Binary options triangle strategy - eyesthetica.com

"Of Nen and Zen". A short essay concerning the eastern philosphy and mysticism in hunterxhunter.

Soo.. this has taken a lot longer than anticipated, but I think it is ready.
.
I believe I found something that shines a new light on togashi's nen system(maybe somebody already pointed this out but, maybe not. Either way this will be my own spin on it.) This will take some time to explain and is not the easiest of topics to convey with words, but I'll try my best. So bare with me. It will be worth it I promise.
Oh and by the way, I'm not a native speaker, so there are probably many misspellings and grammar fuckups included. I tried my best with what I've been taught, but yes there probably will be A LOT. :D
If anyone would like to help improve the grammar of this post, please message me.

- The book of changes -

how two makes four

So, I'm really interested in eastern philosophy and mysticism and while researching the four basic elements, I came about a system that goes up and beyond. It's kind of like the binary system actually. It starts with 2 components, light/hard and dark/soft. Those would resemble the dual level represented by 1/0 or yin and yang. They are portrayed as a continuous line **--- for yang(light)**and a discontinuous line - - for yin(dark). It's a bit un intuitive as they are drawn in black, but what can we do. While it doesn't visually fit with light and dark, there is another property included that is portrayed better through the lines and that is --- yang(hard) and - - yin(soft). The space really helps in conveying the soft quality at least. But enough critiquing of ancient peoples work. I really like to believe they wanted to do better, but just couldn't get their hands on that white ink. So let's cut them some slack and move on.
There are many things in nature that share a dual relation like that, to name a few: cold/warm, fast/slow, night/day, male/female and also to heaven(天) and earth(地) as in spatial directions. They're relation might seem opposite at firs,t but only on the conceptual level. In nature its an ever flowing and changing process.



Yin, dark, soft (female) - -
Yang, light, strong (male) ---
https://preview.redd.it/qqc7wzuv8av21.png?width=600&format=png&auto=webp&s=d239c1dc11520a33e78c0d7a07cce70d7eb8d388
So, right now we have only 2 distinct states, but if we add another line to the image we are suddenly left with four different states (in mathemathical terms this would be 2^2[ two exponent two] in this case 2\2, the first number being the possible states of the unit and the exponent being the number of units combined.* It's neat to see this, but if you totally loathe math, just ignore it, it's not needed to understand this.)
Anyway, I think these are the ones most people are familiar with: air(wind and sometimes wood), water, fire, earth also called: old yin, young yang, young yin, old yang. They make up a continuous cycle while inheriting and recombining the above properties and are fundamentally described like this:

Wind, (風)

dry, subtle, coldest (male)

Water (水)

most humid, dense, cold (female)

Fire (火)

dry, subtle, warmest (male)

Earth (土)

humid, densest, warm (female)

That's already pretty interesting I'd say, but what I really want to show you goes one step further. If we now add one more line (2^3), what we get are called the "8 trigrams". I first learned about these in German and now upon taking a closer look at the English versions out there, I chose to take the best from both worlds and use what I can.
Also, from here on out I can include the corresponding Unicode symbols (yes, they really are included, but unfortunately pretty small. But it's nice they don't count as images that way, curse you image limit!)

The 8 trigrams


Parents:

☰ Kiën (乾 qián),

the creative, is the force, is strength, is the sky, the father

☷ Kun (坤 kūn) ,

the receptive, is the field, is devotion, is the earth, the mother

Children:

☳ Dshen (震 zhèn),

the thrilling/exciting, is movement, is shaking, is the thunder, the oldest sun

☵ Kan (坎 kǎn),

the abysmal, is danger, is deep water or clouds, the middle son

☶ Gen (艮 gèn),

the solitary, is serenity, is standstill, is the mountain, the youngest son

☴ Sun (巽 xùn),

the gentle yet penetrating, is the wind or wood, the oldest daughter

☲ Li (離 lí),

the adherent, is radiant, is conditioned or bound, is the sun, the flash or the clear flame, the middle daughter

☳ Dui (兌 duì),

the joyful, is happiness, is the lake, the youngest daughter

These archetypal forms of energy or emotion are also in a continuous cycle just like the four elements, having additionally gained complexity and character, they inherit everything from their ancestors. At this stage they take on a more personal form. Atleast the 6 children that is, as the parents are still pretty much yin/yang and are, because of that, "out of the picture". They somehow stand above and influence all six, while not descending into their play.

As you probably have noticed this can be done another time creating now 16 variations, but let's not go there, the really important ones right now are the 6 children. Because, you now what also comes in the package of 6?

Yes, Aura types.
Could it really be possible to match these with our 6 categories of nen? Well I have tried. Tell me what you think:

Btw: This is my first drawing since like 10 years and that was highschool art class, so please spare me. If anyone wants to improve this. please do. :D The color grading is still pretty on point though and I wouldn't change that much about it if I did another one. Also this was born directly out of my inspiration when I found out about this, so it kind of grew on my heart. So shush! :P

- Wheel of emotion -


https://preview.redd.it/xbk15ksis9v21.jpg?width=960&format=pjpg&auto=webp&s=069ead2f6d93e12b7179b8da51e0803d50c28e9d

Note: This is my own system of ordering it. I choose it to match togashi's system and also because I think it's the most fitting when looking at personal energies. Only in this order you can really show the flow of energy visually. The original from the book of changes which is funnily called the "I Ging" (at least in German it is. I think there are different pronunciations out there) includes all 8 trigrams, but leaves out circular motion. (I will add that too as reference) .

So what does that jumble mean?
Basically, one could look at it as an age cycle of energy. from young age "Li" all throughout the maturing process right into old age "Gen". But there are many things happening in between that can be looked at.

To get a better understanding and overview, let us first look the symbols in the corner that represent our previous four basic elements:

alternate symbols

fire > passion, action

water < flow, emotion

air ^ renewal, intelligence

earth v courage, memory


The second part of this attribution comes from the yogic sciences, where there are four pillars of yoga.
Yoga however does not mean "twisting your body". It means unity and is the path of seeking inclusion.
I included them because they are the only 4 sources you can use to enhance your self.

Fire: Karma yoga. The yoga of action. Using your body and your movement to generate energy.
Water: Bhakti yoga. The yoga of emotion. Using your emotion to include something into your self.
Air: Kriya yoga. The yoga of life energy. Bringing change to once own life energies.
AiEarth: Ghana yoga. The yoga of intelligence, Using your mind to penetrate the world and become something more.

This is how they get extracted from the geometric hexagram:
https://preview.redd.it/o3izr2k5bav21.jpg?width=186&format=pjpg&auto=webp&s=cecb97951ad379f0aca1bc77b964850a3890765b

There's also another symbol right at the bottom (where gen is), that looks at bit weird.
It's the lesser known fifth element:

Akasha or Aether


It's somewhat mysterious and hard to describe as it is invisible in nature.
It's below and above the other four elements in the way that all of the other elements happen in it. It is:
Space.
No, not the literal space out in the night sky.. whereby it's often used as a visual representation, but what it really points to is the space that's all around us.
There are things in space and there is space. That's akasha.
There are different symbols used to represent it. In nature it corresponds to the universe, plasma or the color purple


https://preview.redd.it/5cq8wv2at9v21.jpg?width=509&format=pjpg&auto=webp&s=30c627c1b302ec90ea5a9cf2689086fb13443550

So far we've seen only the main attributition. Here's a more in-depth list of personal traits and correspondences for the four in their pure form. If we look at them in the dynamic spectrum they can mix quite heavily. Aether is not really relevant in that sense, but I think it's important to know its there.
(It's interesting how akasha is not really an element and specialisation is not really a class. But still I fail to see a direct connection. Also the symbol of the hunter association looks very similar.)

https://preview.redd.it/pq0nro4tbav21.png?width=200&format=png&auto=webp&s=b12c84b25d6aee9e7fb8260f790bf6fc4d76a7ed

Elemental correspondences:


The element of fire (choleric)
Positive qualities: vigorousness, zeal, enthusiasm, courage, decisiveness, power of creativity, daring, sedulity...
Negative qualities: quarrelsomeness, irritability, urge to destroy everything, passion, immoderacy, jealousy, voraciousness, vindictiveness, violence, hate, anger, sudden ebullition...
The element of air (sanguine)
Positive qualities: clarity, intelligence, vigilance, care-freedom,diligence, kind-heartedness, swiftness, clarity, lightness, independency, dexterity, optimism
Negative qualities: overly intellectual, lack of perseverance, dishonesty, gossipy, cunningness, garrulousness, inconstancy, touchiness, prodigality...
The element of water (phlegmatic)
Positive qualities: understanding, placidity, mildness, trusting nature, devotion, mercy, forgiveness, modesty, compassion, , pliancy, meditativeness, internalization...
Negative qualities: corruptness, lust, depression, indifference, heartlessness, laziness, indolence, rigidity, lack of daring, lack of concern, unstableness, dejection...
The element of earth (melancholic)
Positive qualities: consistency, conscientiousness, perseverance, punctuality, caution, resistance, responsibility, carefulness, firmness, reliability, sobriety, ambition, respectfulness, matter-of-factness...
Negative qualities: stuffiness, superficiality, laziness, indifference, cumbersomeness, touchiness, lack of conscientiousness, irregularity, timidity, scornfulness...

Somehow they also relate to the four major principles, but I haven't found a way too assign them sufficiently. This is all I got so far:

Technique Main element -> properties Supporting -> properties
Ten Water control of flow, serenity, rest in emotion earth steady, calm, balance, unmoving
Zetsu Earth no outflow, contain, rest, - -
Ren Fire power,strength Wind growing through change, tempering of will (objective)
Hatsu Fire aggression, release, outward projecting, ready, decisive Wind movement, change
While not perfect, there's definitely a tendency to be seen here. Most noticeably that ten and zetsu both employ "female" qualities, while ren and hatsu are dominated by "male" qualities.


While being more subtle, correspondences like that can also be found for each of the trigrams. I haven't found a source for that so I'll list all that I picked up:

Trigram Nature correspondences Properties
Li flame, flash, sun radiant, clear, light, adherent, bound, conditioned, steady
Dshen thunder, quaking, roaring movement, action, agitation, thrill, excitement, loud, rash, energetic, rushing
Dui lake, swamp, spring joy, innocence, open, light hearted, happy-go-lucky, avid, kind
Kan abyss, deep water, gorge playful, versatile, trickster, hidden, danger, knowledge of evil, corrupt
Sun wind, wood, tree soft, balancing, understanding, knowledgeble, intelligent, calculating, penetrating, strict
Gen mountain, rock, stone independent, strong, firm, solely, serene, unmoving, still.

Now that we got ourselves acquainted with the elemental 101 we can go and look deeper into it.

- Relations between children -

(I advise to keep the image of the wheel of emotion open in a sidetab, so it can be looked at while reading the explanation. Otherwise you'll need a very good memory or an avid scrolling finger, But it seems i can post it one more time, so here you go:)

https://preview.redd.it/drvjr4z1s5b31.jpg?width=960&format=pjpg&auto=webp&s=e70992e5977a6ca650471474fcef25b4dbd1f57d
The arrows in the middle that form a hexagon display the hierarchy from oldest to youngest child of each gender and also indicate the parents from which they inherit. As you can see male and female alternate with every image. While not a classification on their own they have a subtle impact on all six. However, one can't simple say that dshen is purely male as these "borders" get washed out increasingly through generations (if there ever were any).
The neighboring images are balancing each other, as one seems to always want to reach into the next.
Progressing like: -> li - dschen - dui - kan - sun - gen -> into li again.
There are many interactions seen in this: The stable earth (gen) wanting to become energy (li) -> pure energy becoming excitement (dschen), energeticness wanting to get a taste of colorful emotion (dui) -> the resulting happiness longing to become deeper emotion (kan) -> deepness becoming gentle and intelligent (sun) -> then growing strong and independent (gen) and finally the lonesomeness wanting to become warm again through communion with the outside world (li).
This example is arbitrary and also you can't really set boundaries on this. I just did, so you have a general understanding of the flow that's being portrayed here. The early form of a trigram differs so heavily from its late version, it could be a new classification on it's own. But more on that later. First let's look at some rules in relation to the hunterxhunter system:

Adjacent categories have a 80% learning capability and are always the ones, that are, not of the same age group and also of the opposing gender. Admittedly, it's a bit difficult to see, so here's an example:
specialization/gen (youngest son) 80%-- conjuration/sun( oldest daughter) 100%-- transmutation/kan (middle son) 80%
When the classification that is looked at for adaptibility is conjuration, which is a daughter, then it would mean the most promising categories will be the sons of a different age group. (Okay.. and what does that mean? I don't know, but that's how it is.) And that's also were the natural balancing flow of energy wants to go:
The strictness and composure of conjuration(sun) wanting to become free through the unbound emotional deepness of transmutation(kan) and the burden of the working intelligence wanting to become cool, steady and lonesome through specialization(gen). While there's a definite tendency towards clockwise progression, it's fair to say that change and interaction can be noticed in every direction. For example the gentleness of sun can calm the troubled waves of kan.

2.
Categories of the same gender always have a 60% learning capability.
If the classification look at is again Conjuration/Sun(oldest daughter), then it would be the other both daughters manipulation/Li(middle) and enhancement/duì(young), that can be learned at a 60% rate. They form a triangle and always have a son in between.
same sex=same rate

3.
The polar category is the one that has the same age, but is of a different gender. I sometimes look at it as the archenemy category, because it's so opposing. If we look at conjuration(sun) again our counter would be emission(zhèn). Heavy planning and thinking and perfectionism against well, Leorio.. :D If one wants to wield the other there is bound to be chaos. And maybe that's why its 40% only,
Here are some Nen users that share this connection.

Gon & Pitou
Leorio & Kurapica
Netero & Meruem
Killua & Illumi
Hisoka & Illumi

Here's a chart that brings all aura types into perspective

Aura type Abilities, Talents Tendencies Real world professions (allthough any can be all) Sin
Manipulator influence, control, govern, guide, teach outward, change/love teachers, parents , leaders, politicians, malevolence
Emitter being heard, bringing change, enforcing will outward, justice/ truth speakers, politicians, dancers,singers, police forces wrath
Enhancer physical, simple approach, improving, strenghtening outward, courage/carefre athletes, labourer, dancers egoism
Transmuter bending energy, keeping flow, shifting states, jokes, wearing a mask inward, love/change comedians, trickster, actor, artists, singer, dancer, writer, poets insanity, lust
Conjurer understanding the world and it's rules, living by it and creating something from it -> strategy, science, math, writing, poetry inward, truth/justice investigator, strategists, professors, academics, poets pride
Specialists doing everything alone, special talents who have to be seen, unique inward, carefree/courage people who need nobody yet attract others because of that, types you just can't label. Know'em when you meet'em. indifference

You could look at it for days in this way and find harmonies and disharmonies, it's quite beautiful. For me it has become more than an anime fighting system. Its energy and emotion in the play of life. While you certainly can't just pull out hatsus in real life there are some overlappings with the realm of talents and mastery of the real world. It really makes you wonder. But to spare you from my fascinated rambling, I will now move on unto the next thing I have found.



- And Zen what? -


As I have said before it's possible to add another line to the informational pool to achieve 16 variations(2*2*2). But that's not whats being done by the book of changes. It skips this stage entirely and directly combines two trigrams into one hexagram. If this is done for every possible combination there are suddenly 64 hexagrams. They create a much bigger array of possible states and changes between them, but to be honest that's too much work to show and explain right now. For one, this is no taoist university (I wonder if there really is such a thing) and it also goes beyond of what is useful for our purpose here. If you are really interested, look into that on your own. It's not that it's not worth it, but I don't want to infodump you to death.

