This is a list of Wild Mass Guesses which are still open as a possibility. If it is Confirmed, please move it to the confirmed page. If a WMG is Jossed, please move it to the jossed page, if it is partially jossed or partially confrmed, please move it to Partially Jossed/Confirmed, for silly and just for fun theories, please move it to Silly and Just For Fun.
- Given how frightened Tosh was of the lone Hybrid that Raynor found on Castanar, it makes sense that he would be even less mentally stable in the presence of Amon himself. And Tosh is nowhere to be seen either in Legacy of the Void or in Nova: Covert Ops even though his Spectres still fight for Raynor's Raiders in the former campaign. Most likely, Amon broke Tosh's will, and Tosh was one of the Spectres that Artanis killed in the course of Legacy of the Void.
- The universe is a pretty big place, the Xel'Naga and the three main races can't be the only races of note. Alternatively the past of the 3 races could be interesting. The Terran campaign is the war that led to the expulsion of the Terrans, the Protoss campaign is the Aeon of Strife and the Zerg campaign is their uprising against the Xel'Naga. Matti 23
- Furthermore, in The Sin War trilogy, Uldyssian manages to drive back both the Angels and Demons, an impressive feat, before being consumed by his own power. He notes that he gained it too quickly, and as the player character of Diablo 3 is called and noted to be Nephalem, meaning that humanity gets to a place where they can handle the power while maintaining a physical form.]]
- This also provides a possible explanation for why Kerrigan was able to absorb Ourous's power. Although an alternate instance, Kerrigan was originally human, and the increasing amount of psychics prove that these humans also have some degree of hidden potential.]]
- This also explains Trag'Oul finally: Trag'Oul is a Xel'Naga who is interfering in, or watching Sanctuary's growth. It is why he was able to keep his presence from the Angels and Demons, and let Mendeln keep his memories.]]
- The Xel'naga, specifically Amon, perfectly predicted the Zerg and Protoss, and how the Zerg would win the war. However, they did not account for the Terrans.
- If it wasn't for Jim Raynor, it is entirely possible that Tassadar would have died before his heroic sacrifice, preventing the Overmind's destruction.
- Half of the elite zerg commanders are infested Terrans, and the broodmothers were created by one. Without Kerrigan or an equivalent powerful psionic that wasn't originally zerg (and thus could be freed from Amon's influence), there would not have been any way to free the Zerg from Amon.
- In the grand finale, which we already know will involve all three armies fighting on a single battlefield (because how else could they end it), only the combined might of all three races can defeat Amon. Without the Terrans, two of the armies just won't be present, with "In Utter Darkness" being the inevitable Bad Future.
- In the Zerg mission "Amerigo", in which a science vessel is infiltrated, it has a crew consisting of 110 men (according to the stats after finishing said mission). For further argumentation, I will assume that each unit of science vessel literally consists of a single science vessel. Since each science vessel takes up 2 supply units, we can assume that each supply unit provides roughly 50 men.
- Marines, Firebats, and Medics are trained in platoons consisting of 50 men (1 supply).
- Goliaths take up 2 supply, which means each Goliath unit consists of 100 men. Now I think 100 Goliaths might be too many for one unit, but it's possible that it takes one pilot and one co-pilot to handle a single Goliath, hence 1 unit equals 50 Goliaths.
- Siege tanks take up 2 supply, so 1 unit of them would consist of 100 men. If each tank had to be crewed by 4 men, each unit would consist of 25 tanks.
- Dropships and Wraiths take up 2 supply each. With one pilot and one co-pilot for each ship, one unit would consist of 50 spacecraft.
- Assuming Valkyries are crewed by 3 men each, they are built in packs of 50.
- Battlecruisers take up 6 supply, hence each unit consists of 300 men, and this is good enough for me to assume that each unit represents literally one single battlecruiser. 300 may not sound like much as actual battlecruisers had crews of 1000+ , but advanced space-age computers might help to reduce the required crews.
This would also explain why battlecruisers could be hijacked by a single unit, as it doesn't seem too ridiculous that each one could be hijacked by a crew of 50.
What do you think?
