Theory Crossover X-COM UFO Defense with/vs. Red Alert 2 Allies Faction's basic Infantry (G.I. and Guardian G.I.) as a model of Armor Expansion over-time in Abstraction

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I wish to further purpose a following addition to the initial theory to keep my points abstract and person-oriented in terms of depth, please do not think this is a statement about reality but about theory in abstract via general examples of entertainment and sci- fi culture;

Gi as light capture devices in Covered light G. GI.PNG


All these things I am considering here are my own thoughts on "X-COM UFO Defense" "BattleTech(2018)" 'StarCraft 2" "Grey Goo" "StarCraft : Brood War" and "RED ALERT 2", all products of entertainment & human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality. 
Now I'm not a Particle Physicist...But I have some pretty weird game related ideas about 'Material-Wedge Dynamic' As a political warfare reasoning in an advance topic as a reasoning-of-theory-specific Advanced Races 'point-out' in Video Games available in 2022 (in effect)with what is presented above.
The next premise requires some background as a concept for people that have no experience in certain exact representations in terms of theme and tune of emotion and Design as artistic output that I am personally aware of and are esoteric and secondary to the point at large:
These are all maps for games you may not be aware of that have multiple players per use of the map, these players being either Computer Opponents or Human players by design(1 or all). I will mention the name of the game in question, then the map(if there is one) and then the link to the 3rd party site you may visit if you wish on where I am referring to: this is a point of time search so the links may decay as time goes on.

StarCraft 2 (2010) : Maps - 
Abyssal Reef LE https://liquipedia.net/starcraft2/Abyssal_Reef_LE
to a lessor extent 


King's Cove LE,
https://liquipedia.net/starcraft2/King%27s_Cove_LE


and Bel'Shir Beach 
https://liquipedia.net/starcraft2/Bel%27Shir_Beach


Grey Goo (2014) : Maps -
2 Maps 1 Called 'Lost Plains' I can not find even a good picture of and to a lessor extent maybe one in newer map pack called
'Canyon'(this is not a great example, but the blue green yellow, ore placements and geysers have a similar color I was trying to point out:  are clearest in the thumbnail images on product website below)
https://www.greybox.com/greygoo/en/info/features/map-pack-1/
Image Concepts that I can not provide:
StarCraft Brood War (1999) - 
The image of the Protoss Campaign info screen at tutorial distance with spoken introduction by the Characters in the Original StarCraft ( not Brood War, I just mention it for consistency as a standard due to superset overlap)  - The look of the 'post-clear' weapons efficiency war power as a movable galaxy spanning armada.
BattleTech (2018) - 
Jungle Biome - if you look at this there is a similar coastal theme in terms of warm blue and rocky outcrops that look clean in volume and low in disrepair vs the destruction context or 'Human or Terran-like' Tech species as advance of modern Mechanized Bi-pedal Warfare in topic BattleTech (2018).
The other 2 references are apparent in the title at 'Theory Crossover X-COM UFO Defense with/vs. Red Alert 2 Allies Faction's basic Infantry (G.I. and Guardian G.I.) as a model of Armor Expansion over-time in Abstraction'


X-COM UFO Defense with/vs. Red Alert 2 'Light Specific Alloy' Theory Reasoning

This is a sort of set of argument point that relates to an ---even larger tie in theory (I will forgo expansive explanation -- if at all -- until I finish my X-COM Theory in place here for depth and contain of reasoning) that concerns StarCraft Campaigns and some of StarCraft Broodwar Campaigns and the similarities of the StarCraft 'Races' to 3 elementary particle groups in (negative electrons, Neutral Neutrons as a barrier, and Proton/Positron as a point-of-flow 'power-option' flow/field matrix), point being the idea relates to these topic at large, that I have not analyzed yet. I thought to mention this first as an overall goal in terms of in-grain theorizing.

The initial idea revolves around the concepts at play in the more guided topic I have just presented in reference to X-COM UFO Defense (1994) and RED ALERT 2 (2000) specifically to reduce my stand or use per argument setting.

Personal Armor interior.PNG

Include a theory at present related to this:

There is an idea that exists that relates to the concept at large as a continuum of reason now and to the future concerning the material understanding and obvious point-of-view reasoning that a person can make regarding the representations : (of the images and topics) abstractly presented above in this section as reference.

If you consider that in all of these examples there are character physics models of average 'Hero' Comparison from the point of view of an average person in the point of view as the game player from a Human User pattern of judgement. If you consider that you as a 'Human User' is capable of seeing the lights on a display of some size and length and in turn are then representing the point of reason to yourself in terms of clear terms and unclear emotions of visionary thought and mental distance beyond explanation.

You have think to in that case realize that the representations of all these image characters are in effect light representations of various types of 'men' thus 'lightmen' as a topic of comparison in terms of abstraction as an abstract corporate reasoning and cause (in terms of IP and presentational correctness).

If you think like a new-age hippie or someone corrected in science as a woo-science 'foodie', you might consider yourself in line with the Carl Sagan 'we're made of star stuff'. 

This is (in effect light) an Idea that we are beings in some ways in effect literally driven by actual light in terms of being partially but not all the way exact 'lightmen' in personal form, although shielded by geologic biologic format on top of said democracy light as an object.

So if you see the lightmen in re-representation to the user as a typic biologic impossible : in terms of circumstance correctness: 

that meaning that you have an overly highly efficient light-based theory about a correct perfect for your game logic lightman vs. the real life specific needs of you not being in fact exact lightman in 'disguise' but in virtue 'real' as a format of your average decision-making orthodoxy in 'obvious cultural terms' : "your take on life".


