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* TurnedAgainstTheirMasters: The [[spoiler: Remnants] seem like this at first, however they're simply obeying their last given orders to defend the systems they're in. This can, however, happen if you [[spoiler: install an AI core as governor and try to forcibly remove it. It'll give you an ultimatum: Leave it in control, or it'll tell everyone you're using AI cores. If you refuse it, every faction will declare war on you and the AI will create an insurgency on your planet, lowering its stability.]]

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* TurnedAgainstTheirMasters: The [[spoiler: Remnants] Remnants]] seem like this at first, however they're simply obeying their last given orders to defend the systems they're in. This can, however, happen if you [[spoiler: install an AI core as governor and try to forcibly remove it. It'll give you an ultimatum: Leave it in control, or it'll tell everyone you're using AI cores. If you refuse it, every faction will declare war on you and the AI will create an insurgency on your planet, lowering its stability.]]


* TurnedAgainstTheirMasters: How the late Domain lost from [[spoiler:the [[AIIsACrapshoot Remnant]], and, additionally, their Explorarium armada]].

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* TurnedAgainstTheirMasters: How the late Domain lost from [[spoiler:the [[AIIsACrapshoot Remnant]], and, additionally, The [[spoiler: Remnants] seem like this at first, however they're simply obeying their Explorarium armada]].last given orders to defend the systems they're in. This can, however, happen if you [[spoiler: install an AI core as governor and try to forcibly remove it. It'll give you an ultimatum: Leave it in control, or it'll tell everyone you're using AI cores. If you refuse it, every faction will declare war on you and the AI will create an insurgency on your planet, lowering its stability.]]


* HyperspaceIsAScaryPlace: If you ignore the fleets of pirate raiders feeding off of merchant ships and other travelers, hyperspace still isn't the safest place in the Sector, with rampant hyperspace storms that damage your ships and accelerate you far off course if you're unlucky. Hit too many, and not only will you waste fuel trying to reorient yourself and supplies from the time travelling (and the repairs), you may lose a ship or two. Recent updates have also added "ghosts" to hyperspace in the form of phantom sensor readings. Some of them wander randomly, leaving slipspace tunnels in their wake, while others follow you aggressively and disrupt your drive systems. They can't be caught, much less killed, but can be chased away with an interdiction pulse. There is no explanation for ''what'' these things are much less where they came from.
* HyperspaceLanes: Patch 0.95.1 added slipstreams, which allow high-speed mono-directional travel around the Sector on the order of 40 burn speed[[note]]For comparison, the highest normal sustained burn speeds are 20 and the fastest speeds achievable by "storm surfing" are in the mid-30s and can only be achieved very briefly[[/note]]. FTL travel is certainly possible without them, but they create new routes that are much safer than "storm surfing" and faster than an otherwise more direct route may be due to potentially doubling your speed. Additionally, using a slipstream cuts fuel use in half, which means it's never more expensive than traveling at a speed of 10 outside of a slipstream as fuel use doesn't increase for speeds over 20.

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* HyperspaceIsAScaryPlace: If you ignore the fleets of pirate raiders and opportunistic "scavengers" feeding off of merchant ships and other travelers, hyperspace still isn't the safest place in the Sector, with rampant hyperspace storms that damage your ships and accelerate you far off course if you're unlucky. Hit too many, and not only will you waste fuel trying to reorient yourself and supplies from the time travelling (and the repairs), you may lose a ship or two. Recent updates have also added "ghosts" to hyperspace in the form of phantom sensor readings. Some readings; some of them wander randomly, leaving slipspace tunnels shadow your fleet and keep a fixed distance away no matter how you move, some of them orbit you at incredible speeds even in their wake, while the middle of deep/dense hyperspace and storms, some of them orbit you and emit energy pulses that very slightly reduce your speed, some of them flock together and then violently scatter as you approach, some of them herald the formation of HyperspaceLanes, others follow you aggressively and disrupt your drive systems. They can't the movements of massive hyperspace storms... none of them can be caught, much less killed, but can sometimes be chased away with an interdiction pulse. There is no explanation for ''what'' these things are much less where they came from.
* HyperspaceLanes: Patch 0.95.1 added slipstreams, which allow high-speed mono-directional travel around the Sector on the order of 40 burn speed[[note]]For comparison, the highest normal sustained burn speeds are 20 and the fastest speeds achievable by "storm surfing" are in the mid-30s and can only be achieved very briefly[[/note]]. FTL travel is certainly possible without them, but they create new routes that are much safer than "storm surfing" and faster than an otherwise more direct route may be due to potentially doubling your speed. Additionally, using a slipstream cuts fuel use in half, which means it's never more expensive than traveling at a speed of 10 outside of a slipstream as fuel use doesn't increase for speeds over 20. If you want a real adventure, try riding one whilst it's in the middle of forming.


