Author Topic: Sol w/ multiple nodes?  (Read 8727 times)

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Offline Striker

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Sol w/ multiple nodes?
I was just plaiyng through my copy of FS1 and noticed during the Taranis mission briefing there were 3 nodes leading from Sol. One was to Alpha Centauri, one to Beta Aquilae, and the last to Delta Serpentis. Anyone ever noticed this? :confused:
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Offline phreak

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Offline Galemp

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We all tend to disregard the inconsistencies in the FS1 nodemap. There's too many to count.
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Offline IceFire

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Adam Pletcher, lead designer told us, back in 1998: The animations for command briefs was made before the node map or the story was finalized.
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Offline Knight Templar

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Offline Andreas

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They dont exist in FS2, but in FS1 if you examine the briefings, the GTD Galatea & co. uses all these "un-existing" nodes, and in the end cinematic it is said that "All the jump points from Earth have been destroyed."
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Offline IceFire

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Quote
Originally posted by Ai No Koriida
They dont exist in FS2, but in FS1 if you examine the briefings, the GTD Galatea & co. uses all these "un-existing" nodes, and in the end cinematic it is said that "All the jump points from Earth have been destroyed."

Its more than just Sol.  There's plenty of nodes in the CB anims that don't actually exist according to a final, finished, canon nodemap from Volition.

Refer to my original post for reasons why.

If you need to explain it out in terms of story...then yes the Lucifer took down all of the nodes in Sol.  However, this contradicts what happened to the Bastion in FS2.

In either case...its a story/development issue...not really something we should worry about.
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Offline NGTM-1R

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We'll just say the Lucy blowing up made them all unstable somehow.

How's that sound?
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Offline IceFire

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Quote
Originally posted by ngtm1r
We'll just say the Lucy blowing up made them all unstable somehow.

How's that sound?

Again...contradicts what happened when the Bastion took out the Capella-Epsilon Pegasi node.  The other two nodes were still intact (to Gamma Draconis and to Vega).
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Offline Black Wolf

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Not if the Lucifers explosion was several orders of magnitude due to the extremely unstable and powerful nature of shivan reactor technology bracket slash technobabble.
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Offline Hippo

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Quote
Originally posted by Black Wolf
reactor technology bracket slash technobabble.



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Offline phreak

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Quote
Originally posted by Hippo



Whats with not just typing a / ?


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Offline Hippo

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uh huh...
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Offline Eishtmo

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I wrote this up a while back, and it's stricktly from the campaign/mission briefings:

*Antares - Vasuda Jump Node exists
*Betelgeuse-Antares Jump Node exists near an asteroid field
*Antares - Ribos Jump Node exists
*Antares-Beta Cygni Jump Node exists in center of dense asteroid field
*Beta Cygni-Ribos Jump Node exists - the "less direct Jump Node to Sol"
*Beta Cygni-? Jump Node exists - the "more direct Jump Node to Sol"
*Ribos-Antares Jump Node exists and must be secured to reach *Vasuda Prime from Antares
*Deneb-Vega Jump Node
*Deneb-Altair Jump Node
*Delta Serpentis-Sol Jump Node
*Sirius-Delta Serpentis Jump Node
*Only two subspace jumps between the Lucifer fleet in Ribos and the Vasudan homeworld.
*Dozens of star systems off the Ribos node
*Alternate route to Vasuda Prime from Ribos through (1) Antares and (2) Beta Aquilae
*Alpha Centauri-Vasuda Jump Node
*Alpha Centauri-Aldebaran
*Alpha Centauri- Sirius Jump Node

Antares/Vasuda - On map
Betelgeuse/Antares - Not
Antares/Beta Cygni - On map
Beta Cygni/Ribos - Not
Ribos/Antares - On map
Deneb/Vega - On map
Deneb/Altair - Not
Delta Serpentis/Sol - On map
Dozens of stars systems off Ribos node - NOT
Beta Aquilea/Vasuda - Not
Alpha Centauri/Vasuda - On map
Alpha Centauri/Aldebaran - On map
Alpha Centauri/Sirius - On map

In other words, the inconsistancies are more wide spread than just the ani files.  FS2 is much cleaner about it.

I tend to lean towards the explination in one of the tech rooms, where many of the nodes are very unstable and short lived, so the extra nodes off Sol were just stable enough to list on the ani's, but after the Lucifer, they collapsed completely.
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Lets be honest; extra-textually, Volition were just lazy.  They COULD have stuck with 'all the nodes have been...' but changed it to just one.  They removed alot of other nodes too, just to make their silly map look better.  I much prefered the FS style 'nodes ahoy' to the FS2 'one to three nodes each please, watch your fingers' style.  We can all just handwave 'subspace instability' and its okay, but it would have been better if they hadn't messed it up to start with.  I imagine the closed-but-not-Delta Serpentis nodes would be easier to stabilise again :)

 

Offline Grimloq

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i like BWs technobabble.

besides, the high concentration of technology on earth maybe had an effect... >_<

besides, the bastion exploded farther into the node than the lucy, which was like 2/3 out (IIRC)
A alphabetically be in organised sentences should words.

 
Watching the Bastion explode and then the Lucifer explode, the two are very different.

The Bastion explodes, releasing a shockwave, while entering the node, is destroyed before the node closes and the pieces sucked into the node before the node closes.

The Lucifer is breaking up as it leaves the node, lets loose a shockwave as the node closes and shears the Lucifer into two, then the part that sends off another shockwave before finally exploding.



Although I don't believe :V: intended for it to account for the three other nodes, let's pretend it does XD

 

Offline Andreas

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I wonder why V decided to ditch all those jump nodes, after all, even if those nodes would have been there in FS2, it wouldn't have affected the story a bit, since even in FS1 there was only one node to Capella from Vega (not mentioned by name, but there are a lot of outer systems in the CB-anims in FS1, that are not labeled.

I've actually drawn a map of all the jump nodes of FS1 on paper. It took a little while, but it was well worth it. Why hasn't nobody made a FS1 nodemap, with all the missing nodes? It is quite strange to just ignore all these nodes, because there literally are dozens of nodes that just simply ceased to exist in FS2. :ha: If they would have been removed from FS1, the story would be a LOT different. Just replay the FS1 campaign, and pay attention. Think about it! :o
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Offline karajorma

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Cause without Sol being gone there would be no "lost generation"
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Offline Galemp

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And because FS2's storyline required much more strategy; there were battle lines drawn and tactics to be considered. In FS1 it was just Shivans pouring in from all over the place.
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