Doing an actual Oolite Manual
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- KZ9999
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Doing an actual Oolite Manual
Greetings commanders
I've been enjoying Oolite for the last 6 months and figured that I too should contribute to the project. I've noticed that the documentation included file is out of date, and most important information is on the wiki. Is any one currently working on an actual manual for the game? If not I would be happy to have a go at it.
I've noted that there have been some postings about people doing some updates, has that come to anything?
If there is interest, let me know. I'm ready for any suggestions of what should be included and how much detail should there be. The preferred file format is also be helpful: PDF, HTML, Wiki, RTF, XTML, or another format all together.
So lets hear some feedback.
Oh btw, 'RIGHT ON COMMANDER!'
I've been enjoying Oolite for the last 6 months and figured that I too should contribute to the project. I've noticed that the documentation included file is out of date, and most important information is on the wiki. Is any one currently working on an actual manual for the game? If not I would be happy to have a go at it.
I've noted that there have been some postings about people doing some updates, has that come to anything?
If there is interest, let me know. I'm ready for any suggestions of what should be included and how much detail should there be. The preferred file format is also be helpful: PDF, HTML, Wiki, RTF, XTML, or another format all together.
So lets hear some feedback.
Oh btw, 'RIGHT ON COMMANDER!'
KZ999's Oolite documents, including the new draft Oolite Game Manual, can be found at www.box.net
Re: Doing an actual Oolite Manual
Hello and welcome to the board!KZ9999 wrote:If there is interest, let me know. I'm ready for any suggestions of what should be included and how much detail should there be. The preferred file format is also be helpful: PDF, HTML, Wiki, RTF, XTML, or another format all together.
I'm not sure how many people would actually read a manual, but there are surely resources which could be bundled together. After falling victim to some of Vistas stupid security ideas, I guess that some additional info could be of use.
What I could also imagine as a nice thing: There are quite some guides to the planets in the Wiki. If there's no "book" containing them yet, I'd really love to have one!
Concerning formats: As long as I had a Palm Tungsten T3, I was happy with PDFs. Since that device broke and there was no proper follow-up model by palm, I switched to windows mobile only to find out that there's no proper PDF support on those devices. I love to read on handhelds...it's much better than a real book for me. Thus, I'd be happy with formats which are easily accessible there But then, on a PC screen, PDF works well, including image support. For larger text parts, I do not like HTML, but it's great when you use side references and parts with text that isn't too long.
Screet
- pagroove
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Welcome in the Oolite world,
Well to say a printable pdf manual is always welcome although the Wiki offers info very quick. But I actually read manuals for fun. I still have the original Elite manual and its fun to read.
Well to say a printable pdf manual is always welcome although the Wiki offers info very quick. But I actually read manuals for fun. I still have the original Elite manual and its fun to read.
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
- ClymAngus
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A manual, interesting, here are some other things I've noticed in my travels;
Going through the current list of ships and supply stats and a good photo.
Generally a tidy up and dead link check of the wiki would not go amiss.
(Big project)
Database the oxp's with a back end upload date interrogator so people can see when an updated version of a previously downloaded oxp has come out.
An easing in section, a lot of people are stopped by the bewildering oxp choice we have created here. We need a nice static "eye candy pack" that shows what can be done without locking audiences into a particular type of gaming experience.
Just my 10 cents worth.
Going through the current list of ships and supply stats and a good photo.
Generally a tidy up and dead link check of the wiki would not go amiss.
(Big project)
Database the oxp's with a back end upload date interrogator so people can see when an updated version of a previously downloaded oxp has come out.
An easing in section, a lot of people are stopped by the bewildering oxp choice we have created here. We need a nice static "eye candy pack" that shows what can be done without locking audiences into a particular type of gaming experience.
Just my 10 cents worth.
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For the next release we are trying to give documentation a small facelift. We have already an updated Reference Sheet and are trying to unify all versions' readme files into one PDF that will be the same for Mac, Win32 and Linux.
But no, we do not have a proper Oolite manual. Any such contribution would be welcome.
