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Cornflakes

Alpha Team Vanguard
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Posts posted by Cornflakes

  1. Those Jump Points the way i realise it are the "direct end of the line" between two systesm, where the gravity of the two stars pulling on one another is more balanced. Technically you can engage an Alcubierre drive wherever you want, but you know, fuel efficiency and safety.

     

    Warp works by shortening space in front of you and expanding space behind you. It's essentially riding a cable car from one system to the other , while always having a "descending" boost towards a star. Don't ask how "spending energy to climb higher works" and the sources to that. 

     

    Which is why binary systems are also an issue when it comes to Warping. Two stars means more math and gravitational spots that can be messed up due to the nature of those systems.

     

    Plus, the reason you can't simply warp anywhere in the real world, is the fact you EXPAND THE UNIVERSE BEHIND YOU. 

     

    The classic shot of the Enterprise going to warp while being near Earth, literally means the Earth was blown to smithereens from the dark energy distorting space, dark energy being the stuff that pushes galaxies and stars apart, an allegorical "negative gravity" if you will. Which circles back to the part of the jump points. 

     

    A good example would be why astronauts don't take off from ANYWHERE on planet Earth but select spots, like Cape Canaveral  (spoiler alert, the 9.8 m/s^2 gravity of earth is an approximation, not an absolute, also check the Olympics place that most world records have been broken when it comes to pole vaulting and other jumpy games, you'll get the idea). The same reason applies to ships going to warp. You need that sweet spot to pull it off efficiently, less you get stranded in space by overshooting a system. Jump gates are the logical byproduct of that and as I said, it's why ROADS exist. Safety and ease of travel.

     

    you still didnt provide any sources.

     

    and also no reason why it would be safe to leave your precious spots as well.

    you dont compress the whole distance to a point, your drive bubble still has to move the distance between the stars and thus go outside the safe spots.

  2. Well, Star Wars and Star Trek are not realistic representations of physics when it comes to FTL. You can't access warp-speed levels without a weakened area of gravity around a star. You may not like it, I can accept that, but you also have to understand both the practicality of such an implementation as "warpgates" or, more accurately, "Jump Points" , due to the nature of the server's side on handling "teleportation", ease of use and understanding and some physics validating the tuning towards it.

     

    I'd like to see some source on that, because i spent a lot of time rading about different warp drive metrics and none of them depend on any specific environmental conditions to be used.

    Beyond the common "you cant control a warp drive from the inside".

     

    heck how would a warp drive work at all as drive when it only works at specific points?

    You have to leave those points when you want to get any use out of the drive.

  3. A few things: to cool down atoms you have to make them slower, not keep them locked up tighter.

    With locking them up tighter you heat them up more.

    But then, you also have the problem that individual atoms dont have a defined temperature but only large groups of atoms have a temperature due to temp being a statistical measure. :P

     

    Its also dependent on the linear movement of atoms, not on "oscillations because of their electrons".

    Its electrons dont make an atom oscillate in free space.

     

    But regardless, theres something else that we may can tap into for power: vacuum fluctuations.

    With the right setup they have a measurable effect and even provide very small amounts of unusable work.

    We have yet to figure out how to extract power (pseudo)continously.

    We know how to build batteries using the same principle, though.

     

    https://en.wikipedia.org/wiki/Casimir_effect

     

     

    Also "lock down how to manipulate quarks", and how should that provide power? :P

  4. All the other information in the mail has already either been confirmed, or it's up in the air still, to my knowledge. It was sent before I joined the forums.

    *shrug* oh well, would have been interesting anyway.

     

     

    One thing I do hope they add is some sort of rail system, for trains, space elevators, etc.

    i want to build rail lines through jumpgates/wormholes.

     

    Peter Hamilton's Commonwealth is best sci-fi universe

  5. that its the worst stroke ever because of freeze damage doesnt change that your organism isnt working during the time in stasis, you are frozen and inactive.

     

    your body /cant/ deconstruct muscle and bone mass for resource saving.

     

    you will have full-body freeze damage, yes, but thats a completely different thing than atrophy.

    you'll have nerve damage, muscle damage, brain damage, organ damage from imperfect freezing

    but atrohpy requires your organism to be active during the time.

  6. thats indirectly due to a lack of gravity and directly because the muscles don't have enough work to do, so they degenerate. It doesnt matter if you're in cryo sleep for 10k years on earth or in space, your muscles will be completely degenerated when you wake up, but thats it. Thats what our friendly ARK-AI is for, to "repair" us :P

    not really, since you arent alive your muscles cant be deconstructed by your organism and you dont suffer muscle atrophy when in stasis

  7. @Cornflakes

     

    Your jumpgate idea sounds like a really nice recipe for a lot of confused (and stranded!) new players. Not that I think that's a bad thing.

     

    But really, why the hate on "freeform" easy travel?

