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  #76  
Old 07-06-2012, 07:27 PM
Mshadowz Mshadowz is online now

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Originally Posted by Nerub29 View Post
This makes me wonder: how does the zerg organism can endure vacuum?
Well, you see, since the zerg are little more than animals, surviving in space (As well as wormhole travel) is explained by the words "plot convenience".
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  #77  
Old 07-06-2012, 08:21 PM
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This makes me wonder: how does the zerg organism can endure vacuum?
They are tougher, can regenerate, and some of them are designed for it.
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  #78  
Old 07-10-2012, 09:27 PM
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  #79  
Old 07-23-2012, 03:39 PM
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So I've never played the Enslavers campaign and don't really have the time to at the moment, but I'm wondering:

At various points the heroes of the campaign defeat cerebrates in the service of Schezar's Scavengers or Ulrezaj... but I'm not sure if they have any dark templars. How is that possible? Are the cerebrates only immortal when the overmind is alive, and since the overmind is dead, any old thing can kill a cerebrate?
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  #80  
Old 07-23-2012, 03:49 PM
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Originally Posted by Omacron View Post
So I've never played the Enslavers campaign and don't really have the time to at the moment, but I'm wondering:

At various points the heroes of the campaign defeat cerebrates in the service of Schezar's Scavengers or Ulrezaj... but I'm not sure if they have any dark templars. How is that possible? Are the cerebrates only immortal when the overmind is alive, and since the overmind is dead, any old thing can kill a cerebrate?
I think its more that the cerebrates, designed with specific identities likely are part of the Genome. They are essentially immortal as their coding, right down to their personality is entirely structured in the genetics. The Overmind, having designed them, knew how to best replicate their systems as they were conscious extensions of himself to some extent. With the Overmind dead, the cerebrates are forgotten and their code is weakened as such. Just like how every living building and unit exists in the DNA of laterally across all Zerg iterations the Cerebrates do as well. So yeah, like any Zerg Organ building the cerebrates can be likely killed, but their collective consciousnesses are stored data, they likely are given greater taxing symbiotic relationships with their creep environments and as they are self aware likely able to heal themselves more than just any organ would.
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  #81  
Old 07-23-2012, 07:36 PM
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Originally Posted by Omacron View Post
So I've never played the Enslavers campaign and don't really have the time to at the moment, but I'm wondering:

At various points the heroes of the campaign defeat cerebrates in the service of Schezar's Scavengers or Ulrezaj... but I'm not sure if they have any dark templars. How is that possible? Are the cerebrates only immortal when the overmind is alive, and since the overmind is dead, any old thing can kill a cerebrate?
Well, Kerrigan's reaction to Zasz's death was to tell Daggoth that she imagined the Overmind would simply resurrect him, to which Daggoth responded that the Overmind couldn't, so the implication seemed to be that Cerebrate immortality was a result of the Overmind deliberately reconstituting them rather than something automatically built into their genetics.

Thus, no more Overmind probably meant no more immortality for the remaining Cerebrates.

Though I seem to recall that the Cerebrates under the control of the UED via the second Overmind had to be killed by Dark Templar, so it may be that even a docile and incomplete Overmind provided enough of a centralized consciousness for the Cerebrates' immortality to kick in.

Last edited by ARM3481 : 07-23-2012 at 07:39 PM.
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  #82  
Old 07-24-2012, 01:06 AM
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Originally Posted by ARM3481 View Post
Well, Kerrigan's reaction to Zasz's death was to tell Daggoth that she imagined the Overmind would simply resurrect him, to which Daggoth responded that the Overmind couldn't, so the implication seemed to be that Cerebrate immortality was a result of the Overmind deliberately reconstituting them rather than something automatically built into their genetics.

Thus, no more Overmind probably meant no more immortality for the remaining Cerebrates.

