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Antimatter and Phase Jumping

Antimatter and Phase Jumping

How does it work?

Antimatter and Phase Jumping:
Phase jumping does not cost antimatter. The act of jumping has a negative effect on antimatter that renders portions of it unuseable effectively consuming it. Thus, a ship without any antimatter reserves can still make a jump.

Blair


So far as I know, that is all the information we have available on the subject.

My take on it is that it is a defense against being unable to jump due to low AM but still preventing you from jumping around like a kangaroo all hopped up on speed.

On your way IN the effect would be pretty much the same as if it was just consumed: there is a portion of the AM that you cannot use for a period of time. The rate at which it become usable again is unknown. It could be the same as normal recharge or it could be slower or even faster for all we know. I seriously doubt that that it is permanent because that would encourage camping strategies.

On the way OUT, however, it makes a huge difference because now no matter how depleted your AM is from a battle you can still make a jump. That could be the difference between losing your entire fleet in a lost battle and making a successful retreat and live to fight another day.

I think that it will be represented as a grayed-out (or some equivalent) area at the beginning or end of your antimatter bar that recharges/become available again at a different rate than antimatter that has been used in the conventional sense.

Anyone else feel like taking a crack at reverse-engineering the whole system from 3 short sentences?
146,397 views 92 replies
Reply #51 Top
I know! wierd, huh?
Reply #52 Top
Hey!!

I am going to start a campaing against your blatent ignorance of the importance and sentience of Umbrellas.

I will call it S.P.T.S.U.

Support and Protect The Sentient Umbrellas.
Reply #53 Top
Hehe, all you need to do now is get a semi-famous, semi-respectable celebrity to act as your spokesperson and you'll be set.

Oh yeah, right. We are getting off topic. Alright, I agree with Antimatter and Phase Jumping. I think it is good.
Reply #54 Top
Hehe, all you need to do now is get a semi-famous, semi-respectable celebrity to act as your spokesperson and you'll be set

CBS duh...
Alright, I agree with Antimatter and Phase Jumping. I think it is good

hooray for you?
I think this has become a trash thread. all that ever was has been argued out.
Reply #55 Top
I think this has become a trash thread


Yes, thanks to yours, and my contributions.

Dont you feel proud of this thread. *sniff* They trash up so fast.    
Reply #56 Top
On your way IN the effect would be pretty much the same as if it was just consumed: there is a portion of the AM that you cannot use for a period of time. The rate at which it become usable again is unknown. It could be the same as normal recharge or it could be slower or even faster for all we know. I seriously doubt that that it is permanent because that would encourage camping strategies.

On the way OUT, however, it makes a huge difference because now no matter how depleted your AM is from a battle you can still make a jump. That could be the difference between losing your entire fleet in a lost battle and making a successful retreat and live to fight another day.

I think that it will be represented as a grayed-out (or some equivalent) area at the beginning or end of your antimatter bar that recharges/become available again at a different rate than antimatter that has been used in the conventional sense.

Anyone else feel like taking a crack at reverse-engineering the whole system from 3 short sentences?

Not that we haven't tried already...

I guess AM reacts with hyperspace in some way. Perhaps this interaction is small enough to only "destroy" a part of your AM. Perhaps some ordinary matter particles extend their existence into the hyperspace and are being annihilated with the AM that ships carry. This could result in the destruction of a part of AM. Since these parts are far apart they never cause your ships to explode in the colisions.

This also means that the AM destroyed during the flight is lost and only normal recharge rate is possible.

I can't envision a system that would temporarily disable a part of AM. Freezing doesn't seem like an option since that could be avoided IMO.
Reply #57 Top
so much energy is output when in hyperspace that the engine requires some repairs, therefore you have to lock down x AM flow pipes.

thats my theory.
Reply #58 Top
maybe some weird radiation interferes with it. That's my call.
Or maybe it's wormhole aliens...Nope wrong setting
Reply #59 Top
Aha! Maybe they call it "Phase Space" because something about it causes some of the antimatter to phase transition into something else. Maybe it turns into regular matter or something and is therefore no longer useful as fuel. This would be consistent with what we know: "The act of jumping has a negative effect on antimatter that renders portions of it unuseable effectively consuming it."
Reply #60 Top
Or, maybe the entire ship changes phase upon entering phase space and is changed back when it exits... but antimatter is trickier so some of it is lost in the conversion back.

