Native lifeforms of the destination planet can be used as host for the virus and feed the zerg with their own lifes. Anyone infested by zerg will be thankful to die.



The "stated" fact about the flight that the zerg does while in transit between solar systems / planets are more in line of a warp / bending of space to allow faster than light "flight".

The "normal" strain of Zerg has a natural (evolutionary path) resistance against almost every kinda of pressure, vacuum, but are weak against Radiation
( Does not say what kind, but i am gone take a wild guess and Alpha and beta + gamma radiation are dangerous, but to what limits there are no info atleast not that i have seen),
if your gone include this, you might want to shorten it down a bit cause it is way technical.

There is also some very interesting parts about the zerg if you read "kerrigans" bio.

Sources:
Zerg wikia
Web archive from Starcraft BW, blizzard.
Kerrigan swarm.







Sup yo ?
julianto
Profile Joined December 2010
2292 Posts
Last Edited: 2011-04-22 19:13:24
April 22 2011 18:29 GMT
#84
edit: Zerglings could just split from 1 larva simply because that's how zergling development is supposed to happen. For example, identical twins don't come from 1 zygote because their "DNA is simple/short". Actually, there's a logical gap when you say that "2 individuals come from 1 egg because DNA is short enough for that to happen".

Instead, the Overmind could have forced zergling embryonic development that way (1 larva into 2 lings) simply because there is enough minerals to create 2 lings. That's a simpler explanation, and simpler explanations are usually better (Occam's Razor).
¯\_(ツ)_/¯
SinkingB
Profile Joined November 2010
United States6 Posts
April 22 2011 19:15 GMT
#85
Very well done, great read. I love how you referenced the double extractor trick at the end of the zerg base description.
uuhrawrrhau; -Overlord
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-04-22 20:54:40
April 22 2011 20:53 GMT
#86
On April 23 2011 03:29 julianto wrote:
edit: Zerglings could just split from 1 larva simply because that's how zergling development is supposed to happen. For example, identical twins don't come from 1 zygote because their "DNA is simple/short". Actually, there's a logical gap when you say that "2 individuals come from 1 egg because DNA is short enough for that to happen".

Instead, the Overmind could have forced zergling embryonic development that way (1 larva into 2 lings) simply because there is enough minerals to create 2 lings. That's a simpler explanation, and simpler explanations are usually better (Occam's Razor).
The SCC (http://classic.battle.net/scc/zerg/units/zergling.shtml) states "Their DNA structure is so simple that two Zerglings can be created from a single Larva." I still like the twin explanation and will include it.


On April 22 2011 22:18 Scryedo89 wrote:
Show nested quote +
On April 20 2011 05:27 [F_]aths wrote:


The original zerg were genetically engineered by the Xel’Naga, an obviously extremely powerful race which is now believed to extinct. Most zerg units are believed to have little – if any – consciousness. The zerg leader does have consciousness, any “general”, also called cerebrate, is assumed to be conscious and to have free will at some proportion. The current structure of the zerg as a whole is unclear as the Overmind was killed an replaced by an infested terran “ghost” (special psi operative.)

Zerg infestations were sighted anywhere in the Koprulu sector, demonstrating space-traveling capabilities. Overlords are propably in a state of hibernation during the travel. The cold in the space drastically reduces their heartbeat. Additional zerg genes are capsuled into an extremely contaminous virus transported in his ventral sacs. This explains the small infrared footprint, able to slip through Terran sensor technology. Once the destination has been reached, the light provided by the nearest star alarms certain nerves of the Overlord to wake up. Native lifeforms of the destination planet can be used as host for the virus and feed the zerg with their own lifes. Anyone infested by zerg will be thankful to die.



The "stated" fact about the flight that the zerg does while in transit between solar systems / planets are more in line of a warp / bending of space to allow faster than light "flight".

The "normal" strain of Zerg has a natural (evolutionary path) resistance against almost every kinda of pressure, vacuum, but are weak against Radiation
( Does not say what kind, but i am gone take a wild guess and Alpha and beta + gamma radiation are dangerous, but to what limits there are no info atleast not that i have seen),
if your gone include this, you might want to shorten it down a bit cause it is way technical.

