Telescience Improvement
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
- Byond Username: Kevinz000
- Github Username: kevinz000
- Location: Dorm Room 3
Telescience Improvement
Telescience is currently complex-math based and requires calibration and has its power increased by inserting more bluespace crystals to the console.
How can it be improved to be more enjoying to use that's not either get out a calculator and spend half a minute calculating or use Telescience V5?
The telepad should require lots more parts (maybe 2 of each instead of just 2 capacitors) and actually do the teleportation, as right now the code is in the console. Also, why the hell aren't you inserting crystals into the telepad and instead into the console..?!
I'm thinking it should have two different methods of usage. Each method's calibrations are separate.
Method 1: Automatic Calibration Lock
1.After (re)calibration, telepad is ready for use for 5-10 times, based on part ratings. You can do small recalibrations that take less time but INCREASE the amount of times before full recalibration is necessary, so you won't actually need to unless you quickly use and deplete it.
2.Calibration would take a long-ass time, maybe 1 minute or more, based on part ratings. Partial calibrations would take less time.
3.Calibration could also be done manually by math. This is faster, but requires a calculator and maybe scratch paper.
4.After it's calibrated, type in coordinates and send/recieve
5.The telepad checks to see if the location is in range of a BLUESPACE INHIBITOR, which will prevent telescience teleports with this method.
5a. Maybe be able to ignore it for that particular teleport with a bluespace crystal?
6.The telepad takes an amount of time to "calculate" (a few seconds, depending on part rating)
7.Telepad charges up to teleport. Destination/source location shows a flashing bluespace portal thingy opening so there is warning.
8. After charging, it either instantly sends or recieves from or to that location, OR, keeps a portal open, but keeping a portal open will drain power from the telepad's APC at a MASSIVE rate, goon style.
9.Ideally the time from coordinates being typed in to the actual teleport would be 20-60 seconds based on part ratings.
10. Slight inaccuracy with SENDING, pinpoint RECIEVING, based on parts ratings.
11.Area send/recieve, maybe something called a linked telepad that doesn't need any parts but a capacitor, and used for this? Uses power exponentially based on the area selected. Can't bypass telescience/bluespace disruptors at all.
12.Range constraints are lower(longer) than Method 2 to compensate.
Method 2: Manual Legacy Teleport
1.Old method of calibration, you have to manually calibrate offsets, and you only have to do it every 40 teleports. No partial calibrations, though.
2.Old method of teleport. Complex math, telescience calculators, all that good stuff.
3.Ignores telescience inhibitors, just like now
4.Requires a special machine/WE so it's more effort to use then the first method.
5.Same range constraints as now
6.Pinpoint accuracy, but no area sending/recieving.
In any case, trying to send/receive to admin/invalid places should result in... Unfortunate fun.
Other ideas are welcome as both these methods are sorta-easy to do, and I'm suggesting keeping telescience calculators relevant.
How can it be improved to be more enjoying to use that's not either get out a calculator and spend half a minute calculating or use Telescience V5?
The telepad should require lots more parts (maybe 2 of each instead of just 2 capacitors) and actually do the teleportation, as right now the code is in the console. Also, why the hell aren't you inserting crystals into the telepad and instead into the console..?!
I'm thinking it should have two different methods of usage. Each method's calibrations are separate.
Method 1: Automatic Calibration Lock
1.After (re)calibration, telepad is ready for use for 5-10 times, based on part ratings. You can do small recalibrations that take less time but INCREASE the amount of times before full recalibration is necessary, so you won't actually need to unless you quickly use and deplete it.
2.Calibration would take a long-ass time, maybe 1 minute or more, based on part ratings. Partial calibrations would take less time.
3.Calibration could also be done manually by math. This is faster, but requires a calculator and maybe scratch paper.
4.After it's calibrated, type in coordinates and send/recieve
5.The telepad checks to see if the location is in range of a BLUESPACE INHIBITOR, which will prevent telescience teleports with this method.
5a. Maybe be able to ignore it for that particular teleport with a bluespace crystal?
6.The telepad takes an amount of time to "calculate" (a few seconds, depending on part rating)
7.Telepad charges up to teleport. Destination/source location shows a flashing bluespace portal thingy opening so there is warning.
8. After charging, it either instantly sends or recieves from or to that location, OR, keeps a portal open, but keeping a portal open will drain power from the telepad's APC at a MASSIVE rate, goon style.
9.Ideally the time from coordinates being typed in to the actual teleport would be 20-60 seconds based on part ratings.
10. Slight inaccuracy with SENDING, pinpoint RECIEVING, based on parts ratings.
11.Area send/recieve, maybe something called a linked telepad that doesn't need any parts but a capacitor, and used for this? Uses power exponentially based on the area selected. Can't bypass telescience/bluespace disruptors at all.
12.Range constraints are lower(longer) than Method 2 to compensate.
Method 2: Manual Legacy Teleport
1.Old method of calibration, you have to manually calibrate offsets, and you only have to do it every 40 teleports. No partial calibrations, though.
2.Old method of teleport. Complex math, telescience calculators, all that good stuff.
3.Ignores telescience inhibitors, just like now
4.Requires a special machine/WE so it's more effort to use then the first method.
5.Same range constraints as now
6.Pinpoint accuracy, but no area sending/recieving.
In any case, trying to send/receive to admin/invalid places should result in... Unfortunate fun.
Other ideas are welcome as both these methods are sorta-easy to do, and I'm suggesting keeping telescience calculators relevant.
