Nexus War is a massively multiplayer online role-playing game that has been in open beta since May 22, 2006. Players assume the role of a mortal in a world where good, evil, and neutral fight for control of the Nexus in factional warfare.
Nexus War was created by Brandon Harris of Gaijin Game Design and Development which is located in San Francisco, California.
Gameplay
Nexus War is a player-versus-player (PVP) environment with a rich backstory and evolving challenges. The landscape is in constant flux as angels, demons, and mortals vie for control of the realm.
There is a great amount of freedom granted to the player which allows them to pursue the style of playing that they enjoy most. Where they draw the line between "friend" and "foe" lies entirely up to each individual.
Solo players are competing for survival or their own in-character beliefs - whatever they may be. Meanwhile, factions wage war with one another to compete for territory, resources, politics, prestige, or simply for revenge. Ultimately, one force will rise to power and determine the fate of the next universe.
Characters can engage one another in combat, craft weapons and armor, enchant items, infuse territory, tend to wounds, summon pets, and many more ideas commonplace in online role playing games. Each of these activities require spending a certain amount of Action Points (AP) which are gradually regenerated over time, at a rate of one every 15 minutes. Thus, players can accumulate their Action Points throughout the day and expend them all in a short period of time for a casual gaming experience.
Interface
The Interface is primarily text-driven. Navigation is achieved by utilizing a 3x3 map grid. The center square represents the character's current location. The location description will inform players of their surroundings as well as a listing of other characters in the area. Characters can then interact with whatever is in their current location by accessing various panes containing actions that they can perform.
Typical of other role-playing games, characters are also bound by Hit Points (HP), Magic Points (MP), and Experience Points (XP). The life of a character is limited by a certain amount of Hit Points. The mana of a character is limited by a certain amount of Magic Points and the level of a character depends upon their Experience Points.
Classes
Character development of unique Classes are broken into Tiers. All characters begin as a Mortal. Their first transformation is based upon their Morality (MO). Depending on whether the player has a Good, Evil, or Neutral alignment varies what classes are available. Their second transformation is based upon Morality and the previous transformation choice.
Skills
The skills and spells that a character may have are governed by Character Points (CP). This limits the abilities that a character may have and helps enforce diversity amongst them as not all characters will possess the same set of skills and spells.
Factions
Factions are player-created "teams" of characters. The more powerful a faction is, the more powerful its members are, due to various bonuses granted to the faction's members based on the faction's overall karma. A faction's Karma is a measure of its power. Increasing a faction's karma, by infusing more locations to a faction, increases the bonuses granted to the faction, which are displayed in the faction's profile page. As a faction increases in karma, its members are granted greater power in the form of a faction bonus, the nature of which depends on its chosen faction focus.
Factions may create a stronghold after they reach a certain level. A stronghold is a location that has been declared by a faction to be their headquarters or base of operations. Strongholds provide a greater degree of protection to the members of a faction. All strongholds have a special, magical ward that is automatically erected and maintained inside the stronghold. The ward will prevent all characters who are not members of the faction who owns the stronghold from entering. The ward can be damaged and even destroyed by characters from other factions, although it fully regenerates every hour. Factions can raid each other's strongholds and destroy them by taking the faction's standard, which is kept inside the stronghold, and which cannot be taken unless there are no members of the faction alive and inside their stronghold. A raid occurs when members of one faction attempt destroy a stronghold's ward and engage in combat with the members of the faction owning the stronghold. If successfully, a raid will lead to the destruction of the factional ward protecting the stronghold, the death of all members of the stronghold who are inside the stronghold at the time of the raid, and finally the capture of that faction's standard.
Nexus War was created by Brandon Harris of Gaijin Game Design and Development which is located in San Francisco, California.
Gameplay
Nexus War is a player-versus-player (PVP) environment with a rich backstory and evolving challenges. The landscape is in constant flux as angels, demons, and mortals vie for control of the realm.
There is a great amount of freedom granted to the player which allows them to pursue the style of playing that they enjoy most. Where they draw the line between "friend" and "foe" lies entirely up to each individual.
Solo players are competing for survival or their own in-character beliefs - whatever they may be. Meanwhile, factions wage war with one another to compete for territory, resources, politics, prestige, or simply for revenge. Ultimately, one force will rise to power and determine the fate of the next universe.