But no, we do not have a proper Oolite manual. Any such contribution would be welcome.
- KZ9999
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Here is what I am thinking
Firstly may I say thank you for the warm welcome to the community.
My thoughts are for a 'classic' game manual, very much in the style of the original version that came with the BBC. There is no way that it could replace the wiki, but instead get the all important new-comers up to speed. We have to remember that this game does have quite a steep learning curve, that can put a lot of beginners off..
Explain how to fly a Cobra Mk III in real space.
Explain how to travel between systems.
How to fight in the Cobra.
An overview of the upgrades and other technology
The political, technological, and economics of the universe.
How the commodities, passenger, contract systems work.
Other professions available.
GalCoop law and how it effects the commander.
Finally a Observer's guide to ships and other stellar objects.
There would be asides featuring notable people, places, and events to give the flavour of the universe. I've also thought that the copy that Jamerson got is a 'hacked' version provided by his/her Uncle Bob whos advice would be hints to the beginning pilot.
By the sounds of it, PDF would be the the most flexible version for inclusion with the downloads.
In that light, this is just small sample of what I can offer. (The underlined text is the advice from Uncle Bob.)
----------------------------------------------
Defensive Systems
Every good offence requires an equally good defence. A wise commander knows to invest in defensive systems to protect themselves and their cargo.
Shields & Energy Banks
Shields are the first line of defence for every starship. Every strike on them depletes their strength. Too many hits will deplete energy faster than they can recharge, draining the energy banks. If the banks are too depleted, the ships’ systems and cargo may get damaged. Should the banks drain completely, then your ship will be destroyed.
Keep an close eye on your shields and energy banks during a laz-fest, they are the only thing between you and the breath sucker.
E.C.M. Systems
Tl: 2 Cr: 600 Key: [E]
Electronic Counter Measures (E.C.M.) Systems, transmit a massive pulse of noise in the fabric in space fooling missiles in to detonating. All missiles are effected by the E.C.M. including you own. E.C.M. hardened missiles are immune to this system. Pilots must use this system with care, as its’ activation places a large drain on the energy banks.
Don’t fire the E.C.M. as soon as a missile is launched. Most people fire more than one missile when on the run, so save your energy and take them out all in one blast.
Escape Pod
Tl: 6 Cr: 1 000 Key: [Esc]
Replacing the ship’s bridge, this one man ship allows the commander to escape should things become too dangerous. It will automatically head to the nearest GalCoop station while the occupants recovers in stasis. The pod includes comprehensive insurance which will replace the ship completely, but not the cargo or passengers.
Here’s a dirty trick if you need it. There’s a glitch in GalCoop’s legal system which ties your criminal record is tied to your ships’ ID code. If you use your escape pod, it will set your legal status back to clean.
Extra Energy Unit
Tl: 8 Cr: 1 500
The extra energy unit provides a performance upgrades to a ship by doubling the recharging efficiency of the energy banks.
Those copper top units, nothing looks like it or lasts like it. They have saved many a commanders over the years.
Shield Booster
Tl: 10 Cr: 1 475
Adding a shield booster will increase the total amount of damage a shield will take before failing.
The longer the shield lasts, the longer you’ve got to kill them or to run away.
Witchdrive Fuel Injectors
Tl: 10 Cr: 600 Key:
A modification of ships thrusters allowing witchspace fuel to be injected directly in the engines resulting in a massive speed boost.
A great add-on for bounty hunters. Just don’t burn through so much fuel so you can’t make a systems jump.
Military Shield Enhancement
Tl: 13 Cr: 4 475
GalCoop Navy developed the enhancement to the standard shield booster. This unit increased the maximum capacity of damage that the shield can absorb.
Just like the shield booster, only more so.
I always say spend you money on defensive systems first as there are always bigger and more guns out there than what you can carry. One trick I can offer, is if all else fails, head for the safety zone around the space station because the station’s own Vipers will defend you.