This becomes an obvious downgrade idea about interior space as a dynamic...don't be a dry academic and just consider---


The theory of lightman politics as a concept abstraction of 'Light Specific Alloy' Theory Reasoning vs Sheltered Light in negative orientation vs Theory specific 'lightman'.
This is an ideal concept driven relatable force mechanic in virtue of being negatively available and driven without human cause, say 'reproducible' in term volume of real decision making in Administrative-hierarchy from a policy-as-politics standpoint. But comparable compact in reason dispersal, of a negative mass relationship in terms of point to point negative rising relationships, ... you got me, in terms of interior light as a spectrum from 'inside' 'into' 'the outer' 'universe' from a ray spectra..(maybe that's wrong with#fuzzyNumbers).

(link for people who are not in line with this 'next level bureaucracy' -> this is an academic math study you can find at cost via the doi# if you choose to do so. I recommend using TTS so you can enjoy not reading it! https://doi.org/10.1080/00207727808941724)



Continue on to Format Logic given reduction of math-to-humor regarding Interior Light as a vector grouping

The idea that an unarmored group in logic as a standard along 2-D height among several pair prototype meta games in exodus via 'large set apparent' and subset( 'X-COM UFO Defense'(1994) and 'RED ALERT 2'(2000) ) is personal in depth but schematically abstract-apparent in usage as a nexus concept of reason:

As you see from the Idea of Depth in terms of a valid constructive armor(no subtype) that relies on an inner drive and individual representation of overall worker-warfare in terms of the concept of a X-COM Soldier with the Unarmored type of 'Coveralls' and G.I. as a unit drive of 'species' (Let me explain this term in next sentence) lightmen or a given type as abstraction in reference to large set ((G.I. and Guardian G.I),(X-COM Soldier and Individual Personal Armor per Deploy)).
The Idea of species in text term of a compound interest statement 'species of lightman' is a term boundary that exists in American English : this is the idea that any thing you can change will alter the species of 'lightman' further used in this example as X-COM Soldier. 

For example you may have two species of 'X-COM Soldier' that rely on additional game data to allow you to see the type of ammunition on Heavy Cannon(in X-COM UFO Defense 1994) is color and type coded to the visual user. Of potentially many occurrent examples, you could have color morph as primary concept in that they could have a matte or metallic mixture of color patterned light in any occasion set size.



This is in effect happening any time that the advancement of a game allows for additional 'skins' or 'textures' for use outside of option laws of a certain negative in terms of term boundary 'Standard Setup and Keybindings'. 


Any change whether they be gameplay specific or obtuse per environment allows the change of a lightman to a ("light man species":"lightman species").



The Idea is that the theory specific lightman politics and enterprises are in some ways academically located in an accuracy from a judgement-by-deception-benefit that the Game Producers and Storyline Authors will manage as a team effort at one point initially. The idea is that by pulling the interior light outwardly if you will the armored compound concept reasoning is counter-effective in mass from the opposing counter located force per side.
In effect Armor is generated by direction (in potential opposite or opposition) as a counter effect of greater 'lightman mass'. The idea is that as a lightman is generated it does not have a differential type grouping, type as standard as another besides ordering(seen both ways as 'issuance' and sequence vs. consequence). You can see this in the StarCraft 2 Marine Quote : "You ever notice that nobody ever comes back to the barracks?".
The idea is not constant and can be a benefit based on use of the object lightman as a user in flow of control as well as on top game logic of progression or advancement. You can see that the X-COM Soldiers make adequate advancements of their ability based by use, and are profit driven, and progress oriented as they progress to X-COM Soldiers with Personal Armor.
You can see the abstraction as a set of steps in the tutorial given above to exact the move into Personal Armor. This is all talking about straight-through-runs and not reloads for optimization or space saving.
In context the G.I. and Guardian G.I. are also in abstraction in terms of cost: 'Guardian G.I.' being more expensive. But if you see the representations in terms of game engine driven by shutter speed in X-COM and is step-wise turn based. RED ALERT 2 being a true constant RTS designed past the point of StarCraft BroodWar's development, there is a similarity as the use of both in time necessitates : the more armored version Guardian G.I. as a complete stand alone class that exists and is generated in 1 step unlike the slower piecemeal advancement of Standard as a material object in X-COM UFO Defense.
I hesitate to explain but want to point out the similarities in Armor as a continuum in basic practice in:
1: Red Alert 2 | Infantry ( G.I. -> Guardian G.I -> IFV(Infantry Fighting Vehicle)) Tank |

2: X-COM UFO Defense | X-COM Soldier(Personal Armor -> Power Armor -> Tank/Laser Cannon) X-COM Tank |
Ultimate truth 1 liner is: 'the armor is produced by the sheltered light among the sheltered lightman as they generate armor'
Personal Armor is really quite useful all game and is an effective investment vs all types of person soldier and tank soldier Aliens.

You can see it like an embankment battlefield architecture much like the Tank/Cannon depicted colloquially as moving embankments.

Personal Armor as a armor type Feb 20th.PNG

They shift in mass and are best in front line fighters in case X-COM Soldiers.
Notice that when a unit wears the Personal Armor the look the same from the game view --but not the inventory screen-- as a brown haired orangish tan, maybe caucasian man depicted from there on as an abstraction of basic armored soldier.
They typically can survive 1 shot at least of Plasma Weapons as an indeterminate Class(in terms of Fog-of-War obfuscation).

Personal Armor as a armor type Feb 20th 2 of 2.PNG