The Principles of Escape Velocity

The Escort Ammunition Regeneration Principle

Regardless if a planet should have an outfit shop or not, even if it does not carry the kind of armaments your escort has, landing on a planet and leaving the planet would restock your escort ships with fresh supply of ammos as well as replacing lost fighters in their bays.

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Nosumus Fortiolis Quad Volimus

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Originally posted by SilverDragon:
**

The Babel Fish Principle:
Every species, be it human, Voinian, Miranu or one of the Strands, has only one language, and that language is identical to the language of every other species.

**

There could be a technology called a "Universal Translator" that could be used to understand everything just like Star Trek. It probably applies to reading the UEN news on other alien worlds too.

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Nosumus Fortiolis Quad Volimus

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Originally posted by Thunder:
The Indiscriminate Karma Principle
Any crime you might commit against any government, up to and including assassination and serial genocide can and will be forgiven if you just blow up enough pirates or enemy vessels.(/b)

True. One thing I like to do when making plugins and I am in bad w/a certain planet's govt is to create a mission where 30 disabled pirate vessels (all the vessel w/the greatest crew) are in the system. Then I blow them up, increase my combat rating, and the planet likes me. I subsequently get rid of said mission.

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The "Physics, Schmysics" Principle
Any missile which is fired by a spaceship will inexplicably disappear and cease to exist after a set amount of time, despite this whole "conservation of mass" thing that most scientists believe.

Great, I have to outrun those missiles FOREVER!! Great. 😉

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The Perpetual Happy Hour Principle
No matter how busy the lives of government officials, company executives, and powerful merchants are, they will always have plenty of time to wait around bars to offer passing strangers missions.

Corrolary: Despite the fact that major governments have entire military complexes at their disposal, any vital meeting or battle planning session will invariably occur in the local spaceport bar.

Yes, I remember one reviewer of EVN asking if everyone in the EV series was a "perpetual alcoholic." Also, not all battle planning goes on in the bar. Some missions only start from the bar, wherefore you are taken to a military base or whatnot.

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The Crew Expendability Principle (Does not apply to EV: Nova)
In the unfortunate event that your ship is destroyed, no more than one escape pod will ever be launched, no matter how large your ship. Your crew, no matter how good, innocent, or qualified they may be will all go down with the ship, because for whatever reason your life is the only one worth saving.

Who says you're entire crew can't fit into that one escape pod? 🙂

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Corrolary: When your ship is about to be destroyed in battle, the pilots of your carried fighters will never jump in their ships and fly to freedom. Instead they'll stand in the hangar bay and stare blankly at their fighter in a state of ignorant bliss until they are vaporized along with the rest of your unfortunate spaceship.

LOL!!! 🙂

The Miniature Clown Car Principle
Any major planet will have a defense fleet of several hundred large warships, despite the fact that even one of these warships is half the size of the planet in question. No doubt the people who design the spaceports are the same guys who designed the seats for airliners and movie theaters.

Well, the planets are not drawn to scale. Otherwise (1) the planets would be really big or (2) the ships would be extremely tiny.

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The Selective Amnesia Principle
You can be the most wanted criminal to a particular government, but no matter how bad your legal record you will always be welcome on any of their planets if you've got as much as a trivial excuse to be there (ex. meeting a contact, picking up or dropping off some cargo).

True, but it's possibly the only way you can get onto Council Station.

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The Enron Principle of Spaceport Management
No matter what anti-terrorism laws there might be, a few well placed credits are all it takes to get into most spaceports, no matter your reputation.

Only if the planet's government has the "planets will take bribes" flag on.

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The Warfleet Minituarization Principle
Despite most major governments having defense fleets numbering into the hundreds and even thousands, any battle which changes the course of history or changes the ownership of a star system will invariably consist of just a dozen or so ships from each side.

That is mostly due to the fact that the game can only show a maximum of 30-something (EV/O) - 64 (Nova) ships in the system at once. If the game engine allowed there to be hundreds or thousands of ships in the system, there probably would be.

There are two main ways to solve this problem
1. Create a multi-mission battle (ROTV and the Empire series have these)
2. Have the battle involve domination of a certain stellar.

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The George W. Bush Principle of Geography Simplification
Every system will only have planets from a single race. Every planet will be ruled by a single government. No matter how many cities or people there are on a particular planet, it will have only one spaceport, only one shipyard, and only one bar.

The solution to this the "Frozen Heart principle." It is an esay principle to remember - just stack one spob on top of another. Then you can have several "ports" on one single" planet. Again, the engine limitations.

