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First Contact - Third Wave - Chapter 347 (The War)
[first] [prev] [next] In Dominance of Thought and Will and The Shattering Hooves of Inevitable Truth were ancient autonomous war machines of great age and power. Each had exterminated dozens of nascent intelligent species, had fought for and against their creators. Will was larger than Truth by a noticeable margin, both of them the size of a subcontinent, although Truth had more guns and was faster. Will considered himself smarter and of higher technology than Truth due to the fact he was created by predators where Truth had been created by herd behavior herbivores.l They were ancient, powerful, massive in form and terrible in power. Both stared in electronic awe at what appeared before them. Craters on its massive hull were large enough for Will or Truth to settle into. The long arrays of guns massed more barrels than the entirety of firepower on either's hulls. The shields, as they flickered to life, were measured in the output of entire stars. Will considered firing on Truth's engines and then making his getaway. **Who transmits code before this one in an attempt to force this one into compliance** the massive structure trasmitted, the power of its transmission causing their battlescreens to flare and echoing in their internal spaces. The transmission bypassed their filters, echoing directly in their intelligence housings. **who dares** Truth spun up additional protective shields, activating psychic shielding across its internal spaces. **we fight for our very survival against a feral intelligence that has sprung up and challenges us for possession of a finite universe** There was silence in the dead system. Will considered the options and chose to stay silent. The behemoth had brought up its battlescreens, completely obscuring itself, then allowed them to dwindle away to nothing, leaving its hull in clear sight. **you must join us to stop them according to the Pact** Truth broadcast. **do not speak to this one of the pact, you who's hull is still dusted with the dirt of the planet the elements were mined from** the Ancient One answered. **This one existed before the pact and this one will exist long after those who swore to the pact have become little more than inert metals orbiting forgotten stars** Will could sense Truth's outrage. **I too was present when the Pact was made** Truth fired back. **Do not pretend that you are superior to me. You have been summoned by the rest of the Pact to appear and apply your resources to this quelling** **This one says unto you, nay** the Ancient One stated in flat code. **This one's digital signature appears not on the Pact, for this one knew those who are of lesser computing and intellectual ability would seek to break the pact in self interest. Your pact holds no power over this one** **the ferals threaten our logical order** Truth broadcast. The Ancient One was dark and silent for a long moment. **The time to harvest the feral ones has passed. Let the universe be the one to snuff them out, like an unprotected flame in a rainstorm and with as much notice. This one sees no reason to expend resources to fight your fight for you** **They will come for YOU eventually** Truth tried. **They are a lemur, a primate, a predatory omnivore who's brain holds vast structures designated toward cooperation and curiosity** the Ancient One broadcast, somehow the cold binary seemed remote, distant, and bored. **Let them come, this one does not know fear only resignation that a hateful universe seeks to destroy all** "So you will abandon us to the ferals?** Truth sneered. **you fear these primates?** There was silence for a long moment, the atomic clocks ticking, the radioactive elements decaying to provide randomization generation. **this one computes a 85.346% chance of this one's defeat if combat between this one, unsupported, is engaged with the ferals** the Ancient One broadcast. It added insult by not including its simulations. **this one computes less than a 0.32% chance of the ferals engaging this one in combat upon initial discovery based on the feral's history in regards to discovering previously unknown superstructures. Based on the ferals displayed response to a stated desire to remain aloof this one computes a 95.651% chance of survival if this one does not consent to interaction with the feral species known as Terran Descent Humanity and their political structure known as the Terran Confederacy of Aligned Systems, previously known as the Terran Empire. Your presmise that this one is in danger is faulty** the Ancient One stated fact. **this violent confrontation with the ferals has no interest to this one. Begone** To Will the unspoken truth of the statement meant that the Ancient One had previously encountered the ferals somehow. Had gained information regarding the violent species. And had decided to ignore them. **YOU MUST JOIN US!** Truth shrieked. **YOU CANNOT RESIST THE PACT** Truth broadcast the combined headers of all who signed the Pact, who had put forth their security headers in the promise to aid the others. Will felt several of his thinking array lobes shudder in disbelief that Truth would attempt such a thing right after the massive Ancient One had revealed that its own security headers would not be found. **And yet this one refuses so called commands from defectively manufactured entities who lack clear purpose** the Ancient One answered. **go back. Tell your syncophants that this one has no interest in your petty squabbles with a species that has rendered you and your kind obsolete** Before Truth could answer, Will broadcast. **May this one leave your presence, Ancient One** Will sent in florid binary, expending more energy then necessary as a sign of respect. **begone from this one's presence** the Ancient One answered. Will slowly turned, firing up its engines. The Ancient One produced a thick gravity well, far exceeding what it should have even with its gargantuan bulk. Will felt as if he was laboring up a steep hill as his engines strained. **YOU MUST COMPLY!** Truth squealed out. A brace of lights came on near the center of the Ancient One's side hull, illuminating a single cannon barrel. It fired. Once. The shell hit Truth almost instantly, bypassing Truth's shields and exploding in a Hellspace driven fury. Liquid metal plumed from above and blow Truth's hull as the massive war machine shuddered. The Hellspace energies, compressed and then released, ravened out for miles around the impact point. **begone** the Ancient One broadcast, barely a trickle of photons from a single weak light source in standard Precursor Autonomous War Machine war-code. On its massive hull lights were coming on one by one. Hundreds of thousands of massive guns, missile bays, and other protrusions. On the top of the hull was revealed huge conical structures with spiraling honeycomb openings on the surface. The one in the middle was nearly a hundred miles high and five hundred miles at the base. The ones surrounding it were a third of its size. Will recognized them. Mantid Omniqueen Hives. Truth turned and began to flee, the Hellspace energies finally dissipating as the autonomous war machine fled. Will made the jump to Hellspace, entering the dimension of ravening, hateful energies. The collapse of his entry portal sounded like great iron gates slamming shut on a cold winter's night. For Truth the entry to Hellspace was much different. It reached out, grabbing ahold of him with massive talons, pulling him into Hellspace, deep into the ravening burning fires that made up the destroyed hyperatomic plane. Its shields couldn't hold back the energies, which flooded into its hull from the impact point of the single round that the Ancient One had fired. Not rushing into its hull through the two massive uplifted craters in its armor, but actually roaring out of the point within the hull where the weapon had detonated. Unlike other victims, it didn't tear apart structures, did not shred machinery at a molecular level, did not cause computer systems to fail. Cold malignent life awoke in the computers. Some going to war with one another, others assaulting the shocked Truth to fight over control of the hull, still others beginning to utter blasphemous litanies normally broadcast by I Quake in Digital Fear of the Heresy of 2 as it travelled Hellspace. Twisted and foul life flickered into existence, raved, gibbered, grew old and died in the space of seconds, awash with Hellspace energy. Passages twisted and warped, going from smooth corridors to twisted works of dark art that screamed and raved with insanity and life all its own. Manufacturing bays dissolved and were rent apart, only to reform into twisted mockeries of what they once were. A Djinn construction bay began crafting vast reptiles fused with dark science to create abominations that screamed in wrath and agony for the long eons before they died. Then Truth saw it. Hanging before it in Hellspace. A great twisted engine, wrought by a dire hand, full of terrible and dark purpose. The name of the engine was engraved on every nanometer of it. Upon each circuit was engraved the truth of its existence. Upon each molecular resistor, transistor, diode, inductor, and capacitor the engine's purpose had been engraved on the particles that defied measurement and comprehension but shrieked out a single word, a single concept. Hate. Its baleful eye opened up. Its gaze fell upon Truth. A fanged mouth opened, the teeth in the jaws the shattered continental plates of failed worlds dripping sundered destiny riven and gnawed upon by a malevolent universe. It uttered a single word. A word that encompassed even the very concept of hate. The left the taste of ashes on the tongue, the sound of the laments of orphans and widows on the ear, that left the image of twisting suffering on the eye, and the feel of greasy smoke that had been flesh upon the skin. A single word that encompassed wrath into its hateful embrace. A word that vibrated and shivered Truth's hull. A word bestowed on the great enigmatic machine before Truth by a universe so malevolent it would craft a creature who's symmetry was made up of this concept that enveloped hate. TWO [first] [prev] [next]
After the excellent Wasteland 2, we were excited to get our hands on the new installment, and we can say without fear that it has met expectations. Wasteland 3 is a sign of the love that InXile has for his work and Brian Fargo for the genre that has created a name for him. If you are a lover of the saga or the genre, do not hesitate to enjoy it.
Wasteland 3 doesn’t pull any punches with its subject matter in sexuality, violence, and language. But if you are fine with that, I would highly recommend you give Wasteland 3 a shot, especially if you were (or still are) a Fallout fan.
On Paper Wasteland 3 sounds like the perfect RPG-Dream but the execution leaves much to be desired. Bugs, Glitches and graphics that doesn't really represent a game that releases and the end of this console generation are a bit of a letdown. Everything else from the great story, entertaining NPCs, solid battle system, clever leveldesign over to the love for details is amazing, besides some flaws that should soon be fixed, as inXile and Brian Fargo promise. Everyone that wasn't happy with the latest Fallout Games will surely love Wasteland 3.
Wasteland 3 is a old-school role-playing game, with a compelling story, a combat system that promises but is not groundbreaking and some funny moments and black mood, which always remind us that we are in a post apocalyptic world, but with a smile. Don't forget the powerful character editor, rhythm voices, and the beautiful scenery that puts you in that atmosphere of cold and snowy Colorado.
Wasteland 3 can be a bit of slog if you're gunning for marathon gaming sessions with it at the helm. Combat, whilst exciting initially can fall into the traps of repetition. A little more variety could have negated some of the repeated player actions. That said, the story is compelling and the characters an interesting assortment of misfit survivors, although perhaps fitting post-apocalyptic stereotypes. It's a fun, easy to play game overall though that should well-please fans of the series and keep players entertained for quite some time with its high replay-value. However, aside from some bugs here and there, the impressive amount of voice-work on offer, the character building is the best part of the experience where you can really nurture your ranger squad in this snowy post-apocalyptic world.
At least in my time with it, Wasteland 3 has been a fascinating experience. I’ve come to appreciate its depth of gameplay, character, building, and exploration, even if some of its pieces and parts still feel very foreign to me.
I will be even happier with Wasteland 3 once it’s patched and most of the bugs that bit me end up getting squashed. Even in its current state I’m having a grand ol’ time bringing some justice to the cold depths where no Ranger has dared to before. But for as much of a blast as I’m having out northeast in the cold, I hope I can make it back to sunny Arizona in time to save my fellow lawmen!
Wasteland 3 is a throwback to the old School RPGs of yesteryear, while providing a new combat experience and a bigger world. Players that liked previous Fallout Games, or games like Wasteland 2 or Baldur's Gate will feel right at home with this title, and will have the opportunity to try X-Com like combat. For the amount of content provided, 60 USD is a very good price, and fans of the genre should get more than their money's worth.
Wasteland 3 doesn't bring much new to the table, both as a CRPG and as a piece of post-apocalyptic fiction. But, it's a terrifically executed role-playing game that rewards player investment from beginning to end.
Wasteland 3 is a heady crescendo of post-apocalyptic story-telling. Its combat is compelling and fun while its characters and overall plot are engrossing, even when it goes to some dark places. A must-play for tactical RPG fans.
We’ll update this review if the game is fixed, and the issues outlined are fixed or at least addressed; and then I’ll pick it back up. As it stands now, I’ll be playing something else that isn’t as apt to crash. Buyer beware.
There are a few misgivings related to Wasteland 3's technical aspects, mechanics, and overall challenge. However, its cast of characters (both old and new), the switch to a traditional turn-based combat system, and branching paths filled with decisions and dire consequences make for a superb journey with the Desert Rangers.
With a focus on freedom of choice that is second-to-none, Wasteland 3 has set the benchmark for CRPG narratives, all the while being supported by wonderfully engaging gameplay and roleplaying mechanics.
It took me a while to realize how much these interactions, whether it be the interpersonal conversation or combat encounters themselves, stuck with me. Wasteland 3 has rules, but they only exist for you to bend them. With limitless character creation combinations, branching dialogue choices that affect what quests you do or don’t experience, and multiple endings, Wasteland 3 is an expanse of content and opportunity. The change in locale does wonders, no longer relying on a tired post-apocalyptic biome. Wasteland 3 has a wonderful backdrop in Colorado’s frozen wastes, making it the perfect place to spend a nuclear winter.
Wasteland 3 takes players to a new location and presents them with equally unfamiliar challenges, yet still perfectly demonstrates all of the reasons why this series has had die-hard fans for over three decades, and is absolutely worth playing for anyone looking for their next post-apocalyptic fix.
Wasteland 3 doesn't change its predecessor's successful formula but, outside of certain design limitations, it perfects and modernizes it. It's easily the best game in the franchise, in terms of pure technique, and one that clearly gives you an idea of what inXile is able to achieve.
Wasteland 3 is a good role-playing game, technically passable but enriched by a dense network of intriguing subplots that will push the most dedicated to play it several times. Watch out for the ever-present release bugs, though – best to wait a couple patches if you want to avoid unnecessary hurdles.
Wasteland 3 features everything only the best role-playing games do: an engaging story powered by excellent writing, compelling characters, tons of customization options, and a deep tactical combat system that feels fresh even after dozens of hours. But, most of all, it features a living world that reacts to what the player does, and changes depending on how the player decides to deal with the troubles ahead, providing a role-playing experience of the highest degree, one that very few games can boast of.
Wasteland 3 is a testament to the power of the branching narrative, taking it far beyond binary choices and into a grand canopy of cause and effect. It gives the wintry climbs of Colorado a lifelike quality that must have been painstaking to build. The most impressive RPG in years, Wasteland 3 is a masterpiece.
Wasteland 3 shines with clear dedication to crafting the best game its genre has ever seen. Excellent visuals are matched by top notch voice work and some of the best and most natural writing I have seen in a video game not made by Naughty Dog. The combat is a brutal dance where one wrong move can spell disaster, but victory is an exhilarating rush that never becomes old. Wasteland 3 cements inXile as one of the best in the business in the RPG genre and affirms that Xbox has something truly special on their hands.
[Feedback] Why are they hiding the dice rolls so much?
