WYRDYSM GAMES

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PostPosted: Fri Jan 11, 2008 6:32 pm 
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FOOLISH SAMURAI
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This thread will be PERMANENTLY locked. Consider it as an official repository and store of official information and rules regarding the GC. I will try and maintain a semblance of order and this post will be an index (with links!) of all the major things so far.

1. Travel

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Last edited by Arcalane on Fri Jan 11, 2008 6:39 pm, edited 1 time in total.

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PostPosted: Fri Jan 11, 2008 6:38 pm 
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FOOLISH SAMURAI
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TRAVEL

Our universe is a slightly odd one. See, none of the races ever invented their own faster-than-light travel. They had no need to, in fact, as numerous natural phenomenon were found, that acted as "wormholes" or "portals" into other systems. Transit through these was almost negligable in terms of duration and cost, and they were soon the "accepted" form of transport around the universe.

However, due to disasterous results after a ship tried to traverse two wormholes or "links" within a very short period of time, rules and regulations were put in place. It was found that each jump left a residual energy signature on a ship, and no two wormholes had the same signature. In fact, this signature caused massive destabilizations to any ship carrying it, and it was decreed by the N.C.A and I.P.A that wormhole travel be strictly limited to one jump per galatic tick, in order to avoid ship losses.

Rumours speak of an experimental stabilizer drive that would allow a system to move twice in a single tick.

Essentially, fleets can only make 1 "jump" per movement turn, so choose your movement wisely.

_________________
  /l、
゙(゚、 。 7
 l、゙ ~ヽ
 じしf_, )ノ


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