Teleportation For Star Frontiers and FS (WIP)

AZ_GAMER's picture
AZ_GAMER
January 31, 2010 - 9:16pm
Originally developed as a method or hazardous cargo and mining applications the science of teleportation has expanded in the Frontier to become more frequently used for cargo and even people. It is an expensive system and requires special skills and equipment to sucessfully operate.

Teleportation is a type of Ultra tech in SF and FS which uses technology to convert matter into energy trasmitt that energy and reconstruct that energy back into energy on the other side. Teleportation could also be accomplished via dimensional travel, would require some form of technological device, and would have similar results.

The primary components required are
1. The teleportation sending device.
2. The teleportation receiving device (If Needed).
3. The teleportation relay device or network (If Needed).
4. The teleporation control system and or Operator. 
5. An independent Power Supply.
4. The Subject, Cargo, or Object To Be Transported.

The primary Types Of Teleportation Are
1. Direct Line Of Sight, Site To Site Teleportation.
2. "Closed Circuit", Site To Site Teleportation.
3. Relay Teleportation Utilizing A Satalite Or Starship.

Standard Success:
1. Sucessful Teleportation of person or object from one place to another.

Optimal Successes:
Sucessful Teleportation of difficult item/person under adverse conditions.

Standard Failures:
1.System disruption, no teleport possible, system does not work at all due to technology failure or signal disruption.
2. No Teleportation possible, system failure or interuption detected and failsafe prevents teleport
3. Teleportation is successful, targeting failure. however subject or object is teleported to wrong location.
4. Teleportation failed but Operator At Receiving End is able to successfully capture transmission. Commonly results in teleportation illness for 1d10 hours.

Catastrophic Failure:
1. Teleportation Failure, Part or all of transmission lost. May results in serious injury or death for any biological. Cargo is damaged or only partially received.
2. Signal Scrambled, Transmission received but badly disrupted. Results in death for any biological. Cargo is damaged or unusable, may catch fire or change chemical make up to volatile state.
3. Teleportation Successful, targeting failure, results in target being teleported into a dangerous location such as a solid object, space, underwater, etc.

Special Failures:
1. Hijacking & Kidnapping
2. Jamming (Resulting in teleport failure, target failure, or reception failure)
3. Signals Crossed (resulting in target failure.)

General Teleportation Sucess Rates:
Simple Cargo / Raw Materials 98%
Drallasite Passenger 90% (biological Simplicity)
Human, Yazarian, Vihm, Gha!kuuk'aa Passenger 85%
Vrusk, Sathar Passenger 70% (Biological Complexity)
Cyborg, Cybot Passenger 65% (Extreme Biological Complexity)
Complex delicate or volatile cargo 60% or less
Comments:

jedion357's picture
jedion357
December 16, 2010 - 6:25pm
RE: to Gilbert's Fed Ex -

TransTravel Express- also called "TT Ex" and by some vulgar types "titty ex"


I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

AZ_GAMER's picture
AZ_GAMER
December 16, 2010 - 6:29pm
Time for an episode of teleport mythbusters. I dont know why any one would pay to teleport credits. teleportation is expensive so why teleport money when a bank could do a subspace radio currency exchange like a wire transfer. Using teleportation to send conterfiet money also would not be practical as the item is scanned and examined prior to teleport and anything unusual would be detected by the operator prior to teleport. There are so many reasons why teleporting money would be pointless and would make for way too risky of a crime that it seems pointless to attempt. Sure you could, but why try, when you could hack the computer on the cheap and just electronically steal credits. Or if your not a super-genius just hold up the bank when the money gets deposited to make payroll, etc. Not to mention there is always a risk that your teleported item will end up lost in transmission and no one wants to bap credits (real or fake) into nowhere. So I would chalk this crime up to being more trouble than it is worth. So why use a teleporter at all, well first a teleporter is cheaper than shuttle transport on an individual item /passeneger basis. Second, it's for when you gotta get something from here to there and space, ground, or air transport just is not fast enough. For example, we need to get this replacement control rod to the space station's reactor or it may melt down in the next hour. We just discovered a plot to assinate the President of the Pan-Galactic President and we need to get additional Star Law agents or equipment to his location within the hour. There are a lot of game senarios that could really benefit from teleportation but conterfiet credits is just not worth the cost of  doing business and the concern of receiving counterfiets would make most people unwilling to accept bapped credits at all.

SFAndroid's picture
SFAndroid
January 5, 2011 - 9:46am
Hmmm....

Since I think that Science Fiction should have some "fictional" capabilities, I see nothing wrong with a Ship to Shore to Ship Teleportation system.  Who cares how it works, it just does.  Yes, you'd need a skilled operator running the thing, but, let it work.  Put an MHS on it, put a power draw on it, limit the number of people that can be teleported from one ship at any one time, make it smell like roasted peanuts, who cares?

Star Frontiers was conceived well before cellphones even existed, so, who's to say what would be in the system if it were written today?

If you applied "Hard Science" to everything in the game, you'd still be waiting to get more than 2-3 men to the moon at a shot.  You'd still be waiting for any radio signal to take less than 6 hours to get to Pluto (Yes, dammit, Pluto is still a planet...to hell with Tyson).  Etc...ad infinitum.

Teleportation in Sci-Fi is flavor.  If you eat the same thing for breakfast, lunch and dinner everyday, you get tired of it and want another flavor.

I'd give you my 2 centicreds, but, my card got scratched and I'm still waiting for the replacement from Universal Express.
You can't argue with the invincibly ignorant. - William F. Buckley

AZ_GAMER's picture
AZ_GAMER
January 5, 2011 - 6:27pm

Well my article was intended to pave the way for anyone to adapt the optional teleport rules for such technology. Sure you could use these rules for ship to shore to ship. The article specifies that as long as there is a teleport terminal in range you can use a universal network to transmit anywhere in range. I wrote in some limitations because I don't want the tech to be unbalanced or into the realm of ultra tech. The optional rules in my article in issue 16 outline the procedure of ship to ship as well as ship to shore. The only really limited system is the HALO technology which drops a one-way only teleport pod on a planet surface via dropship or modified planetary probe (launched via torpedo or drone launcher).


Commander Sheppard's picture
Commander Sheppard
February 15, 2011 - 8:30am

I know the actual posibilty is slim, but i enjoy this game and the topics because of my afinity for science fiction and fantastic technology, but i have an idea involving the charging and solidifying of light particles for transportation. The basic concept would be "riding" the light from point to point. I imagine a device pointing a high powerd beam of light to one point, then energizing the beam. On the recieving end would be a disk reflecting the beam back with a generator. It would be synchronized with the first device, knowing the exact time to switch on with just enough force to slow down the object being sent.