Author Topic: Time Travel Rules - to help make sense of the game  (Read 732 times)

Offline Sketchley

  • Administrator
  • General
  • *
  • Posts: 5110
    • View Profile
    • Sketchley's Macross Gateway - check today!
Time Travel Rules - to help make sense of the game
« on: June 14, 2010, 02:29:23 AM »
Thanks to Cerebellum von Doom, Halley and Mr.F.

The following are some observations and rules about time and messing with it.  They may not be entirely logical, well thought out, or agreeable.  Nevertheless, they exist to help make sense out of it all.


Alernative Realities:
  • each reality is separate unto itself, with mutable outcomes based on external stimuli of the people in it and anyone that enters it.
  • alternate realities maybe be similar, but they each have different timelines.


Time Manipulation:
  • Time "autocorrects" itself in the game.  In the sense that if someone else went back and killed your grandfather, you'd not exist.  However, if you went back and killed your grandfather... see next point.
  • Any actions made must not prevent the person who made the action from making them.  Doing so causes a paradox.
  • The only way around this is to remove oneself from fully immersing into reality via an exclusion field.  This is because the realities will try to autocorrect where an object belongs in the timeline.
  • It is unknown if the autocorrection is a natural force or artificial, nevertheless it is a deterrent to prevent paradoxes.
  • Our characters have to fix OUR reality and OUR timeline in order to ever be able to exit exclusion fields without warping back to our correct reality and our correct timeline.  Due to the autocorrect, we will cease to exist to prevent a paradox at that moment UNLESS we fix things.


Temporal/Reality Exclusion Flields:
  • they simply negate whatever force compels a person back to their origin time.  All other interactions occur as normal (it's effectively a plot device to make the game happen given the game's rules of time manipulation.)
  • bullets/beam weapons/etc. work as normal.  You don't have to worry about reduced ranges or missiles disappearing before they hit.



Facts that we know about the BW universe:

  • Time travel is possible by certain extradimensional spiritia beings.  They are capable of traveling in both directions of the timeline and, at the very least, resist actions that destroy the reality or themselves in time.
  • Any object of 'normal' reality and time flow that is displaced to a time or reality it does not belong to will be transported to the correct point in the time flow.  This was shown by the experiments themselves.
  • Any object that use an exclusion field to travel through time and through realities will be erased from existance upon emerging from their exclusion field IF changes have been made to their reality that prevent them from existing in the point in time that they originate from.
  • Natural phenomena exist that alter a person or object to become part of a new point in time, different from the point in time that they originated from.
  • If something with a memory is moved by natural phenomena, and history changes because of it, the thing's memory is not affected by the change.
  • Objects can alter any point in time and act as if present in that time as long as they are using an exclusion field.
« Last Edit: June 14, 2010, 03:09:33 AM by Sketchley »

Offline Sketchley

  • Administrator
  • General
  • *
  • Posts: 5110
    • View Profile
    • Sketchley's Macross Gateway - check today!
Re: Time Travel Rules - to help make sense of the game
« Reply #1 on: September 10, 2010, 12:42:30 PM »
One can move to any time, forwards or backwards, but one's position doesn't change.  However, everything else moves (galaxy in motion et al).  Therefore, one could be next to a stellar object (the sun!) in one time, but in a different time, the stellar object (the sun!) could be light years away.

Moving into one's past is OK, as navigation computers can calculate where stellar objects were (will be, for you).  However, travelling too far into either one's past or future is not recommended, as the position of stellar objects becomes unknown after a certain point.  Travelling into one's near future is also not recommended, due to the continuous changes in society, etc., and the possibility of contaminating it when one returns to one's origin time with future knowledge.


Explanation given to an MRG member who asked for further clarification on future travel:

Anyhow, regarding your question, the main reason is the rate of movement of the galaxy (the expansion of the universe) vs. the amount of navigated space (sum of knowledge of known stellar objects).

This page gives a rate of 2.1 million km/hr (other pages were giving rates in km/s!).  Which, on the scale of the universe, isn't that great, but when one moves forwards or backwards in time dozens of years, there is considerable movement.  I figure that that amount of movement is within the navigated space and it shouldn't be a problem.

However, on the scale of centuries, the movement will place the timetraveller into unexplored space, thereby causing the possibility of appearing inside a stellar object*.  On the scale of millenium, the timetraveller would appear in the void between galaxies.  In both cases, the timetraveller would have to travel great distances to get to their target location.


* As the game's time travel takes place inside a space fold, you might be wondering about this one.  Well, half a decade ago, MasumiX and I came up with the idea that the gravitational effects of large objects are also present in super dimension space.  This was the reason we came up to justify the large amount of time it takes to fold greater distances (it's not one fold, but a series of folds, as folds can only be done in straight-line jumps.)

With Macross F, an official explanation emerged: it takes time because of fold dislocations.  For example, the fold between Earth and Eden takes either 1 or 2 folds, and 12 to 18 hours (Macross Chronicle; numbers may be off, but it's in that ballpark).  The Super Fold Booster introduced in MF, of course shaves transport time down to 10% (again, fuzzy memory), and can pass through fold faults.

Nevertheless, I don't want to completely eliminate the concept of real space gravities having an influence in super dimension space, as it's what a large part of the theory behind super dimension space, the spiritia dimension, and spiritia entities is composed of.
« Last Edit: September 12, 2010, 09:37:05 AM by Sketchley »

Offline Sketchley

  • Administrator
  • General
  • *
  • Posts: 5110
    • View Profile
    • Sketchley's Macross Gateway - check today!
Re: Time Travel Rules - to help make sense of the game
« Reply #2 on: August 18, 2011, 12:58:38 PM »
Addendum:

Time travel using a Super-Dimensional Fold Drive powered by Super-Fold Quartz causes super-fold dislocations.
Deactivation of temporal exclusion fields and the forced return of a person or object to their rightful place in time also cause super-fold dislocations.

Super-Fold Dislocations: AKA "the Great Gulch", are irreparable disruptions to space-time.
- The net effect is a permanent and stationary fold-dislocation, throughout ALL time, along the paths travelled by super-dimensional fold drives.
- The more traffic there is, the larger the volume of the super-fold dislocation (Eg 1 fold causes a 1 mm radius tube-like super fold dislocation to form.  A second fold along the same route (or points along different routes that intersection) cause the super-fold dislocation to mushroom to 1 cm.)
- The deactivation of temporal exclusion fields and the forced return of a person or object to their rightful place in time exacerbates existing super fold dislocations by a dozen orders of magnitude.  (Eg: the Great Gulch was originally a 1 cm or 1 m wide tube-like super fold dislocation that ballooned to a super-fold dislocation about a quarter of a light-year in width when a BW pilot and her VF's temporal exclusion field deactivated and her route to her proper point in time intersected with the super fold dislocation).
« Last Edit: August 18, 2011, 01:00:17 PM by Sketchley »