Binary option pricing - Breaking Down Finance

The state of CVs - Why the rework needs to be a massive change

CVs have always been a contestuous issue, and the changes so far certainly haven't diminshed that. Currently it seems that most people are extremely dissatisfied with having CVs in their game at all, while many CVs are dissatisfied with the power of AA. While community criticism often stems from a lack of information, I believe there is good case to think that both sides have a point this time. Here is a collection of issues with CVs and AA.
CVs are balanced on a much higher power level than any other ship class
This is a simple fact that many CV players don't want to acknowledge since it is seemingly contrarian to their own perception of AA being too powerful, but in reality both points are valid at the same time.
As it stands, CVs are the number one class in spotting (by a laughable margin), dealing damage (even though a few individual ships like Conqueror are ahead... for averagely skilled players at least), and dealing killing blows. They dominate every statistic - they even lead in average XP by about 15%, despite having extremely diminished multipliers compared to all other ship classes. Without those multipliers, the difference in XP would be astronomical and would show much better how superior CVs truly are.
Ultimately, CVs have a much higher impact on the win rate of their team than any other individual could have.
CVs' biggest strengths don't even show up in the stats.
While players generally fawn over damage numbers, win rates, and experience as measurements, spotting and zoning are concepts that are extremely difficult to quantify in World of Warships. DDs for example always were at the low end of all the usual stats, and yet were the most impactful class at the very least until radar became as powerful as it is now. That is largely because they give their team the spotting advantage, and because their torpedoes are an immense threat that force the enemy into suboptimal plays even if they never score a hit. You will frequently find superior forces turn around because noone is willing to push into the enemy destroyer who could both permaspot and torpedo them.
But CVs, which already are at the top of damage, kills, and experience, also are the masters of spotting and zoning. This is why they are played even in competitive, which is filled to the brim with AA. They have the ability to threaten enemies with spotting and instant kills across the entire map. It doesn't matter which flank you're at, the single enemy CV can still threaten you.
CVs enhance the radar problem
While currently all community talk seems to be focussed on radars alone, the presence of a CV makes radars more potent. The frequent spotting of both torpedoes and DDs by planes makes it much easier for cruiser players to track the enemy DD's location. Carriers often force CVs to use their smoke to drop vision, which then makes them easy targets for radars.
While in a CV-less game it is often possible to use the fact that enemy radar cruisers do not know when you are within their range for a while, this becomes exponentially more dangerous when there are planes on the map. And the same positions that you may use to evade enemy radars will often isolate you from your AA allies and therefore make you easy prey to a cross drop.
The balancing of other ships is done without CVs in mind. CVs break the balance.
This especially affects two factors: Concealment and AA.
Many concealment-based ships like Shimakaze have virtually no counterplay to CVs besides falling back to their team, even though the entire gameplan of a concealment-based ship is designed around the polar opposite, of finding those far-up positions. This also affects many cruisers, as for example IJN or French cruiser players may gamble for non-CV games to use hydro for aggressive moves. The fact that CVs are exceptionally good at spotting enemy torpedoes adds insult to injury. These ships are perfectly fine in non-CV games (sometimes even on the weaker side still), but the presence of a CV just flat-out destroys their impact on the game.
As for AA specialist ships, WG knows that these ships also have to be viable in non-CV games. And with ships like Montana, Des Moines, Worcester, and Minotaur they certainly accomplished this design goal. The problem is that this makes them ridiculously powerful in CV games (even though the fact that they're often stealth reliant counteracts it to some degree). Theses ships are often designed to be less powerful in straight-up confrontations as a payoff, but still have their tools and tricks to stay relevant when there is no CV to counter. And in a tragic twist for DDs, AA ships also often carry radar with them - partially because both radar and AA are commonly found on more modern ship designs, and partially because radar is also frequently balanced by the exact same payoffs that ships trade in for their AA. This falls back to the "CVs enhance the radar problem" point - DDs are truly fucked in those games.
Active counterplay to CVs is awful.
Since CVs already counter concealment based playstyles, your only option is to stick to other allies - which often leads to terrible lemming train games. The level of play it takes to spread across the map and be safe against CVs is far beyond random teams, especially since random and ranked battles have far fewer AA specialist ships than competitive.
As far as evading an immediate drop goes, it's an incredibly shitty situation. Skill alone doesn't let you dodge a cross drop or dive bombers. Often even doging a CV will still get you killed as you are forced to broadside the enemy team while being spotted. This is quite unlike doging for example BB shells or torpedoes, as good players can prepare their positions in a way that angling against the incoming threat will also give them a save position against the rest of the fleet.
As mentioned in the balance section, the CV presence affects some ships worse than others and forces them into severely diminished, powerless roles. There is no real way to counteract CVs with skill, only being close to AA helps. Your only alternative is to gamble on the enemy CV not being good enough to notice you at all, which is often a statistically viable approach but awful in terms of gameplay. It's pretty much like detonations: if you win your dice roll you are fine and get to play as normal, but if you lose it you simply die.
AP bombs are some of the worst mechanics in the game.
I mentioned some about counterplay, and dive bombers are even worse at this. While torpedo bombers allow for some degree of doging and minimising damage, dive bombers are pure clicking and there is no evading a capable drop.
Now for the old USN monster HE bombs this already could get pretty ugly, but most players simply prepared for the inevitable 10k blast plus multiple fires. With AP bombs the ugly was turned up to 11. The fact that you can simply leftclick a ship and delete it on the spot is just ridiculous. Players get punished purely for bringing the wrong ship. Their total power balance is completely irrelevant, the design itself is awful and needs to go.
CV divisions are absolutely broken.
The main problem here is that only the players who division with the CV know for sure whether there will be a CV in their game or not. So they get to bust out the most insane AA they can find and get a guaranteed major advantage. No other type of division can reliably replicate the winrates that a good CV division can.
But there are some even worse divsions by abusing tier differences. Some divisions "anchor" their surface ships by queueing with a lower-tier CV. A T5 CV with two T6 BBs for example is practically immune to getting T8 matches, so the BBs will never be bottom tier. Other divisions do the opposite: Queueing a T9 CV with T10 AA guarantees the AA advantage even harder, and will easily defeat even other CV divs.
The only real counter to a good CV is another good CV.
This is quite unlike any other ship class. No matter if you are in a destroyer, cruiser, or battleship, you have the means to impact any other enemy ship class, and therefore directly outcarry a good player on the enemy team. Unless that player is a CV that is. The most you can do to that is to deny a small area, if you even are AA specced to begin with. If you truly want to check an enemy CV's ability to spot and assassinate people at will, you need to be a CV yourself.
The result of this can be seen in player winrates. CVs have the most hilariously lopsided winrates of all classes. There are almost no "average" CVs. The vast majority is deep in the red (an incredible part of it below 40%), and a significant part of the rest at super unicum winrates. Also WG already acknowledged the problem with the removal of manual drops on low tiers (however shitty of a "solution" that is) and by making CVs the first class that was perfectly mirrored in tier and number.
And hands down, many games between two good CVs start by both devstriking a DD on the other team. Whether those DDs missplayed or not, this is still a level of influence far beyond that of any other ship class.
So how can all of this be fixed?
The answer most certainly would not be to simply increase AA or nerf plane health. CV players are right in their criticism that there is a huge amount of total death zones in the game already. CV gameplay is already unbearably binary between easy kills and no-gos.
If WG were to maintain the fundamental CV mechanics, they would probably have to dramatically change CV loadouts. A few CVs are much less bad on the mentioned issues than others. Essex for example is unable to cross drop and relies on its dive bombers for damage, meaning its much worse at spotting. It's also more balanced towards an AA role than towards dealing damage, meaning that both CVs are less effective than usual. For a CV it is almost hilariously bad. But the solution here shouldn't be to bring Essex up, but to bring all the other CVs down to this level. To diminish their ability of spotting by making them rely on every single squad to deal damage.
AP bombs should just be removed entirely. There is no reason to have them in the game. They make it strictly worse. They are not very enjoyable for most CV players either with how situational they are.
CV queueing also definitely needs to be fixed. I am not sure why WG still allows for tier differences in divisions at all, but they should be removed for CV divisions at a minimum since these abuses are fairly common already. Another CV queue issue is the double CV matchmaking on low tiers. Having a T6 CV vs Saipan is one of the dumbest experiences in the game, especially since Saipan is already a hardcore sealclubber as T7 CVs are pretty much either premium CVs or total noobs.
But of course WG announced a full-on rework. Speculations go towards a more "action oriented" playstyle that could revolve around closer micromanagement of fewer squads. First of all this would reduce the oppressive spotting power that CVs currently have. It could even go as far as CVs not sharing their spotting with other ships anymore, akin to spotting in a cyclone. But there could be other goodies in there that make patterns of counterplay clearer. For example the gameplay could revolve around having to strafe the enemy AA with fighters to make it easier to bomb them, which would give the target a clear warning and some time to improve their position. Or AA could be restricted in its firing arcs while being stronger when they do have a good angle, giving targets more options in positioning against incoming air attacks.
submitted by Roflkopt3r to WorldOfWarships [link] [comments]