Characters can engage one another in combat, craft weapons and armor, enchant items, infuse territory, tend to wounds, summon pets, and many more ideas commonplace in online role playing games. Each of these activities require spending a certain amount of Action Points (AP) which are gradually regenerated over time, at a rate of one every 15 minutes. Thus, players can accumulate their Action Points throughout the day and expend them all in a short period of time for a casual gaming experience.
Interface
The Interface is primarily text-driven. Navigation is achieved by utilizing a 3x3 map grid. The center square represents the character's current location. The location description will inform players of their surroundings as well as a listing of other characters in the area. Characters can then interact with whatever is in their current location by accessing various panes containing actions that they can perform.
Typical of other role-playing games, characters are also bound by Hit Points (HP), Magic Points (MP), and Experience Points (XP). The life of a character is limited by a certain amount of Hit Points. The mana of a character is limited by a certain amount of Magic Points and the level of a character depends upon their Experience Points.
Classes
Character development of unique Classes are broken into Tiers. All characters begin as a Mortal. Their first transformation is based upon their Morality (MO). Depending on whether the player has a Good, Evil, or Neutral alignment varies what classes are available. Their second transformation is based upon Morality and the previous transformation choice.
Skills
The skills and spells that a character may have are governed by Character Points (CP). This limits the abilities that a character may have and helps enforce diversity amongst them as not all characters will possess the same set of skills and spells.
Factions
Factions are player-created "teams" of characters. The more powerful a faction is, the more powerful its members are, due to various bonuses granted to the faction's members based on the faction's overall karma. A faction's Karma is a measure of its power. Increasing a faction's karma, by infusing more locations to a faction, increases the bonuses granted to the faction, which are displayed in the faction's profile page. As a faction increases in karma, its members are granted greater power in the form of a faction bonus, the nature of which depends on its chosen faction focus.
Factions may create a stronghold after they reach a certain level. A stronghold is a location that has been declared by a faction to be their headquarters or base of operations. Strongholds provide a greater degree of protection to the members of a faction. All strongholds have a special, magical ward that is automatically erected and maintained inside the stronghold. The ward will prevent all characters who are not members of the faction who owns the stronghold from entering. The ward can be damaged and even destroyed by characters from other factions, although it fully regenerates every hour. Factions can raid each other's strongholds and destroy them by taking the faction's standard, which is kept inside the stronghold, and which cannot be taken unless there are no members of the faction alive and inside their stronghold. A raid occurs when members of one faction attempt destroy a stronghold's ward and engage in combat with the members of the faction owning the stronghold. If successfully, a raid will lead to the destruction of the factional ward protecting the stronghold, the death of all members of the stronghold who are inside the stronghold at the time of the raid, and finally the capture of that faction's standard.
The March March march is a thirty mile long, flat, walk across the English Fens from the town of March to Cambridge that takes place in the month of March.
It involves a group of academics and students from the Cambridge University who gather in the third month of each year in a small Cambridgeshire market town, and then walk briskly back to Cambridge, pausing at numerous convenient hostelries. It was invented and continues to exist only to allow it to be called the homophonous phrase "March March march".
It takes place, in March, often but not always on the last Saturday in March. It was invented by Jonathan Partington in 1979, apparently because it seemed like a good idea at the time. The March March march is organised by an official known as the Custos Martis.
The rhythmic song to listen to while performing this walk is, of course, the "March March march March".
It involves a group of academics and students from the Cambridge University who gather in the third month of each year in a small Cambridgeshire market town, and then walk briskly back to Cambridge, pausing at numerous convenient hostelries. It was invented and continues to exist only to allow it to be called the homophonous phrase "March March march".
It takes place, in March, often but not always on the last Saturday in March. It was invented by Jonathan Partington in 1979, apparently because it seemed like a good idea at the time. The March March march is organised by an official known as the Custos Martis.
The rhythmic song to listen to while performing this walk is, of course, the "March March march March".
Danny Casteleyn: Signed the report on the "European Citizens' Perspectives On The Future of Europe" representing Belgium as a citizen. On the 10th of May 2007, Danny Casteleyn is Belgian student and employee. Before he was engaged in the Belgian Citizen Consultations, which led to a national report. Guy Verhofstadt prime minister of Belgium welcomed the report in the chamber of representatives in Belgium (Transmitted on Belgian National televison stations (RTBF and VRT) and other media.
