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  #1  
Old December 3rd, 2002, 09:56 PM
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Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

I've got an obscure boardgame in my collection called Time Agent. The object of the game is to travel in time and change history so that your empire dominates the galaxy, then prevent anyone else from changing things back, by going back and preventing the invention of time travel.
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Old December 4th, 2002, 01:55 AM
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Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

Quote:
Originally posted by Phoenix-D:

If you go REALLY fast in real space, you should theoreticlly end up going back in time. The apparent time slows as you speed up and approach the speed of light, so "logiclly" after a point it should start running backwards.
Correct me if I'm wrong, but my understanding is that the limit of this theoretical effect, is that everyone else would see the fast ship as if it were moving almost as fast as the speed of light. The fast ship would in theory seem like it was travelling faster than the speed of light, as if there were no speed limit, but even with infinite speed, the time to reach the destination would be at least zero, but never less than zero. T = D/V. As long as D(istance) and V(elocity) are positive, change in T(ime) is positive. The only way to get negative T(ime) is to go away from your destination, which just means you're going the wrong direction in space, not in time.

So as far as I can tell, the "Star Trek slingshot effect" (like many of the rest of the explanations of Star Trek effects) is entirely a result of writers with much greater immagination than their knowledge of math and physics.

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Old December 4th, 2002, 02:09 AM
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Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

V= D/T, mixed with relativity, eh?

Unfortunately, at relativistic speeds, time is distorted as well as space.

As you go faster and faster, time slows down for the other object. If faster than light speeds would make the time negative, then the ship would see the universe getting younger, and the universe would see the ship getting younger. Once the ship decelerates, the twin paradox effect should make the end result be that the ship would end up younger, and the rest of the universe be slightly older than when the whole thing started.

[ December 04, 2002, 03:03: Message edited by: Suicide Junkie ]
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Old December 4th, 2002, 03:33 AM

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Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

i've read previous Posts about borg's shields, and there's a realy simple solution - Regen Shield per Hit.
Give Bord some weak shields, which though would regenerate pretty much when the armor is hit. think CA.
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Old December 4th, 2002, 03:38 AM
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Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

If a CA-style armor had 500 damage-to-shield points, and max shields were 300, would 450 points of damage regenerate 300 shields and do 150 damage, or just regenerate 300 shields? Or would it be 450?
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Old December 4th, 2002, 04:01 AM
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Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

I'd test it if I were you.
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Old December 4th, 2002, 04:24 AM
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Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

It dosen't. Your max shields is the max.
If your generators are destroyed, you get max of zero.

If you are hit by PPB when you have normal shields, they charge up to full, and then stay.

The solution is to give the Crystalline shields exactly as much (phased) shield generation as crystalline effect.
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