--------------------------------------------------
Anyway, it's a starting point. Opinions will be listened too and acted upon. So suggest away.
My thoughts are for a 'classic' game manual, very much in the style of the original version that came with the BBC. There is no way that it could replace the wiki, but instead get the all important new-comers up to speed. We have to remember that this game does have quite a steep learning curve, that can put a lot of beginners off..
Explain how to fly a Cobra Mk III in real space.
Explain how to travel between systems.
How to fight in the Cobra.
An overview of the upgrades and other technology
The political, technological, and economics of the universe.
How the commodities, passenger, contract systems work.
Other professions available.
GalCoop law and how it effects the commander.
Finally a Observer's guide to ships and other stellar objects.
There would be asides featuring notable people, places, and events to give the flavour of the universe. I've also thought that the copy that Jamerson got is a 'hacked' version provided by his/her Uncle Bob whos advice would be hints to the beginning pilot.
By the sounds of it, PDF would be the the most flexible version for inclusion with the downloads.
In that light, this is just small sample of what I can offer. (The underlined text is the advice from Uncle Bob.)
----------------------------------------------
Defensive Systems
Every good offence requires an equally good defence. A wise commander knows to invest in defensive systems to protect themselves and their cargo.
Shields & Energy Banks
Shields are the first line of defence for every starship. Every strike on them depletes their strength. Too many hits will deplete energy faster than they can recharge, draining the energy banks. If the banks are too depleted, the ships’ systems and cargo may get damaged. Should the banks drain completely, then your ship will be destroyed.
Keep an close eye on your shields and energy banks during a laz-fest, they are the only thing between you and the breath sucker.
E.C.M. Systems
Tl: 2 Cr: 600 Key: [E]
Electronic Counter Measures (E.C.M.) Systems, transmit a massive pulse of noise in the fabric in space fooling missiles in to detonating. All missiles are effected by the E.C.M. including you own. E.C.M. hardened missiles are immune to this system. Pilots must use this system with care, as its’ activation places a large drain on the energy banks.
Don’t fire the E.C.M. as soon as a missile is launched. Most people fire more than one missile when on the run, so save your energy and take them out all in one blast.
Escape Pod
Tl: 6 Cr: 1 000 Key: [Esc]
Replacing the ship’s bridge, this one man ship allows the commander to escape should things become too dangerous. It will automatically head to the nearest GalCoop station while the occupants recovers in stasis. The pod includes comprehensive insurance which will replace the ship completely, but not the cargo or passengers.
Here’s a dirty trick if you need it. There’s a glitch in GalCoop’s legal system which ties your criminal record is tied to your ships’ ID code. If you use your escape pod, it will set your legal status back to clean.
Extra Energy Unit
Tl: 8 Cr: 1 500
The extra energy unit provides a performance upgrades to a ship by doubling the recharging efficiency of the energy banks.
Those copper top units, nothing looks like it or lasts like it. They have saved many a commanders over the years.
Shield Booster
Tl: 10 Cr: 1 475
Adding a shield booster will increase the total amount of damage a shield will take before failing.
The longer the shield lasts, the longer you’ve got to kill them or to run away.
Witchdrive Fuel Injectors
Tl: 10 Cr: 600 Key:
A modification of ships thrusters allowing witchspace fuel to be injected directly in the engines resulting in a massive speed boost.
A great add-on for bounty hunters. Just don’t burn through so much fuel so you can’t make a systems jump.
Military Shield Enhancement
Tl: 13 Cr: 4 475
GalCoop Navy developed the enhancement to the standard shield booster. This unit increased the maximum capacity of damage that the shield can absorb.
Just like the shield booster, only more so.
I always say spend you money on defensive systems first as there are always bigger and more guns out there than what you can carry. One trick I can offer, is if all else fails, head for the safety zone around the space station because the station’s own Vipers will defend you.
--------------------------------------------------
Anyway, it's a starting point. Opinions will be listened too and acted upon. So suggest away.
Last edited by KZ9999 on Thu Jan 29, 2009 10:46 am, edited 1 time in total.