This report marked as important for the commission explained itself more on the 7th of June 2007 by three participants Hellen Duffet (UK), Sylvi Teesalu (Estonia), and Danny Casteleyn (Belgium.)
The project received high recognition from several politicians among them former commissioner Antonio Vitorino, EU, Commissioner, the vice commissioner Margot Wallstrôm and former prime minister of Slovenia. Alojz Peterle
On Sunday, 22 July 2007, The BBC invited Danny to represent the main results of the European Citizens' Consultations (ECC) in a live debate with Franco Frattini, EU Commissioner for Justice, Freedom and Security. He stressed that citizen where to provide a high consensus. They favour legal migration but are aware that criminality and illegal migration might be connected as such strong border controls are needed.
Mr Frattini stressed the fact that migration should be handled on a global approach avoiding migration shopping, Migrants going to countries where illegal migration might be more tolerated.
On the 3rd of October a follow up event was organised and Hellen Duffet and Danny Casteleyn where invited as well by ECAS.
Brussels, 8/9 December 2007: A conference grouping similar projects organised by the commission was held with 250 citizens. The event resulted in a summary of 27 points. Margot Wallström, Vice-President of the Commission was presented and a key player in this event.
Previous in 1993, Danny was also co-author of the book “kogelvrij, published in Dutch, the title means Bullet free. This work concerns activity by volunteers in the Balkan war during the early nineties.
http://news.bbc.co.uk/1/hi/talking_point/talking_point_programme/default.stm# and select the programme of 22 July 2007.
http://www.european-citizens-consultations.eu/fileadmin/user_upload/ECC_Fin_Con_Media/ECC_Fin_Con_Perspectives_FINAL_1_.pdf
http://www.cegesoma.be/pls/opac/opac.search?lanF&seop6&sele3&sepa1&doty&sestguerre%20dans%20l'ex-yougoslavie%20(1991-1996)--croatie&chna&senu86537&rqdb1&dbnu1
This report marked as important for the commission explained itself more on the 7th of June 2007 by three participants Hellen Duffet (UK), Sylvi Teesalu (Estonia), and Danny Casteleyn (Belgium.)
The project received high recognition from several politicians among them former commissioner Antonio Vitorino, EU, Commissioner, the vice commissioner Margot Wallstrôm and former prime minister of Slovenia. Alojz Peterle
On Sunday, 22 July 2007, The BBC invited Danny to represent the main results of the European Citizens' Consultations (ECC) in a live debate with Franco Frattini, EU Commissioner for Justice, Freedom and Security. He stressed that citizen where to provide a high consensus. They favour legal migration but are aware that criminality and illegal migration might be connected as such strong border controls are needed.
Mr Frattini stressed the fact that migration should be handled on a global approach avoiding migration shopping, Migrants going to countries where illegal migration might be more tolerated.
On the 3rd of October a follow up event was organised and Hellen Duffet and Danny Casteleyn where invited as well by ECAS.
Brussels, 8/9 December 2007: A conference grouping similar projects organised by the commission was held with 250 citizens. The event resulted in a summary of 27 points. Margot Wallström, Vice-President of the Commission was presented and a key player in this event.
Previous in 1993, Danny was also co-author of the book “kogelvrij, published in Dutch, the title means Bullet free. This work concerns activity by volunteers in the Balkan war during the early nineties.
http://news.bbc.co.uk/1/hi/talking_point/talking_point_programme/default.stm# and select the programme of 22 July 2007.
http://www.european-citizens-consultations.eu/fileadmin/user_upload/ECC_Fin_Con_Media/ECC_Fin_Con_Perspectives_FINAL_1_.pdf
http://www.cegesoma.be/pls/opac/opac.search?lanF&seop6&sele3&sepa1&doty&sestguerre%20dans%20l'ex-yougoslavie%20(1991-1996)--croatie&chna&senu86537&rqdb1&dbnu1
Advanced Commando Combat System (ACCS) is a training system developed in India incorporating armed and unarmed self-defence, close quarter battle and specific techniques of use to military special operations units in the line of duty.