New Atlantia: The ruins of Greenway "concept pitch" 01.01.03.1

name of the game:

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New Atlantia: The ruins of Greenway

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project pages:

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https://docs.google.com/document/d/13PHPZeRcitKKL6JtJd1Aod5JtPcPNMHfHqcG_4jYQQs/edit?usp=sharing

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some descriptive terms:

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an open source cross-platform title (also works on mobile), openGL powered and created in conjunction to blender

uses Godot Engine and is fully moddable through use of mod.io API (softwares)

makes heavy use of procedural generation and uses a random HEX seed that you can enter manually to set the generation environment up

persistent sandbox game with fully destructible environment including ablation of the ground and hill/mountain-sides through use of explosives, lasers, and drills/diggers

game makes use of other open source projects such as chromium for the integrated web-browser and tox for chat and voice. The game automatically starts an instance of I2P and plays exclusively over the darknet, though exit nodes should be available and darknet can be disabled for censorship related purposes, but games/server instances needs to have exit node enabled to allow censored players to join the I2P network through the exit node

the only advertising is the official greenway splash in teh beginning of the game when you start it up that explains a bit about the game and asks you to please join operation greenway and join the effort to create a green and good greenway

the game is meant to be played online, but there is a single player offline option as well

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licensing:

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open source honestyware
https://defuse.ca/honestyware.htm

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funding:

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the game will be funded by a 30 second timed monero miner that deposits the crypto into the operation greenway "trustfund". donations in other currency will be accepted and then converted directly into monero deposited into the secured fund for this project. no funds from teh project may be diverted into other government projects, but other relevant government projects may deposit funds into this one if their funding structure supports the transfer of funds to relevant projects. GreenSoft will receive 20%=
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mission:

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"to provide the most playable and fun sandbox on the open source market, and make the first fully open source 3D game of its kind, to simulate Greenway up from the ruins, and bring civilization back into outer space. to foster creativity and fun along with promotion of greenway and awareness to issues with various political systems in the civics mode of the game. to gather support for operation greenway through a donate and involvement buttons right on the front loading screen of the game"

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disclaimer and excitement:

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this may sound like a coders nightmare with all the parallel integrations and imbedded VMs running linux with open ended compilers within the code, but trust me, in the future, people will look back at this project as one of the most noble software engineering feats ever pulled off for the sake of open source community (and advertising a micronation!). the goal is to blow not only the people but developers themselves away with an entirely new set of in game mechanics based ont only on useability but underlying software paradigms like cloud resource computing and network cluster driven computation acceleration (experimental distant scene rendering over network). I guarantee that after all is said and done and if the project ever gets finished or damn near close, that the payoff will be big and the greatest reward will be hearing all the happy people talking about THE KILLER APP FOR ALL SYSTEMS.

one major issue is game overhead, and the fact that the game will need to run either a lot of processes or one large bloated process with an internal task manager to manually adjust game settings to get compatibilities just right and fine tweak the system; the game will be small enough and huge at the same time, with the inclusion of multiple tools and imbedded software releases in each version

this is a HUGE PROJECT for a HUGE OPERATION, one for all, and all for one, to promote and secure domestic tranquility, greenway's government will most likely be releasing "New Atlantia: The ruins of Greenway" before the artificial island is built, which will foster a flood of hoestyware payments and donations (honestyware payments disable the 30 second donation and cryptocurrency miner script)

don't feel daunted by the task. when you are in doubt, turn to something else on the LONG LIST OF THINGS TO DO or even just make some concept art sketchups on the computer or play the currently progressed version of the alpha/beta game

i think that an etherpad based editor for making the game would increase the flow of ideas sharing. more open source collaboration softwares should be researched and discussed for greenway and for the purpose of this document, particularly focusing on the digital side of things such as this game concept

!create this decade's killer app, "New Atlantia: The ruins of Greenway" and help support operation greenway's mission to gather attention in the international public's eye and earn free advertising forever!

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plotlines:

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based loosely off of ideas found in atlantis (a lost civilization), fallout 3 (video game), ark: survival evolved (video game), eve online (video game), space engineers (video game), half life 1/2 (video game), halo wars (video game), no man's sky (video game), aliens versus predator 2 (video game), metal gear solid 3: snake eater (video game), altered carbon (show on netflix), crysis series (video game), defcon (video game), portal (video game), xxx

an alternate universe with some parallel timeline characteristics (E.g. the lost civilization of atlantis, heisenburg {"heisenbohr"}, xxx)

antimatter warheads were launched in a global nuclear war on an alien planet in a distant galaxy far far away, star wars, with humanoids called prometheans who had advanced technology all over the planet because of developments in private industry that took off with the freedom in Greenway

you start off in the ruins of greenway, everything looks like fallout 3
you are born to parents who lived in the sewers (common spawning story at a random sewer in game)
you quickly learn to make fire and weapons from wood and rocks, moving to slingshots and crossbows, and later eventually graduating to ar-15s and plasma casters
raid the ruins to find useful items including tools, weapons, and ammunitions
you also learn to make a shelter, house, fort, and even an entire city with the blueprints you will discover throughout the game
later in the game, you will be able to build a spaceship, spaceport, and even a frigate and mothership, all in the spirit of space mechanics, where you first forge the pieces and then put them together either by template (blueprint) or manually by hand
like ark survival evolved, you will need to scavenge and hunt for resources on your own time
destroyed objects typically contain scavengeable parts

adventure through the ruins of a highly-advanced technological civilization
advance from meager sewer person to founder of New Greenway
re-create greenway in all its glory and adventure into space to explore and colonize

form a clan and play through the game to decide your faction. you can declare a truce with a player of that faction and work with them to earn respect in that faction again, getting to neutral and then friendly again. factions work like a tree with branches, you start in the trunk neutral with everybody and as you progress through the game, you naturally will align with one of the branches and finally a sub-set branch, where your position is indicated by a coloration of each branch (and a "leaf"?)