KZ999's Oolite documents, including the new draft Oolite Game Manual, can be found at www.box.net
- KZ9999
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- Joined: Fri Jan 23, 2009 8:55 pm
- Location: Lost in Witchspace being hunted by a Thargoid Swam.
Another Errent Thought
Just after making my last post, I was struck by this important fact... there is a problem with consistency in the terminology of Elite and it's descendants. If I'm going to create this manual, I would like to use consistency terms and abbreviation. Case in point, 'witchspace / hyperspace.' Unfortunately, the precedent was set in the original novella and manual by Robert Holdstock. He tended to mix his terms up a bit, which has carried through each version to the game.
Looking at the board, I see that there is a big drive to really update the Elite family. This would also be the chance to start standardising the terms. So what needs to be dealt with.
As a side note, I think that we should change the way we describe the 8 galaxies. Instead of being called actual galaxies, we should call them Galactic Zones. All 2040 planets of the GalCoop are part of the Milky Way galaxy, but the zones are separated by non member or hostile regions like the Thargoids.
Looking at the board, I see that there is a big drive to really update the Elite family. This would also be the chance to start standardising the terms. So what needs to be dealt with.
- 1) Do we travel through witchspace or hyperspace?
2) The Galatic Cooperative should be abbreviated to GalCo or GalCoop? (GalCop is actually an incorrect abbreviation, grammatically speaking.)
3) The Electronic Counter Measure is an E.C.M or a ECM?
4) Is the the Galactic Navy, GalCoop Navy, GalNav or even the GalMil?
5) Should we use the terms introduced in Elite Frontiers & FFE for describing our foes? Pirates are called wolves, bounty hunters are sharks. Following that logic: small freighters are mules, large freighter are bulls, escort craft are dolphins, miners are moles, vipers are bloodhounds, etc.
6) Which calendar should we adopt? the human scale 33 century one used in the original manual or the 2000000:00:00:00+ date system found in the game.
As a side note, I think that we should change the way we describe the 8 galaxies. Instead of being called actual galaxies, we should call them Galactic Zones. All 2040 planets of the GalCoop are part of the Milky Way galaxy, but the zones are separated by non member or hostile regions like the Thargoids.
KZ999's Oolite documents, including the new draft Oolite Game Manual, can be found at www.box.net
- JensAyton
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Re: Another Errent Thought
While I’m loath to make rulings on canonicity, because I’m not B or B (or even W), I have addressed this particular issue in the past. If we need an Official Oolite Explanation, that’s my proposal.KZ9999 wrote:Just after making my last post, I was struck by this important fact... there is a problem with consistency in the terminology of Elite and it's descendants. If I'm going to create this manual, I would like to use consistency terms and abbreviation. Case in point, 'witchspace / hyperspace.'
E-mail: [email protected]
- Commander McLane
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Re: Another Errent Thought
Hi, KZ9999, and first of all welcome to the boards, and of course to this great game!
A manual in PDF certainly isn't a bad idea. Note, however, the various existing manuals, accessible through the wiki (for instance linked from the FAQs).
And to take your example: explanations on all standard equipment can also be found ready in the wiki. Some of it is still stubs, and could surely need polishing.
As far as terminology is concerned, I am afraid we won't get complete unification. As you said, things are messed up from the very beginning. Regarding your questions here's my personal view:
Hope I didn't step on your feet too heavily. But you asked for feedback, and this is my opinion.
Have fun with working on the manual. But please keep in mind that you are trying to write an introduction into an already well-established—and even quite matured and detailed—cosmos. So you have to work with what is already there, and cannot pretend that you start with a tabula rasa, and the cosmos will follow you and your terminology. It won't. And a manual rapidly loses its usefulness if the reader can't relate it to the cosmos it is meant to explain.
A manual in PDF certainly isn't a bad idea. Note, however, the various existing manuals, accessible through the wiki (for instance linked from the FAQs).
And to take your example: explanations on all standard equipment can also be found ready in the wiki. Some of it is still stubs, and could surely need polishing.
