History Main / PortalNetwork

20th May '17 11:40:55 AM nombretomado
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* Perhaps the oldest known examples of this are moongates in the ''Franchise/{{Ultima}}'' RPG series. In an interview, the author of ''Ultima'' mentioned the movie ''TimeBandits'' as an inspiration for the moongates.

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* Perhaps the oldest known examples of this are moongates in the ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' RPG series. In an interview, the author of ''Ultima'' mentioned the movie ''TimeBandits'' as an inspiration for the moongates.
14th May '17 1:36:28 PM DemoDemon
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* ''Webcomic/{{Homestuck}}'' features seven Gates for each player, located above the [[TheGamePlaysYou Sburb]] players' [[BabyPlanet Lands,]] leading to each others' Lands. Passing through all seven is required to complete the game.
8th May '17 2:14:15 PM 20person
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* Wormhole stations are one of the three basic FTL methods in ''VideoGame/{{Stellaris}}'', after a charge-up period (depending on the size of the fleet being transported, this can range from a couple of weeks to several months) they create a two-way wormhole that collapses as soon as the fleet passes through. Another method uses HyperspaceLanes and the third method is the [[AlcubierreDrive warp drive]].

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* Wormhole stations are one of the three basic FTL methods in ''VideoGame/{{Stellaris}}'', after ''VideoGame/{{Stellaris}}''. After a charge-up period (depending on the size of the fleet being transported, this can range from a couple of weeks to several months) months), they create a two-way wormhole that collapses as soon as the fleet passes through. Another method uses HyperspaceLanes and the third method is the [[AlcubierreDrive warp drive]].
8th May '17 2:12:10 PM 20person
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* Wormhole stations are one of the three basic FTL methods in ''VideoGame/{{Stellaris}}'', after a few days of charging up (depending on the size of the fleet being transported) they create a two-way wormhole that collapses as soon as the fleet passes through. Another method uses HyperspaceLanes.

to:

* Wormhole stations are one of the three basic FTL methods in ''VideoGame/{{Stellaris}}'', after a few days of charging up charge-up period (depending on the size of the fleet being transported) transported, this can range from a couple of weeks to several months) they create a two-way wormhole that collapses as soon as the fleet passes through. Another method uses HyperspaceLanes.HyperspaceLanes and the third method is the [[AlcubierreDrive warp drive]].
4th May '17 1:21:17 PM Golondrina
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* The ''{{Spellforce}}'' games use one to justify the RTS/RPG style maps the game takes place on. The PortalNetwork itself is justified by the EndOfTheWorldAsWeKnowIt reducing everything to un-navigable seas except for areas protected by [[BuffySpeak glowy]] towers. The BigGood set up the PortalNetwork in the years between then and the beginning of the first game. Unfortunately, he didn't pay much attention to what got hooked up to what... so, for example, the [[OurElvesAreBetter Light]] and Dark elves got hooked up pretty directly, and so did the {{Undead}} and the [[OurDwarvesAreAllTheSame Dwarves]].

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* The ''{{Spellforce}}'' ''VideoGame/{{Spellforce}}'' games use one to justify the RTS/RPG style maps the game takes place on. The PortalNetwork itself is justified by the EndOfTheWorldAsWeKnowIt reducing everything to un-navigable seas except for areas protected by [[BuffySpeak glowy]] towers. The BigGood set up the PortalNetwork in the years between then and the beginning of the first game. Unfortunately, he didn't pay much attention to what got hooked up to what... so, for example, the [[OurElvesAreBetter Light]] and Dark elves got hooked up pretty directly, and so did the {{Undead}} and the [[OurDwarvesAreAllTheSame Dwarves]].
2nd May '17 1:47:06 PM DarkHunter
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* Averted in ''VideoGame/GalacticCivilizations'' where all the aliens used a Portal Network, until humanity developed Hyperdrive, which they then (rather idiotically) gave to every alien race they contact.

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* Averted in ''VideoGame/GalacticCivilizations'' where all the aliens used a (very limited) Portal Network, Network that basically just connected a few homeworlds together, until humanity developed Hyperdrive, which they then (rather idiotically) gave to every alien race they contact.contact. The Jumpgates are then completely abandoned as obsolete relics since Hyperdrive is better in pretty much every possible way.
16th Apr '17 12:30:01 PM nombretomado
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** Player alliances can also build even faster {{PortalNetwork}}s in systems that they control, to cut off several of the jumps required by the standard PortalNetwork to get between two points for friendly players.
* The video game series ''SpaceEmpires'' does this with 'warp points' at the outer edge of the solar systems, black holes, and nebulae. While naturally occurring, and depending on the game settings there can naturally be a path from any point A to any point B, late game technology allows these points to be created and destroyed, potentially radically altering the galaxy's effective topography.

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** Player alliances can also build even faster {{PortalNetwork}}s {{Portal Network}}s in systems that they control, to cut off several of the jumps required by the standard PortalNetwork to get between two points for friendly players.
* The video game series ''SpaceEmpires'' ''VideoGame/SpaceEmpires'' does this with 'warp points' at the outer edge of the solar systems, black holes, and nebulae. While naturally occurring, and depending on the game settings there can naturally be a path from any point A to any point B, late game technology allows these points to be created and destroyed, potentially radically altering the galaxy's effective topography.



* In ''AirRivals'', travel between regions (and game instances) is done entirely via jumpgates. Other than excusing the PatchworkMap, it also affects gameplay by allowing [[strike:spawn camping]] strategic bottlenecks.

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* In ''AirRivals'', ''VideoGame/AirRivals'', travel between regions (and game instances) is done entirely via jumpgates. Other than excusing the PatchworkMap, it also affects gameplay by allowing [[strike:spawn camping]] strategic bottlenecks.
11th Apr '17 7:31:51 PM 64SuperNintendo
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[[folder:Anime & Manga]]

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[[folder:Anime & and Manga]]
31st Mar '17 3:28:11 PM nombretomado
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* In ''OrionsArm'', some areas with very advanced technology are connected by a network of wormholes, which are very useful in a setting with no faster than light travel.

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* In ''OrionsArm'', ''WebOriginal/OrionsArm'', some areas with very advanced technology are connected by a network of wormholes, which are very useful in a setting with no faster than light travel.
14th Mar '17 11:33:48 PM Xtifr
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* In Creator/NancyKress's ''Probability'' trilogy, gates left by the {{Precursors}} connect to each other, out in space, but the connections change. The ''first time through'', a ship will go to wherever the gate ''last'' took a ship, but a ship which ''returns'' through a gate will always end up at its original starting point (possibly resetting the destination for future ships). This leads to a climactic scene in the first book, ''Probability Moon'', where a recently-discovered moon-like artifact is being sent towards one of the gates, and both sides in the war are sending ships to and then back through the gate, repeatedly, trying to be the last one through before the artifact enters, so it'll end up in their territory. All while both sides are shooting.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.PortalNetwork