Since the Vasari are the most advanced and excel at this phase space stuff they will be better at converting antimatter back and will thus lose less when they phase jump. This would support their ability to conduct hit-and-run raids and their preference towards guerrilla warfare.
Reply #61 Top
but then wouldn't you just ditch the useless stuff?
Reply #62 Top
Your trying to put sense into a video game!! Why cant you just enjoy it. The AM freezes up for balance reasons, not because of some whoozy whatits.
Reply #63 Top
because we're intellectuals, if we cant get a philosophical answer, we make one up.
Reply #64 Top
but then wouldn't you just ditch the useless stuff?


Exactly right. Thus the "effectively consuming it" part. You now have a chunk of your antimatter missing even though it didn't cost any antimatter to jump. If this were the actual implementation, then your "missing" antimatter would recharge at the same rate as any other antimatter that you used in the conventional sense.
Reply #65 Top
Exactly right. Thus the "effectively consuming it" part. You now have a chunk of your antimatter missing even though it didn't cost any antimatter to jump

but you would just regen it.
doesn't explain the "freeze" factor.
If this were the actual implementation, then your "missing" antimatter would recharge at the same rate as any other antimatter that you used in the conventional sense.

exactly, and what would make this different from just spending AM (other than that you dont need any when you jump)
although you did deftly dodge the need to use AM to jump.
Reply #66 Top
because we're intellectuals, if we cant get a philosophical answer, we make one up.


Philosophy has rules, you dont just make things up. And I thought you were an intellectual, darn must have the wrong Schem.
Reply #67 Top
philosophy? rules?
oh please...
fine, find me them. I'm sure freud will agree.
Reply #68 Top
but you would just regen it.
doesn't explain the "freeze" factor.


The "freeze" factor was something we speculated about. The devs didn't mention it or anything like it so it may not be how it actually works in the game.

exactly, and what would make this different from just spending AM (other than that you dont need any when you jump)


Well, you just said it. Jumping doesn't require antimatter so you can never NOT be able to jump due to a shortage of antimatter.
Reply #69 Top
philosophy? rules?
oh please...


There are rules. Rule of some form of scientific analysis and quorum. Otherwise any statement could be philosophical by just sounding that way.

The "freeze" factor was something we speculated about. The devs didn't mention it or anything like it so it may not be how it actually works in the game.


Again I do remember the Dev stating this, that the AM just becomes unusable for a short period of time. For balance reasons. Otherwise home field advantage would quickly disappear if the enemy could just keep warping in and using their abilities.
Reply #70 Top
Again I do remember the Dev stating this, that the AM just becomes unusable for a short period of time.


Where? I must have missed it.

Antimatter and Phase Jumping:
Phase jumping does not cost antimatter. The act of jumping has a negative effect on antimatter that renders portions of it unuseable effectively consuming it. Thus, a ship without any antimatter reserves can still make a jump.

Blair


So far as I know, that is all the official information we have about it. It does not say anywhere in there that it is only for a short period of time (though that doesn't necessarily mean that this is not the case). Assuming it is permanent then, as Schem said, you would just ditch the unusable portion and replace it through regular regeneration. Home field advantage is still intact because they enter the system with less than full antimatter reserves while you still have all of yours.
Reply #71 Top
The "freeze" factor was something we speculated about. The devs didn't mention it or anything like it so it may not be how it actually works in the game.

I'm quite sure that they said it
as in "you can jump without AM, but it will render a portion of your AM unusable"
There are rules. Rule of some form of scientific analysis and quorum. Otherwise any statement could be philosophical by just sounding that way.

I think you're talking science and/or math. philosophy is really just musing for the rich and smart.
short period of time

this they didnt say
although I would think it would be short lived, just not AS short as standard AM regen.
Reply #72 Top
I think you're talking science and/or math. philosophy is really just musing for the rich and smart.


And science isnt?
Reply #73 Top
science is coordinated and has certain qualifications for proof. a great example of NOT science is cold fussion.
Reply #74 Top
The "freeze" factor was something we speculated about. The devs didn't mention it or anything like it so it may not be how it actually works in the game.


I'm quite sure that they said it
as in "you can jump without AM, but it will render a portion of your AM unusable"



"Unusable" does not necessarily equate to "frozen" or any other similar term. Unusable could simply mean that it is now trash to be thrown away.

And if you think about it if you had frozen antimatter and it was faster to regenerate lost AM than to thaw what you have, wouldn't it make sense to throw out the frozen AM? Using that logic, it seems silly to have "unusable" AM that takes longer to become usable again than it does to generate new AM. You would just toss it out and fill its spot with new antimatter.
Reply #75 Top
"Unusable" does not necessarily equate to "frozen" or any other similar term. Unusable could simply mean that it is now trash to be thrown away.

oh yes, so the bar simply breaks off and floats into space, because its trash.

I'm using it as a general term. get used to that idea, all of you language buff(oon)s.