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WorldWorksGames :: View topic - Concerning wormholes
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Concerning wormholes
http://www.worldworksgames.com/forum/viewtopic.php?f=51&t=9685
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Author:  futabachan [ 05-09-2011, 11:50 AM ]
Post subject:  Concerning wormholes

Are wormholes meant to be natural phenomena, or are they manmade? On the one hand, there's a picture of a "wormhole technician" in the original rulebook, and rules for "hacking" wormholes, and the wormholes themselves have things on them that look rather like Babylon 5 jump gates. On the other hand, there's the beautiful map of the Fertile Caldaria, festooned with fixed wormhole routes, including ones through empty regions of space where there's presumably no one, and a discovery of "superwormholes" leading to faraway sectors.

Is this something that has been retconned between the original rules and the Verus expansion? Is it one thing or the other? Or are there multiple kinds -- some local, hackable/destroyable ones, and some longer-range natural ones? Or do artificial wormhole gates tune in to natural frequencies that lead to a couple of choices of destinations?

Do "destroyed" wormholes regenerate after a time? Or is there a mechanism (new gates?) to produce new ones? Having the option to cut off a fleeing enemy's retreat is nice, but natural wormholes that are vulnerable to permanent destruction would be the primary strategic targets in any war, and wouldn't survive prolonged fighting -- you can knock your opponent permanently out of any war by cutting them out of the wormhole nexus if that's true.

Author:  uncre8d1 [ 05-09-2011, 01:04 PM ]
Post subject: 


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