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Thread: Rewriting StarCraft II

  1. #11

    Default Re: Rewriting StarCraft II

    3) Raynor needs to have a fleet. I feel like he could gain the support of the Umojans due to his connections to the protoss, and he should have the support of the fringe worlds like Blade said. In fact, that's what I thought was the case during SC when he fought on Aiur. Aaron Rosenberg is the one that butchered the lore and told us that he has 46 survivors living on one battlecruiser after the battles of Char.
    Raynor does have a fleet though of around half a dozen battlecruisers or so. They're seen after you liberate New Folsom and before the desert mission in Heart of the Swarm when Kerrigan strangles Valerian (there's seven there). StarCraft II did a bad job on world building, all of this could have been averted if they had an encyclopaedia of some sort which told us how big Raynor's Raiders was.

    I think the Protoss should have just stayed as hostile, mysterious things that aren't seen beyond their ships and simply burn everything in sight (even in the original StarCraft, out of cinematics they appeared to be too stupid). Just like the Necrons in Warhammer 40,000, until Our Spiritual Liege occurred...

    I would have preferred for StarCraft II to expand onto new things. It's just the same as StarCraft and Brood War. Western Terrans, stupid Protoss and Zerg. No Kalathi, no Tagal, no Umojans, no Kel-Morians, no Korpulu Liberation Front; it's Raynor, Kerrigan, Mengsk, the Dominion, and so on.
    Last edited by LestersPetZergling; 10-24-2013 at 02:11 AM.

  2. #12

    Default Re: Rewriting StarCraft II

    Quote Originally Posted by FanaticTemplar View Post
    I'd fuse Brood War and Heart of the Swarm, focusing on Kerrigan and applying the objectives of the latter and the end result of the former, and ditch Wings of Liberty. Taken in itself, I like Wings better than the other two, but it doesn't really lead from or to anything.

    The devastation of the invasion of Aiur has left both the Protoss and Zerg severely crippled, Mengsk takes advantage of the opportunity to press his newly unified Terran might against them. The small nomadic Dark Templar tribes make ideal targets, and Dark templar keep getting killed or captured for experimentation. On Aiur, the Protoss are forced to evacuate because the mindless Zerg are completely unpredictable and the Khalai population can't be protected. They escape to Shakuras, the world where the Dark Templar meet to discuss issues relevant to the tribes. There is significant resistance to the Aiur Protoss 'invasion' of their world (maybe introduce Ulrezaj as an antagonist) and to buy some good will, the Templar set out to help liberate and protect the Dark Templar from the Dominion.

    Also fighting the Dominion, they find Kerrigan who is pretty dead-set on revenge. Mengsk is basically making enemies everywhere, and Kerrigan is using the Zerg to spearhead the assault. It's all a big happy alliance of Mengsk-haters, and the Dark Templar help Kerrigan gain control over more Zerg by killing Cerebrates, but eventually the Aldaris thing happens because Kerrigan no longer trusts anybody and had neuraled Raszagal to ensure the Protoss' cooperation. The Protoss are outraged and turn on her. This begins a sequence where Kerrigan's descent into inhumanity causes her to be abandoned by her allies one by one until, during the final assault on Augustgrad Kerrigan's complete berserking makes even Raynor realise that she's now closer to Mengsk than to human Kerrigan, sacrificing anything and anyone to achiever her goals.

    She kills Mengsk, but that hatred was the only remaining human emotion in her, the only driving force that kept her alive. Without her love for Raynor or her hatred for Mengsk, the only thing humanity has for her is pain, and rather than endure it she submerges herself into the Hivemind, giving up the torments of a self and taking refuge in the embrace of countless others who are like her. More than friends, more than family. One heart, one mind, immortal in a multitude of bodies. She retreats with the Swarm to Char to complete her metamorphosis, and when she returns, there shall be nothing human left of her.
    That would have been awesome. And prepared the ground for more awesome to come.

  3. #13
    Gradius's Avatar SC:L Addict
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    Default Re: Rewriting StarCraft II

    Quote Originally Posted by LestersPetZergling View Post
    Raynor does have a fleet though of around half a dozen battlecruisers or so. They're seen after you liberate New Folsom and before the desert mission in Heart of the Swarm when Kerrigan strangles Valerian (there's seven there). StarCraft II did a bad job on world building, all of this could have been averted if they had an encyclopaedia of some sort which told us how big Raynor's Raiders was.
    I thought the first were Tosh's, and the latter were Valerian's. Fact is, Raynor explicitly tells us that the Raiders are just a single capital ship, and at no point are his forces implied to have grown beyond getting some mercenaries and/or fringe worlders to join his cause.

  4. #14

    Default Re: Rewriting StarCraft II

    Quote Originally Posted by Gradius View Post
    I thought the first were Tosh's, and the latter were Valerian's. Fact is, Raynor explicitly tells us that the Raiders are just a single capital ship, and at no point are his forces implied to have grown beyond getting some mercenaries and/or fringe worlders to join his cause.
    You do realize that if they are Tosh's, that effectively mean that they are Raynor's? Tosh has been shown to do nothing but sit in the cantina. I doubt he has the skills to actually manage a fleet that logically would consist of tens of thousands of personnel. Raynor has the money to hire super-battlecruisers (Jackson's Revenge) -- in-game.