your goal is th befriend bots and real people to help you rebuild civilization and re-establish greenway, from anarchy to law and order. the game has persistent bots with progressively learning AI that will learn from your previous actions and interaction dialogues. you first make a city, then you unlock civics, and then your goal is to rebuild greenway and launch into space to colonize and scavenge for blueprints in engineers manuals and high tech including fully working antimatter powered ships in the holding bay of some ships.

game style is all vs all and cooperative through factions and clans, with PvAI and PvP gameplay, such as shooting a friend to steal their blueprints or having your fort attacked by a mob of angry AI. there is a setting to disable PvP in private servers but PvP is enabled in the official servers. there are "quests" you perform like in fallout 3 that progress you further towards colonizing outer space. players and AI can work together to build up civilization again from the ruins. one cooperative element is a donation library where books/blueprints are available from donations by players for checkout for limited periods of time (1 week of in game time). there is a clan management interface

greenway was an artificial island mass created in 1200bce relative to the game time by the prometheans as an escape from the authoritarians growing up around and warring among them. greenway eventually fell to the world war and the civilizations surely crashed beneath them. the startup videos show animations of greenway when it was green and good, being nuked with antimatter weapons in the year 1120bce. greenway took off into space but dies out due to an infection of aliens who are still lurking in intact ships within the galaxy waiting for you to discover the horror; by the year 400bce most of the underground cities died out and only the sewer dwellers in between remained; you are spawned in 0ce and the game has its own progression of time from there

you must first develop a boat and explore the surrounding islands to find the blueprints needed to create an airplane and fly to the nearby landmass about 250km away from greenway, then from there procedural generation takes place and all is free game, but there you will discover triangle craft blueprints and now you can fly around the world and into outer space once you reach the tech level to build them.

players can barter with each other and bot traders will trade with you too based on your disposition towards them; you can eventually find small towns with bazaars and markets to browse; open a store and start a business, evolve into an enterprise including enforcing security and/or mercenary contracts that you can pickup at a local bar or from select bots or any real player

players work together to make the civilization thrive again, from anarchy and ruins to a metropolis in outer space, greenway needs you to join the efforts on this game

realistic game mechanics where habitable worlds are within the goldilocks zone for their sun. deploy a garrison of bots you employ to terraform and colonze the planet's surface for greenway or your own nation

political simulator and sim city / tycoon like overview of your installation/s; Write a constitution for your state and federal government; Machine readable converter automatically marks up your document in AIML to simulate your text as a civilization (experimental); also you can choose the easy version which has templates of various useable texts for your political experiment!

the game is the first of its kind with an open universe fully destructible sandbox with persistent bots with deep-learning AI

the game also houses several mini games including the ganja seed card trader game (cryptocurrency backed seed growing and collector card game) and new atlantia: pirates which is based off of otys (board game)

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game features and mechanics:

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hire private security to protect your installations/bases/forts

work jobs to earn items

real time strategy war elements for fights like halo wars (video game)

imitate the jurassic world evolution game and make it possible to extract dinosaur DNA from fossils/amber and create dinosaurs (requires high tech level); downside is that in the future their could be hella dinosaurs everywhere

imitate the alien/predator movies and make it so that you can discover dead xenomorph or predator DNA and resurrect them by incubating in a sea mollusk or embryo, which you can discover the method by finding a journal or random chance

realistic DNA editor and genome sequence simulator that uses cloud resources of all gamers to compute and is redirectable to a local cluster computer with optional resource share (all resource sharing is adjustable in game with defaults based on hardware performance ratings versus settings and adjustable system overheads)

life on other planets; collect specimens to keep in a panspermic zoo and collect DNA from specimens to create splices

jumpgate codes and star maps for foreign systems (requires 0% discovery to have all solar system details)
puzzle solving and "hacking" to get into locked down areas, enable power, decode transmissions on your full-spectrum broadband transceiver, and disarm bombs for example

panspermia stuff with contagions on ships as a possibility which will form a biofilm in your shuttle and make you sick or cause a zombie plague

player ownership is primarily established by dominance but later on in the game there will be private security for hire to protect your shit and also police in the cities and sheriffs on the outskirts until the anarchist nomad zones which are areas that do not have enough established dominance or near enough to a city to be considered claimed territory since claims are too heavily disputed and non-enforced; you respawn naked back in the sewers where you started and need to work your way back up to get into your stashes until you are back in business

mining can be done for multiple reasons along with archeological digs to find artifacts and lost underground areas/cities

enable craft to dive into the oceans/lakes/rivers/streams for cover and enable underwater cities

bug reporting with screenshots and "frapping" (video/audio camera roll) built in and crash reporting directly to the team

underground cities and caves that go into pockets of underground water (clean water)
bullet time (single player only)

fog of knowledge (like fog of war)

grow a garden outside or indoors and even inside of your personal cruiser a few plants in a little closet, like cannabihopa plant that is effectively hops and cannabis in one with smokable buds rich in myrcene and thc/cbd/etc...

the ruins in space will be the most interesting, with scavenging having big payoff for big danger, like reactors that melted down after the craft were struck by antimatter rockets, and having to pass through a reactor room in your suit and get to the "Detox station" in time before you are fully radiated and your health drops to zero
i would also like to have HEV suits you discover in a partial map of the black mesa compound in a desert area on your home planet. the black mesa compound has all sorts of tech you can scavenge but is highly disputed by private military (bots) which also have robots and drones who will chase after you to kill you

the space component of the game will have dead highways of jumpgates that require power supplies to be repaired and the correct system and code sequence to be entered to bring you where you want to go. some gates have unlocked systems, but those owned by a foreign nation will have a passport code you will need to have a valid passport for to use or know a skeleton code (skeleton codes only work for their player and are a very rare random thing to find, sometimes the best place to look is a pirate ship or an anarchist lifeboat

you can fly all over the planet (flight simulation), but you start off in the ruins of greenway, in new atlantia, where the library of congress is, and you have to discover it among the ruins after you travel to a completely distant part of the map in your country of ruined greenway

advanced players will have entire industries under their control, and an "empire manager" is available as a "HUD" in game where micromanagement of your industry can take place all over in outer space and your commands be transmitted at the speed of light through a wormhole (you must create all the necessary infrastructure)

realistic solar systems and procedurally generated goldilocks planets that also enable non-goldilocks planets to be used with realistic heat, chill and bio-zones

heavy focus on user interface and user experience; futuristic steampunk look

other bots and players on the map can start forts and make cities and start their own nations, particularly the bots on other parts of the map who will work with or against you and your fledgeling nation of new civilization.