There is also some very interesting parts about the zerg if you read "kerrigans" bio.

Sources:
Zerg wikia
Web archive from Starcraft BW, blizzard.
Kerrigan swarm.
The radiation as a weapon versus zerg was used in SC1, so I will include it.
You don't choose to play zerg. The zerg choose you.
Kamate
Profile Joined May 2010
Romania580 Posts
April 22 2011 23:26 GMT
#87
I knew is a great community on TL, but never imagined is THAT GOOD!
kunstderfugue
Profile Blog Joined October 2010
Mexico375 Posts
April 23 2011 02:31 GMT
#88
loved the part about scvs spotting 11 or 12 drones :D

i remember reading back in the sc2 beta that ultralisks had mono molecular points in their blades, so that they could cut through almost anything in only one swing.

hydralisks store their spines in the area avobe their head, flexing around 200 [?] muscles to send the spine at high velocity. the spine contains venom, many times causing limb paralysis (presumably) to marines -- the warfield case --.
Old lamps for new!
Telenil
Profile Joined September 2010
France484 Posts
April 23 2011 07:31 GMT
#89
I've read that the zerg tech building carry the DNA information the larvae need to morph into a specific type of zerg and spread it to the rest of the zerg.
If you look closely at some buildings (ultralisk cavern, hydralisk den...), some buildings look like they are one of these units who has grown fat and turned into a building. May be worth mentionning.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
XRuneTH
Profile Joined April 2011
Vietnam34 Posts
April 23 2011 07:43 GMT
#90
What a great post !. I enjoy reading the zerg part
No pain, no gain
Simberto
Profile Blog Joined July 2010
Germany11547 Posts
April 23 2011 09:52 GMT
#91
Very nice Zerg part again.

Suggestion: Broodlords:

Lately, a new type of Zerg flier has been monitored, which hints to another interpretation of the phenomenom of these Broodlings, and gives evidence that they are not actually a parasitic infection, but that there actually is a symbiotic relationship where the naturally defenseless Zerg buildings feed those Broodlings to deterr their enemies from destroying them, in fear of retribution from the angry released Broodlings, similar to how many poisonous plants and animals are safe from being eaten because of their poison.

These gigantic flying so-called Broodlords takes this relationship to an abusive extreme as the Broodlords use the Broodlings as ammunition, and they are able to launch them at enemy targets over a very long distance, where not only do they impact with hard force, but the angry broodlings also attack the targets with razor-sharp claws and teeth. Of course, being dependend on their host to live, the broodlings die shortly afterwards.

On a totally unrelated note, i think it would be a good idea to use the full term of "Hatcheries", instead of the abbreviated "Hatch", to make the whole thing sound more science-ish.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-04-23 13:03:54
April 23 2011 12:22 GMT
#92
On April 23 2011 16:31 Telenil wrote:
I've read that the zerg tech building carry the DNA information the larvae need to morph into a specific type of zerg and spread it to the rest of the zerg.
If you look closely at some buildings (ultralisk cavern, hydralisk den...), some buildings look like they are one of these units who has grown fat and turned into a building. May be worth mentionning.
The roach warren houses a creature which resembles a roach. May be this is a kind of "mother roach". I will mention this idea.



On April 23 2011 18:52 Simberto wrote:
Very nice Zerg part again.

Suggestion: Broodlords:

Lately, a new type of Zerg flier has been monitored, which hints to another interpretation of the phenomenom of these Broodlings, and gives evidence that they are not actually a parasitic infection, but that there actually is a symbiotic relationship where the naturally defenseless Zerg buildings feed those Broodlings to deterr their enemies from destroying them, in fear of retribution from the angry released Broodlings, similar to how many poisonous plants and animals are safe from being eaten because of their poison.

These gigantic flying so-called Broodlords takes this relationship to an abusive extreme as the Broodlords use the Broodlings as ammunition, and they are able to launch them at enemy targets over a very long distance, where not only do they impact with hard force, but the angry broodlings also attack the targets with razor-sharp claws and teeth. Of course, being dependend on their host to live, the broodlings die shortly afterwards.