I will now look at some specific constellations of the hexagrams that are of direct importance for the hunterverse. First we have the 8(6) "double images". It's obvious that when recombining all of the trigrams, we should also be left with 8 images that are a repetition of themselves. They give some new insight and add on on what we already now. The quality of amplification and repetition shines through in their meaning.

Note: All of the description that will follow are from a collection of sources. "Buch der Wandlungen"(book of changes from Richard Wilhelm). Excerpts used and translated into english by me.
original: https://schuledesrades.org/public/iging/buch/?Q=5/1
Quotes and descriptions from different english sites.
And infoormation and symbols from this https://en.wikipedia.org/wiki/Hexagram_(I_Ching))

But now, let's get started.

離 (lí), "radiance"

Other variations include "the clinging, fire" and "the net". Its inner trigram is ☲ (離 lí) radiance = (火) fire, and its outer trigram is identical.
The origin of the character has its roots in symbols of long-tailed birds such as the peacock or the legendary phoenix
Fire has no definite form, it adheres to things and burns that way. Like water raining from the sky, fire blazes upwards. Everything that is shining in the world is bound to something that it adheres too, only in that way it can shine on. For something to shine endlessly, there surely needs to be tenacity.
The clinging means resting on something. When the waters of the Abysmal flow into the pit, we search for something to cling to." Li is the image of the Clinging Fire, formless except the essence of fuel that keeps it burning.when undergoing drastic changes on the outside the only footing is the reference point of the personal self.
What emerges from any difficult transition is the discovery of that thing which will guide and support you when all else is taken away. This is like a light that is always burning in the darkness. Although events ‘out there’ orchestrate the changes, they merely lead you to cultivate a shift of awareness ‘in here.’


震 (zhèn), "the shaking"

Other variations include "the arousing (shock)" and "thunder". Both its inner and outer trigrams are ☳ (震 zhèn)
This movement is so intense it's frightening. The image is the thunder who burst out from earth and by his quaking causes fright and trembling. While initially dreadful the uproar ensures renewal and success in the future.
It's the oldest sun, who vigorously seizes power. A taking of charge. A new status quo. -
When children ride roller coasters, they discover that allowing fear to have expression is energizing. If only we could always remain joyous in approaching our fears as we move along our dusty road. Unfortunately we grow complacent and seek security and stasis. Anything in nature that becomes stagnant will be re-energized by the unexpected. “Shock brings success. Shock comes – oh oh! Laughing words – ha ha!” Whether hurricanes balance ocean temperatures or tumultuous autumn and spring storms invigorate new growth, nobody can hide from nature’s power to keep all things thriving. The Shocking can symbolize the unexpected things that generate emotion and wake us up.
The feelings arising are quite unfamiliar but refreshingly new. What worked in the past will no longer do. The two words most associated with Zhen is ‘uh oh!’ However, it should be viewed in the same laughing sentiment as children riding a roller coaster. Something is coming that is unexpected but is meant to awaken you to how you hide. Each day we witness the mutability of nature and fail to recognize it in our own life. No matter the event, the pace may quicken and you may suddenly find your heart racing and a smile on your face.


兌 (duì), "the joyous, lake"

Other variations include: "open", "usurpation" and swamp. Both its inner and outer trigrams are ☱ (兌 duì).
The happy mood is contagious, that's why it's prevailing. But joy needs a foundation of stability, so it doesn't degenerate into utter foolishness. Truth and strength need to dwell in the heart, while meekness is for all to see. contrary to intuition joy is not the result of the softness of the topmost line. The property of the soft/dark principal is not joy, but melancholy. The real joy comes through it's inner toughness and strength, which shows itself through the means of softness.
The repititon: The happy mood is contagious, that's why it's prevailing. But Joy needs a foundation of stability, so it doesn't degenerate into utter foolishness. Truth and strength need to dwell in the heart, while meekness is for all to see. -

More often than not it's inner opening rather than the effort or movement to change outer events that has led to joy. Often we feel the opposite of Joy in the form of unhappiness and see it as something negative. Unhappiness is the hunger pain for change so how can it be bad? The saying, “if you never fail, you will always succeed” means that if failure is taken in stride as a prerequisite to success it isn’t really failure. This accepting outlook leads to joyousness on the journey.
“Content in your circumstances and genuine in kindness, you are the expression of the love that renews all things.”
While we can do little to change the events that unfold around us, a change in perspective can magically change everything. Be Joyous in thought and action and celebrate others. Since life is your mirror it will reflect joyousness back to you.


坎 (kǎn), "the abysmal"

Other variations include "Gorge" and "repeated entrapment". Its inner trigram is ☵ (坎 kǎn) and its outer trigram is identical.
Through repitition of danger there is accustoming. Water serves as a good example in these kind of situations. It's always flowing and ever only fills all those gaps that its flowing through. It's not leaving out a single dangerous spot, fears no ledge or fall and is in that way always staying true to itself. If a situation is handled internally, there's a good chance it will sort itself out externally. To fully prevail through danger, there needs to be thoroughness, so that everything that needs to be done, gets done and there is no chance of succumbing to the danger. -

For the benefit of the flowers, we water the thorns too. – Egyptian Proverb

Can one honestly look back and not see the meaning for any of challenges that were had in the past? Going through the danger is necessary to discover who we are, what we really need and what we are capable of accomplishing. There is great power and realizations to be obtained when confronting fear in the deep waters of the unconscious. The dangerous flow of water can lead somewhere beneficial if you just relinquish control and let go of your fear.
Without trusting in the flow of events, many situations can seem threatening, but only in proportion to the disparity that exists between the necessary transition and the fear of going there. When you recognize the things that you cannot change, you discover life's power to lead you. The path is frightening but a commitment to move forward and jump into the flow leaves no option of turning back.


巽 (xùn), "the gentle (the penetrating, wind)"

Other variations include "ground" and "calculations". Both its inner and outer trigrams are ☴ (巽 xùn).
It's image is wind or wood, it's property is gentleness and yet it is penetrating like the wind or the wood with it's roots. In nature it's the wind, which is clearing the clustered clouds and enabling the sun to shine through. For humanity it's the penetrating clarity of righteous judgement, which knocks out all ulterior motives. In society it may be the influence of a powerful figure, who reveals and disperses any and all shady schemings
.
When the oak is felled the whole forest echoes with its fall, but a hundred acorns are sown in silence by an unnoticed breeze. – Thomas Carlyle

There is gentleness and enormous power associated with the hexagram of penetration. Like the wind blowing over vast periods of time against a mountain, the smallest influence when applied with a steadfast attitude can break down any barrier.


艮 (gèn), "the mountain"

Other variations include "keeping still, "rooted" and "stilling". Both its inner and outer trigrams are ☶ (艮 gèn)
True peace is holding still when it's due and moving forward when the time to move forward has come again. In this way, rest and movement is in balance with time and it's necessities. The image is end and start of all movement. As a symbol it could be the spinal of the human body. In it, all nerves controlling movement join together. If there's a seizing of action for all of these nerves, total standstill of the system will be the consequence.
If now a human becomes this still on the inside, then he may face the uneasy and quarrelsome world. He will not get dragged into the fights and upheaval caused by it's inhabitants and has the necessary calmness needed to comprehend the great rules and workings of the world. He, who is acting from this place of deep rootedness, doesn't make mistakes anymore.
In the book of changes rest is described as a polar state, only achieved through the constant counterbalancing with movement.


So there's that. I would like to continue here, but apparently there's a 40.000 character limit. So the continuation will be in part 2.
And that's also where it really gets interesting.

https://www.reddit.com/HunterXHuntecomments/bixqj0/part_2_of_nen_and_zen_a_short_essay_concerning/

See you there!

submitted by Valiant-Turtle to HunterXHunter [link] [comments]

The book of changes and the flow of the world.

Soo.. this has taken a lot longer than anticipated, but I think it is ready.
.
While the I ging probably is known around here, I tried my best to put all my understanding of into in a neat form, so that anyone can benefit. But this is not only for starters, I go very indepth, too and in the end I will go into a matter, that probably not even a self proclaimed expert will know about.

https://www.reddit.com/HunterXHuntecomments/bixkze/of\_nen\_and\_zen\_a\_short\_essay\_concerning\_the/
If you incidentally have watched the anime "HunterxHunter", read this version instead the link is marked as a spoiler above this. If you havent, just ignore this and move onto the first segment:

- The book of changes -

how two makes four

I'm really interested in eastern philosophy and mysticism and while researching the four basic elements, I came about the I ging, a system that takes all of this on another level. But let's start from the very bottom:
The I ging is kind of like the binary system actually. It starts with 2 components, light/hard and dark/soft. Those would resemble the dual level represented by 1/0 or yin and yang. They are portrayed as a continuous line
--- for yang(light) and a discontinuous line - - for yin(dark). It's a bit unintuitive, as they are drawn in black, but what can we do. While it doesn't visually fit with light and dark, there is another property included, that is portrayed better through the lines and that is --- yang(hard) and - - yin(soft). The space really helps in conveying the soft quality at least. But enough critiquing of ancient peoples work. I really like to believe they wanted to do better, but just couldn't get their hands on that white ink. So let's cut them some slack and move on.
There are many things in nature, that share a dual relation like that, to name a few: cold/warm, fast/slow, night/day, male/female and also to:

heaven(天)

earth(地)


as in spatial directions. They're relation might seem opposing at first, but only on the conceptual level. In nature its an ever flowing and changing process.


https://preview.redd.it/ln1rj22y9ib31.png?width=600&format=png&auto=webp&s=d9dc036e1d430e07bf6e07a66ea1e98801d937c0
Yin, dark, soft (female) - -
Yang, light, strong (male) ---

So, right now we have only 2 distinct states, but if we add another line to the image we are suddenly left with four different states (in mathemathical terms this would be 2^2[ two exponent two] in this case 2\2, the first number being the possible states of the unit and the exponent being the number of units combined.* It's neat to see this, but if you totally loathe math, just ignore it, it's not needed to understand this.)
Anyway, I think, these are the ones most people are familiar with: air(wind and sometimes wood), water, fire, earth(soil) also called: old yin, young yang, young yin, old yang. They make up a continuous cycle, while inheriting and recombining the above properties and are fundamentally described like this:

Wind, (風)

dry, subtle, coldest (male)

Water (水)

most humid, dense, cold (female)

Fire (火)

dry, subtle, warmest (male)

Soil (土)

humid, densest, warm (female)

That's already pretty interesting I'd say, but what I really want to show you goes one step further. If we now add one more line (2^3), what we get are called the "8 trigrams". I first learned about these in German and now upon taking a closer look at the English versions out there, I chose to take the best from both worlds and use what I can.
Also, from here on out I can include the corresponding unicode symbols (yes, they really are included, but unfortunately pretty small. But it's nice they don't count as images that way, curse you image limit!)

The 8 trigrams


Parents:

☰ Kiën (乾 qián),

the creative, is the force, is strength, is the sky, the father

☷ Kun (坤 kūn) ,

the receptive, is the field, is devotion, is the earth, the mother

Children:

☳ Dshen (震 zhèn),

the thrilling/exciting, is movement, is shaking, is the thunder, the oldest sun

☵ Kan (坎 kǎn),

the abysmal, is danger, is deep water or clouds, the middle son

☶ Gen (艮 gèn),

the solitary, is serenity, is standstill, is the mountain, the youngest son

☴ Sun (巽 xùn),

the gentle yet penetrating, is the wind or wood, the oldest daughter

☲ Li (離 lí),

the adherent, is radiant, is conditioned or bound, is the sun, the flash or the clear flame, the middle daughter

☳ Dui (兌 duì),

the joyful, is happiness, is the lake, the youngest daughter


These archetypal forms of energy or emotion are also in a continuous cycle, just like the four elements, having additionally gained complexity and character, they inherit everything from their ancestors. At this stage they take on a more personal form. Atleast the 6 children that is, as the parents are still pretty much yin/yang and are, because of that, "out of the picture". They somehow stand above and influence all six, while not descending into their play.

As you probably have noticed this can be done another time creating now 16 variations, but let's not go there, for now the most importan ones are thethe 6 children.

Btw: This is my first drawing since like 10 years and that was highschool art class, so please spare me. If anyone wants to improve this. please do. :D The color grading is still pretty on point though and I wouldn't change that much about it if I did another one. Also this was born directly out of my inspiration when I found out about this, so it kind of grew on my heart. So shush! :P

- Wheel of emotion -



https://preview.redd.it/qkw9sasu9ib31.jpg?width=960&format=pjpg&auto=webp&s=b54035b3b6c992392d6239eb82f4693a80848cc9

Note: This is my own system of ordering it. I choose it to match togashi's system also because I think it's the most fitting when looking at personal energies. Only in this order you can really show the flow of energy visually. The original from the book of changes(I ging) includes all 8 trigrams, but denies circular motion. (I will add that too as reference) .

So what does all that jumble mean?
Basically, one could look at it as an age cycle of energy. From young age "Li" all throughout the maturing process right into old age "Gen". But there are many things happening in between that can be looked at.

To get a better understanding and overview, let us first look the symbols in the corner, that represent our previous four basic elements:


https://preview.redd.it/mcz1wwdw9ib31.png?width=2048&format=png&auto=webp&s=1f457bc3cc31d3f91cb127f2dc64a4b5a73442b5

fire > passion, action

water < flow, emotion

air ^ renewal, intelligence

earth v courage, memory


This attribution comes from the yogic sciences, where there are four pillars of yoga.
Yoga however does not mean "twisting your body". It means unity and is the path of seeking inclusion.
I included them because they are the only 4 sources you can use to enhance your self.

Fire: Karma yoga. The yoga of action. Using your body and your movement to generate energy.
Water: Bhakti yoga. The yoga of emotion. Using your emotion to include something into your self.
Air: Kriya yoga. The yoga of life energy. Bringing change to once own life energies.
AiEarth: Ghana yoga. The yoga of intelligence, Using your mind to penetrate the world and become something more.

This is how they get extracted from the geometric hexagram:

There's also another symbol, right at the bottom (where gen is), that looks at bit weird.
It's the lesser known fifth element:

Akasha or Aether



It's somewhat mysterious and hard to describe as it is invisible in nature.
It's below and above the other four elements in the way that all of the other elements happen in it. It is:
Space.
No, not the literal space out in the night sky.. whereby it's often used as a visual representation, but what it really points to is the space that's all around us.
There are things in space and there is space. That's akasha.
There are different symbols used to represent it. In nature it corresponds to the universe, plasma or the color purple


https://preview.redd.it/gzkenhv3aib31.jpg?width=509&format=pjpg&auto=webp&s=1b8e42ce5c6eeb68cf555cafaf19fc58613e972f

So far we've seen only the main attributition. Here's a more in-depth list of personal traits and correspondences for the four in their pure form. If we look at them in the dynamic spectrum they can mix quite heavily. Aether is not really relevant in that sense, but I think it's important to know its there.
(It's interesting how akasha is not really an element and specialisation is not really a class. But still I fail to see a direct connection. Also the symbol of the hunter association looks very similar.)


Elemental correspondences:


The element of fire (choleric)
Positive qualities: vigorousness, zeal, enthusiasm, courage, decisiveness, power of creativity, daring, sedulity...
Negative qualities: quarrelsomeness, irritability, urge to destroy everything, passion, immoderacy, jealousy, voraciousness, vindictiveness, violence, hate, anger, sudden ebullition...
The element of air (sanguine)
Positive qualities: clarity, intelligence, vigilance, care-freedom,diligence, kind-heartedness, swiftness, clarity, lightness, independency, dexterity, optimism
Negative qualities: overly intellectual, lack of perseverance, dishonesty, gossipy, cunningness, garrulousness, inconstancy, touchiness, prodigality...
The element of water (phlegmatic)
Positive qualities: understanding, placidity, mildness, trusting nature, devotion, mercy, forgiveness, modesty, compassion, , pliancy, meditativeness, internalization...
Negative qualities: corruptness, lust, depression, indifference, heartlessness, laziness, indolence, rigidity, lack of daring, lack of concern, unstableness, dejection...
The element of earth (melancholic)
Positive qualities: consistency, conscientiousness, perseverance, punctuality, caution, resistance, responsibility, carefulness, firmness, reliability, sobriety, ambition, respectfulness, matter-of-factness...
Negative qualities: stuffiness, superficiality, laziness, indifference, cumbersomeness, touchiness, lack of conscientiousness, irregularity, timidity, scornfulness...