- Supply doesn't just cover manpower. It also covers rations, fuel, ammo, spare parts etc. needed to keep that unit running. Basically a single supply depot covers the needs of eight marines or four goliaths. The way I see it, a goliath costing 2 supply against a marine's 1 supply simply means that it costs twice as much in whatever currency is used in the Koprulu sector to maintain a Goliath in the field as it does a marine. As for the science vessel only requiring 2 marine's worth of upkeep, keep in mind that it has no ammo, it's power core is probably self sustaining or requires very infrequent refueling and rations for the crew is probably dirt cheap, as opposed to the marine, who requires a constant source for ammo as well as maintenance for his suit.
- Good point about how supply isn't only about covering manpower. Still, running a science vessel would cost much more than supplying two marines, since the science vessel (the Amerigo) itself has 48 marines, 10 Ghosts, 10 Firebats, 6 Goliaths, and a Vulture as mere security guards. If units were to scale on the field, they alone would require 82 supply units. There is also a crew consisting of 32 civilians and 3 SCVs. Hence, I think it's safe to assume that units are much, much more than they appear to be in-game. But I see your point that supply isn't just food, water and air for the men.
- So, to reconsider the original post in terms of "total supplies":
- Good point about how supply isn't only about covering manpower. Still, running a science vessel would cost much more than supplying two marines, since the science vessel (the Amerigo) itself has 48 marines, 10 Ghosts, 10 Firebats, 6 Goliaths, and a Vulture as mere security guards. If units were to scale on the field, they alone would require 82 supply units. There is also a crew consisting of 32 civilians and 3 SCVs. Hence, I think it's safe to assume that units are much, much more than they appear to be in-game. But I see your point that supply isn't just food, water and air for the men.
-Marines, firebats, etc. may still come in groups of 50.
-Goliaths also come in groups of 50 or so, maybe less. They are likely piloted by 1 person, possibly 2, but take up more supply per person due to the greater maintenance, fuel, etc. required to power a large walking vehicle with several types of weapons rather than a suit of powered armor.
-Siege tanks may still be crewed as described, or may have smaller crews, or be represented by smaller numbers. They do not need maintenance for powered armor for crews, but do need supplies for the tank itself. Being somewhat complicated with the transforming process, the tank could well consume more supply per person.
-Dropships are somewhat similar to siege tanks. They may be based on well tested designs for non-combat transports, which will provide extra testing an easier maintenance (Though I may just be pulling this out of my ass.)
-Battlecruisers probably represent a single unit, as described.
- Though I would like to know about the size of the Odin. Seeing as even the Hercules can't carry it (and it can carry three Thors)...
- I believe it was stated to be the size of a large building (and judging by its Hit Points and Armour...)
-What I like about this unit scale is that it makes the larger units much more powerful than the gameplay would otherwise suggest. The Odin takes out squads of enemies with each shot, a Battlecruiser can hold its own against hundreds of Marines (as opposed to losing against 8-10 Marines), a single Ultralisk can carve through entire armies, etc.
-The scale doesn't really work with the campaign (Even with Plot Armor and Aiming Skills, I doubt Raynor can outdamage 100 Marines) but it does make Multiplayer battles a lot cooler.
- That could be Raynor and his personal squad of handpicked marines.
-So how big does this make the Terror-Tron exactly?
- Scaling based on gameplay mechanics is the dumbest thing one could possibly do.
-So 'one' larva is how many Zerglings?
On a more personal note, Nameless Zerg Cerebrate was my favorite character in Starcraft. I'd always imagine him to be ridiculously servile and weak willed (because again, the Overmind designed "him" to serve and protect Kerrigan) and Kerrigan as a Deadpan Snarker.
- Didn't he get killed once (presume it's during the Protoss campaign in first game)? Kerrigan said she resurrected him in Brood War.
- No, that was another Cerebrate in Episode VI.
- Maybe the Nameless Zerg Cerebrate in some way controls Duran - or maybe even has reincarnated itself in Duran. Not only does Duran protect Kerrigan by means of tactical aid, but he also tries to combine Protoss and Zerg DNA]], which was the old Overmind's ultimate goal. And remember that Kerrigan, and subsequently also the Nameless Cerebrate, were explicitly only created to achieve this goal. Also, Duran states that he does not serve Kerrigan but a far greater power]], which according to the already revealed parts of the Starcraft II story will be the Xel'naga]], but judging from the statement alone could as well have been referring to the Overmind.
