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Brulant

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  1. [quote name='Soothing Sands' timestamp='1321721249' post='96201'] Last time I checked, I only have 5 principles i can use You divide teleportation up into it's elements, but sometimes i find it to be useful to use as few laws as possible while describing something. A complex train of thoughts like the one you used would be very difficult, as well as more powerful. But how efficient? [/quote] Exactly my point! You can even describe a spell using only one principle if you want. You'll use the ones you understand best. [color=#008000](Second Law)[/color] With that example I was trying to show that all of the principles work naturally together and all influence each other. As soon as I completed one action with one, it led naturally into something that I should do with the others. Understanding that anything can be accomplished in any way that best suits you is one of the core ideas to that theory.
  2. For some time now, my fellow Necrovian researchers and I have been discussing theories that relate to how the principles interact with one another. Over time, that discussion moved partially on to just generally about magic. This topic is a summary of my theories from that closed discussion. I wanted to make them available to the public because I think that a couple of the theories are pretty interesting, and I know a few of you appreciate such things. I will not be posting the theories that other people came up with because I do not have their permission. Each separate post of mine will have it's own log box. They're fairly long and occasionally get pretty dense. The theories are obviously not completely filled in yet, but they're getting there. Read it all. I think it's worth it. - B - [hr] [log General Principle Interaction and Teleportation as An Example] I'm just going to speak in general for a moment, and then give an example for teleportation. So if you just want my example, skip down. [color=#0000cd]General:[/color] I personally, and quite strongly, believe that every single last little action in the world, both the real world and our Realm, can be explained by any and all of the principles in pretty much any combination. Why? Because those 10 Principles of Magic are simply Laws of the Universe. A principle is a fundamental Truth; a principle is a Law. Almost every Law is derived from another Law and is used to explain yet even more Laws (I'm making a very important distinction between Law and Theory). Every Law can be used to describe some part of any behavior. Every Law can be applied to anything. So what are the Laws that we have taken as our own in our Realm? 1) All things turn in cycles and true immortality is not linear. 2) All things have a counterpart and exist with that counterpart balance. 3) All things can be divided down into their most basic components. 4) All things are created to die. 5) Death itself has a counterpart and must be balanced. 6) We define our own limits. 7) Perception is comprised of Detail, but in the end all things are One. 8) All things have an identity that allows the unchangeable to be changed and the lifeless to live. 9) All things are relative; Good and evil, light or dark, color and colorless. They are just words. 10) Nothing contains everything. 11) Some of the best kept secrets are right under your nose. (I split and combined Darkness and Light into three Laws.) There are much more to all of these Laws than what I have stated. Like with any Law. But, those suffice fairly well as a quick and dirty way to explain them. The importance in our choice of the Principles, our Laws, is we, supposedly, should understand those Laws better than all of the others. The Principles we pick are supposed to define us. Let me use myself as an example. It's no secret that my favorite principle is Transposition. I love it. I think it's the most powerful principle and allows for the most adaptation and creation. Understanding an identity, being able to really know what the heart of something is, gives you complete power over it. Because once you know it, you can manipulate it. That's the basic fundamental idea of Transposition; Understand then Manipulate. However, it can be spiraled out and extrapolated to mean a whole amalgamation of things. Transposition is a principle that plays extraordinarily well with others. It's always easier to work with things if you can understand the identity of the situation. But, I'm going to stop there and not prattle on about Transposition for too long. Back to what I was saying. The better we understand each Law the more inclined we are to use it in an explanation of a phenomenon. Me being me, I always think of Transposition first. I know that a lot of people reach quickly for Imagination, which I also often include. But. We don't need to. We chose what we do because it's comfortable. I'm pretty sure that you could come up with some "crazy" explanation for teleportation that only includes Balance, Light, and Cyclicity. Why do I say crazy? Because that'd be a massive stretch of the mind for people who aren't comfortable with those Principles. I know that I'm not. The better you know a Law the more inclined you are to use it. [color=#008000]So, what are Brulant's Laws?[/color] 1) Every Law contains and relies upon other Laws. 2) The more comfortable we are with a Law, the more often we will use it to explain the world around us. Now, let me get to my [color=#ff0000]Example:[/color] Principles used: Imagination + Transposition, Entropy, Darkness, Element, Transposition + Cyclicity + Time, Syntropy + Light (Balance is also appeased here), Time + Transposition. Oh my, that's a lot isn't it? Well, I think it'll be a fun explanation. And it demonstrates how I like to use Transposition in combos! Win win. [i]Imagination and Transposition [/i]both simultaneously capture and contain my own identity while separating it cleanly and clearly from the rest of the world's identities. Taking my newly packaged identity, I then begin to give in to the natural urge of [i]Entropy [/i]and allow my identity to decay and fade away into the [i]Darkness[/i]. Now, my identity is not dead, but free. At this point my identity has changed Elements, or what I refer to as an [i]Elemental State[/i]. Every