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How Starcraft could work if it would be real - Page 8

Forum Index > SC2 General
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[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-04-27 06:29:39
April 27 2011 06:22 GMT
#141
On April 27 2011 14:46 BlackMagister wrote:
How do mutalisk fly in space?

There is no air in space, so even if they can breath without air they can't fly without air. If they use telepathic powers to move themselves like overlords or guardians/broodlords then why do they even have wings?
They have the wing animation because the space tile set was introduced later and it is just a graphical tile set to offer a variety of different map settings. This of course breaks through the fourth wall.

It should be telekinetic power (not telepathic) but anyway, it does not really explain how they can fly in space.

This is why we need suspension of disbelieve. Mutas on Shattered Temple? Yes, it is possible. Mutas on Scrap Station? Hrm ... Since we already can believe that a swarm of species like the zerg could exist for real, we are going to believe that mutalisks are able to fly in space, we just don't know, how.

It is similar to fantasy movies. You believe that Gandalf actually is a powerful magician. He still needs material for a firework (he cannot conjure it out of nowhere) and he is just calling his white horse, not summoning it out of nowhere. This is enough for us to "explain" it.

For mutalisks in space we assume that there is a fully reasonable explanation even though we don't know it. For a long time, no human could fully explain how a bird flies. Of course the bird uses its wings and it probably has something to do with the air to somehow generate an ascending force. For the mutalisk we assume that they are able to store a lot of energy so they can hold breath in space for a looong time, and that there are somehow can use other mediums than air to fly.
You don't choose to play zerg. The zerg choose you.
BlackMagister
Profile Joined October 2008
United States5834 Posts
Last Edited: 2011-04-27 07:21:47
April 27 2011 07:20 GMT
#142
Yeah I know it doesn't really make sense, just always like to point out mutalisks when someone tries to make sense of Starcraft. If mutalisk were like overlords then the explanation would be telekinetic powers. However mutalisk are given wings as the explanation for why they can fly and if you're going to give an explanation that we can understand it should make sense, but at times it doesn't. If it's something like telekenetic powers it's the same as saying it's magic which is done with Gandalf and the audience doesn't really attempt to go further for an explanation because it's clearly made up, wings and flight however do exist.
TheDominator
Profile Blog Joined November 2009
New Zealand336 Posts
April 27 2011 08:27 GMT
#143
This is absolutely amazing. The detail of every little thing of the starcraft universe is described. Well done.
Any Terran base is set up near mineral crystals. Those crystals often grow in arcs. The cause of this is not completely understood. The crystals contain various minerals which can be extracted and directly used, or be transformed to substitute virtually any other material. Around those minerals one can often find geysers. May be the geology causing geysers somehow influences the appearance of mineral crystals, too. In some cases, crystals are extra rich minarelized. The high amount of mineral substance tints them yellow, while normal crystals shimmer in blue.

All those crystals have an amazingly similar composition. Terran astronomers assume that the minerals in the crystals are leftovers from the supernova of a single very big star system – because all crystals have the same spectral signature and the same trace element mixture.
Holy crap. Just one of the several amazingly described parts.

I have an idea to explain how zerg regenerates their health so quickly compared to other organisms such as humans.
The zerg race, unlike any other biological organisms, can regenerate their health at extremely fast speeds. A zergling, for example, can go from nearly dead to completely healthy in a matter of seconds. DNA replication and condensation into chromosomes is significantly faster than that of other organisms. Not only that, but the anaphase, metaphase and cytokinesis parts of mitosis are also extremely quick. Scientists are still struggling to understand why this is so. These fast rates results in extremely quick mitosis in the zerg, helping them to rapidly replace cells which were lost in battle, such as parts of organs, bones or the skin.
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
anatem
Profile Joined September 2010
Romania1369 Posts
April 27 2011 09:29 GMT
#144
fun read, there was some stuff in here i never thought about
'Tis with our Judgements as our Watches, none / Go just alike, yet each believes his own.
OdiousTea
Profile Blog Joined January 2011
Australia357 Posts
April 27 2011 09:45 GMT
#145
The Protoss can wrap in their units into pylon power by forwarding the signal received by the gateway. (like how radio/tv beams can be reflected by satellites
ps. Could use better wording
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
April 27 2011 12:48 GMT
#146
On April 27 2011 15:22 [F_]aths wrote:
Show nested quote +
On April 27 2011 14:46 BlackMagister wrote:
How do mutalisk fly in space?

There is no air in space, so even if they can breath without air they can't fly without air. If they use telepathic powers to move themselves like overlords or guardians/broodlords then why do they even have wings?
They have the wing animation because the space tile set was introduced later and it is just a graphical tile set to offer a variety of different map settings. This of course breaks through the fourth wall.

It should be telekinetic power (not telepathic) but anyway, it does not really explain how they can fly in space.

This is why we need suspension of disbelieve. Mutas on Shattered Temple? Yes, it is possible. Mutas on Scrap Station? Hrm ... Since we already can believe that a swarm of species like the zerg could exist for real, we are going to believe that mutalisks are able to fly in space, we just don't know, how.

It is similar to fantasy movies. You believe that Gandalf actually is a powerful magician. He still needs material for a firework (he cannot conjure it out of nowhere) and he is just calling his white horse, not summoning it out of nowhere. This is enough for us to "explain" it.

For mutalisks in space we assume that there is a fully reasonable explanation even though we don't know it. For a long time, no human could fully explain how a bird flies. Of course the bird uses its wings and it probably has something to do with the air to somehow generate an ascending force. For the mutalisk we assume that they are able to store a lot of energy so they can hold breath in space for a looong time, and that there are somehow can use other mediums than air to fly.


Well, it could be that they have small Gas vents on their Wings that allow them to release pressured Gas to propel them, like organic rockets. They flap their Wings to release the gasses in exactly the right direction to make small adjustments to the position and to keep balance so they don't end up flying upside down.

On Planets with Atmosphere they use almost fully wing-powered Flight, but they can still use the rocket function to stay on one position.

It would also explain why they explode, even if they just got hit by marine guns. It also explains why they are so easy to kill, the fuel gasses are highly inflammable and a bullet at the wrong place can blow up the whole Mutalisk.

Well... it is _an_ explanation, maybe not the best, but at least it's a try.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
April 27 2011 15:26 GMT
#147
On April 27 2011 21:48 Morfildur wrote:
Well, it could be that they have small Gas vents on their Wings that allow them to release pressured Gas to propel them, like organic rockets. They flap their Wings to release the gasses in exactly the right direction to make small adjustments to the position and to keep balance so they don't end up flying upside down.

On Planets with Atmosphere they use almost fully wing-powered Flight, but they can still use the rocket function to stay on one position.

It would also explain why they explode, even if they just got hit by marine guns. It also explains why they are so easy to kill, the fuel gasses are highly inflammable and a bullet at the wrong place can blow up the whole Mutalisk.

Well... it is _an_ explanation, maybe not the best, but at least it's a try.
This is a very reasonable explanation. The Mutalisk is too high-tech to get an explanation in the running text, but I will link your posting in the part which offers further details.
You don't choose to play zerg. The zerg choose you.
qzlsecret
Profile Joined February 2011
Mexico126 Posts
April 27 2011 16:07 GMT
#148
true nice imagination and well expressed ^^
BlackMagister
Profile Joined October 2008
United States5834 Posts
April 27 2011 16:48 GMT
#149
Gas propelled mutalisk seems like a neat explanation, but now I just imagine mutalisk farting to get around o_0
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-04-27 18:46:45
April 27 2011 16:59 GMT
#150
Mutalisks cost a lot of Vespene wthi is normally is a gas. Probably they have some liquid Vespene stored in themselves and can convert it back to a gas form using special glands.
You don't choose to play zerg. The zerg choose you.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-04-28 08:04:23
April 27 2011 18:26 GMT
#151
The Protoss part is up!

+ Show Spoiler [Encore (please read OP first)] +

The Protoss took the shield technology development to new heights with the Guardian shield which can be generated by a Sentry. It protects all nearby units by slowing down enemy missiles. Really showing a passions for shields, Protoss engineers also developed a tactical force field which is also deployed by the Sentry through very small robotic cells. Those have enough energy to maintain a nearly impenetrable force field for 15 seconds. This energy is taken from the Sentry’s main battery prior to the launch of the force field cell.

To complement the Immortal modification, the Dark Templar caste operates another Dragoon-based combat walker development, the Stalker. They took the idea of a personal teleporter further to teleport the entire unit. However the use is limited to a short range.

An Observer must be fine tuned prior to its launch, as even small details like the density of the air – if there is any – play an important role in keeping the silent witness cloaked. With so much configuration needed, it is only logical to produce these units on the location.

Previously crippled Zealots serve as a driver for a Dragoon in which he got implemented. The implementation of the occupant was previously done in the Gateway. Recently the Protoss refined the Dragoon to muster the Immortal which is able withstand heavy enemy fire at the cost of air raid defense. This modification is done in the robotics facility. The improved shield of the Immortal tolerates insane amounts of damage. However, smaller projectiles are able to pass the additional defense. Since the number of Dragoons is limited and the schematics are lost, they act as last resort in the Protoss defense.

Warp Prisms are a delicate matter at these prisms offer mobile psi energy refractions. Similar to the Observer, a default unit would not be able to provide the necessary precision.

The Colossus is so tall that warping him in would raise some issues even for Protoss technology. The Colossus also needs additional parts assembled in the robotics bay. His walking mechanism must be calibrated for the ground consistence to optimize weight distribution to each leg. Walking a meadow on an inhabitable planet is not the same as walking over boulders of a small moon.

You don't choose to play zerg. The zerg choose you.
Telenil
Profile Joined September 2010
France484 Posts
April 27 2011 19:35 GMT
#152
According to the lore, the nexus is a link to the core psionic matrix, I've considered chronoboost as a "surge" in the power field, which would allowed a unit to be warped quicker than usual. It doesn't explain why researches are faster, but it makes sense for unit warping.