Also, not every system has planets of all one government. In Plug-ins, there are systems with planets from various governments.

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The Fed-Ex Boycott Principle
Before starting any construction project or new branch of scientific research, the people doing the work will always need a shipment of 10 tons of some readily available commodity, such as metal or equipment. For some reason you will be stuck with this tedious task, because for some reason the thought of hiring a courier or mailing the shipment is simply out of the question.

Id luda est.

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The Principle of "It's always the last place you look..."
If you want to start working for a particular government, the best way to do so is often to go to the space of some other government and loiter around a bar until someone walks up to you and asks you to ferry them or some of their cargo to the government in question. Especially true in EV Nova.

Very true in Nova, especially since you mostly travel around the Federation the first time you play.

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The Aura of Invincibility Principle
No matter how badly one side is outnumbered as you fly from system to system, the enemy will never succeed in taking over the outpost. A UE planet could be surrounded by 4 Voinian Cruisers, but if you land on that planet and take off again, the Voinians will have gotten bored and gone home, the idea of taking over the planet never having crossed their minds.(/B)

When you land and then take off again, it's the next day. Several UE Cruisers may have jumped into the system and destroyed the Voinian ships.

All in all, it's a game. That's why YOU always get the missions from the governments, major corporations, etc. If EV/O/N worked the way things really do, you would simply hear about all the great battles, construction, etc., on the spaceport bar holovid, while you would simply be stuck doing trading missions for the rest of your life.

God bless,

UE Patriot

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The Infinite Range Escort Principle:
If you have a long-range ship with extra tanks and fuel scoops, you can lead a gaggle of stock four-jump freighters right across the galaxy, and they'll never complain that they need to stop off and get some more fuel.

The Infinite Volunteers Principle:
Even if you're in a small ship, you can always find volunteers who will crew that shot-to-pieces Voinian heavy fighter you just disabled. Four at a time, they happily jump into it, and fly it off towards the enemy... who immediately toasts them because their armour hasn't had time to regenerate.

The Ammo Doubling Principle:
Cunning commanders know that they can loot a disabled fighter for all its ammo, such as getting rockets from Voinian heavy fighters. They can then put a prize crew in the ship (see above) and send it off to attack the enemy. When it gets into range, it suddenly has a supply of ammo again!

The News Monopoly Principle:
An alien race may never have heard of humanity, but you can always pick up the United Earth News in their bar.

The Polish Relativity Principle:
Despite being in a vacuum, all ships have a maximum speed. Some people claim this is determined by small particles of space-crap, which are a danger to ships moving at speed. Thus, speed is determined by the quality of shields... except that damaged ships still move just as fast as brand new ones, and some of the most lightly shielded/armoured ships are the fastest. Moving faster requires an 'engine upgrade', not a shielding upgrade.

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Originally posted by VoinianAmbassador:
If you have a long-range ship with extra tanks and fuel scoops, you can lead a gaggle of stock four-jump freighters right across the galaxy, and they'll never complain that they need to stop off and get some more fuel.

Well, maybe they also bought extra tanks and fuel scoops.

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Originally posted by VoinianAmbassador:
An alien race may never have heard of humanity, but you can always pick up the United Earth News in their bar.

You always get UE news because that's what you always tune the Holo-TV to. The aliens don't know what channel it's on until you tell them.

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Originally posted by VoinianAmbassador:
Despite being in a vacuum, all ships have a maximum speed. Some people claim this is determined by small particles of space-crap, which are a danger to ships moving at speed. Thus, speed is determined by the quality of shields... except that damaged ships still move just as fast as brand new ones, and some of the most lightly shielded/armoured ships are the fastest. Moving faster requires an 'engine upgrade', not a shielding upgrade.

The navigational shield is separate from the defensive shields, and is part of the engine assembly. Any problems with that?

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Originally posted by David Arthur:
**The navigational shield is separate from the defensive shields, and is part of the engine assembly. Any problems with that?
**

I haven't got any problems with any of it... EV:O is still a great game. Games and simulations are not meant to be accurate representations of reality, otherwise there woulc be no point in running them. Just thought I'd join in the fun. Most of the good anomalies were already taken, however.

Is SETI really just an expensive form of decoder box for alien satellite TV?

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Originally posted by UE Patriot:
**True. One thing I like to do when making plugins and I am in bad w/a certain planet's govt is to create a mission where 30 disabled pirate vessels (all the vessel w/the greatest crew) are in the system. Then I blow them up, increase my combat rating, and the planet likes me. I subsequently get rid of said mission.