eventually there will be dinosaurs and aliens along with predators running around which will slow down everybody, and we need to try and ensure that the mechanics of the game make reproducing viable offspring require a high tech level to create so there are far less instances of "festering plagues"; aliens/predators and dinosaurs can sneak into your forts, cities, and even ships and come along for a ride to kill you and your crew and screw up everything; this feature will be disabled in at least one of the official servers to prevent infected plagues of servers which you die in 10 seconds every time since the aliens are everywhere since their bots and AI keep reproducing (evolutionary genetic based algorithm for AI traits)

discoveries and quest accomplishments along with defeating enemies and hitting certain wealth proportion and empire goals earn you XP which levels you up, building will increase your construction level for example, with no cap on available levels

extensive server administration interface with "resource injection" commands and "bot spawning" commands

dynamically changing environment with real erosion from water flows and seasons and weather and daytime nighttime, and procedurally generated fauna which are harvestable and actually follow population mechanics and statistics; it is possible to hunt animals down to extinction but unless every part of the animal is used, DNA can be extracted and it can be made again in a lab with high enough tech skill even viable to reproduce in the wild

splice dna from different fauna to create new creatures; custom create dna from scratch to make newer creatures with the creature designer

tame creatures to work for you and even ride them; use creatures to form a caravan and carry your stuff; creatures will stay loyal to you as long as you do not hit them much and cause damage, otherwise they will flee (some will immediately fight back based off of intrinsic aggression and predatory traits); imprint on creatures created in the lab often like the alien to make them your loyal children and unleash hell upon your enemies

your camouflage pattern will hide you when you are in a suit. change camo on the suit in the menu like in metal gear solid 3: snake eater; you will have an alertness indicator on your HUD that shows whether or not you have been seen and from who and what angle; become a master of sneak and sabotage, use your skills to rob installations and build up your stock (no penalty for selling stolen items as long as it is not sold to a narc or undercover who is aware of the theft)

there is an ingame internet based on TOR that a user can accumulate through raiding military journals to learn how to build a computer and a mesh-networking router (gigahertz {land/craft} @ 10GB/s & tertrahertz {space} @ 3.333333333333TB/s limited speeds) with b.a.t.m.a.n, which actually runs a simulation of this network protocol and realistic packet failure over wireless networking based on distance and obstruction type

drive a plethora of craft and design your own with either blueprints or from scratch, with every level of detail available (complete mechanical diagrams are modifiable and entirely custom designs can be implemented)

neural design in AI to solve complex puzzles by trial and error and probability based shortcuts to learn new foes and environments quickly as real life does; use of OpenAI (an e_musk/tesla company)

the ship can be set to autopilot either on a set route and defend itself and try to refuel and repair at a nearby station if available (costs items placed in the auto-barter section)

dynamic economy simulation and insights once you attain a high enough bartering skill, when greenway is up and running, a metatrader (software) like interface of available tradeable resources and their relative values tied to the closest thing to a credit in the game, a unitoshi which is the base numeric value of all items traded in game and used to compare item's values to one another by the in game engine

there is a low light amplifier (like in avp2 video game), and vision modes (like in avp2) along with cyborg enhancements such as a telescoping eye with rangefinder and "FLIRed" (technology name for forward looking infrared) binoculars for the poor men who need to stash their tech

dying does not affect your levels and knowledge, because you are re-created as a clone at a cost, including debts where people will come after you after a long enough time has gone by from your last clone, this is from altered carbon (show on netflix), where your new clone body is called a sleeve, and your consciousness is uploaded via satellite and other wireless transmitters to the clone corporation which is always anarcho-capitalist and always has more power than the government because it owns all the "reboots"; rebooting into a sleeve is a phrase in the game; this is equivalent to respawning, but it incurs debt for the bounty to recover your disk. there is always rolling charge to upload your consciousness which is rolling autosaving but on average through an insurance algorithm your rolling update will pay off more than the bounty to recover your disk each time you die, and the charges are lower the less often you die vs the bounty on your disk which only rises each time you die till it is maxed out at like 100,000,000 credits which you have to get by bartering or working for the company collecting disks for bounty; the disk is dropped in a nearby system and you have to go and pick it up for a pittance, or with a high enough tech level and enough contract experience, you can go on deep space missions and travel to distant star systems to collect as many disks as will fit in your cargo bay; disks are a genetically engineered biological computer that stores information quantumly through nanocellulose and diamene coating to make nanotubes that are indestructible and can operate in the tetrahertz microwave range, they are also bioluminescent and ink photovoltaic based, capturing their data through a biological optic cavity system near the pineal gland. they must be inserted as a clone is growing and the pineal gland must have this disk copied into the new biologically formed disk through transcranial magnetic stimulation

plenty of maze like portions of procedurally generated dungeon like caverns and interiors of buildings with no labels inside vast underground cities; plenty of dungeon crawling style excitement; use portals like in portal (video game) to cross into difficult areas secured within the black mesa compound

puzzle solving will also be an important step in fixing things that you do not have a blueprint for

join and exit formations at your leisure and command armies from near and afar

form a strategy and create a work team to build your forts and cities

global map overview like defcon (video game) has the ability to strategically place your formations around a planet, and a 3d outer space voxel based layout grid allows you to command in space and the air, with the grid center projected from the center of the galaxy

build and battle mech suits like the alice combat system (avp2 video game) and iron man (comic book) or animatrix (movie) suits

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game features:

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in game DTV broadcast systems project national games and tournaments when they come online in the official servers, and can be hacked to display avi, mkv, and mp4 files of the users desire; smart tv systems that can recognize spoken words from the user mic and follow commands

computers in game have access in an in game internet with websites createable by the user and virtual camera phone/tricorder devices that can capture pictures, audio from the mic, and record video; use webcams to create a security surveillance grid (uses ispyconnect and/or ZoneMinder and virtual camera/s in the game); use a laptop in the field to pilot a drone or an army of drones from your cluster computer in your tribe's fort; there is an in game instance of openStack running enabling limited cloud computing for the DNA sequence calculations; create a real life cloud service computer system or order one to gain computing power in the game (can be a profit point for the team to maintain the dedicated server); multiple cameras available to access reminds me of red faction (video game) or even duke nukem 3d (video game); get military security with encrypted computers running veracrypt, prevents computers from being nearly as hackable; KeePass software protects the computer from easy break ins and bruteforcing is required from another computer; each computer running needs a small amount of system resources and there is cluster computing under openstack (software project) within the game as well as cloud servers hosting the game to bruteforce 8-char max passwords; computers store data on cloud servers hosted by "GreenSoft" alongside the dedicated servers and outproxy nodes for "bridging" into the I2P network; experiment in distributed computing to enable network accelerated VMs though virtualbox tweaks and re-writes

in game internet is wifi mesh networking over b.a.t.m.a.n with (sharded?) tahoe-lafs storage for each user account on each dedicated server cluster

learn to hack in the game using legitimate hacker tools like the kali linux (distro) collection where you collect programs you find in military bases and on holodisks scattered throughout the game

the storage of user datas is distributed throughout the network via multiple redundant shards or shard seeders. the network automatically balances the shards based on checksums of data stored locally on their machine within a veracrypt container that only the zero-trust distributed system knows the master key to (the ceremony is a distributed trust system where all peers generate a portion of a master key, the more people contribute the better, this is part of the initialization time for the game and all servers for through a ceremony

