I mean it was the Trade mark of TNG and they picked it up again in Voyager where is my beloved Techno Babble .... I've been expecting there to at least be some since the game launched but so far nothing
I mean it was the Trade mark of TNG and they picked it up again in Voyager where is my beloved Techno Babble .... I've been expecting there to at least be some since the game launched but so far nothing
The techno babble is tidally locked in a superstring universe outside of space time.
The devs did at one point put an increased amount of techno-babble in game. UNfortunately the Heisenburg Compensator in the Quantum Loop extrapolator suffered a terminal tachyon surge overload resulting in a tear in space time so it had to be removed through the use of a focused fission folding process.
I still expect an explanation how the Federation Transwarp Network works in detail.
After all that seems to be the #1 most important new tech in this new timeframe and from what i can tell it is used completely inconsistently, sometimes you need a stargate, sometimes your ship can just do it like that... even the visuals are inconsistent... why is there a cooldown etc. etc.
The devs did at one point put an increased amount of techno-babble in game. UNfortunately the Heisenburg Compensator in the Quantum Loop extrapolator suffered a terminal tachyon surge overload resulting in a tear in space time so it had to be removed through the use of a focused fission folding process.
The devs did at one point put an increased amount of techno-babble in game. UNfortunately the Heisenburg Compensator in the Quantum Loop extrapolator suffered a terminal tachyon surge overload resulting in a tear in space time so it had to be removed through the use of a focused fission folding process.
I still expect an explanation how the Federation Transwarp Network works in detail.
Understanding is not required, only obedience.
Yes, that was a Babylon 5 reference, bite me!!!
How the Devs see Star Trek, apparently:
Star Trek: The Original Grind
Star Trek: The Next Grind
Star Trek: Deep Space Grind
Star Trek: Voyage to the Grind
I still expect an explanation how the Federation Transwarp Network works in detail.
Cryptic canna handle it, Captain!
Seriously, I don't think they can properly convey treknobabble unless it was already explained in a script, mentioned on screen, off Memory Alpha. Because the writers of Star Trek had help from NASA and scientists that makes the treknobabble actually work than just throwing in a bunch bunch of scientific words to make it sound like it would work.
I still expect an explanation how the Federation Transwarp Network works in detail.
After all that seems to be the #1 most important new tech in this new timeframe and from what i can tell it is used completely inconsistently, sometimes you need a stargate, sometimes your ship can just do it like that... even the visuals are inconsistent... why is there a cooldown etc. etc.
Since Cryptic relies on the players for new content, it seems, I'll give you an explanation:
Transwarp relies on Transwarp tunnels. Ideally, and for most fun and profit, they should already exist, and you just cruise on them. If that is not possible, though, a ship could just make a new tunnel. This is slower than just taking one, but still much faster than normal warp speeds, and ships can use the tunnel after you make it, just like normal. The tunnels need lots of energy to exist, though; if your ship makes one, it will decay fairly quickly, due to tachyons and stuff. If you put a some sort of power source on one end, though, it can remain, good as new. Even better, though, and way faster, is to have some sort of special hub on both side, which can strengthen the tunnel itself. More energy, more speed. Because of the verteron flux, though, you would need a big power source to compensate, like all those antimatter cores shoved in the transwarp gates, or a star like the Borg use for their big hub.
Now, transwarp isn't instantaneous, like it shows in the game, but again, you can't travel the hundred or so light years from Sol to DS9 in three minutes at regular warp, either :P
The Borg were shown in TNG/Voy to use TW gates. Why do that when cubes can generate a transwarp field on their own? It's probably easier/more precise. For a RW naval example it's like using a lighthouse. Or for an aeronautical example, a control tower at an airport.
Janeway and Paris found out just how unstable transwarp technology can be in their Deltaflyer experments. A TW Beacon isn't the same as a lighthouse, but it's a similar idea.
Using a TW gate to start a trip, I would compare that to the various assisted takeoff techniques in use today.
The 'technobabble' is one of the main reasons they let JJ reset the Trek universe. The ship is supposed to only be for getting from point a to point b, and for blowing up baddies.
