Of course. Which means I won't launch the "evil space empire" setting until I get a better gimmick.
As for Time Communication...
Time Communication was a concept I "borrowed" from Deus City, the first game I seen that first introduced it. A bunch of geeks aimed a superlaser at the moon and was able to talk to the leadership of Deus City, basically, New York City in a post-apoc future. The people of Deus City explained that Time Communication acts a revolution to the people in Deus City, as the 'future' can pass technological advancements and advice over to the 'present', and thereby change history for the better.
But, in 2012, Time Communication between the 'future' and the 'present' halted. The 'present' was so dependant on the 'future' for advice that an economic slump occured, and by June, World War III occured, and the world is destroyed by war. The survivors of this war went to New York City, and built...Deus City. They then contacted the 'present', thereby repeating the same cycle.
Time Communication was mostly an excuse that would explain how the people in the present would be able to interact in the future, in many different ways, not just in passing knowledge, but also people in the present hiding caches that could be found in the future.
I never intended for the "Tenth Reich using Time Communication" to be anything other than fluff. So the idea that time communication can "put an interesting spin of fetch-quests and NPC conservations"...intrigues me. How would it work? Maybe I could just salvage the Time Communication part...