While being more subtle, correspondences like that, can also be found for each of the trigrams. I haven't found a source for that so I'll list all that I picked up:

Trigram Nature correspondences Properties
Li flame, flash, sun radiant, clear, light, adherent, bound, conditioned, steady
Dshen thunder, quaking, roaring movement, action, agitation, thrill, excitement, loud, rash, energetic, rushing
Dui lake, swamp, spring joy, innocence, open, light hearted, happy-go-lucky, avid, kind
Kan abyss, deep water, gorge playful, versatile, trickster, hidden, danger, knowledge of evil, corrupt
Sun wind, wood, tree soft, balancing, understanding, knowledgeble, intelligent, calculating, penetrating, strict
Gen mountain, rock, stone independent, strong, firm, solely, serene, unmoving, still.


As I said, because they are more varied and differentiated then the four elements, these signs almost seem too resemble human beings, or atleast certain people come to mind when reading the above properties. Could it be possible to also see them as personality types, by which you can order people?
We'll I've never been a friend of pigeonholing people. You can fall into stereoptyping easily and in that way just loose touch with the ever flowing play, that is reality, but there seems to be some truth to these categories as it feels like they really seem to apply a lot of the time.
So what to do with this predicament?
Maybe we should see those just as general guidelines, as a thread. A reason to look deeper at the person before us, when we notice certain traits. Even the total cliché might suprise with another layer, if we keep looking with an open mind.
So does this mean everyone falls into just one of these categories? As you can already guess after having read so much of the Book of Changes. The answer is: No.

As practical as it may be to have compartments in life. It is advisable to have them as loose and open as possible, or you'll just be stuck opening and closing them all the time.
Someone else might say "What a mess! How can someone live with all those open drawers!" , but hey, It's your own and personal cabinet. Be free, because life doesn't like boundaries.
But don't go all the way and trash your wardrobes and cabinets. You'll definitely need the things you've aquired. Just be open to change your style now and then or you'll become outdated soon. So, let's blow the dust of our files and get back into business!

With the right state of mind the following classifications can be a powerful tool to look at other people. No one will ever be purely one of those, but still you can use it as a starting point.
We may come with a certain package or tendency, but what we make out of it is totally our own thing. Overidentifying ourselves with a certain type and saying: "This is what I am!" is just limiting our freedom and potential. A backpack should help us on our journey and not weigh us down constantly.
So prepare to err, because without exceptions there who would care for a rule.


Classification Trigram Abilities, Talents Tendencies Real world professions (allthough any can be all) Sin
Manipulator Li influence, control, govern, guide, teach outward, change/love teachers, parents , leaders, politicians, possesivenes, malevolence
Emitter Dschen being heard, bringing change, enforcing will outward, justice/ truth speakers, politicians, dancers,singers, police forces wrath
Enhancer Dui physical, simple approach, improving, strenghtening outward, courage/carefre athletes, labourer, dancers egoism
Transmuter Kan bending energy, keeping flow, shifting states, jokes, wearing a mask inward, love/change comedians, trickster, actor, artists, singer, dancer, writer, poets insanity, lust, malevolence
Conjurer Sun understanding the world and it's rules, living by it and creating something from it -> strategy, science, math, writing, poetry inward, truth/justice investigator, strategists, professors, academics, poets pride
Specialists Gen doing everything alone, special talents who have to be seen, unique inward, carefree/courage people who need nobody yet attract others because of that, types you just can't label. Know'em when you meet'em. indifference, arrogance


Now that we know all of the children personally, we can go and try to look into what ties them all togehter.


- Relations between children -


(I advise to keep the image of the wheel of emotion open in a sidetab, so it can be looked at while reading the explanations, otherwise you'll need a very good memory or an avid scrolling finger, ,but it seems I can post it one more time, so here you go:)


https://preview.redd.it/lm8y5kkxbib31.jpg?width=960&format=pjpg&auto=webp&s=89b4af56bcb6988f423e6837a76d5500461ea2e8
The arrows in the middle, that form a hexagon, display the hierarchy from oldest to youngest child of each gender and also give a hint to the parents from which they inherit. If you look closely, you can see male and female alternate with every trigram, because the hexagon consists of an upward female triangle, conjoined with a downward male triangle. While not a classification on their own they have a subtle impact on all six. However, one can't simple say, that dshen is purely male or sun female, as these "borders" get washed out increasingly through generations (if there ever were any). They might get more differentiated, but on the other hand seem to loose definition as either of the two genders.
The neighboring images are balancing each other, as one seems to always want to reach into the next.
Progressing like: -> li - dschen - dui - kan - sun - gen -> into li again.
There are many interactions, that can be seen in this: The stable earth (gen) wanting to become energy (li) -> pure energy becoming excitement (dschen), energeticness wanting to get a taste of colorful emotion (dui) -> the resulting happiness longing to become deeper emotion (kan) -> deepness becoming gentle and intelligent (sun) -> then growing strong and independent (gen) and finally the lonesomeness wanting to become warm again through communion with the outside world (li).
The properties used in this example are arbitrary,also you can't really set boundaries on this. I just did, so you have a general understanding of the flow that's being portrayed here. The early form of a trigram differs so heavily from its late version, it could be a new classification on it's own. But more on that later. First let's look at some other relations between the six children.

If someone has a certain tendency these rules of thumb seem to apply alot of the time. (The percentages are not exact, but I don't think I have even to say this anymore.)

Adjacent categories have a 80% learning capability and are always the ones, that are, not of the same age group and also of the opposing gender. Admittedly, it's a bit difficult to see, so here's an example:
specialization/gen (youngest son) 80%-- conjuration/sun( oldest daughter) 100%-- transmutation/kan (middle son) 80%
When the classification that is looked at for adaptibility is conjuration, which is a daughter, then it would mean the most promising categories will be the sons of a different age group, which are always the nieghbours. (Okay.. and what does that mean? I don't know at all, but that's how it seems to be.) And that's also were the natural balancing flow of energy wants to go:
The strictness and composure of conjuration(sun) wanting to become free through the unbound emotional deepness of transmutation(kan) and the burden of the working intelligence wanting to become cool, steady and lonesome through specialization(gen). While there's a definite tendency towards clockwise progression, it's fair to mention that change and interaction can be noticed in every direction. For example the gentleness of sun can calm the troubled waters of kan.

2.
Categories of the same gender always have a 60% learning capability.
If the classification look at is again conjuration/sun(oldest daughter), then it would be the other both daughters manipulation/li(middle) and enhancement/duì(young), which skills can be learned at a 60% rate. They form a triangle and always have a son in between.
same sex=same rate

3.
The polar category is the one that has the same age, but is of a different gender. I sometimes look at it as the archenemy category, because it's so opposing. If we look at conjuration(sun) again our counter would be emission(zhèn). Heavy planning and thinking and perfectionism against well, untempered hotheadedness.. If one wants to wield the other, there is bound to be chaos. And maybe that's why its 40% only,



You could look at it for days in this way and find harmonies and disharmonies, it's quite beautiful. For me it has become more than just a system. It's energy and emotion in the play of life. It really makes you wonder. But to spare you from my fascinated rambling, I will now move on unto the next thing I have found.



- And Zen what? -


As I have said before it's possible to add another line to the informational pool to achieve 16 variations(2*2*2). But that's not whats being done by the book of changes. It skips this stage entirely and directly combines two trigrams into one hexagram. If this is done for every possible combination there are suddenly 64 hexagrams. They create a much bigger array of possible states and changes between them, but to be honest that's too much work to show and explain right now. For one, this is no taoist university (I wonder if there really is such a thing) and it also goes beyond of what is useful for our purpose here. If you are really interested, look into that on your own. It's not that it's not worth it, but I don't want to infodump you to death.

I will now look at some specific constellations of the hexagrams, that are of direct importance for us. First we have the 8(6) "double images". It's obvious that when recombining all of the trigrams, we should also be left with 8 images that are a repetition of themselves. They give some new insight and add on on what we already now. The quality of amplification and repetition shines through in their meaning.

Note: All of the description that will follow are from a collection of sources. "Buch der Wandlungen"(book of changes from Richard Wilhelm). Excerpts used and translated into english by me.
original: https://schuledesrades.org/public/iging/buch/?Q=5/1
Quotes and descriptions from different english sites.
And infoormation and symbols from this https://en.wikipedia.org/wiki/Hexagram_(I_Ching))

Now, let's get started.

離 (lí), "radiance"

Other variations include "the clinging, fire" and "the net". Its inner trigram is ☲ (離 lí) radiance = (火) fire, and its outer trigram is identical.

The origin of the character has its roots in symbols of long-tailed birds such as the peacock or the legendary phoenix
Fire has no definite form, it adheres to things and burns that way. Like water raining from the sky, fire blazes upwards. Everything that is shining in the world is bound to something that it adheres too, only in that way it can shine on. For something to shine endlessly, there surely needs to be tenacity.
The clinging means resting on something. When the waters of the Abysmal flow into the pit, we search for something to cling to." Li is the image of the Clinging Fire, formless except the essence of fuel that keeps it burning, when undergoing drastic changes on the outside, the only footing is the reference point of the personal self.
What emerges from any difficult transition is the discovery of that thing which will guide and support you, when all else is taken away. This is like a light that is always burning in the darkness. Although events ‘out there’ orchestrate the changes, they merely lead you to cultivate a shift of awareness ‘in here.’


震 (zhèn), "thunder"

Other variations include "the shaking" and "the arousing (shock)". Both its inner and outer trigrams are ☳ (震 zhèn)

This movement is so intense it's frightening. The image is the thunder, who burst out from earth and by his quaking causes fright and trembling. While initially dreadful the uproar ensures renewal and success in the future.
It's the oldest sun, who vigorously seizes power. A taking of charge. A new status quo. -
When children ride roller coasters, they discover that allowing fear to have expression is energizing. If only we could always remain joyous in approaching our fears as we move along our dusty road. Unfortunately we grow complacent and seek security and stasis. Anything in nature that becomes stagnant will be re-energized by the unexpected. “Shock brings success. Shock comes – oh oh! Laughing words – ha ha!” Whether hurricanes balance ocean temperatures or tumultuous autumn and spring storms invigorate new growth, nobody can hide from nature’s power to keep all things thriving. The Shocking can symbolize the unexpected things that generate emotion and wake us up.
The feelings arising are quite unfamiliar but refreshingly new. What worked in the past will no longer do. The two words most associated with Zhen is ‘uh oh!’ However, it should be viewed in the same laughing sentiment as children riding a roller coaster. Something is coming that is unexpected but is meant to awaken you to how you hide. Each day we witness the mutability of nature and fail to recognize it in our own life. No matter the event, the pace may quicken and you may suddenly find your heart racing and a smile on your face.


兌 (duì), "the joyous, lake"

Other variations include: "open", "usurpation" and swamp. Both its inner and outer trigrams are ☱ (兌 duì).

The happy mood is contagious, that's why it's prevailing. But joy needs a foundation of stability, so it doesn't degenerate into utter foolishness. Truth and strength need to dwell in the heart, while meekness is for all to see. contrary to intuition joy is not the result of the softness of the topmost line. The property of the soft/dark principal is not joy, but melancholy. The real joy comes through it's inner toughness and strength, which shows itself through the means of softness.
The repititon: The happy mood is contagious, that's why it's prevailing. But Joy needs a foundation of stability, so it doesn't degenerate into utter foolishness. Truth and strength need to dwell in the heart, while meekness is for all to see. -

More often than not it's inner opening, rather than the effort or movement to change outer events that has led to joy. Often we feel the opposite of joy in the form of unhappiness and see it as something negative. Unhappiness is the hunger pain for change, so how can it be bad? The saying, “if you never fail, you will always succeed” means, that if failure is taken in stride as a prerequisite to success, it isn’t really failure. This accepting outlook leads to joyousness on the journey.
“Content in your circumstances and genuine in kindness, you are the expression of the love that renews all things.”
While we can do little to change the events that unfold around us, a change in perspective can magically change everything. Be joyous in thought and action and celebrate others. Since life is your mirror, it will reflect joyousness back to you.


坎 (kǎn), "the abysmal"

Other variations include "gorge" and "repeated entrapment". Its inner trigram is ☵ (坎 kǎn) and its outer trigram is identical.

Through repitition of danger, there is accustoming. Water serves as a good example in these kind of situations. It's always flowing and ever only fills all those gaps that its flowing through. It's not leaving out a single dangerous spot, fears no ledge or fall and is in that way always staying true to itself. If a situation is handled internally, there's a good chance it will sort itself out externally. To fully prevail through danger, there needs to be thoroughness, so that everything that needs to be done, gets done and there is no chance of succumbing to the danger. -

For the benefit of the flowers, we water the thorns too. – Egyptian Proverb

Can one honestly look back and not see the meaning for any of challenges that were had in the past? Going through the danger is necessary to discover who we are, what we really need and what we are capable of accomplishing. There is great power and realizations to be obtained when confronting fear in the deep waters of the unconscious. The dangerous flow of water can lead somewhere beneficial if you just relinquish control and let go of your fear.
Without trusting in the flow of events, many situations can seem threatening, but only in proportion to the disparity, that exists between the necessary transition and the fear of going there. When you recognize the things that you cannot change, you discover life's power to lead you. The path is frightening, but a commitment to move forward and jump into the flow leaves no option of turning back.


巽 (xùn), "the gentle (the penetrating, wind)"

Other variations include "ground" and "calculations". Both its inner and outer trigrams are ☴ (巽 xùn).

It's image is wind or wood, it's property is gentleness and yet it is penetrating like the wind or the wood with it's roots. In nature it's the wind, which is clearing the clustered clouds and enabling the sun to shine through. For humanity it's the penetrating clarity of righteous judgement, which knocks out all ulterior motives. In society it may be the influence of a powerful figure, who reveals and disperses any and all shady schemings
.
When the oak is felled the whole forest echoes with its fall, but a hundred acorns are sown in silence by an unnoticed breeze. – Thomas Carlyle

There is gentleness and enormous power associated with the hexagram of penetration. Like the wind blowing over vast periods of time against a mountain, the smallest influence, when applied with a steadfast attitude, can break down any barrier.


艮 (gèn), "the mountain"

Other variations include "keeping still, "rooted" and "stilling". Both its inner and outer trigrams are ☶ (艮 gèn)
True peace is holding still when it's due and moving forward when the time to move forward has come again. In this way, rest and movement is in balance with time and it's necessities. The image is end and start of all movement. As a symbol it could be the spinal of the human body. In it, all nerves controlling movement join together. If there's a seizing of action for all of these nerves, total standstill of the system will be the consequence.
If now a human becomes this still on the inside, then he may face the uneasy and quarrelsome world. He will not get dragged into the fights and upheaval caused by it's inhabitants and has the necessary calmness needed to comprehend the great rules and workings of the world. He, who is acting from this place of deep rootedness, doesn't make mistakes anymore.
In the book of changes, rest is described as a polar state, only achieved through the constant counterbalancing with movement.


So there's that. I would like to continue here, but apparently there's a 40.000 character limit. So the continuation will be in part 2.
https://www.reddit.com/taoism/comments/cfq3en/the_book_of_changes_and_the_flow_of_the_world/

And that's also where it gets even more interesting.