The 'technobabble' is one of the main reasons they let JJ reset the Trek universe. The ship is supposed to only be for getting from point a to point b, and for blowing up baddies.
Back on topic, at times the technobable seemed to become a crutch the writers relied on too much
"Captain, the enemy has ubertron shield emitters and it's hull is composed of plaxatanium!"
"Maybe if we modified our deflectors to emit rubbertronic wave their shields may come of line, and we can modify the phaser to shoot on a exlaxitic frequency."
It got that dumb at times. I've always believed sci-fi is setting, not a plot.
How the Devs see Star Trek, apparently:
Star Trek: The Original Grind
Star Trek: The Next Grind
Star Trek: Deep Space Grind
Star Trek: Voyage to the Grind
Back on topic, at times the technobable seemed to become a crutch the writers relied on too much
"Captain, the enemy has ubertron shield emitters and it's hull is composed of plaxatanium!"
"Maybe if we modified our deflectors to emit rubbertronic wave their shields may come of line, and we can modify the phaser to shoot on a exlaxitic frequency."
This. Technobbable is a cheap way to find solution to impossible problem. The enemy have superior firepower, the ship is almost destroyed ? Technobabble and you win.
It's the ST Deus Ex Machina, and the more you use it, the less fun it is. It's cheap and unimaginative.
I don't say ST should be rid of technobabble, but it should never be used as the solution to a problem.
The Borg were shown in TNG/Voy to use TW gates. Why do that when cubes can generate a transwarp field on their own? It's probably easier/more precise. For a RW naval example it's like using a lighthouse. Or for an aeronautical example, a control tower at an airport.
Janeway and Paris found out just how unstable transwarp technology can be in their Deltaflyer experments. A TW Beacon isn't the same as a lighthouse, but it's a similar idea.
Using a TW gate to start a trip, I would compare that to the various assisted takeoff techniques in use today.
Personally I'd go with a Mass Relay or Supergate analogy. In theory, using immobile structures should allow a more powerful, more stable transwarp field to be generated, making a point to point jump faster, safer and more efficient than using ship-mounted field generator coils.
Since Cryptic relies on the players for new content, it seems, I'll give you an explanation:
Transwarp relies on Transwarp tunnels. Ideally, and for most fun and profit, they should already exist, and you just cruise on them. If that is not possible, though, a ship could just make a new tunnel. This is slower than just taking one, but still much faster than normal warp speeds, and ships can use the tunnel after you make it, just like normal. The tunnels need lots of energy to exist, though; if your ship makes one, it will decay fairly quickly, due to tachyons and stuff. If you put a some sort of power source on one end, though, it can remain, good as new. Even better, though, and way faster, is to have some sort of special hub on both side, which can strengthen the tunnel itself. More energy, more speed. Because of the verteron flux, though, you would need a big power source to compensate, like all those antimatter cores shoved in the transwarp gates, or a star like the Borg use for their big hub.
Now, transwarp isn't instantaneous, like it shows in the game, but again, you can't travel the hundred or so light years from Sol to DS9 in three minutes at regular warp, either :P
I can stand behind this theory.
But I'll point out that (until fleet starbases) the only use of the transwarp gate was transportation to Gamma Orionis so it would be my guess they're preferably used for extreme long range transport. By linking two portals you create a stronger and more stable bond than a ship independently punching a hole in sub space itself.
That, I think would be the reason behind the Borg Transwarp Network which was clearly kept operational by additional gates in subspace (which Voyager collapsed to the detriment of the entire system).
Also consider that the borg would normally travel at regular warp and when Voyager retrofitted borg transwarp technology, it was good for just a couple of uses- so its possible that all of this is fragile to start with.
Personally I'd go with a Mass Relay or Supergate analogy. In theory, using immobile structures should allow a more powerful, more stable transwarp field to be generated, making a point to point jump faster, safer and more efficient than using ship-mounted field generator coils.
I thought of that, but that analogy is flawed due to TW often only using a gate at one end.