there is an ingame spoof of cryptocurrency where fake FLOPS are taken from machines you build or find/steal/hack and a monero style cryptocurrency using moneta verde mining schema, you have to collect this greencash source code from the state bank ruins in New Atlantia

interstellar mesh networking using lasers as optical network inside the jumpgates which connect to a wormhole device that pipes the signal as UV lasers

smartphones in the game are achieved via QEMU in VM running a legitimate version of replicant that can run apps off of the internal flash or holodisk memory

make microchips in a lab that the gnu octave engine will simulate outputs for and translate to useable elements in game like outputs in a serial console on an atmega (microchip brand name); specifically the microchips will be simulated down to the assembler level and FPGA language (Verilog) will be used to code the logic circuits

audio and video streaming provided via tox and all streams are password protectable

the programming studio built into the game computers debian linux mint is eclipse studio (software) for all programming languages comes with compilers for all major human programming languages, enabling people to create homebrew ingame; includes godot, blender, and mod.io api. capable of compiling FPGA Verilog and running an instance of QEMU and virtualbox within itself;

antimalware engine in game computer is based on real antivirus definitions for linux (clamav, Chkrootkit, xxx)

in game linux has clone mirrors to real versions of the software available to people, with the server administrators manually enabling or disabling separate packages to make available to their users (uses more disk space the more packages are available; repositories point towards the dedicated server and fetch through regular I2P; dedicated server serves as a whitelister and access restriction program that only allows connections to eepsites created using the same server token, effectively creating a sub-darknet because outside access is restricted by token signed in conjunction with the user account public key for that server instance

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program features:

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updates implemented through torrents and auto-update scripts and automatic md5 hash checking for integrity with fetch from main server; source code borrowed from qBittorrent; xxx

game available over torrent as alternative to synaptic package manager or download from the ftp/http web server (resume supported from server)

game music is streamed via TOX to all connected clients via the dedicated servers song tracklist; mp3, oog, and wav are all supported (along with experimental midi + instruments over network); single player server runs an instance of tox signed in as the music stream ande you can select the songs like the server admin

sleek interface integrates dedicated server to gameplay and you can play as the mod and spawn items while controlling your server from the same in game UI

possible to run in a VM with guest extensions for 3d rendering installed (makes compatibility for other hardware and distributions "complete")

can order DVD from "greensoft" that means paying postage and cost of the DVD (lightscribed), that is a live CD (debian linux mint) that has the game installed to run with all necessary dependencies and install distro to disk (for the drafts of the greenux OS); .iso is available for download from "greensoft" website

extensive use of procedural generation for textures, landscapes, fauna, in game buildings and crafts, internal mazes, etc...

built in chatbots with bot characters are marked up in AIML and become unique based on independent interactions you have with them

built in spellcheck! and markup check! (borrowed spellchecking from chromnium)

in game console with accessible scripting engine in GDScript (Godot native scripting engine) help includes "cheats" which includes how to enable cheats and each individual cheat with its parameters explained

extended options with expert mode including expanded server operator options

nginx server running to host friendica page for game social media functions, routes over I2P; web server administration like webmin and ispconfig; web site generator WYSIWYG editor for making a frontpage and complete website in game;

in game computers use virtualbox to make a debian linux mint instance run within the game on the player's screen

"anon grade" secured against data leaks and tracking, being the first video game known to be used exclusively on the darknet (outproxy nodes are run by the official servers that are made available as "bridges" into the network); defuse passgen code used to generate hexadecimal keys and also used for cryptography in game

dedicated physics simulation with GNU Octave code and interpreter for events like craft maneuvering and weapons collisions, is used for the waveform in audio playback and for compiling screens on electronics in game (live textures);

an instance of hashcat is included within the game VM to literally bruteforce codes in the game

aircrack-ng is included as an instance to run on your in game computer to crack into neighboring networks including ancient military service lines which go into every sector of the known universe

extensive support for trainers and "auto-minedefender" bots/scripts which are allowed in the official servers

compatible with VR (opens two renders from different vertical positions)

video monitor selection in game and 4k support, triple monitor support

gnu octave used to simulate circuits for design for your electronics
see an electronic simulation software package for GNU octave @ https://github.com/jlmayfield/quantumCircuitSandbox

decentralized login server for cross platform gamers using blockchain technology, auto syncronize with gamer profile in the game; credentials stored with KeePass (software) to protect from hackers

in game chat using tox has nicks for all server players and also there is a global server chat. experiment with chat rooms including audio and video in tox. chat supports announcements that can be recurring or once with scheduling; hexchat (software) repurposed with TOX for the protocol; password locked chats and openPGP interior text encryption support; alternative to tox.io is the eepsite that the integrated browser seamlessly navigates to and enables you to search for friends ingame online

game will run in windows under Cygwin, and all released files are compiled for cygwin

cheats in console require server cooperation or they won't enable; private servers can disable individual commands from running or keep their values within ranges

hard imbed in the source code of each release the most current draft constitution of greenway and when greenway is finally established, hard code in the constitution into the source code (use commenting on the whole thing, put at very bottom of source code, make non-essential to run game {can be stripped out by compilers on demand})

console versions (xbox one and playstation 4) will run an instance of debian linux mint with no xwindows just the game screen, but it should be hackable re-initialize the desktop of lxde which is available through command switch when you execute the game binary (hold down "control" key combination on controller to enable pre-initialization console and use the console screen of your keyboard to type in the command which is available from the greensoft website), and adds wireless keyboard and mouse support for usb devices, allows people to softmod their system using the game as a side loader instead of the system default dashboard

complete forking guide and detailed documentation for all aspects of the game and included programs including the console and a detailed section on "cheats" like god mode and noclip; all lines in source code are commented in a clear and concise fashion that is machine readable

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message to developers:

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are you interested in working for this project but not sure if you are up to joining? talk to ghost liberty in operation greenway chat @ https://discord.gg/9RtrTZh or email them at [[email protected]](mailto:[email protected]). make sure to make your subject about "new atlantia game" and we will get back to you about opportunities to join and help foster our project. this game is a much smaller part of a much bigger project to create a new nation for citizens of the world. please understand that you may be paid little to nothing if you work on this game but your name will be legendary for all time amoung the opensource community

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xxx

submitted by ghost_liberty to u/ghost_liberty [link] [comments]

Part 2: A Second Helping Further Reflections On the AIR/CIA Assessment on Remote Viewing by "Mr. X" (Paul Smith)