See you there!

submitted by Valiant-Turtle to taoism [link] [comments]

Valkyrie, Assault and covert ships review

Alright, I've played the shit out of this game for the last two days. I have almost 1337 kills. Here's my take. First, let me give the layout:
Part 1 Game Types
Part 2 Ships
Part 3 Ingame issues ______________________________________________
Part 1 Game Types
All game types are working great, and working as intended. However- extraction is currently a joke competitively. Maps like necropolis give clear advantages to schism teams. This advantage stems from the fact that the current meta in extraction is using top speed yurei's to capture the relic. On the first flight out of the carrier (match start) it's a race to get there- and normally the team who's yurei get's their first will have the first point.
Necropolis, and Forge both create situations where one team has to travel around in-game objects- while the other can take a straight line. Obviously, the straight line speed yurei get's to the point faster. Assuming that both teams are competent, it's rather annoying to know you will just give up a point when placed on the wrong team.
Extraction also relies on blind luck. If a relic spawns near a carrier as a full capped yurei is launched- it confers a significant advantage to that team. A yuri that is already traveling at top speed, with a full cap is nigh impossible to kill save for a lucky Mjolnir missile.
My suggestion is to make the gates be permanent structures. Near each carrier, and one for each team. Have the relic always spawn in one central location. Having the gametype changed in this fashion will allow for more viable ship types and more sustainable play styles than the current yurei cluster fuck we have currently.
Other than that- both new maps are great (outpost is my new favorite by far)
______________________________________________
Part 2 Ships
Assault: Wraith
I flew the wraith almost singularly in old valkyrie. I liked the ship but always wished that it could be faster- more nimble, and agile. Unfortunately, warzone wraith feels more like a fat dominator. The wraith is a good benchmark. In the right hands, it still is deadly. However, it no longer is the king it once was. As of now, the wraith is no longer the top tier "best at everything" ship. It is a jack of all trades, and still incredible at carrier assault.
I enjoy the wraith because it now needs to use its advantages and flying style differently when coming up against other ships. Compared to most of the assault tree, the wraith has some high EHP. When fighting ships like the strix, yurei, shadow, supports- the wraith wants to push for a head-on, slower fight. Use it's EHP to its advantage and kill opponents with brute force. Against the jackal or heavies, the wraith needs to rely on its superior mobility to push a turn fight- and fight in the corners.
Overall, I like the place of the wraith (EHP and DPS wise). I do think that it is far too slow and sluggish though. When compared to just about any other assault (and shadow) the wriath has less 'burst/alpha, ' but over a length of time, the slow heating gattling guns do a better sustained DPS. If this is the case, the wraith needs to have the tools to drag fights out- so that way its nice EHP and higher DPS can start coming into play.
Currently, the wraith struggles in the turn fight against yurei / jackals when piloted by experienced pilots, and that's a shame- as the wraith should be one of the quintessential dogfighters.
My last piece to say about the wraith is its ultimate. The missile, which gives no warning before blowing you to smithereens. Instakill weapons with no warnings are not fun. I have been against teams where I have spawned, been instakilled by a missile- only to spawn twice more and meet the same fate. It's infuriating gameplay where I have no action to take, and no warnings. The missile is cancer, and the wraith could do with a better ultimate.
Lastly, the Mjolnir missile wrecks carriers. Two of them almost instakill the core- and that's just no fun.
--------------------------------------------------------------------- Upgrades
Attack:
Accelerated Reciever +20% ROF, -15% damage per shot. Again, you ideally want the highest 'burst/alpha' DPS possible. The wraith has lowish 'burst/alpha' and high sustained DPS. This upgrade makes no sense, in fact in snapshot situations when fighting in the corners, it significantly lowers your burst DPS. Again, no logical reason why anyone would want to get this upgrade
Cooling Bonds: -10% Primary Weapon Overheat I have no idea what this does. Do you get to shoot 10% longer before your gun overheats? Or when you overheat are you allowed to continue regular shooting while waiting for 10% less time? Either way- it doesn't matter. This upgrade is useless in 99% of situations. It's only possible use could be on carrier assault, or shooting a tanky heavy. However, as someone who has flown many hours in the wraith- proper trigger control will go a longer way than this ever could.
Upgraded Ballistics: +15% Primary Weapon Damage per shot, -20% Rate of fire. As the only attack upgrade that is going to help cover the wraiths abysmal 'bust/alpha' DPS- this is the only attack upgrade to use. The only other choice would be not to choose an attack upgrade. How binary, how boring.
Overall the attack upgrades on the wraith are very disappointing. No room for 'personalized' gameplay. The upgrades have horrible choices that do nothing to change the fighting style of the ship.
Defense:
I think this is some of the most ill-fated designs I have seen. The wraith has: Armor: 226 Shield: 110
Two of the defense upgrades worry about shields. One offers shield EHP (+15%) or shield recharge (10%). The last upgrade, (enhanced plating) gives 10% to armor EHP which is 248.6 total armor. Enhanced plating provides you with the highest raw EHP, with no drawbacks. There is no logical choice to choose any other defensive option.
Shield recharge is an entirely useless upgrade to get on any ship, but certainly for the wraith- as it's an armored fighter. Valkyrie is about burst. If your ship can survive the burst/alpha of an attack- you live for another day. At no point can you utilize any point of shield regen upgrades efficiently in any regular fighting. And the shield EHP upgrade gives less overall EHP than the armor EHP upgrade, while also lowering shield regen time. You would have to be touched to use it.
How blase. I thought upgrades were not supposed to be so quickly figured out using simple maths and logic. It would be so sweet if the upgrade tree had more elements of unique style, instead of this rubbish.
Tech:
With so many missiles flying around in warzone- it's important to have countermeasures up as often as possible.
Again with simple math:
Extended Flare (-15% ECM cooldown, -10% duration) Cooldown: 25.5 seconds Duration: 2.7 seconds
Rapid Flare (+10% duration, +15% Cooldown) Cooldown: 34.5 Duration: 3.3 Seconds
Burst Flare (10% ECM range) If this was true ECM (all missiles explode once coming into range of your ship, regardless if they are targeted at you or a nearby ally)- this might have some use. However, the flares the yurei and wraith shoot do not have this effect. Even if it was the case that they destroyed other missiles, it's not worth choosing this upgrade instead of Extended Flare (-15% cooldown, -10% duration.)
If piloting skills are on point, you can time your ECM to where the shorter length doesn't matter. Again, there is a clear winner here- proven with simple logic and maths. I was hoping for some more variability in this tree.
Mobility:
Again, an obvious choice here. Good players fly around using boost or break (never regular 'slow boat speed'). By consistently using either boost or brake while flying- upgrades that give 10% increase to cap recharge are rendered pointless. From what I can tell- there is no difference in cap refill speed when you are holding the brake. Upgrades giving the largest pool of cap (called secondary tank) are the only choice in this case- no discussion.
I am disappointed with the upgrade tree on the wraith. There is no room for debate or an upgrade that could be preferred depending on flying style. There are simply four choices that are the absolute best from a logical/mathematical viewpoint; anything else would be stupid.
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Assault: Jackal
I enjoy this ship for many reasons. One of the biggest is that it appears to be the old spur body, with extra armor added onto the wings. I like the idea of the jackal- however, I feel it's implementation has been done poorly. The playstyle I enjoy about the jackal is the idea of a riot police officer with a shotgun.
The Jackal has a stupid amount of EHP for an assault (even before taking into account the over shield.) However, it's gun leave so much to be desired. We already have three flack ships- why do we need more? I was hoping that the jackal would have a shotgun like effect, with a scatter like weapon. Higher close range burst DPS. Instead what I'm given is a slow firing tank- and that just feels wrong.
All of that being said, I still enjoy the jackal. Particularly on outpost near the B point. The jackal likes to be in close spaces, going in tight circles at slower speed. The jackal lives for outposts corridors- and that's what I like about this ship. Out in the open, it's a rather poor choice. But in and around structures, the jackal shines.
Other than the poorly implemented weapon system, the jackal also suffers for a poorly thought out ability (overshield), and ultimate- along with poor upgrade choices. As for the ship, the jackal has the majority of it's EHP in armor. The overshield is a useless shield addition that feels wrong on the ship- especially when you take into account it's upgrade paths.
In the dogfight, the jackal wrecks smaller ships. WIth the proper upgrades, and the secondary fire ready- you can nearly one shot shadows, yurei's, and weaker supports. Against the wraith, if you can get it slow and into an enclosed space, you can melt it with ease. The jackal is always pushing for a merge- and want to go head on. Poor pilots or pilots forced into literal corners thanks to an enclosed space will find it difficult to stay away from this strategy. However, in the open, the jackal will have a hard time trying to push its advantage- and will be outmaneuvered.
In closing- let's talk about the jackal ultimate. It is so out of place on this ship- I don't even know where to begin. Unlimited cap and boost is something the yurei or wraith would want- not the jackal. The jackals fighting style is not high speed, and at no point is it ever going to be crying for cap or unlimited boost. It's slow and doesn't even have impressive top-end speed. The yurei ult has something the jackal could use to better effect. Give the jackal a sustained shotgun fire with increasing DPS- and get rid of this awkward boost ult. Or find a way to give the jackal an ability that will help it dominate in it's preferred element.
--------------------------------------------------------------------- Upgrades
Attack: The jackal has an overheat problem and excels at close quarters quick burst types of damage. A ship could be made to shine in a CQB (Close quarters battle) situation- and that is what I would expect from jackal upgrades.
Sadly, this is not the case. Its attack tree has first the Precision Barrel upgrade which gives -15% damage for 20% more range. Precision barrel is the complete antithesis to the entire idea of the ship. At no pint in valkyrie are you ever going to want to take an upgrade that is lowering your DPS? The jackal doesn't want more range, and if it's trying to fight at range, it's going to lose. This upgrade is worthless.
The next upgrade just gives a flat 7% increase in damage. When you compare this option to the first upgrade (precision barrel -15% damage 20% more range or the last upgrade Strengthened Mag housing +15% ROF, -20% range), there is no logical choice not to use the enhanced coils (+7% damage) every time. The jackal doesn't need to have higher ROF- as if you tap both of the triggers down with secondary fire, you deliver damage almost instantly as it is.
The jackal has an overheating problem, and a higher ROF amplifies that problem. Logically it doesn't make sense. Instead, the only choice is Enhanced coils (7% damage). This tree is again disappointing, as it's straightforward to spot the clear winner here.
Defense:
I think this tree is the most disappointing for the jackal. Currently, the jackal EHP numbers look like this: Armor: 210 Shield: 168 Overshield cooldown: 60 seconds
As you can see- this ship is an armored ship. It has the majority of its EHP located there- yet a shield ability. The jackal has no way to defeat missile DPS- so using the overshield to buffer missile damage is an ideal situation. That, along with hugging close to walls, and staying inside structures (like a crab) are this ships best defense against missile fire.
The first defense upgrade (Robust Plating) gives +20% to armor and -10% to shield. After using this, the jackal now has: Armor: 252 Shield: 151.2
That defense upgrade gives the most raw EHP. As I have stated earlier, having the most raw EHP on a ship is the most useful stat to have without question.
The other two defense upgrades are as follows: Rejuvenate. Which gives 7% shield recharge rate- along with Superior shields which are +10% shield, -20% armor. Superior shields is once again a fool's errand, as it would give the jackal the following: Armor: 168 Shield: 184.8
Superior shield is a joke. Just look at this huge EHP discrepancy, why on early would anyone want to choose this upgrade? As for rejuvenating (+7% increase shield regen time)- again why is an armored ship wanting a bit more shield regen? All of these upgrade paths fail horribly at what the jackal wants- which is the ability to be an armored ship. Again, it's a straightforward matter of determining the 'best' option here- and that's dull.
Tech:
One of the jackals most glaring weaknesses is that it doesn't have any way to counter the ever-present missile threat in valkyrie. Personally, I like this idea, as it pushes this ship into structures. Lack of missile defense fits into the playstyle of the ship- and discourages flying out into the open with it.
As I have shown earlier, the jackal is an armor tanked ship at heart- it wants nothing to do with shields. The defense upgrades push the ship even further away from shields. The jackal's ability is shield based which flies in the face of armored ship design. There is a mismatch here. The jackals overshield does not come up fast enough for it to be used as an EHP buffer regularly. 60-second cooldown is an eternity. Not to mention, that at base shield- an overshield will only give 72 shields worth of EHP.
Therefore- the only other option is to use it as a way to reduce incoming missile volley damage. In light of this- the first upgrade, (Enhanced shell +15 overshield, +10% cooldown) is useless as it increases your already long cooldown period.
Enduring shell isn't wrong (-5% cooldown time), however when you look at the numbers- Rapid shell (-10% cooldown, -15% overshield) is without question the best. A jackal with rapid shell gets 61.2 shield EHP every 54 seconds.
Either way, the overshield adds a paltry amount of EHP to an armor tanked ship. The jackal has a poorly designed active, and even worse upgrade paths- leaving this entire area of the ship ripe for better ideas/gameplay elements.
Mobility:
Mobility is an easy section to reason through. The mobility upgrades offered to the jackal are quickly figured out. As a slow, small radius turn fighter- the only viable upgrade here is augmented ignition (+20% Acceleration, -10% max speed). The faster acceleration helps the jackal in the corners and contributes to lowering turning radius- helping this ship push for merges.
The jackal's max speed matches that of the wraith- but as I have said earlier this ship doesn't like to be out in the open, Therefore, engine power is useless. The jackal doesn't have the cap to utilize the high-end speed, and the lower acceleration is going to hurt it significantly in the corners when dogfighting.
The last upgrade (engine expertise +5% cruising speed) is a complete waste. When flying in valkyrie, players are going to be on the brakes- or using boost. Never slow boating. It's a waste of an upgrade on any ship, and an unfortunate addition to the upgrade tree. One of, if not the most poorly designed upgrades (next to shield recharge) is cruising speed upgrades- can we please get something of more consequence?
In closing, like the wraith- the jackal has no room for argument or playstyle modifications. There is an 'objective best' upgrade path for this ship, and that's disappointing. I was hoping that there would be a multitude of upgrades that would fit styles of play- but It seems this is rarely the case.
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Assault: Strix