As far as terminology is concerned, I am afraid we won't get complete unification. As you said, things are messed up from the very beginning. Regarding your questions here's my personal view:
Witchspace (see Ahruman's explanation).KZ9999 wrote:1) Do we travel through witchspace or hyperspace?
Even if GalCop is actually an incorrect abbreviation, it's the only one frequently used in the context of Oolite. All possible alternative abbreviations are negligible in their use. Just for this reason it is the only one to go for. I see no reason to change something now that is already well-established. Note that it can also denote the Galactic Police.KZ9999 wrote:2) The Galatic Cooperative should be abbreviated to GalCo or GalCoop? (GalCop is actually an incorrect abbreviation, grammatically speaking.)
I don't care. (And it could also be E.C.M.)KZ9999 wrote:3) The Electronic Counter Measure is an E.C.M or a ECM?
If you want it in all it's beauty, it's none of these, but Her Imperial Majesty's Space Navy. And this is canonical, because it's the only way the Navy is addressed in the game itself (during the two built-in missions you are doing for the Navy). There is of course some confusion about what Empire and which Majesty the term refers to. It can't be the Duvallian empire, because this has only male lineage. It has to be GalCop's Navy, so this is for some reason its official title. As it is quite long, I think it is safe to assume that there are abbreviations as well. I think 'Galactic Navy' is fine as a short form.KZ9999 wrote:4) Is the the Galactic Navy, GalCoop Navy, GalNav or even the GalMil?
Frontier is not part of Oolite. There are some people here who disregard it completely. Oolite is basically an adaptation of Elite, so I see no need to introduce terminology that was clearly not present in Elite. As Frontier—if it happens at all(!)—happens roughly two generations after Oolite (see Selezen's excellent timeline), it seems obvious to me that the words you mention here have been coined after the time of Elite/Oolite.KZ9999 wrote:5) Should we use the terms introduced in Elite Frontiers & FFE for describing our foes? Pirates are called wolves, bounty hunters are sharks. Following that logic: small freighters are mules, large freighter are bulls, escort craft are dolphins, miners are moles, vipers are bloodhounds, etc.
Whatever is convenient, without being dogmatic. Again, see Selezen's timeline. The modern Galactic Mean Time as it's found in Oolite was established between the time of Elite and the time of Oolite (3134 according to Sel). But it didn't completely replace the old calender, as I understand that Frontier starts 3199, so this sort of calender was still in use then. Probably the Galactic Mean Time vanished together with GalCop?KZ9999 wrote:6) Which calendar should we adopt? the human scale 33 century one used in the original manual or the 2000000:00:00:00+ date system found in the game.
Yes, this is what we all know, but again I don't see why we should change a well-known terminology now to something never used before? Some time after the wormholes were discovered and 'galaxies' 2 to 7 became part of the Far Colonies Network (later GalCop) people began to understand that they weren't in fact distant galaxies, but distant parts of our own galaxy. But at that time the term 'galaxies' had already stuck, and so it does till this day. If you want an alternative term, I suggest you follow Status Quo (which for Oolite is basically what TDW was for Elite) and its sequel Mutabilis. Drew (the author of the novels) has already come up with an alternative terminology there, so there is no need to re-invent the wheel again. He simply says 'charts', which is a term just as fine as 'zones', with the additional advantage that it is established already through the novels.KZ9999 wrote:As a side note, I think that we should change the way we describe the 8 galaxies. Instead of being called actual galaxies, we should call them Galactic Zones. All 2040 planets of the GalCoop are part of the Milky Way galaxy, but the zones are separated by non member or hostile regions like the Thargoids.
Hope I didn't step on your feet too heavily. But you asked for feedback, and this is my opinion.
Have fun with working on the manual. But please keep in mind that you are trying to write an introduction into an already well-established—and even quite matured and detailed—cosmos. So you have to work with what is already there, and cannot pretend that you start with a tabula rasa, and the cosmos will follow you and your terminology. It won't. And a manual rapidly loses its usefulness if the reader can't relate it to the cosmos it is meant to explain.
