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High Skies (True Voyages Book 1)

It's a harsh and unusual love poem, not least because of the undertow of frustration, culminating in the unforgettable description of his relationship as a "flagless" piracy.

The First Voyage Round the World/Pigafetta's Account of Magellan's Voyage

The lover himself is a strange figure, almost ship-like, "alone and too tall here". After the brilliant and disturbing visionary flights "all the argosy of your bright hair" , the final weary pleasure in relinquishing desire might, at least with hindsight, be read as a death-wish. The last stanza suggests, perhaps, a source for Auden's more famous and psychologically reconciled " Lullaby ".

Meticulous, past midnight in clear rime Infrangible and lonely, smooth as though cast Together in one merciless white blade — The bay estuaries fleck the hard sky limits. The cables of our sleep so swiftly filed, Already hang, shred ends from remembered stars. One frozen trackless smile …What words Can strangle this deaf moonlight? Now no cry, no sword Can fasten or deflect this tidal wedge, Slow tyranny of moonlight, moonlight loved And changed… 'There's.

Poem of the week: Voyages by Hart Crane | Books | The Guardian

Nothing like this in the world,' you say, Knowing I cannot touch your hand and look Too, into that godless cleft of sky Where nothing turns but dead sands flashing. But now Draw in your head, alone and too tall here, Your eyes already in the slant of drifting foam; Your breath sealed by the ghosts I do not know: Draw in your head and sleep the long way home. Voyages, V Meticulous, past midnight in clear rime Infrangible and lonely, smooth as though cast Together in one merciless white blade — The bay estuaries fleck the hard sky limits. For we Are overtaken.

Now no cry, no sword Can fasten or deflect this tidal wedge, Slow tyranny of moonlight, moonlight loved And changed… 'There's Nothing like this in the world,' you say, Knowing I cannot touch your hand and look Too, into that godless cleft of sky Where nothing turns but dead sands flashing. Topics Poetry Books blog. Order by newest oldest recommendations. Show 25 25 50 All. If your crew avoids the hazard, you will gain 5 AM. If they fail you will lose 30 AM. Hazards test your crew's total capability in a skill set, not the individual skill of a single crew member.

Hazards do not give rewards. Hazards are what will burn through your AM reserves very quickly if your crew isn't up to the challenge.

High Skies - Forecast Fire

The hazards increase in difficulty, meaning that in the beginning you'll win all hazards, until a certain point when the probability of losing becomes bigger than the probability of winning. At that point, your ship is going to burn through its reserves of AM. If your crew has survived enough hazards lasting two hours, your crew will be presented with a Dilemma - a stop point during your voyage that presents a situation that requires interaction.

You, the player, must choose a course of action, all of which award some loot, possibly including Honor 30 to , Chronitons 30 to , Ship Schematics , Crew or Items. During a Dilemmas , the voyage is paused. AM is not being consumed and the timer does not advance. Until a solution is chosen by the player, the voyage will not continue. This can be used as a fail-safe by players -- for instance during an overnight voyage.

However, if your skills are not strong enough, you can deplete your AM before reaching the next Dilemmas. As time progresses rewards improve, making longer trips much more valuable. For instance, it is possible for a player to obtain only 50 chronitons after a 2-hours Voyage, and after a 6-hour Voyage. Dilemmas, each two hours, have a unique reward table. It is possible, for instance, to obtain a batch of schematics , even for otherwise unobtainable ships such as the NX Enterprise , making Voyages the only currently available way to obtain elusive ships.

The following list explains only "typical" rewards. In the first two hours players will be mostly awarded with common crew, basic components, and batches of 1.

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The first dilemma threshold crew reward is usually an uncommon and in very few cases a rare , as well as 30 Honor and Between 2 and 6 hours of voyage time players will be awarded uncommon or rare crew, common components and batches of 4. Rare Replicator Rations can be also obtained in substantial amounts after the fourth hour. The second dilemma usually awards an uncommon crew, 30 Honor and 30 , but has a chance to award a rare crew, 60 Honor and The third dilemma can still award an uncommon crew, but has a good chance of giving an super rare crew member, Honor and When your trip lasts more than 6 hours, mid-voyage rewards increase remarkably, including uncommon components, super rare crew and batches of As long as you have AM you can recall the starship.

The voyage home does not consume any AM. The ship will take a certain time to return to you, and you will receive the rewards and be able to use the crew otherwise. You can speed up the return with dilithium if you can't wait.

The Voyage to Magical North (US)

A player can run out of antimatter only because of normal activity one AM per action or of hazards 30 AM per failure. When reaching 0 AM, the ship is stranded in space: The amount of dilithium needed to restore the antimatter depends on how long the voyage has lasted thus far with the equation: This works out to:.

If you choose to abandon the mission, then your crew will be returned to active duty immediately without a waiting period, but you will not receive any of the rewards you've collected. These skills should have your primary focus. If you are intending to do a 6 hour voyage, they should be minimally at 6, The higher, the better. Choose a skill to sacrifice. You want that skill as low as possible to boost your other skills. As an example, lets sacrifice engineering. A fully equipped lvl Gangster Spock has the stats of eng, sec, and sci for voyages.

You can use Gangster Spock as your engineer to boost up your Security and Science. Engineering skill checks will fail most of the time and eventually all the time as the voyage progress, BUT you are playing the odds.