** The Hurricane MIRV deserves a special mention, as each missile fired [[RecursiveAmmo splits into nine smaller projectiles]]. There's also the Annihilator Rocket Pod, which fires two missiles per second. And since the Annihilator's a medium missile, many ships can have several of them mounted.

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** Several missile weapons work this way. The Hurricane MIRV deserves Launcher fires a special mention, as each missile fired [[RecursiveAmmo projectile that splits into nine smaller projectiles]]. There's also ones to pelt a target with a widespread salvo, the Annihilator Rocket Pod, which fires Pod launches two missiles per second. And since a second making it an excellent pressure weapon especially when multiple are mounted on the Annihilator's same ship, and the Locust SRM Launcher rapidly fires forty small highly manoeuvrable missiles in a medium missile, many ships can have several of them mounted.single salvo which shreds fighters, frigates, and any armourless destroyers.


* Safety Overrides can turn any ship into one. At the cost of most of its weapon range, a third of its peak performance time, and the loss of the ability to actively vent flux, a ship with Safety Overrides gains a great deal of speed allows it to always benefit from the zero-flux speed boost so it can rapidly move around the battlefield and doubles its flux dissipation. Generally speaking, a ship with Safety Overrides can go toe-to-toe with a ship the next size class up.

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* ** Safety Overrides can turn any help make ships into one, boosting ship into one. At the cost of most of its weapon range, a third of its peak performance time, and the loss of the ability to actively vent flux, a ship with Safety Overrides gains a great deal of speed allows it to always benefit from based on its hull size, enabling the zero-flux speed boost so it can rapidly move around the battlefield and doubles its at any flux dissipation. Generally speaking, level, increasing manoeuverability and increasing flux dissipation rate. However, it costs a ship with Safety Overrides can go toe-to-toe with a ship hefty amount of OP, reduces the next size class up.ship's weapon range, reduces its active combat time to only one third its normal value, and prevents active venting.

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* Safety Overrides can turn any ship into one. At the cost of most of its weapon range, a third of its peak performance time, and the loss of the ability to actively vent flux, a ship with Safety Overrides gains a great deal of speed allows it to always benefit from the zero-flux speed boost so it can rapidly move around the battlefield and doubles its flux dissipation. Generally speaking, a ship with Safety Overrides can go toe-to-toe with a ship the next size class up.


The Domain of Man's latest expansion effort into the Persean Sector has been halted by the sudden and catastrophic collapse of the interstellar Gate network that connected the burgeoning empire to its colonies. The Persean Sector, struck in the middle of the colonization process by the Collapse, was severely crippled by the sudden destabilization of the colonial supply effort. Partially terraformed worlds were left unfinished and largely uninhabitable, some of them lightly populated by the now decivilized colonists who were unable to leave. The BlackBox devices used to build ships and construct colonial industries became priceless and irreplaceable overnight, as the colonists lost the knowledge necessary to construct or even repair them. Desperate factions, from the militaristic Hegemony to the ferociously economic megacorporation Tri-Tachyon, fight over the few remaining habitable worlds, while sending scavengers out into the untouched for centuries border systems to scavenge for long lost blueprints to technology they no longer possess. And many of them don't return, lost either to roving bands of pirates, fundamentalist terrorist cells dedicated to the destruction of industrial society, or the unforgiving and hazardous star systems of the Sector. It has been centuries since the Gate network collapsed, and the Sector is on the decline as more and more technology is irretrievably lost in the conflict for survival. And all the while, something stirs deep in the far reaches of the Sector, something that predates even the Collapse.