- Disembodied
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I think there's a lot to be said for having an expanded vocabulary. Human beings, at least, naturally concoct their own names for things, and it's to be expected that slang and other forms of linguistic conventions would quickly develop among space pilots.
The best solution would be, I think, to make sure that the "official" sections of the manual use consistent terms, but to allow the slang to creep in (as you have already done) in the "advice from Uncle Bob" sections and other, less formal, chunks of information. The manual sections should be relatively dry and technical; the unofficial commentary alongside should add in the colour and the atmosphere. As long as it's carefully done it's possible to allow readers to work out the meaning of any slang phrases through the context in which they're used.
With regard to "witchspace/hyperspace": witchspace is used within the game itself. "Witchspace to Zaonce in 15 ... 14 ... 13 ..." is one of the first in-flight messages a player will receive. I think that "hyperspace" is the drier and more technical term, and "witchspace" is more poetic and more likely to be spacer slang, albeit one which is so common and so universal it's even used in your in-flight controls. But you press "H" to hyperspace, you don't press "W" to witchspace. I'd get round this one by having the manual talk about "hyperspace" and then have "(often colloquially referred to as 'Witchspace')" in brackets afterwards. Apart from anything else, this will give the reader a clue early on that slang terms exist.
The rest of the terms are pretty much editorial choice. My suggestions would be:
2) Galactic Co-operative: abbreviate to "Co-operative" or "Co-op". Forget the "Galactic", I think we can take it as read. "Coop" doesn't read well in English, suggesting hen-houses. "GalCop" is a slang term for the police.
3) Electronic Counter-Measures: this is an ECM. Putting periods between the letters is, in current English usage, a little old-fashioned. You don't see "B.B.C." or "U.S.A." or "F.Y.I." much these days. The capital letters are strong enough on their own. This would be a general rule to apply to any abbreviations in the text.
4) Galactic Navy: abbreviate to "Navy".
5) Slang names for different kinds of pilots are fine for the unofficial text. Call them "pirates" (or "criminals"), "bounty hunters", "freighters" etc. in the official text, though.
6) Use the human calendar. It's easier and more immediate. It has no effect on the game and everyone can instantly understand it. Personally speaking, I'd use "CE" instead of "AD", too.
The best solution would be, I think, to make sure that the "official" sections of the manual use consistent terms, but to allow the slang to creep in (as you have already done) in the "advice from Uncle Bob" sections and other, less formal, chunks of information. The manual sections should be relatively dry and technical; the unofficial commentary alongside should add in the colour and the atmosphere. As long as it's carefully done it's possible to allow readers to work out the meaning of any slang phrases through the context in which they're used.
With regard to "witchspace/hyperspace": witchspace is used within the game itself. "Witchspace to Zaonce in 15 ... 14 ... 13 ..." is one of the first in-flight messages a player will receive. I think that "hyperspace" is the drier and more technical term, and "witchspace" is more poetic and more likely to be spacer slang, albeit one which is so common and so universal it's even used in your in-flight controls. But you press "H" to hyperspace, you don't press "W" to witchspace. I'd get round this one by having the manual talk about "hyperspace" and then have "(often colloquially referred to as 'Witchspace')" in brackets afterwards. Apart from anything else, this will give the reader a clue early on that slang terms exist.
The rest of the terms are pretty much editorial choice. My suggestions would be:
2) Galactic Co-operative: abbreviate to "Co-operative" or "Co-op". Forget the "Galactic", I think we can take it as read. "Coop" doesn't read well in English, suggesting hen-houses. "GalCop" is a slang term for the police.
3) Electronic Counter-Measures: this is an ECM. Putting periods between the letters is, in current English usage, a little old-fashioned. You don't see "B.B.C." or "U.S.A." or "F.Y.I." much these days. The capital letters are strong enough on their own. This would be a general rule to apply to any abbreviations in the text.
4) Galactic Navy: abbreviate to "Navy".