In 2004, after spending many years researching military combatatives and terrorism, Deepak Rao and Seema Rao began teaching their system to Indian military and police forces.
Based on their knowledge of Jeet Kune Do, principles of Sun Tzu's Art of war and the results of their research into the experiences and requirements of the military; ACCS combines elements of unarmed combat, defences against armed attackers, silent termination of sentries, close range shooting and small team tactics.
ACCS also has specific tactics for special operations such as room intervention and fighting in confined spaces.
Components
Close range shooting
The ACCS techniques for firearms use at close quarters was predominantly developed for sport shooting and adapted to CQB operations. The technique is different from conventional shooting in two respects; first, it advocates carrying the rifle barrel pointing upwards while engaging the target and second, shooting by aiming only with the foresight, as the angle of deviation is at a minimum at close quarters. ACCS claims that this reduces the reaction time and improves shooting accuracy.
Dealing with sentries
Techniques to quickly and silently kill sentries using a dagger are included. Priority is given to techniques intended to cause hemorrhage within body cavities rather than those that result in external bleeding to avoid leaving behind evidence during a covert operation.
Edged-weapon and Firearm defence
Techniques of avoiding the arc of thrust of an edged weapon attack and deflecting the line of fire while being threatened by a firearm are taught. ACCS has a technique called bullet evasion where the defender ducks the line of fire whilst the attacker is aiming
Bare hand methods
Emphasis is placed on quickly disabling an opponent through suffocation, choking, strangulation, hanging and garrote or cardiac tamponade.
Fighting in confined spaces
In confined spaces, in particular within an aircraft, anything can be used as a weapon. of combat. In 2005 The Army Chief once again bestowed his appreciation to the founders of ACCS for their research and efforts in CQB projects. The ACCS art of the Raos has been featured in leading magazines and newspapers of India.
Forces trained by the Raos
By 2007 the Rao couple had trained the majority of Indian forces like NSG, Garuds, Rashtriya Rifles, Para SF in ACCS close combat courses. The Army commander invited Deepak Rao and Seema Rao to impart ACCS training in modern CQB to various Corps Battle schools in the Northern Command Jammu Kashmir Valley.
In 2004, after spending many years researching military combatatives and terrorism, Deepak Rao and Seema Rao began teaching their system to Indian military and police forces.
Based on their knowledge of Jeet Kune Do, principles of Sun Tzu's Art of war and the results of their research into the experiences and requirements of the military; ACCS combines elements of unarmed combat, defences against armed attackers, silent termination of sentries, close range shooting and small team tactics.
ACCS also has specific tactics for special operations such as room intervention and fighting in confined spaces.
Components
Close range shooting
The ACCS techniques for firearms use at close quarters was predominantly developed for sport shooting and adapted to CQB operations. The technique is different from conventional shooting in two respects; first, it advocates carrying the rifle barrel pointing upwards while engaging the target and second, shooting by aiming only with the foresight, as the angle of deviation is at a minimum at close quarters. ACCS claims that this reduces the reaction time and improves shooting accuracy.
Dealing with sentries
Techniques to quickly and silently kill sentries using a dagger are included. Priority is given to techniques intended to cause hemorrhage within body cavities rather than those that result in external bleeding to avoid leaving behind evidence during a covert operation.
Edged-weapon and Firearm defence
Techniques of avoiding the arc of thrust of an edged weapon attack and deflecting the line of fire while being threatened by a firearm are taught. ACCS has a technique called bullet evasion where the defender ducks the line of fire whilst the attacker is aiming
Bare hand methods
Emphasis is placed on quickly disabling an opponent through suffocation, choking, strangulation, hanging and garrote or cardiac tamponade.
Fighting in confined spaces
In confined spaces, in particular within an aircraft, anything can be used as a weapon. of combat. In 2005 The Army Chief once again bestowed his appreciation to the founders of ACCS for their research and efforts in CQB projects. The ACCS art of the Raos has been featured in leading magazines and newspapers of India.
Forces trained by the Raos
By 2007 the Rao couple had trained the majority of Indian forces like NSG, Garuds, Rashtriya Rifles, Para SF in ACCS close combat courses. The Army commander invited Deepak Rao and Seema Rao to impart ACCS training in modern CQB to various Corps Battle schools in the Northern Command Jammu Kashmir Valley.