Part 2: A Second Helping
Further Reflections On the AICIA Assessment on Remote Viewing by "Mr. X" (Paul Smith)
This series was written by someone intimately familiar with the various incarnations of our government's remote viewing efforts. His identity is known to Ingo as well as to me. He has stated that he will be revealing himself in the very near future, and uses the nom de plume of "Mr. X" for good (but temporary) reasons. ........ THOMAS BURGIN
In Part 1 of this review I discussed some of the highlights of the AICIA report that was responsible for the demise of the STAR GATE remote viewing program. I focused primarily on the operations half of the unit. As promised, Part 2 will concentrate on the research portion of the program. As Part 1 explained, two experienced scientists were retained to do the evaluation: Dr. Jessica Utts, a nationally-known expert on statistical analysis and supporter of parapsychology research, and Dr. Ray Hyman, a professor of Psychology at the University of Oregon, and among the most widely-known skeptics of parapsychology.
Utts and Hyman were to conduct a thorough review of "all laboratory experiments and meta-analytic reviews conducted as part of the research program," which amounted to about 80 reports, a number of which summarized several experiments each (p. E-2). The scientists would be assisted by a couple of AIR associates, an additional statistics consultant, and AIR's president, Dr. David Goslin.
All experiments available for review were conducted over an approximate ten-year period by Dr. Ed May, who had assumed responsibility for the experimental side of the remote viewing program at SRI-International in the mid-1980's after the departure of Dr. Hal Puthoff, who had lead the program since it's founding in 1971. In the early '90s, May and his experiments moved to Science Applications International Corporation (SAIC). On the surface, AIR's review of the research program is a more credible effort than was its evaluation of the operational unit. The review process was to all appearances well documented, the rationales employed seemed well thought out, and a seemingly equitable point/counterpoint format between pro-psi Utts and anti-psi Hyman adopted in an attempt to bring consensus to the differing conclusions arrived at by the two primary evaluators. However, the evaluation turned out to be nothing so much as a comedy of errors, with both sides--AIR and the STAR GATE researchers--in starring roles. To best sort out this muddled situation, we will explore the shortcomings of the research effort first, to provide a context in which to understand where AIR failed in its evaluation.
The Research Program
Dr. Ed May and I are on the same side on this issue, so it's not overly pleasant to have to criticize the SAIC research. Nonetheless, there are things that must be brought out to understand what really happened during the AIR review.
I will begin with a brief summary of the ten experiments ultimately examined by AIR reviewers. Fortunately, Dr. Utts provided summaries in her portion of the AIR report. In the interest of space I have condensed these summaries still further, but retain the essentials:
qwerty's note: Due to my inability to recreate the coming table within Reddit's formating set-up, I will write it out a little differently.
Purpose: Two-fold: (a) determine if a "sender" (i.e., someone at the site) was necessary to help the viewer access the target or if the viewer could obtain information merely by being focused on the site through a coordinate or other mechanism; (b) Determine whether "static" targets- -i.e., the photos--would be easier or harder to perceive than "dynamic" targets--i.e., short video clips.
Target: Photos from the pages of National Geographic sealed in envelopes; alternatively, short video clips.
Purpose: Discover if viewers can correctly determine computer-generated "binary targets"--"Is it one or is it zero?" "Is it yes or is it no?" If so, this might lead to answering questions such as, "Is there a bomb in this building or not?"
Target: A computer-driven random number generator.
Purpose: Using a magnetoencephalograph (MEG), attempt to detect anomalous brain signals of remote viewers.
Target: A flashing light observed by a "sender."
Purpose: Determine if remote viewing can be used in an information-sending capacity.
Target: Specially designed or chosen targets with distinct characteristics. Presence or absence of each characteristic represented either a "1" or a "0." If a characteristic was perceived and reported by the viewer, a "1" was recorded; if the characteristic was not perceived to be present, a "0" was recorded. Binary numbers could thus be constructed by tabulating presence or absence of target characteristics. If successful, information could be "sent" in a manner roughly analogous to Morse code.
Purpose: Test three novices to see if they could remote view.
Target: National Geographic photos placed on a table in another room.
Purpose: Could lucid dreaming be used as a tool to enhance remote-viewing?
Target: National Geographic photos contained in opaque envelopes placed next to the bed where person was attempting to achieve a "lucid dreaming" state.
Purpose: Determine if a person becomes "physiologically aware" of being watched, even though he/she is not consciously aware of being watched.
Target: The subject him/ herself. He/she is seated in a room with a video camera aimed at him/her. Galvanic skin response was then measured to determined if it increased during periods of observation.
Purpose: Using an electroencephalograph (EEG), attempt to identify interruptions in alpha brain- waves when a remote viewing target is flashed on a computer screen in another room.
Purpose: Determine if viewers could describe a target briefly displayed on a computer monitor. This is the remote viewing portion of Experiment 8.
Target: Target (not further described in the report, but perhaps the aforementioned video clips) was displayed briefly on a computer CRT in another room.
Purpose: An improved version of Experiment 1. An equal number of static and dynamic targets were employed, no "senders" were used, and all attempts were done at SAIC in California, instead of from the participants homes, as was the case with
Target: Selections from a pool of various photos and video clips.
[Summaries were excerpted from pp. 3-33 to 3-41 of the AIR report.]
As listed in the AIR report, the three assigned missions of the STAR GATEaffiliated research program were to: (1) Demonstrate through scientific experiment the existence of the remote viewing phenomenon; (2) Determine the cause and effect mechanism through which the phenomenon functions; and (3) Explore methods and techniques to enhance the operational effectiveness of the phenomenon [p. 2-1]. These goals, incidentally, were essentially unchanged from the days of the GRILL FLAME effort, as enumerated in a report I recently saw dating from 1977. Let us evaluate these experiments in terms of the three stated missions of the research effort--in effect, the intended purpose for which research money had originally been appropriated.
Mission 1: Demonstrate Existence of the Remote Viewing Phenomenon
As designed, seven of the SAIC experiments would provide useful support to the existence of the remote viewing phenomenon, and one would have been of marginal value. Two would not have given useful support in demonstrating the RV phenomenon. Experiment 3 (which was unsuccessful because of faulty experiment construction) might have been of marginal value but would not in itself have provided unambiguous support for the existence of RV. Had this experiment been a success, any anomalous brain signals detected might still have been the artifact of some other common element in the viewers' experiences, backgrounds, or training. However, isolating and identifying the signal might ultimately have led to useful information which could potentially provide later support to the existence of RV.
Experiment 2, which focused on computer-generated "binary" targets, might demonstrate a paranormal effect, but not in the sense of classic remote viewing. The experiment's results may actually display some sort of "dowsing" effect (though some would argue that RV and dowsing are but different sides to the same coin), or perhaps even a psychokinetic (PK) effect, since it would be difficult to determine if the viewer were merely anticipating the correct answer, or in some way influencing the number generation process.
Experiment 7 could be useful in demonstrating the existence of some sort of paranormal linking effect between observed and observer. But the experiment would not have been useful in supporting the existence of remote viewing. No useable information could be transferred across space and/or time using the demonstrated effect.
Mission 2: Determine Cause and Effect Relationship
None of the SAIC experiments, even when successful, would have provided any substantial answers to the cause-and-effect relationship for the remote viewing phenomenon. Only Experiments 3 and 8 would have provided even marginal information bearing on cause-and-effect, and they would have merely demonstrated an anomalous effect without identifying a causal linkage.
Mission 3: Develop More Effective RV Operations Methods