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The Domain of Man's latest expansion effort into the Persean Sector has been halted by the sudden and catastrophic collapse of the interstellar Gate network that connected the burgeoning empire to its colonies. The Persean Sector, struck in the middle of the colonization process by the Collapse, was severely crippled by the sudden destabilization of the colonial supply effort. Partially terraformed worlds were left unfinished and largely uninhabitable, some of them lightly populated by the now decivilized colonists who were unable to leave. The BlackBox devices used to build ships and construct colonial industries became priceless and irreplaceable overnight, as the colonists lost the knowledge necessary to construct or even repair them. Desperate factions, from the militaristic Hegemony to the ferociously economic megacorporation Tri-Tachyon, fight over the few remaining habitable worlds, while sending scavengers out into the untouched for centuries border systems to scavenge for long lost blueprints to technology they no longer possess. And many of them don't return, lost either to roving bands of pirates, fundamentalist terrorist cells dedicated to the destruction of industrial society, or the unforgiving and hazardous star systems of the Sector.Sector[[spoiler:, or even more dangerous things]]. It has been centuries since the Gate network collapsed, and the Sector is on the decline as more and more technology is irretrievably lost in the conflict for survival. And all the while, something stirs deep in the far reaches of the Sector, something that predates even the Collapse.





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* ApocalypseHow: As a whole, Stellar/Galactic Societal Disruption. Smaller, more acute cases down to Continental or Planetary Physical Annhilation exist throughout the sector, with some planets being perfectly pleasant and livable to all terrestrial forms of life ''but'' humans thanks to the use of targeted military-grade bioweaponry and other horrors, or simply orbitally bombarded into a broken hellscape.


* ArmorPiercingAttack: As a general rule, EMP weapons will send arcs through shields if the target ship's flux level is high enough.

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* ArmorPiercingAttack: As a general rule, EMP weapons will send arcs through shields if the target ship's flux level is high enough. While these arcs don't do do armor or hull damage, they can knock out weapons and engines.


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* FixedDamageAttack: Downplayed - part of the effect of Breach [=SRMs=] is that in addition to their normal damage, they also do a fixed 250 damage to armor, which unlike their other damage, is not subject to damage reduction from armor, but also doesn't apply to the hull once armor is stripped away.


** Among purpose-built capital ships, the Conquest boasts a great deal of firepower across four large ballistic mounts and two large missile mounts backed up with exceptional flux capacity and dissipation to keep firing them, even if only half the ballistic batteries can be brought to bear on a single target, but has terrible defensive characteristics, with barely more armor and hull than the Odyssey and a very small and inefficient shield (unlike the Odyssey, which has a large and quite efficient shield), even worse than the Atlas Mk. II's.

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** Among purpose-built capital ships, the Conquest boasts a great deal of firepower across four large ballistic mounts and two large missile mounts backed up with exceptional flux capacity and dissipation to keep firing them, even if only half the ballistic batteries can be brought to bear on a single target, target and it also has reasonable maneuverability, but has terrible defensive characteristics, with barely more armor and hull than the Odyssey and a very small and inefficient shield (unlike the Odyssey, which has a large and quite efficient shield), shield, and also note that the poor efficiency of the shield is balanced against its excellent flux characteristics), even worse than the Atlas Mk. II's.


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** The Radiant battleship has tremendous firepower courtesy of five forwards-facing large weapon mounts and some of the best armor and shields of any ship in the game, and while its standard movement speed is nothing impressive, its subsystem is a Phase Skimmer that allows it a great deal of tactical mobility, far above and beyond what its stated top speed would indicate.


* TheBattlestar: A given, as the gameplay intentionally resembles modern naval combat [[RecycledInSpace in space]]. The Legion and the Odyssey in particular combine flight decks with massive levels of firepower. (The Astral also has ''some'' firepower, but isn't that good a stand-up combatant against anything bigger than a destroyer.) Some ships like the Legion call themselves "battlecarriers", pretty much stating that they're intended to be the battlestar. The XIV version of the Legion is probably the greatest example of the type, as it has 1750 armor baseline, and can easily reach upwards of 2500 with the correct hull mods and build, all while still deploying four fighter wings, heavy missiles and potentially a very heavy gun battery (which is reversed from the normal Legion's big guns and medium missiles).

