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Posted by: voknaar
« on: August 07, 2011, 01:26:49 AM »

I suppose from a roleplay perspective you can't really determin a jumpgate is natural or artificial until metagame information is aquired. Then you can say "AHA its just a randomly stabilised jump point leading to no where special."

In other news I've just encounted a two way gate leading to a 14k KT wreck and a ruined outpost. No active precurser or other nasty suprises... I feel I've broken a barrier on the way to becomming a non-aurora noob!  ;D
Posted by: Beersatron
« on: August 06, 2011, 07:07:15 PM »

I am rewatching B5 right now, first part isnt the best but it is setting the scene. The 3rd and 4th seasons are brilliant and the 5th was kind of put together on the fly.

The movies are not that great, the Rangers one is atrocious.

The Crusade spinoff started off poorly but did start to get better and then they cancelled it :(
Posted by: sloanjh
« on: August 06, 2011, 07:00:49 PM »

You know, i've never gone through babylon 5.  I keep hearing the first 13 episodes are garbage, but that it gets fantastic after that.

It's cheesy but brilliant.  It's the only series (at least SF series) that I know of where the show runner had the entire arc in mind and was able to get enough seasons to fully tell the story (modulo seasons 4+5 being crammed into season 4 'cuz he thought it was going to get cancelled).

John
Posted by: Thiosk
« on: August 06, 2011, 06:57:53 PM »

You know, i've never gone through babylon 5.  I keep hearing the first 13 episodes are garbage, but that it gets fantastic after that.
Posted by: sloanjh
« on: August 06, 2011, 06:54:42 PM »

I base my analysis of warp points purely off a 2 line post from steve, posted in response to questions of why one cannot destroy jumpgates.  This would in principle allow for natural and artificial jumpgates.  If the aliens that built them are alive, the JGs are artificial; if the precursors or "other" built them, they're what i'm calling "natural" in this context. 

Although I haven't stated it anywhere, the stablised jump point, rather than an actual physical jump gate, is how I tend to view it as well. Maybe I should make that canon. I'll give it some thought.

Steve
Ok - Steve will need to decide what's canon.  I was basing what I said off of the Bablyon 5 analogy from the beginnings of Aurora (and the fact one needed to use jump gate components to build them, up until the logistics got to be too big a pain), so it's a few years out of date :)

John
Posted by: Thiosk
« on: August 06, 2011, 01:25:48 PM »

I base my analysis of warp points purely off a 2 line post from steve, posted in response to questions of why one cannot destroy jumpgates.  This would in principle allow for natural and artificial jumpgates.  If the aliens that built them are alive, the JGs are artificial; if the precursors or "other" built them, they're what i'm calling "natural" in this context.  

Although I haven't stated it anywhere, the stablised jump point, rather than an actual physical jump gate, is how I tend to view it as well. Maybe I should make that canon. I'll give it some thought.

Steve
See steve?  You're like The Jesus or something.  We'll take your short quotes and compile them and spout them back to eachother eons later.

Institute religion into the game and call it walmsleyism

Posted by: sloanjh
« on: August 06, 2011, 07:27:56 AM »

Sometimes the wormholes are just stable.  Sometimes aliens stabilized them, other times the cosmic strings are extra saucy and perfect for flying ships through.

Breaks up the terrain a little.

I suspect your tongue is firmly in cheek here, but in case it's not (and for the benefit of new players)....

Ummmm no.  A red box indicates that when you check out the warp point, you discover that there's a jump gate there that someone or something  [ominous music] already built.  Think of it as being on the same level as finding the mysterious obelisk on the moon in 2001.

From a role-playing point of view, this should be taken as evidence that we are not alone in the universe, just like discovering ruins.

John
Posted by: Thiosk
« on: August 06, 2011, 04:38:18 AM »

Sometimes the wormholes are just stable.  Sometimes aliens stabilized them, other times the cosmic strings are extra saucy and perfect for flying ships through.

Breaks up the terrain a little.
Posted by: Erik L
« on: August 05, 2011, 08:53:32 PM »

In my current game, there was a JG 2 hops from Sol, leading to a 0.0 cost uninhabited planet. The gates were on both ends.
Posted by: sloanjh
« on: August 05, 2011, 08:46:48 PM »

This has not been my experience. 
Ditto.

John
Posted by: voknaar
« on: August 05, 2011, 08:33:57 PM »

Hmm interesting. I wont argue otherwise it's just something i've yet to experience myself :)
Posted by: Gilferedir
« on: August 05, 2011, 03:10:17 PM »

I eventually found two, and both had no enemies on the other side, and were two way.
Posted by: voknaar
« on: August 05, 2011, 07:32:24 AM »

This has not been my experience. 

I've only ever seen a random gate on one side of a jump point every other time was the result of a gate-happy NPR for me  :-\
Posted by: Charlie Beeler
« on: August 05, 2011, 07:16:10 AM »

<snip>two way gates however almost always mean an NPR has been this way recently.
This has not been my experience. 
Posted by: voknaar
« on: August 05, 2011, 04:27:34 AM »

Finding a foreign built jumpgate wont necessarily mean there's a alien presence in the system, two way gates however almost always mean an NPR has been this way recently.

Edit: Spellchecked.