I was apprehensive about this ship. Thankfully, all of my fears were put to rest when I had the chance to fly it. The Strix is a well-designed sniper ship, and everything about it fits the bill. I enjoyed the playstyle, and love glassing people with the ultimate from so far away.
Everything on this ship fits a great theme. It's no dogfighter, but the dash drive, nice EHP, and high cap allow it to evade everything except a determined yurei. This ship does have some pitfalls though. These shortcomings mostly concern its upgrade path, and the in game UI.
The current UI makes it difficult to determine hits with the primary gun. Is there any way you can make this more visible? Telling exact range is also another UI shortcoming. I would like to know how far the strix can shoot (especially once you have utilized the 20% range increase or decrease upgrades.) If you could lock a target, and the triangle around the target could be red (out of range), or green (in range) it would help pilots determine the range to target quickly, without wasting precious shots. With the current UI, it's impossible to tell how far one can shoot. It's frustrating, and the only way that I can reliably 'know' that a target is at 2.2K is by using a missile lock- which then tells me the exact moment they move into my max range... Unless it's longer than 2.2K?
Field control with the strix is paramount to the success of this ship. The inability for a pilot to know how close they have to get ruins it for me.
--------------------------------------------------------------------- Upgrades
Attack:
With the current UI- it's hard to justify trying to use increase range (precision barrel +20% range, -15% ROF, or Strengthened Mag Housing -20% range, +15% rof). I like these two upgrades. If the UI could more clearly show ranges- there are some great gameplay choices given to the player here, that can be argued- and certainly different upgrades used on various maps and game types. I like where these are going, but the UI would need to be fixed before I ever thought about flying with them.
That being said, 15% slower firing time is an eternity. While it would make you a bit safer, I'm not sure an extra .5K is worth the range upgrade. The shorter range version I do feel is competitive. You will be closer, but also outputting so much more damage. I like the tradeoff.
That leaves us with enhanced coils (+7% damage), and currently, that is the only upgrade worth choosing. It gives you the most breathing room (in range) and gives the player a higher grace period to re-align their aim after a shot. It's far safer than strengthened mag housing, and I would think that in actual combat- gives the most DPS. You have to make fewer shots with enhanced coils to see a benefit- while if you choose an ROF option, you always need to be on track.
Either way, good work here CCP. If the UI could be fixed, I see the strix as having a plethora of options with no clear winner to identify.
Defense:
Unfortunately, the good work of the attack upgrades dies with the defense tree. The Strix EHP looks like this:
Armor: 112 Shields: 224
The defense upgrades are laughable- just like the jackal and wraith before it.
Option one is Shield capacitor (which gives +15% shield EHP, -10% recharge rate). When you choose this option- the strix shield gets 257.6 shield EHP. This option provides the strix the highest EHP possible. As I have said on occasions before, shield regen time is a useless stat. Increasing or decreasing it by a small amount is useless in combat. EHP and raw buffer are what matters. Especially to a sniper- who needs to have the EHP hold out long enough to pull range.
The next option is enhanced plating (+10% armor), and you would have to be daft to use this. After this upgrade, the Strix armor sits at 123.2. A paltry amount. The Strix is a shield ship. Upgrading its armor is a complete waste, making this upgrade worthless.
Lastly, we have Shield regeneration (+10% recharge, -15% shield EHP). As I have stated earlier, this upgrade takes away everything you would want in the strix. It's a complete waste, and useless. There is only one choice on this upgrade tree- and that's sad. Surely we can do better?
Tech:
Dashdrive is the lifeblood of this ship- with dash and a full cap of boost; the strix can outrun just about anything. Running in this manner keeps the ship safe, and with a healthy shield EHP buffer- it's challenging to take down.
Dashdrive is the only way the strix can shield itself from missiles. At base, the dash cooldown is 30 seconds. So ideally- we want to reduce that as much as possible.
Dash 1 (+10% dash duration, +15% cooldown) is a waste. As dashdrive lasts for two seconds, you are paying an additional 5 seconds of cooldown for .2 more seconds in the dash.
Dash 2 (-7% cooldown) is slightly better. Cooldown is now 28 seconds.
Both of these pale in comparison to the last upgrade, Dash 3. Dash 3 (-15% cooldown, -10% dash duration) If the strix wants to have dash up as much as possible to increase survivability- this is the only choice. Cooldown time is now 25.5 seconds, and your dash time is only reduced by .2 seconds.
Again in the tech tree, simple math makes for an obvious choice, with no room for any other.
Mobility:
As I have shown in the Wraith and jackal, the strix suffers from the same problem upgrades in the mobility tree. The strix has a lower top end speed (500) than other assualt ships. Because of this, it needs to have the largest cap possible to dashdrive- then depend on having higher cap after the dash to outpace opponents.
Like the other ships, it appears that holding break recharges cap at the same rate. In the case of the strix- you will be holding break almost continuously while setting up shots. This will lead you to having plenty of time to recharge your capacitor.
Regeneration manifold (+10% recharge rate, -15% cap size) is useless, as explained above.
Secondary tank (=15% cap size, -10% recharge rate) like the wraith- it's the only choice here. It gives you everyting you could want on the strix, no exeptions.
Enhanced distributer (+10% cap size) Just a worse version of the secondary tank upgrade. It should never be picked.
Again, the upgrade pathing on the strix leaves so much to be desired. There is no counterplay here- simple maths will clearly show which upgrade is superior.
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Assault: Yurei
Ahh, the golden child of the assault tree. It's fast, nimble, and maneuverable. It feels like how the wraith should be. Can you make the Yurei even swifter? This ship is by far my favorite and simply a blast to fly. It has a cultivated mobility upgrade tree as well and choosing some of those upgrades completely altered the ship gameplay. It's entertaining to play around with, and talk with other pilots about their preferences.
I honestly think this ship is near perfect. Except for four things.
  1. The auto-aim on the primary weapon and ultimate needs to go. I can't compensate for lag with this ship. And I can't hit supports. These problems are amplified when I am not on my native server. After spending so much time in the wraith- I have honed my aiming skills to a razor's edge. It's so frustrating to watch the computer trying to correct (while missing) a target that I should be hitting. Turn the auto aim off; it's destroying this ship.
  2. The ultimate makes no sense. While mayhem is fun- to get the most out of it, the yurei has to be going slow and pointed in a straight line (all the things it never wants to do). Give the yurei the jackals ultimate, or some hypermobility/hypervelocity type of upgrade. The yurei lives on cap, and speed. It's ultimate should amplify it. Mayhem doesn't suit it at all.
  3. The upgrade tree (bar two of the mobility upgrades) is a joke, just like the other assault trees. There is no depth- it's very binary, simple math leads to the best upgrades, and that's disappointing.
  4. The yurei is a blast to fly. I wish that there would be more 'high speed' 'agile' ships to choose from instead of just one. It's a shame.
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Upgrades
Attack:
Again, as I have explained before- it's ideal in valkyrie to have high 'alpha/burst' DPS. The attack tree on the yurei is geared towards missiles. Ideally, finding an upgrade that gives the highest burst damage is head and shoulders above the other choices.
Fast reload (+20% missile reload speed, -15% damage). This upgrade is the antithesis of what would be competitive in valkyrie so that we can ignore this.
Destructive warhead (+7% missile damage) This wouldn't be a bad upgrade. However, there is a third- which completely blows it out of the water.
Enhanced warhead (15% damage increase per missile, -20% reload speed). The clear winner. When fighting other yurei, quick merges with a head flicked 3X missile, and a full overheat burst kills a target. It will also easily knockout many other medium / low health targets as well.
It's unfortunate that again, we have a clear winner and no room for counterplay with any of the other upgrades.
Defense:
For reference, the yurei has:
Armor: 110 Shields 112
Of the three defense upgrades available:
Superior shields (+10% shields, -20% armor) Total EHP: 222.4 Bear in mind that the base yurei has 222 EHP. so this upgrade gives .4 more EHP.
Rejuvenate: 7% increase shield regen. As I have spoken at length about this before- this upgrade is useless on all ships, and most certainly for the yurei. The yurei has a wet paper bag of a tank. It needs all the help it can get, and this gives it nothing it could ever want. Useless.
Robust Plating: (+20% armor, -10% shields) total EHP: 232.8
Ding, Ding Ding. Again using simple math, we have a clear winning here. Robust plating gives nearly 5% more raw EHP, making it the clear winner.
Tech:
Lowering cooldown and having counters up as often as possible gives you the best chance of survival in valkyrie. Base stats are 15 second ECM cooldown with 3-second duration.
Again with simple math:
Extended Flare (-15% ECM cooldown, -10% duration) Cooldown: 25.5 seconds Duration: 2.7 seconds
Rapid Flare (+10% duration, +15% Cooldown) Cooldown: 34.5 Duration: 3.3 Seconds
Burst Flare (10% ECM range) If this was true ECM (all missiles explode once coming into range of your ship, regardless if they are targeted at you or a nearby ally)- this might have some use. However, the flares the yurei and wraith shoot do not have this effect. Even if it was the case that they destroyed other missiles, it's not worth choosing this upgrade instead of Extended Flare (-15% cooldown, -10% duration.)
If piloting skills are on point, you can time your ECM to where the shorter length doesn't matter. Again, there is a clear winner here- proven with simple logic and maths. I was hoping for some more variability in this tree.
Mobility
This upgrade tree (of all the assault ships) has two options that wowed me. They offered an entirely new ship, and flying style.
Augmented ignition (+20% acceleration, -10% max speed) This option turns the yurei into a knife fighter. Scary fast in the corners, and able to react at lightning speeds. This upgrade allows the yurei to shine in smaller areas and slower fights. The 20% acceleration is absurdly fast when dogfighting other ships, and when coming up upon another opponent, you can fly circles around them,
The big tradeoff here is that the yurei's top-end speed is much lower. Augmented ignition is not ideal for extraction games, and in some cases can lower survivability. That being said, between the two viable options- I think that this choice is best for new players and pilots. It would still have its place inside clinical 1v1 dogfights- and on many maps. Otherwise, I think that true veteran pilots will choose the second option.
The second option is engine power (+10% max speed, -20% acceleration). This upgrade is hands down the single reason why I have put so much time into this ship. It has completely changed the flying dynamic and added a new meta to dogfighting, and ship control. This upgrade has an incredibly high skill ceiling, and it's just a blast to fly.
Careful management of cap, turning rate, and speed are needed to make this upgrade shine. No longer can you just throw the ship into continuous corners, or ideally let your speed drop off. If kept at high speed, the yurei can attain speeds that make it untouchable. It takes a ton of practice to keep speed, while still being productive on the field and delivering DPS. It's an intense gameplay element. More upgrades should provide this kind of wow factor. I feel like I am flying an entirely different ship. Excellent work here.
The last mobility upgrade is Engine expertise (+10% cruising speed). And as I have mentioned earlier- cruising speed is a worthless stat- as most / all ships are going to be braking or accelerating at all times. Engine expertise is a waste of an upgrade slot.
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Shadow
The shadow is the ship that I had dreaded the most when I learned of its development. After playing against, and with this ship- I can say without a doubt that it is a blight upon the game.
The shadow offers a very dull, and binary gameplay element. It completely steps in on the toes of the strix. Currently, I would argue that it does the job of sniper more efficiently than the strix.
The shadow has limited use in the game and on teams. It is designed to hunt one player, or steal kills. The shadow is a natural choice for many players- as it allows your stats to look 'good.' The ship is a vulture- nothing more. Taking kills, and sniping very low health targets, it can't provide useful DPS or control nodes. It's useless on carrier assault (save for its ultimate, which I will discuss later.) and has limited use in extraction.
The shadows head tracked sniper weapon is absurdly easy to aim, and difficult to dodge. Frequently when playing against a shadow- one of two things will happen.
Shadow flies in with a group of friendlies or cloaked. Takes shot at a target, and if it has weak tank/low EHP instant kills it. If the shadow misses (which is difficult) the targeted ship turns around and slaughters the shadow. It's very annoying. Instantly killed by something you can't see, or instantly killing a defenseless ship is not healthy gameplay.
It provides no useful element to a team, other than collecting its points and kill stealing.
I don't want to do an entire analysis of this ship. Frankly, I'm disgusted with it. The cloak timers are absurdly long, the damage far too high- and the ease at which that damage applied ridiculously easy.
On the flip side, this ship is not interesting to chase, or dogfight- as it instantly dies, or cloaks for eternity. There is not intense gameplay here. Only waiting to see if the shadow pilot is uncoordinated enough to miss easily lined up shots. Thankfully you at least tell ships that one is nearby when cloaked. However, this is not enough defense. Worst of all, intelligent shadow pilots will approach their targets without cloak- insta kill them, then cloak for escape. If you are involved in a dogfight- you have no warning then. I'm thankful that you can still see cloaked ships on radar, but there needs to be another element.
Consider adding a proximity decloak range to the shadow. If it flies too close to anything, have the cloak turn off, or be visible during the duration the ship is too close to the target. Or, you could show the shadow as a different triangle on the radar.
Lastly, let's talk about the ultimate. Violent whisper and all insta kill ultimates for that matter need to go. They are not fun, engaging- and the fact that this can be used for carrier cores is a joke.
At the VERY LEAST make it very easy to notice when the violent whisper is used (see D.VA from Overwatch). This ultimate is the cream on top of the cancer cake.
This ship is a complete failure CCP. I am desperately hoping that you rework the entire tree. I'm not going to do a module review, as I don't want to give this ship any hope.
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Ingame issues
A quick list:
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All in all, my hat is off to you CCP. You guys hit it out of the park with this one. With some fine-tuning and a bit of balance work- this game is going to be incredible. It's already miles better than old Valkyrie. I'm impressed that such a small team could create something like this. Gameplay is fresh, and on many ships- very deep. Looking forward to spending more time in the cockpit :)
In closing, I'm planning to look at the rest of the ships in depth. I have been flying the supports quite a bit and will do a write-up when I can. To quickly summarize- the medusa is a better wraith, than the wraith (just please turn off auto aim). Kirin is completely useless at all levels, Nagi is working as intended- and the banshee phaser is baked aids. Why are phasers still in the game?
submitted by Almostblue- to valkyrie [link] [comments]

Overview of the Middle East in 2015 [Paladin]

So, here’s a glimpse at the world map for my superhero setting, Paladin, specifically focusing on the Middle East.
Much of the history of the Middle East went as we know it in our timeline, even with the addition of Metahumans and advanced technologies since 1945. Israel was established, and Metahuman soldiers fought on both sides, with the Israelis emerging victorious each time; European powers withdrew from the region, etc. A few things go differently, though; for instance, Dubai blossoms into a metropolis much sooner than in our timeline. In general, though, everything went as we might expect, until 1980. That was when World War III (1980-1984) broke out, and the villainous forces of the New Order fell upon the Middle East.
Spearheading the New Order’s efforts in the Arabian Peninsula was the S-rank supervillain, Set. A sociopath with the ability to control sand, Set made his base of operations in the shining city of Dubai, and created a massive sand storm that threatened to swallow the entire region.
Ultimately, Set was defeated by the combined forces of two unlikely heroes: an Israeli superhero named Golem and a Palestinian superheroine named Simurgh. The former had the ability to create automatons out of clay, mud and dirt, whilst the latter could take the form of a fiery six-winged bird, as well as transfer her energy into others to enhance their own abilities. They both did their best to fight Set, but in the end the situation required them to not only to work together, but to sacrifice their lives in order to save the Middle East. Simurgh transferred 100% of her power into Golem, who then poured everything he had into a ten-mile-tall colossus of mud and sea water, which he directed to destroy Set. Set, along with the entire city of Dubai, was crushed and buried under half a mile of earth. The Middle East was saved. The war would still rage on for two and a half more years, but without Set, the forces of the New Order were far, far easier to fight.
The lasting legacy of Golem and Simurgh’s sacrifice was a lasting peace between the Israelis and Palestinians, and the creation of the Federal Union of Israel and Palestine, a secular, bi-national confederation of two peoples united by the sacrifices of each other’s children. Between 1995 and 2006, a colossal bridge covered in solar panels was constructed, connecting the West Bank to Gaza. Today, almost a million people live on the Shalam Bridge.
Riyadh was destroyed by Set, killing most of the Saudi Royal Family. When the sand settled, the Saudi Civil War began, and didn’t end until 1999, with the Treaty of Kuwait City. The former territory of Saudi Arabia was broken up, with the oil-rich region of Nejd going to the Gulf Alliance, a confederation of Persian Gulf states, which had occupied Nejd for almost all of the Saudi Civil War. The last remnants of the Saudi Royal Family were put in charge of a revived Kingdom of Saudi Arabia, based in Jeddah. The Jordanians donated a member of their royal family to sit on the throne of the Kingdom of Hashemite Arabia, based in Tabuk. And lastly, all involved officially recognized the Free Territory of the Holy Cities, which was established during World War III by an international group of Muslim superheroes to protect Mecca and Medina first from Set, and then from the Saudi Civil War.
The Gulf Alliance is surprisingly progressive and forward thinking in its own way. As the region hardest-hit by Set’s rampage, it made sense for the governments of Kuwait, Bahrain, Qatar, Oman and the UAE to pool their resources in order to rebuild. Though most of the Middle East has been surprisingly welcoming to alien refugees from the moon (long story), due to the massive regional drop in population brought on by Set’s Storm, the Gulf Alliance has welcomed in the most. Though the Alliance itself is mostly secular, the locals have been rather successful at converting the alien newcomers to Islam. Work is still underway to dig up many of the destroyed oil wells, even as the world is moving towards more and more renewable energy.
As for Saudi Arabia and Hashemite Arabia, the latter is a moderate Arab constitutional monarchy, the former…isn’t. The degree to which it isn’t is kinda shocking, actually. Hashemite Arabia lets their women run for positions in parliament; Saudi Arabia 2.0 doesn’t permit women to leave their homes. Hashemite Arabia is debating abolishing the death penalty; Saudi Arabia doesn’t even have prisons – they have a waiting list for the guy with the scimitar who beheads people for anything from theft to lying about one’s virginity. Saudi Arabia is also backing North Yemen’s now-radicalized Royal Army (more on that clusterfuck later).
Moving across the Red Sea, we have the Arab Republic of Egypt, which…well, let’s just say, they have some interesting residents these days. During World War III, Egypt came under siege by the New Order, with the Nile Delta the site of some of the war’s most intense fighting. On one side, the New Order – supervillains, Taurus Group ground and air forces, robots, dinosaurs, African mercenaries, and thousands of undead Nazi soldiers. On the other side, the Allied forces – the Egyptian Army and local Egyptian superheroes, plus some unlikely back-up from the Muslim Brotherhood and the Israeli Air Force. However, the Allies were losing. Badly. So badly that the Egyptian government activated its covert “Osiris Plan”.
See, Taurus Group was able to resurrect the entire Wehrmacht by activating what’s known as a “Charnel Womb” (another long story), which the Nazis created in 1938 through their use of arcane science and mysticism. However, top secret archeological discoveries revealed that the Ancient Egyptians created their own, much more advanced Charnel Womb. Which Egyptian government agents activated. They were then greeted by an undead Metahuman pharaoh by the name of Neherkamun. Surprisingly reasonable, Neherkamun agreed to aid the Egyptian government. In exchange for some concessions later.
Five days later, hundreds of thousands of skeletons, mummies and zombies rode towards the Cairo war zone, astride skeletal and mummified horses, clad in bronze/crocodile leather armor, wielding swords, spears, axes, AK’s, RPK’s, RPG’s and PKM’s, backed up by lich-sorcerers and animated statues armed with massive clubs and scythes – this undead horde charged into Cairo, Alexandria and Giza, to liberate their once and forever homeland from the forces of evil. The forces of the dead were enough to turn the tide in favor of the Allies. With the New Order defeated in Egypt, the Egyptian Army and their new undead comrades then moved to assist Gaddafi in neighboring Libya.
The Egyptian government held up their end of the bargain with Neherkamun and created the Autonomous Region of the Dead in 1990, as an autonomous domain for Egypt’s new undead citizenry. The living are permitted to live in the ARD, though at this point, the dead outnumber them in cities like Luxor (renamed Waset), Edfu (Behdet) and Aswan (Swenett). Neherkamun visited Las Vegas in 1996 (when the city was rebuilt following the devastation it suffered during WW3), and was very much impressed; today, the nightlife in Waset, Behdet and Swenett is a strange Ancient Egyptian-themed neon rainforest with very friendly dead people walking around the gentrified necropolis, with street signs in both Arabic and hieroglyphics. In 1999, another autonomous region for the undead was created in the north of the country – the Autonomous Region of Giza, which has become even more of a tourist-y place than before, now that you can have a friendly conversation with the people who actually built the pyramids. Both autonomous regions have Neherkamun as their constitutional monarch, and all residents of the undead autonomous regions are members of the Egyptian republic.
What are the attitudes of living Egyptians towards their undead countrymen? Surprisingly positive, actually. Sure, some fundamentalists regard them as “spawn of Iblis”, but the undead have been a fairly…secularizing influence on Egypt. Being able to talk with your oldest ancestors brought about a revival of cultural interest in Ancient Egyptian history amongst the Egyptian youth, which pervades. Many undead are still waking up to this day, and they tend to be very, very curious about this new world that they find themselves in – familiar and yet so very strange. It’s not uncommon to see Undead Egyptians visiting Paris, New York, Rio, Tokyo or Moscow, though since most were peasants when they died, most simply remain in Egypt. Some Undead Egyptians have converted to Islam, but the overwhelming majority continue to worship the old gods of the Nile. 2015’s Miss Egypt is the very well-preserved Nefertiti, who became the first undead individual to win such a title.
To the south of Egypt, one can see two grey-ish territories. Before World War III, these were the disputed territories of Bir Tawil and the Hala’ib Triangle. During the war, the New Order made extensive use of combat robots during their invasion of Sudan, Eritrea, Somalia, Djibouti and Ethiopia. However, during the massacre of a village in Sudan in 1983, a simple infantry robot with the designation T9X1109 spontaneously developed sentience and led an uprising within Taurus Group’s mechanical legions in northwest Africa, establishing connections with other “enlightened autonomatons” and “uplifting” those who were not so “enlightened”. T9X1109’s mutiny was mostly successful, and he made an offer to the UN’s Joint Allied Command; in exchange for withdrawing from the conflict, T9X1109 and his “people” would be allowed to settle these disputed territories as a “homeland” for sentient machines. A neutral “machine homeland”, the Republic of 01001001 (binary for “I”; commonly called “01” or “Zero-One”), was created in 1984. In the years since the end of WW3, many machine intelligences have immigrated to this harsh and bitter desert nation, which is covered in solar panels to provide vital electricity for its approximately ~41,233 intelligences. Increasingly, cyborg transhumanist types have made their “pilgrimage” to Zero-One as well, where they evangelize their strange techno-religion to the human refugees from neighboring war-torn Sudan who’ve been permitted to seek refuge in the mechanical country (this is one reason why Cairo likes Zero-One: it’s a convenient Sudanese refugee sponge of sorts). Zero-One has a strictly pacifistic constitution and possesses no military. Its economy is based mostly on production of batteries.
Saddam Hussein’s regime performed impressively during WW3, and he was able to win over much of the public as a result. But he over-played his hand, and thought he could go back to his old ways. He was wrong, and an idealistic, Western-educated superhero by the name of Ninurta (real name: Mohammed Al-Doori) led the uprising against Saddam in 2002. His parents fled Iraq for Canada shortly after the Ba’athists came to power in Iraq in 1968, and young Mohammed longed to return to free his homeland. After deposing Saddam, the eagle-headed superhero abolished the Ba’athist regime and replaced it with a secular, democratic government – the Mesopotamian Confederation of Iraq, with himself as its wise and benevolent dictator. Every office and position in the new Iraq is elected through a multi-party democratic system, with the exception of Ninurta’s position as President. The Federation is divided into six autonomous republics, plus the independent capital district of Baghdad. The six “Mesopotamian Republics” are Babylonia (Sunni Arab majority), Sumeria (Shiite Arab majority), Kurdistan (Kurdish majority), Assyria (Christian Assyrian majority), Sinjar (Yazidi majority) and Akkad (Turkman majority). Under Ninurta’s rule, much has been done to mitigate the country’s historical ethnic tensions and to modernize Iraq. Though most of the time, Ninurta is busy helping to build infrastructure, or assisting the Iraqi Defense Forces with rooting out Islamist or Ba’athist terrorists; there are fundamentalist Muslims who disapprove of Ninurta’s love affair with ancient Mesopotamia or take issue with his atheism, and the Ba’athists are salty that he overthrew Saddam.
To the east of Iraq is the Persian Technate. In 1979-1980, Iran was a country on the verge of revolution, and between despotic monarchs and totalitarians of both the Islamist and Marxist variety, a low-level Metahuman supergenius by the name of Hamid Mousavi created a fourth option for his beloved Iranian homeland – a secular, scientifically-minded brand of populist technocracy. World War III began shortly after the Iranian Revolution, and amid the chaos, with loyalist and revolutionary forces and third and fourth parties fighting each other and the New Order, the Iranian Technocratic Revolutionary Army managed to fight its way to be top dog in the Iran Theatre. When all was said and done, Mousavi effectively controlled the country, thanks to his brilliant grasp of strategy and his charismatic brand of “scientific populism”. In 1986, the Iranian Revolution ended, and the Persian Technate was officially recognized by the US and USSR. Today, the Persian Technate is a rationalist, secular regime governed by scientists, engineers, mathematicians. The Technate’s not very democratic, and though they have a lot of fancy doo-dads, the planned economy is kinda mediocre. Following the death of Mousavi in 2010, his successor’s lack of charisma isn’t helping the growing sense of dissatisfaction with the eggheads ruling Iran.
Turkey has not had a fun time. During World War III, the country was invaded by Taurus Group, backed by Reticulan tripods. Immediately prior to the start of the war, Turkey’s military government was devastated by a string of assassinations carried out by ninjas sent by the Red Hand. To add fuel to the fire, a very young Metahuman in the province of Bayburt experienced a panic attack, unleashing all of its power at once. That glowing blue orb and the “Gulf of Trabzon” you see? That’s the result. The shockwaves resulted in earthquakes across Turkey and tsunamis along the Soviet coastline in the eastern Black Sea, killing upwards of a million people.
Despite all this chaos, the splintered and factionalized Turkish armed forces were able to liberate their homeland from the New Order. Following the end of hostilities in 1984, the National Transitional Council of Turkey was formed, bringing the three main factions of the Turkish Army together – a secular republican faction, a “theodemocratic” Islamist faction, and a Neo-Ottmanist faction advocating for a constitutional monarchy. Negotiations were tense, with militias and paramilitaries clashing in the streets across Turkey, Turkish and Armenian separatists making their moves, and the Syrians expanding their sphere of influence into Hatay. The Turkish national election of 1995 ended badly, with violence raging across the country and the military factions breaking away from the NTCT to back their political allies in the streets. The Turkish Civil War (1995-2001) had begun.
When the dust settled in 2001, a NATO intervention in Turkey resulted in a negotiated ceasefire brokered by the Sentinel Coalition (which still occupies the Bosporus Straits). The country was now divided into the Republic of Turkey (“Republican Turkey”, Istanbul), the Islamic Republic of Turkey (“Islamic Turkey”, Ankara) and the Sultanate of Turkey (“Ottoman Turkey”, Adana). That last one is a mostly-secular constitutional monarchy headed by Dündar Ali Osman, the last heir of the old House of Osman. Relations between the “Three Turkeys” have been tense at times, with Islamic Turkey currently in the midst of a military build-up, fearing the growing ties between Republican and Ottoman Turkey.
Istanbul, Ankara and Adana were all forced to recognize the independence of Kurdistan, as well as, more controversially, the Free State of Izmir.
Allow me to explain Izmir. At the start of the Turkish Civil War, a giant, tentacled Kaiju by the name of Atlas took advantage of the chaos in Turkey to take over Izmir and the surrounding area from the Republican and Islamist forces fighting there. A fan of Ayn Rand, Atlas decided to turn Izmir into his own little capitalist utopia. And the people living there decided to go along with the 300-foot beast’s plan. Today, Izmir is a city in the vein of Las Vegas, Singapore and Bangkok – a free market wonderland of Ottoman and Art Deco architecture with its dictator spending most of his time along the bottom of the Gulf of Izmir.
The People’s Republic of Kurdistan started out as a socialist republic ruled by the PKK (Kurdistan Worker’s Party). Backed by the USSR, Kurdistan made the transition to a multi-party social democracy in 2004.
Meanwhile, in Republican Turkey’s far-eastern provinces the unrecognized and widely-hated “Armenian Republic of Tačkahayastan” claims authority there. The ART is headed by a pyrokinetic Metahuman and Armenian ultra-nationalist by the name of Azhdahak, who is overseeing a rather ironic campaign of ethnic cleansing against the local Turks. Republican Turkey keeps asking Armenia to do something about the flow of arms that’s obviously coming across their border, to which Armenia shrugs and plays stupid every time. Increasingly, however, more and more Armenians are deciding to agitate in favor of ending the madness, and the Soviets are getting around to tapping Yerevan on the shoulder.
North Yemen is…yeah, pretty much a clusterfuck.
The Mutawakkilite Kingdom (North Yemen) and the People’s Democratic Republic of Yemen (South Yemen) put their differences aside to fight against the New Order, and more or less reached a state of détente with the war’s conclusion. This lasted about 30 years.
Around 2010, the failing Mutawakkilite monarchy began experiencing major uprisings by left-wing protestors backed by South Yemen. On the brink of civil war, and with much of the kingdom’s military siding with the protestors, the Yemeni monarchy made the very, very questionable decision to ally with a supervillain by the name of The Claw. For a while, The Claw was able to keep things under control, though on his watch, North Yemen increasingly became a police state. At the same time, The Claw started to gain his share of odd supporters from the populace. Believing that they could take over the security infrastructure The Claw had built, the Mutawakkilites tried and failed to assassinate him in 2013. Almost immediately afterwards, The Claw staged a coup, backed by his private army of cyborg mercenaries and his following of Yemeni supporters. The Mutawakkilites fled to Saudi Arabia while the Royal Army remained to fight against The Claw’s army, and the left-wing North Yemen Democratic Forces rose up. The North Yemen Civil War had begun. South Yemen continued to back the NYDF, but stopped short of committing their forces to the three-way conflict, believing that the Royalists (backed by Saudi Arabia) and The Claw’s forces (backed by nobody) could be easily defeated. South Yemen’s military was actually busy assisting the Soviets and Ethiopians in Somalia during most of the North Yemen Civil War.
Then, in 2014, half of Aden was ripped a series of explosions in the early morning hours. Suicide bombers, whose explosives were traced back to The Claw’s growing transhumanist cult of cyborgs. Though The Claw himself denounced the attack as the actions of a rogue henchmen acting against his orders, South Yemen announced that it would be withdrawing its forces from Somalia to “rectify a previous error in judgement” and invade North Yemen. The Soviet Union and Egypt have both agreed to back South Yemen’s move and have committed troops to backing the NYDF.
So, conclusion? Middle East is a bit of a mixed bag. Some good, some bad, lots of interesting, I suppose.
submitted by NK_Ryzov to FantasyWorldbuilding [link] [comments]

Writeup: Procedural Castle in F#

A Procedural Castle in F#

Introduction

Full Imgur Album http://imgur.com/a/7S33n
Render http://i.imgur.com/A13MyOt.png
OpenGL, Different Seeds http://i.imgur.com/7fcL3UN.gif
Source https://bitbucket.org/typhon/procedural_castle
Binaries (requires .NET or mono) https://github.com/moosekk/procedural_castle/releases/download/v1/moosekk-castle.zip
This was my entry in The monthly challenge #2. My goals here were to generate, using F# and OpenTK, a 3D castle composed of one or more fortified structures, auxiliary buildings, and a surrouding outer wall. The code should be as clean as you should expect from a month-long programming challenge and should be easy to extend and be capable of dealing with complex positioning and generation logic.

Notes on the high-level design of this system

The Frontend

The "front end" of the generator are a set of functions that generate Trees, Towers, Columns, etc. As you will see from the tree example below, the front end is concerned purely with construction rules. For example, the three basic rules for producing a tower are:
In code, this looks like:
let rec create () = let stories = rand.Next(4, 8) let segments = generateSegments (Options.sides) stories let tower = Capped(segments, Options.topstyle ()) let tower = match rand.Next(4) with | 0 -> Buttress(tower, [Capped(generateSegments 4 3, SpireStyle.ConeNoFlag)]) | 1 -> Foundation(tower) | _ -> tower 

The Backend

Ultimately all the high-level types like Tower get converted into a set of primitive types -- cylinders, blocks, vertex-lists, etc, in the backend understands. This provides a uniform representation of objects. Utility classes such as the bounding-box, OBJ exporter, and spatial hash only ever need to deal with "boxes" and "lists of vertexes" instead of having separate logic for each object they interact with.