On a totally unrelated note, i think it would be a good idea to use the full term of "Hatcheries", instead of the abbreviated "Hatch", to make the whole thing sound more science-ish.
Since building broodlings and broodlord broodlings do not share upgrades, it sounds logical that their are not exactly the same creatures but used for their specific purpose. I am thinking about expanding the broodling part a bit, but don't want to go too deep for a high-tier unit. But because it is a mystery at the first look – why do we have broodlings, the brood lord attack units when a structure is killed? – I will use some of these ideas to elaborate a bit further.

The suggestion about wording (hatchery instead of hatch) is very good. Thank you.
You don't choose to play zerg. The zerg choose you.
mstksg
Profile Joined April 2011
United States8 Posts
Last Edited: 2011-04-23 17:30:06
April 23 2011 17:24 GMT
#93
I'm not sure if this has been posted already, but you might be interested in this article from GamePro:

http://www.gamepro.com/article/features/215926/the-real-science-of-starcraft-2/
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
Last Edited: 2011-05-09 06:08:34
April 23 2011 17:45 GMT
#94
Suggestion

The Ultralisk serves as the hard-hitting monstrosity for all advanced hive colonies. Ultralisks not only have unimaginably tough carapaces, but innately have the carapace equivalent to the first terran armor upgrades. Specialized armor upgrades exist at the Ultralisk cavern, which make a fully evolved Ultralisk practically invincible, and can easily absorb fire from Standard Issue C-14 Gauss Rifles and Zergling claws. The Ultralisk generally leads the charge against almost every army, be it Terran, Protoss, or another Zerg Brood. Their immense size lets them literally trample smaller enemies into the ground, and toppling foes of larger size. When assaulting buildings or other massive enemies, they use their bone-like scythes to cut enemies to pieces before they can deal any damage. They move fast enough that they can get into melee range before range before ranged enemies can take advantage of this.

The Ultralisks huge expanse of muscles, ligaments, and its killing engineered brain requires almost an entire Overlord to control. The Ultralisk gene has been extracted, studied, and replicated by Terran scientists, but to no avail. The only full code exists in the Ultralisk Cavern and the Ultralisks, the former used only to mutate larva into new Ultralisks.

Ultralisk Scythes are so gigantic that an attack against a single enemy also deals massive hurt to nearby units, which suffer damage from the in-stroke of the attack. Due to this, very small numbers of Ultralisks rip through small Terran units like butter, and the standard Marines and Marauders are notoriously afraid of exterminating a Zerg Infestation that has been left unchecked. Most kill squads sent to do this don't come back alive. Heavy firepower mechanical units need to be brought to deal with this.
Fredoq
Profile Joined May 2010
Sweden206 Posts
April 23 2011 18:03 GMT
#95
Why dont you place your Command Center as close as possible to the minerals?

How would you explain that? Why you need to mine your resources from a distance and not plant your CC ontop of the minerals?
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
Last Edited: 2011-05-09 06:10:49
April 23 2011 18:10 GMT
#96
Suggestion

Looking at a Hydralisk, even a educated and experienced Terran Scientist wouldn't suspect that it was evolved from the docile herbivore, the Slothien Caterpillar. The original Overmind saw the hidden potential in this hapless and weak creature and mutated it into the subservient killing machine aptly named the Hydralisk. The armored crest behind its head houses a simple organ that produces Needle-like spines at a phenomenal rate, and the Hydralisk uses its extensive musculature system of nearly 4000 muscles to fire the keratin spines at speeds that pierce the toughest standard issue Neosteel even at maximum range. Marines are under direct orders to never approach massed groups of Hydralisks without support.

Unfortunately the slow wormlike movement of the Hydralisk makes it better fit as a defender, where it has Queen support and can move more freely on the creep of the Hive Cluster. It is also suited as an ambusher, unburrowing to catch an army when its not expecting to be attacked.

Hydralisks also have thick claws that allow them to pin infantry down and kill it, or deal massive damage by slashing enemies with its talons. Because the Hydralisk has all the muscles of its arm behind its melee attacks, it does as much damage at melee as its spines do when shooting enemies down at range.
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
April 23 2011 18:14 GMT
#97
On April 24 2011 03:03 Fredoq wrote:
Why dont you place your Command Center as close as possible to the minerals?

