In the spirit of (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/postdisplay.cgi?forum=Forum60&topic;=000624")this(/url) topic from the (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&forum;=Just+Games&number;=60")Just Games(/url) forum, here are the some of the little quirks that make up the principles of EV, EVO and EVN. Sure they don't all make logical sense, but they're part of what makes the EV trilogy the amazingly fun phenomenon that it is.
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The Indiscriminate Karma Principle
Any crime you might commit against any government, up to and including assassination and serial genocide can and will be forgiven if you just blow up enough pirates or enemy vessels.
The "Physics, Schmysics" Principle
Any missile which is fired by a spaceship will inexplicably disappear and cease to exist after a set amount of time, despite this whole "conservation of mass" thing that most scientists believe.
The Perpetual Happy Hour Principle
No matter how busy the lives of government officials, company executives, and powerful merchants are, they will always have plenty of time to wait around bars to offer passing strangers missions.
Corrolary: Despite the fact that major governments have entire military complexes at their disposal, any vital meeting or battle planning session will invariably occur in the local spaceport bar.
The Crew Expendability Principle (Does not apply to EV: Nova)
In the unfortunate event that your ship is destroyed, no more than one escape pod will ever be launched, no matter how large your ship. Your crew, no matter how good, innocent, or qualified they may be will all go down with the ship, because for whatever reason your life is the only one worth saving.
Corrolary: When your ship is about to be destroyed in battle, the pilots of your carried fighters will never jump in their ships and fly to freedom. Instead they'll stand in the hangar bay and stare blankly at their fighter in a state of ignorant bliss until they are vaporized along with the rest of your unfortunate spaceship.
The Miniature Clown Car Principle
Any major planet will have a defense fleet of several hundred large warships, despite the fact that even one of these warships is half the size of the planet in question. No doubt the people who design the spaceports are the same guys who designed the seats for airliners and movie theaters.
The Selective Amnesia Principle
You can be the most wanted criminal to a particular government, but no matter how bad your legal record you will always be welcome on any of their planets if you've got as much as a trivial excuse to be there (ex. meeting a contact, picking up or dropping off some cargo).
The Enron Principle of Spaceport Management
No matter what anti-terrorism laws there might be, a few well placed credits are all it takes to get into most spaceports, no matter your reputation.
The Warfleet Minituarization Principle
Despite most major governments having defense fleets numbering into the hundreds and even thousands, any battle which changes the course of history or changes the ownership of a star system will invariably consist of just a dozen or so ships from each side.
The George W. Bush Principle of Geography Simplification
Every system will only have planets from a single race. Every planet will be ruled by a single government. No matter how many cities or people there are on a particular planet, it will have only one spaceport, only one shipyard, and only one bar.
The Fed-Ex Boycott Principle
Before starting any construction project or new branch of scientific research, the people doing the work will always need a shipment of 10 tons of some readily available commodity, such as metal or equipment. For some reason you will be stuck with this tedious task, because for some reason the thought of hiring a courier or mailing the shipment is simply out of the question.
The Principle of "It's always the last place you look..."
If you want to start working for a particular government, the best way to do so is often to go to the space of some other government and loiter around a bar until someone walks up to you and asks you to ferry them or some of their cargo to the government in question. Especially true in EV Nova.
The Aura of Invincibility Principle
No matter how badly one side is outnumbered as you fly from system to system, the enemy will never succeed in taking over the outpost. A UE planet could be surrounded by 4 Voinian Cruisers, but if you land on that planet and take off again, the Voinians will have gotten bored and gone home, the idea of taking over the planet never having crossed their minds.
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{Edited to fix UBB code}
"One day you'll find your whole life has changed - act quick, be brave, your heart will show you the way"
(This message has been edited by Thunder (edited 06-27-2002).)