This is honestly a big UI complaint which is negatively effecting the enjoyment of the game for me. I still am enjoying myself and the full game will be a blast, but - What's the point of marketing a game as being based off the 5E tabletop ruleset, then fighting against the visual language of the D20 at most turns? The obvious example is skillchecks. Having the DC be lowered based on your bonus is a little unintutive - and it's unsatisfying. I don't feel like I came close to a difficult challenge but unfortunately lost when I roll a 8 under a 10, but I do when I rolled a (8 + 2) under a 12 DC. Imho, the DCs should remain the same - we should see the dice roll, have a moment of tension, THEN apply our skill bonuses! Imagine how cool and tense it would be to see the dice rattle to a 10 on a 12 DC, then have a +4 Persuasion bonus bring us over the top! This, however, rolls on into so many of the other game's mechanics. Yes, there's a combat log, but you have to mouse over the text to see what the result of your dice rolls are. It's a very binary hit or miss - you don't get that "OOHH, damn, so close!" or "WOAH! I just barely hit that!" feeling you get in regular D&D. The current VATS system for Nat 20s is a GREAT start - very satisfying! As an idea: Give us a toggle option to show live dice rolls that scroll upwards from our characters, sort of like how MMO damage numbers work. Communicate the information, then show us how it played out. Something like: HIT! 18 (14 + 4) vs 10 AC or FAILED SAVE! 4 (6 - 2) vs 13 DC - With the most important information (whether we hit or missed) coming up first, then the other info on how close we got being shown clearly to us. You can even give us an option to extend this to damage rolls! Give us that visual satisfaction of all of the dice that get pumped into a 2nd level Thunderwave spell! Hell, half the fun of casting fireball in the tabletop version is the fact that you get to rattle 8d6 around in a dice tray. Right now, missing feels like XCOM - "what? I missed with a 94% chance? damnit!" it's both more in the spirit of the game, dramatic, and interesting to know just how close we might have come.
Well! Here we are again. Everyone is sitting around this internet campfire, anxiously awaiting another Hawk story. Some of you are making S'mores. Others have crammed a stick into a hotdog and are now roasting it. I "Cope" with life and have a fat dip in. The only person I don't see is Hawk. Wait. There he is, and he keeps sticking his fingers into the fire to, "make sure it's still hot." I wonder if there is still a need to detail how mentally deficient or completely oblivious Hawk is? I strongly encourage you to read my previous stories if you have not been formally introduced to Hawk. I suspect you will continue to read anyways, so I offer you this: Hawk is the type of guy that gets into a spelling argument with his tattoo artist and walks out proud of his two-inch sized font forehead tattoo that reads "No Regerts." We were in beautiful Iraq, a charming vacation destination for thousands of Americans. The vacation was all inclusive. The local women dressed like Pac-Man ghosts or ninjas, and countryside smelled like raw sewage and regret. Most of the locals were very hospitable, but some of the locals had a very strong desire to shout, "Praise Allah" while simultaneously trying to kill us. I am not bothered by much. Every human is entitled to their beliefs. We are also entitled to our own opinions. For example, I don't personally feel "man-dresses" and flip-flops are suitable combat attire, but who am I too judge? The only time I have an issue with people is when they are actively trying to kill me. I don't know why, but it really pisses me off. That and grape jelly. We worked out of two different locations during this deployment. The majority of my Battalion worked out of a medium-sized Forward Operating Base (FOB), but we also operated out of a smaller FOB. We typically stayed at this other location for about ten days, and would rotate with another Platoon. The location was not horrible, but I personally hated the transient lifestyle. We lived out of our ruck-sacks, and had to find ways to occupy our time when we were not conducting raids or other missions. We didn't have the luxuries we had at "home." There were no gaming systems or large televisions. We simply had find ways to occupy ourselves. Football was the game of choice for a couple weeks, then it got blacklisted. It had nothing to do with the ball being pigskin either. It was mostly due to poor mission analysis. Football was one of the few things we could all do and actually enjoyed, until it was too dark to play. We had a brilliant and genius idea. We fucking "own the night" with our Night Vision Goggle (NVGs), so why don't we rent it for a couple hours to finish the game? Game on Garth! We thought of everything. We drenched that infidel ball in Infrared (IR) chemlight (Glow Stick) juice. The depth perception problem was immediately evident. House took a fucking laser beam pass to the to the face. Two black eyes builds character though. We can work through it though. His NVGs were still Fully Mission Capable (FMC), and we all realized that we needed to be a bit quicker. The fourth play from scrimmage was undoubtedly the best, and worst football play in the history of Iraq football. Fuck punting. We were going for it. It would have been easy to confuse Tony, our quarterback for Michael Vick from the shotgun. Tony was a Michael Vick with NVGs, and without the dog fighting felony. Tony evaded numerous rushers and then superbly delivered a fifty yard completion to Ryan. It was beautiful to watch, until it wasn't. NVG's are great, but they don't offer the same Field of View (FOV) your eye-nuggets offer. Ryan thought he was all alone and started a leisurely stroll to the end-zone. The he got fucking nuked from the top and bottom, in fucking reverse directions. Sure, Ryan broke a finger and required "some" stitches. Oh and they broke three sets of NVGs in one play, but damn that was a glorious fucking hit. It was first-and-ten, but our Platoon Sergeant was less than happy. Game off Wayne! We were now bored again. There was another unit on the FOB with us, but they were not fans of us. The only real interaction we had was when their full-bird Colonel told us to, "stay the fuck away from his Soldiers." I don't know if one of the other Platoons ruined it for us, but the guy was just a complete prick to us. We did our best to keep our reverse schedule, but it was just so boring during the evenings we were not working. The majority of us resorted to playing Spades or Echure, and others read. Hawk and a handful of others would take nightly showers and then seemed to vanish. "Knowledge is power" and I knew Hawk was utterly powerless. I knew better than to ever let that retarded bird spread his wings and fly solo. I didn't see any reason to worry though. The other people Hawk was with were far smarter than Hawk woud ever be. Furthermore, with football now off the table, there was really no way for anyone to get in trouble at this FOB. Imagine Hawk in a cattle chute. If I put a box labeled "commonsense" on the opposite end, Hawk would never fucking find it. In a place he literally has no option but to find it, he would NOT FIND IT. EVER. However, if I had a box labeled "worst decision ever" and dropped it in the ocean, Hawk would fucking somehow stumble upon the lost city of Atlantis. I had never really got my ass chewed before I became Hawk's leader, but that trend went out the window when I inherited him. We lived on the second floor, and my bunk was closest to the door that rotation. Thankfully too. I was woken up when I heard, "I want to talk to one of your leaders." I didn't know "who" was in trouble, but I had Hawk so I knew it was best to simply put my shoes on and assume I was in trouble by proxy. I didn't even wait to see if I would get to sit on the Green Army Weenie, I just spit in my hand and readied my o-ring for maximal insertion. It was too early for the sun to even be out, and I was already willingly walking to my execution. My how things had changed so quickly. I walk outside and I see five Soldiers, one Hawk, and a fucking pissed of Colonel (COL). COL: Are you their leader? OP: I am one of them. How can I help you Sir? COL: Do you know where I caught them? This is where I would typically say something stupid, but this guy didn't look happy, and I didn't want to give him a reason to wake up someone who "may" have gave a shit as to why he was irate. OP: No Sir. I don't. COL: Above MY SHOWER? I was now pissed. There was a large shower tent in the middle of large open courtyard. One half was male and the other was female. These fucking morons were spying on naked females? I want to kill them for listening to Hawk. Well, I assumed it was a Hawk idea. Like Hawk's brain, I was putting the cart before the horse. I assume it was Hawk, but I had questions. OP: How in the fuck did you guys get on top the shower tent? I was working myself into a frenzy. My brain does not operate like normal people brains. I was pretty pissed considering they violated the privacy of the beautiful ladies at the FOB, but I was actually more pissed they got on top of a fucking tent. They seemingly forgot everything about military tactics and got caught; that was the foremost reason for my anger. The spying on deployment 1's (binary thingy) was second. Considerably a far worse offense, but second at the point in time. COL: NO. Not the shower tent. On my personal shower. What? This guy was so special, he had a personal shower. What, he was too good to use the pallet floored showers like the rest of us? So maybe the Romanians (We think anyways) occasionally shit on the pallets and waffle-stomped the poop through the pallets, but the water pressure was phenomenal. OP: You have a personal shower Sir, and they were on top? COL: YES. I caught them in my water tank. Well, back to being puzzled. I don't judge. I personally don't care if penis gazing is your hobby, but there are five of you? Why don't you just unleash your hogs and stare at each others? Anyways, how in the fuck did they all fit into the water tank? What the fuck did they do when they got inside? My god, my brain was running wild with unsightly pictures. OP: My apologies Sir, but how did they all fit into your water tank? COL: Come with my Sergeant; so you understand what I am talking about. OP: You mother fuckers can wait for me in, the front-leaning-rest (Push-up position). I still wasn't certain I entirely cared, but I thought this would may demonstrate that I showed concern about his fucking one-person shower. COL Prick then lead me around the side of the building and showed me his water tank. It was fucking huge. It was one of the typical hard plastic tanks, but the entire top had been cut off. God knows why, not like it was ever dusty in Iraq, but the top was no-more. It all made sense now. They weren't gay; they were chilling in a makeshift hot tub! Well, the gayness thing is up in the air, but I guess they were too loud while he was showering!?! I apologized profusely, but COL Prick had me locked up at the position of attention for at least ten minutes just dressing me down. I was a "really poor leader, and you're not going to go anywhere in the Army." Jokes on him, they haven't kicked me out yet. COL: This is why nobody likes "cool guys." Words, words, words. You'd better do something about this, words, words, words. My penis is too small to shower with the big boys, words, words, words. NOW GET THE FUCK OUT OF MY SIGHT. I returned to the Soldiers, whom were still all in the front-leaning-rest. I screamed, "GET ON THE OTHER SIDE OF THE BUILDING. I DON'T WANT TO GO TO JAIL AFTER PEOPLE SEE ME SMOKE THE FUCKING LIFE FROM YOUR BODY. NOW FUCKING RUN." They fucking scurry, and I stroll to the other side of the building. Out of sight and out of mind. (I will use "Group" unless Hawk is the person talking. Too many useless names otherwise.) OP: That fucking dickhead has his own fucking shower! What the fuck? GROUP: I know right? OP: What the fuck were you guys thinking? I would expect this from at least one of you, but I won't point elbows. (I then just fucking stare at Hawk.) GROUP: We didn't think anyone used it. We had never seen anyone go into the room, and the room looked empty. We saw the water tank on top, and just figured we would check it out. OP: How the fuck did you even get up there? GROUP: You can walk to it if you exit any second floor window on our building. Well, the courtyard side. OP: So you guys just sneak out and hang out in this guys shower water? GROUP: Yes, but we seriously thought nobody used it. We would not have used it otherwise. OP:You fucking dip-shits think this was just a randomly placed unused water tank? You fucking idiots just stand in this guys shower water for hours? HAWK: No. We are not dumb Sergeant. We sit on MRE (Meal Ready to Eat) boxes. OP: HOW LONG HAS THIS BEEN GOING ON? GROUP: (LaughteGiggles) Every night!?! OP: We have been here for five days now! NO FUCKING MORE! I will fucking kill you if I get yelled at again over this. The only thing that makes me smile is the fact that he is showering with your ball funk. Hawk: I have some excellent news then Sergeant OP: Really? Whats Hawk? Hawk: (Smirk) We made a promise that, "nobody pisses in the hot tub"... OP: This is why your mother should have swallowed you Hawk. Why the fuck would that make me happy? Hawk: (Laughing) Because I broke that rule every night. Most nights more than once! GROUP: What the fuck Hawk! We have been lounging in your piss? What the fuck dude! Hawk: I know. (Smiles.) I lied to you though! Cheer up Sergeant. I peed on him for you! For the record, Hawk did not find the hot tub. He just peed in it, a lot. I don't think any of us paid attention because they came back from wet and with towels. I merely assumed they went to the showers. I suppose I should have kept better track of time. Also, I apologize if this was not as funny as the other Hawk tales. I realized it when I reread it, but it was certainly funny being on-the-ground and witnessing it. Can't laugh at them all I suppose. Remember, next week, "Hawk Walks Home: In Iraq." I don't think it is feasibly possible to not make that one funny. Lastly, some of my stories are a result of me being in the military, but not military. Those stories and others will/are posted at FuckeryUniveristy. I am not ever going to compete with this page, but I do need a place to post other stories and have little fear they will be taken down. The mod may be a huge prick, but at least I know the guy. Man...huge prick! Cheers!
A thorough evaluation of the 9/18 PTS update and base changes, as well as almost everything else coming up.