Because of their design, seven of the SAIC experiments could have provided no benefit whatsoever in developing new or better operational methods or techniques. Experiment 2 showed potential, were it to lead to a reliable "yes/no" selection technique. However, the experiment only involved trying to "second-guess" a machine. A real-world binary problem, such as, "Is Gen. Dozier in Italy?" or "Will Hezbollah attack the Statue of Liberty tomorrow?" involves much different selection mechanisms than tapping a computer key, is of much different psychic texture than "0"s and "1"s, and has far greater ultimate consequences--and therefore dramatically greater emotional loading in the viewing process--than do yes-or-no type questions on a computer.
Experiment 4, an attempt to use RV to transmit coded information by identifying specific characteristics of a target, uses remote viewing not as an intelligence collection tool, but as a communications method. This would by definition be of no use for operational RV; however, if such a communications ability could be reliably developed, it would have great utilitarian value--to include undetectable transmission of intelligence from a denied area.
As explored in Experiment 6, lucid dreaming might possibly provide added value to the remote viewing process (though I personally have my doubts). Therefore, this experiment at least had the potential to benefit operational remote viewing.
When we tabulate the results, this is what we find:
Mission Relevant Maybe Irrelevant
1 - Proof of phenomenon 7 1 2
2 - Determine cause/effect 0 1 9
3 - Operations enhancement 0 3 7
By far the majority of the ten experiments focus on proving the existence of the phenomenon--the first mission. The other two missions were essentially ignored. In fact, one experiment-- determining whether someone is physiologically aware of being watched--is interesting from a parapsychology standpoint, but has almost nothing to do with remote viewing (one individual prominent in RV research did suggest that the experiment might be a preliminary step toward determining if one could be aware of being targeted by a remote viewer). Another three experiments-- numbers 2, 3, and 4--are only indirectly related to RV, particularly RV as an intelligence collection tool. The research program's first error was fundamental--it failed to evenly address all aspects of this three-fold mission, concentrating instead almost exclusively on the first of the specified goals. This would have been forgivable, had the program indeed successfully proved beyond any doubt the existence of remote viewing as a paranormal phenomenon. However, as demonstrated by Ray Hyman's conclusion that something was happening, but it was too early to assume it was psi [pp. 3-75, 3-76], this goal eluded the program. To be fair, this effect was certainly amplified by AIR efforts (discussed below) to "stack the deck" against STAR GATE. Nonetheless, the whole research emphasis was generally out of sync with the stated purpose of the STAR GATE effort.
Perhaps the rationale was something like this: "Until we can prove the existence of the phenomenon, there's no point in trying to establish the cause-and-effect; and if these first two questions aren't answered, it seems pointless as well to bother much about how to enhance the operational effectiveness of something we haven't proved to exist, nor know how it works." At any rate, the bulk of the experiments focused on trying to convincingly demonstrate an effect, and few went beyond that decidedly preliminary step. While statistically, at least, some remarkable effects were demonstrated, both Utts, the supporter, and Hyman, the skeptic agree that nothing irrefutably conclusive was proven. Utts believed that the effects nonetheless demonstrated the strong possibility of a psi-based effect.
Hyman and the AIR researchers concluded there was not enough evidence to say even that.
Would the results have been better had May concentrated more on true RV experiments, and tried more concertedly to address the other two missions? The answer to this is a qualified yes. Notably, the experiments more closely approaching a classical remote-viewing model were the most successful, with Experiment 10 producing quite impressive results. Those which departed most from the model tended to be the least conclusive.
Additionally, had more experiments been designed to enhance operational methods or develop new techniques, they would in and of themselves have provided additional proof for existence of the phenomenon. If RV technique gets good enough to work nearly every time, producing solid information under a variety of conditions, the phenomenon is essentially proved-- accomplishing two of the research missions for the price of one. (As they say, nothing succeeds like success.) Cause-and-effect research would, however, have been less productive. Of course, if in some brilliant moment of discovery a verifiable causal relationship were found and demonstrated, the skeptics would have to retreat. But such an event is highly unlikely.
Thus far, there is not even a worthwhile hypothesis as to what the phenomenon is in terms of the "physical" world--if it even has such a connection (though there are one or two interesting ideas waiting in the wings to emerge). We do have a pretty good idea what the basic nature of remote viewing is NOT: It is unlikely to be electro-magnetic in any sense, as demonstrated by the successful remote viewings done in electromagnetically shielded Faraday cages, or those which are precognitive or retrocognitive, seemingly in violation of the accepted laws of physics which radio waves or other electromagnetic phenomena obey. Since we have no other good candidate to account for information transmission of the nature and quality good remote viewing produces, we are pretty much left in the dark as to where to start. It makes far more sense to work on practical applications and leave the fundamental underpinnings for those with more time, money, and no need to answer to a house full of skeptics. Regrettably, the wavering focus of the SAIC effort was inadequate for fair assessment of remote viewing in its own right.
I should point out here that the experimental focus was not entirely up to Dr. May and his team. Representatives for a contracting agency write the statement of work and draft the contract that specifies what will be done in the course of the research. A review of the DIA contracts shows that much of the work performed at SAIC was indeed specified by the DIA representative. Still, there is a lot of behind-the-scenes give-and-take before the formal document is drafted, and the government representative must rely heavily on the expertise and advice of the contractor in the process of deciding what can or should be done in the course of the contract. Further, there is an added degree of flexibility built into the contract to allow researchers to explore promising directions that may not necessarily have been foreseen during the original contracting process. This flexibility is necessary and desireable to allow examination of serendipitous discoveries or unforseen effects, but it is also a point vulnerable to exploitation by researchers with their own agendas to pursue. Ultimately, both parties share responsibility for the direction a research program takes, right or wrong.
As an additional consideration, the SAIC work was a follow- on to previous research done via a still-classified connection with an agency which mandated more generalized research. Remote viewing was only one of several phenomena to be explored. PK, for example, was always of interest in prior research programs and, as the random number generation experiment shows, some vestiges of interest may have remained in the SAIC experiments. This interest in general parapsychology seems to have bled over into the DIA/SAIC remote viewing research.
May's broader-ranging experimental focus did produce some interesting and perhaps even ultimately useful research. Unfortunately, there was not a more rigorous attempt made to route the SAIC research further away from this general focus and concentrate more intently on what should have been STAR GATE's RV-centered research agenda. Ultimately, the overlyeclectic approach increased vulnerability to pointed criticism which Ray Hyman and AIR were only too eager to provide.
In fact Dr. Hyman does give lip service to Ed May's difficulties in not being "free to run the program to maximize scientific payoff," because May was required to "do experiments and add variables to suit the desires of his sponsors," resulting in "an attempt to explore too many questions with too few resources. . . The scientific inquiry was spread too thin." (3- 46) Of course, as just mentioned, there was much room for negotiation in the contracting process, and May could certainly have argued for a more narrow focus. The evidence suggests it was more the other way around. In fact, several people in a position to know have suggested that Dr. May saw the RV research contracts as an opportunity to explore some of his own parapsychological interests at the same time as pursuing the official purposes for which the research was contracted.
However that may be, Hyman's gratuitous comments are no exoneration in this matter. If Hyman recognized the eclectic nature of the research AIR was to evaluate, he is certainly well- qualified enough as a scientist to realize that the limited numbers of experiments were inadequate to answer the question EITHER WAY as to whether or not remote viewing had any efficacy as an intelligence collection tool. That Hyman persisted (as discussed below) in pretending that they did seems intellectually dishonest.
Protocols
The bias in favor of wider parapsychology research was not the only problem with the SAIC experiments, however. Curiously, May and his colleagues seem to have followed rather anachronistic procedures in conducting even the experiments which were more purely remote viewing in character. My first quarrel is with the target pool.