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* TheBattlestar: A given, as the gameplay intentionally resembles modern naval combat [[RecycledInSpace in space]].
**
The Legion and the Odyssey in particular combine flight decks with massive levels of firepower. (The Astral also has ''some'' firepower, but isn't that good a stand-up combatant against anything bigger than a destroyer.) Some ships like the Legion call themselves "battlecarriers", pretty much stating that they're intended to be the battlestar. The XIV version of the Legion Battlecarrier is probably the greatest premier example of the type, as it has 1750 armor baseline, and can easily reach upwards of 2500 with the correct hull mods its heavy armor, heavy weapons, and build, all while still deploying four fighter wings. It also has an XIV Battlegroup version that makes it more capable in direct combat by changing its large weapons from ballistics to missiles and giving it even more armor.
** The Oddysey Battlecruiser is a lighter example emphasizing mobility and shields over armor, as well as emphasizing the direct combat role over the carrier role with a third large weapon (two energy and one synergy (energy/missile)) and only two fighter wings.
** The Luddic Path's Prometheus Mk. II is an improvised take on the role, taking a Prometheus tanker, hollowing it out for weapons and a pair of
fighter wings, and giving it heavy missiles armor plating. However, as a result of its improvised nature, it has poor flux characteristics and potentially a very heavy gun battery (which is reversed from relatively inefficient shield.
** Other battleships and battlecruisers can also take on an improvised version of
the normal Legion's big guns and medium missiles)."battlecarrier" role with the Converted Hangar, which gives ships that don't have proper hangars a single hangar, albeit with penalties compared to proper hangars.



** Among purpose-built capital ships, the Conquest boasts a great deal of firepower across four large ballistic mounts and two large missile mounts, even if only half the ballistic batteries can be brought to bear at any time, but has terrible defensive characteristics, with barely more armor and hull than the Odyssey and a very small and inefficient shield (unlike the Odyssey, which has a large and quite efficient shield), even worse than the Atlas Mk. II's.

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** Among purpose-built capital ships, the Conquest boasts a great deal of firepower across four large ballistic mounts and two large missile mounts, mounts backed up with exceptional flux capacity and dissipation to keep firing them, even if only half the ballistic batteries can be brought to bear at any time, on a single target, but has terrible defensive characteristics, with barely more armor and hull than the Odyssey and a very small and inefficient shield (unlike the Odyssey, which has a large and quite efficient shield), even worse than the Atlas Mk. II's.



** The [[spoiler: Remnant]] Radiant-class battleship. It's fast, has a phase skimmer, a huge 270-degree omni shield, three large energy slots and two large synergy (energy/missile) slots, the best innate flux dissipation and flux capacity of any ship (tying the Paragon on flux capacity), and ties the Onslaught for the best hull durability and the Paragon, Prometheus Mk II, and Legion for the second-best armor of any ship. However, it can only be piloted by an AI core unless the incredibly-expensive Neural Integrator hull mod, which eats a staggering 50 ordinance points and cannot be built-in, and it also requires the Automated Warships skill, meaning full use requires two top-level science skills. It is also ''staggeringly'' expensive to deploy at 60 deployment points, tied with the Paragon and only behind the [[spoiler: Ziggurat]] at 75 points. It's can also only be obtained from salvage, unlike most ships, so you'll have to beat one and get lucky to obtain one.

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** The [[spoiler: Remnant]] Radiant-class battleship. It's fast, has a phase skimmer, a huge 270-degree omni shield, three large energy slots and two large synergy (energy/missile) slots, the best innate flux dissipation and flux capacity of any ship (tying the Paragon on flux capacity), and ties the Onslaught for the best hull durability and the Paragon, Prometheus Mk II, and Legion for the second-best armor of any ship. However, it can only be piloted by an AI core unless the incredibly-expensive Neural Integrator hull mod, which eats a staggering 50 ordinance points and cannot be built-in, is installed, and it also requires the Automated Warships skill, meaning full use requires two top-level science skills.skills. And even with that 50 ordinance point cost to even be able to pilot it yourself, it's ''still'' one of the most powerful player flagships possible, possibly surpassing even the Paragon. It is also ''staggeringly'' expensive to deploy at 60 deployment points, tied with the Paragon and only behind the [[spoiler: Ziggurat]] at 75 points. It's It can also only be obtained from salvage, unlike most ships, so you'll have to beat one and get lucky to obtain one.