5) Slang names for different kinds of pilots are fine for the unofficial text. Call them "pirates" (or "criminals"), "bounty hunters", "freighters" etc. in the official text, though.
6) Use the human calendar. It's easier and more immediate. It has no effect on the game and everyone can instantly understand it. Personally speaking, I'd use "CE" instead of "AD", too.
- KZ9999
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Following up the input
Thank's for all the input.
I'll keep the slang terms like 'wolves' to the Uncle Bobs bits.
It's an ECM not E.C.M. I be honest I prefer that term too, but the you have to check insure that no one is put out by your choice.
Thank you for pointing out Selezen's Timeline. I will use that is the historic framework to build the historical context.
Oh, an no Commander McLane you didn't step on my feet. I've ask for such vital input as yours so this 50000+ word project is totally relevent to the universe.
Thanks MKG for the offer of help. It's always too hard to check your own work so the offer for editorship will be brilliant.
Since it's seems that is general support for the idea, I start working on it. I'll post section of it via a file sharing site as they are done, and post a note on the board. If I strike a problem with terms or 'historical fact', I'll postal a poll on the board and let you the owners of the game decide.
One final thought. How does everyone feel about nominating a few commanders to provide quotes for the manual. It is totally within the context of a Cobra's owners manual to have quotes from famous figures about various matters. (Uncle Bob's job is talk about the greyer parts of life and to give hints.) I thought it would be nice way of achnkowledging the people to have contributed to Oolite over the years by making them part of the canon. I won't be needing them for some time, but I though I'll put it out there as something to think about over the coming months.
Any how, I've burble enough for now. I got some serious reading to do. Do add more posts about areas the manual should cover, as I'll keep an eye on the thread.
[Ps don't assume that this post is an example of my work. It's just my browser spellchecker crashed out on me. ]
Agreed. I'll describe the stardrive as the Witchdrive as that is the spacers' term for tech' while the term Hyperspace is the ignorant grounders version, and put an aside that the two terms are interchangeable. Maybe Hyperspace Drive is a trademark of Prossett Drive Technology.With regard to "witchspace/hyperspace": witchspace is used within the game itself.... one of the first in-flight messages a player will receive. I think that "hyperspace" is the drier and more technical term, and "witchspace" is more poetic and more likely to be spacer slang...
A well thought out answer which I will abide too. I use the 'GalCop' as the general term in the manual, but the official term is GCW for Galatic Cooperative of Worlds. Both of which will be explained in an aside. Plus the Police angle is totally rellevent to doggy Uncle Bob.Even if GalCop is actually an incorrect abbreviation, it's the only one frequently used in the context of Oolite. All possible alternative abbreviations are negligible in their use. Just for this reason it is the only one to go for. I see no reason to change something now that is already well-established. Note that it can also denote the Galactic Police.
I'll keep the slang terms like 'wolves' to the Uncle Bobs bits.
It's an ECM not E.C.M. I be honest I prefer that term too, but the you have to check insure that no one is put out by your choice.
Thank you for pointing out Selezen's Timeline. I will use that is the historic framework to build the historical context.
Granted. I'm trying not to to rewrite the universe. I just thought with input from the many board members, that there is an chance to do a bit of cleaning of house and build a more co-heasive whole.... keep in mind that you are trying to write an introduction into an already well-established—and even quite matured and detailed—cosmos. So you have to work with what is already there, and cannot pretend that you start with a tabula rasa, and the cosmos will follow you and your terminology. It won't. And a manual rapidly loses its usefulness if the reader can't relate it to the cosmos it is meant to explain.