How would you explain that? Why you need to mine your resources from a distance and not plant your CC ontop of the minerals?


I just took this from the top of my head ok?

Because the Mineral Nodes and Vespene geysers are too unstable to place a massive command center too close to without risking a a collapse in the veins of soft minerals. Raw vespene is far too volatile to place a command center too close to.
integrity
Profile Joined April 2011
United States1014 Posts
April 23 2011 20:04 GMT
#98
i dont know if any of you guys have read the book star ship trooper (written in 1959) but i think blizzard took some of the ideas alongside as well when making Terran and Zerg.

the only reason i bring this up is because Robert A. Heinlein did a very good job of describing futuristic military humans in mechanic suits fight a race of bugs.

the more and more i think about i feel the guys at blizzard were a Heinlein fan
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-04-23 22:44:36
April 23 2011 22:10 GMT
#99
On April 24 2011 02:24 mstksg wrote:
I'm not sure if this has been posted already, but you might be interested in this article from GamePro:

http://www.gamepro.com/article/features/215926/the-real-science-of-starcraft-2/
Thank you for the link but I will not read it until this OP is completed. Otherwise I may be steal ideas from that article without noticing it as I may be think it was my idea while it was incited by that article.




Kinetik_Inferno,

I think that the OP should not include too detailed descriptions of higher-tier units as it is not the intention to explain everything. A complete guide for any race would result in a long text with too much information. It also would make it necessary to carefully check the canon lore to avoid contradictions. I think that I will include a link to your two posts as an optionally expansion to the OP.

I elaborate a bit on the basic fighter unit as it reflects much qualities of the according race, but I mention higher-tier units only to explain the interaction of upgrades and other stuff.

edit: Added spoiler on bottom of OP with links.


On April 24 2011 03:14 Kinetik_Inferno wrote:
Show nested quote +
On April 24 2011 03:03 Fredoq wrote:
Why dont you place your Command Center as close as possible to the minerals?

How would you explain that? Why you need to mine your resources from a distance and not plant your CC ontop of the minerals?


I just took this from the top of my head ok?

Because the Mineral Nodes and Vespene geysers are too unstable to place a massive command center too close to without risking a a collapse in the veins of soft minerals. Raw vespene is far too volatile to place a command center too close to.

This is a good idea. I will mention it in the OP. While it is clear that the real reason is balance to create the need for 2-3 workers per resource, it does make sense to explain it with sensible geology near resources.




On April 24 2011 05:04 integrity wrote:
i dont know if any of you guys have read the book star ship trooper (written in 1959) but i think blizzard took some of the ideas alongside as well when making Terran and Zerg.

the only reason i bring this up is because Robert A. Heinlein did a very good job of describing futuristic military humans in mechanic suits fight a race of bugs.

the more and more i think about i feel the guys at blizzard were a Heinlein fan
I think, his book is more about political views. He did describe – as you wrote – the power armor which in plays only a small role in the movie of the same title which in contrast focuses on the bugs. I would say that Blizzard got inspiration from Warhammer 40000, Starship Troopers (both book and film) and the Alien franchise.

As Heinlein set the hallmark of military science fiction, he of course had an influence to all later franchises in the same genre. I still need to read The Moon Is a Harsh Mistress.
You don't choose to play zerg. The zerg choose you.
lololol
Profile Joined February 2006
5198 Posts
April 24 2011 00:17 GMT
#100
On April 23 2011 21:22 [F_]aths wrote:
Since building broodlings and broodlord broodlings do not share upgrades, it sounds logical that their are not exactly the same creatures but used for their specific purpose. I am thinking about expanding the broodling part a bit, but don't want to go too deep for a high-tier unit. But because it is a mystery at the first look – why do we have broodlings, the brood lord attack units when a structure is killed? – I will use some of these ideas to elaborate a bit further.

The suggestion about wording (hatchery instead of hatch) is very good. Thank you.

"They" are actually the same unit on the ground and use melee/ground carapace upgrades.
The air version is another unit, but that one is used just for the visual effect.
I'll call Nada.
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