If you feel like suffering through my three-hour Foundry mission, there is PLENTY of technobabble in there for you! :P
why would you write a 3 hour one most people can't be bothered to play the 20 minute one .. let alone anything longer i usually split mine into episodes
I have come up with my own technobable for the Federation/Klingon Transwarp systems.
It turns out that creating one end of a Transwarp conduit is easy. Finding a safe pathway through multidimensional space is hard. Forming a bad conduit can lead to any result from the destruction of the traveling ship, to the collapse of the conduit safely before the ship uses it. Most TW technology will err on the side of safety and prevent a TW conduit from being formed if for some reason it can detect the conduit is not stable.
Use #1: Ship to gate
Given modern technology, a ship that knows it's own location can create one end of the TW conduit, as long as it has created a subspace "handshake" with an existing gate node. Both ends of the conduit need precise 11 dimensional locations to do this efficiently. So Earth and all the other "diplomacy" gates are standard gates that are able to receive the other end of a TW conduit even from great distances.
Only one conduit can be connected at a time, but they can be cycled through very rapidly allowing quick transits one after the other, that seem almost simultaneous. The system is set up so that as soon as the link is established, your ship is sucked through, to minimize the wait time and efficiently use the gates. Multiple gates interfere with each other to a certain extent, it is possible to have two gates near each other, but it tends to increase the downtime of both gates.
In order to prevent just any ship from using the gate, these gates tend to have complicated permissions and encoding and blah blah in order to prevent unauthorized ships from connecting, and forming a handshake. As you rank up in diplomacy, your ship is given permission to use the network target points.
Use #2: Ship to open space
As long as you have very precise co-ordinates, you can spin up the drives and transwarp to another location without a gate. This is risky, and without good calculations, the most likely result is failure to form a gate. The safest way to do it is to get confirmed Conduit calculations from an outside source.
The Excelsior has drives, sensors and computers that are designed for this. However, any TW equipped ship can create a clunky conduit, with precise coordinates. They are just not equipped to work out the coordinates for themselves.
Normally these precise jump calculations are transmitted along with the assignment of a mission. Forming this sort of conduit requires extra energy that comes from your bank of energy credits. Even the Excelsior drive spends extra energy when forming a conduit from an external calculations.
Use #3: Gate to Gate
Two transwarp gates can be connected to form a vary stable connection, but that connection will prevent other ships from using the gate as an anchor point. Normally, these connections are scheduled and brief, moving as much traffic as possible during that time. These tend to be civilian traffic, between civilian points of interest. Military and other "adventuring" ships seldom use this type of gate, because it leaves you at the mercy of the schedule of the gate connections.
Use #4: Fleet Gate back where you were
Storing the multidimensional route takes a lot of computing power, and the gate would need to be used solely by a small number of people to dedicate the processing to store each ship's last location. The course back to the place a conduit was formed can be stored in the gate for reuse. practically speaking, It is only done at a small fleet outposts who's gates see limited use, but any commercial or major hub will not be able to store the settings of the many users of the gate.
Explaining cool-down:
Their are many problems that come up in transwarp that make it less useful than warp or Quantum slip stream in many situations.
A. Right after a jump with no gate, there is the phenomenon of subspace occlusion that prevents a good outgoing gate from establishing. This lasts about 15 minutes.
B. Often it is not possible to form a handshake with an existing gate, because it is in use, so the computer can slot you for a jump as soon as the gate is open to receive your conduit. Normally, these queues are quite quick, and you will be scheduled for an open window within 15 minutes.
C. finally the mechanics of the subspace that Transwarp uses, and it's connections to our 11 dimensional universe means that conduits may not establish for reasons we cannot understand or easily solve. Fortunately, our TW system prevents possibly dangerous gates from establishing. Subspace phenomenon can block the creation of any gate, even a Gate to Gate connection.
Now all of us can get anywhere at the speed of plot!
why would you write a 3 hour one most people can't be bothered to play the 20 minute one .. let alone anything longer i usually split mine into episodes
Because the kind of people who play long Foundry missions are also the kind of people who tip Dilithium for them.
