Difference between revisions of "Telescience"

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(Redirected page to Guice to TeleScience)
 
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#REDIRECT [[Guice to TeleScience]]
{{Location
|Whereabouts=Research
|Access=
*Command Staff
*[[Scientist]]
|Function=
*Telescience
|Connections=
*[[Research Sector]]
}}
The teleporter lab, not to be confused with the [[Teleporter Room]], is where scientists go to conduct telescience. This involves plotting coordinates into a computer in order to send or receive items through the teleporter pad. With practice, you can pick up items from a specific tile anywhere on the station and even deep space.
 
Note that abusing the teleporter to steal everything that's not nailed down when you're not the traitor will land you in a world of trouble.
 
== Holy shit, this is just like Star Trek! ==
[[File:Telesci.png|200px|right|thumb|Telescience laboratory, complete with complementary test monkey!]]
 
=== A word of warning ===
 
Before we get into the actual mechanics, there's a few things you should know. Firstly, using the teleporter successfully requires a decent grasp on mathematics. Secondly, randomly plotting in coordinates may trigger anything from violent bursts of flame and paralyzing explosions to monster invasions. This is why you should keep a flame extinguisher at hand and consider lowering the blast doors to the teleportation pad.
 
=== Operating the teleporter ===
 
When you enter coordinates into the targeting computer, it alters them through a function following the form of "y=mx+b" where X is what you put in, Y is what it results in, and M and B are constants you have to solve for. Note that the computer alters X and Y coordinates separately, so their functions will be different! This math formula changes every round.
 
In order to figure out where shit is, you should pick up one of the GPS units in the room. It'll give you your current coordinates along with the coordinates of all other GPS units. Put one GPS in your pocket and another on the telepad, then plot in a location on the computer and teleport the other GPS away. You can now compare the location of the other GPS with the coordinates you plotted using the GPS in your pocket.
 
=== Advanced use ===
 
* Cyborgs are able to use the teleporter computer remotely. This allows them to send themselves through the telepad and back without a partner.
* Anyone lost in space with a GPS can be saved, provided you've figured out the random elements of the coordinates.
 
== Evil Genius Section ==
 
=== Traitor uses ===
 
Congratulations, you are a traitor scientist and the world is literally at your fingertips. As if bomb making and other science mischief wasn't enough, the potential uses for the teleporter are many. Remote theft, remote arson, remote bombing, remote kidnapping? There's remotely nothing you can't do. Just keep in mind that "bases" that belong to other antagonist roles (such as the Space Wizard and Syndicate shuttle) are hidden away on z-levels, completely impenetrable by any means and will simply fizzle the teleporter's feeble attempts to teleport in there.

Revision as of 05:06, 16 September 2012

Telescience
Location

[[File:{{{Picture}}}|200px]]

  • Telescience
Access


The teleporter lab, not to be confused with the Teleporter Room, is where scientists go to conduct telescience. This involves plotting coordinates into a computer in order to send or receive items through the teleporter pad. With practice, you can pick up items from a specific tile anywhere on the station and even deep space.

Note that abusing the teleporter to steal everything that's not nailed down when you're not the traitor will land you in a world of trouble.

Holy shit, this is just like Star Trek!

Telescience laboratory, complete with complementary test monkey!

A word of warning

Before we get into the actual mechanics, there's a few things you should know. Firstly, using the teleporter successfully requires a decent grasp on mathematics. Secondly, randomly plotting in coordinates may trigger anything from violent bursts of flame and paralyzing explosions to monster invasions. This is why you should keep a flame extinguisher at hand and consider lowering the blast doors to the teleportation pad.

Operating the teleporter

When you enter coordinates into the targeting computer, it alters them through a function following the form of "y=mx+b" where X is what you put in, Y is what it results in, and M and B are constants you have to solve for. Note that the computer alters X and Y coordinates separately, so their functions will be different! This math formula changes every round.

In order to figure out where shit is, you should pick up one of the GPS units in the room. It'll give you your current coordinates along with the coordinates of all other GPS units. Put one GPS in your pocket and another on the telepad, then plot in a location on the computer and teleport the other GPS away. You can now compare the location of the other GPS with the coordinates you plotted using the GPS in your pocket.

Advanced use

  • Cyborgs are able to use the teleporter computer remotely. This allows them to send themselves through the telepad and back without a partner.
  • Anyone lost in space with a GPS can be saved, provided you've figured out the random elements of the coordinates.

Evil Genius Section

Traitor uses

Congratulations, you are a traitor scientist and the world is literally at your fingertips. As if bomb making and other science mischief wasn't enough, the potential uses for the teleporter are many. Remote theft, remote arson, remote bombing, remote kidnapping? There's remotely nothing you can't do. Just keep in mind that "bases" that belong to other antagonist roles (such as the Space Wizard and Syndicate shuttle) are hidden away on z-levels, completely impenetrable by any means and will simply fizzle the teleporter's feeble attempts to teleport in there.