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Well, it's obviously because WH's bend space/time, and if you take the hypotenuse of the prostitute etc...
What this thread should really be about is the potential affect on gameplay. The mumbo-jumbo that goes along with explaining it is just that. Maybe wormholes just only open on one side, and nobody knows why.
What this thread should really be about is the potential affect on gameplay. The mumbo-jumbo that goes along with explaining it is just that. Maybe wormholes just only open on one side, and nobody knows why.
let me add to the mumbo-jumbo.
in stephen hawking's "a brief history of time" is a small discussion on precisely that.
smm and others seem to think a wh is some cosmic catapult that propels your in the direction you're heading to. so yeah, if that were the case, you'd end up in vastly different positions depending on your angle of entry.
however, wh, should they exist (and to be perfectly clear, we dont care; in the context of vo's gameplay, they do), would simply be a pinching of space-time that connects two distant points. there are two analogy to this.
first, it's the balloon. if space-time is represented as an air balloon, it's surface is your position ins space and your finger on the balloon is time. to travel from one side of the balloon to the next, you must travel your finger on the balloon surface until you reach the other side. a wh would be the presence of your thumb pinching the balloon against your index, from the other side of the balloon, thus bringing both surfaces together.
hawking uses a torus to explain this pinching:

from a to b, in two dimensions, you'd normally have to run around the suface of the object. if you add a 3rd dimension, you can wizz across the 3rd dimension and shorten your travel path. extrapolate this to the 4th (space-time) dimension and we have the wh "explained".
through the pinching, if one travels 1m in any given direction and another one 1m in a perpendicular direction, they'd still end up somewhere within 2m of each other once they pass the pinch point.
how big the pinch point is and your passage through it is the only variable that would affect relative distance from one another.
so, vo's current game mechanics is perfect in that respect and shouldn't be changed whatsoever.
if anything, i'd reduce the pinch point size to help pirates and interceptors in doing their job, by limiting the relative exit point through the wh pinch.
in stephen hawking's "a brief history of time" is a small discussion on precisely that.
smm and others seem to think a wh is some cosmic catapult that propels your in the direction you're heading to. so yeah, if that were the case, you'd end up in vastly different positions depending on your angle of entry.
however, wh, should they exist (and to be perfectly clear, we dont care; in the context of vo's gameplay, they do), would simply be a pinching of space-time that connects two distant points. there are two analogy to this.
first, it's the balloon. if space-time is represented as an air balloon, it's surface is your position ins space and your finger on the balloon is time. to travel from one side of the balloon to the next, you must travel your finger on the balloon surface until you reach the other side. a wh would be the presence of your thumb pinching the balloon against your index, from the other side of the balloon, thus bringing both surfaces together.
hawking uses a torus to explain this pinching:

from a to b, in two dimensions, you'd normally have to run around the suface of the object. if you add a 3rd dimension, you can wizz across the 3rd dimension and shorten your travel path. extrapolate this to the 4th (space-time) dimension and we have the wh "explained".
through the pinching, if one travels 1m in any given direction and another one 1m in a perpendicular direction, they'd still end up somewhere within 2m of each other once they pass the pinch point.
how big the pinch point is and your passage through it is the only variable that would affect relative distance from one another.
so, vo's current game mechanics is perfect in that respect and shouldn't be changed whatsoever.
if anything, i'd reduce the pinch point size to help pirates and interceptors in doing their job, by limiting the relative exit point through the wh pinch.
From the OP, "I can probably see scientific arguments being pulled out saying that a wormhole can be opened the opposite way you're headed and still end up where you want to be. But I'm not interested in the plausibility of the suggestion, so much as what it would do for gameplay."
It seems to me that WH's were designed to prevent blockading, especially since ships simultaneously entering/leaving one tend to do so as far away from eachother as physically possible. That being said, I think Lecter's idea of simply decreasing the radius of a WH is the soundest idea.
It seems to me that WH's were designed to prevent blockading, especially since ships simultaneously entering/leaving one tend to do so as far away from eachother as physically possible. That being said, I think Lecter's idea of simply decreasing the radius of a WH is the soundest idea.
Actually, the distance you will have from the ship that jumped simultaneously with you is a random distance within the wormhole area. You have no control over that, nor is there a (perceptible) tendency.
Actually, even OUTSIDE the wormhole area. You can pop out of a WH (standing still at 0 m/s) and the distance from the WH area rim be in the 200m ballpark.
I stand corrected :)
http://www.vendetta-online.com/h/storyline.html
"Collision fears are abated when it's discovered that the wormhole exit points have a natural tendency to be as far from one another as possible, within the limits of the gravitational anomaly area."
So nyagh!
"Collision fears are abated when it's discovered that the wormhole exit points have a natural tendency to be as far from one another as possible, within the limits of the gravitational anomaly area."
So nyagh!