Though I seem to recall that the Cerebrates under the control of the UED via the second Overmind had to be killed by Dark Templar, so it may be that even a docile and incomplete Overmind provided enough of a centralized consciousness for the Cerebrates' immortality to kick in.
This.
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  #83  
Old 07-24-2012, 11:32 AM
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Originally Posted by ARM3481 View Post
Well, Kerrigan's reaction to Zasz's death was to tell Daggoth that she imagined the Overmind would simply resurrect him, to which Daggoth responded that the Overmind couldn't, so the implication seemed to be that Cerebrate immortality was a result of the Overmind deliberately reconstituting them rather than something automatically built into their genetics.

Thus, no more Overmind probably meant no more immortality for the remaining Cerebrates.

Though I seem to recall that the Cerebrates under the control of the UED via the second Overmind had to be killed by Dark Templar, so it may be that even a docile and incomplete Overmind provided enough of a centralized consciousness for the Cerebrates' immortality to kick in.
Just a minor correction, but there are two missions where you kill cerebrates in Brood war, firstly mission 3 in the protoss campaign on Shakuras, (dark templar everywhere) the second is the final Terran mission, no dark templar around, killing each of the three cerebrates on the map is permanent and will turn their forces neutral for the rest of the mission.

The bit you are thinking of in the zerg campaign where Kerrigan blackmails Zeratul and the dark templar into helping her is to kill the new overmind, there are no cerebrates in that mission.


While fact-checking I also found this:

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SC:L - During the lore panel at BlizzCon - you mentioned that all the Cerebrates had been destroyed by Kerrigan - does this include Daggoth? Many people on our sites are wondering this because he was such an independent and intelligent Zerg character - and they feel if he is dead it's quite the loose end.
Metzen - Daggoth is dead, along with the rest of the cerebrates. Kerrigan is the sole power behind the Swarm now. It’s possible that Daggoth could not sustain himself without the Overmind and other cerebrates to power him. We’ve suggested before that the Overmind and its cerebrates were symbiotically linked. The cerebrates were not designed to exist without their creator. That’s a partial reason behind the cerebrates’ merging into a new, singular Overmind during the early events of Brood War.
http://sclegacy.com/interviews/10-bl...lore-exclusive
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  #84  
Old 07-31-2012, 01:20 PM
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Are neural inhibitors, psychic dampeners and neuro-adjusters the same things? Ghosts are said to be implanted with all of them, and they all seem to have roughly the same effect of limiting psionic powers and wiping memory. But I believe the Nova novel implies dampeners were retired after Kerrigan's defection while Spectres implies inhibitors are still in use, leading me to think they're all different things.


Thoughts?
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  #85  
Old 07-31-2012, 01:27 PM
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Originally Posted by Omacron View Post
Are neural inhibitors, psychic dampeners and neuro-adjusters the same things? Ghosts are said to be implanted with all of them, and they all seem to have roughly the same effect of limiting psionic powers and wiping memory. But I believe the Nova novel implies dampeners were retired after Kerrigan's defection while Spectres implies inhibitors are still in use, leading me to think they're all different things.


Thoughts?
Sounds to me that Neural Inhibitors operate to regulate thought and emotion, psychic dampeners to decrease the flow of psychic ability and psionic powers and neuro-adjusters likely level brain activity.

Inhibit, Dampen and Adjust. One implies preventing, one implies muting the last implies altering states.
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  #86  
Old 07-31-2012, 07:20 PM
ARM3481 ARM3481 is offline

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A psychic dampener strikes me as being geared toward suppressing a psychic's uncontrolled, latent power. In other words, something that prevents the implanted psychics from inadvertently killing other people or themselves with their powers, while maybe also protecting them against being constantly bombarded by the thoughts of everyone around them.

A neural inhibitor sounds like something that would prevent a Ghost or Spectre from accessing certain of their memories or behavioral tendencies that would compromise their handlers' ability to keep them under control. Like an implant used for resocialization that's meant to counter the possibility of a Ghost using his or her abilities to circumvent less invasive methods of behavioral programming.

Neuro-adjusters comes across to me like something meant to impose specific desired behavioral patterns onto an implanted psychic, like obedience to their trainers/ranking officers and perhaps a heightened resistance to or disregard for personal feelings of doubt and remorse.

I'm largely going by the names, though. Psychic dampener in particular sounds focused on affecting what makes a psychic a psychic, while the latter two sound more like the tools used to neurologically keep a psychic in line once his or powers are reigned in by the dampening.

Last edited by ARM3481 : 07-31-2012 at 07:23 PM.
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  #87  
Old 08-09-2012, 02:06 PM
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Is the civilian government of Umoja ever referred to as "the Protectorate", or is "the Protectorate" solely Umoja's government's armed forces?


Basically, would referring to someone as a "Protectorate citizen" be valid, or would it be as silly as calling someone an "Army citizen"?
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  #88  
Old 08-09-2012, 04:48 PM
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I think it's both? I'm mainly going on the information from here.

http://starcraft.wikia.com/wiki/Umojan_Protectorate
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  #89  
Old 08-09-2012, 04:59 PM
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I always assumed that the Protectorate was the government itself.
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  #90  
Old 08-09-2012, 05:08 PM
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I always assumed that the Protectorate was the government itself.
I always found the name weird. Isn't a protectorate when an external military force comes to a less well defended state and declares that they'll protect it? I always found it odd that Umoja basically declared itself a protectorate of itself.
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  #91  
Old 08-10-2012, 12:43 PM
Menel'dirion Menel'dirion is offline

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I always found the name weird. Isn't a protectorate when an external military force comes to a less well defended state and declares that they'll protect it? I always found it odd that Umoja basically declared itself a protectorate of itself.
Perhaps that's just it. The Umojans, seeing the effects of the Guild Wars, start their little protectorate and immediately offer it's services to other colonies who don't want to be dominated by the Confederacy, and later the Dominion. From there, they stage a cold/guerrilla proxy war against their imperialist enemy, always maintaining the offensive with espionage, sabotage, and starting little proxy wars so that the Confederates (later the Dominion) will never actually be able to counterattack. It probably wouldn't work except the Zerg and Protoss are out there.

The idea is the Umojan Millitary is a Protectorate because they couldn't possibly fight off the Confederacy/Dominion on it's own, so they support others in doing it instead. Where one colony couldn't hope to win, one colony supporting a bunch of smaller ones might have a chance.

As for the original question, based on what I stated above, I think anyone from a colony that has joined the fold of the Umojan Protectorate could be called a citizen of the Protectorate. The idea is it's an alliance of little guys sponsored by the Umojans to fight the big guy.
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  #92  
Old 08-10-2012, 12:54 PM
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But unlike the Confederacy, Dominion or Combine, the Umojan Protectorate has never been portrayed as extending to many planets. They're pretty much solidly focused on Umoja and Umoja alone.
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  #93  
Old 08-10-2012, 01:19 PM
Menel'dirion Menel'dirion is offline

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But unlike the Confederacy, Dominion or Combine, the Umojan Protectorate has never been portrayed as extending to many planets. They're pretty much solidly focused on Umoja and Umoja alone.
That's only because we know so little about them. Here's from the official website:

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As a result of the Guild Wars in particular, the Ruling Council held an emergency sitting and formed the Umojan Protectorate, a political entity composed of Umoja and nearby independent colonies that would stand united against Confederate expansionism. As capital world of this new organization, Umoja remained home to the Ruling Council, which invited members from allied colonies into its ranks and became the governing body of the entire Protectorate.
Beyond that, I'd say they're called a Protectorate because their activities in fighting the Confederacy/Dominion involve supporting other anti-imperialist factions, such as (at the time) the Sons of Korhol, Project Shadowblade, etc. Stuff talked about here:

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Fully aware of the Dominion’s unparalleled military might, the Ruling Council has embarked on a more covert route to uphold its independence. Over the past few years, the Protectorate has funneled resources into advanced technological research, established a far-reaching network of anti-Dominion separatists, and stationed elite espionage agents throughout the sector to keep tabs on Arcturus’s empire.
Both of these from here:
http://us.battle.net/sc2/en/game/planet/umoja
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  #94  
Old 08-10-2012, 01:21 PM
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The Umojan Protectorate was a "nationalised militia" and "a strong military force" in their first mention, yet it also seems to be a term used for the entity, led by the Council, that presides over their territories.
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