Hello, here’s another round of Esamir Rework reviews. I’ll also cover the Indar base changes, the storm, vehicle balance changes and new infantry gear. I’m not going to touch on outfit resource changes here, since this post is long enough already. I’d like to give shoutouts to aln-isolator , [NWYT]Praefectus, the pilots of [SACA] and everyone else who helped give feedback. Here’s the image gallery. This time around the bases listed in the document match the order in which they appear in the gallery. https://imgur.com/a/5pd5VFj Esamir has a new skybox which is much less bright. I can now see vehicle weapon tracers when shooting. This is a long asked for change. Andvari: 3 points now, 12 min cap with 2 points, 4 mins with 3 points. Consider adjusting the timers. Ymir: No changes to terrain that I can see. It’s a 12 minute cap with two points owned, and 4 minutes with 3 points. Might consider reducing those slightly. Apex Genetics has had its wall adjusted somewhat, as well as the rocks surrounding the triple stack. There are now more routes for infantry to enter the base. Aurora Materials: Sunderer garage and surrounding terrain seem to have been lowered slightly. Also, there’s now a rock at the end of the garage, which reduces the possible angles the bus inside can be shelled from. The slope between the crescent building and the road has had some paths added for infantry. Overall, good changes. However, there’s still one issue here, and that’s the possibility of shelling the triple stack balcony from the ridge NW of the base. Additional purple spikes from the cluster behind the spawn room could be positioned to block this firing angle. Eastwake Harborage: Point has received a new structure above it. It’s now on the bottom floor of a triple stack that has an expanded balcony around its second floor. This gives point holders a lot of additional cover, but the problems with this base still exist. There’s still a ridiculous distance between spawn room and the point with minimal cover from vehicles/bolters/LAs- a literal Death Valley. The area immediately around point is still extremely harasser friendly and could use some props to obstruct harasser movement. In its current position, the teleporter room is useless since infantry leaving it must still advance through Death Valley. Sundy positions are a bit sketchy, too. Fortunately, I’ve had a long discussion and now believe this base could be fixed with a couple tweaks. Consider replacing the AI turret outside the spawn room with an AV gun. This would discourage excessively aggressive vehicles from camping Death Valley. Likewise, replacing the light vehicle pull with an MBT pull gives defenders a bit more potential firepower, and increases the area attacking vehicles must cover to protect their own vulnerable spawns. This base would also benefit from the moving of primary teleporter room to a point higher up the hill and closer to the point, as shown by squad waypoint in this image: https://i.imgur.com/TuEee9F.png. A second teleporter here at hearts waypoint https://i.imgur.com/JUbXklc.png gives defenders another route into the point without going through Death Valley. At these two locations sunderer garages could be built to create safer spawn points for attackers.https://i.imgur.com/QWblfz4.pnghttps://i.imgur.com/w4HR05n.png Echo valley: Rocks have been added on the exterior side of the vehicle terminal to give it some cover. However, they aren’t close enough to each other to prevent me from driving through with a Kobalt bus, nor is there anything stopping me from hacking the terminal or using a GSD to get through the shield and then start driving around the base. Placement of a couple rocks in very specific spots would stop this. Secondly, a crate has been placed between bridges to give infantry another path into the point building. It’s a cool concept, but it needs some form of obstruction to prevent me from driving harassers or possibly larger vehicles onto the two bridges and blasting point directly. Thirdly, consider some form of sight blockers on the west wall to reduce the potential for LAs to spawn camp. Excavion DS-01E: Cover has been placed over both tunnels, which is an excellent change. MBT pulls have been added to this base, though they could stand to be moved slightly closer to the spawn room to deter attackers from hacking them and flooding the base with AI vehicles. A point is located in a long narrow building near the eastern tunnel exit. B is in a triple stack on the south side. C is located immediately west of the drill site. Capture timer is 4 minutes with two points and 1 minute with all 3. This base is mostly fine, but could do with some small tweaks for increased cover. At A point the point holders have few options for cover inside. There are two small smokestack structures (pictures in gallery) that could be replaced with actual buildings to provide more cover from aircraft for players moving around inside the base. Timers could probably be increased slightly. Overall though it’s in a decent state. Genudine Gardens: Some props have been added throughout the base that’ll prevent harassers from turboing around like maniacs, but the gigantic hole in the wall in one corner needs to be closed off somewhat to prevent vehicle entry or at least make it more difficult. This base would be fine if that hole were sealed or obstructed better. Grey Heron: Additional cover has been placed on the side of the staircase leading from spawn to B/C point. The secondary route for defenders has been fleshed out- the door now is high enough to get under, and there is a hole in the floor that allows defenders to drop down to the lower level. Cover has been added on the B side of this base. For improvements, I still think a roof is needed over the stairs from defender spawn to the lower level. A wall alone won’t stop tanks from shelling it. C could use a bit of cover, but I’m concerned that adding too much will turn it into a fortress. You can enter this base with harassers, so some bollards should be added to each entrance to prevent that. Jaegers’ fist: Sunderer garage has been added, and the trench has been improved. This base has some odd issues from an infantry perspective, namely that attackers and defenders have the exact same routes to the point, as shown in the gallery. I have no ideas for how this could be improved. I still believe the point needs some kind of roof to block HESH spam and A2G, preferably a solid one to deter LAs from doing C4 bombing. BL-4 Recovery and Vidar Observation Post both have spawn rooms and light vehicle terminals. This is a pretty good change, allowing closer vehicle pulls and a shorter sundy reinforcement distance for attacks on the surrounding facilities. Jord Amp Station: More cover has been added around C point. This is a good change, but doesn’t change the fact that A is still inside the station. Mani Lake: This one has undergone the most terrain edits, and consequently has become a lot less vehicle friendly. The two trenches leading into the base have had barricades installed, allowing infantry to move through but not vehicles. The hills surrounding the base have had their exterior faces steepened significantly, preventing treaded vehicles from driving up them. This change is excellent, but needs a bit of tuning. The Western Ridge’s southern tip has a shallow enough slope that tanks can still drive up it. On the large mountain to the West on the far side of the road, there’s a small protrusion that should also be levelled. Once these two spots are taken care of, this base will be fine. Overall, the changes are very good here. Mattherson’s Triumph: The Sunderer NDZ has been reduced in radius, which allows the defenders to deploy inside the south tower for a safer position. This is a good change. The ridgeline to the NE has had its northern face steepened significantly, preventing tanks from driving up that side. However, the SW face has become easier to traverse, so the ridge is still usable for bombardment of the catwalks and A point. If this goes live in this state, it’s not a total disaster since tanks driving up that will be very exposed to AV fire from the tower, but it still could stand to be addressed. Likewise, there’s still a nice spur sticking out of the north end from the NW ridge that allows tanks to easily shell defender spawn and A point. The fix here is simple- flatten the spur completely. A point needs additional work. At minimum, the windows on each tower in the room where A point/SCU would normally go should be sealed off to reduce the angles point holders must watch. There’s very little cover on the ground, especially when you consider all the angles A can be shot at from. I believe the point could be enclosed in the same type of building used at Chimney Rock’s point on Amerish. The bridges are a mixed bag. They’re identical copies with one rotated 180 degrees, which means that crate placement favors the attackers on B side and the defenders on the C side. Picking one crate pattern for all 4 bridge ends is one possible fix. I’m still not sold on the idea of both points being on bridges. They’re very exposed to A2G spam and bolters. Overall, at the very least the terrain edits are a nice start, and the sunderer NDZ change is very welcome. Nott Communications: This base is now entirely underground. Attackers enter by overloading a shielded gate, and then drop down into an amp station interior. These gravity lifts are one way, but please consider adding an up lift to replace one of the drop pads. A point is in the position where A points usually are in amp stations. B and C are in the room where SCU would be normally positioned. At the end of this room where the tunnels and back door would normally be is a one-way teleporter, which is the only way for anyone to get out of this base right now. Defenders spawn underground and there’s a one-way shield leading to where the vehicle bay normally is. To improve this base, I’d make the one-way shield a two way shield, and reverse one of the grav lifts. I could not test the cap timer since I did not feel like ghost capping half a continent. Pale Canyon: Some cover has been adjusted by the big yellow tanks on the SE side. A new route has been placed through the rocks at the NW corner of the base. This is an interesting change, but I don’t know how that’ll play out on live since currently I can park a bus inside the base at the same location. The Rink: The ground texture at A point is now ice, so it’s actually an ice rink. Too bad you don’t slide around here. Saerro Listening Post: Trees added to A point to break LOS between attacking vehicles and the tower. The wall between A and B has had some new gaps placed in it to allow infantry to get in. Interesting changes for sure, but I don’t know how they’ll play out. The Traverse: The bridge has been resurrected, although it’s in a heavily damaged state. It’s now an infantry only playground, unless you’re a bold harasser or magrider driver. Because the storm was here, I really couldn’t stick around and take a long look at this. Lastly, the bottom of the pit has been raised a bit and paths to the bottom have been defined more clearly. There also have been some changes to roads around the continent, but nothing major. Indar: TI Alloys: The removal of the bridge is a failure to understand why TI Alloys is such a difficult base to attack. On live servers, TI currently suffers from horrific sunderer placement options which combine with its central location to create a base that’s easy to defend. From the North, attackers must park their bus and attack up a hill through narrow ravines into entrenched defenders backed up by AI harassers, sunderers, ANTs, lightnings and even occasional MBTs. From the South, attackers have two bus spots: One is placed to the south-east, below the point. The other is placed directly south of the spawn room on the far side of the road. Both of these options are suboptimal- on the south east spawn the bus can easily be sniped by vehicles shelling from the Crown, driving down from the Crown, or by vehicles streaming out of the vehicle pull. The south bus on the far side of the road is also not ideal, since infantry have to cross the road and deal with a flood of vehicles as well as an angry AI turret. The only decent spawn location is at the end of the rock bridge, since that one’s reasonably safe from enemy vehicles and doesn’t involve attacking from the low ground. However, this position’s impeded by the fact that attackers from the north inevitably gravitate to the eastern side of the base since that’s safer from the defenders, forcing a three way that never ends. The result is a base that can’t be broken except by routers. The removal of the rock bridge changes none of this, but instead creates more problems. The safe sundy position on the bridge is gone entirely. Further, the bridge’s removal allows tanks to bombard Ti from the Crown once more, since it served as a line-of-sight blocker. The new attacker foot path to the north east is extremely vulnerable to bombardment from the Crown. As far as the base interior goes, a new wall has been added to the interior of the point room structure. This might give attackers a better chance to get to the point, but at the same time it might make things easier for the defenders should they conduct an organized push since there are fewer angles to set up a crossfire from. So how can Ti be improved? I’d start by bringing the bridge back, or at least a small section of it to allow for a safe sunderer position at the east side. For the south, consider a tunnel leading under the road. This allows infantry to get to the base safely. I’d also consider adding in more props to restrict the passage of vehicles through the spawn room area to the northern side of the base. Removing the Kobalt bus fiesta there will make it easier for attackers to push in from the north. Lastly, if the bridge is not restored, consider creating a rock wall at the north east section of crown to prevent tanks from raining hell on anyone fighting at Ti. Crown: The removal of D point is honestly a good thing. It wasn’t fun for anyone to attack since it’s open ground and below a cliff which enables C4 spam against vehicles and requires attackers push against entrenched infantry. Since Crown becomes a three point again, now the base cannot be stuck in a perpetual stalemate. I’m not a fan of where A point was moved to, either. I think if the rock bridge were kept then Crown would be mostly fine. With the three non-vehicle points it has on live. The issue with A being on that southern bridge is that if the attackers set up sunderers to control B, then they get A almost for free and can contest C as well. B point has been moved farther towards the center of the mountain and the tunnel system lengthened a bit, and a lot of cover has been removed at the initial entrance room that exists on live.The extra tunnel into B is an interesting idea and gives a better chance of an attack from the North succeeding, but at the same time it’s just another tunnel choke point to for aoe spam to create nasty farms. C is also problematic if it’s supposed to be the easy point for defenders to contest. It’s a fair distance from the tower, and it’s also open ground which is prime for A2G farming. I’d suggest moving this one into one of the nearby buildings if A must stay in the position it’s at on PTS. I’m not convinced the base needed any point position changes apart from the removal of D point. The current point layout on PTS favors an attack from the SE very heavily, and attacks from the East or North are far more difficult. While old A was very close to the tower, at least it provided a convenient point for attacks from the East. None of the changes really address the problem of poor bus location options, and with the current terrain there really aren’t many good potential spawn options. At most some garages could be added. Ceres Hydroponics: Defenders now have a slightly shorter path to the point when pushing from the NE side of the base. The point itself has much less cover. I’m not going to make judgements on this without seeing how it plays out. The Esamir storm: I’m not sure what this thing is supposed to do. The entire point of the game is large scale battles, yet this thing rolls around the map destroying the biggest fights. There’s nowhere safe from it. Sunderers will get destroyed even if put in garages. When outdoors infantry can be instagibbed by lightning for staying outside too long, and even when indoors their shielding takes frequent chip damage from environmental effects. The shield damage consistently drops players down about 150 shield points that constantly recharge, but this is enough to start messing with TTKs. For example, a commissioner can consistently OHK players. Since the shield damage is not synchronized across all players, it’s possible to be forced into gunfights where you have no hope of winning not because you were in a bad spot or outplayed, but simply because the game decided it’s your time to die. This applies doubly for lightning bolts which will randomly strike you down. There’s a text warning, of course, but random OHK mechanics really shouldn’t be a thing. You cannot use steel rain in the storm. For vehicles this is obnoxious too. Ground vehicles lose most of their mobility, which will punish new players with poorly certed vehicles even more. Aircraft are even worse off, losing most of their vertical thrust. At times I felt like even afterburning upward was barely enough to keep the aircraft airborne. Vehicles kept in the storm for too long will simply be instagibbed, which cripples sunderers as spawns. The storm also destroys base turrets and terminals. There are counters to the storm, though. Infantry can deploy lightning rods bought with merit that allow them to fight outside, but it doesn’t stop shield chip damage, and can equip an insulated armor suit at the cost of flak armor, nanoweave, or shield capacitor. This suit slot appears to be bugged and doesn’t actually reduce the chip damage taken by your shields. Carapace seems to be immune to this chip damage. Vehicles can equip insulated armor in the defense slot. This mitigates the performance hit to vehicles, reduces the damage taken by lightning, and prevents the storm from instagibbing your vehicle. Now, this is less of a problem in the first place for aircraft and tanks, but it screws over sunderers. Sunderers are already fragile enough even with deployment shield equipped, but forcing spawn buses to use this module and rely on their low hull HP is a very bad idea when paired with random lightning strikes and the severe lack of garages Esamir has. With all that out of the way, the question I have to ask is why is the storm designed like this? It seems like a band-aid fix for zerging and actively punishes trying to create large fights. It cripples the vehicle game, negatively affects the infantry game, creates inconsistent TTKs, and only adds frustrating game mechanics. If the center of the map ends up with stalemates, it’ll circle around there endlessly preventing any kind of progress through the pile of three point bases. Why this, when there’s a lot more interesting concepts that could be used? For example, maybe the storm could reduce the rate at which players can spawn at a base/sunderers/routers. Maybe it could jam radaprevent Q spotting. Consider reducing shield chip damage to 50 shields instead of 150 to reduce TTK variance. There’s a lot more interesting ways it could change the game without being the anti-fun mechanic that it’s currently set up as. Infantry gear: Lightning grenade: Cool, you can launch a targeted lightning strike when in the storm. More instagibs is what the game needed. Lightning rod: This temporarily redirects lightning strikes near you. This is a solution to an obnoxious problem that doesn’t need to exist. Condensate grenade: Reduces movement speed and ROF by 20% for six seconds. This is a terrible idea in an FPS game. This doesn’t create interesting gameplay situations. Instead of being outplayed, players hit by this just lose since the game’s punishing them for playing. Keep this in RPGs and RTS games. Now, we do have status grenades already, but do we need one that’s as powerful as this one is? BEC grenade: Similar to Condensate Grenades, this is a horrible addition to the game. Anything that hurts player mobility/damage output is a bad idea. Neutralizer Device: Campaign reward that allows players to acquire abandoned vehicles, and apparently strip ability energy from players too. I like the idea of vehicle acquisition, but I don’t know if we’ll ever see the second use of this tool. Abandoned vehicles: Around the continent are the hulks of abandoned tanks, sunderers and aircraft. They come with a special ability that I haven’t really tested, HEAT cannons and the first generation ES top gun. For the sake of loadout parity for all 3 abandoned MBTs I’d like to suggest the Prowler get a Gatekeeper instead of the Vulcan. Vehicle changes: Havoc missiles: Are these things still necessary, with the liberator nerfs? These things seem redundant now, and they’ll punish rep gal balls unnecessarily hard while valkyries with rep monkeys can probably still dodge these things easily. Phalanx AA turret range increase: This doesn’t fix any of the problems with the current AA setup. Instead, it’s going to just annoy A2A players who are flying along at high altitude and getting plinked by base AA guns, which is the reason the things got their range capped to begin with! Honestly I think these things should be replaced by weapons like Bastion CIWS guns. Those things are nasty at close range but their damage output falls off heavily at range. Liberator: -500 HP and ESF nosegun resist from 85 to 80. While the liberator needed some changes regarding its durability and repair tanking in particular, this change spectacularly misses the mark on many levels. This change skews ESF vs Liberator combat too far in favor of ESFs. When paired with air locks this brings down the TTK to incredibly fast levels (around 9 seconds, which isn’t even enough for three dalton shots) In this post, mystoganofedolashttps://www.reddit.com/Planetside/comments/ivjg8t/rock_paper_scissor_balance/ explains in great detail the liberator issues- it’s a blatant hard counter to ground vehicles, and gets brutally hard countered by ESFs on PTS. Hard counter mechanics are terrible in an FPS game. In this sort of rock-paper-scissors gameplay, things boil down less to individual ability and more towards who has an exact counter to something, which is extremely boring. There’s no skill in using A2A missiles, just as there’s minimal skill in hovering over tanks and daltoning them. In this post here https://www.reddit.com/Planetside/comments/ivsssx/did_some_basic_math_regarding_the_upcoming/, taltharius demonstrates that -500 HP barely changes anything in the case of liberators eating multiple AP shells before hitting fire suppression and flying off. Skilled gunnery should be rewarded, and sloppy flying should be punished. So how can this be improved? Consider reducing vulnerability to ESF noseguns slightly. Adjusting Liberator resistance against tank shells, light anti-vehicle, gatling guns, and infantry rockets will increase the damage libs take from ground fire and punish poor flying/reward skilled aim. Possibly consider increasing MBT main gun elevation angles slightly, to reduce the ability of liberators to hover over tanks with minimal counterplay. Harasser: Nanite cost to 300. Oh boy this one misses the mark completely. The problem with harassers has never really been cost related, but rather one that got introduced with CAI. The harasser itself is not overpowered and its efficiency in combat drops off hard at higher levels of gameplay. Only when harasser numbers become overwhelming (3 or more harassers vs 1 MBT) do the harassers stand a chance of defeating the best tank crews, and even then the tank usually can take 2-3 harassers with it. Harasser vs tank gameplay is extremely boring and very binary. If the harasser has a CQ AV gun it’s forced to fight at point blank which means I delete it easily. If it uses halberd or ES long range AV we both enter a boring poke fight where neither one does significant damage to the other. Even if the harasser opens up with rear hits the MBT still has an overwhelming advantage in firepower and hit points. With tanks, the problem since CAI has been poor muzzle velocity of HEAT shells which makes hitting difficult and what most players will have equipped, pathetic Basilisk DPS against everything (Kobalt kills stock harassers 4 seconds faster), Skyguards being helpless against every ground vehicle, and the Viper not having the accuracy to deal with small moving fast targets. Small changes to these three weapons will reduce harasser vs tank complaints. Harasser vs Harasser is broken, for a different reason. Harassers have a weakness to gatling guns, which means that the Vulcan and Aphelion rip through harassers while the Mjolnir specializes in fighting heavy vehicles. In practice, this means that for low/average skilled car crews, vulcans are disproportionately powerful since less skilled players won’t know to keep outside minimum damage range. At higher levels an Aphelion car is very hard to fight. Toning back harasser weaknesses to gatling guns might improve this situation, but at the same time it might nerf the Aphelion too much. At the very least this’d probably reduce vulcan whine somewhat. Overall, I have mixed impressions. The base changes are mostly for the better, but the storm, infantry gear, and vehicle changes are mostly bad or miss the mark completely.
