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Re: Submachine 9 theories and suggestions

Posted: 26 Feb 2013 19:51
by Rooster5man
Yeah, I'm thinking the same thing as WorldisQuiet: Unless Mateusz has some "wibbly wobbly timey wimey" theory (Doctor Who), then the butterfly effect is imminent.

Re: Submachine 9 theories and suggestions

Posted: 26 Feb 2013 20:21
by WorldisQuiet5256
What I was posting was base on the 2002 Time Machine movie. The guy who created the time machine, created it to go back in time to the point where he was proposing to his fiance and then a bugler came and try to rob them. in the attempt to prevent the robber from shooting his wife she still got killed in an accident. Time was fixing a paradox cause if he save her he would have no reason to build a time machine in the beginning.

Re: Submachine 9 theories and suggestions

Posted: 26 Feb 2013 20:23
by borys610
Rational way of explaining time travel paradoxes:
If something happened it happened.
If you try to go back in time and prevent it from happening... you just won't be able to.

Re: Submachine 9 theories and suggestions

Posted: 26 Feb 2013 20:24
by Rooster5man
Well, there's plenty examples of that: Futurama had it where the 3008 election had to be won against Nixon, so the guy time traveled back to the day he was born (which is when the election started and Nixon ruined the future) and he ended up winning the election. In doing so, he stopped the bad Nixon future, which then gave them no reason to make the time machine in the first place - Paradox, Nixon won.

Or just take Borys's post.

Re: Submachine 9 theories and suggestions

Posted: 26 Feb 2013 21:48
by ENIHCAMBUS
borys610 wrote:We had:
lighthouse portal,
loop portals,
xyz teleportals,
root transporters,
old SubBots teleporters,
karma portals,
big door-like portals,
trans dimensional karma portal,
and navigator.
I don't know if Mateusz will add anything new. That's whole bunch of different ways of transport. Maybe better leave this aspect of games alone.

Wait! I know what else would be interesting! Time travel! Like navigator, but with buttons for different period of time, for the same location!
Lighthouse portal (Sub2 ending)
Passage machines (Sub3)
Green leaf statue (Sub3 ending)
XYZ Portals (Sub4)
Portal projectors (SubFLF and Sub2S)
Portal photos (SubFLF)
Root transporters (Sub5 and SNEE)
Terminal portals (Sub6, and its ending)
Perspective portals (SNEE 628; maybe 001)
Portal gate (sub7; sub8 ending)
Portal door (Sub7)
Karma portal (Sub7 and SNEE)
Big green Karma portal (Sub7 ending)
Navigator (Sub8)

Re: Submachine 9 theories and suggestions

Posted: 26 Feb 2013 21:50
by WorldisQuiet5256
But if you created the time machine Like the Delorean in Back to the Future, he could change almost anything that did not interfere with the Delorean.

Roosterman, I've seen a Video game walk through of a Back to the Future. Its like watching a Back to the Future 4 movie.
Here a link to it. Thought you like it.

http://www.youtube.com/watch?v=WTj5Bp48 ... 77&index=3

Re: Submachine 9 theories and suggestions

Posted: 30 Mar 2013 16:58
by WorldisQuiet5256

Re: Submachine 9 theories and suggestions

Posted: 30 Mar 2013 21:25
by Rooster5man
Yeah, I knew about that a while ago, that's somebody on this Forum. I'm not 100% who, but I know they don't come too often.

Re: Submachine 9 theories and suggestions

Posted: 30 Mar 2013 21:28
by Vortex
I think I saw them in the Wiki or something, but I can't remember either.

Re: Submachine 9 theories and suggestions

Posted: 01 Apr 2013 12:02
by Redafro
Interesting. Almost too rhythmic for submachine though.