** XIV Battlegroup designs can only be found in extremely rare blueprints and are broadly superior versions of certain low-tech and midline ships (trading a little speed and turn rate for significantly more armor and better flux capacity and dissipation and a small increase in ordinance points), as well as a snazzy coat of black-and-orange paint. Essentially, they take what low-tech ships are already good at and double down on it. A XIV Battlegroup Onslaught is an unparalleled wall of armored fury. But standing out among them is the XIV Battlegroup Legion, which is not included in the blueprint package and has to be found separately either as an extremely rare single blueprint or as a very rare derelict and changes up the Legion's loadout while other XIV Battlegroup designs retain the same weapon mounts as their standard versions. In particular, it swaps the Legion's medium mounts to ballistics and the large mounts to missiles, which in its turreted mounts, make it almost uniquely capable of truly terrifying missile and torpedo attacks in a way the few other ships with twin large missile mounts struggle to match (all other ships with two large missiles have them in hardpoints except the Astral, which very much emphasizes its fighter compliment over direct combat - the Atlas Mk II having one each canted to port and starboard, making them mostly suitable for guided missiles, as they're intended more as a supplement to its massive fighter contingent, and the Conquest has its fixed forwards, but is designed around its powerful ballistic broadsides with the missiles acting more as a supplement). A XIV Battlegroup Legion with a pair of Cyclone Reapers or Hammer Barrages has a truly terrifying finishing blow that not much can really match.

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** XIV Battlegroup designs can only be found in extremely rare blueprints and are broadly superior versions of certain low-tech and midline ships (trading a little speed and turn rate for significantly more armor and better flux capacity and dissipation and a small increase in ordinance points), as well as a snazzy coat of black-and-orange paint. Essentially, they take what low-tech ships are already good at and double down on it. A XIV Battlegroup Onslaught is an unparalleled wall of armored fury. But standing out among them is the XIV Battlegroup Legion, which is not included in the blueprint package and has to be found separately either as an extremely rare single blueprint or as a very rare derelict and changes up the Legion's loadout while other XIV Battlegroup designs retain the same weapon mounts as their standard versions. In particular, it swaps the Legion's medium mounts to ballistics and the large mounts to missiles, which in its turreted mounts, make it almost uniquely capable of truly terrifying missile and torpedo attacks in a way the few other ships with twin large missile mounts struggle to match (all other ships with two large missiles have them in hardpoints except the Astral, which very much emphasizes its fighter compliment over direct combat - the Atlas Mk II having one each canted to port and starboard, making them mostly suitable for guided missiles, as they're intended more as a supplement to its massive fighter contingent, missiles rather than the torpedoes, and the Conquest has its fixed forwards, but is designed around its powerful ballistic broadsides with the missiles acting more as a supplement). A XIV Battlegroup Legion with a pair of Cyclone Reapers or Hammer Barrages has can charge into the fray, tear down shields with its fighters and ballistic weapons, and deliver a truly terrifying finishing blow that not much can really match.


* FixedForwardFacingWeapon: Hardpoint mounts. While they usually have some turning to make smaller adjustments, they are always more durable than turret mounts and can handle recoil better, which means they're more accurate as well (at least for weapons that have spread). Additionally, hardpoints are generally more likely to be larger weapons (eg. a medium weapon on a frigate or destroyer or a large weapon on a cruiser) than turrets. Strictly, not all hardpoints are ''forwards''-facing, though most that are fixed at other angles are missile mounts

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* FixedForwardFacingWeapon: Hardpoint mounts. While they usually have some turning to make smaller adjustments, they are always more durable than turret mounts and can handle recoil better, which means they're more accurate as well (at least for weapons that have spread). Additionally, hardpoints are generally more likely to be larger weapons (eg. a medium weapon on a frigate or destroyer or a large weapon on a cruiser) than turrets. Strictly, not all hardpoints are ''forwards''-facing, though most that are fixed at other angles are missile mountsmounts. Fixing the facing of missile mounts in such ways, such as the Atlas Mk 2's large missile hardpoints being canted off to either side, serves to enforce their use for ''missiles'', rather than unguided torpedoes


* CreativeSterility: Surprisingly averted. While this used to be the case due to the black boxes recent updates have added Galatixa Academy along with other signs of people trying to recover lost tech or invent new things. Unlike similar dark futures that could be mentioned the Sector does show signs of technological progress and inventing new things won't get you executed for heresy by anyone aside from the Luddic Path.

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* CreativeSterility: Surprisingly averted. While this used to be the case due to the black boxes recent updates have added Galatixa Galatia Academy along with other signs of people trying to recover lost tech or invent new things. Unlike similar dark futures that could be mentioned the Sector does show signs of technological progress and inventing new things won't get you executed for heresy by anyone aside from the Luddic Path.

