Ladder Options - Trading Strategy For Binary Ladders

The Meta Unicorn - Diana Invoke

The Meta Unicorn - Diana Invoke

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A Pre Note

I am not a top-100 player, as given the inevitable RNG of effects, matchups and draws in card games, and the lack of rewards for ranking up in LoR, I simply don't see the point in painstakingly grinding up to such a level. The highest I've climbed is low Diamond, but considering the above knowledge, I believe that at a certain skill level (perhaps at around Platinum), it's more about how much time one can put in than how skilled they are. HOWEVER, considering all this, I have the absolute conviction that this deck is a top-100 worthy deck.

Introduction

This is the only deck that I've played since Day 1 of Call of the Mountain, with various modifications, and I believe that it is a completely undiscovered meta unicorn. I've never faced a similar deck on ladder, and my deckbuilding experiments with any other archtypes have left me completely unsatisfied with the lack of interaction and agency, as well as the sheer counterability of the vast majority of tools currently out there.
A lot of people are frustrated with the current meta - a lot of points of which are covered by BruisedByGod in his recent video critique. To summarize his main points:
  1. Most answers are completely outclassed by threats
  2. Sheer lack of healing options locks out deckbuilding choices
  3. Most top-tier strategies prey on lack of interactivity (Pirate Burn, Lee Sin OTK, Star Spring)
This is a Control deck which, while originally devised to prey on the inevitably popular Aurelion Sol and Troll Chant and abuse the broken, flexible toolbox of Invoke on Day 1, also manages to both answer all 3 of these problems efficiently.

Card Choices

Early Tempo/Nightfall

Simply the best available early-game that an Invoke Targon deck could hope to muster - Diana functioning as both early game and late-game removal (we have just enough Nightfall Synergy) for practically no investment, Pale Cascade being legitimately one of the most broken cards currently in the game, and the ping cards also serving a modicum of uses at all stages of a match.
Spacey Sketcher has been severely underrated so far - providing critical tools for certain matchups and/or providing early game minions without needing to actually run them (a fundamental weakness of faster decks top-decking late). Its 'discard-replace' synergy with our late-game, as well as Duskpetal Dust and meta-call flex cards is just icing on the cake.
Finally, note how every early game card I've chosen scales well and still plays a role as the game goes later; as removal, Elusive blocking, tool-building, Burst-speed Nightfall, pings and cantrip Combat Tricks. This is an often overlooked but fundamental difference between Control early-drops, and aggro early-drops (such as Precious Pet).
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Removal

These two cards, combined with any generated Obliterates, form the only proper removal this deck has - and were the catalyst for me creating this deck in the first place. All three of these removal types leave almost NO room for the opponent to interact with them, and I believe that is the sole condition for a high-cost removal spell to be playable in the current game state.
NOTE: Ruination is easily and always played around at a high-level of play - and leaves the opponent with ALL of the agency/choice to play around it/bait it exactly how they wish, instead of you (whose only options are to play the card too early and get out-tempo'd afterward, use more than 3 mana elsewhere to catch-up at which point it becomes unplayable, or lose the game to a sudden-attack completely at your opponent's discretion) - the ultimate NO-NO for this deck: I never even considered putting it in.
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Meta Call Flex Spots

At times I feel as if this card could be cut to 1 copy, but right now 2 feels great against the current meta, and drawing into at least one is almost necessary in order to compete with Star Spring (Obliterate is conditional and too great a tempo loss early on). In other metas previously, I've experimented with 1 copy of Passage Unearned, as well as 2 extra copies of Lunari Shadestalker.
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Literally Everything Else One Could Ever Hope to Need

I still believe that Invoke is one of the most broken mechanics currently in the game. This is one of the heaviest late-game decks I can possibly imaginable, yet the only cards above 5-mana we run are removal, and our mid-game minions and healing straight up provide whatever early OR late-game tools we might possibly need in any matchup - it's simply overly flexible (flexilibity in card games being a MUCH bigger deal than most people give it credit for) and not enough of a tempo/stat sacrifice IMO. I think that Invoke as a mechanic is even stronger when ran in bulk, and especially in a Control deck - as the game goes on slowly you generate a toolbox that can handle just about any dynamic situation that meta decks can throw your way.
The spell-mana nerf to Living Legends has balanced it out quite a bit, however the same-nerf to Cosmic Inspiration still hasn't convinced me that it isn't in the top 5 least healthy effects that a game based on carefully stat-balanced of minion trading could ever have (hit me up with your Cosmic Inspiration hate!) - a large proportion our games are won by this disgusting effect.
Solari Priestess and Starshaping need no introduction as some of the most popular, utilitarian Invoke cards, however Mountain Scryer and Moondreamer (not so much Lunari Priestess) really put in the work, and I've never seen anyone else play these cards. The former provides crazy mana-advantage as the game goes on given our huge focus on Celestials (it's a shame we can't afford to push its Invoke chances even higher), and the latter has juuussst the right stat distribution at 3/5 to blockade most midgame tempo plays out opponent might go for.
NOTE: Aurelion Sol is straight up unnecessary to compete late-game, is always burdensome and clunky draw, ruins our surprise factor (though that doesn't exist anymore with this post being made), and we often outvalue decks running him anyway (don't forget that the original premise of this deck was 'How can I best remove Aurelion?').
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Matchups/Strategy (Order Based on Mobalytics Tier List)

Lee Sin (60/40)

A somewhat favored matchup - although more recent lists that have cut Bastion in favor of Nopify may be a bit more in their favor (a proper Ping Counter). Hard mulligan for Spacey Sketcher, Sunburst and our pings. Generating Silence (Equinox) for Mentor of the Stones/Zenith Blade is our main early game goal. Our Mid-to-Late game goal is removing all 3 Lee Sin's at the expense of practically everything else (the rest of their deck is pretty much completely irrelevant, but rushing them down is also pretty much impossible) - after which our win is basically guaranteed.
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Swain/TF (80/20)

I believe that we are very, very heavily favored if played properly (although it's a VERY nuanced matchup to play right), and most of our losses come from bricking our early-game draws and/or not drawing/generating a single Starshaping/Golden Sister as their burn damage inevitably builds up. Hard mulligan for all 1/2 cost cards (only keep 1 Pale Cascade with a 1/2 cost minion).
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Pirate Aggro (55/45)

We are much more prone to bricking on draws here than Swain/TF, as we need quite a specific hand to deal with their onslaught - This is probably our most draw-dependent, low-agency matchup by far - as face-deck matchups tend to be. In addition - Captain Farron is much more effective against our removal strategy than the likes of Leviathan. Nonetheless, from my experience I think that we're still every-slightly-so favored in this matchup - often winning by the skin of our teeth. Starshaping/Golden Sister are mandatory late-game, and not bricking by not drawing/generating either is also basically a loss. Hard mulligan for all 1/2 drops, and keep a single Sunburst for Gangplank if your hand is already looking great.
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Warmother's (25/75)

A very unfavored and binary matchup (see below as to why) that has luckily become rarer recently. Mulligan for Removal/Invoke cards.
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Trundle/Asol (75/25)

This deck was basically created on Day 1 specifically to destroy Trundle/Asol. Sadly though, even at 75/25 the matchup is worse than it should be due to the nature of Invoke RNG - if one player draws into Cosmic Inspiration and the other didn't the match is over, full stop + the occasional shenanigans involving The Great Beyond uninteractibly going face and non-stop Living Legends value. Mulligan for Sunburst, Vengeance and pings.
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Discard Aggro (80/20)

I don't know why this deck is considered competitive - maybe because our matchup here is basically as favored as TF/Swain except without any gameplay nuance required on our part. Mulligan for 1-2 drops. Keep Solari Priestess/Sunburst if hand is good. Only necessary statistical losses to bad early draws against an aggro archtype.
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Fiora/Shen (70/30)

Another draw dependent, but quite favored matchup. Quite difficult to play though - you need to balance maintaining some modicum of tempo whilst also being able to deal with their crucial threats. Mulligan for 1-2 drops ESPECIALLY Pale Cascade/Pings, and Removal.
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Scouts (60/40)

Basically the Pirate Aggro matchup but a tad bit slower and with no burn - giving you more leeway to make up for bad draws both early and late.
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Leona/Lux (80/20)

Basically the Trundle/Asol matchup except with no 'must remove ASAP' threats giving you more leeway to make up for bad draws. Celestial RNG and especially Cosmic Inspiration still give them a chance to win as usual.
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Shyvana Dragons (50/50?)