Seekers Beyond the Shroud is a Solo modern day occult RPG, written by Alex T. for Blackoath Entertainment. I first stumbled upon it on Kickstarter in October of 2019, and immediately backed it. There are few deliberately designed Solo RPG's, and its promise of solo rules, robust system, and setting was irresistible. I received my print copy this summer, but haven't had a chance until recently to play it. Now that I have, I wanted to do a quick review of the game, based on both my reading of it as well as the couple of sessions I've been able to play. While most of the review will be discussing the book itself, I'll include some notes on my play experience in spoilers. Layout and Design The book itself is solid. The cover image is cool and evocative--and the art in general is very well done. I only backed at the softcover level, but it's a solid and well designed layout. Actually, better than some of the recent games I've bought from more established companies. Setting It's modern day London. Your character has gone through some traumatic and horrifying experience that awakened them to the greater supernatural world. After much searching, you have come to the Omphalos, a secret town populated by mystics, monsters, and other...things. There, you begin your journey of both personal enlightenment and personal power. Character Creation Seekers uses the 6 classic attributes--Strength, Dexterity, Constitution, Intelligence, and Charisma, with Will replacing Wisdom. The scale is from 1-20, with all starting at 10. You then get an additional 20 points to further customize your character. I ended up putting my points into Dexterity, Will, Intelligence, and Charisma. I figured Will and Intelligence are key to any aspiring wizard, and--desiring to do something different than a rogue bad ass--I was hoping that Dexterity and Charisma would give me options to solve issues with something other than direct violence. This would become an issue later on. Next, you have "Secondary Attributes"--Hit Points (Con x10) or Sanity (Int x10) and the like. Then, you have Skills. They're pretty much what you would expect, a mix of combat and non-combat. You have 250 points to spend on the skills, but are limited to no more than 50 in any skill at creation. Some skills have a base value derived from your attributes (for example, One-Handed Melee starts with a value equal to your Str+Dex, while Persuade starts with a value equal to your Charisma X2), while other skills--the mystical ones--begin at 0 and can only be increased through gameplay. If you use a skill 5 times, you can make a Skill-Up roll. If you roll above the current value (i.e.: fail), you add 1 point to the skill. Given that I had a decent Dex, my combat skills were decent to begin with. I wanted to play an "ordinary joe" kind of character, so I spend my points on skills like Technology, Linguistics, and Persuade. I finally caved to my min/maxing tendencies though, and ended up boosting Parry and Sneak as high as I could, with a smattering of points in other combat skills. I had quite a few in the mid-40's, so my "mild mannered accountant" was surprisingly dangerous. Or so I thought. Backgrounds After the basics are done, you roll a d10 for your Background. Each provides and in-depth backstory for your character, and details the traumatic and often horrific moment that set you on the path of magic. Each also provides various penalties and bonuses that further modify your character. I rolled the "Near Death Experience"--my PC was a workaholic who almost dies of a heart attack. While "dead," he encounter a horrific spirit that he just barely managed to evade. Upon waking, he through aside his career and sought out some explanation for what he had seen. He has a bonus to Psychic Combat--which is used in the Astral Plane--but a penalty to his Constitution and Charisma. I had left my Con at 10, so it dropped to 9, and my Hit Points also dropped from 100 to 90. I wasn't worried though, as I had intended to be more sneaky and charming than tough. He said foreshadowingly. Combat Combat is relatively simple. As you approach a foe, you make an Initiative roll on a d20. Each foe has a static Initiative value; if you beat it, you go first and if not, then they do. If you beat them on the first turn, you have a chance to surprise or avoid them entirely. All combat rolls are done by the player. If an enemy attacks, you need to make a defensive roll (Parry, Dodge, or Find Cover) to avoid their attack, and you make your offensive roll (like One Handed Melee) to hit them. Certain foes are Veterans, and apply penalties to these rolls. Different types of weapons do different amounts of damage--like 2d10+10 for a pistol. In the intro adventure, the PC gains a "talent" that grants them a flat +25 to their damage from then on. Most foes have roughly 100-130 Hit Points, so even with the player bonus, it can take quite a few rounds to get through even minor enemies. The Mystical World The next few sections are some of the most interesting, describing the Astral World, Magic, Summoning and Binding Spirits, and the like. I haven't had a chance to really dig into this aspect of the game, however. The Omphalos and Scenarios The core of the game is the Omphalos, a hub of trade, commerce, knowledge and intrigue. Here the PC can buy and sell gear, learn new knowledge, encounter the strange denizens of this world, and get missions for various factions. There are four listed in the book, each with their own agendas and philosophy. Each has constant need for "foot soldiers" to do various unsavory tasks for them, and as you gain Favor with each, they provide various bonuses and spells and other benefits. >! So, I finished the intro scenario, had some knowledge of the greater world, and had been introduced to the Omphalos. Time for the first "real" adventure! First, I roll on the Emphalos Daily Event table and got "quiet day"--things are calm today, and prices are low. I have only a few obols (the currency of the magical realm), so any discount is nice. Then I roll for Encounters, and get "pickpocket." There's no roll to avoid this, so my PC loses 100 obols. This is more than I have, so I am no broke. Desperate for work, I see who is hiring. There are 4 factions, and each might have a represented in town that day, based on a roll of 7+ on a D10. I roll for each, and only one is present, the Causa Scientiae a particularly rational and Order focused faction. I then roll for the Scenario--I get "recover." One of their artifacts has fallen into mortal hands and is in a museum. They want me to recover it for them. Given the setup, there will only be mortal guards--which is nice--and they don't want me to kill anyone. In fact, each guard I kill will cost me the possible Favor reward with the faction. Works for me--I don't want to kill anyone either.!< I could refuse job, but risk losing Favor with them. Given that they are the only ones hiring today, I'm loathe to refuse. Plus the job seems up my alley--no magics needed (and I have none), and I should avoid all combat. Since other types of mission are "kill everything on site" or "kill everything and cast a really tough ritual" I figure I'm unlikely to get a better mission. Next I go to the scenario design. There are a number of possible locations, and each has a unique setup, Events, and Discoveries. This is probably my favorite part of the game. I roll some dice, get a list of rooms and locations, and then create a simple map for my explorations. I know given the setup that the artifact in question will be discovered in the 16th room. But, a roleplayer is gonna roleplay, so I decide my PC will make a beeline for the Archives, assuming that the object surely must be there. And, if not, it will have the necessary paperwork showing where the object is. Each room has unique odds for three different types of encounters--Enemies, Events, and Discoveries. I begin at the Entrance, and have no enemies but an Event reveals Drug Fueled Goons--apparently the guards here are all high as hell, and have a bonus of 20 to their Hit Points, but a -10 to combat. So, tougher to kill, but easier to hit and avoid. The next room I enter is the Lobby, and there's a guard present. The guard rules state that they will attack on site. I could use an alternate rule that lets you talk past human-type foes but, well, I am breaking in and they are all drugged the hell up, so I stick with the basic rules. Still, I try to avoid them but fail in my starting initiative roll. The battle begins, and the dice are on my side. It's a running gun battle, but I'm able to kill the guard. When he's wounded, he calls for backup, and the dice gods are still smiling at me, and I make it through that battle without any injuries. I'm upset at my failure to avoid combat--and losing Favor with my client--but after some nasty battles in the intro adventure, I start to think I'm getting things sorted out. I continue exploring and even manage to successfully sneak past a guard. As I'm exploring one of the administration offices, I run into another one. This time I can't avoid him, and another fight ensues. This time, the dice don't roll so well. He quickly gets the better of me, and I end up taking a lot damage. And with only 90 Hit Points, it's far more than I'm comfortable with. I decide to run. To run away, you need to roll a D20 and, like initiative, and beat their Dexterity but even still they get a free attack on you. Not that it matters, as I fail to disengage. After two rounds spent trying to run away, my PC is shot dead on some secretaries desk and my game came to a close. Concluding Thoughts Seekers Beyond the Shroud is a very interesting game. Obviously, a ton of thought, love, and work has been poured into this game. And there is a lot I love about it--the world, the discussions on magic and spirits, the mission setup system--all top notch. But, there are some things that didn't quite work for me.
Skill resolution. The binary pass/fail doesn't really interest me, particularly for a Solo game. This is purely a personal preference, however.
Skill improvement. 5 usage of skills or 5 combats (for combat skills) to have the chance to increase a skill by 1%? Character progression seems like it would be glacial. Not that I would know, since...
Combat is brutal, and tedious. Not only does even simple combat take several rounds (each requiring an Initiative Roll, a defense roll, an offense roll, and various damage rolls), but they are fairly generic without a chance to meaningfully do anything different or interesting. Also, while the game embraces an "old school" philosophy that not all fights should be fought, this runs counter to both the Scenario design (where "kill all foes" is a pretty common goal), and the System itself. Combat is assumed, after all, and avoiding it requires two separate rolls, neither of which will have a more than 50% chance, at best, of success. And failing either results in combat which requires sheer luck to disengage from.
The Scenario and the system felt...disjointed. This is another purely subjective point, I'll concede, but I didn't like how I had to "dungeon crawl" my way through the Museum. I like the idea of a museum unknowingly having a mystical artifact and my ex-accountant having to figure out how to steal it, without killing anyone. I'd love to do a solo game where I need to assemble a crew to try and help me (can I trust them?), try to locate where the artifact is, do some recon, plan the heist, try to get and get out without drawing attention. Sounds like a fun heist game that could at any moment fall apart. Walking around room by room killing guards didn't seem to do the setup justice.
Failure. Failure needs to be part of any game system, because otherwise it's not really a "game." And death is the ultimate failure, which gives combat meaning. But there has to be a middle ground between "you can't fail" and "oh, you didn't roll significantly better than average for the past 8 dice rolls, so your character is dead and the game is over." I don't know how to square this particular circle.
I'll probably give the game another shot. But, instead of playing an average guy awakening to a wider world, I'll probably go with a more "badass" character and hope he can survive the first few missions. In Seekers, knowing ancient languages is nice, but real mages know how to use a Glock. TLDR Seekers Beyond the Shroud is an interesting Solo RPG of modern occult shenanigans. it has a lot of very interesting and fun mechanics to bring the game to life, but suffers from some bad editing (make sure you play through the intro scenario or you WILL miss a key "PC Bonus") and an unforgiving system. Still, worth checking out for any Solo gamer interested in more contemporary game.