action or event contains an identity and all identities are [i]Elements [/i]by nature of existing. All I have done thus far is remove myself from wherever I was. The first step is accomplished! Now I have to get to wherever my end destination is. As I said earlier, all events contain identities (Are you keeping track of how many Principles that involves?). And, as we know thanks to [i]Cyclicity[/i], all events come in cycles; cycles of [i]Time [/i]and cycles of space. At this point, my identity has changed. But, I can remember my old identity thanks to [i]Transposition [/i]and I can remember the [i]Times [/i]when it wasn't decayed in the [i]Darkness[/i]. I can find a [i]Cycle [/i]somewhere in [i]Time[/i] where I was both not decayed in [i]Darkness [/i]and at my destination. We're getting close! Now, we also know that [i]Entropy [/i]and [i]Syntropy [/i]move in [i]Cycles [/i](still keeping track?) so while my mind is engaged in [i]Cyclicity [/i]it should also be able to reverse the [i]Entropy [/i]spiral and begin returning me to [i]Balance [/i](which I also naturally want to be at) which involves invoking some measure of [i]Light[/i] to return my decayed form to a corporeal form. As I'm doing this I have to focus on regaining the same identity I had when I started the teleportation, which means some [i]Transposition[/i], and I have to make sure that I'm not returning to the [i]Time [/i]that I was focusing on earlier when I was searching for the correct [i]Cycle[/i]. I must make sure that I return to the present [i]Time, [/i]preferably exactly when I first left as I don't want to be stuck in limbo for years on end. After all of that, I think I would be from my starting location to my ending location. So, how many Principles were in play at the same time there? And I think I also appeased my own Laws. [/log] [log General Forces and Frictions of Magic Theory] Any physics student in the world knows that [quote] for every action there is an equal and opposite reaction, [/quote] Which can also be stated as [quote] for every [b]force [/b]there is an equal and opposite force. [/quote] In many/nearly all real world cases where you have forward movement/force you have static friction to overcome and kinetic friction to keep ahead of. If you want to accelerate your forward force has to be greater than kinetic friction. If your forward force and kinetic friction are equal, you have constant speed. [color=#0000ff]General Forces and Frictions of Magic Theory:[/color] What is magic if not a force? Those same laws of physics apply in equal measure to Magic. When we cast a spell we overcome static friction to bend reality, which the reason why I think we need the heat in the first place - to overcome reality's static friction, but… what's our kinetic friction? I'm going to call it Magical Friction - the force that opposes the force of the spell. So, can spells be extended by a constant stream of energy? Can you provide more energy than the resistant force and "accelerate" the spell? A few things to think about. [/log] [log Forces in More Detail - An Explanation of the General Theory] Reality exerts no force naturally until acted upon by an outside force. As stated by yet another familiar physics law [quote] An object at rest tends to stay at rest and an object in motion tends to stay in motion until acted upon by an outside force [/quote] I think it's safe to assume that Reality is an 'object' at rest. Yes, it has movings parts but Reality itself isn't going anywhere anytime soon. So, that would make Magic the outside force, the imposed thought, that exerts pressure on Reality. When we impose the thought Reality doesn't want to budge. Once the thought is imposed, Reality is like a rubber band; it wants to snap back to how it was. The tension of that rubber band is Magical Friction. [color=#ff0000]Summary So Far:[/color] Reality has inertia. We cast the spell Heat overcomes static friction. The spell runs while (something, more Heat?) resists Magical Friction. Then, after the (something) is removed, unopposed Magical Friction snaps Reality back to how it was. Magical Friction only exists while there is forward motion. Magical Friction is just Reality not wanting to change. [/log] [log Tying The Principles Back In] In my head, I've been constructing what is known as a Force Diagram. A Force Diagram is something that you draw in physics to help you visualize all of the forces that will be acting upon an object. [color=#ff0000]In Magic's case[/color]: Object = Reality Fstaticreality = The natural force that you must overcome in order to affect the world. Reality tends to stay the same unless acted upon by an outside force. This is Reality's inertia. Fmagicalfriction = The opposing force that wants Reality to remain as it was, I call it Magical Friction, or, the force that doesn't want us to use magic. I believe it was likened akin to a rubber band in earlier posts. F"something" = The force fueling the spell. Maybe heat, maybe not. Maybe can be increased to "accelerate" a spell, maybe not. Fheat = The heat used to overcome Fstaticreality. [attachment=3343:u2l2c1.gif] (click on the image to make it a little bigger) As you might be able to guess, it looks like all of the forces have an equal and opposite force. When you have an equal force, you're supposed to put hash marks or something, but I didn't feel like doing that. Take my word for it; they're equal. When all forces on the X-axis are equal, the object moves at a constant speed. If one force outweighs another, then you have acceleration in that direction. That's why I talk about "accelerating" a spell. There are NO Y-axis forces on my diagram, but I suspect that there should be. In normal physics, they're usually "Normal" force, the force of the planet pushing up, and gravity. So, that's what I've been visualizing. You may have noticed that there really isn't room for any of the principles in that diagram; leading me wonder where they fit in. I looked back at my earlier "lecture" and my Laws helped me find where they go. [color=#008000]Review Brulant's Laws:[/color] 1) Every Law contains and relies upon other Laws. 2) The more comfortable we are with a Law, the more often we will use it to explain the world around us. In physics, whenever we conduct an experiment, we tinker with one of the laws to see what it does to the other ones. This is summed by my [color=#008000]First Law[/color]. I said in my earlier lecture that [color=#0000ff]"those 10 Principles of Magic are simply Laws of the Universe"[/color] or Laws of Reality. We use them to describe Reality, or, in other words, to describe the Object that we're affecting. That fits in perfectly with what we already know of the principles; when we impose a thought on the Realm, we do so by affecting the principles that we're most familiar with ([color=#006400]Second Law[/color]). So, the "object" in that Force Diagram could be a wheel, a box, a pulley, a barrel, or whatever else you want it to be. Reality takes whatever shape we define it as with our Principles. [color=#800080]Why does that matter to the Force Diagram?