    The likely reason that they aren't behind the Hyperion all the time is logistics and management. Raynor's highest rank achieved in a formal military was that of a corporal, whose command is almost always of a fire-team of couple of soldiers. Thus it would be burdensome to manage the other battlecruisers' logistics for hyperspace and space travel; they likely would dock somewhere with supplies until a major battle occurred.

    The reason they weren't seen in Heir Apparent was because ostensibly the Moebius Foundation wouldn't want to rendezvous with a fleet of half a dozen battlecruisers with no escort. We only see a couple of crewmen and a miniature bridge aboard the Hyperion due to the constraints of point-and-click and hardware. For reasons such as this that could have been averted with some sort of encyclopaedia, we don't know the size of Raynor's Raiders.
    Last edited by LestersPetZergling; 10-24-2013 at 08:38 AM.

  5. #15
    Gradius's Avatar SC:L Addict
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    Default Re: Rewriting StarCraft II

    Alright fine, but that doesn't explain why they still come off as weak and unable to directly fight stronger opponents. The narrative sure doesn't give you any indication that Raynor's fleet is larger than a battlecruiser, and I don't think an "encyclopedia" is going to fix that.

    Tosh has been shown to do nothing but sit in the cantina. I doubt he has the skills to actually manage a fleet that logically would consist of tens of thousands of personnel.
    Which makes me doubt that they're even his to begin with.

  6. #16

    Default Re: Rewriting StarCraft II

    Tosh has been shown to do nothing but sit in the cantina. I doubt he has the skills to actually manage a fleet that logically would consist of tens of thousands of personnel.
    On the New Folsom fleet, I had always assumed they were Dominion battlecruisers that had been hijacked by the escaped convicts, having little to do with either Raynor or Tosh. The only time Raynor gains a fleet is when he allies with Valerian. And on Tosh, I would think he'd have the same capability of command as Raynor, if not more. He's an experienced former-Dominion field operatives, true, but has experience training and leading groups of people, including but not limited to Team Purple, the Spectre corps as well as his new mercenary company from Avernus Station.
    Aaand sold.


    Be it through hallowed grounds or lands of sorrow
    The Forger's wake is bereft and fallow

    Is the residuum worth the cost of destruction and maiming;
    Or is the shaping a culling and exercise in taming?

    The road's goal is the Origin of Being
    But be wary through what thickets it winds.

  7. #17

    Default Re: Rewriting StarCraft II

    Quote Originally Posted by Visions of Khas View Post
    On the New Folsom fleet, I had always assumed they were Dominion battlecruisers that had been hijacked by the escaped convicts, having little to do with either Raynor or Tosh. The only time Raynor gains a fleet is when he allies with Valerian. And on Tosh, I would think he'd have the same capability of command as Raynor, if not more. He's an experienced former-Dominion field operatives, true, but has experience training and leading groups of people, including but not limited to Team Purple, the Spectre corps as well as his new mercenary company from Avernus Station.
    So you're saying that the denizens of New Folsom; including revolutionaries, liberals and Tosh's Spectres, wouldn't join Raynor? That they would roam off to nowhere with what would equate to a portion of the largest human military within 60,000 light years? That convicts consisting of liberals, politicians, murderers, gang leaders and so forth would manage to form crews of thousands to operate these battlecruisers? That these unaligned ships were drifting adjascent to the Hyperion? And how come the Raiders didn't manage to gain these ships, being beaten to them by convicts in orange shirts?

    Given that New Folsom was apparently filled with all the free-thinkers/rebels and so forth, even if those ships were hijacked, they and their crews would logically join Raynor's Raiders or at least become confederates with them in the same manner of the mercenaries.

    You see? There is little exposition or detail in Wings of Liberty. All these forces, such as the Mar Saran Separatists, Dark Templar on the Xel'naga Worldship, they likely join with you, but it isn't said so in game. Thus, Raynor's Raiders appears to not be a sizable force.
    Last edited by LestersPetZergling; 10-24-2013 at 01:16 PM.

  8. #18

    Default Re: Rewriting StarCraft II

    Quote Originally Posted by LestersPetZergling View Post
    You see? There is little exposition or detail in Wings of Liberty. All these forces, such as the Mar Saran Separatists, Dark Templar on the Xel'naga Worldship, they likely join with you, but it isn't said so in game. Thus, Raynor's Raiders appears to not be a sizable force.
    And this is somehow the audience member's fault for getting such an impression in the first place? I hope that's not what you're implying.
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  9. #19
    The_Blade's Avatar Administrator
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    Default Re: Rewriting StarCraft II

    So... who wants to make a new campaign? ^^

  10. #20

    Default Re: Rewriting StarCraft II

    Quote Originally Posted by The_Blade View Post
    So... who wants to make a new campaign? ^^
    Well first off, who here has any experience with the editor?

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