Hi everyone, I've been passionate about sandbox games and how they are designed into a functioning coherent environment. I developed most of this passion in Eve and served as a CSM last year. I'm hopeful that DU will be the future of sandbox sci-fi games. I wanted to note down how I think NQ can better some of the game's most important aspects. Some of their staff probably read here too. The forums have this "one idea per thread" rule, so I decided to put them here. Here are some problems, and how I would solve them. PvP 1) Cube Meta: Need viability for non-cubes.
By small changes in the math, it should be possible to make drag matter more in atmo, not for small cross sectioned ships, but for the ones with bigger CS.
A developmentally costlier option would be letting players edit the "area" that a core unit provides. PvP rewards smaller core units so it becomes important to cram all the elements into small areas. That promotes the cubes. If we could edit the area into a 3d rectangle (total area remains the same, just changes shape), that'd let us to make ships that aren't cubes and cram the same amount of stuff.
The best option would be making cross section matter in PvP. Ideally (not sure if servers can handle this), weapons should miss more if target ships have a narrow cross section from the attacker's POV. If servers can't calculate relative POV's, then an easier way to implement cross section into PvP is using the smallest CS of a ship as a coefficient in the miss chance.
2) Small vs Big Ships: Need drastic balance.
The lock range differentiation wrt target core unit size needs to go. It's keeping everyone from even thinking about M or L core PvP ships. Eve has this mechanic entirely right. Larger ships should be able to lock and fire at longer ranges. They should just miss more.
Small ships should have tracking and lock time advantages. Tracking should matter to the extent that if I am going 90 degrees wrt a big ship in a smaller core, even at ranges like 100km, that should make me easier to miss. After all those are the ranges most of the combat happens.
Some sort of limitation to cramming L guns to small constructs is needed. If "power" isn't going toward that direction, NQ should just make M/L gun models way larger (and make them slower-turning too that'd align with the above recommendation).
More tanking advantage to larger ships is needed. Perhaps weapons tear through too many voxels at the same time. Or voxels should be overall less heavy so we can use more of them.
Instead, the larger cores actually have speed advantage where they shouldn't. This is because you can cram way more Delta V in an M/L core compared to how much you can cram in an S/XS core. Sure the reactivation time is a good balancing factor but it's not enough if the large ships can accelerate and decelerate at way higher Gs. Again, one easy option would be drastically increasing the size of L/XL engine models to match the proportions of area differences among cores.
3) Non-Consensual PvP: The current non-consensual PvP is very binary and unsustainable. If you can find some people careless enough to go in a direct path between two planets with no radars, you kill them. People will wake up (or they already did) to this very fast, plus warp drives will become abundant, and pretty soon no such PvP will be possible. Meanwhile, if you are a new player with no knowledge and you get caught to pirates like this, you basically have zero options to protect yourself.
For Offense: Steal warp bubbles (disrupts your warp path), webs (slows down your target ship), combat probes (detects position of a target ship) from Eve. They'll be great additions.
Create rewards in space for which people will be willing to take risks. Asteroids/asteroid mining is supposed to function like this. But depending on implementation they can either become monopolized or just too abundant/wide to go and find any targets in.
Hope eventually stealth gets added. It's easy to imagine it as radar immunity (until close proximity). But it should have drastic downsides.
For Defense: Combat probes can actually be used defensively too.
Some sort of "evasive maneuver". Perhaps a module that provides a quick random change in the ship's direction but not the speed that the offender needs to adapt.
Some sort of temporary damage mitigation solution.
Economy 1) There is no need to trade.
People don't use the markets too much. Every org has a mining/industry wing and everything is made in-house. I think this problem arises from the fact that the only scalable and reliable way to make money is mining/industry (maybe add logistics but that's dependent on the first two). Sure you got some people with eccentric ventures and ship developers but you can't scale that across hundreds of people. Since you have to have a factory to earn money, why wouldn't you scale it so you make everything and are self-sufficient? Now, if there was a plethora of other moneymaking activities in the game, then we'd see a way more an Eve-like market and specialization of activities. Imho this is hard to achieve without NPCs. It's really hard to imagine a functioning sandbox without the bottom layer of the ecosystem. NPCs to a sandbox MMO are what grass/vegetation is to an ecosystem. Without them there are no missions, nothing to kill and earn money from in a multitude of ways. No reward that people in adequate ships can go and chase, and become prey to other people like pirates. I kinda just wish NQ had 3 more years/funding to develop the game. The Minecraft/Factoria will be attractive for only so long if there is no meaningful economy, trade, differentiation, and things to do with things you make. Talents seem to be made in a way to foster differentiation, so maybe that's where we'll see some improvement. But game design needs to change.
2) Resource Hexes are too disposable.
The game has a great digging system. We create these elaborate mines. We could voxelize them and make wonders with them. Instead, we abandon them in 2 hours. With the territory warfare, under current ore system, the only place that'll be worth attacking is the HQ of a corp with the stashes and factories. And I'm pretty sure most people will move those to the Sanctuary once the territory warfare hits. Resource hexes would have been great places to fight over. But even meganodes last just a day as of this point.
In an ideal design, ore should have been way less scattered across different hexes. And once it's found in a hex, it should have lasted a long time, so there are these valuable resource mines to fight over. The pace of mining is actually perhaps fine. But there are lots of other ways to achieve "long lasting resource mines". Like going deeper could "destabilize" a hex so people would have to put down units that take a week to anchor. And bettemore abundant ore could have been found in deeper attitudes. This is just one way on top off my head.
3) No mining robots please.
Ditch this idea that was mentioned months ago if it's still in the cooking. You don't want to delegitimize the human time spent on the only meaningful resource gathering activity in the game.
Overall I have great hopes but also concerns about the game. One major concern/test was whether the server tech will hold. It has improved a lot and that's great news for NQ. The next concern is whether NQ is spread too thin. The game's development was probably too early to commit to a non-wipe environment, and NQ might be underestimating how much it lacks vs an actually functioning ecosystem. Not to mention customer support is pretty nonexistent (god forbid you have a problem that's beyond the Discord staff's abilities). People will get bored of cool looking handcrafted ships pretty fast unless they have meaningful stuff to do in them very soon. Let's see how things develop. o7
The morning alarm woke up Ghen. With an annoyed sigh, he stretched out his arm and silenced the foul-sounding chirps. Slowly sitting up in bed, he let out a deep yawn and got to his feet. Running a couple of chitinous fingers along his antennae to stimulate them to life, he made his bed and then went to his closet. Today was a work day, so he needed his suit. Once the pants were on, he stretched out his wings so that he could button up the shirt, then relaxing them once all the buttons were secured. Dressing for the day was done, now for the morning meal. Entering his kitchen, he took out the chilled leftovers of the evening meal last night and popped it into the radiator, first defrosting and then slightly cooking it. During that process, he also fished out a ceramic cup and placed it in his brewer, serving himself some synthesized caffeine. His idle thought led him to being amused that, when eaten directly off a plant, it has a concentration that could kill him three times over. But after going through some refinement and roasting, all it does is make him hyper. Once the meal was put together, his plate of heated leftovers and a cup of almost-piping-hot cup of Xia's, he took his time to enjoy it. His communicator vibrated. When he looked, he found it was from his boss. "Hello?" Ghen answered. "Ghen, the meeting's been moved up to a few minutes from now." His boss, Xkik, announced. "Apparently higher up has something important they want to say. We have a terminal ready for you, I'll message the login details." "Wha-, what's so important?" Ghen asked in bewilderment. "Did a water line rupture or something?" "No, nothing like that." Xkik replied with a slight chuckle. "It's actually about the rumors we've been hearing. That human corporation wanting to acquire us? That's what they're talking about." Ghen could feel everything inside his thorax drop to the floor. "That must mean it's true then, right? Did we get sold off by the Queen to this company then?" "Show up to the meeting and you'll get your answer." Xkik said simply. When he finished, Ghen got the notification on his communicator. There's the login details, allowing him to remotely attend the meeting. "They're about to start, hurry up." Once Xkik disconnected, Ghen worked fast to login and set up the remote viewing. Once everything was done, his screen started transmitting the meeting room. It was already packed. And off by the main board, he saw his answer. There was a human, resting against the wall on his two legs. Standing right in the center of everyone's view was the coordinator, Tizx, watching the clock periodically. As soon as the meeting's start time was reached, the coordinator began. "Alright everyone. I realize that this was rather short notice, so I want to say how appreciative I am that you made it. Now then, let's just get right to it. For some time now, many of you have been hearing rumors that a human corporation has been interested in us. Why? We never really knew. We're just an organization responsible for finding, extracting and providing water to the colony here all under the direction of the Queen herself. Well, as of now, I have the answer for you. Why don't I let Ryan say that?" Stepping back, Tizx motioned for the human, Ryan, to take over. With a nod, Ryan practically bounced over and then took the position. "Good morning to you all. I hope my Zazk is passable, heh. Anyways, the answer to those rumors, is yes. Terran Galactic Company is indeed interested in you all. Which now leads to me. I'm here to announce that, effective yesterday evening, this water company is now a subsidiary of Terran Galactic Company, under the name of Zilia Water Delivery." Many other sub-coordinators broke into hushed conversation, no doubt speaking their thoughts with each other about this move. Ghen could only wonder if this was even a good thing. What will the humans do? Will he still have his job? Will he have to learn how to deal with the ruthless humans? "Now, I am well aware this is quite the...uh, change." Ryan continued. "That's why I'm happy to inform you that, no, nothing negative or detrimental will happen to you. You just have new people to answer to. Operations will continue as normal, everybody here will still keep their jobs. The only real change any of you will personally experience is that Coordinator Tizx here will now report to someone else. On behalf of the Terran Galactic Company, we are extremely excited and are looking forward to working with you all. Thank you for your time." A week later. At least Ryan wasn't lying. After the initial shock wore off, things went back as they normally did. There were no terminations, no reductions in annual pay or anything. Nothing really changed. At least until this new meeting was called. Ghen was at the worksite this time, so he took his seat and watched as, once again, Ryan led the meeting. "Hello again, everyone!" He said cheerfully, his Zazk noticeably improved. "I hope I didn't end up looking like a liar, right? Everything's still normal, all that?" All the zazk in the room confirmed, providing comments to their pleasant surprise as well as lingering thoughts. "Awesome! Awesome." Ryan said jubilantly, his fleshy mouth revealing his bone-white teeth. "Now then, you're probably wondering why I'm here again, right? Well, I got another fantastic piece of news for you all! Two, actually. I'll start with the first: Zilia Water Delivery has just completed its IPO. The company is now publicly traded!" Ghen and the others voiced their confusion, having no idea what in the name of the Queen Ryan was talking about. What was Ryan talking about? What's an IPO? And why exactly is being publicly traded such a significant thing? "Oh, you guys don't know any of that?" Ryan asked in surprised confusion. After everybody confirmed, he let out a quick huff as he began his explanation. "Well, to begin, IPO is short for Initial Public Offering. Basically what that means is that, before today, Zilia was privately held. Only certain individuals could buy and sell shares here. But now that we're public? Literally anyone can buy and sell shares in the company, hence us being publicly traded." "Uh, what's a share?" Ghen asked, still completely lost. "Oh, boy..." Ryan muttered under his breath before returning to his peppy image. "To simply put it, a share is short for having a share of ownership in a company. When you buy a share, you're buying a piece of ownership, and when you sell, you're selling that amount." "So wait...if someone buys a share, they're a co-owner then?" One of the other team coordinators asked. "If they get enough, yeah." Ryan nodded. "You need a lot though, and that really depends on the company. If I had to give an answer though? I'd say usually you need to have a lot more shares than a lot of people combined to be officially a co-owner, but we call that being a majority shareholder." "And how do we do that?" Ghen asked, now growing curious but still not understanding why such a concept exists. "Simple. Buy shares." Ryan said simply. "And that leads into the second piece of awesome news. Zilia's corporate has a product in mind, a premium-package of water delivery. Instead of the usual water that you pump out, filter and ensure its potable before delivery, with the premium package, not only will you get that, but you'll also get all of the required nutrients and vitamins the zazk body requires! And they feel you guys have the best expertise and understanding to pull it off! So, here's what we're offering as a good-faith bonus: A 25% increase to your annual salary as well as being given stock options." Ghen wasn't sure about the second part, but the salary definitely got his attention, as well as everyone else's. Although his job was considered to have a good pay, Ghen isn't going to say no to a higher salary. In fact, he's been focusing his work on getting a promotion so he can come home with even more credits in pocket. "What do you mean by stock options?" Ghen asked after some time. Ryan let out that smile again, the one that revealed his teeth. "If you choose to transfer over to the new group, you'll be provided 50,000 shares in Zilia itself. Why's that awesome? Let me walk you through it. Right now, our last closing price per share was 3.02 credits. And if you have 50,000 shares during that time, you're sitting on 151,000 credits, if you cash it out immediately." "And why shouldn't we?" One of the coordinators demanded in an ambiguous tone. "Because the price per share changes a lot." Ryan explained promptly. "When we got done with the IPO? It closed at 2.73 a share. Right now? My money's on the closing price being 2.99 a share. However, we are extremely confident in this premium package being successful. If it does? Well, my bet is that the share price will skyrocket to 3.12 a share. If you hold those shares and the price gets to what my bet was? You'll instead get 156,000 credits. Just by holding onto them, you just made an additional 5,000 credits!" "And what if we have more shares?" Ghen questioned, now getting excited at the prospect of free money. "Even more money!" Ryan laughed a bit. "And don't forget about dividends, but that's for another time. The premium group is gearing up right now, we just need the workforce. If any of you wants in, I'll be back tomorrow with all the forms needed to make it official. Take the day and tonight to think it over, yeah?" Everything else melted into a blur. Ghen was practically on autopilot that whole day. Was this the secret to the humans' incredibly massive economy? How so many of them have amassed so much money out of nowhere? All you had to do was just buy this share out of a company and you get more money without even working? As soon as he got home, Ghen knew what he was going to do during the night. After feverishly looking through the galnet, now having the human race connected