[/color] Every object handles the forces that we apply to it in different ways. Some forms are more efficient than others, but, again, only if you understand them. For example, most people would assume that you could roll a wheel down a hill faster than you could a box. But, if you were a champion box flipper and had no idea what this "rolling" thing people were talking about, the opposite would be true. [color=#ff0000]To sum up:[/color] The Interaction of Principles happens inside of the "object" that we affect with the forces of our spells. We choose the Reality that we want to work our force through. [/log] [log Q&A in the DQ] [20/11/11 02:05] [b]Brulant:[/b]Hello, Krioni. [20/11/11 02:05] [b]Brulant:[/b]And Pothos! This is where you got to. [20/11/11 02:12] [b]Krioni:[/b]Hello Brulant [20/11/11 02:15] [b]Brulant:[/b]I hear that you're studying magic. [20/11/11 02:16] [b]Krioni:[/b] *[i]closes book[/i]* Well, as much as I can I think. I read what I could find in the Archives. [20/11/11 02:16] [b]Krioni:[/b]Trying to figure out what to do next. [20/11/11 02:16] [b]Brulant:[/b] *[i]smiles[/i]* The Archives are a good start. [20/11/11 02:16] [b]Brulant:[/b] *[i]leans comfortably up against the wall[/i]* What have you learned so far? [20/11/11 02:17] [b]Krioni:[/b]Well, it seems the majority of what magic is is some sort of netherly cloud, not really defined. What can be defined are these Principles. [20/11/11 02:18] [b]Krioni:[/b]But the principles themselves can be contradictory to each other. I know I don [20/11/11 02:18] [b]Krioni:[/b]Don't comprehend all of it. [20/11/11 02:18] [b]Brulant:[/b] *[i]smiles broadly[/i]* I believe I may be able to help you, if you don't mind a bit of reading. [20/11/11 02:18] [b]Krioni:[/b]I love reading. [20/11/11 02:18] [b]Brulant:[/b]I myself just concluded enough research to feel comfortable in creating a few new theories. [20/11/11 02:19] [b]Brulant:[/b] [[url="http://magicduel.invisionzone.com/topic/10985-interaction-of-principles-theory-and-magical-force-hypotheses/"]Forum link[/url]] [20/11/11 02:19] [b]Krioni:[/b]I saw what you had written, though I haven't read it all yet *[i]begins reading[/i]* [20/11/11 02:22] [b]Krioni:[/b]So to make sure I understand correctly, Laws are derived from what the Principles are, right? [20/11/11 02:23] [b]Krioni:[/b]Neat teleportation example. [20/11/11 02:24] [b]Brulant:[/b]Sorry, I spaced out. *[i]shakes his head to clear it[/i]* [20/11/11 02:24] [b]Brulant:[/b]The Laws, as I put them, are summarized principles. [20/11/11 02:24] [b]Krioni:[/b] *[i]smiles[/i]* no problem. [20/11/11 02:24] [b]Brulant:[/b]Since the Principles define this Realm and, by extension, Magic. [20/11/11 02:25] [b]Brulant:[/b]They are the "laws" of Magic. [20/11/11 02:25] [b]Krioni:[/b]Right. More of what they are instead of just a name. [20/11/11 02:25] [b]Amoran K Kol:[/b]Hello Krioni. [20/11/11 02:26] [b]Amoran K Kol:[/b]Greetings Sir Brulant. [20/11/11 02:26] [b]:[/b][i]Amoran K Kol blinks.[/i] [20/11/11 02:26] [b]Krioni:[/b]Hello! I don't believe we have properly met. [20/11/11 02:26] [b]Amoran K Kol:[/b]A..ah . Brulant. [20/11/11 02:26] [b]:[/b][i]Amoran K Kol chuckles.[/i] [20/11/11 02:26] [b]Amoran K Kol:[/b]No we have not, not formally. [20/11/11 02:27] [b]Amoran K Kol:[/b]I am Amoran Kalamanira Kol, I am the Sibyl of the Eclipse. *[i]smiles[/i]* And you, friend? [20/11/11 02:27] [b]Krioni:[/b]Well, I am Krioni *[i]smiles[/i]* [20/11/11 02:27] [b]Krioni:[/b]Not much more, not much less, still learning. [20/11/11 02:28] [b]Amoran K Kol:[/b] *[i]furrows her brow and goes quiet, turning to Brulant.[/i]* Pardon me if I interrupted a conversation. Word had reached that magic was being discussed here. [20/11/11 02:28] [b]Krioni:[/b]In a way. I have grown curious on the subject and exhausted the Archive, so I am reading Brulant's theories on the subject. [20/11/11 02:33] [b]:[/b][i]Krioni finishes reading[/i] [20/11/11 02:34] [b]Krioni:[/b] *[i]thinks for a moment[/i]* I believe I understand, though in a way that the more I understand, the more I realize I don't. [20/11/11 02:35] [b]Krioni:[/b]I think about a simple example and say "Oh, here is the combination and theory in how it acts* and then realize that each of those combinations could be even more complex. [20/11/11 02:36] [b]Krioni:[/b]What if the action of a spell has distinct start and end, acceleration and deceleration. Than the F-something is then the acceleration. [20/11/11 02:37] [b]Krioni:[/b]The spell runs its course at the speed desired and slows via the Magic Friction to Reality's natural resting point. Except that point is ([i]hopefully[/i]) where the caster desired. [20/11/11 03:16] [b]Brulant:[/b]Acceleration is something tricky that we're not sure is possible. [20/11/11 03:17] [b]Brulant:[/b]Acceleration is the change of speed over time, and who's to say that spell speed can be increased? [20/11/11 03:17] [b]Krioni:[/b]Well, when I think about it, lets say I want to heal someone. [20/11/11 03:17] [b]Brulant:[/b]Then again, who's to say it can't? [20/11/11 03:17] [b]Krioni:[/b]And lets talk Magic acceleration, much like you talk magic friciton. [20/11/11 03:17] [b]Krioni:[/b]*friction [20/11/11 03:18] [b]Brulant:[/b]Alright. You have piqued my interest. *[i]smiles[/i]* [20/11/11 03:18] [b]Krioni:[/b]Let us in this case assume the person would naturally heal over time. [20/11/11 03:18] [b]Krioni:[/b]But I want them healed now. [20/11/11 03:18] [b]Krioni:[/b]I want to shift them to that reality where they are healed, though reality is already slowly turning to that existence. [20/11/11 03:19] [b]Krioni:[/b]So I apply a force to displace them to that position faster. I apply a force. I accelerate them. [20/11/11 03:19] [b]Brulant:[/b]Ahha! See, you've said it yourself. [20/11/11 03:19] [b]Brulant:[/b]You are accelerating the _person_ [20/11/11 03:19] [b]Brulant:[/b]Not the spell. [20/11/11 03:19] [b]Krioni:[/b]Oh [20/11/11 03:20] [b]Krioni:[/b]I misspoke them, I meant to say the spell itself is the force. [20/11/11 03:20] [b]Krioni:[/b]*then [20/11/11 03:20] [b]Brulant:[/b]But your force itself isn't changing. Just the person. [20/11/11 03:20] [b]Krioni:[/b]But, what would happen if you could accelerate the spell? An interesting question. *[i]thinks[/i]* [20/11/11 03:21] [b]Krioni:[/b]Wait, what do you mean my force isn't changing? [20/11/11 03:21] [b]Brulant:[/b]You are applying a constant magical force to that person. [20/11/11 03:23] [b]Brulant:[/b]Which is defined by the amount of Reality's static friction that you must overcome. [20/11/11 03:24] [b]Krioni:[/b]So can you not just apply enough force to overcome that static friction. [20/11/11 03:25] [b]Brulant:[/b]This is where I'm not able to concretely tie things in with my theory yet. I've talked about them, but am not confident in saying this is how it is. [20/11/11 03:25] [b]Krioni:[/b]Hmm, but how would you do it. How can you apply more force to someone else without displacing yourself? How do you anchor yourself? [20/11/11 03:25] [b]Brulant:[/b]Whenever we cast a spell, it costs heat, yes? [20/11/11 03:26] [b]Krioni:[/b]I assume, that is what I have read. [20/11/11 03:26] [b]Brulant:[/b]You don't need anchoring, you're not applying force to yourself. *[i]winks[/i]* [20/11/11 03:26] [b]Brulant:[/b]Or even through yourself, really. Reality fills in the opposing forces. [20/11/11 03:26] [b]Brulant:[/b]That heat allows our spell to overcome Reality's static friction. [20/11/11 03:27] [b]Brulant:[/b]Is what I am assuming. [20/11/11 03:27] [b]Brulant:[/b]Then, another force, which could be heat but might not be, is the actual force of our spell. [20/11/11 03:27] [b]Brulant:[/b]F"something" [20/11/11 03:27] [b]Brulant:[/b]Which I think we could call Fmagic to make things easier. [20/11/11 03:28] [b]Brulant:[/b]Fheat is _always_ equal to Fstaticreality. [20/11/11 03:28] [b]Krioni:[/b]So our principles and the spell structure the direction, the heat allows us to overcome the Reality static friction, and then the F-something actually is the force that begins the acceleration. [20/11/11 03:28] [b]Brulant:[/b]But there is no acceleration, you see. Not of the spell. [20/11/11 03:29] [b]Brulant:[/b]If Fmagic was GREATER than Fmagicalfriction, then the spell would speed up. [20/11/11 03:29] [b]Krioni:[/b]Not of the spell, but of the object through reality. [20/11/11 03:29] [b]Brulant:[/b]It depends what type of spell you're casting. [20/11/11 03:30] [b]Brulant:[/b]For instance; a movelock spell. There we twisting reality to imprison someone. [20/11/11 03:30] [b]Brulant:[/b]I wonder if we could create spells with heat upkeeps to keep the force running… hmm. [20/11/11 03:31] [b]Brulant:[/b]Things only decelerate or stop if the backwards force is greater than the forwards force. [20/11/11 03:31] [b]Brulant:[/b] *[i]is muttering to himself now[/i]* So our forward force, the Fmagic, must suddenly disappear… but why I wonder... [20/11/11 03:31] [b]Krioni:[/b]So there is a reality that says x object can move y speed. We want to change the reality state of x to where y is zero. [20/11/11 03:32] [b]Brulant:[/b] *[i]looks back up[/i]* _A_ Reality? I think it's safe to say that there is only one Reality. [20/11/11 03:32] [b]Brulant:[/b]And we're not just changing Reality for that one object, we change it for everyone. [20/11/11 03:32] [b]Brulant:[/b]Everyone has to accept that that thing has changed. [20/11/11 03:32] [b]Krioni:[/b]But what if there is one active reality for each person, though an infinite amount of possible realities. [20/11/11 03:33] [b]Krioni:[/b]And then an overarching Reality which is the state of all current realities for every real object. [20/11/11 03:33] [b]Brulant:[/b]Ah, I would call those an existence, not a Reality. [20/11/11 03:34] [b]Brulant:[/b]We can change something existence, but not its Reality. [20/11/11 03:34] [b]Brulant:[/b]The principles only let us change how we act through Reality. [20/11/11 03:34] [b]Brulant:[/b] ([i]somethings*[/i]) [20/11/11 03:34] [b]Krioni:[/b]Well, if we change definition like that, wouldn't a real objects current existence be it's reality? [20/11/11 03:35] [b]Brulant:[/b]But something cannot have it's own Reality unless it reject every other Reality. [20/11/11 03:35] [b]Krioni:[/b]Then the reality and the object operates under its current state as defined by its resting state. [20/11/11 03:35] [b]Brulant:[/b]And if it does that, it can no longer affect other Realities. [20/11/11 03:36] [b]Krioni:[/b]Alright, so you are saying there is one Reality. No matter how many real objects exist in that reality. [20/11/11 03:36] [b]Brulant:[/b]I am. [20/11/11 03:36] [b]Brulant:[/b]Object exist, Reality is. [20/11/11 03:37] [b]Krioni:[/b]Alright. [20/11/11 03:37] [b]Brulant:[/b] ([i]Objects*[/i]) [20/11/11 03:37] [b]Brulant:[/b] ([i]My, I'm having trouble with my "s" key tonight.[/i]) [20/11/11 03:38] [b]Krioni:[/b]So then spells affect reality, right? [20/11/11 03:38] [b]Krioni:[/b] ([i]no problem [/i]) [20/11/11 03:38] [b]Brulant:[/b] *[i]nods[/i]* Yes. [20/11/11 03:39] [b]Krioni:[/b]Then why does reality snap back in some instances and not in others? If you teleport, you do not un-teleport later, right? [20/11/11 03:40] [b]Krioni:[/b]But then why do people who are move-locked regain the ability to move? [20/11/11 03:40] [b]Brulant:[/b]Good question! *[i]grins[/i]* [20/11/11 03:40] [b]Brulant:[/b]Think of the rubber band as Reality wanting to return to it's non-fluid state. [20/11/11 03:41] [b]Brulant:[/b]Things don't return to exactly the way they are [20/11/11 03:41] [b]Brulant:[/b]But Reality does become concrete again. [20/11/11 03:42] [b]Krioni:[/b]Oh, so what if you think of teleporting as the act of not existing in a material place. Reality can snap back to you existing, but then you have modified where [20/11/11 03:42] [b]Brulant:[/b]I prefer to think of it as I allow Reality to snap back, but I guess that's one