Kartr_Kana wrote:I don't have a problem with the far flung colonies idea, I think it's pretty cool actually because as everyone has been pointing out it gives more reason to interact with people. In fact you could have protectorate/colonies close to the protectorate/colonies of someone to far away to really feasibly interact with normally. Like Hiigara and the Centrality, there's no real reason for us to interact especially come into conflict unless we have little colonies that happen to be neighbors and cause problems.
What does kind of bother me is the re-structuring of the OOBs. In my opinion that sets a bad precedent for "I have a cool new idea, but I need to change my OOB.". Retroactively change the 3400 purchases perhaps( I don't even like that idea), but in my opinion the OOBs were locked many moons ago and should stay that way. Yeah that could make it hard on a player who want's colonies, but a capable player can figure out how to work around it and come up with reasons why their OOB doesn't accurately reflect the need to protect colonies. Perhaps even use that as the launch point for a story that revolves around the colonies being upset at the lack of protection afforded them.
My $.02
Hmm, actually I second this.
Steve, would you really
need more battlecruiser-range units to patrol colonies? Why not make do with squadrons of the existing destroyers and cruisers? Or have fewer of the big 225-pt Star Cruisers normally deployed in your home space? Even given the size of your fleet, 200-pointers are a bit on the bulky side to be used in large numbers for deep-space patrol.
fgalkin wrote:EDIT:
For those wondering why Resolution didn't simply warn itself of the catnapping attempt on its boat, the reason is that to send messages to the past requires a lot of temporal disruption that requires a lot of power, so it could not have sent a message far enough to have made a difference.
Well, I can't complain about sending messages into the past by technological means, since I already invoke the notion of doing so by psychic means. That said, the limit on this sort of thing is pretty profound. You need any message you send into the past to create a closed timelike curve- you can only change events in your own future if it doesn't matter whether the messages you receive from the future are accurate or not.
But it is, for example, one
hell of an aid to predictive gunnery if you can keep it up on second timescales. And that might help explain Lost ships' ability to punch above their tonnage (as distinct from their point values). They can put the same amount of fire on target from half a light-second away that a more ordinary ship would be able to deliver at much closer ranges, because they can see your evasive burns before you make them.
EDIT2:
Yes, Unreal Time is real! It actually exists!

Lo, it is written, talking is a free action.
Siege wrote:I can't help but suspect this 'can send messages to the past' mechanic is going to be a pain in the ass to explain away as you write more on-the-fly interactions with other people. I was of half a mind to incorporate a similar thing in the functioning of Solarian CI's (because they can supposedly "think faster than the speed of light") but I haven't bothered with it so far exactly because at some point someone's going to do something that in-context you shoulda been able to see coming but didn't (because we can't actually phone home to the past when we're writing our posts), and then where does that leave you?
Again, there's a difference between cognitive
speed and the ability to deduce facts based on data that you don't have yet. This setting ignores the interaction between FTL and causality, and I am
totally glad to keep doing that... but that means we do have to accept that there's a difference between being able to send signals between different parts of a computer at FTL speeds and being able to make the computer read its own future processor-state.
Being able to think very fast is not the same thing, qualitatively, as precognition or clairvoyance. Most AIs in this setting have the first but not the second, and you can achieve really amazing mental feats with only the first.
Mind you I'm not opposed to the idea, in fact I rather fancy it, I just suspect in the future it's going to become increasingly difficult to explain why in a given situation your guys didn't make use of this ability to the point where it might as well not exist. Like Simon's technarch who can send herself the right answer to a question from the future to pro-retroactively avoid multiple tries, it will work wonderfully when you're writing tightly plotted self-contained storylines... But probably not so well outside of them.
Heh. There, the limiting factor is that the time horizon for metacognition is measured in tenths of a second, on the same scale as normal human thoughts. You can't use it to grab answers to a question you haven't asked yet, or deduce something from information that won't be revealed until a minute from now.
The discipline has a great deal of untapped potential so far as (literally) expanded consciousness goes, but there are a lot of things it
can't be used to do. Normal precognition is far more of a problem for plotting purposes than Doctor Susie (or Dora), because the Second for Ecology (or Dora) won't be able to tell you anything she couldn't deduce by normal means. She just takes
less time to deduce it than an ordinary person would- and even then, it's not perfectly reliable, more a form of supercharged intuition than anything else.
In and of itself, metacognition is more like a method for giving a human being the mental powers of a high speed computer than it is a method for seeing into the future in the classical sense of "gaze into my crystal ball and I will tell you the winning number for next week's lottery."