The SC1 manual states that the reason why Protoss aren't able to repair their units is that their hardware (and presumably the parts used in the robotics facility) are optimised and delicately crafted back on their home planet, before being warped where needed. The components are too complex to be repaired on the field - while terran stuff, on the other hand, is made to be simple and efficient, which is why their buildings can be repaired (and burn down where they are in the red).
In SC2 SCVs are able to repair protoss units. I don't think there is any lore explanation behind it, but I suppose it can be taken both ways.

Last, you will notice that zealots, high templars and dark templar turn into a sort of vapor when they die. A Blizzard writer said that protoss battle armor have the equivalent of an "eject" command which teleports the bearer somewhere around.
No other official info was given, but it is safe to assume that this free, emergency teleportation is highly dangerous and is only used when the soldier's vital signs are critical (so that it's dragoon for the lucky ones and Khala for the rest).

I've always suspected that the phoenixes' engines might use some sort of anti-grav technology. Back in the alpha, the phoenix pilots could redirect the energy of their engines into the weapons to overload their for an AoE attack, so maybe the current models do the same. Also, this explains why phoenixes can accelerate backwards and stuff.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
Malhavoc
Profile Joined October 2010
Italy308 Posts
April 27 2011 19:45 GMT
#153
As far as I know - lore wise - zealots who are seriously harmed in combat can now be "transformed" into Stalkers, thanks to the Dark Templars' teachings. Immortals are things of the past, their schematics lost forever, and in fact a fixed amount of them exist, and for this reason they are a sort of "dying race".

At least this is what I've read some weeks ago in one of the articles published on the official site.
leviathan400
Profile Joined November 2006
United Kingdom393 Posts
April 27 2011 20:03 GMT
#154
Wow. Lot of work went into this. Really like it. Great work. Nice read
:o
MethodSC
Profile Joined December 2010
United States928 Posts
April 27 2011 20:21 GMT
#155
This is pretty neat! very nice post hehe
OsoVega
Profile Joined December 2010
926 Posts
April 28 2011 03:02 GMT
#156
The reason for zealots being able to warp out before death should not be their value, but their small size. High Templar warp out too and I am not sure about DTs.
kunstderfugue
Profile Blog Joined October 2010
Mexico375 Posts
April 28 2011 03:41 GMT
#157
according to the beta SC2 site (if i remember correctly), the dragoon crafting shrine was destroyed when the zerg razed aiur, so the remaining dragoons modified their skeletons to become immortals, hence their scarcity
Old lamps for new!
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-04-28 08:03:34
April 28 2011 07:34 GMT
#158
The Immortal lore was obviously created before he was moved from Gateway to Robotics. With a Gateway it would be easy to explain that the numbers are limited, with the Robotics it is a bit harder. I will still try to incorporate that.

edit: I now moved the entire Immortal thing to the "Additional details" and rephrased it. Now the robotics just modifies existing Dragoons and not builds Immortals from scratch.


edit2: Telenil, I will try to incorporate at least some of your suggestions. Especially the Phoenix mobility suggestion fits very well.
You don't choose to play zerg. The zerg choose you.
Telenil
Profile Joined September 2010
France484 Posts
Last Edited: 2011-04-28 08:23:10
April 28 2011 08:18 GMT
#159
The way the "emergency teleportation" is phrased, it sounds like the zealot may activate it himself, while I would assume the process is automatic.

About the anti-gravity: gravitation pulls things down, if you want to make something float, then the simplest way to make it float is to generate a second force that pushes up. "Anti-gravity" is more of a gravity in the opposite direction, calling the process that somehow accelerates the flow of time "anti-gravity" may be misleading.
Besides, movement speed has the same effect as gravity as far as time is concerned (for us, an unstable particle flying at light speed will exist for far longer than it should).
It might be better to phrase it like "[Sentence about slowing time], however, Protoss have also found a way to accelerate the flow of time [etc]".
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-04-28 09:05:58
April 28 2011 08:47 GMT
#160
Yes, a Zealot or Templar could just forget to activate the teleporter in time. I rephrased that part.

About the chronoboost: To be honest I don't know the formula to calculate how much gravity slows down the time. With this formula one could check if a negative value for the gravity would lead to a faster flow of time. I just found a formula for an approximation, this one would hint to a faster flow of time.

t2 = t1 * (1 + g*h/c²)


g is gravitational acceleration on "zero" height, h is height in meters and c is of course the speed of light. The height difference just points to different local gravitational accelerations. This formula is supposed to be good enough for small values for gravitational acceleration.


However, the chrono boost could be explained with no time affection at all: It is just an energy boost, allowing the structure to operate faster than normal. Shield recharging is accelerated, warp field alignment, too and upgrades as well. I have to think about which explanation would better fit the Protoss.
You don't choose to play zerg. The zerg choose you.
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