way of saying it. *[i]smiles[/i]* [20/11/11 03:43] [b]Brulant:[/b]As long as we apply the force, Reality will allow us to change it. [20/11/11 03:43] [b]Brulant:[/b]Oh! Think of it like making a clay pot. [20/11/11 03:43] [b]Krioni:[/b]Right, so you can keep applying the force to stay non-material. Than just release the force when you are done. [20/11/11 03:44] [b]Brulant:[/b]Yes, but what exactly does applying that constant force mean for you? [20/11/11 03:44] [b]Brulant:[/b]Most spells seem to happen in a heartbeat. [20/11/11 03:44] [b]Brulant:[/b]Resisting Reality can't be easy. [20/11/11 03:45] [b]Krioni:[/b]Well, what if time is a factor of reality as well. Maybe this entire time we are expending a certain amount of energy to create a force that counteracts the time factor of Reality when we do a spell. [20/11/11 03:45] [b]Brulant:[/b]Time is factored in to force. [20/11/11 03:46] [b]Brulant:[/b]You can't calculate a force without a time.*[i]smiles[/i]* [20/11/11 03:46] [b]Brulant:[/b]F = m x ([i](Vf - Vi[/i]) / ([i]Tf - Ti[/i]) ) [20/11/11 03:46] [b]Krioni:[/b]In the physical world. [20/11/11 03:47] [b]Brulant:[/b]I prefer to think of Magic as a physical force. [20/11/11 03:47] [b]Krioni:[/b]What if the force to suspend aspects of reality operates via a different unit? [20/11/11 03:47] [b]Brulant:[/b]Ah, suspending different forces of Reality is something… different. [20/11/11 03:48] [b]Krioni:[/b]Because if you act to do something instantaneously, it should take in infinite amount of force. [20/11/11 03:48] [b]Krioni:[/b]Such as teleporting. [20/11/11 03:48] [b]Krioni:[/b]In our time, it seems to happen instantaneously [20/11/11 03:48] [b]Brulant:[/b]It's 1) Not instantaneous, just very very very very short and 2) You'd still only enough force to overcome the instantaneous force of Reality. [20/11/11 03:48] [b]Krioni:[/b]But it takes a finite amount of resources for you to do it, right? [20/11/11 03:49] [b]Brulant:[/b]Yes [20/11/11 03:50] [b]Krioni:[/b]Hmm [20/11/11 03:50] [b]Krioni:[/b]This is fun. [20/11/11 03:50] [b]Brulant:[/b]Yes, yes it is. [/log] [log Implications of the Former] Krioni's questions lead me to a very interesting point. Can we change the variables of Magic to change the spell itself? The answer? Yes. It's entirely possible. We just didn't know we could. From henceforth: [color=#ff0000]F[sub](something)[/sub] [/color]= [color=#ff0000] F[sub]magic[/sub][/color] [color=#ff0000]F[sub]magicalfriction[/sub][/color] is defined by [color=#ff0000]F[sub]magic[/sub][/color], because it is the force that is respond to our "push". Forces MUST be equal and opposite. [color=#ff0000]F[sub]magic[/sub][/color] is something that we have influence over, think of it like the power of our spell.[color=#ff0000] F[sub]magic[/sub][/color] will always come out to equal [color=#ff0000]F[sub]magicalfriction[/sub][/color]. Meaning that, no, spells cannot be accelerated after you cast them. BUT they can be accelerated in a way… [/log] [log Changing the Variables of Magic] This is a culmination of a sort. A mathematical proof that we are able to change Magic in order to fit our needs. [color=#0000cd]General[/color]: Force = Mass x Acceleration Acceleration = Change in Velocity/Change in Time [color=#ff0000]For Magic and Spell Casting[/color]: Initial Velocity = 0 Initial Time = 0 therefore, Acceleration = Velocity/Time Meaning, Force = Mass x (Velocity/Time) (this will make a little bit more sense after the next paragraph, I think) [color=#0000cd]A Redefinition:[/color] Now, mass is a constant depending on the thing whose force is being measured. In this case, it is the spell. So, the "mass" of a spell is but a constant that is unique to every spell. Velocity is a vector measurement, meaning that is has a direction. With spells, the only direction we can move is forwards, so you can really just call it speed; a vectorless measurement. The speed of a spell doesn't make much sense, so let us call it the Natural Power of the spell, that is, the "speed" at which the spell naturally is progressing. I said in the previous, "Implications of the Former", that [color=#ff0000]F[sub]magic[/sub] [/color]is something that we can affect because it is the personal strength that we funnel into the spell, our own Power if you will. Natural Power and Personal Power are two different things. I'll be exploring the idea of Natural Power in a later post. So Force = Mass x (Velocity/Time) can be redefined as Mass = Spell Constant Velocity = Natural Power F[sub]magic[/sub] = Spell Constant x (Natural Power/Time) Of those four variables, we can only [i]theoretically[/i] change two of them; Personal Power and Time. Because there are two fixed variables and two fluid variables, we can really mess with them to get the results that we want. [color=#ff0000]An Example:[/color] Again, this is arbitrarily for teleportation. F[sub]magic[/sub] = Spell Constant x (Natural Power/Time) Say that Teleportation has a Natural Power of 20 when you have x and y principles. Assume that Teleportation's Spell Constant is 10. Now, at this point you can either change the casting Time or your own Personal Power. (T = Time, PP = Personal Power/F[sub]magic[/sub]) Let's do some rearranging… PP = 10 x (20/T) PP = 200/T (PP)T = 200 Now we can decide on whatever values we want for PP and T as long as they equal 200. If you have a casting Power of 1, you will need to spend 200 Time on it. If you increase your Power to 2, you only need to spend 100 Time on it. A Power of 4? 50 Time. Etc, etc, etc. [color=#008000]The Variable Law:[/color] Any combination of Personal Power and Time that satisfies the variables is valid. The variables can be customized to fit the spell to your needs. Say, for instance, that you are low on Power but have a lot of Time on your hands because you are somewhere far off from Civilization and you really want to get back. Or, you need to cast an immediate spell that will transport you away from a chasing enemy at the cost of leaving you physically drained. Make sense? I think so. [/log] For Maebius: [attachment=3344:full force.png] (click to enlarge) Most edits are for spelling and grammar. I am merely human.
  3. Well, the page does say [quote] (Causes are group actions, leave empty if you didn't planned this first with more fighers or if you are uncertain what this is about. [i][b]Fighting for a cause consumes all active heat[/b][/i])[/quote] Besides that, I don't think heat strengthens or weakens your cause.