I surprisingly, haven't faced too much of this deck yet personally, but looking at it's cards compared to ours, I think the matchup would be about 50/50 (an otherwise favourable looking matchup affected a bit by their high tempo removal and guaranteed Cosmic Inspiration in the form of Kadregrin).
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Ashe/Sejuani (70/30)

This matchup is dependent on whether we draw removal for Ashe somewhat on curve, how much tempo they manage to build early on and whether we draw good enough to afford to play around Reckoning. Mulligan for Sunburst, Solari Priestess, Pings and Diana (only if you've already drawn support) as our other standard early drops are all pretty ineffective against theirs.
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Endure (85/15)

Probably our most favored meta-deck matchup, and unfortunately rarer recently. Their win conditions - Kalista, Blighted Caretaker tempo, Neverglade Collector and They Who Endure simply don't stand a chance against our toolbox. Most losses come from unanswered Blighted Caretaker tempo. Mulligan for Spacey Sketcher, Sunburst and Pale Cascade.
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Deep (0/100)

The biggest downside and sheer impossible matchup of this archtype. Maokai manages to pack even less interactivity/inevitability than we do, and the nature of our deck gives us no chance of out-tempoing Deep early OR late. Auto-concede.
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Diana/Nocturne (75/25)

A simpler aggro matchup than the others. Mulligan for 1-2 drops - especially Spacey Sketcher and Diana, as well as Sunburst.
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Tahm-Kench/Soraka (70/30?)

Another matchup that I haven't faced too much of just yet. Mulligan hard for Divergent Paths and Solari Priestess - Once we remove their uninteractive element trump-card in the Landmark win-condition, if we can survive their early tempo, the rest of the match should be a cinch given our heal/health-ignoring conditionless removal for their Champions.
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Conclusion

Thanks for reading up to this point, and pardon my formatting, the ridiculous length and the sheer pomposity of it all.
I still think Invoke is flexible to the point of being broken and the only reason the matchup spread is so good. I also think that with the release of this guide - more people will come to recognise this archtype and the element of surprise affecting enemy mulligans against an assumed more aggro, Nightfall-focused Diana archtype will be lost. People will also know to play around less common cards such as Sunburst, and I expect winrates to fall somewhat across the board.
To conclude this guide, I'd like to say that this is this is not a healthy deck. At the deepest level, this deck is fundamentally about removing agency from your opponent and giving it to yourself, as well as securing the critical boon of having inevitability over your opponent in a game with the nature of LoR. If all decks were like this, LoR would completely cease to be fun.
What else do I think is unhealthy right now? - Simple: anything removing interactivity from your opponent - ESPECIALLY as a win condition; Maokai, Star Spring, Cosmic Inspiration, Lee Sin. The avenues through which these cards can be interacted with are way too limited right now.
A lot of the metagame nowadays is about having an uninteractable win condition, or focusing damage to face so fast the opponent has no chance to react - another form of non-interactivity. Here's hoping that the meta in the near future heads back in the direction of the close but fair midrange board battles we all came to love back in vanilla LoR.
~
(slinx4)
submitted by poklipart to LoRCompetitive [link] [comments]

Since 1983, I have lived, worked and raised a family in a progressive, egalitarian, income-sharing intentional community (or commune) of 100 people in rural Virginia. AMA.

Hello Reddit!
My name is Keenan Dakota, I have lived at Twin Oaks, an income-sharing, intentional community in rural Virginia for 36 years, since 1983. I grew up in northern Virginia, my parents worked in government. I went to George Mason University where I studied business management. I joined Twin Oaks when I was 23 because I lost faith in the underpinnings of capitalism and looking for a better model. I have stayed because over time capitalism hasn't looked any better, and its a great place to raise children. While at Twin Oaks, I raised two boys to adulthood, constructed several buildings, managed the building maintenance program, have managed some of the business lines at different times.
Proof this is me. A younger photo of me at Twin Oaks. Here is a video interview of me about living at Twin Oaks. Photo of Twin Oaks members at the 50th anniversary.
Some things that make life here different from the mainstream:
More about Twin Oaks:
Twin Oaks is an intentional community in rural central Virginia, made up of around 90 adult members and 15 children. Since the community's beginning in 1967, our way of life has reflected our values of cooperation, sharing, nonviolence, equality, and ecology.
We do not have a group religion; our beliefs are diverse. We do not have a central leader; we govern ourselves by a form of democracy with responsibility shared among various managers, planners, and committees. We are self-supporting economically, and partly self-sufficient. We are income-sharing. Each member works 42 hours a week in the community's business and domestic areas. Each member receives housing, food, healthcare, and personal spending money from the community.
We have open-slots and are accepting applications for new members. All prospective new members must participate in a three-week visitor program. Applicants to join must leave for 30 days after their visit while the community decides on their application.
We offer a $5 tour on Saturdays of the property, starting in March. More info here.
Ask me anything!
TL;DR: Opted out of the rat-race and retired at 23 to live in the woods with a bunch of hippies.
EDIT: Thanks for all the questions! If you want some photos of the farm, you can check out our instagram.
EDIT2: I'm answering new, original questions again today. Sort by new and scroll through the trolls to see more of my responses.
EDIT3: We DO have food with onion & garlic! At meals, there is the regular food, PLUS alternative options for vegan/vegetarian/no gluten/no onions & garlic.
EDIT4: Some of you have been asking if we are a cult. No, we are not. We don't have a central leader or common religion. Here are characteristics of cults, FYI.
Edit: Yikes! Did I mention that I am 60? Reddit is not my native land. I don't understand the hostile, angry and seemingly deliberately obtuse comments on here. And Soooo many people!
Anyway, to the angry crowd: Twin Oaks poses no threat to anyone, we are 100 people out of a country of 330 million? Twin Oaks reached its current maximum population about 25 years ago, so not growing fast, or at all. Members come and go from Twin Oaks. There are, my guess is, 800 ex-members of Twin Oaks, so we aren't holding on to everyone who joins—certainly, no one is held against their will.
Twin Oaks is in rural Virginia, but we really aren't insular, isolated, gated or scared of the mainstream culture. We have scheduled tours of the whole property. Local government officials, like building inspectors, come to Twin Oaks with some frequency. People at Twin Oaks like to travel and manage to do so. I personally, know lots of people in the area, I am also a runner, so I leave the property probably every day. There are lots of news stories about Twin Oaks over the years. If you are worried about Twin Oaks, maybe you could go read what the mainstream (and alternative) media have to say.
Except about equality Twin Oaks is not particularly dogmatic about anything. (I know some people at Twin Oaks will disagree with that statement.) Twin Oaks isn't really hypocritical about Capitalism, Socialism, or Communism, we just don't identify those concepts as something that we are trying to do. Twin Oaks is not trying to DO Communism, we are trying to live a good life with equally empowered citizens—which has led us to try to maintain economic parity among members. Communists also do that. In making decisions in the community I don't remember anyone trying to support or oppose an idea due to excess or insufficient Communism, Socialism, or Capitalism. In most practical senses those words aren't useful and don't mean anything. So, no need to hammer Twin Oaks for being insufficiently pure, or hypocritical.
Twin Oaks is very similar to the Kibbutz in Israel. If anyone has concerns or questions about what would happen if places like Twin Oaks suddenly became much larger and more common, read about the history of the Kibbutz, which may have grown to possibly 1% of the population at their largest? There was and is no fight with Capitalism from the kibbutz—or with the State. My point is—not a threat.
To the other people who think that the ideas of Twin Oaks are interesting, I want you to know it is possible to live at Twin Oaks (or places like Twin Oaks) and happily live ones entire life. There is no central, critical failing that makes the idea not work. And plenty of upside. But do lots of research first. Twin Oaks maintains a massive web site. (Anyway, it takes a long time to read.)
But what I would like to see is more people starting more egalitarian, income-sharing communities. I think that there is a need for a community that is designed and built by families, and who also share income, and provide mutual support with labor and money. If you love this concept, maybe consider gathering together other people and starting your own.
Ideologically speaking:
-Ecology: the best response to ecological problems is for humans to use fewer resources. The easiest way to use fewer resources is to share resources. Living communally vastly cuts down on resource use without reducing quality of life.
-Equality: ideologically speaking, most people accept the idea that all humans have equal rights, but most social structures operate in ways that are fundamentally unequal. If we truly believe in equality then we ought to be willing to put our bodies where our ideology is. In a truly equal world, the issues of sexism and racism and all other forms of discrimination would, essentially, not exist.
-Democracy: Twin Oaks uses all manner of decision-making models and tools to try to include everyone and to keep people equally empowered. There is no useful word for this. We do use a majority vote sometimes, as a fallback. But sometimes we use consensus. We sometimes use sociocracy (dynamic governance). The word "Isocracy" (decision-making among equals), would be useful to describe Twin Oaks' decision-making model, but Lev in Australia has written an incomprehensible "definition" on Wikipedia, that he keeps changing back when someone corrects it.
-Happiness: The overarching goal of all ideologies is to make people happy, right? I mean, isn't it? Capitalism is based upon the belief that motivation is crucial to human aspiration and success (and therefore more happiness). Under Capitalism, equality is a detriment because it hinders motivation (less fear of failure, or striving for success). Twin Oaks believes that humans are happier when they are equal, and equally empowered. So the place to start up the ladder of happiness is to first make everyone equal. Well, Twin Oaks is mainly still working on that first step.
EDIT5: Some have asked about videos - here are links to documentaries about Twin Oaks by BBC, VICE and RT.
submitted by keenan_twinoaks to IAmA [link] [comments]

Virtual Reality: Where it is and where it's going

VR is not what a lot of people think it is. It's not comparable to racing wheels, Kinect, or 3DTVs. It offers a shift that the game industry hasn't had before; a first of it's kind. I'm going to outline what VR is like today in despite of the many misconceptions around it and what it will be like as it grows. What people find to be insurmountable problems are often solvable.
What is VR in 2020?
Something far more versatile and far-reaching than people comprehend. All game genres and camera perspectives work, so you're still able to access the types of games you've always enjoyed. It is often thought that VR is a 1st person medium and that's all it can do, but 3rd person and top-down VR games are a thing and in various cases are highly praised. Astro Bot, a 3rd person platformer, was the highest rated VR game before Half-Life: Alyx.
Lets crush some misconceptions of 2020 VR:
So what are the problems with VR in 2020?
Despite these downsides, VR still offers something truly special. What it enables is not just a more immersive way to game, but new ways to feel, to experience stories, to cooperate or fight against other players, and a plethora of new ways to interact which is the beating heart of gaming as a medium.
To give some examples, Boneworks is a game that has experimental full body physics and the amount of extra agency it provides is staggering. When you can actually manipulate physics on a level this intimately where you are able to directly control and manipulate things in a way that traditional gaming simply can't allow, it opens up a whole new avenue of gameplay and game design.
Things aren't based on a series of state machines anymore. "Is the player pressing the action button to climb this ladder or not?" "Is the player pressing the aim button to aim down the sights or not?"
These aren't binary choices in VR. Everything is freeform and you can basically be in any number of states at a given time. Instead of climbing a ladder with an animation lock, you can grab on with one hand while aiming with the other, or if it's physically modelled, you could find a way to pick it up and plant it on a pipe sticking out of the ground to make your own makeshift trap where you spin it around as it pivots on top of the pipe, knocking anything away that comes close by. That's the power of physics in VR. You do things you think of in the same vain as reality instead of thinking inside the set limitations of the designers. Even MGSV has it's limitations with the freedom it provides, but that expands exponentially with 6DoF VR input and physics.
I talked about how VR could make you feel things. A character or person that gets close to you in VR is going to invade your literal personal space. Heights are possibly going to start feeling like you are biologically in danger. The idea of tight spaces in say, a horror game, can cause claustrophobia. The way you move or interact with things can give off subtle almost phantom-limb like feelings because of the overwhelming visual and audio stimulation that enables you to do things that you haven't experienced with your real body; an example being floating around in zero gravity in Lone Echo.
So it's not without it's share of problems, but it's an incredibly versatile gaming technology in 2020. It's also worth noting just how important it is as a non-gaming device as well, because there simply isn't a more suitably combative device against a world-wide pandemic than VR. Simply put, it's one of the most important devices you can get right now for that reason alone as you can socially connect with no distancing with face to face communication, travel and attend all sorts of events, and simply manage your mental and physical health in ways that the average person wishes so badly for right now.
Where VR is (probably) going to be in 5 years
You can expect a lot. A seismic shift that will make the VR of today feel like something very different. This is because the underlying technology is being reinvented with entirely custom tech that no longer relies on cell phone panels and lenses that have existed for decades.
That's enough to solve almost all the issues of the technology and make it a buy-in for the average gamer. In 5 years, we should really start to see the blending of reality and virtual reality and how close the two can feel
Where VR is (probably) going to be in 10 years
In short, as good as if not better than the base technology of Ready Player One which consists of a visor and gloves. Interestingly, RPO missed out on the merging of VR and AR which will play an important part of the future of HMDs as they will become more versatile, easier to multi-task with, and more engrained into daily life where physical isolation is only a user choice. Useful treadmills and/or treadmill shoes as well as haptic suits will likely become (and stay) enthusiast items that are incredible in their own right but due to the commitment, aren't applicable to the average person - in a way, just like RPO.
At this stage, VR is mainstream with loads of AAA content coming out yearly and providing gaming experiences that are incomprehensible to most people today.
Overall, the future of VR couldn't be brighter. It's absolutely here to stay, it's more incredible than people realize today, and it's only going to get exponentially better and more convenient in ways that people can't imagine.
submitted by DarthBuzzard to truegaming [link] [comments]

MAME 0.223

MAME 0.223

MAME 0.223 has finally arrived, and what a release it is – there’s definitely something for everyone! Starting with some of the more esoteric additions, Linus Åkesson’s AVR-based hardware chiptune project and Power Ninja Action Challenge demos are now supported. These demos use minimal hardware to generate sound and/or video, relying on precise CPU timings to work. With this release, every hand-held LCD game from Nintendo’s Game & Watch and related lines is supported in MAME, with Donkey Kong Hockey bringing up the rear. Also of note is the Bassmate Computer fishing aid, made by Nintendo and marketed by Telko and other companies, which is clearly based on the dual-screen Game & Watch design. The steady stream of TV games hasn’t stopped, with a number of French releases from Conny/VideoJet among this month’s batch.
For the first time ever, games running on the Barcrest MPU4 video system are emulated well enough to be playable. Titles that are now working include several games based on the popular British TV game show The Crystal Maze, Adders and Ladders, The Mating Game, and Prize Tetris. In a clear win for MAME’s modular architecture, the breakthrough came through the discovery of a significant flaw in our Motorola MC6840 Programmable Timer Module emulation that was causing issues for the Fairlight CMI IIx synthesiser. In the same manner, the Busicom 141-PF desk calculator is now working, thanks to improvements made to Intel 4004 CPU emulation that came out of emulating the INTELLEC 4 development system and the prototype 4004-based controller board for Flicker pinball. The Busicom 141-PF is historically significant, being the first application of Intel’s first microprocessor.
Fans of classic vector arcade games are in for a treat this month. Former project coordinator Aaron Giles has contributed netlist-based sound emulation for thirteen Cinematronics vector games: Space War, Barrier, Star Hawk, Speed Freak, Star Castle, War of the Worlds, Sundance, Tail Gunner, Rip Off, Armor Attack, Warrior, Solar Quest and Boxing Bugs. This resolves long-standing issues with the previous simulation based on playing recorded samples. Colin Howell has also refined the sound emulation for Midway’s 280-ZZZAP and Gun Fight.
V.Smile joystick inputs are now working for all dumped cartridges, and with fixes for ROM bank selection the V.Smile Motion software is also usable. The accelerometer-based V.Smile Motion controller is not emulated, but the software can all be used with the standard V.Smile joystick controller. Another pair of systems with inputs that now work is the original Macintosh (128K/512K/512Ke) and Macintosh Plus. These systems’ keyboards are now fully emulated, including the separate numeric keypad available for the original Macintosh, the Macintosh Plus keyboard with integrated numeric keypad, and a few European ISO layout keyboards for the original Macintosh. There are still some emulation issues, but you can play Beyond Dark Castle with MAME’s Macintosh Plus emulation again.
In other home computer emulation news, MAME’s SAM Coupé driver now supports a number of peripherals that connect to the rear expansion port, a software list containing IRIX hard disk installations for SGI MIPS workstations has been added, and tape loading now works for the Specialist system (a DIY computer designed in the USSR).
Of course, there’s far more to enjoy, and you can read all about it in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. (For brevity, promoted V.Smile software list entries and new Barcrest MPU4 clones made up from existing dumps have been omitted here.)

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Merged pull requests

submitted by cuavas to emulation [link] [comments]

Electrician / Foreman at a Union Shop (Minneapolis, MN USA)

Salary: $97,000
Years of experience: 8.0
Recommended Education: Apprenticeship

What’s a day in the life for an electrician?

I’m a foreman, which is a much different role then if I was still a journeyman electrician. As a foreman, it’s more managing than electrical work. My goal is to make project managers happy, keep everyone focused (so the customer is satisfied), make sure our shop is making money, and deliver something that I can be proud to stand by. The electricians beside me need to be enjoying their day; otherwise, they will resent me and put in sub-par work. Part of what I do is to try and keep things interesting, so my team doesn’t lose interest. I do this by giving guys responsibility, because there’s pride associated with everything they do, or when things are more mundane, creating competitions.
The best thing about being a journeyman is that when you go home, you don’t have to think about work AT ALL. When you wake up, you don’t think about work; even when you drive to the job site, you don’t have to fire up your brain until the clock starts. But, as soon as you start working, you’re in a different world, and none of the problems from your home life consume you because you’re too busy problem solving, you’re dealing with something different every couple hours.
On a typical day, you wake up early as hell and drive to your job site. The site might be a mudhole, or it might be a nice parking garage, but it changes every couple of months, you’re never in the same situation. For example, let’s say I get assigned to work at General Mills at a factory assembly line with some issues and have to work on it for three days. That might be a casual experience where they have prints, plans, and diagrams to look at, and you follow the instructions and install it. Or, you might be working for that customer and BOOM, an entire assembly line goes down, which prevents thousands of chocolate bars from being made. You now have workers standing there, and your job is to get that line fired back up, quickly. You need to be able to walk into that environment and figure out how to approach it safely. I go through a mental checklist: turn the power off, determine what’s feeding it, find the electric room, what kind of equipment is needed, how many motors there are, what caused the problem, isolate the source, etc. At some point, you go on auto-pilot, and your brain solves the issue. There’s also more thought to it; you need to quickly determine if you can fix it today, how soon you can get the part, whether there’s a temporary solution, or whether you have enough knowledge to fix it.

What’s the best part of being an electrician?

Don’t be afraid to try it; once most people get into the work, they end up liking the profession a lot more than they ever expected. The variety of backgrounds I see seems to be increasing; this includes first-generation Americans, people looking for new careers later in life, and many more women. There’s a lot of job stability, and it’s something that isn’t going away because there’s a huge need. You’ll challenge yourself physically and mentally, and will likely receive opportunities you would never see elsewhere. If you have a lot of ambition, it can be your passion, but it also doesn’t have to be.
When you’re starting, you need to push through your training until you’re able to get your license. Once you get your license, you can’t have it taken away, and there’s a lot of freedom that comes with it, so it’s worth sticking it out.

What’s the downside of being an electrician? Words of caution?

For most people trying to get into the trades, I recommend thinking about the long-term implications. Don’t go after the first big paycheck you get offered; if the situation isn’t what you’re looking for, keep looking. Also, you need to be continually aware of what you’re doing, attentive, and present to the task. You learn to be hyper-focused.
If you’re looking to get experience and you can’t get into a union program, there’s no problem working non-union. If you’re going to be a non-union worker, you have to have more ambition; you have to be more confrontational, vouch for yourself, ask your employer for more, and there’s no one backing you with negotiated contracts. If you want an excellent education that’s varied and hope to prevent yourself from getting into dangerous situations, the union might be the way to go. Non-union, there’s no curriculum, and you have to do additional research. All things aside, there are some great non-union workers out there. You can do it if you have the drive and determination.
If you’re somebody who has no mechanical aptitude, doesn’t like to spend your free time figuring out how things work, or you’re afraid to fix something that’s broken, it might take you a while to enjoy being an electrician. You might still be good at it, but it might not come naturally. You need to have a strong work ethic if you want to have consistent employment and want to be a good electrician. You don’t need to be a perfectionist, but you need to try and do your best.

Describe the path you took to become an electrician

Before I started, I had a vague idea of what trade work looked like, and I tried to visualize myself as one of “those guys.” I wasn’t necessarily thinking, “do I like electricity?” or “do I want to work on electrical hazards?” I figured I could probably do it and gave it a try. Many people expect that if you’re blue-collar and your parents are blue-collar, then you’re the next candidate to be a trades worker. But, that’s an outdated idea. Most people don’t get into the trades because they want a high income, but when you tell anyone how much you make, they’re generally surprised.
Because there’s such a demand for electricians, there’s limited space in apprentice training programs. As a result, there are many pre-apprentice (or unindentured apprentice) training programs emerging to ensure that the people who get accepted are likely to see it through. How much pre-apprentice work you need is location dependent (usually 6-24 months), so if you want to get in without this, you may need to research various states or cities.
I completed six months of pre-apprentice work and was able to sign up because you no longer needed to complete the full two-year program. Due to high demand (in Minneapolis), they lifted the requirement so long as you could pass their interviews and entrance exams.
Once you’re accepted, you have five years of apprenticeship. Each year brings a different program, a pay increase, and every six months, they switch you to a new contractor. Some of the content included learning various installations, people skills, safety, bending pipe, physics/math, high voltage, DC/AC theory, ladder logic, binary, national/state code, etc. But, the biggest thing is learning how to problem-solve, which goes well beyond the codebook. You get a taste for more technical aspects, but you can also really dive into topics like programmable logic controllers, solar, building automation, data, etc. There are lots of certifications for each of these, and in the end, they prepare you very well to take the state exam for the journeyman license.
Starting as an apprentice allows you to make money right away. In my first year, I started at $15/hour, which doesn’t include your perks: paid vacation, pension, annuity, an unemployment slush fund, full health coverage for family, etc. Fast forward to today, I make $48.50/hour as a foreman or $46.50/hour as a journeyman. The pay rates are standardized through the union by location. What’s most in-demand right now is for low voltage and inside wireman, which is what I am. But, where you end up depends on your ambition and what you want to do. A lot of guys are content just being a worker; they don’t mind being laid off or moving from contractor to contractor. My preference is to work for a contractor that I like; I work hard to have that security.
In terms of options, you can be a journeyman, a foreman, a general foreman (required when you exceed a specific crew size), or a master electrician (requires 2,000 hours of additional work and a master’s license). As a master electrician, you’re likely to get paid more, but you’re bonded to the shop, so you may not do much electrical work, and you will take all the heat if things go wrong.

What’s the future outlook for an electrician?

Since COVID hit, our shop has had to adapt by taking on less profitable jobs; doing this allows our best guys to keep working and stay engaged. For example, we just did a sizable solar rooftop installation, where the work was mostly outside in a safe environment versus a busy construction site. If things start to change, and people don’t want to invest in new commercial buildings, there’s always going to be a need to build homes, apartments, hospitals, schools, or facilities that need constant maintenance. The trades might take bites and hits along the way, but if you’re reasonably smart with your finances, you’ll be able to make it through any tough times, which I’ve never really seen. If need be, I could always find low voltage or travel to where the work is. I know several guys who went to Australia to improve the electric grid and help train locals. The scenario is a little extreme, but there are always opportunities.
Ultimately, technology isn’t going to slow down; electrical equipment will always get better, faster, cheaper, and more efficient. Electrical work is nearly impossible to automate, so that can be a good thing if you’re coming from an industry that’s in decline.

Anything else?

If you’re trying to change careers, analyze the things you don’t like about your position now, because if you’re not coming from a trade, you could be in for a big surprise. I’ve observed that service workers who work in fast-paced environments and do a lot of multitasking do very well. You have to enjoy physical work; you have to be willing to work in many different environmental conditions, whether that’s filthy outdoor dirt, extreme temperatures, hot and cold, uncomfortable positions, etc. You have to be able to see the bigger picture so that your work doesn’t become mundane.
Job/Career Demand - 5.0
Positive Impact - 4.0
Satisfaction - 4.5
Advancement/Growth - 4.0
Creativity - 4.5
Work-Life Balance - 4.7
Compensation & Benefits - 5.0
Work Environment - 4.0
---
For anyone with questions, I am unfortunately not the writer of this content. We are working on building messaging capabilities on our website, which will hopefully be live in a couple of months. If there are any urgent questions, I can reach out to my friend directly :)
submitted by PathViz to JobProfiles [link] [comments]

MAME 0.223

MAME 0.223

MAME 0.223 has finally arrived, and what a release it is – there’s definitely something for everyone! Starting with some of the more esoteric additions, Linus Åkesson’s AVR-based hardware chiptune project and Power Ninja Action Challenge demos are now supported. These demos use minimal hardware to generate sound and/or video, relying on precise CPU timings to work. With this release, every hand-held LCD game from Nintendo’s Game & Watch and related lines is supported in MAME, with Donkey Kong Hockey bringing up the rear. Also of note is the Bassmate Computer fishing aid, made by Nintendo and marketed by Telko and other companies, which is clearly based on the dual-screen Game & Watch design. The steady stream of TV games hasn’t stopped, with a number of French releases from Conny/VideoJet among this month’s batch.
For the first time ever, games running on the Barcrest MPU4 video system are emulated well enough to be playable. Titles that are now working include several games based on the popular British TV game show The Crystal Maze, Adders and Ladders, The Mating Game, and Prize Tetris. In a clear win for MAME’s modular architecture, the breakthrough came through the discovery of a significant flaw in our Motorola MC6840 Programmable Timer Module emulation that was causing issues for the Fairlight CMI IIx synthesiser. In the same manner, the Busicom 141-PF desk calculator is now working, thanks to improvements made to Intel 4004 CPU emulation that came out of emulating the INTELLEC 4 development system and the prototype 4004-based controller board for Flicker pinball. The Busicom 141-PF is historically significant, being the first application of Intel’s first microprocessor.
Fans of classic vector arcade games are in for a treat this month. Former project coordinator Aaron Giles has contributed netlist-based sound emulation for thirteen Cinematronics vector games: Space War, Barrier, Star Hawk, Speed Freak, Star Castle, War of the Worlds, Sundance, Tail Gunner, Rip Off, Armor Attack, Warrior, Solar Quest and Boxing Bugs. This resolves long-standing issues with the previous simulation based on playing recorded samples. Colin Howell has also refined the sound emulation for Midway’s 280-ZZZAP and Gun Fight.
V.Smile joystick inputs are now working for all dumped cartridges, and with fixes for ROM bank selection the V.Smile Motion software is also usable. The accelerometer-based V.Smile Motion controller is not emulated, but the software can all be used with the standard V.Smile joystick controller. Another pair of systems with inputs that now work is the original Macintosh (128K/512K/512Ke) and Macintosh Plus. These systems’ keyboards are now fully emulated, including the separate numeric keypad available for the original Macintosh, the Macintosh Plus keyboard with integrated numeric keypad, and a few European ISO layout keyboards for the original Macintosh. There are still some emulation issues, but you can play Beyond Dark Castle with MAME’s Macintosh Plus emulation again.
In other home computer emulation news, MAME’s SAM Coupé driver now supports a number of peripherals that connect to the rear expansion port, a software list containing IRIX hard disk installations for SGI MIPS workstations has been added, and tape loading now works for the Specialist system (a DIY computer designed in the USSR).
Of course, there’s far more to enjoy, and you can read all about it in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. (For brevity, promoted V.Smile software list entries and new Barcrest MPU4 clones made up from existing dumps have been omitted here.)

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Merged pull requests

submitted by cuavas to MAME [link] [comments]

First Contact - Part Sixty-One (Kark)

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Captain's Personal Log - Stardate 8532.299
Arrived at Starbase-4973 with the Dakota and our crew. Turned over information to the local Starfleet representative as well as SUDS data for the other ship's crews. Spoke to Commodore Dunsten of Starfleet who requested a template for what changes the Dakota has undergone. Was counseled that my point totals will not count toward any ladder rankings due to 'extreme non-canon changes' to the Dakota as well as my crew personal armaments and shuttle modifications.
In shocking news, the Battlestar Fleet and the Cylon Collection have arrived. Talk about the big guns. Those guys carry the big Creation Engines that can pump out a Viper or Cylon fighters in roughly 10 seconds with only a 30 second cooldown/slushdown feature.
Met with the Space Force representative and turned over my battle logs. He, in particular, wanted the in-depth scans we performed on the various Precursor ships. Our practice of boarding the ships is, at this time, the most common strategy.
We discussed the fact that Space Force considers forcing the Precursor vessels out of the system to by a phyrric victory and that the system will require a heavy metal posting. Was also informed that the fact that the Precursor fleet retreated from the planets and then from the system was a 'statistical oddity' and he wanted more scans. He also inquired as to whether or not I ran an in-depth scan on the gas giants, which is where the Goliaths were spawning from. I regret I had not, merely a scan for a Goliath.
He appears quite concerned with the actions undertaken but did congratulate me on defending the system.
Transphasic Photon Torpedoes are considered standard armaments for all Starfleet vessels from here on out. There is talk of smaller planet-crackers being put in use among the crew, but planet crackers rely on the mantle to core interaction. Quantum torpedoes are nothing option that I am seriously considering. Phased plasma torpedoes are largely considered in the OP-Class of weaponry but I am seriously considering just loading everything up and going for broke. Tricobalt missiles might be another option but the last time anyone used that was during the Fifth Dominion War. The Dakota is so far out of specifications that mounting such weapons is not as far fetched as it may have sounded a month ago.
It isn't like anything we're going to do is going to count for the leaderboads.
On a personal note, some of the crew members have reported headaches from their SUDS interfaces. McCoy is working on it, but he also warned that the transporter may have to be reconfigured after the discovery that the Precursors can hijack the signal and capture crew members that way.
Starfleet transporters are much more carefully aligned than the earlier 'mat-trans' and 'teleporter' systems used by the 40K LARPers. Safety interlocks prevent our transporters from being used in many cases that a teleporter could be used, require more power, and have a triple-feedback redunancy check.
An amusing point: Teleporter systems seem to go straight through the shields. McCoy and Spock both believe that lengthened amount of time for buffer checking allows the Precursor shielding to be adjusted for the algorythm used by Starfleet vessels.
Another amusing point: During my LFG call, the Wesleys were lined up around the station core. Nobody is taking them on these, despite the class advantages because, outside of structured missions for Starfleet Games, nobody is going to suddenly have Wesley Weaknesses just because.
On a personal note: My Riker has grown out his beard and has been socializing with his Space Force peers in order to get us more information on this threat.'
--Picard 8873
Captain's Personal Log - Stardate 8532.304
One thing they don't mention in the sheer amount of time you spend moving from place to place. Warp drive is highly efficient and safe compared to stringdrive, slipstream, gates, and jumpspace. Unlike hyperspace, AI's are able to remain conscious in warp. Still, I feel the urge to yell "GO FASTER" at the warp nacelles.
My Spock took me to the side and warned me that Starfleet vessels may be making a serious mistake. Often, the Precursors take damage and flee the system, using Hellspace to jump out. He has noticed that after roughly 8% of their structure is damaged they then flee. He also had checked Starfleet records.
I'm the only vessel, at this time, running transphasic photon torpedoes.
He has suggested an experiment. Utilize transphasic torpedoes, phased plasma torpedoes, but leave one out of every barrage of 10, with the phased plasma torpedoes, with a subspace beacon. In that manner, we can discover where they are running off to.
My Spock has put forward the theory, and my Scotty and LaForge, as well as my Riker, all agree.
They have refitting, repair, and construction bases somewhere.
Perhaps our plan to put a phased subspace beacon aboard one of the larger vessels will pan out.
I do feel concern about what my crew and I might find in a Precursor shipyward.
--Picard 8873
Captain's Personal Log - Stardate 8532.306
We have returned to the system that myself and the others had cleared. In particular, we are running long range sensor scans of the gas giants. My Chekov has suggested, and I concur, that getting in close and running more detailed but shorter range scans might put us too close.
I would really like to avoid a barrage of nCv shells.
Our Uhura (She's extremely qualified and did not object to me doublechecking her bonafides) is keeping a careful ear out for any Precursor transmissions.
I have left orders that at the faintest whisper of Precursor code the Dakota is to move to red alert.
The system looks empty, but there is something that makes me think that there are only four lights.
--Picard 8873
ADDENDUM: There is apparently no structures or other masses in the gas giant at the depths our long range passive scanners can reach.
Captain's Personal Log - Stardate 8532.307
Our Uhura spotted it first. Subspace whispers. Complex and shifting binary, barely audible. While others suggested we move in, trying to get a lock in on what was whispering across subspace in such a manner I ordered the ship to immediately go to silent running, no emissions.
We observed a Goliath exit Hellspace near the larger gas giant, streaming vapor and metal, its attendant vessels exiting with it. As we watched it allowed the attendant vessels to board through the massive docking ports.
Sidenote: Some of those docking bays are the size of the real San Francisco Ultraplex.
The 'whispers' picked up and the massive Goliath sank into the gas giant.
My crew's estimation that the three initially engaged Goliaths of our last action had repaired themselves was confirmation bias.
For a bare moment the whisper got louder and the Goliath that had sunk into the gas giant was in plain view on our passive long range scanners then it simply vanished.
The belief of my Spock and Scotty is that the Precursors have some kind of shielded refit structure inside the gas giant beyond the scanner horizon. LaForge has stated that the pressures at such depth would make any construction or repairs inordinately difficult.
My Riker reminded LaForge that the Precursors were engaged in a war when they vanished and these bases are not only war-time bases, but that there are no living crews to worry about.
I ordered my crew to remain on silent running. There is enough debris on that planet to cover a probe approach. My LaForge has suggested putting a probe data relay in the Oort Cloud to give the signals a few 'bounces' and to use only phased tachyon streams with reversed polarity.
Sometimes I wish we didn't have all our own names for technology. Why could he have just said paired quark communications?
--Picard 8873
Captain's Personal Log - Stardate 8532.309
The probe was moved into place carefully, following a piece of debris from the previous battle. During this time our Uhura caught another scrap of what she has come to call "Precursor Whispers" from the other gas giant.
My Spock reminded me that the intense pressures inside a massive gas giant could make foundry work easier, allowing the creation of hyperalloys that we need massive foundries for to utilize the inherent pressures of a massive gas giant to create 'alloy farms' inside the gas giant.
A disturbing thought indeed.
Another ship type has arrived, which I have labeled the Enki class Precursor, has arrived and taken to carefully going over the debris fields of the Starfleet battle.
Thankfully the Klingon and Romulan officers routinely utilize anti-matter charges to clear any debris from the destruction of our ships.
It moved to the wreckage of the mining ship and has been spending time there. It is at extreme range and I am becoming nervous about what it is doing.
The Precursor attitudes within this star system are concerning.
Have you ever looked at an inanimate machine, with no living characterization like a Data possesses, and thought to yourself "What are you up to?" as you watched it?
I have that unique experience.
They are up to something.
--Picard 8873
Captain's Personal Log - Stardate 8532.310
The probe provided us with valuable information that is critical to disseminate.
We are now, to use my Riker's phrase: running like a bat out of hell.
Passive scans can only penetrate to a certain depth within a gas giant. Starfleet has been largely worried about planetary scans as well as deep space and intrasystem scans. Combine it with the fact we use a lot of gamification in our systems, gas giants were largely used as "spawn points" for crafts. This meant that, naturally, our scanners largely could not penetrate deeply into gas giants.
My Scotty and LaForge re-calibrated the sensor arrays to get a good look inside the gas giant.
My Spock was right. The Precursor was 'growing' large alloy fields down there. There was a repair and manufacturing base the size a continent down inside the gas giant with massive 'alloy farms' around it. Before the scale would have shocked me until my Spock pointed out that the Great Eye of Jupiter is twice the size of Terra itself. Nearly two dozen Precursor vessels were 'docked' at the facility.
Discussions on how to 'deal with' this massive repair and refit base were discussed at a closed meeting of my command crew. It ranged from using a Genesis Device on the gas giant (Not recommended. My LaForge stated that the Precursor ships we are facing here are more adept at 'learning' than previously encountered Precursor types and the last thing we should do is provide them with planet killers that create more resources) to attempting to use a modified planet cracker on the gas giant (Again, tabled due to concerns the Precursors would imitate it).
We settled on phasic trans-phasic photon torpedoes mixed with tricobat missiles.
Out attack was dual: Destroy the debris field of the Romulus class mining vessel, which was being thoroughly combed over by Enki class Precursor vessels, damage or perhaps even destroy the facility and the 'alloy farms' inside the gas giants.
We came in from above the stellar plane, at a high velocity angle. When facing Precursor vessels your speed and maneuverability are key to staying alive. We fired probes while still 25 million miles above the stellar plane. We came in with only debris shields at full power.
The probes reported back that while there were life signs on the planets in the Green and Amber zones the Precursor vessels around those planets and upon the surface were not engaged in wholesale slaughter or destruction. We practically turned the sensors inside out getting deep scans of everything.
Once in range (Starfleet weaponry is somewhat, to use my Riker's term: short legged compared to Space Force line weaponry) I ordered a full scan at maximum power and resolution. Normally this is avoided to prevent damage to sentient beings and xeno-species but the Precursors aren't a foe that one should concern themselves with scanner-burn.
Percursor vessels were not rising from the gas giants. While some immediately launched or moved to engage us from various points in the system, sheer distance and geometry prevented any attacks. At 30 million miles even nCv weapons or phaser beams move too slowly to engage a ship the size of the Dakota. We launched weapons and immediately began accelerating to be able to put enough distance between any Precursor vehicles and our own vessel.
We got our scan data back and immediately realized that engaging the Precursor vessels was now a secondary, if not tertiary, mission.
All four of the gas giants contained refit facilities of a size that is best described as 'geological'.
That was not the key data.
Our Uhura was able to isolate the 'Precursor Whisper' and while unable to decode it, was able to confirm what it is.
FTL data-streams.
Their battle, strategic, and tactical network.
The planets, while full of life and possessing several species known to be "Unified Civilized Races", were all at Stone Age technology. Precursor vessels were moving to protect the planets and their inhabitants for an unknown reason.
This information is vital to Starfleet, Space Force, and all other Confederacy organizations.
--Picard 8873
Captain's Personal Log - Stardate 8532.311
The Dakota has now had its very own AbramsKhan moment.
We were fired on in warp drive.
The Precursor vessel mounted one of the Galaxy class Starfleet vessel's engines and pursued us. With a lighter frame, higher energy output, and not having to concern itself with warp drive effects upon living beings, it was not only able to catch up to us, but fire upon us.
My Riker has stated that anyone who mocks up for having such thick armor after this will be starting a brawl.
We are alive only because of my insistence on heavy armor, structural integrity fields running the same type of shield frequency algorithms as our main deflector shields, with dual structural fields layered between armor and structural layers.
Immediately upon being fired upon we dropped out of warp drive to engage the small Precursor vessel. Chekov stated it would be between stellar bodies and it should have been a bare battlefield with not even gas wisps.
Instead, we dropped into a half dozen Jotun class vessels waiting for us.
We are currently undergoing evasive warp maneuvering as estimated by my Spock and my LaForge.
--Picard 8873
Captain's Personal Log - Stardate 8532.313
They're attempting to "drive" us deeper into the Dead Zone.
This gives us a fairly unusual opportunity. We can see what they are attempting to push us into or we can attempt to escape.
Spock and Scotty believe that it is imperative we discover what it is that the Precursors believe can take us out compared to the Jotuns following us.
Riker and LaForge maintain our goal should be reaching Federation/Confederate Space.
I believe I have a better idea.
--Picard 8873
Captain's Log - Stardate 8532.315
Rather than allow us to be pushed further into the Dead Zone I ordered the ship to move at a right angle to the galactic plane at full warp 9.3. While this can interfere with SUDS uploads and storage I have decided that the risk is necessary.
Captain's Log - Stardate 8532.317
The Precursor machines are still in close pursuit. They are arranging for attempted ambushes. LaForge has theorized that the one following us, which is a warp capable photon-torpedo launcher welded to the the Galaxy class engine and wrapped in neutronium armor, sends out a "whisper" as soon as it sees the 'warp flare' from our engines. That enables the Precursor vessels to Helljump to where we will be exiting.
Scotty has a plan.
Luckily, I did not dump my old class data, so I have a Kirk knowledge database.
Spock is overriding the interlocks to allow me to access that knowledge.
It is risky, but acceptable.
Captain's Log - Stardate 8532.317 - Supplmental
By utilizing the holodeck, a blank SUDS, and carefully aligned emitters, Spock believes I will be able to load the data from the Kirk character class into my memories despite being a Picard. He will attempt to use his Mind Meld ability to keep me from collapsing under a dual class.
The Precursor Pursuer will be in range inside of 30 minutes.
I have no choice.
Captain's Personal Log - Stardate 8532.317.7
The melding was somewhat successful. I have conflicting emotions and desires regarding many subjects but thankfully both my knowledge and personality templates are Starfleet officers. By use of the Mind Meld my Spock was able to use an older exploit involving class rank and player knowledge.
Contrary to popular opinion, Kirk classes are not womanizing hot-heads (Despite AbramsEra semi-canon) but rather highly innovative early Starfleet officers. It is just that the mission files force Kirk to use half-experimental technology in innovative ways in order to overcome unknown experiences and foes. One of the things often overlooked is Kirk made the rank of Admiral and was quite cautious in many ways.
Still, the dissonance between a Picard and a Kirk class is quite intense.
I am suffering nosebleeds. McCoy says it is from intercranial pressure as my brain attempts to sort through the information.
I have not informed him of the fact I have a severe SUDS hangover.
--Picark 8873
Captain's Log - Stardate 8532.318
After examining old scans of the Galaxy class ship that was defeated I was able to ascertain its hull number. Using that number, and knowledge possessed by an Admiral Level Kirk Class, when the Precursor Pursuer came close enough to fire I was able to drop its warp-shields. The Precursor Pursuer was exposed to raw warp energy at that time, inhibiting its ability to see the Dakota, specifically causing us to appear much further ahead in the warp conduit.
The Precursor Pursuer fell back and I ordered the Dakota to move to Emergency Warp Speed.
9.998 Okuda Scale
The Precursor Pursuer immediately went to maximum speed of the Galaxy class engine attached to little more than armor, bare shields, and a torpedo launcher.
Warp 10.
Without Transwarp shielding or any other technology, the Precursor Pursuer achieved infinite velocity and infinite mass.
The explosion damaged the Dakota and left us drifting in normal space.
Scotty and LaForce estimate repair times of 3 weeks.
--Picark 8873
Captain's Log - Stardate 8532.325
We are again underway after our successful destruction of the Precursor Pursuit vessel.
Maximum warp is limited to Warp 5.4.
Estimated time of arrival at Starbase 4973 is 11 days.
--Picark 8873
Captain's Personal Log - Stardate 8532.332
My SUDS has been scrambled and bad. I'm no longer Jeffery van Leedle, born on Rigel, but instead and curious combination of the character neural templates and my old personality.
Scotty, McCoy, and LaForge are examining me. Not in any hopes of untwining the personalities, but rather to forward the information to SoulNet in hopes that it can be prevented for occurring to others, no matter how unusual the circumstances.
The 'Gamed' memories no longer have the distinguishable overlay that Starfleet uses for safety measures. Instead, all of my memories feel the same.
Which is... confusing.
I remember racing a motorcycle in the wheat fields of Oklahoma, outside of Paris, under a Rigellian red sky.
My gestalt personality agrees that it is worth it for the information we have and to save my ship and my crew.
--Jeff Picark 8873
Captain's Log - Stardate 8532.334
Pro-term Acting Captain Riker-2173 commanding. Previous Captain suffering the effects of the SUDS/Template merger needed to access information to allow the destruction of the Precursor Pursuer.
Captain Jeff Picark was relieved of command, with acceptance and willingly, two hours ago.
Bridge and Command Officers are in agreement with this action.
We are two days out of Starbase 4973.
--Riker 2173
Captain's Personal Log - Stardate 8532.335
Would I have done it, knowing what I do now?
Yes.
My SUDS cannot update. The neural template recordings fragment and unravel.
I am no longer immortal.
But there is no such thing as only human. Humans, without the SUDS, accomplished incredible feats with just grit and determination.
However, I can no longer participate in active combat Starfleet games. Two hundred years of LARP down the tubes.
I made a good choice with my Riker. The hardest thing to do is relieve your Captain for cause.
He had good cause.
--Jeff Picark 8873
Captain's Log - Stardate 8532.336
I have docked the Dakota and am granting shore leave to crew. Captain Picark was taken to the Space Force infirmary via stretcher with McCoy in attendance.
Our mission is complete. Space Force has our data in their possession.
For some reason, the Precursors keep entire worlds of roughly half the xeno-sapients of the Unified Civilized Races.
Gas Giants must now be treated as Precursor base risks.
I am hoping "Jeff" recovers. The fact that he remembered an ancient piece of lore from OldTrekKhan is, honestly, impressive. Undergoing an in-mission partial respec was risky.
Will report to Starfleet and see what happens.
--Riker 2173
---------------------------
STARFLEET GAMING CENTRAL NOTICE
Jeffery van Leedle, player number 7c345a7e1-8873, is hereby promoted to Starfleet Admiral and is hereby recalled to Earth-42 to Starfleet Headquarters in New-SanFran.
In accordance to his wishes the Dakota a non-canon America class ship, is hereby given to Riker 56a817c38f2-2173, including all templates and player rewards.
-----NOTHING FOLLOWS-------
SPACE FORCE MEMO
ALL CAPTAINS
Initial estimations of 30-50 Goliath class total forces in is error.
New ship types encountered, new facilities discovered (See Attached File).
-----NOTHING FOLLOWS---------
CONFED MEMO
Mantid, any idea what this is about?
----NOTHING FOLLOWS-------
MANTID FREE WORLDS
Beyond "cattle worlds" we cannot estimate why Precursors, of all things, would have the older races, reduced to primitive, on worlds just being observed.
-----NOTHING FOLLOWS--------
BLACK CRUSADE
Experimentation, idiots. That Balor Hellship should have made you think of that.
They're trying to figure out a way to counter us.
------NOTHING FOLLOWS------
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Ladder Binary Trading By 2options.Com Binary Options Trading Ladder Strategy - YouTube BDswiss Ladder Optionen - Binäre Optionen Leiter Strategie für Banc de Swiss