Exellent point, charts it is. One thing we should never do in a manual is that a fact is should be taken as read. Just because 'we' know these facts, new players will not so it's important that we explain the background details of the games. This is vital when there is no novella included in game, the manual has to fill in the gaps. I will read both Status Quo and Mutabillis and draw terms from them where I can.Yes, this is what we all know, but again I don't see why we should change a well-known terminology now to something never used before? Some time after the wormholes were discovered and 'galaxies' 2 to 7 became part of the Far Colonies Network (later GalCop) people began to understand that they weren't in fact distant galaxies, but distant parts of our own galaxy. But at that time the term 'galaxies' had already stuck, and so it does till this day. If you want an alternative term, I suggest you follow Status Quo (which for Oolite is basically what TDW was for Elite) and its sequel Mutabilis. Drew (the author of the novels) has already come up with an alternative terminology there, so there is no need to re-invent the wheel again. He simply says 'charts', which is a term just as fine as 'zones', with the additional advantage that it is established already through the novels.
Oh, an no Commander McLane you didn't step on my feet. I've ask for such vital input as yours so this 50000+ word project is totally relevent to the universe.
Thanks MKG for the offer of help. It's always too hard to check your own work so the offer for editorship will be brilliant.
Since it's seems that is general support for the idea, I start working on it. I'll post section of it via a file sharing site as they are done, and post a note on the board. If I strike a problem with terms or 'historical fact', I'll postal a poll on the board and let you the owners of the game decide.
One final thought. How does everyone feel about nominating a few commanders to provide quotes for the manual. It is totally within the context of a Cobra's owners manual to have quotes from famous figures about various matters. (Uncle Bob's job is talk about the greyer parts of life and to give hints.) I thought it would be nice way of achnkowledging the people to have contributed to Oolite over the years by making them part of the canon. I won't be needing them for some time, but I though I'll put it out there as something to think about over the coming months.
Any how, I've burble enough for now. I got some serious reading to do. Do add more posts about areas the manual should cover, as I'll keep an eye on the thread.
[Ps don't assume that this post is an example of my work. It's just my browser spellchecker crashed out on me. ]
KZ999's Oolite documents, including the new draft Oolite Game Manual, can be found at www.box.net
My impression of the Constrictor mission was always that this was some local government that wanted my assistance. I never really played the abominations Frontier and first Encounters.Commander McLane wrote:If you want it in all it's beauty, it's none of these, but Her Imperial Majesty's Space Navy. And this is canonical, because it's the only way the Navy is addressed in the game itself (during the two built-in missions you are doing for the Navy). There is of course some confusion about what Empire and which Majesty the term refers to. It can't be the Duvallian empire, because this has only male lineage. It has to be GalCop's Navy, so this is for some reason its official title. As it is quite long, I think it is safe to assume that there are abbreviations as well. I think 'Galactic Navy' is fine as a short form.
However I think this comes from Elite being British. H.M.S Hood for example, so the writer of the mission just threw in that organisation / fighting force, because continuity mattered little when Classical Elite was written.
This however is a perfect opportunity to agree on something canonical, in regard to abbreviations for nameplates..
I never Understood the behemoth Designations
INB
INBO
My guesses are
INB: Imperial Navy Behemoth (I never seen a ship designation that tell the class of ship as an abbreviation written onto the nameplate, for example CGN is used internally by the US navy for example for a Guided Missile Cruiser that is Nuclear Powered. but it would never carry class designation on the name plate ofcourse..
INBO:Imperial Navy Behemoth Outer (My guees: outer space/ witchspace) or something with The Oolite name, but we do not
call it an Oophidian shuttle do we.
So i would reason that INS should be the only correct abbreviation used on nameplates and where it matters that INSF is the name of that fighting organisation.
Alternatively we could just plain use H.M.S and HMSN. since that fits with Her Imperial Majesty's Space Navy
But Never INBO or INB, since we would not write INA for an Imperial Navy Adder, would we ... It is just not logical...
So should we try to agree on something canonical to be written in the manual or not ? in regard to this..
Cheers Frame...
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Number 935
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Re: Here is what I am thinking
Sorry, wrong.KZ9999 wrote:hardened missiles are immune to this system.
Hardened missiles are not completely immune, they're resistant. There's a chance multible triggering of the ECM can shake a hardened missile, and occasionally a hardened missile will be a dud, allowing the ECM to take it out with one blast.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor