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Link #14161 | |
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Adeptus Animus
AuthorJoin Date: Jan 2007
Age: 25
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Link #14163 |
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Adeptus Animus
AuthorJoin Date: Jan 2007
Age: 25
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Not living in the USA, my knowledge of states may be limited, but states are still bound by the law of the country, right? These worlds aren't, they have their own borders and laws which the TSAB simply isn't a part of, which is why I think the country analogy to be more appropriate. For the TSAB to impose laws on interdimensional trade because they 'own' the trade routes (a concept which I very much doubt anyway, there are bound to be more organizations that roam the seas)... is a recipe for disaster waiting to happen.
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Link #14164 |
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Writer, Jester, MtG nerd
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Yeah, you have the right idea of what i was attempting. Do they control the trade routes? maybe not, but the concept of pirates and smugglers on the open sea dealing with illegal lost logia bartering etc and perhaps slavery (human weapons), are things the tsab would need to regulate.
They'd need their own drafted constitutions and treaties with these other nation worlds to make this efectivew.
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Link #14165 |
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Adeptus Animus
AuthorJoin Date: Jan 2007
Age: 25
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But the TSAB claiming the dimensional sea to be their territory is like a country claiming all the oceans to be their territory. At best people will raise an eyebrow at your claim and carry on with their business, at worst you're inviting people to start a war against tyranny.
Trade route monopoly looks good on paper, but in reality you're either circumvented or ignored. Enforce harsh measures to counter that, and people will push back, or even force you away entirely. No, I don't see the TSAB being in control of the entire dimensional sea. They may have a sphere of influence, like water borders in our oceans, but I do think each dimensionally capable worlds have such borders of their own.
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Link #14166 |
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Vividly Vivio
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I think the TSAB would leave a lot of decisions on trade up to the people who are making the trade. No matter how much technology you have, or how much force, you can't be everywhere at the same time. I think trade interactivity would be like "as long as you don't try and ship harmful material through my air space, you may do as you please." And have some patrol ships around to make sure nothing illegal is happening and such. Like Canada transporting things to America. "just do your own thing unless it hurts people. We'll kinda try and help everyone out by screening these things, checking those things, but by and large we're only here to make sure things are safe"
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Link #14167 | ||||||
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Senior Member
Join Date: Jun 2007
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For the TSAB to do as you say would be like America calling up France and saying, "Since you have ships in the Atlantic, you're now a member state of the USA. But you don't full representation yet." How well do you think that will go over? Quote:
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You know, this teleport issue is nuts. Still, I think it would be best if you could come up with a sound tactical reason for everyone to be dispersed and occupied instead of waiting to teleport en-masse to the Nest. That would keep any readers from wondering, "Why don't they just teleport everyone there?" Quote:
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Link #14170 | |
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Love Hina?
Join Date: May 2007
Location: Kangaroos live in my backyard =P
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Nice to see that this fic is still being written. I'm not sure if I've actually commented on one of the chapters before, mainly as I've been more a lurker than active poster in the past few months, but I've really enjoyed your work. (That and any comments that I may have had have usually been brought up by the other posters in the thread..)
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1) That personal teleportation magic leaves the user in such a state that they couldn't do anything more than simple tasks for a time period after the teleport. This is due to the fact that, to my knowledge, teleports have always been used a) outside of combat or b) to escape from combat. 2) Machine teleoportation, is energy/magical efficient only with the proper hardware on both ends. Teleporting to other areas is possible, but very costly to do. -One problem with this is in the first season, where Chrono gets ported into the middle of a battle. Than again, it could be explained that they thought it necessary to use the teleport due to the stakes involved. - I only just thought of this now, but the density of stuff in the area may play a factor in this as well. As in how buildings, obstacles, etc are in the way. A more dense area could mean that more energy is needed to teleport people in safely. In the first season, the area where the telports occur is a fairly wide open area, thus, costs would be relatively low. Re StrikerS plot hole. The AMF may have played a factor in that. Also is the fact that as far as I know, all personal teleporters have been a one person ticket. I don't recall any time in the continuity where one of them have teleported along with someone else. Just some food for thought. Hope it helps. Liingo |
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Link #14171 | ||||
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Beta by Accident
AuthorJoin Date: Oct 2008
Location: Maine
Age: 41
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Wow, reading the discussion above, I never realized that so many people had such an optimistic view of the TSAB and how it viewed its mandate for existence.
Usually I read these debates on the TSAB's nature and the argument is over whether it's a completely corrupt dictatorship that's genuinely a force of scheming, evil manipulation or whether it's only a partly corrupt imperial force that was begun with good intentions but had fallen by the wayside into the hands of people like Gaiz, the Council heads, and so on. This may be the first time I've ever seen an overwhelming majority of people state that the TSAB conducts itself towards independent worlds with a respect for their social and political rights.Quote:
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(Come to think of it, Arf is a teleporter, too, so why couldn't she just "bamf" back? Unless wherever Yuuno takes her to is immediately followed up with "raise barrier so that she can't zap out.") @JimmyC concerning force dispersion: The real problem here is that if the force is dispersed for any reason other than directly engaging an actual threat, if teleportation still works Fate can get to the relevant location instantly (and if someone's thinking ahead--which they will be--then they'll have her pick Vita up on the way). If whatever force dispersion happens in a way that immediately has the S-ranks forced to engage enemies on the site, preventing them from helping each other, then we have the StrikerS problem currently raging in the "Military Authority and Decisions" thread, where Hayate's command judgment is basically being excoriated for not focusing on the serious threat (the Cradle, and maybe Jail's own base) instead of wasting time and energy fighting the Gadgets and Numbers attacking the city. Who gives a frag if Sonoma gets away if the guys in the Nest are able to fire a Heimdall at the surface even once? That's why I like the solution of making teleportation unworkable in the situation. If the enemy is located at an unknown location, and the forces have to travel through physical space to reach it, and a fraction of the forces available (i.e. one S-rank) is capable of destroying the enemy, then it makes sense to disperse the forces over a wide area so that no matter where the enemy is located, there will be friendly forces within a certain minimum distance, which is important because you don't know when the enemy will be found and how much available time there will be. The problem is making sure that whatever handwave is applied isn't immediately negated by Canon. After all, the point is that the story has to work; the fact that the StrikerS cast didn't properly use all the resources they had available on various locations isn't my problem. |
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Link #14172 | |||||
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Senior Member
Join Date: Jun 2007
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BTW, you may have missed my question about it earlier, does the Nest have its own ground-to-space communication gear? This would really increase the difficulty for the Bureau forces. |
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Link #14173 | ||
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Beta by Accident
AuthorJoin Date: Oct 2008
Location: Maine
Age: 41
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Actually, mentioning that it could do that would play well in a couple of the later chapters, and it would easily be supported by what the Nest is supposed to be able to do (surface-to-orbital communications, for example, would be extremely useful for a Ground Forces battalion in hostile territory to be able to employ). And a comedic moment of Author-Wasn't-Paying-Attention. I was typing away at Chapter 22 this afternoon, and I suddenly realized that I actually had included the scrying magic discussion in the story after all. Mustang and Agito get into it while Signum is waiting around. I'll have to incorporate some notes from this go-round in it. (If that made no sense to you; I write everything out on paper first; I find that a lot easier to do, plus I can take paper and clipboard everywhere with me, from room to room and building to building. Then I type it over onto the computer. For example, I've actually written the entire story except for the epilogue chapter at this point, but only typed it as far as it's appeared here.) |
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Link #14174 | |
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Adeptus Animus
AuthorJoin Date: Jan 2007
Age: 25
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So far, every member of the TSAB who has been less than humanitarian has been an exception, and were quickly labeled as the bad guys and received due punishment. Tempted to go into the whole tactics thing, but my opinion on that has always been 'standard anime warfare, nothing new here' so I'll keep it to that. *shrug*
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Link #14176 | |
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Beta by Accident
AuthorJoin Date: Oct 2008
Location: Maine
Age: 41
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If you get right down to it, the entire problem with figuring out how stuff is supposed to work in MGLN can be summed up in Season 1, Episode 11. The Jewel Seeds are supposed to be this deadly-dangerous technology that pose a cross-dimensional threat, and Fate and Nanoha agree to settle the whole thing between themselves in a one-on-one magical duel not even to the death. Both participants are fully willing to say, "oh, well, I lost, here you go, take all the Jewel Seeds I've found so far and ruin my mother's dreams/destroy the known multiverse. Have fun!" Indeed, the only thing that actually makes sense about that battle is that Precia isn't willing to take that for an answer. |
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Link #14177 | |
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Test Drive
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That and the whole law that overall a magical girl heroine never actually kills her opponent but just defeats him/her/it horribly in a way that seems like they've been killed but they haven't, or finds a way to redeem said opponent.
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Link #14178 | |
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Beta by Accident
AuthorJoin Date: Oct 2008
Location: Maine
Age: 41
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The stakes are presented to us in the terms of a much "harder" or more serious genre, but are treated by the characters in a much "softer" way. Well, except by Jail, but even he does things like have billboard-sized communications screens pop up all over the city during the final battle so he can shoot himself in the foot.
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Link #14179 |
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Sword Wielding Penguin
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Gotta love the teleportation arguments. 7arcs put that one so full of holes...
The way I think of the technique, is that as said before. If you do it yourself, it's personally draining. Especially if you're hauling a 'load' of other people in your jump. You remedy this by using things like the Athra with their huge power cores. But it still brings up the question of why the transports aren't used in Cranagan from a home HQ? One theory I could solicit is transport magic works like a laser beam to some extent. You have to have a 'line of sight' to your coordinets, and can only travel through so much interference before you lose coherency and can't procede. A surface facility would have problems transporting over an extended distance on the same planet because the LOS to the destination is blocked by a hundred kilometers of solid rock. (Thank you planetary curvature.) A ship like the Athra, could have a Satellite's view of things, thus acting as a Relay for the transport magic 'beam'. If you ask me, the transport magic on the Athra is a knock to Star Trek... as the 'pad' is strikingly similar. So my guess would be to treat Transport Magic like star trek transporters. They're convenient, but just about EVERYTHING gets in the way.
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Link #14180 | ||||
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Senior Member
Join Date: Jul 2007
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I'll be blunt, there is no obvious technical reason for why they don't use teleport in StrikerS. Energy-consumption? Not apparent in canon. Preparation time? Maybe only 30 seconds or thereabouts. Multiple people limits ... well, we have Lutecia and even if you count her as a specialist, surely the guys that CAN individually teleport should have exploited their advantage. Interferences, well, Lutecia was teleporting things right next to the building. Personally, if I really MUST have the characters not use transport in a Fic, I'll just: 1) Give no explanation, since a plausible one isn't really there, and so giving an explanation just exposes me to fire. I'll just DO it, and let you rationalize. 2) Say it is a legal problem. This actually works better than it does because it'll be backed by the whole Jail incident. It doesn't make sense to us, but if even in that kind of emergency they won't break any regs prohibiting transport (as observed), then it would seem reasonable by extension that they won't use it here either, despite the emergency. Quote:
From the viewpoint of respect of sovereignty, there is no difference between rating a civilized world "non-management" or "management", because it implies you can change the status on a whim. "Non-management" means that you are not "managing" it at your sufferance. In fact, a non-management world in many ways is the cruellest of all, because it is just rule without knowledge, let alone any counterbenefits. At least a full member world gets something in return - this Jarentil seems to be one step above our lowly status until recently. The problem is not so much whether the TSAB "respects sovereignty", as whether it even has a concept that other people HAVE sovereignty. Certainly its actions so far show none of this. It doesn't feel "we need to secure all worlds" because they believe they already do, though the exact treatment of each world might differ (at their decision). If that Jarentil doesn't become some kind of dimensional threat, they might just let it go, and any real friction will only arise if something happens on Jarentil and the TSAB feels like it has to do some enforcement on a world that they figure they own. Quote:
Not sure how this story handles normal scrying but canonically scrying would seem to be basically a TV-reconaissance system in Mid-magic, so a 10m range AMF simply is not going to affect anything. The little searching sphere would simply stand off 12m and start sending back TV pictures of the vehicle. But no worries. The big limit on scrying (as a TV recce system) would, if anything, be the complicated terrain of the city and the search area itself - that's why they are hiding in the city in the first place. A low-altitude scan for those vehicles will have very limited LOS and thus low scan area. If one opts for a high scan area, visual LOS will still be restricted by all the buildings, and distance allows for camouflage to become effective. An alternative would be to give those command vehicles Electronic Warfare capability. Basically, they shut down the uplinks between the searchers and the mage, and basically scrying is out over the whole city. That should expose them to counter detection by Home-on-Jam, but there are two possible solutions: 1) Simply say the TSAB has no useful intercept or directional finding ability against such emissions. This will be historically accurate. 2) If one is getting sick of TSABbie incompetence, hand over some brains to the JLF. Nobody said the jammer has to be on the vehicle itself. You can, for example, have our terrorists lay down manpack jammers all over the city and use techniques like blinking to give TSAB radio-reconaissance a tough task. Quote:
Next, a very simple idea would be to give those damn Nests a powerful turret mounted AMF "searchlight" (let's call it a field modification, and thus an unexpected factor to our heroines). Basically, regardless of whether they teleport or not, they'll enter battle, but the detector on the Net sees them and shines directional AMF in addition to the standard, omnidirectional AMF. Doing that, you can literally "adjust" the combat power of the Aces downward so that they will take the appropriate amount of time to win. Thanks to Dezo making JLF so weak, there's no need to think too much about the tactical problem of Concentration. Dispersal IS the correct move with such an ridiculous power superiority - as long as you are sure you have that superiority. That can be their mistake. They disperse to search, engage thinking they can win in 5 seconds anyway, so they might as well win in 5 seconds against all the cars at once, then get trapped by the AMF and it all becomes a painful struggle... Last edited by arkhangelsk; 2009-07-04 at 21:34. |
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| authorshipping, befriending, fanfiction, interactive fanfiction, nanoha |
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