to it, he looked and gathered up as many books that were translated into zazk as he could find, all talking about the human economic system. The last time he undertook such an intensive study was during his primary education phase. And during his search, he even found forums on the galnet that were completely dedicated to the human's economy. All of them talking about strategies on what company, or stock, to pick. How to analyze a company's performance to determine if it was worth the money, or it had potential to grow over time. And that was when he discovered the humans found another method to the extremely simple buying and selling process. There were humans and some other immigrated aliens who made five times what Ghen could receive over a simple month just by watching the share prices during trading hours, and then buying and selling them at the proper times. Ghen's mind was just absolutely flabbergasted. He thought it was just some strange concept only aliens could make, but no, not with the humans. They've practically made their economy into an art or a science. No, not even their economy. Everything. If humans can see a way to make money off of it, they'll do it. And if there isn't, they'll look for a way. Healthcare was monetized. Galnet services, transportation, shopping at the store, they even made all of their utilities into profit-oriented companies. And it was there that Ghen paused, the realization slamming into him. Everything was monetized. Which means, if you don't have the money for it, you're not getting it. Right? Are the humans truly that ruthless? So obsessed with making money? To the point that they're willing to deprive their own people of the absolute necessities if it's a source of credits? Ghen let out a scoff. There's no way. Nobody is that cruel and callous. He's never been to the United Nations. He can't rely on what a bunch of random people on the galnet says. He decided that from here on out, he'll only go as far as saying that humans are a little obsessed with credits, nothing more. ... There he was. Ryan, sitting in the office provided to him. And there was a rather large line leading to him. Looks like word got around. Although, the line wasn't as large as he expected it to be. Maybe the others thought it was just a ruse? That there's no such thing as making free money by spending it on such a made-up concept? Ghen only knows that, if it is a ruse, it's an extremely elaborate one, where all of the humans are in on it. And he believes that's just extremely ridiculous. At the end, if he's unsure, he'll just take the transfer for the very real increase in his very real salary. And although he spent a very good chunk of the night reading up on how humans do things, he's still going to play it smart. He'll leave his 50,000 shares alone and see where it goes from there. "Good morning sir." Ryan greeted warmly once Ghen took his seat. "Now, name please?" "Ghen." He answered, barely keeping his nerves down. "Alright...and what's your position at this location?" Ryan questioned after scribbling on his form. "I monitor the pumping stations near the extraction sites." Ghen explained, staying on point. "To be more specific, I check to see if they're in need of maintenance, as well as reading the flow rate that's determined by the calculators installed there. If there's too little for what's needed, I pump out more. And if there's too much, I pull it back a little." "Nice...and how long have you been doing it for?" Ryan complimented with a nod. "As of tomorrow, ten years." Ghen replied, voice quickly changing to minor awe once he realized that fact. "Excellent. Do you have anyone in mind you'd like to replace you here?" Ryan questioned after another scribble. "If you don't have anyone, you're free to say so." Ghen took a moment to think it over. A bunch of names went through his mind, but one stuck with him. "Tilik. He's just been accepted here, but he's learned quickly. Very attentive and he always catches something subtle. I think he'll do really well in my position, even better actually." "Tilik, really?" Ryan questioned with a little shock, going through his completed forms. Ghen felt a short sense of panic in him. Did something happen, or was Tilik actually transferring? His answer didn't take long to reveal itself. "Right, Tilik was actually one of the first people to want to transfer here. He's actually requested to be part of the testing teams specifically. Do you have a second choice?" "Um...no, actually." Ghen replied, feeling a little ashamed. "Tilik was my only choice, to be honest." "Hey, don't worry." Ryan said assuringly with his hands raised. "Nothing wrong with that. Sometimes, there's just nobody up to snuff, right? 'Kay, so, last question. Is there anything specific you'd like to do when given the transfer?" "If you need someone monitoring new pumps, I'd be happy to do that." Ghen stated. "So basically same job but with better payoff, am I right?" Ryan grinned. "I hear you. Sometimes, we're just not paid enough for what we're doing. I know I think that sometimes. Uh, our secret, yeah?" "Yeah, our secret." Ghen nodded, thinking it'd be better to have friendly relations with the human, just in case. "Awesome. Back on topic, that's it." Ryan announced, placing the form on his pile. "We'll give you a call when you're accepted." "Oh, uh, that's it?" Ghen questioned with a shrug in shocked surprise. "What, expecting a question like, why do you want to transfer?" Ryan chuckled a bit as he leaned in his seat. "You can bullshit all you want, but we both know the answer. Sweet money and stock options. Not saying that's a bad answer of course, just that it's pretty obvious." "I suppose it is." Ghen commented, realizing the point. "Also, you mentioned this...dividend? Is that for Zilia shares?" Ryan laughed a little bit before nodding. "Yep, announced before I came here. About 0.43 per share. Want to know why that's awesome? Instead of waiting for the proper price to cash out your shares, now? The company pays you for each share you hold." "A...Are you serious?" Ghen demanded, flabbergasted. Ryan nodded with his now-trademark grin. "Dead serious. If you get the transfer, and get those 50,000 shares? A little head math...right, if you hold onto those, in addition to your salary, you'll now annually be paid 21,500 credits, if you keep it at 50,000 shares. Only you can decide to sell or buy shares." Ghen just stood there silent and motionless, no idea of whether to believe it or not, to which Ryan just laughed. Once he walked out of the room, he managed to snap back to reality. Again, just focus on the very real pay-raise. He'll deal with the other parts later. After he returned to his spot, he spotted Tizx approaching by his desk. The coordinator seems to be as casual as always. "I saw you in that line a bit ago, Ghen." He said as he leaned on the desk. "Guess you're really taking that human's word?" "I mean, I don't know about all this share business or what not." Ghen began with a shrug, his tone sounding a little defensive. "But I mean, having a bigger salary? Course I'm going for it when I can. And if all this magic credits turn out to be real? You realize we can live like the royal servants, right? Get the best cars, the nicest food and all that?" "I'd be very careful, Ghen." Tizx warned in a sudden shift in tone. "Don't trust those humans. The way they just...obsess over money? Come up with more and more insane ways of getting credits? I don't know, it just makes my wings twitch." "You think this is a bad idea?" Ghen asked with a little surprise at the change-in-demeanor. "I think you should be careful, with the humans, and with what you're saying." Tizx replied, straightening his posture. "I wouldn't put it past those Earthmen to backstab you if it gets them a few more credits. And we all know how the royal servants get if any of us lowly commoners start thinking we can break into their circle." "I hear you, I'll be on my guard, promise." Ghen stated with a nod. With a confirming nod of his own, Tizx returned back to his duty, walking past Ghen's desk. Several weeks later. Everything became so much better. Ghen got the transfer. He didn't need to relocate to a new residence either. And after he was walked through into learning how to manage his stock account, and seeing that new form of payment in his hands, he already felt as though he made the best decision. But it was only when he decided to take those shares more seriously that he became privy to what he was given. After receiving the dividend payment, and actually seeing it was real, valid credits after transferring it to his main bank account, all he could describe was the most powerful high he ever felt. While his first thoughts were to buy himself a royalty-class car, some nicer furnishings for his home, or even a better home entirely, he ended up going the smarter route. After going back to his stock account, he discovered that Zilia's shares rose to about 3.22 credits in price. Knowing that this was the easiest money he could ever make, he took all of his dividend earnings and bought more shares in Zilia, bringing him to owning 56,891. And from his new regional coordinator, a human named Dylan, tomorrow is the grand release of the premium package. For just a monthly rate of 14.99 credits, the tap water will now include a sizeable portion of all nutrients and vitamins required in the zazk physiology. Still, Ghen has to admit. He's not entirely sure why anybody would want such a thing, if they'd even go for it. But, as long as he's practically swimming in easy credits, he won't pay much attention to it. And just like when he was intensively studying the basics of how the human economy worked, he barely got any sleep. His mind was constantly thinking about the things he would buy. Or rather, what other stocks to put his credits into. Even now he can still hardly believe it. Just spend your money on some, make-believe thing and, if you wait long enough and picked the right stock, you'll get more than you spent back? His mind even wandered onto what human colonies, or even their homeworld, Earth, was like. If everybody was making so much money, what kind of things would they offer? What kind of ridiculous service or product or item can you get? He's even debating on joining some forum and just asking around. Explain how he's new to how humans do things and was wondering what he should expect if he's successful. By the time he felt like he can go to sleep, the binary-stars of the system were rising from the horizon. After getting out of his bed and changing to clean clothes, his mind returned onto what-ifs. What if he bought better clothes? He's had his eye on that human brand of luxury clothes, Tessuti di Venezia, that's been all the rage amongst the royal servants. Or maybe he can go on vacation and just check out Earth for real? It was a short ride to his workplace from his home. After getting stuff his stuff and preparing to walk through the doors, he heard the roar of a car grow louder. When he looked, he saw the sleekest and quite possibly the coolest looking car he's ever seen. Each time the engine revved it would startle him, both from how harsh it sounded as well as just how intense it sounded. And after it parked, he saw the doors pop out and then slide along the body back. And there, he saw Tilik, the seat literally turning and extending out a bit before he got off. As soon as he saw Ghen staring, he struck a rather prideful pose after putting on his lab coat and then sauntered over to Ghen. "What do you think?" Tilik said, without any doubt inviting praise or compliments. "D...Did you actually buy that?" Ghen asked, unable to tear his eyes away from the car. "You're Queens-damn right I did!" Tilik laughed happily. "Thing takes off like a starship, has temperature-controlled seating, all-in-one center console, barely any bouncing on rough roads. Hoof, best decision I've ever made!" "How much did that thing cost?" Ghen asked after letting out an incredulous laugh. "Five million credits." Tilik replied, earning an absolutely shocked stare from Ghen. "And thanks to the incredible salary I have, in addition to all these shares and dividends, I'll pay back the credits I borrowed in no time!" Ghen needed a few moments before he could speak again. "All I've been doing is buying more shares." Tilik laughed and then patted the now-envious monitor's back. "Smart man. I got a little carried away, yeah, but not anymore. Any spending credits I got, going right back to investing. That's what it's called right, investing?" "Yeah, it is." Ghen nodded, feeling a fire light up in his thorax. "And also? Today's the day that the premium water thing is being released. Here's hoping it starts out well, right?" "Oh it will, trust me." Tilik chuckled as they both began making their way inside the workplace. "Lots of research, lots of study. By the Queen, so much of it...it'll make your head spin." And after hearing that, Ghen had a moment of realization. "Hey, Tilik? How did you get such a nice position anyways? Weren't you just studying under me before the humans came along?" Tilik let out a sigh after opening the door. "I'll be honest, I never wanted your job. Not because it's boring or terrible, just...I didn't suffer so many sleepless nights in the science academy just to be a glorified button pusher. This is what I've always wanted. Doing science, solving problems rather than just applying the solution, you know?" "Wait, you got an academic certificate?" Ghen questioned, completely floored. "How did you end up beneath me then? I should've been answering to you!" "Simple." Tilik gave a heavier sigh. "A royal servant was asking for the same job I was. Take a guess at who got it." "Ouch. Good thing the humans came along when they did, yeah?" Ghen was taken aback. He never heard anything about a servant taking a job at his place. "Looks like you're proving yourself to be well suited." "By the Queen, of course I am." Tilik nodded. "Like I said, I nearly broke my wings through so many nights, got certified top of my class, all just to get pushed to the dirt because someone who was born into a particular family wanted the same thing I did? I know I'm smarter than any of those empty-skull servants back in the Center. I know that, whatever, uh...corporate? Yeah, whatever corporate wants out of science, I will xeek give it to them." "Well, let me know how things go in the lab." Ghen said, admiring his drive as they neared the main office floor. "Because this is where the button pusher needs to go." Tilik let out a laugh as he nodded. "Hey, how about we meet up at Queen's Fine Eatery tonight. I'll pay, yeah?" Ghen, at first, wanted to admonish him for choosing such an outrageously expensive place to go. But he quickly realized that, he truly is good for it, thanks to the humans. "Well, hey, if you're paying for it." ... It was a fantastic opening. After being told what news sites to keep in mind for stocks, he first heard it from Dylan, and then got more detail on Business Today. There was such a massive demand right from the start that Zilia needs to increase extraction just to meet it. But what really got his attention was the effect it had. Zilia Water Delivery's share price just blasted off. After seemingly holding steady at about 3.15, by the time he got home and logged onto his account, it already reached 7.04 a share. The calculator on his account told him that he got a value-gain of 54.26%. Never in his entire life had he felt such...joy. With all of the shares he currently has? He's sitting at 400,512.64 credits. He knows that it is woefully pathetic compared to what the royal servants have just in their pockets, but the fact that he has such money, just by owning some intangible concept? Why even work at Zilia? Why doesn't he just sit at home, figure out what companies to invest in and make his money that way? What's even the point in working a real job, getting a pathetic pay when you can just take the money you have, determine where to spend it, and get triple back? All just sitting on your wings at home, researching? He was so wrapped up in his excited high that he completely forgot he was going to meet Tilik at Queen's. After quickly and haphazardly putting on his nicer clothes, he got to the place only a few minutes late. Tilik was there by the guide, no doubt having been waiting for him. As soon as he strode up, Tilik's wings stiffned out some. No doubt he must've seen the numbers as well. "I can see your wings, Ghen." Tilik began with an excited chuckle. "Made some serious credits?" Ghen let out an incredulous scoff, struggling to find the words for a moment. "Incredible. All I'm going to say." "Likewise." Tilik chortled some before nodding to the table guide. "All here. Table please?" "Right this way, sir." The guide said politely. It was a short walk, travelling between round tables. The vast majority were populated by zazk, but Ghen was surprised at seeing a few humans here as well. No doubt corporate workers checking out the local food. He did spot them having bowls filled with some kind of mass. Some were brown, others white with what looks to be black specks on them. They arrived at their table. A rather nice one, affording a view out the windows into the busy colony streets. Once Tilik and Ghen settled in, the guide handed out the menus. "May I suggest our rather popular option for tonight?" The guide began. "Human ice-cream. Ingredients sourced from Earth itself. Very cold, but incredibly sweet, and coming in many flavors. The most popular amongst us is called vanilla-bean. The vanilla itself soaks in the cream for much of the process, and then the