**

you cannot destroy 30 disabled pirate ships to clear records with the govenrment (unless you're talking about EVO) it won't work. I know, I tried that when I was creating Redeeming 1.0 plug in.

The Aliens are Humans Too Principle

Yes, that's right folks, capturing an Igazra, an Azdara, or other alien ships as your escorts, they acknowledge your commands in human voices. This anomoly among others involving aliens leave me to believe why they omitted aliens from EVN, so that things could be compatible and stuff.

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Nosumus Fortiolis Quad Volimus

(This message has been edited by Coraxus (edited 07-04-2002).)

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Originally posted by Coraxus:
The Aliens are Humans Too Principle

Yes, that's right folks, capturing an Igazra, an Azdara, or other alien ships as your escorts, they acknowledge your commands in human voices. This anomoly among others involving aliens leave me to believe why they omitted aliens from EVN, so that things could be compatible and stuff.

(/B)

I never had a problem with that; I presumed the crew, or at least the commanding officers of the crew on your escorts, came from YOUR vessel. That's why they were loyal forever, as opposed to demanding extra money like the ones you hire.

Of course, where this extra crew came from when you were piloting a small vessel was an interesting question, but not quite the same.

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Sea Wasp
/^
;;;
http://www.wizvax.net/seawasp

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Originally posted by Sea Wasp:
**I never had a problem with that; I presumed the crew, or at least the commanding officers of the crew on your escorts, came from YOUR vessel. That's why they were loyal forever, as opposed to demanding extra money like the ones you hire.

Of course, where this extra crew came from when you were piloting a small vessel was an interesting question, but not quite the same.

**

Yeah, oops, I forgot about that. However, I believe that some of my phrase still applies to when you switch ships. You capture an Igazra, your crew stays intact with the original ship it was assigned to, but then later you switch to another ship like perhaps an Azdgari warship, or lets say you keep switching more and more with alien ships that at some point, you will have to explain the human voices you get as a response from your escorts that were your former ships.

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Nosumus Fortiolis Quad Volimus

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Originally posted by David Arthur:
**All the sounds you hear are added by your ship's computer to give you a better sense of what's going on.
**

Where'd you get that idea?

The "It's invincible because it's a station" Principle
Applies mainly to Nova
No matter how small a space station is, you will be completely and totally safe from attack from the ships outside while you are in it, even if you're in a miniscule Auroran outpost with a crew of five being attacked by a huge Federation attack fleet with over a dozen Carriers and the reinforcement fleet couldn't possibly get there soon enough to protect you.

The "If at first you don't succeed, give up and die" Principle
If enemy ship/s ever come after you, as soon as you engage the cloak button they will stop all activities and drift mindlessly until a) you uncloak or 🆒 they are destroyed by the wimpiest class of fighter in the game bacause they wouldn't fight back as long as you were cloaked.

The "Shoot first, slap yourself in the forehead later" Principle
If a fleet of any one government manages to disable a ship of any other, more technologically advanced government, the former party will not hesitate to destroy the latter party without even trying to capture the latter party's ship, no matter how much new technology might be aquired from this. Similarly, if a trader is attacked by pirates, and the trader does manage to disable the offender, the trader will not stop until the pirates are all dead, without even bothering to even attempt to steal a few credits or some extra cargo.

The Short-term Memory Principle
Applies to Nova only
No matter how many disabled ships the player boards, the player is still (supposedly) greatly surprised if he or she finds the crew of the disabled ship alive and well.

The "Bad place for a trap" Principle
Pirates will not hesitate to put "trap" ships not only in out-of-the-way uninhabited systems, but also smack-dab in the middle of the Sol system, where the central human government will always have plenty of ships to dispose of any pirates who might foolishly wander so far into the core worlds.

The Traveler With No Fuel Syndrome
Applies to Nova only
When one sees a Class 1 Valkyrie, one immediately knows that the Valk has no fuel and has just been attacked by pirates, and that they are willing to pay rediculous amounts of credtis for fuel, even though they are (usually) in an inhabited system where they could just land at the planet they're right next to and get fuel dirt cheap.

The John Doe Principle
Even though the player may go through multiple years in game time, they never have to pay taxes or do any other similar thing that you would expect the average government to require its citizens (spacefaring or not) to do.

The "Who exactly does this say I am now anyway?" Principle
Applies mainly just to EVC
No matter how infamous the player becomes, no matter how distinctive the player's ship/fleet is, a fake ID will always make the player seem like just another average Joe to an entire government, but just one. Strangely, all other governments will retain their former knowledge and hatred of the player.