  4. I can sponsor with Candy. Ah, the sweet sweet taste of victory
  5. [quote name='awiiya' timestamp='1321550119' post='96042'] Eno was a typo in Passant's post. Eon is his name in both the forum and in game. Awi [/quote] Eno was the name of the account that took the logs and, as far as I know, is still is the Log Room. There is the unverified message at the top.... Many people park alts in the Log room though, so I don't see that big of a problem with it. Even if you want to argue that the Eno character was the one who gathered the information, "Eno" still could've given it to "Eon" who could've collected the bounty. Like having an informant or something.
  6. [s]No, the maximum is still in effect.[/s] [s]In fact, we already hit it.[/s] [s]No more Candy can be created.[/s] [s]Until some of it gets consumed that is, which should happen every day due to the number of Elus in the Realm. If you have a Candy box but aren't awake when the Elus eat their candy; too bad so sad. No more Candy for you. [/s] Edit: The maximum was increased to 800, quadrupling what it once was. That being said, we still need to consume Candy in order to create Candy. Syntropy [u]and[/u] entropy. You can't make an omelet without breaking a few eggs, etc etc. [log Candy Limit Increased!] [color="#CCCCCC"][font=Georgia,]Ann. 2091 - [2011-11-16 05:27:36 - Stage 11][/font][/color] The number of Candies that can exist at the same time in the realm is limited. Limit increased from 200 to 800. To be able to generate more candies you need to consume the existing once first. If the the cap is reached and nobody consumes them, then the candy boxes become useless till the number lowers. [/log]
  7. As many of you are aware, I posses an independent Rainbow Candy Box that works slightly faster than the shared Boxes. Candy is now a semi-important resource because it serves a purpose; Elucubrations eat it to create their paper collection. (All relevant announcements listed at the end of this post) As many of you are ALSO aware, I sent out a survey polling the Realm for what it felt was a fair Candy price. The demand of Candy was getting too large for me to keep up with so I felt that I either had to set a price to stem the flow a little or only give out Candy to people who I felt deserved it. The latter choice is perfectly allowed, but I think it's only fair that everyone should have a chance to obtain Candy fro me. Hence, the price. To my immediate joy, 27 people responded to my survey within the first day with fairly detailed answers and explanations. THANK YOU ALL! ---------------------------------------------------------------------------------------------------------------------------------------------------------- Using that demand data and my own supply statistics I crunched some numbers and have decided upon the price that I will ask. [b]~~1[/b]sc per "Paper Pack" of 3 Candies[b]~~[/b] That price should help me keep up with the people who want to buy Candy. Especially now that there are shared tools You may be able to get better prices from others, but that is the price I ask. Hopefully this will help define the Candy market and, through extension, the Elu and Colored Paper markets as well. ---------------------------------------------------------------------------------------------------------------------------------------------------------- I will still give out Candy to those who I feel deserve it. There are many ways to "earn" it from me, but you'll have to find them on your own. I am also more than happy to sponsor quests with my Candy. If you are a quest creator and wish to use Candy as a prize, please contact me at least 3 days in advance of the prize giving so I can build up a reserve for you As this market continues to evolve I will probably make some adjustments to my own policies as Candy is a very elastic good. Thank you all for your help and your understanding. [log Brulant Gets the Rainbow Candy Box] [color=#CCCCCC][font=Georgia,][Ann. 2073 - [2011-11-11 18:44:04 - Stage 11][/font][/color] [b]Brulant gets the Rainbow Candy box[/b] On Halloween i release 3 rainbow candy boxes, to be shared and used to give candy just for fun (not sold etc). I asked those boxes to be back after the event. One was returned two were not. I took back the two that were not returned and Brulant will keep the box he returned as his own item from now. Rainbow candies are very tasty and interesting for the Elucu creatures, they like colored items and sweets. [/log] [log Elucubration Creatures Eat Candy!] Ann. 2077 - [2011-11-13 00:45:58 - Stage 11] [b]Elucubration creatures eat candy![/b] Well this is not just a nice description text of a creature, the Elus will actually eat candy from your inventory, if you have any. This might be good or bad. They do so daily and will carefully put aside the colored wrapping paper from the candy and collect it. They need about 3 candies to get one colored paper for their collection. (More technical details: each candy an Elu consumes means +0.37 paper, the paper quantity is rounded down when you collect it. Elus eat one candy every 24h). You will not see how many candies an elu had or how much paper it collected, untill you take the paper away from the elu. Careful, Elus without paper are sad elus (more about that later). Candy production will be supported soon probably through shared tools. [/log] [log Candy Boxes as Shared Items] [color=#CCCCCC][font=Georgia,]Ann. 2082 - [2011-11-14 06:11:06 - Stage 11][/font][/color] [b]Candy boxes[/b] Box of rainbow candies,item that allows creation of candies, are now available as shared tools in the tribunal kitchen, next to the tea cups, of course. [/log]
  8. Mur was working on it just last night, and may have even completed it (not entirely sure, as I don't have a level 2 grasan). Your efforts have not been ignored
  9. "The very powerful and the very stupid have one thing in common. They don't alter their views to fit the facts. They alter the facts to fit their views - Which can be very uncomfortable if you happen to be one of the facts that needs altering"

    1. Show previous comments  1 more
    2. Duke of Malfi

      Duke of Malfi

      Spoken like my favourite Doctor!

    3. Lord Jaguar

      Lord Jaguar

      Very insightful. And also very true.

    4. Muratus del Mur

      Muratus del Mur

      Imagine one asking himself: "am i that powerful or that stupid"..its true even put like that :))

  10. [quote name='awiiya' timestamp='1321239753' post='95765'] Why not have this work the opposite way? A spell that allows someone to attack in Sanctuaries? Awi [/quote] I stand by the belief that we need a spot where we can idle in safety. I just think that there are currently too many of them. While an attack-in-sanctuary spell would be interesting, it damages something that I feel is important to the game.
  11. I'm going to bump this. I recently talked to Mur about the fate of the Necrovion and Golemus Pass Papers, stating that it was rather silly to have Pass Papers that don't do anything, especially when Loreroot's still serve a purpose. I had forgotten that this topic existed at the time, but this seems the right place to place this. [quote]Muratus del Mur: aha i get what you mean about the papers...hmm...yes , ok, i'll make the teleport papers sort of, that should fix them[/quote] If the Necro/GG Papers are changed to serve that function, I think the Loreroot Pass Papers should as well. They may still work right now, but all three items should do the same thing I think.
  12. Whenever a new public meeting location becomes important it inevitably becomes a Sanctuary so that people can travel there and feel safe while things are discussed/introduced/whatever. Like Eon recently posted in the Mood Panel [b][quote]Eon[/b] - [i]Why delay the inevitable? Just go ahead and make all locations a sanc[/quote][/i] I feel that Sanctuaries are becoming too common. In No Man's Land, there are five Sanctuary locations that I can think of off the top of my head. If things continue as they are, we'll have more Sanctuary scenes than regular scenes soon. And that's not fair to the people who like to fight. But, I do like that we can have a safer haven in which to hold discussions and meetings. So, I would like to propose a spell that will temporarily render a location as a Sanctuary. Maybe for 2 hours at a time. That way we can still have our safe meetings and the fighters are appeased.
  13. I want to free up some of my creature slots. I'll accept pretty much anything in any combination, but I'd prefer silver. Do not offer a 1:1 creature swap, that would be rather counterproductive. [s]Bloodpact -- [b]Manda[/b][b] 8sc[/b][/s] [s]Stored Heat 38639[/s] [s]Age 154 [/s] [s]Sharptear -- [b]Soothing Sands[/b][b] 10sc[/b][/s] [s]Stored Heat 340778[/s] [s]Age 137 [/s] [s]Joker 1 -- [b]Chengmingz 15 water[/b][/s] [s]Stored Heat 84795 [/s] [s]Age 115 [/s] [s]Joker 2 -- [b]Chengmingz 15 water[/b][/s] [s]Stored Heat 47594 [/s] [s]Age 58 [/s] [s]Imperial Aramor -- [b]ZenTao 2sc[/b][/s] [s]Stored Heat 7062[/s] [s]Age 88[/s] Auction will end in a week.
  14. [center][center][i]~ At 7:12 on Day 316 of Year 6 ~[/i][/center][/center] [center][center][i]~ The 2000k Heat Jar was filled for the very first time ~[/i] [/center][/center] [center][center]In no particular order,[/center][/center] [center][center]Thanks go to, [/center][/center] [center][center]--------------------------------[/center][/center] [center][center][i]Awiiya[/i][/center][/center] [center][center] [/center][/center] [center][center][i]Amuse[/i] [/center][/center] [center][center][i]Nightbane Strongarm[/i] [/center][/center] [center][center][i]Ivorak[/i] [/center][/center] [center][center][i]Falronn[/i] [/center][/center] [center][center][i]ZenTao[/i][/center][/center] [center][center] [/center][/center] [center][center][i]Lord Jaguar[/i][/center][/center] [center][center] [/center][/center] [center][center][i]Soothing Sands[/i] [/center][/center] [center][center][i]Chewett[/i] [/center][/center] [center][center][i]*Burns* [/i][/center][/center] [center][center] [/center][/center] [center][center][i]*Amoran K Kol*[/i] [/center][/center] [center][center][i]JadenDew[/i] [/center][/center] [center][center][i]Milordo Zikio[/i] [/center][/center] [center][center][i]Azull[/i] [/center][/center] [center][center][i]Pipstickz[/i] [/center][/center] [center][center][i]Jolla[/i] [/center][/center] [center][center][i]Keida[/i] [/center][/center] [center][center][i]AmberRune[/i] [/center][/center] [center][center][i]Brulant[/i][/center][/center] [center][center][i]--------------------------------[/i] [/center][/center] [center][center]And a special Thank You to Amuse of the Fusioneers for providing the Heat Jar itself [/center][/center] [center][center][attachment=3314:Screen Shot 2011-11-12 at 11.14.18 PM.png] [/center][/center]
  15. This is a bit off topic, but I think it would be interesting to have a clickable on a scene that would take heat and lumber and turn it into various different planks. Like a lumber mill. Lumber mills obviously don't fit in your pocket, but it would be pretty feasible to have it on a scene.... if we had a scene with a lumber mill in it, that is. I like that idea, though. Taking raw items to specific scenes that have cauldrons in clickables to have them processed.
  16. [quote name='Burns' timestamp='1320849963' post='95534'] Kings get penalty points for abusing king tools, which Yrth didn't. [/quote] [quote] [color=#CCCCCC][font=Georgia,]Ann. 2058 - [2011-10-22 00:25:29 - Stage 11][/font][/color] [b]Trust points for public roles[/b] Public roles such as kings , that already have such points, lho leader, tk, and any other public role figures, will have points, similar as kings.[b] Each time they do something bad[/b], they get a penalty point instead of being removed from the job. [b]penalty points will regenerate over time[/b]. The exact numbers will be discussed and announced to each one. The total count of penalty points for each public figure will be visible on their profile. [/quote] Before that announcement Kings had a static amount of penalty points that never changed. Now their penalty points regenerate which means that the punishment is not as severe because all you have to do now is lay low for six months and you get your point back. The points can also now be taken away whenever the public figure does something "bad". Yrth is 1) A public figure and 2) Said that he's involved. 3) Since he's a public figure, the public is free to critique his behavior. So, I think the penalty points can easily be applied to this situation. Pip raised the complaint, so I think it's his right to be able to suggest a punishment. That doesn't mean that his suggestion will be taken or that no one else can offer input. Could we get a statement from the other Fusioneers? Did you know that this was going on and you were okay with it? If the entire guild decided to do this, then it's a different story in my eyes.
  17. Elu's don't have actions or targets, so the ritual interface freaks out if you try and place them in it.
  18. [quote name='Chewett' timestamp='1320767893' post='95483'] Some items are untradable at the moment, My Wookie Resurrector is "no transfer" [/quote] "No transfer" items like the Land Flags, Teapots, Herb Baskets, etc, can still be traded via ITC at an item transfer location. They just don't allow you to trade them in chat.
  19. What about an item with a long recharge that all players can pick up permanently from the Paper Cabin? That'd be pretty easy to work into the tutorial too and would teach people where their inventory actually is... I'm not sure if it's possible to create a completely untradeable item with the system that we have right now, though, and trading sort of blows a big hole through that idea.
  20. [quote name='DarkRaptor' timestamp='1320711608' post='95460'] Since the proposed feature is a spell why should it not work like one? and maybe have limited casts.. If it would be a feature intended to everybody then everybody got one.. (free or not) [/quote] I think the problem with that DarkRaptor is that you can target spells on others, and the teleport spells can be cast on you from anywhere. Meaning mass teleportation pranks would be a whole lot more common. The link allows people to chose exactly when [i]they [/i]want to teleport. Of course, the parameters of the spell could always be changed but as it is now it wouldn't work. I support it only being active on Tranquility Days. That should stem the worst of the problems that come with it being active constantly or weekly and still allow people who are well and truly trapped a chance to free themselves. It would also allow the Realm to congregate easier on Days of Tranquility, which I always thought was sort of the purpose of such days. I don't think it should be limited to specific mind powers. If you're going to give it to almost everyone, you may as well give it to everyone. Maybe you could have a temporary link back to the Paper Cabin for players under a week old while they orient themselves, but that's really as far as I would take it. Just my two cents.
  21. Brulant

    A Puzzle

    Second clue: [attachment=3306:Stego.jpeg] [attachment=3307:nog.jpeg][attachment=3308:graph.gif][attachment=3309:y.jpeg]
  22. I know, Shadow, that's why I used an alt who's currently up in the MDA. Interacting with clickables does indeed drop viscosity. I wonder if that's because clickables load in a separate scene. Editing PLs, sending messages, fighting, etc, doesn't drop viscosity.
  23. I logged in from a full log out and refreshed, but the viscosity was not reduced. However, I swear I've seen the phenomenon Shadow described happen to me before.
  24. [quote name='Chewett' timestamp='1320528023' post='95335'] the viscosity is reduced after loading the scene, so you dont see the change and need additional AP. [/quote] Viscosity only decreases when you leave a scene, Chew, not when the scene is loaded. Like Burns said.... [quote name='Burns' timestamp='1310386741' post='87595'] (Viscosity)[color=#ff0000] decreases when you leave[/color], not when you enter. It did decrease when people entered the scene before, but that didn't work perfectly for some reasons. So, idlers can't decrease viscosity now, [color=#ff0000]and it only decreases when you leave a place, not when you come.[/color] [/quote] I went and tested this in the Underground. 1) I stepped onto a scene with +40 viscosity and was left with 1AP 2) I refreshed the scene to see if viscosity was decreasing when I entered the scene. The scene still had +40 viscosity. 3) I quit and switched browsers to be extra sure. The scene still had +40 viscosity. 4) I tried to take a step and got the customary "Insufficient Action points" pop up. 5) I refreshed the page. The scene now had +36 viscosity. So, I think Guillak's right.
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