Backend Logic Example: the Convex Hull

http://i.imgur.com/kXVftTZ.png
One example of backend logic is calculating the convex hull of a given set of points. This is useful because we first generate a bunch of structures, and need to figure out where to build the walls so that they surround all the structures we've built. The algorithm implemented here is the Graham scan, an O(n log n) complexity algorithm. To understand this function, it may be helpful to translate it piece-by-piece into English.
English F#
Start with the leftmost point let firstpt = List.minBy (fun (v:Vector3) -> v.X) points
To find the next point, take all the other points ... let nextpt pt = List.except [pt] points |>
and find the one with the smallest counterclockwise angle List.reduce (fun p q -> if Matrix2(p.Xz-pt.Xz,q.Xz-pt.Xz).Determinant < 0.0f then q else p)
Keep taking the next point until you find the first point again List.unfold (fun p -> let n = nextpt p in if n = firstpt then None else Some(p, n)) firstpt
module ConvexHull = let FromPoints points = let firstpt = List.minBy (fun (v:Vector3) -> v.X) points let nextpt pt = List.except [pt] points |> List.reduce (fun p q -> if Matrix2(p.Xz-pt.Xz,q.Xz-pt.Xz).Determinant < 0.0f then q else p) List.unfold (fun p -> let n = nextpt p in if n = firstpt then None else Some(p, n)) firstpt 

Backend Logic Notes: The placement algorithm

I used a spatial hash to detect collisions when placing objects. When placing a new object, we check for collisions, spiraling outwards from the initial point until we find a location. Not too much to say here, other than if i had more time, I would have preferred using some kind of tree structure instead for more flexibility. Since I wasn't comparing object-object collisions directly, I could only resolve collisions at the size of a spatial hash cell. This led to a tradeoff between hash resolution (lower resolution means larger gaps between objects) and performance (each insertion and collision check is O(V) where V is the volume of the inserted object)

Example Generator: Trees

A tree is one of the most common recursively generated objects out there. There is a fundamental fractal nature about trees that makes it very suitable for generation algorithms.
type Tree = | Leaf of Vector3 | Branch of Vector3 * float32 * Tree list 
The body of the generate function is three lines: 1 to create a Leaf node, 1 to create a random point pos, and 1 and create a Branch ending on pos, recursively containing between 2 and 5 sub-branches.
let rec generate = function | 0 -> Leaf(Vector3.One) | n -> let pos = 0.6f * Vector3.Normalize (r.NextV3(-0.5f, 0.5f, 0.2f, 0.6f, -0.5f, 0.5f)) Branch(pos, 0.03f * float32 n, [for i in 0..r.Next(2, 6) -> generate (n-1)]) 
The body of the _toPolygon function is below. Leaves are converted to dark green blocks. The Branch part is slightly more involved. We find the rotation+scale matrix c based on the endpoint of the current branch, and recursively apply it to all child nodes. After the recursive step, I have a list of child nodes, comprising of a combination of rectangular Block objects and Offset matrices representing a nested transformation. Both Blocks and Offsets are primitive types that my rendering function recognizes and can convert to a triangle array for rasterization.
let rec private _toPolygon (mat:Matrix4) = function | Leaf(dim) -> [ Offset(mat, [Block(Color4.DarkGreen, Vector3.Zero, dim) ])] | Branch(vec, width, children) -> let b = Vector3.Cross(Vector3.UnitY, vec) let rot = Matrix4.CreateFromAxisAngle(b, Vector3.CalculateAngle(Vector3.UnitY, vec)) let c = if b.Length > 0.001f then rot * Matrix4.CreateScale (vec.Length) else Matrix4.Identity let cc = List.collect (fun (b, a) -> _toPolygon (Matrix4.CreateTranslation (4.0f * b * Vector3.UnitY)) a) children [ Offset(c * mat, Block(Color4.Bisque.Mult(0.2), Vector3.Zero, Vector3(width, 4.0f, width)) :: cc)] let toPolygon t = match _toPolygon Matrix4.Identity t with | [ Offset(c, f) ] -> f | n -> n 
http://i.imgur.com/6HNMMqI.png
http://i.imgur.com/hl5efc7.png

Finally: A note on (un)randomness

Procedural Generation is about controlled chaos. Instead of manually designing individual elements, we have to specify a design space of what kinds of structure the program randomly generates. This theme came up multiple times during the course of this project. A couple examples:
1) I put off implementing the spatial hash until halfway through the project. Randomly placed Points (https://lucyuki.files.wordpress.com/2015/03/screen-shot-2015-02-16-at-4-56-34-pm.png) aren't really interesting in the long run. All the interesting details about placement happen around questions like "what is the minimum gap between two adjacent objects?" "Do nearby objects influence each other's orientation?" "do objects of similar size cluster together?" In the end, I found a pretty dumb generation strategy (generate large flat areas first, then add a few small objects to break up the space, then add large castle structures, then fill in the gaps with a final set of smaller objects" that yielded the results I wanted -- busy, but not too crowded. Since each new object had to align with at least one previously place object, the smaller units tended to clump and arrange themselves slightly on a grid.
2) My initial stab at random towers was terrible -- when you choose a rule that says "pick 5 random tower levels and stack them on top of each other", you get what you'd expect -- a tower of barely related objects stacked on top of each other. In the final iteration, I redid the tower grammar to simply generate an N-sided cylinder and simply varied the style of the top and large-scale decorations. While this was more coherent, there should be even better rules available for generating structures closer to what you'd see in real life.
http://i.imgur.com/cwlIORm.png
All in all, This was quite a fun project. Feel free to play with and extend the code - Even if you aren't familiar with F#, the overall structure of the code should make sense. If you're on OSX or Linux, the included Makefile should work assuming you have mono and fsharp installed. If you're on Windows, you're on your own, but try to open the included fsproj in Visual Studio.
submitted by moosekk to proceduralgeneration [link] [comments]

New Atlantia: The ruins of Greenway "concept pitch" 01.01.03.1

name of the game:

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New Atlantia: The ruins of Greenway

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project pages:

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https://docs.google.com/document/d/13PHPZeRcitKKL6JtJd1Aod5JtPcPNMHfHqcG_4jYQQs/edit?usp=sharing

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some descriptive terms:

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an open source cross-platform title (also works on mobile), openGL powered and created in conjunction to blender

uses Godot Engine and is fully moddable through use of mod.io API (softwares)

makes heavy use of procedural generation and uses a random HEX seed that you can enter manually to set the generation environment up

persistent sandbox game with fully destructible environment including ablation of the ground and hill/mountain-sides through use of explosives, lasers, and drills/diggers

game makes use of other open source projects such as chromium for the integrated web-browser and tox for chat and voice. The game automatically starts an instance of I2P and plays exclusively over the darknet, though exit nodes should be available and darknet can be disabled for censorship related purposes, but games/server instances needs to have exit node enabled to allow censored players to join the I2P network through the exit node

the only advertising is the official greenway splash in teh beginning of the game when you start it up that explains a bit about the game and asks you to please join operation greenway and join the effort to create a green and good greenway

the game is meant to be played online, but there is a single player offline option as well

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licensing:

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open source honestyware
https://defuse.ca/honestyware.htm

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funding:

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the game will be funded by a 30 second timed monero miner that deposits the crypto into the operation greenway "trustfund". donations in other currency will be accepted and then converted directly into monero deposited into the secured fund for this project. no funds from teh project may be diverted into other government projects, but other relevant government projects may deposit funds into this one if their funding structure supports the transfer of funds to relevant projects. GreenSoft will receive 20%=
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mission:

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"to provide the most playable and fun sandbox on the open source market, and make the first fully open source 3D game of its kind, to simulate Greenway up from the ruins, and bring civilization back into outer space. to foster creativity and fun along with promotion of greenway and awareness to issues with various political systems in the civics mode of the game. to gather support for operation greenway through a donate and involvement buttons right on the front loading screen of the game"

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disclaimer and excitement:

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this may sound like a coders nightmare with all the parallel integrations and imbedded VMs running linux with open ended compilers within the code, but trust me, in the future, people will look back at this project as one of the most noble software engineering feats ever pulled off for the sake of open source community (and advertising a micronation!). the goal is to blow not only the people but developers themselves away with an entirely new set of in game mechanics based ont only on useability but underlying software paradigms like cloud resource computing and network cluster driven computation acceleration (experimental distant scene rendering over network). I guarantee that after all is said and done and if the project ever gets finished or damn near close, that the payoff will be big and the greatest reward will be hearing all the happy people talking about THE KILLER APP FOR ALL SYSTEMS.

one major issue is game overhead, and the fact that the game will need to run either a lot of processes or one large bloated process with an internal task manager to manually adjust game settings to get compatibilities just right and fine tweak the system; the game will be small enough and huge at the same time, with the inclusion of multiple tools and imbedded software releases in each version

this is a HUGE PROJECT for a HUGE OPERATION, one for all, and all for one, to promote and secure domestic tranquility, greenway's government will most likely be releasing "New Atlantia: The ruins of Greenway" before the artificial island is built, which will foster a flood of hoestyware payments and donations (honestyware payments disable the 30 second donation and cryptocurrency miner script)

don't feel daunted by the task. when you are in doubt, turn to something else on the LONG LIST OF THINGS TO DO or even just make some concept art sketchups on the computer or play the currently progressed version of the alpha/beta game

i think that an etherpad based editor for making the game would increase the flow of ideas sharing. more open source collaboration softwares should be researched and discussed for greenway and for the purpose of this document, particularly focusing on the digital side of things such as this game concept

!create this decade's killer app, "New Atlantia: The ruins of Greenway" and help support operation greenway's mission to gather attention in the international public's eye and earn free advertising forever!

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plotlines:

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based loosely off of ideas found in atlantis (a lost civilization), fallout 3 (video game), ark: survival evolved (video game), eve online (video game), space engineers (video game), half life 1/2 (video game), halo wars (video game), no man's sky (video game), aliens versus predator 2 (video game), metal gear solid 3: snake eater (video game), altered carbon (show on netflix), crysis series (video game), defcon (video game), portal (video game), xxx

an alternate universe with some parallel timeline characteristics (E.g. the lost civilization of atlantis, heisenburg {"heisenbohr"}, xxx)

antimatter warheads were launched in a global nuclear war on an alien planet in a distant galaxy far far away, star wars, with humanoids called prometheans who had advanced technology all over the planet because of developments in private industry that took off with the freedom in Greenway

you start off in the ruins of greenway, everything looks like fallout 3
you are born to parents who lived in the sewers (common spawning story at a random sewer in game)
you quickly learn to make fire and weapons from wood and rocks, moving to slingshots and crossbows, and later eventually graduating to ar-15s and plasma casters
raid the ruins to find useful items including tools, weapons, and ammunitions
you also learn to make a shelter, house, fort, and even an entire city with the blueprints you will discover throughout the game
later in the game, you will be able to build a spaceship, spaceport, and even a frigate and mothership, all in the spirit of space mechanics, where you first forge the pieces and then put them together either by template (blueprint) or manually by hand
like ark survival evolved, you will need to scavenge and hunt for resources on your own time
destroyed objects typically contain scavengeable parts

adventure through the ruins of a highly-advanced technological civilization
advance from meager sewer person to founder of New Greenway
re-create greenway in all its glory and adventure into space to explore and colonize

form a clan and play through the game to decide your faction. you can declare a truce with a player of that faction and work with them to earn respect in that faction again, getting to neutral and then friendly again. factions work like a tree with branches, you start in the trunk neutral with everybody and as you progress through the game, you naturally will align with one of the branches and finally a sub-set branch, where your position is indicated by a coloration of each branch (and a "leaf"?)

your goal is th befriend bots and real people to help you rebuild civilization and re-establish greenway, from anarchy to law and order. the game has persistent bots with progressively learning AI that will learn from your previous actions and interaction dialogues. you first make a city, then you unlock civics, and then your goal is to rebuild greenway and launch into space to colonize and scavenge for blueprints in engineers manuals and high tech including fully working antimatter powered ships in the holding bay of some ships.

game style is all vs all and cooperative through factions and clans, with PvAI and PvP gameplay, such as shooting a friend to steal their blueprints or having your fort attacked by a mob of angry AI. there is a setting to disable PvP in private servers but PvP is enabled in the official servers. there are "quests" you perform like in fallout 3 that progress you further towards colonizing outer space. players and AI can work together to build up civilization again from the ruins. one cooperative element is a donation library where books/blueprints are available from donations by players for checkout for limited periods of time (1 week of in game time). there is a clan management interface

greenway was an artificial island mass created in 1200bce relative to the game time by the prometheans as an escape from the authoritarians growing up around and warring among them. greenway eventually fell to the world war and the civilizations surely crashed beneath them. the startup videos show animations of greenway when it was green and good, being nuked with antimatter weapons in the year 1120bce. greenway took off into space but dies out due to an infection of aliens who are still lurking in intact ships within the galaxy waiting for you to discover the horror; by the year 400bce most of the underground cities died out and only the sewer dwellers in between remained; you are spawned in 0ce and the game has its own progression of time from there

you must first develop a boat and explore the surrounding islands to find the blueprints needed to create an airplane and fly to the nearby landmass about 250km away from greenway, then from there procedural generation takes place and all is free game, but there you will discover triangle craft blueprints and now you can fly around the world and into outer space once you reach the tech level to build them.

players can barter with each other and bot traders will trade with you too based on your disposition towards them; you can eventually find small towns with bazaars and markets to browse; open a store and start a business, evolve into an enterprise including enforcing security and/or mercenary contracts that you can pickup at a local bar or from select bots or any real player

players work together to make the civilization thrive again, from anarchy and ruins to a metropolis in outer space, greenway needs you to join the efforts on this game

realistic game mechanics where habitable worlds are within the goldilocks zone for their sun. deploy a garrison of bots you employ to terraform and colonze the planet's surface for greenway or your own nation

political simulator and sim city / tycoon like overview of your installation/s; Write a constitution for your state and federal government; Machine readable converter automatically marks up your document in AIML to simulate your text as a civilization (experimental); also you can choose the easy version which has templates of various useable texts for your political experiment!

the game is the first of its kind with an open universe fully destructible sandbox with persistent bots with deep-learning AI

the game also houses several mini games including the ganja seed card trader game (cryptocurrency backed seed growing and collector card game) and new atlantia: pirates which is based off of otys (board game)

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game features and mechanics:

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hire private security to protect your installations/bases/forts

work jobs to earn items

real time strategy war elements for fights like halo wars (video game)

imitate the jurassic world evolution game and make it possible to extract dinosaur DNA from fossils/amber and create dinosaurs (requires high tech level); downside is that in the future their could be hella dinosaurs everywhere

imitate the alien/predator movies and make it so that you can discover dead xenomorph or predator DNA and resurrect them by incubating in a sea mollusk or embryo, which you can discover the method by finding a journal or random chance

realistic DNA editor and genome sequence simulator that uses cloud resources of all gamers to compute and is redirectable to a local cluster computer with optional resource share (all resource sharing is adjustable in game with defaults based on hardware performance ratings versus settings and adjustable system overheads)

life on other planets; collect specimens to keep in a panspermic zoo and collect DNA from specimens to create splices

jumpgate codes and star maps for foreign systems (requires 0% discovery to have all solar system details)
puzzle solving and "hacking" to get into locked down areas, enable power, decode transmissions on your full-spectrum broadband transceiver, and disarm bombs for example

panspermia stuff with contagions on ships as a possibility which will form a biofilm in your shuttle and make you sick or cause a zombie plague

player ownership is primarily established by dominance but later on in the game there will be private security for hire to protect your shit and also police in the cities and sheriffs on the outskirts until the anarchist nomad zones which are areas that do not have enough established dominance or near enough to a city to be considered claimed territory since claims are too heavily disputed and non-enforced; you respawn naked back in the sewers where you started and need to work your way back up to get into your stashes until you are back in business

mining can be done for multiple reasons along with archeological digs to find artifacts and lost underground areas/cities

enable craft to dive into the oceans/lakes/rivers/streams for cover and enable underwater cities

bug reporting with screenshots and "frapping" (video/audio camera roll) built in and crash reporting directly to the team

underground cities and caves that go into pockets of underground water (clean water)
bullet time (single player only)

fog of knowledge (like fog of war)

grow a garden outside or indoors and even inside of your personal cruiser a few plants in a little closet, like cannabihopa plant that is effectively hops and cannabis in one with smokable buds rich in myrcene and thc/cbd/etc...

