The problem is the fact that, if we had the resources, we could begin buildomg a Dyson Sphere now. The other problem is the building of one, even for the typical star, would take longer than artificially creating a continent three times the size of North American in empty ocean. Even with the ability to snap your fingers and instantly transmute stellar gases into fully-functional buildings, it would still take several hundred years to build a sphere. The ship option that Dyson originally came up
Amensotep
Attaching antimatter generators to railguns to create shape-charge nuclear explosion cannons. For real fun, use antioxygen or antinitrogen and fire into atmosphere. For extreme fun, keep in mind that railguns and antimatter both actually exist.
... Um, how about "No?" Now, which type of Dyson Sphere are we talking? There are more than one. Dyson's original sphere design is not a true sphere, but a bunch of what amounts to miniature ships orbitting a sun, getting energy from it. The version we typically see in Scifi is a version that completely encloses a star... and typically doesn't survive very long the moment a star goes nova.
Whether or not it's a total waste is debateable. In most cases, I find they make perfect mainline combat ships, and I can afford to sacrifice one or two to take over a planet when I know I can't afford to keep a fleet stationed on it for very long. I typically don't send out transports right off the bat because I first want to neutralize all enemy fleets before I start conquering planets.
Well, actually, there's a practical reason as to why they don't build the ships that fast. Right now, we could probably build an entire fleet of them. But, in doing so, the public would immediately know that they've been lied to for years. The whole problem with building ships of that size is doing so in secret, and that means you really can't produce that many at once.
I find armed transports work very well if you design them right. If you don't believe me, I'll let you have a chat with the Santa Clause class.
Rich, little late on your post. We've been over that argument and I've been soundly beaten in it. Oh, it makes me a Devil's Advocate. Sometimes the best way to advance science is to oppose it. For someone who has been pretty goddamn vociferous in their contempt for scientists over the last few posts, you should realise that you shouldn't beleive everythin
There are some of us who feel multiplayer is actually a bad thing. Why? Because then they have to focus all of their attention on multiplayer for awhile and the main game ends up falling further and further behind. The game is balanced for single player. The moment they start with multiplayer, they start having to rework core mechanics that have worked well for single player to make it work. For Blizzard, such of an item has proven to be an ongoing nightmare (they actually gave up on it with Dia
Well, there's this system I just created for a scifi story. The ship name is the Seraph Bane. It's made primarily to counter the Seraph class battleplate. The Seraph Bane's official designation is Seraph Bane DLBC1702Pentari3EXMana. It is name, followed by design style (DL for Demon Lord), followed by actual class (BC for battlecruiser) followed by the number of the series it is, followed by the name of where it was built (the third planet of the Pentari system), followed by specialized designat
Meh. The main issue with dragons is that they are, in most lore, very powerful creatures. In some myths, they created everything. I never suggested combining technology and magic. You can create a pure-fantasy setting that takes place in space. The issue is doing this in a way that feels new and not a rehash of other styles. Oh, and for combining technology and magic, remember this: Any sufficiency advanced science is indistinguishable from magic.
Well, if you don't want to go to war, you can always try to buy it from them. If that fails, you only have one option.
I'm sorry, but how would tectonic activity increase the amount of oxygen in the atmosphere? And thereby reduce the overall percentage of co2, will this make a difference? because I'd always assumed it was the amount of c02 rather than the percentage that really impacts here. or does it have something to do with sun choking dust that simultaneous major volcanic eruptions wo
Actually, I just made a troop transport that makes me laugh. It has four advanced troop mods, about half a dozen missile launchers, and is the Santa Clause Class. It brings presents to all of the good little Yor boys and girls ^^
Well the problem is not a mathematical one. As you say, getting there is a problem technically as we can't produce infinite energy, but there is another problem: Travelling faster than light means that in some frames of reference, you are moving backwards in time! According to relativity theory, all observers are "right" and there is no one preferential reference
Actually, according to Einstein, you can travel faster than the speed of light. The energy and mass graph is actually a bell curve, with the speed of light being the top of the bell. Travelling at the speed of light is technically impossible, because mass itself expands to near-infinity. And, as mass expands, so does the energy requirements. By preventing the expansion of mass as speed is increased, one can potentially travel at the speed of light without having infinite mass. However, this requ
So... Throw enough darts at a tank and eventually you clog the tread? Nice strategy ^^
There's always the fantasy in space genre. That's had an amazing lack of development. Personally, I would love the chance to enslave multiple worlds of elves before duking it out for weeks with orcs while using space ships. But I'd like to see a new, and original, take on it.
The upper limit is how many you can build before you start spending more money than taxes bring in. Thus, it varies widely. Note that's not the complete answer, but generally, that can easily lead to you going deeply in debt.
Okay, something I was thinking about: What about ion storms? They pop up, don't affect planets, and deal damage to ships and space stations (reduced by shields, of course). Maybe give the surveyor attachment the ability to detect where they will pop up at. Make them optional, of course. It should give the surveyors a late-game use.
I would prefer they take the time to work all potential new bugs out of 1.3 before releasing it. If that means an extra week or two, then I'm willing to wait. And, to be honest, I have yet to see us exhaust the possibilities of what we currently have for adding to the game. Just needs creativity.
Hehe! Einstein I'm still a big fan of. For every time I challenge him in a discussion, I always end up using his equation as a base whenever I write scifi. For example, the warping of space. The current model I have is that graviton generators (strangely, in the story, they refer to the generators by that despite later stating gravity as a type of energy...) are used to warp space to reduce the amount of mass a ship has when approaching light speed. By warping space in such of a way as to reduce
Ironically, I took physics in high school. College-level text book and I managed to correct seventeen errors in it. Otherwise, I study it for fun. I'm actually an English major Oh, and thanks for finding the fatal flaw in my argument. I knew it was in there somewhere... Part of why I argue like this is to see where my own flaws lie, so that I can correct them and improve myself. Got nothing bett
Okay, how the hell did this post end up here? I wasn't on this topic when I posted it. Okay, information deleted. Sorry about that.
Mitchell does have his major differences, though, and I think you're overlooking them in a rush to find similarities. Are you going to find them? Hell yes. There's going to be similarities. But, considering the actor, you really can't dodge them. One of the important differences is in what he says. Does he say comments at the worst possible time? Yes. Guess what? The actor's character in Farscape did the exact same thing. But, compare the actual style of delivering these comments. The t
Actually, I did like the work before. Just that I wasn't able to find a use for it in my existing design strategy before.