Former moderator of these forums. Lifetime sub since before launch. Been here since before public betas. Foundry author of "Franklin Drake Must Die".
Comments
http://www.youtube.com/watch?v=c5GRgsn46HM
Officially Nerfed In Early 2410
:cool:
http://www.youtube.com/watch?v=naXLxNX4UZc
After all that seems to be the #1 most important new tech in this new timeframe and from what i can tell it is used completely inconsistently, sometimes you need a stargate, sometimes your ship can just do it like that... even the visuals are inconsistent... why is there a cooldown etc. etc.
:eek: *head=asplodes*
Just like letting the air out of a Balloon!!
Understanding is not required, only obedience.
Yes, that was a Babylon 5 reference, bite me!!!
Star Trek: The Original Grind
Star Trek: The Next Grind
Star Trek: Deep Space Grind
Star Trek: Voyage to the Grind
Cryptic canna handle it, Captain!
Seriously, I don't think they can properly convey treknobabble unless it was already explained in a script, mentioned on screen, off Memory Alpha. Because the writers of Star Trek had help from NASA and scientists that makes the treknobabble actually work than just throwing in a bunch bunch of scientific words to make it sound like it would work.
http://i.imgur.com/LCjde.jpg?1
Since Cryptic relies on the players for new content, it seems, I'll give you an explanation:
Transwarp relies on Transwarp tunnels. Ideally, and for most fun and profit, they should already exist, and you just cruise on them. If that is not possible, though, a ship could just make a new tunnel. This is slower than just taking one, but still much faster than normal warp speeds, and ships can use the tunnel after you make it, just like normal. The tunnels need lots of energy to exist, though; if your ship makes one, it will decay fairly quickly, due to tachyons and stuff. If you put a some sort of power source on one end, though, it can remain, good as new. Even better, though, and way faster, is to have some sort of special hub on both side, which can strengthen the tunnel itself. More energy, more speed. Because of the verteron flux, though, you would need a big power source to compensate, like all those antimatter cores shoved in the transwarp gates, or a star like the Borg use for their big hub.
Now, transwarp isn't instantaneous, like it shows in the game, but again, you can't travel the hundred or so light years from Sol to DS9 in three minutes at regular warp, either :P
Janeway and Paris found out just how unstable transwarp technology can be in their Deltaflyer experments. A TW Beacon isn't the same as a lighthouse, but it's a similar idea.
Using a TW gate to start a trip, I would compare that to the various assisted takeoff techniques in use today.
My character Tsin'xing
That looks incredibly awesome!
http://www.startrekmovie.com/
The Trek universe wasn't reset/
Back on topic, at times the technobable seemed to become a crutch the writers relied on too much
"Captain, the enemy has ubertron shield emitters and it's hull is composed of plaxatanium!"
"Maybe if we modified our deflectors to emit rubbertronic wave their shields may come of line, and we can modify the phaser to shoot on a exlaxitic frequency."
It got that dumb at times. I've always believed sci-fi is setting, not a plot.
Star Trek: The Original Grind
Star Trek: The Next Grind
Star Trek: Deep Space Grind
Star Trek: Voyage to the Grind
It's the ST Deus Ex Machina, and the more you use it, the less fun it is. It's cheap and unimaginative.
I don't say ST should be rid of technobabble, but it should never be used as the solution to a problem.
Personally I'd go with a Mass Relay or Supergate analogy. In theory, using immobile structures should allow a more powerful, more stable transwarp field to be generated, making a point to point jump faster, safer and more efficient than using ship-mounted field generator coils.
I can stand behind this theory.
But I'll point out that (until fleet starbases) the only use of the transwarp gate was transportation to Gamma Orionis so it would be my guess they're preferably used for extreme long range transport. By linking two portals you create a stronger and more stable bond than a ship independently punching a hole in sub space itself.
That, I think would be the reason behind the Borg Transwarp Network which was clearly kept operational by additional gates in subspace (which Voyager collapsed to the detriment of the entire system).