- In a kind of unrelated note: Starcraft 2 information has revealed to us that Kerrigan never had a cerebrate serving her during the Brood Wars. That was in game just to give an excuse for the player to be someone at all.
- Or something even awesomer: You weren't a cerebrate, you were Xel'Naga pretending to be a cerebrate. Or something.
- StarCraft II never outright says that and the Expanded Universe heavily imply that both cerebrates existed (the first one, used in the vanilla zerg campaign, was killed by the dark templar and the second one, in Brood War, may have simply expended its usefulness by the time of StarCraft II). That being said, Kerrigan appears to be, once fully matured, more than an equal for any cerebrate since the Overmind intended for her to rule the swarm on her own)]].
- Weird, I always thought that the cerebrate was killed on the dark templar assault before killing the overmind, after all the overmind brings the cerebrate to Aiur during the campaing and that the second one was disposed after the broodwar for outliving their usefulness to kerrigan, you know with the broodmothers and all that.
It would certainly Hand Wave why the side you play as almost always wins, and how Blizzard has to keep retconning out the Non-Entity General into an actual character. I mean, so far they've changed the guy who helps Raynor during Starcraft Vanilla into Raynor himself, the Protoss Executor into Artanis, and IIRC, the Protoss Executor during Starcraft Brood War into that Selendis Protoss chick.
- It was only implied, not confirmed that Selendis was the Executor in Episode IV of Starcraft.
- Some of the Terran NEG's roles were taken over by Michael Liberty, if you read Liberty's Crusade.
- Also, Queen of Blades indicates the Magistrate from "Rebel Yell" did exist, but mysteriously disappeared afterwards. Some fans like to assume that Horner is the Magistrate, though there's no clear-cut evidence for this at all and Blizzard likely didn't intend this to be the case.
- Didn't the terran commander leave to umoja after Raynor said that they were going to char over a dream? I remember reading it mentioned on a book some years ago.
- Notably, there is a map◊ stating that Azeroth is within the Koprulu Sector.
- Notably, that map managed to misspell "Aiur".
- The map is most definitely a fake. It does not even show Shakuras! Or Braxis...
- Hell, it doesn't even have Umoja.
- It's also on the official website. Though on an April Fools page.
- It may be an April Fools Joke, but there is a Tauren Marine that appears in the campaign level, Zero Hour, and let's not forget the dancing Night Elf holograms. It still is a possibility that they exist in the same universe.
- Notably, that map managed to misspell "Aiur".
- The Titans are the Xel'Naga and the Voice in the Darkness is an Old God.
- That Voice claims, that he "will destroy the Protoss, just like he created them". Assuming this is true, it's more likely that said Voice is Sargeras. Did nobody notice the similarities between Zerglings and Felhunters?
- There are WMGs all around the web that Warcraft and Starcraft were taken from Warhammer Fantasy and Warhammer 40,000 respectively. Would that make Starcraft "Warcraft 40K"?
- WMG nothing. Warcraft 1 was to be a Warhammer RTS, but WAR's owners decided against it. Blizzard changed it just enough to be a different game, WARcraft, and games after that took their own route. Starcraft, however, is a bit trickier. Space Marines are most well known in Warhammer 40k, but they have been around for ages. Look at preceding art of Starship Troopers. Space Marines vs Bugs. Early demos have the Zerg as more of an Alien/Aliens Expy than Tyranids who arguably became more Zerglike post Star Craft. The Protoss have some similiarity to the Eldar, but the Eldar are simply Dark and Light Elves IN SPACE!. It is telling that WAR 40k created Protoss expies in the Tau on how much the 'Toss came from W40k.
- Hmm, a race of short lived, ranged-combat favoring blue-skinned noseless, decidedly secular Taoist-Communist alien who suck at close-quarters combat and have no Warp-Signature whatsoever that is actually one of their most notable traits are similar to a race of close-combat loving textbook Proud Warrior Race Guys who have an extensive honour system and who also have psychic abilities? That said, it is obvious the Protoss are shameless Eldar rip offs.
