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Added a cross-server comms cooldown failure message #2652
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… comms also being cross-time
Remind me again how many years are there between bee and nsv? |
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Not a big fan of this going for "time travel".
I prefer the implicit relative time adjustment from simple "interstation comms", aka you here pretend the beestation you are talking to is the one of the current year, and beestation pretends the patrol ship they're getting a call from is in their time.
Otherwise the entire "people talk to eachother like they know eachother", which obviously happens, makes zero sense (besides the whole thing about there not being any known means of time travel in the scenario [Temporal Agents are not real]).
I think it's more in line with the setting to have casual time travel that's used for inane reasons - reminder that chrono legionaries are not the only time effects that can be seen- things like wizards or sepia slime stuff. and I mean- people could go it the long way around- and possibly imply that this can be done elsewhere- it's a plot hole either way, and I personally think this is a better(and funner) way of handling it than not addressing it at all- and in addition- this is time communication, not time travel - on our side, it could also be flavored as a time capsule, as downstream is easier than upstream, but again, in my opinion it's not as fun
200 |
normally when someone mentions this in-game I say it's "time dilation" |
changed it to something a little more vague |
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Please change your PR title and description when you make a relevant change
… comms also being cross-time
basically what it says. there's nothing more to it
Why It's Good For The Game
casual time travel is casual
Changelog
🆑
tweak: added a rejection message to the comms console
/:cl: