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Why the Genie Warlock's "Bottled Respite" is overwhelmingly powerful
Despite being limited to a single use per long rest ( Which can be as short as 4 hours with High Elf Trance ), if it is preserved according to the UA description, it stands to be one of, if not the most busted features in 5E history. For just a one-level dip into Warlock, and a free action, it has the potential functionality of several high level spells combined, with the value of dipping into the class just for it being fairly high. First, lets overview all the benefits granted by the ability in its own right, then go over all of the ways to combine it with other abilities as well:
A mobile semi-Demiplane - Starting with the obvious, the storage space. It is kind of an hybrid, in regard to storage rather than safety, betwen an 8th level spell that can probably be used only once a day anyway and the very rare magical item bag of holding. You do have to get inside to store objects there, true, but there are many ways of carrying even big items on your person, minitaurizing them, disassembling, etc that I won't get into, that essentially allows you to perform feats previously unheard of even at high levels.
Portable alchemy labs, equipment, instantly deployable ( assembled within the vessel ) siege weapons, structures. By lowering your vessels HP to the breaking point willingly, you can destroy it above a group of enemies heads/something else to unleash virtually anything imaginable that you could fill a 20-foot cylinder with over time - Acid, water, boulders, dangerous items, dangerous creatures ( at higher levels ), traps, heavy cages, quicksand, the list is infinite. And if you have the time, you can scoop it back in the new vessel after an hour.
Poor Man's Magnificent Mansion - Needless to say, it is safe to assume that a tiny object hidden underneath the ground or camouflouged somewhere might be a lot safer and covert than your usual arrangement, not to mention rendering you immune to most divination by virtue of your extradimensional location. Fun Fact - At level 1, with 4 hours of lodging time, it is sufficient to complete a High Elf's Trance and recharge itself on the spot.
Enhanced Durability - If you choose to carry the vessel on your person, while it might be fragile initially due to low AC and HP, nothing says you can't encase it with a superior steel or Adamantine shell to make it even more difficult to crack, a point which may prove handy for the next chapter.
Eavesdropping - You can hear everything around your vessel while in the shape of an innocous tiny object of your choosing, imprevious to divination, and you can even cast Nystul's Magic Aura on your vessel. Enough said.
------------------‐------------------ Now for the fun part, which is all that can be done with a little bit of magical help, though it can only be a partial list since the possibilities are endless. Let's dive in.
Airforce 1 - Bottled Respite + Find Familiar = 1st level travel via flight. Many attempts to harness familiars for personal flight have been attenpted before, but none as cheaply and lengthily as this. Many pitfalls and intricacies are involved with this method, but at the outset, you can command a flying familiar to fly somewhere it can see/knows how to reach or in a given direction for a certain amount of time while you are chilling comfortably in your vessel and set you down before it ends. Keep in mind, since both the familiar and vessel are tiny, you could infiltrate all sorts of inaccessible spaces. Furthermore, should your familiar perish and the vessel dropped, you won't be shunted out until it hits something and breaks, with the prior momentum being irrelevant.
This is pretty amazing in itself, but you can't exercise control over your familiar for the duration from the extradimensional space. There are various ways to mitigate that flaw, which I'll discuss briefly: You can actually make clever use of Prestidigitation to allocate 3 Yes/No indications, or 3 'Condition alerts' with other meanings to your familiar per trip. Say you have an Owl, you can instruct it to hoot in a specific fashion/number if something happens ( Enemies in the air, a storm cloud, missing the destination, etc ), then set up 3 Prest marks/symbols on the vessel lasting for 1 hour which can be dismissed with an action from anywhere. Turning off a symbol, or any of the 3, can be taken as a binary command of some sort, like aborting trip or retreating.
Depending on DM interpretation, Shape Water might work even better. Attaching a water vial to your vessel and choosing it prior to departure, assuming you don't need to perpetually see it in order to animate it into shapes ( Its not even concentration btw ), you might be able to change the water inside into arrows/signs for your familiar depending on auditory input. Either way, sadly both prest and this are 1 hour only.
More advanced steering options include a Chainlock familar, which is intelligent enough to formulate a detailed route and deviations, spells such as Animal Messenger, Beast Sense, Magic Mouth piloting systems, Sending, and finally bypassing telepathic restrictions entirely with high level spells like Telepathy.
If you level up as a Warlock, eventually your whole party will be able to take rests while cruising inside your vessel. You can even turn the fucking thing into the most lightweight spaceship ever if you can propel it ( and there are simple ways ). Resting inside, you will survive the single turn it takes for you to get back in once ejected.
Invisibility - Casting Invisibility on the familiar carrying your vessel or Sequester allows for even more spying and infiltration prowess
Glyph Buffet - Casting Glyphs of Warding inside the space with beneficial effects on them can be triggered immediately upon your entry, using the bonus action to emerge completely healled and buffed back into battle. High-level Genielocks can of course apply it to a full party or even store summoning spells and bring out any number of creatures with them.
Divide by Zero - This application of Bottled Respite with Drawmij's Instant Summons ( Which also targets magical objects ) may result in trapping yourself inside the vessel indefinitely, opening a gate to the Astral Plane, destroying the multiverse, or all three. You cast the spell on the vessel, keeping the sapphire with you, proceed to enter the extradimensional interior of the vessel, then speak its name and crush the sapphire in order to make the vessel, regardless of planar distance, appear in your hand...while still inside the vessel's extradimensional interior.
What happens following this inception is anybody's guess, though if we ignore the semantic shitshow of what the vessel's interior being extradimensional means, and treat it like a Demiplane - I.E the 3D object and its volume existing independently of the much larger dimension in teleports you into, then when the time is up, you will simply remain in that dimension indefinitely, as the physical lamp is now inside the extradimensional pocket itself and that will be the nearest unoccupied space to shunt you toward.
The Mayday Rescue - A more stable application of Instant Summons, you can instead entrust the sapphire to a Simulacrum, Familiar, Summoned being or ally. Even if you find yourself without high level magic, or enemies that would counter it, you can try sending a message ( or use some premeditated time/Chainmaster familiar telepathy/etc ) for your ally to safely evacuate you, or your party, via summoning the vessel right after you use your action to enter it.
That is all I can think of for now, and remember what we're talking about - A level 1 Warlock action per long rest. It has unbelievable value.
Modern Serialization and Star Trek: Re-imagining TNG to put Discovery and modern Trek in context
This is going to be one of those shower thought posts that exploded to be far larger than I originally hoped, so my apologies in advance. It's no secret or unspoken thing that Star Trek: Discovery differs largely in terms of presentation from previous Trek series, and that is due in large part to it being a 14-episode, serialized series, versus the majority of Trek, which has been almost entirely episodic. DS9 sort of bucks this trend with major serialized arcs, and continuity between episodes (characters actually change!), as does Voyager. Enterprise, too, takes a bigger step towards serialization, as events from past episodes frequently shape those of later episodes, and characters change both in relationship and attitude over the series (to the extent that the writing allowed). However, for Trek's 2017 return, DIS was brought to the screen in a radically different way-- instead of episodic seasons punctuated with serialized arcs and minor continuity threads sprinkled throughout, it was a tightly-woven story (insofar as it could be, given its original showrunner left midway through the development of the series) concentrated on one, continuing arc, following the trend of other prestige television shows that define the Golden Age of TV. This is attributable to a few likely things: preference by the writers, the demands of CBS, and wanting to use the show to launch All Access, which necessarily demanded a "Game of Thrones-style" flagship. The smaller episode count, too, enables more budget per episode-- in 1988, an episode of TNG cost ~$1.3 million USD, which, with inflation, equaled about $2 million USD in 2016, when Discovery was being developed; Discovery's first season ran a reported $8.5 million per episode. Even at only 14 episodes versus TNG's first 24 episode season, DIS S1 cost more than double the amount to produce. This level of cost and detail means playing it safer, but also, means reusing props, prosthetics, and CGI assets to make sure that bang-for-your-buck is ensured. Thus, a series with a relatively consistent setting. Season 1 of DIS tells a specific story, with distinct acts, a beginning, a middle, a climax, and a conclusion, and sets up plot points that are raised and resolved (along with others left dangling for future seasons). In terms of structure, it looks something like this:
"The Vulcan Hello" (beginning)
"Battle at the Binary Stars" (Act 1 concludes)
"Context Is for Kings"
"The Butcher's Knife Cares Not for the Lamb's Cry"
"Choose Your Pain"
"Magic to Make the Sanest Man Go Mad"
"Si Vis Pacem, Para Bellum"
"Into the Forest I Go" (middle) (Act 2 concludes)
"The Wolf Inside"
"What's Past is Prologue" (Act 3 concludes)
"The War Without, The War Within"
"Will You Take My Hand?" (Act 4 concludes, thematic climax)
And it follows a few core plot threads:
Burnham's coming to terms with her role in the war and losing Georgiou, proving herself as a Starfleet officer worthy of trust/redemption from her role in the war, and re-centering her relationship with her adoptive father (Sarek).
Saru learning to trust Burnham, and growing as an officer to eventually be a Captain.
Tilly growing into her role as an officer and a professional.
Stamets growing past his issues with people, and opening up to go beyond his work to see his with his friends.
Ash...uh...finding out he's a Klingon?
Lorca just kinda being a dick the whole time and just dying I guess?
Sarek learning that he can show the necessary affection to have a good relationship with his daughter, and recognizing how his dispassionate Vulcan attitude may cause issues for his family.
This is all a pretty large departure from previous Trek, where some character threads are sprinkled throughout the series, like Riker maturing as an officer, or Sisko growing into his role as the Emissary as well as a Captain. Some things are more contained, like Picard dealing with the trauma of his assimilation and being used to murder 15,000 people by fighting in the mud with his brother on their vineyard. This new structure has been received with mixed results by the Trek community (though the consensus seems to be it's working, considering we're at three seasons with two more on the books and two spinoffs on the way), and I think a large part of that is that, while serialization lets the writers tell longer, more detailed, and more complex stories, episodic shows enable writers to tell more varied, unique, and "special" shows. With DIS, we're not going to have a "Measure of a Man", unless the season is set up to support it. However, with the TNG model, we're not going to have characters change much over time, and the reset button is going to come into play at the end of every season (if not every episode...looking at you, Voyager). This leads me to the original shower thought that prompted this post: while rewatching The Neutral Zone in TNG S1, it made me wonder what TNG would've looked like had it adopted a similar model, where, presumably, the Borg would have been central to the plot, as would Q. So, I present to you below, my model for TNG S1, were it made in 2020 in an episodic, DIS-style, and leave it there for your consideration as to the future of the franchise, and what possibilities may come from coming series like Strange New Worlds, which may see a come-back of the episodic style. My presumption for this new S1 is that it would borrow elements from S2 and S3 of TNG, as it would, generally, have tighter writing (given far fewer hours of film). TNG Re-Imagined Season 1
S1E1 - The Trial: On its maiden voyage, the newly commissioned USS Enterprise sets out for Farpoint Station to pick up some of its senior staff, and investigate the mysteries of the station. Along the way, the crew is accosted by Q, an omnipotent entity that seeks to put humanity on trial, and ascertain its readiness to explore deeper into the galaxy. Captain Jean-Luc Picard, commander of the Enterprise, adapts to his new role as captain of a ship with families onboard-- including that of his old friend, lover, and Chief Medical Officer, Commander Beverly Crusher, and her son Wesley, fathered by Picard's deceased best friend and former XO, Jack. Meanwhile, Commander Will Riker, the maverick, young executive officer of the Enterprise, works to settle into his position alongside the generally thoughtful composed Captain Picard. Also introduced are: Lt. Commander Data, the Enterprise's operations officer, and an android who dreams of being human; Lt. Worf, the tactical officer, Starfleet's "first" Klingon officer who was raised by humans after being orphaned in a Romulan attack on his planet of birth; Lt. Commander Natasha Yar, the Enterprise's Chief of Security, raised on a former Federation colony world inhabited by humans that failed and fell into lawlessness and violence; Lt. Commander Geordi LaForge, a gifted warp physicist and Deputy Chief Engineer of the Enterprise; and Guinan, bartender and operator of the ship's lounge, who may or may not have superpowers. This episode follows the same general plot as Encounter at Farpoint, Part 1.
S1E2 - Encounter at Farpoint: The Enterprise uncovers the secrets of Farpoint station, and frees the space-dwelling jellyfish creatures of the station from slavery. Events occur much like Encounter at Farpoint, Part 2.
S1E3 - The Naked Now: The Enterprise is afflicted by a virus that causes crew members to lose their shit, as its predecessor was almost 100 years prior. Picard and Crusher are stuck together in sick-bay trying to figure out the situation, where, in their drunken state, they try to avoid their feelings for each other becoming apparent. Riker and Worf butt heads while under the influence of the virus, but come to a nice equilibrium. Yar and Data bone, which leaves Data wondering if he's actually more human than he thought. A cure is found, but before it is, the Enterprise's Chief Engineer, the man, the myth, the legend, Jim Shimoda, passes away while doing some dumb shit (RSVP Shimoda), and Picard asks LaForge to take over the Chief Engineer position. Picard goes to Guinan to inquire about Q, as it seems she and him have some prior relationship-- though dodgy, she warns that he is potentially dangerous, but likely would have gotten them killed by now had he truly wanted to mess with them. Notably, O'Brien gets to have fun.
S1E4 - The Battle: The Enterprise is confronted by a Ferengi marauder, whose commander is seeking revenge for the "murder" of his son by Picard as Captain of the Stargazer. Picard must overcome his guilt over the loss of the Stargazer, and defuse tensions with the Ferengi before the Enterprise suffers as similar fate. He and Crusher have a moment, and she convinces him to sit down with Wesley, finally, and have a talk with him as the only father figure in his life. Meanwhile, Geordi settles into his role as Chief Engineer, and learns to balance his new professional relationship with Commander Riker against their preexisting friendship from their days at the Academy. Worf and Data bond over their shared lack of a relationship with their parents. The episode ends with Q appearing to Guinan, and pestering her about her thoughts on humanity. She defends the species, and demands Q leave the Enterprise alone. Q fucks off doing his whole asshole thing, ominously saying we'll see about that. No racist shit in this one!
S1E5 - Empowered: Akin to Hide-and-Q, Q decides to test Guinan's defense of humanity by giving Riker the powers of a Q, and seeing what he does with them. Episode plays out fairly similarly to the original one, just with less dumb shit going down. Picard counsels Riker to be restrained, but he does the whole "giving everyone what they want" thing. Riker is settled down by Troi, who he realizes he still has feelings for (and, now able to read her mind, is able to see that she does, for him). Q removes Riker's powers, and concedes that Riker was harmless, and that of all the things he could have done, he chose to try to make his people happy, concluding that maybe Guinan is right. He appears to Guinan again, and gives an ominous message: "Maybe they are ready for what's coming."
S1E6 - Datalore: Data's twin brother Lore, another Soong android, is discovered, and is a dick. Data realizes that, though having the same architecture as Lore, he grew to be someone different. Picard, happily remarks to him that maybe he is more than just the machine he thinks himself to be. Worf and Riker get up to holodeck shenanigans, and introduce Badgey, an experimental training program that is not evil at all. Riker decides that Badgey is annoying, and puts the program on ice. This will never appear again, surely.
S1E7 - Skin of Evil: While exploring an anomalous planet on the fringes of Federation space, the Enterprise encounters a malevolent entity that takes down an Away Team shuttle, stranding Yar, Worf, Troi, and Data on the surface. Troi figures out how to defeat this entity, which is not a black puddle of evil, but not before Yar is severely wounded. Worf rescues her, and she is beamed back to the Enterprise, where Crusher is able to stabilize her, but she may be disabled her wounds, and will require a long recovery period. Data, in a fit of what seems to be rage, exploits the weakness identified by Troi, and kills Armus or whatever the bad-guy that's no longer a black puddle of evil is. Worf is promoted to Lt. Commander for his bravery, and named Acting Chief of Security and Tactical Operations while Yar is recovering. Q appears to Picard, and toys with him about the lengths to which the crew goes to save a single officer and avoid taking life, and that Data is perhaps the best of them, as he understood what needed to be done. Picard notes that Data was wrong for killing Armus when other options may have been available, but the circumstances called for aggressive actions. He counters, further, that the killing of Armus and the saving of Yar were two sides of the same coin - it's not Starfleet's mission to kill, but they're not just going into things blindly, and suicidally. Q smirks, noting that maybe the ship stands a chance. Before Picard can ask what that means, he blinks out. As the episode ends, Riker is sitting in Ten Forward, discussing with Geordi, Worf, and Data another loss of contact with a Federation outpost on the Neutral Zone, with the four wondering what this may mean.
S1E8 - The Neutral Zone: Picard is contacted by Starfleet Command, and is directed to take the Enterprise to the Romulan Neutral Zone. The episode plays out very similarly to the original, including with the presence of the 21st century cryo-folks: only, in this version, Q appears and insists that modern humanity is much the same as those of the 24th century. In dealing with the Romulans peacefully, and finding out that they, too, have lost colonies, Q is shocked to find that it's true that humanity has grown, and leaves. In the B-plot, Worf struggles with dealing with the Romulans, as his anger over their dishonor and murder of his parents overwhelms him. Yar, in recovery, begins doing exercises with Worf on the holodeck, and he learns from her how to deal with his anger and trauma by hearing of her experience with her homeworld.
S1E9 - Conspiracy: No nubbin bugs here, we're going straight to the Borg, so this failed attempt to introduce an adversary is being replaced! Great episode, though, so we're learning from it. Following the Neutral Zone incident, the Enterprise returns to Earth. On the way, the ship is intercepted by the USS Horatio, and two other Starfleet ships, who request an in-person meeting with Picard. They reveal to Picard that there is a group of Starfleet officers that do not trust the Romulans, and think they are behind the destruction of the colonies. They plan on striking Romulan colonies in retaliation, in order to force the Federation into a war, and end the century of tensions. Picard is disturbed, but cannot believe Starfleet officers would go to such an extent. As the Enterprise continues towards Earth, they receive a notice that the Horatio suffered a warp core breach, killing all aboard. Picard acknowledges the likelihood of a conspiracy, and reads in the senior staff, all of whom are in disbelief, save for Worf, who sympathizes with the conspirators, but believes they are simply misguided by fear. The crew comes up with a plan: they will have Worf stand out to be approached by the conspirators so they can be confronted. During the senior staff's testimony to Starfleet Command, Worf states his belief that regardless of what the Romulans say, they cannot be trusted, and are almost certainly responsible. Worf is then approached by the conspirators, headed by Commander Remmick, who reveals that their group is small, but positioned to take command of several ships throughout the fleet, including two other Galaxy-class ships. Worf tells them that Captain Picard will never go for this plan, and Remmick suggests Commander Riker. Worf returns to the ship, and informs Riker, and only Riker, and they meet with Remmick and the conspirators in San Francisco. Remmick reveals he knew they were investigating them, and takes the two prisoner. The episode ends on a cliffhanger.
S1E10 - Conspiracy, Part 2: Worf and Riker have been missing for a day, which puts Starfleet Security on alert. Picard suspects the conspirators. Remmick issues a directive via Starfleet Intelligence that the Romulans have begun making moves on senior Starfleet staff, including destroying the Horatio and kidnapping/interrogating Riker and Worf. Troi is able to sense Riker's presence in captivity, and pinpoints their location, where they are able to be rescued. Yar contacts friends at Starfleet Command, and is able to get access to communication logs, which Data can use to identify every conspirator in the fleet. Meanwhile, a conspirator onboard the Enterprise attempts to plant a tricobalt explosive on the warp core, and is stopped by LaForge, who identifies it as a Romulan design, but an older one, from the Tomed Incident-- not matching the energy signature of the Warbird they encountered only a few days prior. Picard and Riker beam down to Earth to apprehend Remmick, a firefight breaks out, Remmick is killed, and the conspiracy unravels. The crew presents the evidence to Starfleet Command, and tensions are defused. Starfleet assembles a task force to investigate the situation in the Neutral Zone, headed by newly-introduced Commander Shelby. Lt. Yar is offered a position with the task force, and she joins it, hoping to stay on Earth and still contribute while she recovers from her injury. The Enterprise heads back out.
S1E11 - Captain's Holiday: Literally the same episode from Season 3. Picard does Indiana Jones stuff. Lots of talk about jamaharon. Deanna and Beverly get drunk and talk about the men in charge. Data and Geordi fuck around on the holodeck, and ask Badgey to make a mystery challenging enough for Data. Badgey, being evil, makes Moriarty. Data and Geordi have a splendid time almost dying on the holodeck. Nice and light-hearted.
S1E12 - 11001001: Continuing on from Picard's shoreleave, the Enterprise is still in drydock for refit and repair. The ship is hijacked by the Binars, who it turns out, want to take advantage of the ship's empty space to rescue their colony, that is facing environmental destruction. Riker, Geordi, and Troi are the only two senior staff still onboard, and try to take the ship back with some lower decks officers, but when Troi realizes the point of the mission, they offer their help. Geordi, during the taking back of the ship, gets to do some John McClane stuff in the Jeffries tubes. The Binars say they were afraid to simply ask, because they had been rejected by others before. The Enterprise returns to spacedock, is repaired, and the colony is saved. Riker and Troi confess their affections Another light-ish episode.
S1E13 - Haven: There is no escape from Lwaxana Troi. Before the Enterprise leaves spacedock, Troi's mom boards the ship to warn her that her arranged marriage is still on. The episode is basically the same, except without the sick species. Instead, Troi's arranged husband realizes that she's truly in love with Riker, and doesn't wanna get stuck in a marriage with someone that can't love him. Lwaxana harasses Picard, and we watch him die inside. Geordi and Data shoot the shit in Ten Forward with Guinan, and Data reveals his tryst with Tasha to comedic/heartwarming effect.
S1E14 - Where No One Has Gone Before: Similar to the original plot, but without the Traveler and without going outside the galaxy. An experimental engineering team comes aboard the ship to conduct modifications that should allow the ship to maintain Warp 9 for longer periods of time. Geordi and O'Brien clash with the team, as they seem to be fairly careless with the systems. Wesley, now interning in engineering, becomes close with one of the engineers on the team (a stand-in for the Traveler), who encourages him to become more involved in the upgrade process. An engine malfunction happens and the ship warps into a stellar cluster, then loses maneuvering power. Wesley, Not-Traveler, and Geordi are able to restore power, and get the ship to sustain Warp 9.6 for up to two days, a huge improvement over previous designs which allowed only a few hours. Picard, impressed with Wesley's bravery and ingenuity in engineering, offers him to join the bridge crew as a cadet, and to apply to the Academy. Picard and Wesley actually hug, which, you know. Aww. The episode ends with Guinan cleaning up in Ten Forward after-hours, and sensing something unusual.
S1E15 - The Borg: The episode begins with the Enterprise doing its usual exploration thing, charting nebulae and such, when Q appears on the bridge. Simultaneously, Guinan gets out of the turbolift, and threatens him if he doesn't leave. Picard intervenes, but Q makes a statement: he and the crew have proven themselves ready for the trial to enter its next stage, and to see if they're really ready for what's out there. He snaps his fingers, and the Enterprise is flung 7,000ly deep into the Beta Quadrant, far outside of charted space. The events of "Q Who?" follow, basically, but the episode ends a bit differently. The Enterprise is able to hang in there longer because of the engine modifications in the last episode. Q sends the Enterprise back to the Alpha Quadrant and snaps Picard down to Ten Forward, and everyone but Guinan out, revealing that Guinan is immune to Q's powers. Q tells Picard that the Enterprise and her crew, along with the conduct of other Starfleet officers and Federation citizens that he has observed interacting with Picard and co. since the start of the "trial" at Farpoint, have demonstrated that they're on the path to readiness, but that they need to be prepared for what is coming. Guinan curses him, saying he knows what he has done, and that he's endangered the lives of trillions by introducing the Federation to the Borg. Q simply says: "What makes you think they weren't coming either way?", then leaves. Guinan explains her history with Q (the El-Aurians underwent a similar "trial"), how she came to be in the Alpha Quadrant, and offers her line: "Now that they know you're here..." - "...they will be coming", Picard finishes. The season ends with the prospect looming over their heads, and the Enterprise, battered from its near-death experience, returning to its mission.
And that's TNG S1! S2's theme would be more regular exploration with hints of Borg, and probably another plot or plot(s), and S3 would, of course, culminate in BoBW. Now, I could be way off the mark, but given how Trek is written now, and what it was back then, that's how I'd see something playing out in 2020. Note, though, that even in this format, one finds places to put in some semi-episodic episodes, not unlike Discovery S3 thus far. Hopefully, that means we get the chance for some truly unique, almost-standalone moments in the coming years.
I did not think we'd get here. COVID cases are in the single digits, and many cases are off-campus (https://health.gatech.edu/coronavirus/health-alerts). Test positivity rates are incredibly low (https://gatech-covid-tracker.com/). I think we can say that Georgia Tech has navigated through it's first wave of COVID cases. How did this happen? I'm not an epidemiologist, and even Dr. Fauci himself wouldn't be able to give you a 100% correct answer, because nobody can give you a 100% correct answer - there are too many unknowns. But, we can look at a few factors. 1.) Modified herd immunity threshold. Immunity is likely a real phenomena with COVID-19. Yes, there are now 7 confirmed cases of reinfection, but immunity is not a binary thing. It is not as if every person infected with COVID will either be immune, or they will be as unprotected as the rest of us. It's likely that the majority of COVID cases will gain some sort of immunity, and some will gain no immunity. For the sake of simplicity, let's just assume everyone infected with COVID at our campus has immunity. Georgia Tech has, in total, around 900 positive COVID cases. There are ~14,000 people on campus if you wildly extrapolate from a few surveys taken on this subreddit - if anyone could find where the actual number is, it would be helpful. Additionally, around 5-10% of the US was probably infected in the original Feb-March surge, which would be 700-1400 people. This brings us to 1600-2300 immune people in a population of 14000. The herd immunity threshold is given by (1-1/R0). Uncontrolled, the R0 for SARS-CoV2 is ~4. This means roughly 75% of the populace must be infected to gain "true immunity" - IE, you can do whatever you want, no distancing, no masking, etc. Obviously this is a bad idea. But, we aren't letting SARS-Cov2 spread uncontrollably. Mask compliance is high, people are trying to distance, people are washing their hands more often, etc. R0 is a function of environmental parameters as well - increasing distancing and hygiene decrease your R0. So what is the R0 with distancing and masking? That's a big question, but estimates from New York and Western Europe say it was somewhere around 0.8-1.1. A college campus will have a higher R0 than a typical state or nation, so we'll shift this up to 1.1-1.3. This brings our herd immunity threshold to anywhere between 9-23%. We currently have in the range of 11.5%-16%, and some cases on campus may have gone totally undetected. Here's a twitter thread by an MIT data scientist if you want to read more about the "modified herd immunity" phenomena. 2.) The people who took the most risks have already gotten COVID. Anecdotally, and logically, this makes sense. People going to bars, frat parties, etc have already been infected, and that was our "first wave". Unfortunately, I don't know how to quantify this in any meaningful way, but it is probably a factor. 3.) Behavior change. People could've seen the surge in cases and decided to be more careful - get tested weekly, avoid indoor dining, go to the CRC early in the morning when it's less crowded rather than in the middle of the day, etc. This would lower R0 as well and aid with point 1, although again, I don't know how to meaningfully quantify this. But it is a possible factor. ____________________________________________________________________________________________________________ If you made it through the above, congratulations. The question now is what Tech should do. Frankly, I feel like I am wasting both money and time this semester. This is unavoidable, and not Tech's fault or USG's fault - just a virus doing it's thing. But, just as governments - those of New York, China, South Korea, Germany, etc - gradually eased back on restrictions as the first curve was crushed, I believe Tech can and should do the same. We should not throw the floodgates open and let all hell break loose - but I think we can slowly loosen the screws in a manner that improves educational experiences, and in a way that avoids a second wave. Remote learning sucks. At least for intro classes, there is far better free material on Coursera - made by people who know how to deliver content online and who have been doing it for years - as opposed to professors who were thrown into this a few months ago. As we all know, many "hybrid" courses are pretty much all online. I'd suggest the OPTION - for both professors and students, mandates are a god awful idea - to have more in-person hybrid sections. This won't give me my money's worth - but it'll give us something. As of now, I have three hybrid classes - and yet have not had a single in person class. These classes can be conducted in a safe, distanced/masked manner, as to keep our R0 low and keep reaping the rewards of the "modified herd immunity" discussed above. This might be difficult to implement in the middle of this semester, but I think it can be implemented next semester, in the absence of mass vaccination until (in the most optimistic case) February-March. Other things include opening up lounges in dorms. Also, I know visiting other dorms is technically banned, but everyone I know is ignoring that rule. Many people aren't even aware of that rule - might as well just get rid of it if compliance is close to nil. But, I'd prefer more in-person classes above all else. This was a long post. Ultimately, COVID is a game of trades - we could lock everyone in their homes until there's a vaccine, but that would destroy our society. We could let everyone run wild until there's a vaccine - again, that would destroy our society. It's a multivariate optimization problem, where we are trying to maximize safety, education, and the student experience. I'm just a dude trying to help us find that maximum. TLDR: COVID-19 first wave beaten due to number of factors. More in-person classes would be nice.
Forex Signals Reddit: top providers review (part 1)
Forex Signals - TOP Best Services. Checked!
To invest in the financial markets, we must acquire good tools that help us carry out our operations in the best possible way. In this sense, we always talk about the importance of brokers, however, signal systems must also be taken into account. The platforms that offer signals to invest in forex provide us with alerts that will help us in a significant way to be able to carry out successful operations. For this reason, we are going to tell you about the importance of these alerts in relation to the trading we carry out, because, without a doubt, this type of system will provide us with very good information to invest at the right time and in the best assets in the different markets. financial Within this context, we will focus on Forex signals, since it is the most important market in the world, since in it, multiple transactions are carried out on a daily basis, hence the importance of having an alert system that offers us all the necessary data to invest in currencies. Also, as we all already know, cryptocurrencies have become a very popular alternative to investing in traditional currencies. Therefore, some trading services/tools have emerged that help us to carry out successful operations in this particular market. In the following points, we will detail everything you need to know to start operating in the financial markets using trading signals: what are signals, how do they work, because they are a very powerful help, etc. Let's go there!
What are Forex Trading Signals?
https://preview.redd.it/vjdnt1qrpny51.jpg?width=640&format=pjpg&auto=webp&s=bc541fc996701e5b4dd940abed610b59456a5625 Before explaining the importance of Forex signals, let's start by making a small note so that we know what exactly these alerts are. Thus, we will know that the signals on the currency market are received by traders to know all the information that concerns Forex, both for assets and for the market itself. These alerts allow us to know the movements that occur in the Forex market and the changes that occur in the different currency pairs. But the great advantage that this type of system gives us is that they provide us with the necessary information, to know when is the right time to carry out our investments.
In other words, through these signals, we will know the opportunities that are presented in the market and we will be able to carry out operations that can become quite profitable.
Profitability is precisely another of the fundamental aspects that must be taken into account when we talk about Forex signals since the vast majority of these alerts offer fairly reliable data on assets. Similarly, these signals can also provide us with recommendations or advice to make our operations more successful.
»Purpose: predict movements to carry out Profitable Operations
In short, Forex signal systems aim to predict the behavior that the different assets that are in the market will present and this is achieved thanks to new technologies, the creation of specialized software, and of course, the work of financial experts. In addition, it must also be borne in mind that the reliability of these alerts largely lies in the fact that they are prepared by financial professionals. So they turn out to be a perfect tool so that our investments can bring us a greater number of benefits.
The best signal services today
We are going to tell you about the 3 main alert system services that we currently have on the market. There are many more, but I can assure these are not scams and are reliable. Of course, not 100% of trades will be a winner, so please make sure you apply proper money management and risk management system.
1. 1000pipbuilder (top choice)
Fast track your success and follow the high-performance Forex signals from 1000pip Builder. These Forex signals are rated 5 stars on Investing.com, so you can follow every signal with confidence. All signals are sent by a professional trader with over 10 years investment experience. This is a unique opportunity to see with your own eyes how a professional Forex trader trades the markets. The 1000pip Builder Membership is ordinarily a signal service for Forex trading. You will get all the facts you need to successfully comply with the trading signals, set your stop loss and take earnings as well as additional techniques and techniques! You will get easy to use trading indicators for Forex Trades, including your entry, stop loss and take profit. Overall, the earnings target per months is 350 Pips, depending on your funding this can be a high profit per month! (In fact, there is by no means a guarantee, but the past months had been all between 600 – 1000 Pips). >>>Know more about 1000pipbuilder Your 1000pip builder membership gives you all in hand you want to start trading Forex with success. Read the directions and wait for the first signals. You can trade them inside your demo account first, so you can take a look at the performance before you make investments real money! Features:
Forex signals sent by email and SMS
Entry price, take profit and stop loss provided
Suitable for all time zones (signals sent over 24 hours)
Digital Derivatives Markets (DDMarkets) have been providing trade alert offerings since May 2014 - fully documenting their change ideas in an open and transparent manner. September 2020 performance report for DD Markets. Their manner is simple: carry out extensive research, share their evaluation and then deliver a trading sign when triggered. Once issued, daily updates on the trade are despatched to members via email. It's essential to note that DDMarkets do not tolerate floating in an open drawdown in an effort to earnings at any cost - a common method used by less professional providers to 'fudge' performance statistics. Verified Statistics: Not independently verified. Price: plans from $74.40 per month. Year Founded: 2014 Suitable for Beginners: Yes, (includes handy to follow trade analysis) VISIT -------
If you are looking or a forex signal service with a reliable (and profitable) music record you can't go previous Joel Kruger and the team at JKonFX. Trading performance file for JKonFX. Joel has delivered a reputable +59.18% journal performance for 2016, imparting real-time technical and fundamental insights, in an extremely obvious manner, to their 30,000+ subscriber base. Considered a low-frequency trader, alerts are only a small phase of the overall JKonFX subscription. If you're searching for hundreds of signals, you may want to consider other options. Verified Statistics: Not independently verified. Price: plans from $30 per month. Year Founded: 2014 Suitable for Beginners: Yes, (includes convenient to follow videos updates). VISIT
The importance of signals to invest in Forex
Once we have known what Forex signals are, we must comment on the importance of these alerts in relation to our operations. As we have already told you in the previous paragraph, having a system of signals to be able to invest is quite advantageous, since, through these alerts, we will obtain quality information so that our operations end up being a true success.
»Use of signals for beginners and experts
In this sense, we have to say that one of the main advantages of Forex signals is that they can be used by both beginners and trading professionals. As many as others can benefit from using a trading signal system because the more information and resources we have in our hands. The greater probability of success we will have. Let's see how beginners and experts can take advantage of alerts:
Beginners: for inexperienced these alerts become even more important since they will thus have an additional tool that will guide them to carry out all operations in the Forex market.
Professionals: In the same way, professionals are also recommended to make use of these alerts, so they have adequate information to continue bringing their investments to fruition.
Now that we know that both beginners and experts can use forex signals to invest, let's see what other advantages they have.
When we dedicate ourselves to working in the financial world, none of us can spend 24 hours in front of the computer waiting to perform the perfect operation, it is impossible. That is why Forex signals are important, because, in order to carry out our investments, all we will have to do is wait for those signals to arrive, be attentive to all the alerts we receive, and thus, operate at the right time according to the opportunities that have arisen. It is fantastic to have a tool like this one that makes our work easier in this regard.
»Carry out profitable Forex operations
These signals are also important, because the vast majority of them are usually quite profitable, for this reason, we must get an alert system that provides us with accurate information so that our operations can bring us great benefits. But in addition, these Forex signals have an added value and that is that they are very easy to understand, therefore, we will have a very useful tool at hand that will not be complicated and will end up being a very beneficial weapon for us.
»Decision support analysis
A system of currency market signals is also very important because it will help us to make our subsequent decisions. We cannot forget that, to carry out any type of operation in this market, previously, we must meditate well and know the exact moment when we will know that our investments are going to bring us profits . Therefore, all the information provided by these alerts will be a fantastic basis for future operations that we are going to carry out.
»Trading Signals made by professionals
Finally, we have to recall the idea that these signals are made by the best professionals. Financial experts who know perfectly how to analyze the movements that occur in the market and changes in prices. Hence the importance of alerts, since they are very reliable and are presented as a necessary tool to operate in Forex and that our operations are as profitable as possible.
What should a signal provider be like?
https://preview.redd.it/j0ne51jypny51.png?width=640&format=png&auto=webp&s=5578ff4c42bd63d5b6950fc6401a5be94b97aa7f As you have seen, Forex signal systems are really important for our operations to bring us many benefits. For this reason, at present, there are multiple platforms that offer us these financial services so that investing in currencies is very simple and fast. Before telling you about the main services that we currently have available in the market, it is recommended that you know what are the main characteristics that a good signal provider should have, so that, at the time of your choice, you are clear that you have selected one of the best systems.
»Must send us information on the main currency pairs
In this sense, one of the first things we have to comment on is that a good signal provider, at a minimum, must send us alerts that offer us information about the 6 main currencies, in this case, we refer to the euro, dollar, The pound, the yen, the Swiss franc, and the Canadian dollar. Of course, the data you provide us will be related to the pairs that make up all these currencies. Although we can also find systems that offer us information about other minorities, but as we have said, at a minimum, we must know these 6.
»Trading tools to operate better
Likewise, signal providers must also provide us with a large number of tools so that we can learn more about the Forex market.
We refer, for example, to technical analysis above all, which will help us to develop our own strategies to be able to operate in this market.
These analyzes are always prepared by professionals and study, mainly, the assets that we have available to invest.
»Different Forex signals reception channels
They must also make available to us different ways through which they will send us the Forex signals, the usual thing is that we can acquire them through the platform's website, or by a text message and even through our email. In addition, it is recommended that the signal system we choose sends us a large number of alerts throughout the day, in order to have a wide range of possibilities.
»Free account and customer service
Other aspects that we must take into account to choose a good signal provider is whether we have the option of receiving, for a limited time, alerts for free or the profitability of the signals they emit to us. Similarly, a final aspect that we must emphasize is that a good signal system must also have excellent customer service, which is available to us 24 hours a day and that we can contact them at through an email, a phone number, or a live chat, for greater immediacy. Well, having said all this, in our last section we are going to tell you which are the best services currently on the market. That is, the most suitable Forex signal platforms to be able to work with them and carry out good operations. In this case, we will talk about ForexPro Signals, 365 Signals and Binary Signals.
Forex Signals Reddit: conclusion
To be able to invest properly in the Forex market, it is convenient that we get a signal system that provides us with all the necessary information about this market. It must be remembered that Forex is a very volatile market and therefore, many movements tend to occur quickly. Asset prices can change in a matter of seconds, hence the importance of having a system that helps us analyze the market and thus know, what is the right time for us to start operating. Therefore, although there are currently many signal systems that can offer us good services, the three that we have mentioned above are the ones that are best valued by users, which is why they are the best signal providers that we can choose to carry out. our investments. Most of these alerts are quite profitable and in addition, these systems usually emit a large number of signals per day with full guarantees. For all this, SignalsForexPro, Signals365, or SignalsBinary are presented as fundamental tools so that we can obtain a greater number of benefits when we carry out our operations in the currency market.
BUSINESS ADDRESS: 51 Bakehouse Rd Kensington,Victoria 3031 Phone: 0381189320 Website: https://vfxalert.com/ Keywords: vfx binary signals,vfx binary options signals,vfx signals,vfx crypto signals,vfx forex signals,binary option trading signals,vfx software,free binary signals,free binary options signals,binary option signals,binary signal,forex signals live,binary options trading signals,free binary options signals providers,best binary options signals,free signals for binary options,binary options,signals for binary options,binary options signals,tradingsignals for binary options,binary options trading signals,binary options trading,signals for binary options online,free binary options signals,binary options trading on the news BUSINESS DESRIPTION: The vfxAlert software provides a full range of analytical tools online, a convenient interface for working with any broker. In one working window, we show the most necessary data in order to correctly assess the situation on the market. The vfxAlert signals include direct binary signals, online charts, trend indicator, market news. You can use binary options signals online, in a browser window, without downloading the vfxAlert application.
What are the vfxAlerts? Alerts - are necessary just for sending signals to telegram bot. 1 Alert = 1 sent signal. To use Alerts you would like a professional account - what's signals profit? Profit doesn't depend upon signals - profit depends on the trader and his trading strategy. we've an enormous amount of users and every one of them use an equivalent signals, but all traders trade alternative ways . That way some traders win the opposite lose. The signal power is decided supported the signal statistics. Shows the past, that is, the share of positive leads to an equivalent market situation within the past. In trading there are an enormous number of things that a trader must consider: The quotes difference among brokers. Small market movements Current trading session Time for news Trends Signals for binary options, Best binary options signals, Free Binary Options Signals, Binary Options Signals, binary signals, binary options signals software vfxAlert may be a service of signals and statistics. vfxAlert may be a trader's tools. Each trader must create his own trading strategy that has not only signals but also such things as: Sort of strategy (Reversal or trending, mixed - just for experienced traders) Rules for entering the market Currency pairs (trading strategies don't always work an equivalent on different currency pairs) Money management Trading time Stop-Loss Earn only those traders who strictly follow their trading strategy. All other traders simply play gambling. Signals for binary options | Free Binary Options Signals Process: Choose license at the shop -> pay -> write to [email protected] about payment. Here payment details: Skrill: temporarily unavailable Perfectmoney: U14840169 After payment sends to email - [email protected] next information: Type of license Account email or login name Pro account will activate during 24 hours.
Signals for binary options | Binary Options Signals
Adaptive - The adaptive algorithm uses statistical analysis of historical data. In contrast to the classical signals where the signal is given by certain conditions, within the adaptive algorithm were analyzed each candle in history is evaluated, this is often an equivalent if the signals got every minute or 5 minutes counting on the expiration time. Thus, the adaptive strategy shows the foremost favourable moment for entering the market. Trending - the subsequent technical indicators are wont to generate signals It is possible to use any conditions for the formation of signals, except for the foremost part, all of them give signals on the brink of one another . If you've got interesting suggestions on adding signal algorithms, write to [email protected]. For us, it doesn't matter how the signal is made - signal power and heatmaps are going to be calculated automatically as soon as enough statistical data is acquired (at least 2000 signals) Account types Free - gives you access to all or any signals and extra statistics (power&heatmaps) for two random assets. Pro - account give subsequent additional possibilities - Signal power for all assets Signals for binary options, Best binary options signals, Free Binary Options Signals, Binary Options Signals, binary signals, binary options signals software Remove Ads You can add Any Broker to vfxAlert app brokers list HeatMaps - automatically statistic of profitable signals with depends on current indicator values Signals filter - comfort tool to filtered signals Signals subscriptions - you receive signals by email or SMS Extended statistics https://preview.redd.it/cyooh3bzzvp51.png?width=785&format=png&auto=webp&s=57ac3f7dbda59828496f7bc88b9f58289005f9a5
vfxAlert it's a tool for a binary options traders which they will use in their own trading strategies. Using vfxAlert assumes that the users are conversant in the essential principles of the forex market. and that they understand the principles of technical analysis and statistical methods. There are two main ways the way to use vfxAlert: Create a trading strategy supported signals of vfxAlert. Using adaptive algorithm for confirmation signals of existing trading strategy. Especially For Beginners Most of you think that binary options it's easy, that's absolutely wrong. Please feel the difference between easy to trade and simply earn money. Binary options are easy to trade - that's true... But successful trading requires discipline and strict compliance with the principles of the trading strategy. It's are going to be very difficult to know what exactly vfxAlert propose and the way to use of these statistical data. Our recommendation is to use free signals within the free version and learn technical analysis and statistical principles. Trade 2 hours per day less . Trade at an equivalent time a day . Trade long-term signals. (Min. 5 min expiration time) Learn about assets what you getting to trade. How price moves in several trading sessions. See how trend influence on signals profitable. See how heatmaps&power influence on signals profitable. Analyse your trading statistics. Trade on demo-account. After one month you'll feel the market and possible you'll be ready to create your first trading strategy. Signals for binary options, Best binary options signals, Free Binary Options Signals, Binary Options Signals, binary signals, binary options signals software !Important: Signals aren't a recommendation for action. Signals are the results of marketing research on a specific algorithm, a trader has got to understand how signals are formed, and what's current market tendencies to form the proper decision. Signals for binary options !Important: vfxAlert don't offer trading strategies. vfxAlert offer signals and real-time statistics counting on current indicators values. See below: The trading strategy may be a system of rules, on the idea of which the trader makes his own decisions. Such a system is made only on the idea of individual trading experience, gleaned knowledge and purchased skills. The strategy allows a deep understanding of the structure of the market and therefore the mechanisms of its operation, therefore, the exchange player makes decisions supported the present situation. On the idea of a private strategy, a trader can develop several trading systems and use them counting on market conditions. The strategy always takes under consideration fundamental factors, statistical data, also because the basic postulates of risk and money management.
[first] [prev] [next] 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------
First Contact - Part Seven / Realization of Second Contact
[first] [prev] [next] Many great cycles had passed without a single contact within the Great Emptiness. Many of the members of the Unified Science Council began to believe that perhaps it was some kind of lingering energies left over from the Precursor War that had created mass hallucinations, or perhaps it was just isolated incidents with no meaning. Seventeen Great Cycles and not a single clue that supported the existence of the Solarians, the Clone Directorate, sentient AI's, or any of the other strangeness discovered over that Great Cycle. Even the Unified Executor Council had been forced to agree that the Solarians had simply, well, vanished. The Unified High Council had no choice but to allow exploration of the Great Emptiness and so passed legislation to repeal the prohibition against exploration of that region of space. That is how Monnat Banaltee of the HiKruth found himself in charge of a crew of a dozen of the Deep Space Explorer's Guild and in possession of one of the most advanced ships the Unified Technology Council would permit to be built. The ship, named To Wrest Answers from the Darkness, had the best jumpspace engines, the most advanced computers with the most powerful computation and analysis lobes, laboratories and testing capabilities more advanced that any other ship, with sensors more sensitive than any other, communications capable of hearing the slightest whisper. Additionally, the ship's omnitranslator had been loaded with the TerraSol lexicons learned so far. That was an entire Great Cycle ago. Which was why Monnat, who refused the title of Captain and preferred Most Learned, was almost sick from boredom despite his race being legendary for patience. Even the upcoming arrival in a new solar system, deeper than anyone had gone so far into the Great Emptiness, failed to alleviate his boredom. How could it? The last thirty systems they'd scanned had been the same: deeper than anyone had explored. And empty except for a hundred million years of isolated evolution, largely resulting in a few plants or maybe even some non-sapient life more evolved than a cluster of cells. Monnat was willing to bet his next three research grants that the next one would be the same. "Preparing to drop," Aastruk stated. A master of astrogation and navigation, who had led whole fleets through jumpspace with his skill during his many years as part of the Unified Military Fleet, Aastruk was capable of making such sublime jump transitions that even the most sensitive of the scientists suffered little more than a light spell of dizziness. At the end of the countdown there was a slight queasiness and that was all, allowing Monnat to tap his vestigal claws together and stare at Billik, a sensor's technician of extreme skill. After nearly an entire cycle Monnat was beginning to wonder if Billik had decided not to do his job out of sheer boredom. "Scan Master Billik?" Monnat asked. "A moment, please, Most Learned One," Billik said. The scan tech looked over at Z'Mak, the Chief of Maintenance. "Oh Attentive One, Lord and Master of the Mechanical, can you perform a diagnostic upon my lowly instrumentation?" Monnat sighed internally. Sometimes he wondered if all the insistence on titles and honorifics made it so things took longer than necessary. A heretical thought, he knew, but one had had asked himself many times over his long life. Z'Mak, who was a stickler for protocol, nodded, the ruffle around his neck and down his spine flushing in pleasure. He examined his displays, tapped in some commands, then leaned back. "Your instrumentation and displays are all functioning at over 90% efficiency, most attentive and inquisitive scanning technician," Z'Mak said. At least Billik did not take offense at the obvious omission of honorifics, as he had during the first long cycles of the voyage, as Z'Mak was of the belief that those who joined the Unified Military Council or the Fleet were somehow less than those who devoted their lives to other pursuits. "Then it appears, at long last, we have found a system with unknown xenosapients," Billik stated. "There are several settlements on the surface, four orbiting stations, solar collectors, and power readings everywhere." "Launch a probe," Monnat said. "I will be waiting in my chambers. Announce to me when the probe begins to relay data." Billik nodded as Monnat stood up on all four legs and moved toward his personal chambers. ------------------- "Most Learned One," E'kotat's voice interrupted Monnat's viewing of a lecture on how a stable reaction within the translation chamber of a jump-drive was only established one way, despite crackpot claims of other possibilities. "Yes, Second Leader?" Monnat sighed. He doubted that it was going to actually be anything. There had been nearly a dozen false alarms in the first few cycles of his mission. Every time it had turned out to be just a lost colony. "You should come to the bridge immediately," E'kotat said. "Make all due haste." Monnat frowned. E'kotat was a Drimarian, cold blooded quasi-mammal who's race's physiology was almost incapable of excitement. For him to urge haste was unusual. And noteworthy. When he entered the bridge, Monnat noted that Security Officer Lukamit, a computer code researcher who held a position mostly ceremonial, was busy over his terminals, all three of his lab assistants working with him. "What is the emergency? Did something happen to the probe?" Monnat sighed, settling into his crash couch. "We lost contact with it, Most Learned One," Billik stated. "It was intercepted by an energy pulse that shut it down. Soon afterwards, we were..." "I will inform the Most Learned," Z'Mak snapped. He looked at Monnat. "It was then that we received communication signals. It attempted to open a communications channel but at the same time attempted to penetrate our computer network. Whoever the signal is from, they are most insistent that they be allowed access to our computer systems." Lukamit interrupted, ignoring Z'Mak's flutter of his crest. "We are fortunate that they only use a binary type logic and only binary signalling. This allows me to use the lobes in parallel to more effect than they can. However, they did access the omnitranslator's lexicon and have been attempting to transfer it to their systems." Monnat thought a moment. "Allow it." "But standard is to exchange lexicons," Z'Mak protested. "Do as I command as Most Learned One," Monnat told Z'Mak, fixing him with a stare that used all four eyes. Z'Mak backed down. "Lexicon is transferred. Wait, they've stopped trying to access our systems," Lukamit said. "They've purged their own code and completely withdrawn." "We have an incoming signal," Juketet stated, listening closely. "Audio and visual, although only across a limited base three-primary color scale. They are not permitting any reply. Transmission only. It's quite rude." Monnat sighed, fully expecting it to be another lost colony. Probably fallen back to aggression and superstition. Instead the figure that appeared on the screen was unlike any he'd ever seen. Tall, graceful appearing for a biped, mammalian, with jewels adorning them, dressed in comfortable and gossamer appearing cloth, long golden hair and pointed ears. The female, and it had to be a female as it had mammalian milk ducts that were prominent, was surrounded by scantily clad bipeds that were shorter but had the same lithe build and pointed ears. For some reason she gave off the appearance of being superior to everyone present. As if something more than nature, because nature could never produce such a perfect specimen, had crafted her to be perfection embodied. It was a strange feeling for Monnat. When she spoke, it was a strange language, linguistically designed to flow together and sound like music even mathematically. Monnat noticed that Z'Mak seemed offended by the being. The translation showed below, at the bottom of the screen. "Welcome to the Magic Realms of Meratarrian. I am Queen Radosalvov the Graceful, you may call me Queen, Your Highness, or Radiant Divine One." Z'Mak almost seemed to choke. "According to Confederate Law, attempting to pirate views via recording probes without a license as well as permission from Galactic Studios Incorporated and Electronic Artistic Studios is a grave violation of our legal rights." That caught Lukamit's attention. "As your language is unknown to me I will assume that you were not meant to intrude upon this realm and I have decided to extend elven hospitality to you." Monnat kept his expression from changing. Another race. Bipedal, warm blooded, mammalian, forward facing eyes. Obvious Solarian. "I will allow you four local hours upon the surface as a freeware demonstration for one of your crew. I formally invite a sentient of your choosing in to my realm and invite your ship to stay within communication range of this planet." She gave a gesture that used up the least amount of effort but still looked imperious, as if she was the most important being in the entire universe and the crew of the Wrest Answers from the Darkness should considered them blessed just to be allowed to view her. "I will give you one of your time units to decide who shall enter the Magic Realms of Meratarrian." The image vanished. "They've cut transmission," Juketet stated unnecessarily. "Wait, they're transmitting a document. It looks like a legal document of some kind." Monnat perked up. "Send it my ready room and have the ship computer go over it. Let us see what they are offering." Juketet nodded. ------------------ Halfway through the time limit Monnat realized that even with the computer's help deciphering the document, which was some kind of terms of service, would be impossible. It was, quite possibly, the largest legal document he had ever seen. The ships operating system took up less storage and used less data than the document itself. Just viewing the document gave the issuer of the document legal rights over all kinds of things. It repeated over and over that the issuers of the document, one Electronic Artistic Studios and one Galactic Studios Incorporated, could not be held liable for any damage to anyone using their services, to include death, dismemberment, disintegration, damage to neural or emotional networks, physical or metaphysical discomfort, damage, or alteration. It went on and on and on. But Monnat had been tasked with exploration, and he'd seen that Galactic Studios Incorporated and Electronic Artistic Studios operated under Terran Confederacy law and were based on TerraSol, which meant, despite appearances, the "elven queen" was a Solarian. Which made no sense. How many species rose to prominence in the system? Monnat needed information, but most of all, he needed a volunteer. And for that, he called Aastruk into his ready room to see if the saurian would volunteer to be part of the "free demonstration" that the "Queen" was offering. To Monnat's surprise, Aastruk agreed immediately. Monnat figured it was out of boredom. ------------------- The shuttle that gathered Aastruk was flamboyant, lavishly decorated with rare elements to enhance its appearance and obviously built to appeal to anyone's eyes. Even mathematically it was almost perfect. Aastruk boarded wearing a vacuum suit and carrying a transponder. The Queen had agreed to that much of a safety measure, even if she refused to allow recording devices. Monnat settled down, as the shuttle left, and waited. Four local hours was less than a dozen cycles. ---------------- When Aastruk returned he stated one simple sentence: "We must leave now." Monnat respected Aastruk's time with the Unified Military Fleet and ordered that the ship move to jumpspace immediately. Once they were safe in jumpspace he called Aastruk into his quarters and urged the reptilian navigator to speak. "When I first got there, I was given many options. Enhanced virtual reality, real-skin which apparently involves me actually going down to the planet, skin-sheathe which is allowing me to mentally control a cloned version of myself from the station, or something called 'hitch-hiker' mode which is allowing me to see through someone else's eyes," Aastruk said, rubbing his snout wearily. "What did you choose?" Monnat asked. "Hitchhiker is the only option available for the free demonstration version," Aastruk said. He shuddered. "It allowed me to not only see and hear what was going on, it allowed me to taste, smell, and feel it. Not only that, I knew I could, well, share thoughts with my host." Monnat made an annotation. "Did you?" Aastruk nodded. "She is from someplace called Alpha Centauri, one of the earliest Terran Confederacy's colonies. That's aside, however, and not the important part." Looking up Monnat frowned. "What is important than that?" "She was, to use her words, reborn as something called a 'dwarf' and took the profession of blacksmith," Aastruk said. "Working in iron, steel, some exotic metals I've never heard of. She makes armor, weapons, and other metal objects as well as wood carving..." "Who does she make these weapons for?" Mannot asked. "Soldiers who guard the town and being who wish to enter into the wilderness to seek out adventure even at the risk of encountering dangerous wildlife that will seek to slay them if they do not slay the wild-life first. She makes weapons and armor for these people and then, and I use her words: magics the excrement out of them which is why...." "Magic?" Monnat scoffed, interrupting. "A people that advanced believing in magic." Aastruk nodded. "When she explained magic to me was when I realized we must leave at once." "What was so frightening about it?" Monnat asked, wondering if Aastruk would need therapy. "Nanotechnology is something we use. For medical, research, manufacturing, computation," Aastruk said. Monnat nodded as Aastruk continued. "They have devised a type of nanite that uses broadcast power to sustain itself and floats through the very air. It permeates he atmosphere, is in everything they drink, everything they eat, even in the objects." "Risky. What if it went out of control? Entire planets have been lost to such ill advised experimentation," Monnat asked. Aastruk shook his head. "They aren't worried about it. You see, they use the nanites to manifest certain reactions. From creating a monomolecular sword edge and infusing the blade with nanotech like my host did to calling up fire out of thin air, this so called magic is nanites." Monnat cringed slightly. "And anyone can use it with a simple interface?" Aastruk shook his head again. "No. It requires will, being able to chant out loud the command strings, and being able to withstand pain. The more energy intensive the task the nanites carry out, the more pain the nanites inflict." "Madness," Monnat whispered. "And they willingly subject themselves to this to use this so called magic? I understand, if they are born there and this is the path to power, but still, to willingly subject one's self to pain." Aastruk shook his head. "No, Most Learned One, it is worse than that." "How is it worse?" Monnat asked. "Please, Aastruk, will you define worse?" "While some beings who live on that planet were born there, Most Learned One," Aastruk took a deep breath. "The majority pay for the privilege of living their lives there. Some even pay to be other species, such as my host, who had her entire body rebuilt from 'Pure Strain Human' to 'dwarf' in order to live out her fantasies." Aastruk fixed Monnat with his gaze. "It's a planet sized, fully interactive, nanite assisted, amusement park that they pay to experience, sometimes for their entire adult lifespan." Monnat goggled at Aastruk. The thought of having one's body changed to live out a fantasy was grotesque, but the idea that it was some kind of amusement park horrified him. "You were correct in having us leave at once. Was there anything else that made you so urgent to leave?" Mannot asked. Aastruk nodded. "At the end of my 'free trial' several of the 'High Elves' offered to sponsor me if I agreed to fight in their name for their glory," He said, shuddering. Mannot nodded. "A wise idea, returning. I do not blame you for wanting to return when that undoubtedly caused such fear, to be dumped in such a place where advanced technology is used to live out a fantasy of primitivism." Shivering, Aastruk shook his head. "No, Most Learned One, I did not want to return out of fear, I returned because I wanted to stay." Aastruk hung his head and whispered softly. "Glory and honor to my house, with eggs and burrows the envy of all, by might or trickery my house, my burrow, my clutch ascendent." Mannot stared in horror at Aastruk repeating such an ancient mantra of his species and decided that the expedition was over. ---------------- The Unified Exploration Council examined the records as well as the statements of Fleet Admiral (retired) Aastruk eshThsashal and ordered another exploration expedition created. The Unified Science Council determined that the Solarians, perhaps the entire Terran Confederacy, was using technologies in ways that were prohibited as well as dangerous, not only to the Terran Confederacy itself, but to all those around it. The Unified Executor Council decided that armed Executors would accompany all other research and exploration vessels to prevent any desertions to such a dangerous civilization. Aastruk eshThsashal converted all of his possessions and wealth to simple gold bars and vanished. ------------------ I, AASTRUK eshTHSASHAL, agree to abide by the above terms and services as set out by Galactic Studios Incorporated and Electronic Artistic Studios, as well as the Meratarrian code of conduct. ------------------ TO: CONFEDERATE INTELLIGENCE FROM: QUEEN RADOSALVOV THE GRACEFUL, OVERSEER OF MERATARRIAN (All Rights Reserved) Had visitors not long ago, like I told. However, it appears that one of their number liked their trial time so much they've returned to my divine embrace (LIFETIME MEMBERSHIP PURCHASED). Attached is crude documents and illusions of their statements about the mundane and boring life they left behind, the poor dear. I'm sending these to you out of consideration. He is a lovely subject (ITEM SHOP PURCHASE: PLATINUM STARTER PACK), who has been yearning all his life for the adventure (DLC PURCHASED) only I, in my infinite wisdom and beauty, can provide to him (ITEM SHOP PURCHASE: USER GENERATED FRIENDS AND FAMILY PLATINUM PACK). I have hereby granted him asylum from such a dull and dreary place, and made him a citizen (DLC MEGAPACK PURCHASED) of Meratarrian (EXPANSION PURCHASED) with permission to found his own house (DLC PURCHASED) as well as quest for his true love (DLC PURCHASED) as well as create offspring (EXPANSION PURCHASED). I have high hopes for my new subject (ITEM SHOP PURCHASE: KOBOLD HERO PACK) and know that he will go far (ITEM SHOP PURCHASE: DRAGON BLOODED) in my realm. Enjoy your files. Love and kisses. Her Eternal Elven Grace, Divine Light of the Aether, Lady of Magic and Power, Queen Radosalvov. --------NOTHING FOLLOWS----------- CONFEDERATE INTELLIGENCE MEMO CC: Artificial Biological States; Digital Artificial Intelligence Infonet Worlds; TERRASOL.GOV; Cyborg Cooperative; Clone Directorate; Mantid Free Worlds; Traena'ad Hive Worlds Xenosapient government identified. Native species identified. (See attachments) Military potential is initially classified as low, to be revisited upon any new information which will be shared to all Confederacy governments as per treaties. Chance for incursion into Confederate Space is high. Place all rimward stations, colonies, planetary governments, and military forces on stage two alert. Do not fire unless unable to withdraw or casualties are incurred. Abide by Rules of Engagement for inferior forces unaware of Confederate military and industrial power. -------NOTHING FOLLOWS----------- TRAENA'AD HIVE INTELLIGENCE RE: Your Last Let's hope we do better with them than when the two of us first met. --------NOTHING FOLLOWS--------
I'm excited to share that placiibo got a new update: 0.2.0 (430). Edit: it’s build 403, title has a typo This update is mainly an update to improve stability and fix bugs ahead of finalising the release candidate, so sadly, despite a lot of work going into this version, most of it will be invisible on the user's end.
fixed a bug that would cause a ‘duplicate error’ for binaries that were selected during the process of adding to the library but that weren’t actually saved to the library
fixed a bug (or so I hope) that would cause a crash because of a glitch in the matrix
fixed a UI bug that would cause the ‘Write to tag’ button to look like it was active after having deleted the encryption key
added improved diagnostics to help with future bugs
added unique identifier under Settings > About to be better equipped at tracking down bugs based on user reports, automatically disables when you disable diagnostics (if it’s enabled and you tap on it, it will copy to the clipboard)
changed the behaviour of the beta disclaimer because it got annoying during testing, now the app will remember you already agreed to the disclaimer
added logs to the email function, now if you tap on the ‘Email’ button under Settings > About it will automatically add a diagnostic log in your email message if one is available, if you don’t want to attach the log to the email you send you can select it and tap backspace on the keyboard. In a similar vain it also automatically adds your unique identifier (UUID) to the subject line and in the body of the email (if available)
improved language on some alerts
removed references to app functionality that isn’t available for builds within your test group
included reference to FAQ (still needs to be written) under Settings > About
improved internal clean up in the app for files that are not used
laid groundwork to move forward towards release candidate
When you select a binary in the library and go to the main screen and back, it will still show the binary as selected but the ‘Write to tag button’ is greyed out. Workaround: Select the binary again (or select a different one)
If you have a big library and you select a binary that you had to scroll down for, the moment you select it, the list will jump to the top
If you select a binary from the library, delete it, and add the same binary again it will already show as selected but the ‘Write to tag button’ is greyed out. Workaround: Select the binary again
Keyboard won’t disappear when tapping somewhere else after typing name. Workaround: tap return on the keyboard to make it disappear
Progress bar during write doesn't show progress
iOS 14 visual glitches in the list and navigation bar + occasional issue with icon change. Workaround for icon issue: restart the phone
iPhone 7(+) issues, more and more people report that they don't experience issues, if you're one of them please help out your fellow iPhone 7(+) users by sharing what makes it work for you
If you still experience a crash, please try to make a screen recording from start to finish while you’re reproducing it and report it here http://placiibo.app/bugs
If you were part of the old TestFlight program:
And you wish to be a part of the current one to upgrade to the latest placiibo version, check out this post: https://redd.it/hknbpf
If you don't feel like looking at charts or technical indicators, you can make your entries with this free dashboard with binary options signals. It automatically analyzes the market with various technical tools and emits a signal based on its conclusions. First of all, you must know how to use it correctly. Before we begin, we are going to make something very clear. The signals issued by the dashboard found on this page are provided by the vfxAlert.com website based on a grouping of technical analysis events. Their use does not guarantee in any way that the user will be successful with them. Therefore the user is under the full responsibility of the user. Bear in mind that binary options are high-risk items and capital can be lost. https://preview.redd.it/axpepek0rgk51.jpg?width=1280&format=pjpg&auto=webp&s=8fa3f109f4ddb663857989c34376e4cb34da145f Now that we are aware of this fact, let's get to the explanation. Watch the video to see how to use the signals emitted by the technical analysis dashboard. Many people are in favor of trading binary in this way. Either because it saves them time or because they do not know or trust their way of analyzing. And that is very good. But you must always keep in mind the most important thing: no matter how much you choose to operate in this way, you must always be clear about what you are doing. In other words, you should not ignore the context or walk-in blindly to a signal from any signal service. That is why if you are going to operate with our dashboard, it is essential that you watch the video tutorial that I have prepared and that is on this page to know the proper way to interpret and execute operations based on a signal.
Escape from Tarkov New Player Guide 2.0: 75 Pages and packed with all the information you could ever need for success!
Greetings, this is dumnem, also known as Theorchero, but you can call me Theo. I'm an experienced Tarkov player and I'm writing this guide to try and assist new Tarkov players learn the game, because it has one hell of a learning curve. We'll be going over a lot of different aspects of this guide, and it is going to be huge. Feel free to digest this in parts. Additionally, this is a work in progress. I will write as much as I can in one Reddit post, but subsequent parts will be in additional comments. Google Docs Version (Note: Link is placeholder atm, but here is a sneak preview!) Disclaimer: Tarkov recently updated to .12! That's a HUGE amount of information that I need to update. Please be patient! If there is anything I have gotten wrong or may have omitted, please let me know. This is Primarily directed towards Tarkov Novices, but should be useful for even Tarkov Veterans. It hopefully includes everything you need to know to be able to go into a Raid equipped for success and to successfully extract with gear. Want to play with friends? Want to have fun and learn Tarkov? Check out my discord here.
[Updated for .12]
Money making strategies completed.
Minor grammar adjustments, adding additional medical items.
Added additional resources, updated old ones.
Hideout section complete
Table of Contents
Tarkov Overview - What is Escape from Tarkov?
Tarkov Resources - Useful links
Tarkov's Health System
Tarkov's Hideout System
Tarkov's Quest System and Progression
Tarkov's Hotkeys to Know
New Player's loadouts - LL1 Traders
What to Loot - How to get the most money per slot
Stash Management - How to combat Gear Fear
Tarkov Economy - How do I make money?
Tarkov Overview - What is Escape from Tarkov?
Escape from Tarkov is a tactical, realistic, FPS with MMO elements developed by Battlestate Games. It is currently in closed Beta. The game features several maps in which your primary character, your PMC, goes into Raids in order to find and salvage loot and useful equipment to survive and thrive in Tarkov. Death is very punishing in Tarkov. If you die you lose everything you had on you when you die (with the exception of what's inside your Container and your melee weapon) including any equipment you brought with you or what you found inside the Raid. Enemies can be players (PMCs) or Scavengers ('Scavs') that are either controlled by AI or by players. Unlike many shooters, AI enemies in Tarkov are deadly - they can and will kill you on sight. They have recently been upgraded to act more intelligently, shoot more accurately, and react to situations on the map, such as investigating noise of gunfire or searching. It features beautiful and immersive environments, intricate and in-depth weapon modification system, a complex health system, dynamic and specific loot placement, and multiple options for engagement. Do you want to play slow and stealthy, to avoid fights, or set up a deadly ambush on an unwary foe? Or do you prefer raw combat, where only your quick wit, placements of shots, and tenaciousness determines who gets out alive? It's your Tarkov. You make the rules.
Tarkov Resources - Useful links
I take no credit or responsibility for any of the content in these links. To the best of my knowledge, these are updated consistently and are accurate, but user beware.
Huge collection of all the keys in the game. These are also on the wiki, but this page has them all on one page, and tries to inform the user if the key is worth keeping or using. Check it out here. This section is open to revision. Mention me in a thread (or in the comments below) about a resource and I'll see about adding it here.
Courtesy of Veritas (Send me his reddit username?), It's located here. (Open in new tab.) Contains: Detailed information about: Ammunition, Health, Firearms, Body Armor, Helmets, Rigs & Backpacks, Labs & Quest keys. Outdated! Needs to be updated for .12
Offline Raids - Player Practice
Offline raids is a feature added for testing and learning purposes for both new and veteran players alike. It is an incredibly useful tool. In an offline raid, your progress is not saved. This means you don't keep anything you find, keep any experience 'earned' if you successfully extract, or lose any gear when/if you die. To access OFFLINE Raids, head into a Raid normally until you see this screen. Then Check the box indicating that you want to do an OFFLINE raid and you're good to go! You even have a choice on whether or not to add AI. You can also control how many AI enemies spawn, fewer than normal or a great deal more! You can even make Scavs fight each other. (Framerates beware.) You can control how many scavs spawn (if any) as well as a number of other paramaters. New players should use offline raids as a tool to practice shooting, controls, movement, etc.
Tarkov features several maps - ranging from wide, beautiful vistas to ruined factory districts, to an abandoned laboratory where illegal experiments were being conducted. It is important to learn the maps you intend to play. In order to keep your gear, you must 'extract' at one of your designated exfiltration points. Not all extracts will be active every game, and some are conditional.
To see what extracts are available to you, double tap 'O' to show raid time and your exfils. If it has a ???? it might not be open.
Gate 3 Extract A small, fast-paced map that was primarily created for PvP. Scavs spawn in all the time. Very close quarters, shotguns and SMGs tend to dominate here. PMCs can only access one Exit (Gate 3) without the Factory Exit Key. Good place to go if you need PMC kills as action is pretty much guaranteed. It is recommended NOT to bring in a lot of gear to Factory until you are experienced. Factory Map in PvP is best played in Duos - due to the layout of the map, a Maximum of 6 PMCs may be present in the game. Due to the split spawn points, you effectively have 'sides' that have up to 3 spawn locations that are close together. This is why it is recommended to secure/scout enemy spawn locations. If you go in with a Duo, you at max have 2 players on your side for an even 2v2, and if played smartly you can eliminate them and know your 'side' is secure from aggression for the time being. Upon loading in, scavs usually take a couple minutes to spawn, though this depends on the server in question and isn't super reliable. For new players, the best loadout in Factory is going to be a MP-153 Loadout - using just an MBSS (or similar bag) and ammo in your pocket to fight other players and Scavs. Scavs will often spawn with AKs and other 'vendorable' weapons, so is a good source of income. Factory is also one of the best maps to Scav into, as Scavs can typically avoid the Exit camping strategy employed by a lot of weaker or newer players in order to secure gear, because they typically have extra exfiltrations whereas PMCs without the Factory Exit Key are stuck using Gate 3. If you go in with a modicum of gear, it is recommended to keep at least a flashbang (Zarya) in your container. This will allow you to quickly slot it into an empty chest rig or pocket so you can throw it into the exit door, this will flash enemies and is cheap to do - the one time you survive because you flashed the 3 exit campers using shotguns will make this strategy extremely valuable.
Extract map A fairly large map that was recently expanded and is expected to receive an overhaul within a patch or two, due to the choke point design of the map. Essentially, players spawn either on 'warehouse' or 'boiler (stacks)' side. If you see a large red warehouse ('big red') near you (Customs Warehouse), then you spawned on the warehouse side. If you don't, you likely spawned near Boiler side. Players can also spawn in several places in the woods North of boilers. This map has the most quests in the game. Geared players often come to customs to challenge other squads over Dorm loot and to fight a Scav boss. New players are usually trying to do one of several early quests, such as ‘Debut’ which tasks them with killing 5 scavs on Customs and acquiring 2 MR-133 shotguns (pump shotties) from their corpses. Construction is also a popular hotspot as it has a lot of scav spawns as well as the location for the Bronze Pocketwatch, which is Prapor’s second quest. Customs itself does not offer very much loot on average. There are several spots which can contain decent, but the vast majority is located in a couple different locations. Dorms is the best loot location for Customs. It has two sets, 2 story and 3 story dorms. They each have their own sections of good loot, but the best is considered to be 3 story dorms, due to the presence of the Marked Room. The marked room requires a marked key to open, and has a good chance to spawn rare loot, such as keytools, documents cases, weapons cases, and high-end weapons. Due to the nature of the high value of this room, it’s almost always contested and it’s one of the best rooms in the game to farm, albeit with difficulty to successfully extract with the loot found. Note, though the key required has a maximum amount of uses, it is a fairly cheap key, and worth buying if you like to run customs and go to Dorms. Dorms also has a ton of early quests (Operation Aquarius, for one) with some keys being valuable to use, but most dorms keys aren’t worth that much on the market. There’s too many to list here, but make sure to check the Map Keys and You at the top of the guide to determine what the value of a particular key is. Checkpoint (Military Checkpoint) is also a decent loot spot, though not nearly as good as Dorms. If you have the key, it has a grenade box and 2 ammo boxes which can spawn good ammo. The jacket in the blue car also can spawn good medical keys as well as medical items. It is very close to the gas station, so I’ll include that here as well. The Gas Station is one of the possible spawn locations for the scav boss. It has loose food items, a weapon box in the side room, with two keyed rooms leading to a safe and a med bag and box. Also contains a couple registers and food spawns on the floor. The emercom key can spawn on the seat in the ambulance out front. North of the gas station is the Antenna, which contains 3 weapon boxes, a tool box, and a med bag. Possible location for scav boss spawn, albeit rarely, and also spawns regular scavs, like checkpoint and gas station. Beyond that, there’s scattered loot around the map in different places, but usually not enough to warrant going out of your way for. There’s also scav caches, mostly around the middle road outside construction and around the boiler area. The scav boss for customs is 'Reshala.’ He has 5 guards that have above-average gear and can be tough to deal with solo. The guards tend to be more aggressive than normal scavs, so they can be a lot to handle but are vulnerable to fragmentation grenades or flashbangs due to their close proximity to one another. Reshala himself has a good chance to have one or more bitcoin in his pockets, as well as his unique Golden TT, which is required for a Jaegar quest and used in conjunction with other Golden TT's to purchase a Tactec, good plate carrier. Reshala may spawn either Dorms (either bldg), New Gas Station, or rarely the tower north of the gas station. Scav bosses are dangerous enemies with escorts that have above-average loot (sometimes great loot) and are hostile to everyone, Including player scavs. Scav guards will approach a player scav and basically tell them to leave the area, and if they walk closer towards the scav boss they turn hostile. The ‘official’ spawn rate for Reshala is 35%.
Woods Map with Exfil A very large map that is mostly just a large forest, with the occasional bunker, and the Lumber Mill in the center. The Lumber Mill is the primary point of interest, as it contains a couple quest locations and is the primary location to farm Scavs, as Scavs killed on woods are a good source of end-game keys that are hard to find. Since the map is so large and open, sniper rifles with scopes usually reign king here. You will see a lot of players with Mosin rifles as they are a cheap way to train the Sniper skill (for a quest later on) and are capable of killing geared players and scavs alike. Overall, not usually very populated. An early quest from Prapor sends you here to kill a number of Scavs. A good map to learn the game, as although the loot is not fantastic, you can get experience with how the game runs and operates while fighting AI and possibly getting lucky with a key find off a scav. As of .12, Woods now houses a Scav boss that acts as a Sniper scav. He is incredibly dangerous and usually carries a tricked-out SVDS. The 7.62x54 caliber is not to be underestimated. That caliber can and will wreck your shit through what most players are capable of wearing, especially early on in a wipe. He may also carry an AK-105, so he's going to be dangerous at both short and long ranges. He has two guards, and he typically patrols the area around the Sawmill, and carries a key to a cache nearby full of goodies. His key is part of a quest for Jaegar. Woods also has two bunkers, one of them being an extract and requiring a key. Both bunkers have some moderate loot in them, thus worth visiting, though not necessarily worth going out of your way for them. Several quests occur around the sawmill area, which contains a good couple keys that can spawn.
Shoreline Map, with Loot, Exfil, etc A very large map, notorious for its FPS hit. Generally speaking, one of the better maps for loot. The primary point of interest is the Resort, but scavs spawn there, and is primarily occupied by hatchlings (players only with hatchet, ie melee weapon) and geared players. Resort has great loot, but requires keys to access most of it. A great map to learn though from new players as the outskirts still contains plenty of loot and combat opportunities with AI scavs. You can hit Villa, Scav Island, Weather station, Docks, etc and come out with a backpack full of valuable gear fairly easily. The Village (Not to be confused with villa) contains a lot of toolboxes which can contain lots of parts used to upgrade your Hideout. Location of many quests, including a large quest chain where players are required to kill many, many, scavs on Shoreline. For this and other reasons, probably the best map for new players to learn the game with. A good loot route is to hit the village (caches in it), scav island (2 med bags, 2 toolboxes, 2 weapon boxes, 1 cache), burning gas station (weapon boxes and a safe), pier (potential extract, 2 pcs 2 safes and lots of filing cabinets), and weather station. Scavs may spawn around these areas, but most players just head straight for resort anyway, so you are much less likely to encounter them, especially if you avoid Mylta power (most players hit it on the way to or leaving from the resort). Excellent route as a player scav as well.
Detailed map Great, great loot area, but very complex map. Old computers might face unique struggles with this map. Features a mostly-binary exfil system like Shoreline, but.. kinda worse. Exfil camping is fairly common on this map, but usually avoidable. Huge map with multiple floors and many many different stores. Communication with teammates is a challenge on this map, but the map is also fantastically detailed. This map features a lot of loot that depends on the kind of store you're in. It's a great place to farm rare barter materials which are valuable to sell on the Flea market or to use for quests or for hideout upgrades. An early quest (from Ragman) sends you here to kill a large amount of Scavs. I'd recommend getting Ragman to level 2 and accepting his quest asap when going to Interchange, as getting this quest done can take a while as it is and you want all scav kills to count towards progress. Both the tech stores (Techlight, Techxo, Rasmussen) and department stores (Groshan, Idea, OLI) are the primary places to hit. There’s also Kiba (weapons store) as well as Emercom and Mantis. Players have different strategies, but this map is unique in the sense that it really rewards exploring. Most stores will have things you can grab that are worth quite a bit but are often overlooked. Very popular place to go in as a Player Scav.
Brand new map, chock full of loot. Has more complex extracts than other maps, save for Labs. Excellent place to farm rare barter items, computer parts, and especially military hardware. PMCs have limited extracts, most being conditional, and the ones that aren’t require activation of ‘power’ to turn on the extract, which alerts the map the extract has been opened and can spawn Raiders (more on them below.) Additionally, has a scav boss by the name of Glukhar, who has multiple heavily armed guards. He has multiple spawn locations and can arrive with the train.
DISCLAIMER: Labs, like much of Tarkov, is under constant development, so issues may be fixed or created without warning. Always check patch notes!
Labs is a very complex map compared to the rest of Tarkov. There is a great deal more exfiltrations but many of them have requirements or a sequence of events needed to be able to extract from them. It is recommended to read the Tarkov Wiki on Labs before raiding there.
LABS IS NOT LIKE OTHER MAPS. READ THIS SECTION CAREFULLY.
Labs is a lucrative end-game raid location, comparable to 'dungeons' in other games. They are populated by tougher enemies that give greater rewards. In order to go to labs, you need to acquire a keycard, this functions like mechanical keys but instead of opening a door, they unlock your ability to select Labs for a raid. They may be found in-raid in various locations, most notably in scavs backpacks, pockets, and in filing cabinets. They may be purchased from Therapist at LL4 for 189K Roubles. Labs are populated by a unique kind of AI enemy, Raiders.
Raiders are the Labs form of Scavs, or AI enemies. However, unlike other maps, they cannot contain player Scavs. Raiders have a much tougher than your average scav, they are capable of advanced tactics (such as flanking) and throw grenades and use other consumables as a player would. Once 'locked' onto you, they are typically capable of killing you very quickly, even if you are wearing high-end armor. In Tarkov, Raiders act like the avatars of Death. They are clad in USEC and BEAR equipment, as they are effectively AI PMCs. Many changes have been made to labs and specifically how Raider AI works and to prevent exploits to easily farm them as well as bugs where they could be deadlier than intended. A general rule of thumb is not to fight Raiders directly. They can and WILL kill you. Raiders can spawn with 7N9, or 'big boy' ammo. This ammunition type is incredibly lethal to players, even those wearing the toughest armor. If you get shot in the head, doesn't matter what kind of helmet, face shield, killa helmet, etc you are wearing, you will almost certainly die. Because Raiders are controlled by AI, they have zero ping. They may also end to immediately respond as if you were aggressive even if they did not originally know you were there - ESP Raiders effectively will prone and return fire even as you ADS and put them in your sights. This is why engaging a Raider must be done very, very carefully. There are a few strategies that you may employ, most commonly some form of baiting them towards an area and then killing them when they arrive. Players may accomplish this by generating noise - gunfire, melee weapon hitting walls, crates, etc, player deaths, players Mumbling (F1 by default) can all attract Raiders to investigate your area. Due to the high power of Raiders, players often go in with minimal loadouts and seek to avoid conflict with other players, especially geared ones. Most players avoid PvP in Labs, though a good portion of the playerbase thoroughly enjoys hunting down poorly-geared players after they kill a few Raiders for them. As such, players will lay prone in a hallway, or crouch in a room, and attract Raiders to enter their domicile by opening the door, and immediately headshotting them. Few Raiders actually wear helmets (though some do) so most players specialize in 'flesh ammo' or, ammunition that foregoes armor penetration in favor of raw damage in order to kill Raiders more reliably, because Raiders have slightly higher head health than PMCs do. Raiders spawn with a great variety of equipment, weapons, armor, and materials such as medication or hideout parts. They tend to have chest armor and may have different helmets. Their pockets can contain Labs keycards, morphine, Ifaks, cash, and other items. They're always worth checking. Raiders are a good source of grenades, they will often have F-1's and Zarya's in their rig or pockets that you can use to fight off players and Raiders alike. Recently, changes have been made to Labs to make them less profitable so that other maps are more appealing. The cost and rarity of keycards increased, as well as reducing the frequency that raiders spawn, so that they come in more infrequent groups but also tighter in formation, while also lowering the overall output of individual Raiders, so that they are less likely to have a bunch of extra materials, such as grenades and other items.
Experience Farming on Labs
Labs is one of the best places to farm experience in the entire game. Killing a Raider with a headshot awards 1100 Experience. This does not include any looting, inspection (searching bodies), examine, streak, or other experience. Killing a large sequence of Raiders gives additional bonus experience in the form of Streak rewards, usually 100 bonus exp per additional kill. Surviving the raid multiplies all of these sources of experience by 1.5x
Changes coming to Labs
Disclaimer: I am not a BSG developer or employee. This is what I have seen on this subreddit and heard elsewhere. Some might be purely rumor, but other points are confirmed by Nikita Labs is undergoing constant changes. Nikita and BSG take feedback seriously, and always consider what the players are telling them. It known that Labs will eventually be accessed via the Streets of Tarkov map, and will require you to enter that map, make it to the labs entrance, and then extract from Labs to return to Streets of Tarkov and exfil from there as well. This will likely add an additional layer of risk to being ambushed for your goodies along your way out, as well as punishing damage taken in labs more severely. Additionally, keycards will have a limited number of uses, and may open more than one room. The full extent of the changes coming is not known. Remember, you can load a map in OFFLINE mode to practice against bots or to learn the map without fear of losing gear.
Tarkov's Health System
Tarkov Wiki Article Tarkov has a very advanced health system, and while it might seem overwhelming at first, you'll get the hang of it rather quickly. It features a very wide variety of effects and injury, including hydration, energy, blood pressure, blood loss, fractures, contusion, intoxication, exhaustion, tremors and more. Not all of the Health System is implemented yet. Expect changes! Your character (PMC, or otherwise) has a combined Health of 435. Each of his limbs have separate health. Taking damage to a limb that reduces it to 0 'blacks' that limb. Blacked limbs are a problem. They greatly impair the activities your PMC performs, and taking damage in a blacked limb amplifies the damage by a multiplier and spreads that damage among your other non-black limbs equally. You cannot heal a blacked limb without the use of a Surgical Kit. Notes:Bloodloss applies damage to the affected limb and can be spread like other damage to a blacked limb. Treat immediately. Also causes significant dehydration! Bloodloss also helps level your Vitality skill, which in turn gives you experience towards your Health skill, which is necessary to reach level 2 of in order to improve your hideout. Losing a limb applies additional effects. Fractures also apply these effects but not the damage amplification (Except for damage if running on fractured leg.) Fractures require specialized medical kits to heal. Dehydration is what happens when your Hydration level reaches 0. You can view your Hydration level in your gear page, at the bottom left. Becoming dehydrated is extremely bad. You take constant damage. Taking dehydration damage can kill you if you have a black chest or head. Restoring hydration helps train Metabolism, which improves positive effects from food and drink. Head/Chest: Bullet damage resulting in losing your head or chest is instant death. Note: Bloodloss resulting in your Head/Chest being black does not result in death, but any damage to them beyond that point will! A back chest will causes you to cough (much like your stomach!) Painkillers: Prevents coughing that comes from your chest. Doesn't help otherwise. Stomach: Massively increased rate of dehydration and energy loss. You must find liquids or exit the Raid soon. Additionally, your PMC will cough sputter loudly, attracting attention. A black stomach multiplies damage taken by 1.5 and redistributes that damage across your entire health pool. Painkillers: Significantly reduces the frequency and volume of the coughs. Arms: Makes activities like searching, reloading, etc, take additional time, as well as adding a sway, reducing accuracy. Arms have a .7x damage multiplier. Painkillers: Reduces sway, removes debuff Pain. Legs: Blacked legs cause your PMC to stumble and be unable to run. Blacked legs have a 1x damage multiplier. Painkillers: Allows you to walk at full speed and to run. WARNING: Running while your legs are blacked or fractured WILL DAMAGE YOU.
Tarkov features many health items - 'Aid' items, which can be used to restore your characters health and to fix ailments or injuries he receives as the result of combat or mishaps. The two most important health conditions to consider are bloodloss and fractures, which have both been covered above. Some food items may have ancillary effects, such as losing hydration. Since in the current patch the only ailments to worry about are bleeding and fractures, it changes which health items are most necessary. We'll go over them below.
Medical Items on Wiki AI-2 medkit The newb's medical kit. You receive several of these when you start Tarkov - they'll already be in your stash. Available from Level I Therapist, they are cheap and effective way of healing early in the game. They will not stop bloodloss. Because of this, you also need to bring bandages or a higher-grade medical kit. Affectionately called 'little cheeses' by the Tarkov community. Using it takes 2 seconds, and because of how cheap it is, it's often brought in by higher level players to supplement their healing without draining their main kit (which is capable of healing bloodloss or sometimes fractures). Due to its short use time, it's often very useful during combat as you can take cover and quickly recover damage taken to a vital limb. They're also useful as you can buy them from Therapist to heal yourself if you died in a raid. Bandages The newb's bloodloss solution. Available from Therapist at Level I. A better version, the Army Bandage is available at Level II, after a quest. Mostly obsolete after unlocking the Car Medical kit, but some players value them due to the Car's overall low health pool. Activating takes 4 seconds, and removes bloodloss to one limb. Splint The newb's solution to fractures. Cheap, takes five seconds to use, and takes up 1 slot. Fractures are much more common this patch, due to them being added back in the game from standard bullet wounds, not just drops. Available from Therapist at Level I, no quest needed. Can be used to craft a Salewa. Alu Splint More advanced form of the normal split. Works the same, but has up to 5 uses. Recommended to carry in your container if possible, due to frequency of fractures from gunfire. CMS (Compact Medical Surgery) Kit New medical item added in .12, fantastic item. Allows you to perform field surgery, removing the black limb state and allowing you to heal it beyond 0 hp. Takes 16 seconds to use, and cannot be cancelled so make sure you are safe if you are using it! Will reduce the maximum health of the limb it's used on by 40-55%, but will effectively remove all negative effects incurred by having a black limb. Highly recommended to carry in your container for emergencies. Can be bartered from Jaeger LL1, and purchased for roubles LL2. Surv12 field surgical kit Same as the compact surgical kit, but takes 4 seconds longer, and the health penalty is reduces to 10-20% max health of the limb. Considering this kit is 1x3, taking up a huge amount of space, it's probably not worth using. It's just too large. Better this than nothing, though. Car Medical Kit The newb's first real medical solution. Available LL1 as a barter (2 Duct Tape) and available for Roubles after completing Therapist's second quest. Has a larger health pool than AI-2's (220, vs AI-2's 100), and removes bloodloss. Takes up a 1x2 slot, so requires to be placed in a tactical rig in order to be used effectively. Cheap and fairly efficient, takes a standard 4 seconds to use. Rendered effectively obsolete when the Salewa is unlocked. Often kept in a player's secure container as a backup health pool, before IFAKs are unlocked. Salewa Good medkit for use in mid and end-game. Contains 400 total health and can remove bloodloss. More rouble efficient form of a healing due to its high health pool, costs 13k roubles. Same size as the Car medical kit, so requires a tactical rig to use effectively. Because Tarkov does not currently have effects like Toxication in the game at the moment, this kit is favored by most players who go into a raid with at least a moderate level of gear. With a high health pool and relatively low cost, it's also a more efficient way of healing damage sustained while in raids. Unlocked at Therapist Level II after completing a level 10 Prapor quest, Postman Pat Part II. Required as part of Therapist's first quest, Shortage. This makes Salewas very valuable early on in a wipe as it gatekeeps the rest of Therapist's quests, most of which occur on Customs early on. Can be crafted in your meds station with a painkiller, splint, and bandage. IFAK Fantastic medical kit, and is the one preferred by most players. Features 300 health and the ability to remove bloodloss and a host of other negative effects that are not yet implemented into the game. It does not, however, remove fractures. Taking up only a single slot, it is favored by players in all stages of gear, and it is recommend to carry one in your Secure Container in case of emergencies. Is available at Therapist Level II for a barter (Sugar + Sodium), and may be purchased for Roubles at Level III after completing Healthcare Privacy, Part I. It is a fairly expensive kit, but due to its durability, its small size, and ability to remove bloodloss, it is a very common medical item used by players of all levels. Can be crafted in Lvl 2 medstation. Grizzly The 'big daddy' medical kit, boasting an impressive total health resource of 1800. It is also a very large kit, taking up 4 slots (2x2) - in order to be able to use this quickly, it would require specialized tactical rigs that feature a 2x2 slot. It removes all negative effects (some costing HP resource), including fractures. Used by highly-geared players who intend on staying in raids for an extended period of time, or by players with additional Secure Container space available in case of emergencies. It is available for barter at Therapist Level II, and purchase at Therapist Level 4. Due to its price point from Therapist at just under 23k Roubles and its healthpool of 1800, it is by far the most efficient method of healing from raid damage, at a 1.3 roubles per health, dramatically lower than other options available. Can be crafted in Lvl 3 medstation.
Using any of these items results in your character being 'On Painkillers' which allows you to sprint on fractured and blacked legs, as well as reducing effects of fractures and blacked limbs, and removing the debuff Pain. Essentially, the only difference between most of these items are the speed of use, price, availability, and duration of the effect. Note that the Hideout has changed how some of these items are used, and because Tarkov is under constant development, it is very likely that these materials may be used to create higher-grade medkits or to upgrade your medstation. That being the case, it's best to hoard the unknown items for now as efficiently as possible until you know you don't need them. Analgin Painkillers The holy grail of pain medication. "Painkillers" have 4 total uses. The total duration is greater than Morphine and less risk of waste. Takes a short time to use, and is available from Therapist Level 1 for both barter and Roubles. Makes a loud, distinctive gulping noise. Can be used to craft Salewa kits. Morphine Quick application of painkillers. Favored by some highly geared players as it has greater usability in combat then it's typical counterpart, Painkillers. Has a longer duration, but only one use. It is required for a fairly early Therapist (and a late Peacekeeper) Quest, so it is recommend to hoard 10 of them, then sell the rest unless you intend on using them. They are worth a good amount to Therapist and take up little space so they are a valuable loot item. Available from Therapist for Roubles at Level 4, after completing Healthcare Privacy, Part 3. Augmentin Basically a cheaper Morphine. One use, 205s. Not recommended over Painkillers due to its cost. No current barter for this item, so usually it's just a fairly expensive, small loot item. Most likely a component of a medstation manufacturing process or upgrade. Keep it. Ibuprofen Powerful painkiller. Lasts 500 seconds and has 12 uses. This item is recommended as your long-term solution for painkillers. While it is valuable because it's used to trade for THICC items case, it's the cheapest component and is very useful as a painkiller. It has a long duration and a large amount of uses, so keep it in your container for use as a painkiller if your primary painkillers wear off. Don't use it completely up, though. Keep the 1/12 bottles for the trade. Vaseline Powerful medical item. Cannot be purchased from dealers. Has a maximum of 10 uses. Removes Pain, applies Painkillers for 500 seconds (8.3 minutes). Useful to keep in your container as an alternative to Painkillers, though it takes 6 seconds to use, which is longer than other painkillers. Used as part of a barter trade for the Medcase. Golden Star Balm Fairly useful medical item. It can remove Pain and Contusion (not a big deal of a debuff, goes away on its own shortly) and provides a small bonus to hydration and energy. It also removes toxication and Radiation exposure, both of which are not yet implemented into the game. Like Vaseline, has a maximum of 10 uses. Painkiller effect lasts for 10 minutes, and takes 7 seconds to apply. Recommended to take only if you are going on large maps and you have extra room in your container. Can be used with Ibuprofen and 5x Med parts to craft 7 Propital.
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