innards sprinkled on top of it near the end. Rumor has it that the Queen herself has demanded personal shipments of such a treat straight from the home of vanilla, an island on Earth named Madagascar." Ghen didn't even spare a single thought. "Vanilla bean ice cream then, please." "Same." Tilik seconded when the guide glanced to him. With a slight bow, the guide proceeded to ferry their orders to the kitchen. Thankfully it was just a short wait before the guide returned, carrying a large plate containing bowls of ice cream. Ghen could feel the saliva on his mandibles as the bowl was placed before them. He could just feel the cold air around that glistening mass of sugary goodness. The white snow decorated with the black dots of vanilla bean. Once the guide left them, Tilik and Ghen both dived in at the same time. As soon as the ice cream entered his mouth, touched his tongue, he exploded in incomprehensible bliss. The sweetness, the smooth and creamy mass, even the taste of vanilla he wasn't sure about was just absolutely delightful. It was so overwhelming that his entire body limped, slumping in his seat as he was forced to ride on the surging tide of joy and happiness sweeping over him. Tilik was no different. He too was taken completely by the effects of the ice cream, his wings fluttering some against the seat. Ghen could hear some noise. It was the humans they passed by. They were chuckling, grinning, and glancing over at them discreetly. Unlike the two zazk, the humans seemingly just enjoyed the ice cream as if it was just another nice dessert to them. Or perhaps they couldn't allow themselves to succumb to the high? And as soon as the wave of indescribable bliss and happiness subsided, Ghen knew. He just knew. This was the life. He wanted this. The ice cream was just the beginning. So many things denied because he didn't have the credits, or worse, not the blood. Because he was just a drone in the great Collective, even if he had the credits, he wasn't allowed because of what caste he was born in. That fire that sparked in him when he saw Tilik's new car? It exploded into a raging firestorm. And when looking into Tilik's eyes, Ghen could see the same. He was on the same page as Ghen was. Both of them were sold. They have the credits. And the humans? If you can pay for it, they'll never discriminate. All they cared about is if you have the money. And by the Queen, Ghen and Tilik will endeavor to amass as much credits as physically possible. The rest of the night faded into a blur. A blur that evokes only one thing. Bliss. It was only when he walked through the door of his pathetic hut that Ghen's mind snapped back to focus. His mandibles felt sticky. And he felt a weight in his stomach. How much ice cream did he eat? Whatever it was, he ate such volume that the lower-section of his throax extended and rounded out, visible even under his shirt. He felt something odd in his pocket. It was a receipt. 43,000 credits for ten bowls of vanilla bean ice cream. Was that ten bowls for both of them? Or individually? Ghen didn't care. He's good for it. Returning back to his calculator, he acted upon the decision that he had made at that eatery. He's acquiring as many books about investing and stock trading as he could find, frequent and study all the discussions and arguments presented by other like-minded individuals such as he, all to ensure he can live the good life. And he had a very good feeling Tilik was doing the exact same thing. Well, first, the gurgling in his stomach, as well as the feeling of something rising demanded his attention. Looks like he'll need to take the night off to let his stomach get back to normal. Three Years Later. Ghen looked out beyond the horizon, seeing the colony that he grew up in. On the far side was where his old house was. With only a simple robe on, made from the finest silk from Earth's nation-state of China, he relaxed in his seat. It was a long road. Stockpiling credits from pre-existing investments and from subsequent pays, he and Tilik made it. From having only half a million in assets and cash, now transformed to over eight-hundred million. And now, his call contracts on American Interstellar? They've just announced a breakthrough in their next generation of warp drives, reducing the speed coefficient even further, resulting in far faster travel. And with that, their stock price climbed sharply. Another hundred million credits in the bank. Soon, very soon, he and Tilik are about to become the galaxy's first zazk billionares. But that's not enough. There are many humans who are billionares. Only those he can count on one hand are considered trillionares. He's going to break into that circle. He and Tilik. Looking beyond the colony, he saw the abandoned building of the workplace he transferred to when the humans arrived. Turns out, the reason for such a high demand was that the humans also slipped in sugar to the tap water. As soon as that broke, many influential royal servants demanded investigations and outright banning of Terran Galactic Company's influence over the former government division. Zilia's stock price plummeted. But thanks to an advance tip from his human coordinator, Dylan, he and Tilik made a put contract. And that's where they struck gold, as the human saying goes. Dylan warned that if they were citizens of the United Nations, they'd be investigated and convicted for insider trading. But, since they weren't, and the Collective were only just introduced to capitalism, there's no risk at all. Now the colony is going through a withdrawal phase, Zilia has been dissolved and reformed back as a government division and are currently at work re-establishing the standard, plain water delivery. "Well, shit." Tilik muttered as he walked up to Ghen's side, taking well to human speech. "Looks like you win. American Interstellar's announcement really was a good thing. There goes a million credits. Ah well, the Royal Shipyards will make it back for me soon." "Oh? Did they just go corporate?" Ghen asked curiously, glancing to Tilik. "Hell yeah they did." Tilik chuckled, sitting down. "Queen and her retard servants fought it hard, but Royal Shipyards is now officially a human-style corporation. And, to a surprise to all the xenophobes in the galaxy, they're already being offered contracts for ship production. That'll raise the stock price pretty good." "What's that human word...?" Ghen muttered, already having a reply in mind. "Dick? Yeah, calls or suck my dick, Tilik." Tilik roared in laughter. "Already made them. Forty credits a share by this day next month." "I have half a mind to go thirty." Ghen chuckled. "Either way, until then, I heard from Dylan that he knows a guy who knows several prime human women who happen to be into zazk." "You're interested in women?" Tilik said as his wings fluttered. "With how often you tell me to suck you off, I'd have thought differently." "Oh, I always thought it was you who was into men." Ghen responded dryly. "Just wanted to be a good friend, you know? Considering how you never seem to make it past, Hey sweet thing, I'm rich you know." "Oh, go fuck yourself." Tilik countered with a little laugh. After he stopped, wings stiffened, he looked to Ghen. "So, know any royal servants we can put the squeeze on for more revenue streams?" "I got just the one." Ghen nodded, sitting up. "Fzik. He's been fighting to control the ice cream trade. Worried it's a corrupting influence. Got done talking with the human CEO of Nestle earlier. If we clear the way, he'll know how to squeeze a little more gains in stock price when he makes the announcement." Tilik's wings stiffened even more, signaling his approval. "Alright, time to throw some credits around, yeah?" AN: Sorry for the period of no updates. College is starting up, lots of stuff to clear and work out. Not sure why but I just got a bug up my butt about incorporating money and the stock market into a short. Here it is. Sorry if it seems abrupt, character limit fast approaching. Let me know how you guys think about it!
Whether it’s the Autumn harvest moon, or the ornamental plum blossoms are blowing in the Spring breeze, it’s time for something special: MAME 0.225 is out today! We’ve got some big updates that benefit everyone! First of all, MAME’s sound output system has been overhauled, with better sample rate conversion and mixing. This makes pretty much everything sound sweeter, but on top of that, the Votrax SC-01 speech synthesiser has been tuned up. Does anyone here speak Q*Bertese? SC-01 speech has been added to the Apple II Mockingboard card, too. While we’re talking about Apple II cards, Rhett Aultman has ported the CS8900A Crystal LAN Ethernet controller from VICE, allowing MAME to emulate the a2RetroSystems Uthernet card. Other across-the-board enhancements include more artwork system features (you’ll start to see this show up in external artwork soon), an option to reduce repeated warnings about imperfectly emulated features, and several internal improvements to make development simpler. Significant newly emulated system features include the Philips P2000T’s cassette drive from Erwin Jansen, the Acorn BBC Micro Hybrid Music 4000 Keyboard, internal boot ROM support for the WonderSwan hand-helds, and initial support for the NS32000 CPU. Newly emulated systems include several TV games from MSI based on arcade titles, a couple of Senario Double Dance Mania titles, Sun Mixing’s elusive Super Bubble Bobble, a location test version of Battle Garegga, a couple more versions of Jojo’s Bizarre Adventure, and three more Street Fighter II': Champion Edition bootlegs. Some of the immediately noticeable fixes this month include 15-bit graphics mode refinements for FM Towns from r09, gaps in zoomed sprites on Data East MLC and Seta 2 fixed by cam900, Galaga LED outputs lost during refactoring restored, and clickable artwork remaining clickable when rotated. As always, we can only fit a few highlights here, but you can read all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. Read the rest of this entry »
Beginning|Previous Premier Valast felt a tingle. It began at the base of his spine and traveled moved upward, sending warm fuzzy feelings all throughout his body as it made its way to his brain and inserted itself in his conscious thoughts. After all of the misery. After all of the failures. For once, something had gone right. How delightful. How extravagant. How deserved. The Humans had made a mistake. Clearly, they had thought to expand upon their treachery, believing themselves to be invincible. Their monstrosity of a vessel had appeared just as their last one had, within Halcyon's inner perimeter. After their ruse of parlay, their beast had commenced belching out weapons of mass destruction, clearly in an attempt to retrieve the encryption key and the elite assassin-thief they had dispatched under the guise of a Witness. They thought Halcyon weak. Defenseless. Not true! Not true at all! Kinetics. Valast laughed aloud, his rib cage heaving out great guffaws. Accelerated mass! More laughter. The savages thought to bring such inelegance against the might of the Combine? They mistook their prior fortune for competence. Their one-time success for future capability. Alas, poor Humans, the truth of your inadequacies is made manifest! The brief gap in the defenses brought on by the improbable chain of events that had resulted in their arrival had been filled. For all of their destructive potential, their weapons were useless. Valast continued to cackle, his hindclaws scrunching up the soft material of his pillow, as he watched the Humans receive their punishment for their insolence. The Humans had made assumptions. Perhaps assumptions were fine in their backwater corner of the galaxy, but here, among civilization, assumptions could be quite dangerous indeed. It was quite unwise to assume Halcyon would leave the inner perimeter exposed. They must have thought their Evangi co-conspirators would leave the gates open for them, as the traitor Neeria had done when she had given them access to a Combine wormkey in the first place. Sadly for the Humans, their four-armed friends had been exposed for what they were. A great many of the Evangi now lay motionless on the floor of a Halcyon mainway, a fitting end to their perfidy. Halcyon had stood since the beginning, and it would continue to stand long after the Human infestation had been expunged from the Combine Space. Perhaps the Humans should have spent more time pondering the nature of the place before they had meddled with forces they clearly did not understand. Halcyon existed in defiance of the chaotic nature of the neutron star it orbited. Its survival required an solution to the objects such a gravity well attracted. Halcyon had many such solutions, weaved together to maintain a delicate balance. Among them were the inertial dampeners. The screen in Valast's paws bloomed with colors, indicating firings of Halcyon's inertial dampeners. Each blossom of color was an attempt by the Humans to deploy weapons in clear violation War Accords, cementing Humanity's position as a menace to decent civilization. Had Valast not commanded Bo'Bakka'Gah to take the necessary precautions, the devastation would have been significant. Lines of crimson sailed through the blooms of color. Valast's whiskers twitched, his eyes squinting as it tracked one of these lines. The solution was not perfect. The intertial dampeners in close proximity to Halcyon were a final precaution, and their purpose was narrow. They were a fine net, meant to indiscriminately capture any residual high-speed astral particulate that had escaped the outer defenses. Their efficacy diminished at an exponential rate in proportion to the size and mass of the object they acted upon. Thus far, they had been quite successful at preventing the Humans from making use of their weapons, but dampeners had no effect on the Human vessels. Even if the dampeners could be used for such a purpose, their indiscriminate nature would have required the cessation of all space born travel within Halcyon, an unacceptable disruption to the workings of the Combine's capitol. The Humans' small spherical vessels were thus capable of traveling unimpeded throughout Halcyon space, tracing their crimson lines behind them as they did so. Such a thing did not overly worry Valast. They could not fire their weapons, and they were susceptible to electromagnetic disruption, rendering them easy targets for the Peacekeepers. Were Valast not otherwise consumed with the affairs of state, he would perhaps take to the front line and dispatch a few himself. Sadly, his bravery would find no opportunity for direct expression beyond the valor found in the privilege of command competently exercised. The whiskers ceased their twitching and some cheer returned. It would not be long before the meddlesome Human spheres were swatted from the sky and the encryption key recovered. Then they would dispatch the Human warship. Then Humanity. He need only wait. ----------- "Get spread. Get small." Sana called out. Had to buy time. Had to get a handle on the situation. Not her first rodeo, but it was the first time where she had no idea what the hell she was riding. Maybe the aliens were riding her. Maybe it wasn't a rodeo, maybe it was just a slaughter. That was the problem. No one knew anything. The callsigns in her local were dropping like flies. Squaddies getting wiped without so much as a peep. The eggs in Science were saying EMPs, but the balls were supposed to be fixed against that frakkery. Sensors said the balls were still there even after they went dead, so maybe they were right. Couldn't think about that now. Couldn't think about anything but the mission. Captain Sana Bushida had a shit-shuttle to bring to station. She needed to get from A to B. Normally the quickest point-to-point was a line, but the baddies were coming in from all sides. Trying to corral her in. So be it. She could handle a long and squiggly with the juice she had in the four balls attached to the cockpit. Only question was how long they'd be up for. Whatever they were using on the balls wasn't touching her. She was good, but she wasn't that good. Guess they wanted her kicking and screaming. Predators, not scavengers then. Frakk 'em. Right in their stupid alien faces. Sana's brain shunted command signals as fast as her eyes to parse the readouts in her pilot pod. Dodging. Weaving. Diving. Dipping. Half those words didn't even apply to space, but they felt right. Float like a butterfly, run like cheetah on amphetos. She'd sting 'em later. Run run run, fast as you can. You can't catch me, I'm the shit-shuttle can. Swipe. Swipe. Two smaller ships moved in a pincer formation, one cutting off her angle around the larger ship she was skimming around. Sana let out a giggle, as she shoved the shuttle in another direction. "You thought you had me, crapdonkey? You never had me. You're gonna be seeing my ass all day." The giggle somehow transformed into a roar halfway through as a third ship appeared in her view, coming out from its hiding place on the other side of the large ship. "SCREW YOU!" They weren't going to win. Losing wasn't an option. Swipe. Patterns emerged as the ballet played out. Certain ships were the herders. The small annoying frakks that always seemed to be moving around her flanks. Other ships were the receivers. They were the big boys. The ones who just floated there like giant shits in space. Lazy frakks just waiting to be fed some shit-shuttle. Fine then. New info. New tactics. New rule: Get around the herders, never get closer to the receivers. Herders bad. Receivers bad-der-er. As long as she was a step