     

    My concern is for the solo players and small groups. These players will likely not have the resources to own their own Stargate network, which means their very ability to even access more than 99.99% of this game would be entirely at the whim of large wealthy player organizations. These large groups will be the ones setting the tolls and the tags and the hoops that every other player would be forced to jump through if they want to see more than the starter system.

     

    That does not sound like fun to me.

    Travel is already going to be in the hands of the wealthy unless you are willing to wait weeks or months to get somewhere outside your system.

    And the slow FTL is likely also more on the large and expensive end of the spectrum.

     

    And for stranded and confused players: RTFM and a popup with "theres no return gate where you are jumping to, you may not be able to get back. Jump yes/no?"

    (Along with other info, maybe jumps without an arrival gate damage ships?)

     

    And freeform flight in general is crap for strategic movement.

    Because it removes any semblance of choke points, making strategic fights mostly jump in - fire your torpedoes against your chosen strategic target - nope out again when any viable defenders come in range.

    To use the words of someone who had the same discussion with a long time ago: "the battle of thermopylae would not even be a footnote in history if the persians could have taken a million ways around the spartans"

    Its a balancing nightmare.

    Theres a reason why eve online has the cyno - jumpdrive shema ;)

  8. When it still aired with new episodes i breathed stargate, lol.

     

    And i seem to have done a bad job explaining my idea.

     

    There is no other way than the gates to get to other systems in my proposal.

    A gate shoots you there and another one can shoot you back home.

    There is no second gate required at all, it makes travel a lot easier if there are gates on both ends, though.

     

    Not exactly similar to stargate

  9. I'd personally scrap the freeform jumpdrive.

    Stargates get you to your destination, with or without arrival gate (a lot harder without, though).

    "Jumpdrives" (if available) can get you /to/ an already existing jumpgate without needing its (explicit) cooperation.

     

    So you can get /to/ systems in range of a jumpgate with any kind of ship, from the smallest to the largest ones.

    Getting back is harder because you either have to build a jumpgate on the other end or take a jumpdrive with you.

     

    would allow relatively easy exploration while limiting the population spread and concentrating traffic to established hubs.

    Also encouraging cooperation because gates will be expensive and the only way to get anywhere and getting back needs another gate or a jumpdrive enabled carrier

  10. I'd hope for a rather situational balance between movement types.

    With sometimes wheeled vehicles being advantageous, sometimes tracked, sometimes legged and sometimes hover vehicles being the best choice.

     

    For high speeds on flat, firm terrain wheels would be the ideal solution, because they are fast and arent that good at scaling obstacles.

     

    For lower speeds in rougher terrain treads would win because they are better at getting through mud and over rocky terrain.

     

    For even lower speed in very rough terrain mech legs would win out because a mech can scale most things that arent vertical walls or water but arent likely to be able to keep up speed wise on easier terrain.

    Mechas would likely also win out in urban combat because the high frame (because of plentiful cover) and low speed matter less there and building debris is no obstacle.

     

    i suspect hovers will be more similar to helicopters and vtol aircraft than ground vehicles depending on their flight ceiling

    Their flight ceiling would also strongly influence what terrain they could scale.

    If its centimeters its a faster variation of wheels which can also traverse water and mud.

    With increasing flight ceiling they could scale ever rougher terrain until they can ignore terrain completely.

    They would likely be the most limited in carry capacity

  11. Well Pluto has a highly elliptical orbit so it actually ranges between 4.1 light-hours and 6.8 light hours. However Pluto's not actually a planet. The furthest planet is Neptune, which is about 4.2 light hours from the sun. Proxima Centauri about 4.25 light years from earth.

     

    Anyway that's all kind of irrelevant because the order of magnitude was correct which is the only thing that matters for the purpose of illustrating your point. You seemed to want accurate numbers though so I helped :)

    For Pluto i used the median which is according to wikipedia ~5.4 and wiki told me 4.34ly for proxima.

    :shrug:

  12. I did for a while miltary guard duty in RL.

    Nothing about that is fun in any way, and i had a comparatively interesting post.

     

    Im pretty sure that nobody is voluntaringly to do guard duty for any amount of time.

     

    A system where you can largely automate it and a player only has to intervene when something occurs that the automation cant handle.

  13. Then, not every system should be 2 months of travel away, it depends on the size of the system, that depends on the size of the star. Some may be just 2 weeks away.

    how would the size of the system you start from significantly influence your travel time? 0.o

     

    pluto is pretty far out the solar system, at a distance where sol looks like any other star and thats mere 8 light /hours/ out.

    the closest solar system to sol is 4.5 light /years/ out.

    thats a factor 5000.

     

    if the solar system you are starting from is larger or smaller doesnt have much of an influence on travel time.

    especially as the distance doesnt change if you are starting from a distant orbit or a closer orbit :P

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