the ruins in space will be the most interesting, with scavenging having big payoff for big danger, like reactors that melted down after the craft were struck by antimatter rockets, and having to pass through a reactor room in your suit and get to the "Detox station" in time before you are fully radiated and your health drops to zero
i would also like to have HEV suits you discover in a partial map of the black mesa compound in a desert area on your home planet. the black mesa compound has all sorts of tech you can scavenge but is highly disputed by private military (bots) which also have robots and drones who will chase after you to kill you

the space component of the game will have dead highways of jumpgates that require power supplies to be repaired and the correct system and code sequence to be entered to bring you where you want to go. some gates have unlocked systems, but those owned by a foreign nation will have a passport code you will need to have a valid passport for to use or know a skeleton code (skeleton codes only work for their player and are a very rare random thing to find, sometimes the best place to look is a pirate ship or an anarchist lifeboat

you can fly all over the planet (flight simulation), but you start off in the ruins of greenway, in new atlantia, where the library of congress is, and you have to discover it among the ruins after you travel to a completely distant part of the map in your country of ruined greenway

advanced players will have entire industries under their control, and an "empire manager" is available as a "HUD" in game where micromanagement of your industry can take place all over in outer space and your commands be transmitted at the speed of light through a wormhole (you must create all the necessary infrastructure)

realistic solar systems and procedurally generated goldilocks planets that also enable non-goldilocks planets to be used with realistic heat, chill and bio-zones

heavy focus on user interface and user experience; futuristic steampunk look

other bots and players on the map can start forts and make cities and start their own nations, particularly the bots on other parts of the map who will work with or against you and your fledgeling nation of new civilization.

eventually there will be dinosaurs and aliens along with predators running around which will slow down everybody, and we need to try and ensure that the mechanics of the game make reproducing viable offspring require a high tech level to create so there are far less instances of "festering plagues"; aliens/predators and dinosaurs can sneak into your forts, cities, and even ships and come along for a ride to kill you and your crew and screw up everything; this feature will be disabled in at least one of the official servers to prevent infected plagues of servers which you die in 10 seconds every time since the aliens are everywhere since their bots and AI keep reproducing (evolutionary genetic based algorithm for AI traits)

discoveries and quest accomplishments along with defeating enemies and hitting certain wealth proportion and empire goals earn you XP which levels you up, building will increase your construction level for example, with no cap on available levels

extensive server administration interface with "resource injection" commands and "bot spawning" commands

dynamically changing environment with real erosion from water flows and seasons and weather and daytime nighttime, and procedurally generated fauna which are harvestable and actually follow population mechanics and statistics; it is possible to hunt animals down to extinction but unless every part of the animal is used, DNA can be extracted and it can be made again in a lab with high enough tech skill even viable to reproduce in the wild

splice dna from different fauna to create new creatures; custom create dna from scratch to make newer creatures with the creature designer

tame creatures to work for you and even ride them; use creatures to form a caravan and carry your stuff; creatures will stay loyal to you as long as you do not hit them much and cause damage, otherwise they will flee (some will immediately fight back based off of intrinsic aggression and predatory traits); imprint on creatures created in the lab often like the alien to make them your loyal children and unleash hell upon your enemies

your camouflage pattern will hide you when you are in a suit. change camo on the suit in the menu like in metal gear solid 3: snake eater; you will have an alertness indicator on your HUD that shows whether or not you have been seen and from who and what angle; become a master of sneak and sabotage, use your skills to rob installations and build up your stock (no penalty for selling stolen items as long as it is not sold to a narc or undercover who is aware of the theft)

there is an ingame internet based on TOR that a user can accumulate through raiding military journals to learn how to build a computer and a mesh-networking router (gigahertz {land/craft} @ 10GB/s & tertrahertz {space} @ 3.333333333333TB/s limited speeds) with b.a.t.m.a.n, which actually runs a simulation of this network protocol and realistic packet failure over wireless networking based on distance and obstruction type

drive a plethora of craft and design your own with either blueprints or from scratch, with every level of detail available (complete mechanical diagrams are modifiable and entirely custom designs can be implemented)

neural design in AI to solve complex puzzles by trial and error and probability based shortcuts to learn new foes and environments quickly as real life does; use of OpenAI (an e_musk/tesla company)

the ship can be set to autopilot either on a set route and defend itself and try to refuel and repair at a nearby station if available (costs items placed in the auto-barter section)

dynamic economy simulation and insights once you attain a high enough bartering skill, when greenway is up and running, a metatrader (software) like interface of available tradeable resources and their relative values tied to the closest thing to a credit in the game, a unitoshi which is the base numeric value of all items traded in game and used to compare item's values to one another by the in game engine

there is a low light amplifier (like in avp2 video game), and vision modes (like in avp2) along with cyborg enhancements such as a telescoping eye with rangefinder and "FLIRed" (technology name for forward looking infrared) binoculars for the poor men who need to stash their tech

dying does not affect your levels and knowledge, because you are re-created as a clone at a cost, including debts where people will come after you after a long enough time has gone by from your last clone, this is from altered carbon (show on netflix), where your new clone body is called a sleeve, and your consciousness is uploaded via satellite and other wireless transmitters to the clone corporation which is always anarcho-capitalist and always has more power than the government because it owns all the "reboots"; rebooting into a sleeve is a phrase in the game; this is equivalent to respawning, but it incurs debt for the bounty to recover your disk. there is always rolling charge to upload your consciousness which is rolling autosaving but on average through an insurance algorithm your rolling update will pay off more than the bounty to recover your disk each time you die, and the charges are lower the less often you die vs the bounty on your disk which only rises each time you die till it is maxed out at like 100,000,000 credits which you have to get by bartering or working for the company collecting disks for bounty; the disk is dropped in a nearby system and you have to go and pick it up for a pittance, or with a high enough tech level and enough contract experience, you can go on deep space missions and travel to distant star systems to collect as many disks as will fit in your cargo bay; disks are a genetically engineered biological computer that stores information quantumly through nanocellulose and diamene coating to make nanotubes that are indestructible and can operate in the tetrahertz microwave range, they are also bioluminescent and ink photovoltaic based, capturing their data through a biological optic cavity system near the pineal gland. they must be inserted as a clone is growing and the pineal gland must have this disk copied into the new biologically formed disk through transcranial magnetic stimulation

plenty of maze like portions of procedurally generated dungeon like caverns and interiors of buildings with no labels inside vast underground cities; plenty of dungeon crawling style excitement; use portals like in portal (video game) to cross into difficult areas secured within the black mesa compound

puzzle solving will also be an important step in fixing things that you do not have a blueprint for

join and exit formations at your leisure and command armies from near and afar

form a strategy and create a work team to build your forts and cities

global map overview like defcon (video game) has the ability to strategically place your formations around a planet, and a 3d outer space voxel based layout grid allows you to command in space and the air, with the grid center projected from the center of the galaxy

build and battle mech suits like the alice combat system (avp2 video game) and iron man (comic book) or animatrix (movie) suits

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game features:

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in game DTV broadcast systems project national games and tournaments when they come online in the official servers, and can be hacked to display avi, mkv, and mp4 files of the users desire; smart tv systems that can recognize spoken words from the user mic and follow commands

computers in game have access in an in game internet with websites createable by the user and virtual camera phone/tricorder devices that can capture pictures, audio from the mic, and record video; use webcams to create a security surveillance grid (uses ispyconnect and/or ZoneMinder and virtual camera/s in the game); use a laptop in the field to pilot a drone or an army of drones from your cluster computer in your tribe's fort; there is an in game instance of openStack running enabling limited cloud computing for the DNA sequence calculations; create a real life cloud service computer system or order one to gain computing power in the game (can be a profit point for the team to maintain the dedicated server); multiple cameras available to access reminds me of red faction (video game) or even duke nukem 3d (video game); get military security with encrypted computers running veracrypt, prevents computers from being nearly as hackable; KeePass software protects the computer from easy break ins and bruteforcing is required from another computer; each computer running needs a small amount of system resources and there is cluster computing under openstack (software project) within the game as well as cloud servers hosting the game to bruteforce 8-char max passwords; computers store data on cloud servers hosted by "GreenSoft" alongside the dedicated servers and outproxy nodes for "bridging" into the I2P network; experiment in distributed computing to enable network accelerated VMs though virtualbox tweaks and re-writes

in game internet is wifi mesh networking over b.a.t.m.a.n with (sharded?) tahoe-lafs storage for each user account on each dedicated server cluster

learn to hack in the game using legitimate hacker tools like the kali linux (distro) collection where you collect programs you find in military bases and on holodisks scattered throughout the game

the storage of user datas is distributed throughout the network via multiple redundant shards or shard seeders. the network automatically balances the shards based on checksums of data stored locally on their machine within a veracrypt container that only the zero-trust distributed system knows the master key to (the ceremony is a distributed trust system where all peers generate a portion of a master key, the more people contribute the better, this is part of the initialization time for the game and all servers for through a ceremony

there is an ingame spoof of cryptocurrency where fake FLOPS are taken from machines you build or find/steal/hack and a monero style cryptocurrency using moneta verde mining schema, you have to collect this greencash source code from the state bank ruins in New Atlantia

interstellar mesh networking using lasers as optical network inside the jumpgates which connect to a wormhole device that pipes the signal as UV lasers

smartphones in the game are achieved via QEMU in VM running a legitimate version of replicant that can run apps off of the internal flash or holodisk memory

make microchips in a lab that the gnu octave engine will simulate outputs for and translate to useable elements in game like outputs in a serial console on an atmega (microchip brand name); specifically the microchips will be simulated down to the assembler level and FPGA language (Verilog) will be used to code the logic circuits

audio and video streaming provided via tox and all streams are password protectable

the programming studio built into the game computers debian linux mint is eclipse studio (software) for all programming languages comes with compilers for all major human programming languages, enabling people to create homebrew ingame; includes godot, blender, and mod.io api. capable of compiling FPGA Verilog and running an instance of QEMU and virtualbox within itself;

antimalware engine in game computer is based on real antivirus definitions for linux (clamav, Chkrootkit, xxx)

in game linux has clone mirrors to real versions of the software available to people, with the server administrators manually enabling or disabling separate packages to make available to their users (uses more disk space the more packages are available; repositories point towards the dedicated server and fetch through regular I2P; dedicated server serves as a whitelister and access restriction program that only allows connections to eepsites created using the same server token, effectively creating a sub-darknet because outside access is restricted by token signed in conjunction with the user account public key for that server instance

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program features:

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updates implemented through torrents and auto-update scripts and automatic md5 hash checking for integrity with fetch from main server; source code borrowed from qBittorrent; xxx

game available over torrent as alternative to synaptic package manager or download from the ftp/http web server (resume supported from server)

game music is streamed via TOX to all connected clients via the dedicated servers song tracklist; mp3, oog, and wav are all supported (along with experimental midi + instruments over network); single player server runs an instance of tox signed in as the music stream ande you can select the songs like the server admin

sleek interface integrates dedicated server to gameplay and you can play as the mod and spawn items while controlling your server from the same in game UI

possible to run in a VM with guest extensions for 3d rendering installed (makes compatibility for other hardware and distributions "complete")

can order DVD from "greensoft" that means paying postage and cost of the DVD (lightscribed), that is a live CD (debian linux mint) that has the game installed to run with all necessary dependencies and install distro to disk (for the drafts of the greenux OS); .iso is available for download from "greensoft" website

extensive use of procedural generation for textures, landscapes, fauna, in game buildings and crafts, internal mazes, etc...

built in chatbots with bot characters are marked up in AIML and become unique based on independent interactions you have with them

built in spellcheck! and markup check! (borrowed spellchecking from chromnium)

in game console with accessible scripting engine in GDScript (Godot native scripting engine) help includes "cheats" which includes how to enable cheats and each individual cheat with its parameters explained

extended options with expert mode including expanded server operator options

nginx server running to host friendica page for game social media functions, routes over I2P; web server administration like webmin and ispconfig; web site generator WYSIWYG editor for making a frontpage and complete website in game;

in game computers use virtualbox to make a debian linux mint instance run within the game on the player's screen

"anon grade" secured against data leaks and tracking, being the first video game known to be used exclusively on the darknet (outproxy nodes are run by the official servers that are made available as "bridges" into the network); defuse passgen code used to generate hexadecimal keys and also used for cryptography in game

dedicated physics simulation with GNU Octave code and interpreter for events like craft maneuvering and weapons collisions, is used for the waveform in audio playback and for compiling screens on electronics in game (live textures);

an instance of hashcat is included within the game VM to literally bruteforce codes in the game

aircrack-ng is included as an instance to run on your in game computer to crack into neighboring networks including ancient military service lines which go into every sector of the known universe

extensive support for trainers and "auto-minedefender" bots/scripts which are allowed in the official servers

compatible with VR (opens two renders from different vertical positions)

video monitor selection in game and 4k support, triple monitor support

gnu octave used to simulate circuits for design for your electronics
see an electronic simulation software package for GNU octave @ https://github.com/jlmayfield/quantumCircuitSandbox

decentralized login server for cross platform gamers using blockchain technology, auto syncronize with gamer profile in the game; credentials stored with KeePass (software) to protect from hackers

in game chat using tox has nicks for all server players and also there is a global server chat. experiment with chat rooms including audio and video in tox. chat supports announcements that can be recurring or once with scheduling; hexchat (software) repurposed with TOX for the protocol; password locked chats and openPGP interior text encryption support; alternative to tox.io is the eepsite that the integrated browser seamlessly navigates to and enables you to search for friends ingame online

game will run in windows under Cygwin, and all released files are compiled for cygwin

cheats in console require server cooperation or they won't enable; private servers can disable individual commands from running or keep their values within ranges

hard imbed in the source code of each release the most current draft constitution of greenway and when greenway is finally established, hard code in the constitution into the source code (use commenting on the whole thing, put at very bottom of source code, make non-essential to run game {can be stripped out by compilers on demand})

console versions (xbox one and playstation 4) will run an instance of debian linux mint with no xwindows just the game screen, but it should be hackable re-initialize the desktop of lxde which is available through command switch when you execute the game binary (hold down "control" key combination on controller to enable pre-initialization console and use the console screen of your keyboard to type in the command which is available from the greensoft website), and adds wireless keyboard and mouse support for usb devices, allows people to softmod their system using the game as a side loader instead of the system default dashboard

complete forking guide and detailed documentation for all aspects of the game and included programs including the console and a detailed section on "cheats" like god mode and noclip; all lines in source code are commented in a clear and concise fashion that is machine readable

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message to developers:

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are you interested in working for this project but not sure if you are up to joining? talk to ghost liberty in operation greenway chat @ https://discord.gg/9RtrTZh or email them at [[email protected]](mailto:[email protected]). make sure to make your subject about "new atlantia game" and we will get back to you about opportunities to join and help foster our project. this game is a much smaller part of a much bigger project to create a new nation for citizens of the world. please understand that you may be paid little to nothing if you work on this game but your name will be legendary for all time amoung the opensource community

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xxx

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