Im heutigen Artikel, werden wir Ladder-Optionen betrachten, während wir uns in der nächsten Folge mit 60-Sekunden-Binären Optionen befassen werden. Ladder – Binäre Optionen Binäre Ladder-Optionen sind schwerer zu verstehen als andere Arten von Binären Optionen und deshalb werde ich versuchen, alles auf eine einfachere Art und Weise zu erklären. Ladder binary option trading is where range of prices are lined at equal intervals (as a ladder). They are given with fixed pay-off, determined for a specified expiration time to end as high or low binary. Ladder binary option example. For example USD/YEN trades at 80.2, if a trader wants to invest in ladder binary options with three price levels; 80.5, 80.8, 81.1 which expires at 4 pm, he ... 10 von 10 Trades habe ich gewonnen und so in knapp einer Stunde 289,-€ Gewinn mit der Ladder-Strategie gemacht! Leider gibt es die Ladder-Option nur bei einem binäre Optionen Broker, dem Broker GTOptions, daher weiß ich auch nicht wie lange ich diesen Ratgeber hier kostenlos verschenken kann bzw. darf, ohne das der Broker protestieren wird!. Die Ladder-Strategie hat sogar mich aus den ... Binary options ladder trading is a type of trading where you will receive several price levels at equal distances from each other; that is how the pattern is formed in the shape of a ladder. More simply stated, a binary options ladder trade is one where you try and predict the level of an asset price to change over a certain time frame until the option is active. The trader must predict and ... Ladder Option Strategy; Ladder Binary Options Brokers; Ladder options trading is somewhat similar to boundary (or range) options. While in boundary options two limits are provided – one upper limit and one lower limit, with ladder options, there are generally five price limits (the exact number will vary depending on the broker and the asset). These limits are not always distributed ... Here is one simple example to understand the ladder binary: USD/JPY is trading at 88.50 and you would like to use the ladder when trading binary options with your online trading platform (the broker). You want to make a trade using a ladder with three price levels: 89.50, 102 and 103.30. To make a profit in this binary ladder situation you will have to choose the option expiry date at first ... Ladder binary options are an interesting new contract type that offer a unique risk/reward profile and trading opportunities. These options are quite different from any other kind of binary option contract but are still relatively easy to learn and use. They are, however, currently only offered by a small handful of brokers (we will cover […]

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Ladder Binary Trading By 2options.Com

http://www.binarytradingglobal.com/ladder/ In the Binary Option Trading Ladder Strategy Ladder Option, the trader can make a profit on multiple asset price l... Ladder binary trading means you have multiple strike prices with different dynamic payouts for each price. This allows you to get relatively high payouts through short term trades. Benefits to ... Die Leiter Optionen bei Banc de Swiss bieten eine Menge interessante Vorzuge und Besonderheiten im Vergleich mit normalen binären Optionen! in diesem Video lernen Sie was die binäre Optionen ...

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