Local catgirl scratching post - Shezza
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
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- Dagdammit
- Joined: Fri Sep 09, 2016 12:42 am
- Byond Username: Dagdammit
Re: Telescience Improvement
Yogstation telesci is very different but works well in its own way.
- iamgoofball
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Re: Telescience Improvement
no
do the math if you want roundstart theft
do the math if you want roundstart theft
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
- Byond Username: Kevinz000
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- Location: Dorm Room 3
Re: Telescience Improvement
I never said it had to be roundstart. It isn't roundstart now.
Local catgirl scratching post - Shezza
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
NSFW:
- Remie Richards
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Re: Telescience Improvement
Just port Yogstation Telescience.
- XDTM
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Re: Telescience Improvement
Speaking of telepads, what would you think of a separate teleportation method consisting of linked telepads? Basically, clicking on one will take everything on top of it to the other telepad and viceversa. Something science can build to speed up some travel routes, or move between z-levels, or avoid a hazard.
These telepads would have nothing to do with normal telesci and would be their own machine, maybe with a cooldown decreasing with upgrades.
These telepads would have nothing to do with normal telesci and would be their own machine, maybe with a cooldown decreasing with upgrades.
a.k.a. Duke Hayka
Coder of golems, virology, hallucinations, traumas, nanites, and a bunch of miscellaneous stuff.
Coder of golems, virology, hallucinations, traumas, nanites, and a bunch of miscellaneous stuff.
- Drynwyn
- Joined: Fri Apr 18, 2014 5:09 pm
- Byond Username: Drynwyn
Re: Telescience Improvement
Nobody does the goddamn math they use the spreadsheet. Math based telesci is an admirable goal but the nature of our community means it's simply a barrier to effectiveness that is hugely more difficult to work out through experimentation than by out of game resource application.iamgoofball wrote:no
do the math if you want roundstart theft
In game, I play the A.I Firmware, the French cyborg C.U.R.I.E, Aubrie Allen, and the lizard scum Skulks-Through-Maintenance.
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
- Byond Username: Kevinz000
- Github Username: kevinz000
- Location: Dorm Room 3
Re: Telescience Improvement
That sounds great.XDTM wrote:Speaking of telepads, what would you think of a separate teleportation method consisting of linked telepads? Basically, clicking on one will take everything on top of it to the other telepad and viceversa. Something science can build to speed up some travel routes, or move between z-levels, or avoid a hazard.
These telepads would have nothing to do with normal telesci and would be their own machine, maybe with a cooldown decreasing with upgrades.
Now.. just add electro-sappers
Local catgirl scratching post - Shezza
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
NSFW:
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
- Byond Username: Kevinz000
- Github Username: kevinz000
- Location: Dorm Room 3
Re: Telescience Improvement
TELESCIENCE V5!!!Drynwyn wrote:Nobody does the goddamn math they use the spreadsheet. Math based telesci is an admirable goal but the nature of our community means it's simply a barrier to effectiveness that is hugely more difficult to work out through experimentation than by out of game resource application.iamgoofball wrote:no
do the math if you want roundstart theft
Local catgirl scratching post - Shezza
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
NSFW:
- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
- Byond Username: CPTANT
Re: Telescience Improvement
The math based use of telescience is horrible. I just made a telescience calculating excel spreadsheet, like everyone else.iamgoofball wrote:no
do the math if you want roundstart theft
Having telescience require out of game work is just bad design.
And after you make/download a spreadsheet it is trivial as fuck.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
- Remie Richards
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Re: Telescience Improvement
it doesn't require out of game work though? you just decided to do it that way.CPTANT wrote:The math based use of telescience is horrible. I just made a telescience calculating excel spreadsheet, like everyone else.iamgoofball wrote:no
do the math if you want roundstart theft
Having telescience require out of game work is just bad design.
And after you make/download a spreadsheet it is trivial as fuck.
Is THINKING really "out of game work" to you?
私は完璧
- Ezel
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Re: Telescience Improvement
Yayy 30 minutes in round tElescience and MATH!!!
The future is horrible!
- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
- Byond Username: CPTANT
Re: Telescience Improvement
Ok either you like solving the equations every time you want to teleport something or you make/download a spreadsheet.Remie Richards wrote:it doesn't require out of game work though? you just decided to do it that way.CPTANT wrote:The math based use of telescience is horrible. I just made a telescience calculating excel spreadsheet, like everyone else.iamgoofball wrote:no
do the math if you want roundstart theft
Having telescience require out of game work is just bad design.
And after you make/download a spreadsheet it is trivial as fuck.
Is THINKING really "out of game work" to you?
I have no idea why you would punish yourself by doing it by hand every time though.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
-
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Re: Telescience Improvement
>using the spreadsheet instead of the telesci calculator program.
I'm pretty sure there was even an ntsl version of it made.
I'm pretty sure there was even an ntsl version of it made.
- iamgoofball
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Re: Telescience Improvement
using a spreadsheet is still doing the math, m8
i don't expect you to crunch this shit manually for every shot, same with the calculators
i don't expect you to crunch this shit manually for every shot, same with the calculators
- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
- Byond Username: CPTANT
Re: Telescience Improvement
iamgoofball wrote:using a spreadsheet is still doing the math, m8
i don't expect you to crunch this shit manually for every shot, same with the calculators
Then what's the point, the only thing you literally have to do is input 2 numbers in the spreadsheat (which literally does exactly the same thing as the calculator) and read out 2 numbers.....
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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