The David Arthur Principle
If, on the ASW boards, you ever post anything that is even slightly apart from the truth, even if you were being sarcastic, David Arthur will correct you. 😉

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The variable yield principle
A fission missle capable of wiping out a small city will only dent a shuttlecraft's shields

A Spisak

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Why have one when you can have two for twice the price.
Andrew 'Congruency Damnit' Spisak

(This message has been edited by Draxo (edited 07-09-2002).)

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Originally posted by Draxo:
**The variable yield principle
A fission missle capable of wiping out a small city will only dent a shuttlecraft's shields

A Spisak
**

Do you think small cities have shielding? Do cities need to travel through hyperspace?

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Originally posted by Luke:
**
When one sees a Class 1 Valkyrie, one immediately knows that the Valk has no fuel and has just been attacked by pirates, and that they are willing to pay rediculous amounts of credtis for fuel, even though they are (usually) in an inhabited system where they could just land at the planet they're right next to and get fuel dirt cheap.**

What's funny though, is that you don't have to have any energy to recharge the Valkyrie.

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Originally posted by Luke:
**

Similarly, if a trader is attacked by pirates, and the trader does manage to disable the offender, the trader will not stop until the pirates are all dead, without even bothering to even attempt to steal a few credits or some extra cargo.
**

If you were flying a merchant ship and had a crew of traders, would you really want to board a ship of bloodthirsty, angry pirates?

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Originally posted by Sea Wasp:
**
I never had a problem with that; I presumed the crew, or at least the commanding officers of the crew on your escorts, came from YOUR vessel. That's why they were loyal forever, as opposed to demanding extra money like the ones you hire.**

In the capture ships dialog, there is the distinct wording 'would you rather trade places with its captain...'

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(This message has been edited by Blackdog (edited 07-09-2002).)

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Originally posted by Blackdog:
**In the capture ships dialog, there is the distinct wording 'would you rather trade places with its captain...'
**

Yes, there is. However, this is AFTER you have successfully captured the ship. Thus the "captain" in question is the one in charge of the prize crew that took it.

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Sea Wasp
/^
;;;
http://www.wizvax.net/seawasp

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Originally posted by Sea Wasp:
**Yes, there is. However, this is AFTER you have successfully captured the ship. Thus the "captain" in question is the one in charge of the prize crew that took it.
**

That's debatable.

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Originally posted by Luke:
**The Traveler With No Fuel Syndrome
Applies to Nova only
When one sees a Class 1 Valkyrie, one immediately knows that the Valk has no fuel and has just been attacked by pirates, and that they are willing to pay rediculous amounts of credtis for fuel, even though they are (usually) in an inhabited system where they could just land at the planet they're right next to and get fuel dirt cheap.

**

If the Valkyrie had no energy, you think they would be daring enough to try to attemp a re-entry in a planet when the ship is very well damaged? I think not, unless you fly the ship like a giant brick from the movie "Space Cowboy" or whatever it's called.

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Nosumus Fortiolis Quad Volimus

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Originally posted by Coraxus:
**If the Valkyrie had no energy, you think they would be daring enough to try to attemp a re-entry in a planet when the ship is very well damaged? I think not, unless you fly the ship like a giant brick from the movie "Space Cowboy" or whatever it's called.
**

They ran out of energy for hyperjumping, not all of their energy. If they had no energy at all, their life support systems would fail, so they would die, and even if they survived in a ship with no energy, they certainly wouldn't be able to hail you to ask for energy. Plus, the ship moves around normal in-system space just fine.

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The Bulk Fuel Discount Principle:
When you need a jump's worth of fuel to complete your journey, a fellow traveller will quote the same range of prices, regardless of whether you're in a tiny Krait or a massive Miranu Heavy Freighter. Just how does this mysterious jump mechanism work?

The Inane Market Quotation Principle:
Even though you're locked in deadly combat, surrounded by enemies, down to your last missile and being shot to pieces, a fellow traveller thinks you'd be delighted to learn that "The last time I was on Acid, the price of industrial goods was really low..."

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The feather Light Behemoth Ships Principle

A giant ship like the UE Cruiser or the Auroran Carrier can weigh up to a billion tons, which their size can dwarf planets and station. Yet, missions will require you to "land" on spobs paying no regards to the gravitation shift your ship can have an effect on. Most of the time, large behemoth ships were not meant to land on planets, even if they had anti-gravity devices installed. A large ship can accidently crush or destroy a mere planet or station.

Personally, having a ship land on a planet is more like having a planet or station land on the ship itself.

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Nosumus Fortiolis Quad Volimus

(This message has been edited by Coraxus (edited 07-20-2002).)