Also consider that the borg would normally travel at regular warp and when Voyager retrofitted borg transwarp technology, it was good for just a couple of uses- so its possible that all of this is fragile to start with.
Someone make that more technobabbly.
My character Tsin'xing
why would you write a 3 hour one most people can't be bothered to play the 20 minute one .. let alone anything longer i usually split mine into episodes
It turns out that creating one end of a Transwarp conduit is easy. Finding a safe pathway through multidimensional space is hard. Forming a bad conduit can lead to any result from the destruction of the traveling ship, to the collapse of the conduit safely before the ship uses it. Most TW technology will err on the side of safety and prevent a TW conduit from being formed if for some reason it can detect the conduit is not stable.
Use #1: Ship to gate
Given modern technology, a ship that knows it's own location can create one end of the TW conduit, as long as it has created a subspace "handshake" with an existing gate node. Both ends of the conduit need precise 11 dimensional locations to do this efficiently. So Earth and all the other "diplomacy" gates are standard gates that are able to receive the other end of a TW conduit even from great distances.
Only one conduit can be connected at a time, but they can be cycled through very rapidly allowing quick transits one after the other, that seem almost simultaneous. The system is set up so that as soon as the link is established, your ship is sucked through, to minimize the wait time and efficiently use the gates. Multiple gates interfere with each other to a certain extent, it is possible to have two gates near each other, but it tends to increase the downtime of both gates.
In order to prevent just any ship from using the gate, these gates tend to have complicated permissions and encoding and blah blah in order to prevent unauthorized ships from connecting, and forming a handshake. As you rank up in diplomacy, your ship is given permission to use the network target points.
Use #2: Ship to open space
As long as you have very precise co-ordinates, you can spin up the drives and transwarp to another location without a gate. This is risky, and without good calculations, the most likely result is failure to form a gate. The safest way to do it is to get confirmed Conduit calculations from an outside source.
The Excelsior has drives, sensors and computers that are designed for this. However, any TW equipped ship can create a clunky conduit, with precise coordinates. They are just not equipped to work out the coordinates for themselves.
Normally these precise jump calculations are transmitted along with the assignment of a mission. Forming this sort of conduit requires extra energy that comes from your bank of energy credits. Even the Excelsior drive spends extra energy when forming a conduit from an external calculations.
Use #3: Gate to Gate
Two transwarp gates can be connected to form a vary stable connection, but that connection will prevent other ships from using the gate as an anchor point. Normally, these connections are scheduled and brief, moving as much traffic as possible during that time. These tend to be civilian traffic, between civilian points of interest. Military and other "adventuring" ships seldom use this type of gate, because it leaves you at the mercy of the schedule of the gate connections.
Use #4: Fleet Gate back where you were
Storing the multidimensional route takes a lot of computing power, and the gate would need to be used solely by a small number of people to dedicate the processing to store each ship's last location. The course back to the place a conduit was formed can be stored in the gate for reuse. practically speaking, It is only done at a small fleet outposts who's gates see limited use, but any commercial or major hub will not be able to store the settings of the many users of the gate.
Explaining cool-down:
Their are many problems that come up in transwarp that make it less useful than warp or Quantum slip stream in many situations.
A. Right after a jump with no gate, there is the phenomenon of subspace occlusion that prevents a good outgoing gate from establishing. This lasts about 15 minutes.
B. Often it is not possible to form a handshake with an existing gate, because it is in use, so the computer can slot you for a jump as soon as the gate is open to receive your conduit. Normally, these queues are quite quick, and you will be scheduled for an open window within 15 minutes.
C. finally the mechanics of the subspace that Transwarp uses, and it's connections to our 11 dimensional universe means that conduits may not establish for reasons we cannot understand or easily solve. Fortunately, our TW system prevents possibly dangerous gates from establishing. Subspace phenomenon can block the creation of any gate, even a Gate to Gate connection.
Now all of us can get anywhere at the speed of plot!
Because the kind of people who play long Foundry missions are also the kind of people who tip Dilithium for them.