Remote viewing, both experimentally and operationally, has been pursued for more than two decades. While a lot has been learned, some of the most valuable data--that accumulated by the operational RV unit in its various incarnations--has hardly been considered in the research process. The operational data set includes brilliant successes that point to improved ways of doing things, as well as ignominious failures which can be just as instructive. There was a fair amount of well-structured experimentation at Ft. Meade in targeting and cuing methods, RV data documentation and analysis, accessing target details, and so forth. Unfortunately, the operations activity was kept mostly separate from the research program until after the 1992 transition to STAR GATE, and even then the connection existed primarily to provide subjects for some of the SAIC experiments. The vast database from the Ft. Meade unit of thousands of documented sessions-- both training and operational--remains largely un-mined.
One pronounced difference between RV targeting in the SAIC research effort and that in operations was that operations focused on "live" targets, while the SAIC experiments used two- dimensional images, both static photographs (pictures gleaned from the pages of National Geographic) and short, live-action video clips. The thinking at SRI was that the video clips might provide increased "change" values, adding variety to the target material, perhaps making it easier for viewers to detect and report.
Similarly, photos were selected that displayed significant "change in entropy"--that is, contrast and variety in shapes and in color and value patterns that again theoretically would make detection and reporting easier. In comparison, daily operational remote viewing missions at Ft. Meade accessed targets in real time "on the ground" (or water, or whatever), not in a photograph. What photos that were provided were not used as targets, but only for later feedback or to guide analysts. There was plenty of evidence that the operational viewers were indeed accessing the sites themselves and not merely the feedback folders (in operations, feedback was usually pretty lean and sporadic anyway). When a viewer accurately describes several significant structural or functional details that are completely lacking from feedback packages yet which are later confirmed to be at the site, it becomes obvious very quickly that "real" remote viewing is occurring. This literally happened scores, even hundreds of times.
However, at Ft. Meade there was some experimentation with photos as actual targets. This was conducted both as an in-house training exercise, and at one or two other times as part of one of the rare instances when the operations unit was asked to participate long-distance in an SRI experimental series during the mid-to-late '80s. Across the board operational viewer results dropped off when targeted against "static" photographic targets. At the time, video clips were not avalable as an option (or so I presume, as participating viewer received only terse feedback), so I can render no judgement as to whether they would have been more effective. Indeed, to a remote viewer accustomed to accessing actual sites in fourdimensional space, a static photograph is not a representation of the Statue of Liberty in New York harbor or Mount Pinatubo during an eruption. It is in reality only a colored piece of paper in a manila envelope. It's not surprising that results from operational viewers suffer when targeted under such circumstances.
To be sure, an experienced viewer CAN access a photograph-- the positive results of several of the SAIC's experimental RV sessions demonstrate this. But if the focus had been on "real"-- and therefore naturally dynamic--sites as opposed to two- dimensional representations, May and his colleagues might not have had to bother about testing the use of "dynamic" moving images (the videos) to provide greater change and variety to improve remote viewer detection; or about mapping the "change in entropy" of the static images to enhance researchers' ability to decode viewer results, as was done for these experiments. Perhaps there were experimental control reasons why such a fixed target pool was desired. In my mind, however, the drawbacks far outweigh the possible benefits.
Another troublesome aspect of at least one of the SAIC experiments was the apparent need to experiment further with "senders"--individuals sent to the target site to act as a "beacon" or a "transmitter" for the remote viewer.
Indeed, one of the stated purposes of the experiment was to determine if a "sender" was necessary. Senders and beacons were used in the early SRI experiments, and continued to be used for beginner trainees at Ft. Meade, simply as a way of providing a connection with the site that the novice viewer could easily grasp. Both at SRI and Ft. Meade, however, the need for senders in advanced remote viewings was surpassed long ago. The introduction of coordinates as a targeting mechanism, and later (to avoid any hint of contamination) encrypted coordinates, made senders/beacons obsolete. No degradation in response quality resulted, and in fact, accuracy seemed even to be enhanced. The encrypted coordinates provided the added benefit of defusing one of the most popular (if improbable) criticisms of coordinate-cued RV--that some viewer might just "memorize" what was at the end of all the geographic coordinates in the world, and cheat.
The need for beacon or sender was already discounted by the late '70s and early '80s, and was certainly well established at the time Ed May took over as primary researcher. Though the sendebeacon personnel were dispensed with later in the SAIC ten-experiment sequence, it was puzzling why the researchers felt the need to thus "reinvent the wheel" at the start.
In the end, the main problem with the SAIC experiments was not that they were particularly poor experiments, but that they should have been better. More importantly, the experiments could--and really should--have focused more particularly on remote viewing, guided by the three missions that Congress had decreed when earmarking funds for the program. As it was, the primary consequence of the SAIC program was to provide a very tempting strawman for the AIR bull (at the behest of the CIA) to gore and trample, hoodwinking the general public into believing that AIR had a live matador at its mercy. In reality, the matador wasn't even in town. But now, after I have spent several pages "blaming the victim," it's time to turn my attention to the perpetrator.
(To Be Concluded)
Copyright 1996, Paul Smith
All Reddit-based formatting done by u/qwertyqyle
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The premise behind a binary option is a simple yes or no proposition – in Investopedia. These options come with the possibility of capped risk or capped potential and. Binary options traders who trade in shares of a listed company know there are certain events that may cause the share price to rise or fall. Since 2008, investing and making money online with binary options has become increasingly attractive to investors and individuals who invest in shares, equities, currencies, and commodities. There are only two options in binary trading; hence the use of the term “binary”. It is almost like placing a bet, in that you are wagering that an asset will increase In addition, binary option brokers and market makers are a major participant in the forex binary option market. High net worth traders can sometimes access the binary option market directly by requesting option prices from the dealing desks of over the counter market makers working at major international banks. Patterns And Technical Analysis May 22, 2020 · A binary option, sometimes called a digital option, is a type of option in which the trader takes a yes or no position on the price of ebook on binary options trading a stock or other asset, such as ETFs or currencies, and the resulting payoff is all or bitcoin indicater binary options nothing Binary option pricing. The payoff of binary options differ from those of regular options. Binary options either have a positive payoff or none. In the case of a binary call, if the price at a certain date, S T, is larger than or equal to a strike price K, it will generate a payoff Q.Notice, that it does not matter whether the future stock price just equals the strike, is somewhat larger or a

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How to Trade Binary Options Successfully 2020

A binary option is a financial exotic option in which the payoff is either some fixed monetary amount or nothing at all. The two main types of binary options are the cash-or-nothing binary option ... A binary option is a financial exotic option in which the payoff is either some fixed monetary amount or nothing at all. The two main types of binary options are the cash-or-nothing binary option ... It is part of Ultimate Pattern Builder mt4 forex collection. This guide shows you how to test any pattern for binary options mode. Idea is to use my expert advisor and analyze patterns in strategy ... join our price action telegram group am share with all trading secret's Only onetime fee-lifetime support -My Trading Course: just Rs-430 Only (aprox USD 5$) Step 1:click to pay this link https ... In this video I will teach you how to trade successfully with engulfing pattern. This best binary options strategy can be used in IQ Options and Olymp Trade. ... How To Pay Off Your Mortgage In 5 ...

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