A question of lore

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Cholmondely
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Re: A question of lore

Post by Cholmondely »

Disembodied wrote: Mon Apr 12, 2021 6:50 pm
Cholmondely wrote: Mon Apr 12, 2021 6:27 pm
But does "witchspace travel takes time" for those in witchspace? Energy Banks don't recharge. Neither do shields. I've seen a couple of posts on this BB (can't find them now, needless to say!) arguing that this is because the travel is instantaneous unless one gets lost in witchspace when time begins again!
Yeah, I wangled around that with "Cook's Constant". In witchspace, a ship is a complete universe all to itself. Shuffling large quantities of energy from one side of your universe to the other - recharging shields or energy banks, in other words - can make your universe unstable. And you can't cool your lasers, because there's nowhere else to radiate the heat into. Unless you wangle your way around *that* …
Fair dibs!

But when I get marooned in witchspace proper, outside the travel tunnel, the rules change again. I'm not on either side of my universe (maybe I'm on the Thargoids' side!)...
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: A question of lore

Post by Cody »

Cholmondely wrote: Mon Apr 12, 2021 6:58 pm
But when I get marooned in witchspace proper, outside the travel tunnel
Then you're actually in interstellar space, not Witchspace - check F5.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: A question of lore

Post by Cholmondely »

Cody wrote: Mon Apr 12, 2021 7:32 pm
Cholmondely wrote: Mon Apr 12, 2021 6:58 pm
But when I get marooned in witchspace proper, outside the travel tunnel
Then you're actually in interstellar space, not Witchspace - check F5.
How so? It doesn't look like interstellar space! It looks odd and I'd always presumed it had to be witch-space.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: A question of lore

Post by Cody »

Witchspace is safely in the wormhole. The gooks drag you out of Witchspace into interstellar space at midway, and set about you.
As I said, check F5 - the game itself gives your location as interstellar space. Things happen there, not in Witchspace.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: A question of lore

Post by another_commander »

Moved to discussion because it has everything to do with Oolite and nothing to do with Outworld.
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Re: A question of lore

Post by Cholmondely »

another_commander wrote: Tue Apr 13, 2021 3:35 pm
Moved to discussion because it has everything to do with Oolite and nothing to do with Outworld.
But if I'm getting dragged out of witchspace at midway - and it's not into Cody's weird version of interstellar space, maybe I'm really ending up in Outworld!
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: A question of lore

Post by Cody »

<chortles> With OXPs, all sorts of stuff is possible in interstellar space - even planets with stations!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: A question of lore

Post by Cody »

Cody wrote: Tue Apr 13, 2021 4:07 pm
With OXPs, all sorts of stuff is possible in interstellar space - even planets with stations!
Experimenting, I now find myself in intergalactic space - ouch! Is the same sort of stuff possible there, I wonder?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: A question of lore

Post by Cholmondely »

Cody wrote: Tue Apr 13, 2021 5:54 pm
Cody wrote: Tue Apr 13, 2021 4:07 pm
With OXPs, all sorts of stuff is possible in interstellar space - even planets with stations!
Experimenting, I now find myself in intergalactic space - ouch! Is the same sort of stuff possible there, I wonder?
Oh dear!

Just 3 short months after this (and the ensuing dialogue):
Cody wrote: Sun Jan 17, 2021 2:34 pm
Does anyone have a copy of cim's Galactic Misjump? The wiki page only links to his old site, which is dead.
Was it the soured apple schnapps?
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: A question of lore

Post by Cody »

Cholmondely wrote: Tue Apr 13, 2021 6:24 pm
Was it the soured apple schnapps?
Good idea - cheers!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: A question of lore

Post by Cody »

Questions about the Quirium Cascade Mine:

Am I right in thinking that if a ship drops a QCM, all NPCs in the vicinity immediately stop whatever they were doing and head for the hills?
Am I right in thinking that if you pop the QCM before it blows (it's on a 15 second delay, right?), it doesn't detonate?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: A question of lore

Post by another_commander »

Cody wrote: Sat Apr 17, 2021 4:11 pm
Questions about the Quirium Cascade Mine:

Am I right in thinking that if a ship drops a QCM, all NPCs in the vicinity immediately stop whatever they were doing and head for the hills?
Correct.
Am I right in thinking that if you pop the QCM before it blows (it's on a 15 second delay, right?), it doesn't detonate?
Partially correct. It doesn't detonate, but the fuse is 5 seconds, not 15.
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Re: A question of lore

Post by Cody »

Muchas gracias, Admiral. Five seconds, eh? Hmm... as it's a static target, still just about doable!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: A question of lore

Post by Cody »

The Adder - in service date 2914; the Cobra MkIII - in service date 3100 (according to the original Ships in Service guide 5th Edition pub. 3205).
Ignoring any previous timelines (and our shipclocks), any opinions on what date we in the Ooniverse are at now?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: A question of lore

Post by Cholmondely »

Cody wrote: Mon May 24, 2021 9:57 pm
The Adder - in service date 2914; the Cobra MkIII - in service date 3100 (according to the original Ships in Service guide 5th Edition pub. 3205).
Ignoring any previous timelines (and our shipclocks), any opinions on what date we in the Ooniverse are at now?
http://wiki.alioth.net/index.php/Time
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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