- Not really. The Eldar were incredibly decadent, and a fallen empire. The similarities between the Protoss and the Tau come from the caste system, which the Protoss had first. As for the similarities between the Protoss and the Eldar, both are just different variations of the Space Elves trope.
- And then they will kick the Xel'Naga's ass.
- Do we really know that the UED managed to kill Cerebrates permanently? At no other time in the series do they manage it. Presumably, the plan was to disable the Cerebrates, then move in and drug the Overmind before it had a chance to reincarnate them.
- Given that the overmind was a new one, and probably wasn't quite as good as the original, I could see that the UED could just kick in a few mega larva and then drug the overmind while it was trying get everything working again.
- It's pretty much stated in the first one that the Overmind is resurrecting them, which is why they wanted a new one. And as he wasn't even sentient yet when the UED attacked he might not be able to resurrect them.
- Given that the overmind was a new one, and probably wasn't quite as good as the original, I could see that the UED could just kick in a few mega larva and then drug the overmind while it was trying get everything working again.
- The Dark Templar were able to destroy the cerebrates because their psionic energies (that were similar to the Zerg energies) contacted and neutralized the Overmind for a second, eliminating its bond with the cerebrate while it was being killed, so, no resurrection. What the UED force did was to use the Psi Disrupter to DISRUPT the control of the overmind and the cerebrates (and Kerrigan) over the swarms. This also eliminated the bond between the Overmind and the cerebrates.
- How? The Dark Templar schism only happened 1000 years ago in-game. That would only translate into 1500 AD. Humans have been around for a lot longer.
- No it wouldn't. And leave the Time Lord WMGs on WMG.Time Lord.
Fast forward to post Broodwar. The Zerg have all but wiped out the Protoss, the Overmind has been defeated by Infested Kerrigan, and SOMEHOW, despite the fact that their only bystanders in a war set up millenia ago by godlike beings, the Terrans are powerful enough to be a threat to both (if they would only get their act together). I think its going to turn out that Humans Are Special and the Xel'Naga are going to recognize this, and possibly be extremely pissed that they were wrong.
- The biggest problem here is the assumption that humans are a threat to the other races. They're not. Their technology and psionic abilities pale in comparison to the Protoss, who have never bothered using anything more than a token force when attacking Terrans since they're so outclassed. To the zerg the humans are genetic garbage, not even worth the effort to properly infest unless they find the rare human with strong psionic abilities. The humans could unite as one and both races would still find their combined forces irrelevant. It's gameplay that gives the illusion of balance, if you watch the actual story you see all Terrans do is either run away or hold the line long enough to run away or for some stronger force to bail them out.
- I once had the theory that the Terrans were indeed created by the Xel'naga, but after the Protoss and Zerg, since the Terrans are most assuredly the youngest of the three races. After the Overmind revolted against his creators, the Xel'naga gave up the goal of directly creating the perfect species, probably because they realized that they had already created Pure Form as well as Pure Essence and now just had to combine them. However, if they had just let the Zerg search the galaxy for the Protoss, there would have been two possible outcomes. Either the Zerg do find and assimilate the Protoss, thereby creating the union of Pure Form and Pure Essence, but under the control of the Overmind, and the Xel'naga don't want that. Or the Zerg cannot find or cannot defeat the Protoss and nothing is accomplished. So, the Xel'naga had to put a third factor in the equation: One that would be able to lure the Zerg to the sector where they could find the Protoss, would also possess a telepathic ability that would make it attractive to be assimilated into the swarm, possess the will and potential to find ways to tame or defeat the Overmind, and could be used as a buffer between Zerg and Protoss so that no direct one-on-one confrontation between the two species occurs until the time would be right. So, the Xel'naga created the Terrans, and they served their needs perfectly until now.
- This Troper was always under the impression that was, specifically, what the game itself implied by the series of events described in the original Star Craft's manual. It seems to pretty clearly say "if it's crazy, and psychic, the Xel'Naga made it". Also the nature of the Terran/Xel'Naga agent (his name escapes This Troper) in Brood War, and the hybrids he was working on, seem to imply that the Xel'Naga were directly involved in the events of Brood War and, likely, the first war too. Or at least it seemed rather implicit to me...
- What the manual implies is 'if it's crazy and psychic the Xel'naga will play with them until they're ten times moreso'. Humans were not affected by the Xel'naga at all, but they likely would have been if the zerg hadn't eaten them.
- Somewhat confirmed. The Xel'Naga were the beings who seeded life on all planets in the universe that eventually evolved sentient lifeforms. So they are responsible for creating the environment where sentient life could grow, thus indirectly resulted in the emergence of human beings.]]
- This Troper was always under the impression that was, specifically, what the game itself implied by the series of events described in the original Star Craft's manual. It seems to pretty clearly say "if it's crazy, and psychic, the Xel'Naga made it". Also the nature of the Terran/Xel'Naga agent (his name escapes This Troper) in Brood War, and the hybrids he was working on, seem to imply that the Xel'Naga were directly involved in the events of Brood War and, likely, the first war too. Or at least it seemed rather implicit to me...
- Events from Ghost seem to be canon as well, judging by the content of Nova's cameo.
- Commander was romantically inclined toward Kerrigan and could not muster the will to fight her.
- Commander secretly loves Raynor but never brought it up as not to interfere with his developing relationship with Kerrigan. It was too painful for the former Magistrate to stay and watch Jim collapse after losing Kerrigan to the Zerg.
- Commander intentionally sent Kerrigan to New Gettysburg to die, jealous of Sarah’s relationship with Jim. By the formation Raynor’s Raiders guilt caught up and the Commander who could not stay with the unit in good conscience.
- Commander is commanding Raynor's Raiders from the shadows.
- Jim Raynor is puppet and the former Magistrate of Mar Sara is pulling the strings.
- And formed a splinter faction christened Commander’s Cossacks.
- And is also a Time Lord.
The Duran we know in Brood War may be an agent of the Dark Voice may have based his disguise on him.
- From the bonus mission we learn Mengsk is creating hybrids, the same hybrids that will eventually be used by the Dark Voice to destroy everything]] he learned how and got the tech to do so from Duran who is just using Mengsk to build up a hybrid army for the Dark Voice who he is an agent of.
- It was never outright confirmed that Arcturus was behind the events of the bonus mission; Raynor only assumed that. Rather, Valerian may be the one who is being manipulated by/working for Duran: Emil Narud, the head of the Moebius Foundation, is confirmed to have a connection to Duran. The Moebius Foundation is privately owned by Valerian Mengsk, and this puts a direct line between him and the Dark Voice's minions. Plus, Valerian just seems a little too good to be true.
- Narud was manipulating Valerian, along with everyone else; Valerian really was as good as his word. On the subject of Arcturus, however, it is quite possible that he wasn't entirely on-board with Narud's hybrid project; he ordered the "termination" of everyone who had ever worked in the Castanar lab (which would serve better to completely shut down the hybrid project there than to cover it up), and it's possible that he didn't know exactly what Narud was doing in the Skygeirr lab, only that it was a weapons research lab.
- Alternatively; She was infested the whole time, but was, through her medical skill, able to suppress the infestation to the point were it wasn't visually obvious or had any effect on her personality. This is why she was so certain she could find a cure for the infestation. If Raynor sides with the Protoss against the colonists, she loses hope for a cure and allows the infestation to flare up again, consuming her completely. Conversely, if Raynor decides to protect the colonists, she is motivated to continue her research and either completes a permanent cure, or is able to suppress the infestation indefinitely.
Here's another proposal I found in the Something Awful forums.
- One explanation as to why she became Zerg in one branch and succeeded in curing the virus in the other relates to your choice. If you choose to support her, she has time to take things slow and work out all of the kinks before moving forwards, resulting in removing the infection. On the other hand if you support Selendis, she is panicked, desperate to try and find the cure before it is too late. She thinks maybe if she can find the cure now she can stop Jim from purging the colony. So she takes risks, is not careful, and just ends up Infesting herself. As to the "Zerg Virus" itself, the colonists were not Infested, they were Infected. A sort of sleeper disease that EVENTUALLY can overwhelm them and lead to Infestation. No easy cure for the Infested except fire, but it is possible to cure the Infection instead, which Hanson manages.
- No easy explanation on the differences in LEVEL of Infestation on the mission though. Maybe it's two different sections of the planet you are dealing with. In the Pro-Hanson version, the Protoss started on the badly Infested side and burned that down, and are moving onto the mostly Infestation-free side where you stop them. On the Pro-Selendis version, a couple Marines were able to take out the 5 Infested in Quarantine on that part of the map, and the Raiders take out the badly Infested part that the Protoss would have burned.
Terrans, meanwhile, have access to field medics, who can heal soldiers in the middle of a fight, and whose technology even works on Protoss and Zerg physiology. Many of the units have cybernetic implants, which, though crude looking, work fine and are easy to install. Most incredible of all, the Terrans have healing lasers which deliver a payload of functional nanobots, which can heal a soldier up to full health in moments. Being without the advantages of the Protoss, Terran troops have had to throw a lot of effort into their medical technology to compensate. This has lead to the Terrans actually outstripping the Protoss in this field.
- That one might be due to the Honour Before Reason Protoss' honour shtick.
- Legacy of the Void does show that they're finally adapting in the campaign storyline. Only biological units lack a direct means of healing, and one Zealot variant — the mechanical Sentinel — can be repaired by Carriers or the Reconstruction Beam and are fielded to reduce the casualties of Templar warriors. This is supported by the heavy losses they suffered from Amon corrupting the Khala and the loss of Aiur in "The Fall" back in StarCraft. The restarted Purifier Program helps offset the fears of lost lives, but presumably the Protoss will now be more open to the medical knowledge the Terrans bring to the sector.
- It's also a good way to save face with the inhabitants of the Koprulu sector since they may be wanted to an extent. By offering the services of their upgraded Goliaths to buyers, it deflects hostility away from them.
While Terran tech isn't quite the same as back on Earth, the Barracks, Factory, Starport philosophy of bases was based upon a similar format back on earth, except that the Naval Yard & Airfields are merged and focus on space-faring aircraft and ships. Cloaking was derived from Nod's adaptive camouflage while LASER tech were based upon Nod Obelisk & Spitfire LASER developments. The Terrans had to adapt the technology in the absence of Tiberium so it's not as advanced at first and the Construction Yard method of base building wasn't able to be copied, so the SCV were made combining the Harvester with a builder but they still construct very quickly so the loss of the "Con-Yard" wasn't severe.
- Banshee attack choppers was a result of reinventing the GDI ORCA.
- Cyclones are a result of redesigning the NOD Mantis anti-air robot, but enhanced with the flexibility of surface-to-surface targeting.
- Ghosts were inspired by a mixture of the NOD Shadow Teams and GDI Sniper Teams, while their Nuclear Strikes were a way to integrate the Commando and Superweapon roles due to lack of ICBM knowledge for the latter.
- Infantry combat suits were derived from reverse-engineered GDI Zone Trooper suits.
- Reapers are a spiritual successor to Nod Shadow Teams, the later of which inspired their D8 Charger for building demolition.
- Siege Tanks naturally derive from the Nod Advanced Artillery and their successor, the Specter Artillery.
- Thors seem derived from the Mammoth Tank program, integrating walker functionality into the concept of a twin-cannon tank. Their Anti-Air payloads are naturally inspired by the old Tusk Missile launchers.
- Minerals are related to Tiberium, but lack the invasive traits of latter which is why it isn't considered a dangerous substance fit for eradication. Like Tiberium, the minerals leech valuable resources from the ground that are useful for building equipment and nourishing the Zerg. However, Vespene Gas is still valued as a highly effective fuel and all three factions need it to keep their armies competitive.
Gabriel Tosh doesn't have much objection to being threatened by Raynor as he won't kill fellow psionics due to them being like family to him, and humors Raynor when he reveals that he knows about a Protoss boarding the Hyperion.
When Raynor was captured by Nova, it's possible she sensed his hidden talents and convinced Mengsk that Raynor is more valuable as a prisoner than dead.