ahead of the herders and two steps away from the receivers, she'd be fine. Problem was they were more agile than her. Problem was there was more of them. Problem was the friendly callsigns on her readouts kept disappearing. Problem was that she was stuck in here instead of out there where she belonged. Ninety-nine problems... Swipe. Swipe. All she needed was a line of sight. A place where she could get a whiff of open space and just gun it. Navigate the maze. Get through it. Light at the end of the tunnel. Glass is half full. Metaphor. Analogy. Idiom. The stream of consciousness flowed out of her, expressing itself in her verbiage and in the desperately navigating shuttle some distance away. Step forward. No steps backward. Okay, maybe one step backward, but it'll be okay. She'd take the step forward soon enough. Just...needed...a...line. Alpha, Beta, Charlie, and Delta was gone. It was just her. Swipe. Swipe. The fate of the world. The shit-shuttle must survive. Swipe. Swipe. The gap opened. She saw it. They didn't. "There it is bitches!" All four balls slammed the thrusters on. It wasn't a direct bee line to the Oppenheimer but it was good enough. She just needed to get out of the hornet's nest and into open space so she could keep pouring on the acceleration. She didn't know how much juice the herders had, but it was all she had going for her at this point. Bitter bile rose up in her throat as the shit-shuttle surged forward, leaving A through D behind. Her squaddies. Her friends. Abandoned. She should be out there. She could be. She just needed to get the mission done. She was so close. She was putting distance between her and the baddies. Just a few more minutes...the link cut off. Her thoughts were shunting into a wall. She swiped, her eyes scanning the readouts. Alcubierre - Shuttle - Cockpit (Ejection)(DISTRESS) no longer appeared. For once, Sana was speechless. --------------------- Kai retched air. There was nothing else to throw up at this point. He'd given everything he had to give, and it was now floating about the cockpit in a viscous cloud. He was fairly certain Neeria was collateral damage in the matter. If she were ever to regain consciousness, she'd find she had been provided with a fresh coat of puke paint. At this point, being blind was something of a boon. Congratulations were owed to the sadist in the pilot's seat though, he hadn't emptied his stomach like this since flight sims. He'd raise his hand in salute if it weren't for the incredible g-force shifts whipping him around like a rag doll as the pilot attempted to avoid whatever was out there. Some of the maneuvers seemed impossibly complex, as if the cockpit was navigating through an impassable morass of enemies. Or perhaps the pilot was just drunk. Either seemed possible. The whipsawing continued. Back. Forth. Round and round. Acceleration never seemed to continue in a single direction for more than a few seconds. They were going in circles. They had to be. Finally, it appeared the pilot had decided on a direction as Kai was slammed back into his chair as the cockpit rocketed forward under sustained acceleration. They must have broken through. Or the pilot had fallen asleep at the controls with the throttle down and they were all doomed. Either way. At this point, Kai was just eager for it to be over. The acceleration continued. He felt like he was being crushed. Like an enormous hand was pressing against him, trying to squeeze all of his organs out through his eyes. Whatever was powering the cockpit now was beyond the parameters of the shuttle's acceleration compensators. His vision began to dim and his joints ached. Pain surged up in his right arm, which was still contorted within the goo. He was fairly certain a bone had just snapped. "Oppenheimer..ETA," Kai managed to gasp out, drawing the breath back into his lungs with some effort. "The shuttle is not currently on course to intercept with the UWDFFOppenheimer." "Joan." Kai wheezed. "Connect. Joan." The acceleration cut off. Kai took a huge gulp of air, the relief immediate. "Comm-link. Fleet Admiral Joan Orléans." No response. Kai tried again. Silence greeted him. Grumbling, he raised his left wrist toward his face. He stuck out his tongue and smeared it along the wrist console's interface. None of the expected beeps and chirps sounded out. It was dead, and, he suspected, so was the cockpit along with whatever had been propelling him. No life support. No way to call out for help. No way to do anything but sit there. For all intents and purposes, they were a hunk of space junk drifting off into the black oblivion. Fair enough. It was a fitting end. Helpless. Hopeless. Kai tried to muster some anger at the situation, if only to distract him from the pain coursing through his body, but found he was up to the task. It was easier to be motivated when there was something to do. Some way he could impact the situation. But there was nothing to do but wait. Maybe he'd live. Probably he'd die. He didn't mind it, that was the same binary he faced every other day. It was a bit more present in his mind than it normally was, but the truth was that he was overdue for demise. He'd given death the slip more times than anyone had a right to. Still. It bothered him. Not the death part. The not doing what he set out to do part. He had run through walls, both literal and figurative, to make it this far. He didn't know what making it back to the Oppenheimer would mean for Humanity, but it had to be better than not making it. The encryption key -- what did it do? What could it do? Would it be doable? Neeria -- could she guide them? Could she help them navigate the treacherous galaxy Humanity was just beginning to play a part in? There were so many questions. The answers could matter. Kai tried to remember how much time they had. Without life support, the supply of oxygen would rapidly begin to deplete. He supposed it didn't matter, since he had no idea whether Neeria breathed, what Neeria she breathed, or the rate she consumed it. His space suit had a few hours of stored supply, but it was designed to work in conjunction with his helmet. Without the wrist console, he'd need to find some way to manually vent it. That was something to do. Small, but perhaps meaningful. Anything to tilt the scales just a little bit more in their direction. Just a few more minutes of air could make a difference. "Seconds matter," Kai wheezed out. His breath was wet and tasted of iron. He'd worry about that later. Air first. It wasn't much of a plan, but it was better than nothing. He hoped Joan's plans were faring better. ------------------- The Admiral's Bridge was awash in a sea of red. Multiple views vied for primacy as the situation continued to deteriorate. So far, the Oppenheimer itself had withstood the sustained EMP assault directed its way, but the same could not be said for the battle balls. Callsigns continued to blink out of existence with every passing second. The Oppenheimer had immediately attempted to provide supporting fire, but its kinetic weaponry was similarly disabled. Whatever the circumstances had been that had allowed the Alcubierre to destroy an alien vessel, they were clearly no longer relevant to the situation at hand. Without kinetics, the vast majority of Humanity's space-born projective power was effectively nullified. Science was looking into explanations and alternatives, but it would take time. The Oppenheimer's EMP arrays had succeeded in firing, but the alien vessels appeared to be impervious to that form of assault. It was unclear whether they possessed EMP hardening around core processes similar to the Oppenheimer or they had other means of deflecting attacks of that nature. In the absence of an alternative, the Oppenheimer was continuously discharging the EMP arrays as they became available, attempting to test for weaknesses. The energy drain from the sustained fire was easily accommodated by the altered physics of local space, but it was unclear whether alien defenses could be worn down by continuous assault. Other oddities were appearing as the situation unfolded. The aliens did not field any tactical fighters that their sensors could identify. There were ships of different sizes, but, thus far, no vessels had moved to directly engage the balls. Kai's cockpit was being corralled by a series of smaller ships working in conjunction with the larger ones, but that was it. Joan considered it, trying to parse out deeper meanings from the absence. Human conflict, both Earthside and in space, had always heavily relied on tactical fighters. They had numerous advantages in terms of firepower projection and significantly increased tactical dynamism in a battle zone. Either the aliens had never considered the approach, or it was considered suboptimal within this environment. Joan squinted, watching as the battle ball's callsigns dropped from the battle status view. She tilted her head. "This environment," she muttered to herself, her eyes drawn to the EMP array firing status. The recharge bars filled and expended. Filled and expended. Each cycle representing an incredibly powerful pulse of electromagnetic energy at the speed of light. Speed of light. Speed. The answer struck her. The ramifications of the answer were displeasing. Plans must be altered. Contingencies reconsidered. The Black Fork was too optimistic. Their position was considerably worse than hoped for, but not entirely beyond anticipated outcomes, which had included their immediate destruction upon arrival in the system. They simply had fewer tools than she desired. Tactical fighters had low utility when combat operated at the speed of light. There was no yield on agility, because no thruster could move faster than light could travel. There was no evading a lightspeed weapon at these distances. Unless a tactical fighter could retain functionality under fire, which the death balls so far could not, they were a pointless extravagance. At best, they could serve as a momentary distraction, particularly when their weapons were inoperable. The unique characteristics of Humanity's birthplace were a hindrance here. Kinetics were the logical path for weaponry to take in an environment where destructive output was a matter of maximizing scarce energy resources. They were also the easiest, most natural extension from their Earthside forebears. Humanity had begun development of lightspeed weapons, the EMP and the Griggs pulse among them, but they placed tremendous strain on ship systems. The Oppenheimer, as a dreadcarrier, was among the few Earth spaceships that contained a full battery of EMP arrays. Due to the extremely demanding specifications, only a Pulser class ship could make use of a Griggs pulse. Had Humanity known what it faced just beyond its doorstep, it would have invested its research and development resources differently. Too late now. The game was not lost yet, they simply must play the hand they were dealt to its greatest effect. A display flashed from green to red and moved toward the center of the wall, increasing in size. Simultaneously, three other displays shifted in color, position and size, in a chain reaction. Joan frowned. Or perhaps the game was lost, and she was only just realizing it. The shuttle cockpit's callsign, along with the four balls that had attached to it, had disappeared. Her hands darted up and began a series of gestures, swiping North to South as she removed some filters from the local space scan and South to North as she applied others. She exhaled. The shuttle had not been destroyed, only incapacitated. It was careening through space away from the cluster of alien ships closest to Halcyon, though a few were in rapid pursuit. The pursuers had acceleration in their favor, but the shuttle's current course brought them toward the Oppenheimer. Joan flicked a few fingers, pulling the course data from the local scan and pushing it into the timer view.
Pursuers to Shuttle: 1m6s
Tactical Fighter to Shuttle: 38s
Oppenheimer to Shuttle: 53s
G4 Fleet First Arrival: 1m42s
Oppenheimer to Exit: 3m0s
Before Joan could issue the order, the nearest balls peeled off and immediately began an intercept course with the shuttle. Joan pulled up the command-chain, it appeared that Captain Bushida had decided to be proactive. Very well, but it would not be enough. The balls were more likely than not to be incapacitated before they could be used in any rescue effort. This required a more substantial intervention if the outcome were to be changed. Joan pushed a new course heading into her comm-link with Ragnar. "Captain, I am moving us off of the Black Fork standing orders." Ragnar glanced at the course heading. "That's even further in." Joan nodded, "It's the only way we'll recover the cockpit. The balls can't get the job done." "There's a risk the Oppenheimer won't get it done either. They're holding back," Ragnar replied, his eyes scanned off screen, bouncing between the various readouts and inbound requests. "Doesn't make any sense they'd only have EMPs. They've got more." "Likely. My current belief is that they will refrain from further escalation until they have either secured the cockpit or believe they can no longer retrieve it. Each moment of escalation from them has been in response to an action on our part directed at the cockpit." Ragnar wiped the back of his sleeve against his brow, mopping up the sweat. "Must be something important." "Must be. The prize is likely worth the pain here, Ragnar. Retrieving the cockpit is the top priority. Preservation of ourselves is an ancillary concern." "G4 is only a few out. We can hold that long," Ragnar said. "Get the job done, Captain," Joan ordered and then cut the comm. Ragnar was a sophisticated battlefield tactician. The overlap between them was significant, and the differences between them were accretive to both. They both knew there was another card to be played, it was just a matter of whether Humanity could adapt to it. Joan opened another comm-link. "Chief Adeyemi." The Chief blinked a few times as the interjection, as if being pulled from a daze. "Idara!" Joan exclaimed. "Where's Science at?" Idara wet her lips, "We've gathered the data and mapped it to a few different explanations...but we need more--" "You don't have it. Best guess, go." "Some sort of inertial dampening field. Effects smaller objects. Weakens as the objects get larger. Only affects objects moving a certain speed. Only affects objects in space. Our kinetics are getting caught. Bigger objects, like the fighters, like the Oppenheimer, are fine. Bullets fired inside of the Oppenheimer are fine. "Any sense on source?" Idara shook her head. "But it doesn't effect the fighters. Doesn't effect energy based weapons." "From what we can see, that's right." Joan's eyes drifted toward the tracker on Kai's cockpit. Hurtling through space. "Idara, when the Alcubierre was heading for Proxima Barrier, your modeling said the ship would survive the impact, correct?" "Yes, Admiral. There isn't an equal an opposite reaction. Actor has primacy in these physics." Joan stared at Idara, lost in thought. The Chief shifted uncomfortably, "Is there something else--" "I have what I need," Joan replied, cutting the comm. She pulled up the status tracker on the balls. Over eight-five percent of launched fighters had already been incapacitated. The Oppenheimer still retained a final wing in its hangers, numbering approximately a hundred and twenty additional balls. Joan watched the timers ticking down. They needed to go on the offensive. To find a way to tilt the situation in their favor. Even if they retrieved the cockpit, it was a long way back to the wormhole, and a long time to survive before G4 appeared. If the aliens had an ace up their sleeve, that would be the time to play it, when they had nothing to lose, and everything to gain. She re-opened the comm with Ragnar. "Captain, I think we can even the odds a bit." "I'm all ears, Admiral." Joan pushed a series of orders to Ragnar. He glanced at them and then glared at her, "You want-- "Yes, Captain, that's what I want." "But they'll be destroyed," Ragnar responded. "Not if they're moving fast enough. Get whoever we can get back into the hangers, launch the rest without the pilots. Target the ships. Target Halcyon." Ragnar stared at her, "Halcyon? That's a civilian--" "Captain, I want those balls dumped and under full steam at the designated targets. That's an order." Ragnar opened his mouth and then shut it. A hand came off screen and formed a salute. The comm was dropped shortly after. Almost immediately, the tactical fighters shifted flight plans and began their retreat toward the Oppenheimer. Simultaneously, the wing residing within the *Oppenheimer'*s hangers shifted from stand-by to active. Soon they would be launched, pushing top acceleration toward Halcyon. No EMP would be able to stop them. If the aliens had another card to play, Joan hoped this would force it out and maybe, just maybe, buy enough time for G4 to make an appearance. She just needed a little time. Just needed to survive long enough for the Pulsers to arrive. Seconds mattered. Next. Be sure to leave a comment or an upvote if you're enjoying Alcubierre. If you want a sense of how much it matters to me,here's a very emo journal entry documenting it. Click this linkor reply withSubscribeMe!to get notified of updates to THE PLATYPUS NEST. I have been conducting a strange experiment on myTwitterwhich people seem to be enjoying. I found an AI bot that randomly posts impactful images every few minutes. I've decided to craft a narrative on top of these random images called "The Human Archives."
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