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* CreativeSterility: Surprisingly averted. While this used to be the case due to the black boxes recent updates have added Galatixa Academy along with other signs of people trying to recover lost tech or invent new things. Unlike similar dark futures that could be mentioned the Sector does show signs of technological progress and inventing new things won't get you executed for heresy by anyone aside from the Luddic Path.


** True battleships (i.e. any Capital not designated as a battlecruiser or a civilian ship) are functionally this, with the longest peak performance and greatest amount of armor and flux along with the highest amount of weapons to boot, but tend to be significantly slower than everything else. Their purpose is to trickle down any ship of the smaller classes until they're the only ones in the field.
** A great example of this is from the Forlorn Hope [[JackOfAllStats Paragon]] mission.
** In general, Low Tech ships are this compared to other tech bases - Low Tech ships tend to have worse speed and turning than similar Midline and High Tech ships, but better armor and hull integrity, as well as more efficient weapons that keep them firing longer.
** XIV Battlegroup ships double down on the Low Tech trend towards being mighty glaciers, trading 7% of their speed and maneuverability for 100 more points of armor and better flux capacity and dissipation.
** Combining these things, the XIV Battlegroup Onslaught-class Battleship is probably the greatest exemplar of a mighty glacier in the game with an unmatched 1850 base armor, a pair of integrated Thermal Pulse Cannons, three large ballistic mounts, nine medium ballistic mounts, four medium missile mounts, and six small ballistic turrets... and a plodding maximum speed of 23 standard units.

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** True battleships (i.e. any Capital not designated as a battlecruiser or a civilian ship) are functionally this, with the longest peak performance and greatest amount of armor and flux along with the highest amount of weapons to boot, but tend to be significantly slower than everything else. Their purpose is to trickle down any ship of the smaller classes until they're the only ones in the field. \n** A great example of this is from the Forlorn Hope [[JackOfAllStats Paragon]] Paragon mission.
** In general, Low Tech The Cruiser-sized version of these ships are this compared to the Heavy Cruisers, which, as their name implies, put a bigger emphasis on defense and offense, but lack mobility. For example, the Dominator-class Heavy Cruiser has an armor rating of 1500, but a slower-than-average speed of 30 standard units. The other tech bases - Low Tech ships tend to have worse speed and turning Heavy Cruiser, the Champion-class, is a {{Downplayed}} example in comparison, but is much tankier than similar other Midline and High Tech ships, but better armor and hull integrity, as well as cruisers and, unlike the Eagle-class Line Cruiser, has more efficient weapons that keep them firing longer.
offensive capabilities due to possessing both a large energy mount and a large missile mount.
** XIV Battlegroup ships double down on modify the Low Tech trend towards being mighty glaciers, base hulls by leaning further into this trope, trading 7% of their speed and maneuverability for 100 more points of armor and better flux capacity and dissipation.
** Combining these things, the
dissipation. Naturally, The XIV Battlegroup Onslaught-class Onslaught Battleship is probably the greatest exemplar of fits this trope to a mighty glacier in the game T, with an unmatched a whopping 1850 base armor, a pair of integrated Thermal Pulse Cannons, a multitude of mounts including three large ballistic mounts, nine medium ballistic mounts, four medium missile mounts, and six small ballistic turrets...slots... and a plodding maximum speed of 23 standard units.


* LostTechnology: As the sector was cut off from the Domain's portal network during its early colonization phase meaning most of the people present were laborers and low level scientists who know how to use the technology present but not understand how it works in depth. As a result black boxes full of blueprints that can't be copied due to DRM became invaluable as nobody can replicate them nor understands them enough to crack the security protections. Then the sector was ravaged by the AI Wars and a great deal of knowledge along special equipment was lost due to black boxes being destroyed. However much of it may yet be rediscovered by adventurous explorers finding remnants of the original colonization effort in the fringes.

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* LostTechnology: As the sector was cut off from the Domain's portal network during its early colonization phase meaning most of the people present when they lost contact with the core were laborers and low level scientists scientists. Average people who know knew how to use the technology present but did not understand how it works worked in depth. depth or the full principles behind its operation. As a result black boxes full of blueprints that can't be copied due to DRM became invaluable as nobody can could replicate them nor understands understood them enough to crack the security protections. Then the sector was ravaged by the AI Wars and a great deal of knowledge along special equipment was lost due to known black boxes being destroyed. However much of it may yet be rediscovered by adventurous explorers finding remnants of the original colonization effort in the fringes.fringes where black boxes, nanoforges, and other equipment are still waiting to be found.

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