diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 5e93c2878b..ce8fff3e5f 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -267,6 +267,7 @@ Space Station 14 - [Proposals]() - [XenoArch Redux (3MOArch)](en/space-station-14/departments/science/proposals/xenoarch-redux.md) - [Xenobio](en/space-station-14/departments/science/proposals/xenobio.md) + - [Telescience](en/space-station-14/departments/science/proposals/telescience.md) - [Security](en/space-station-14/departments/security.md) - [PR Guidelines]() diff --git a/src/en/space-station-14/departments/science/proposals/telescience.md b/src/en/space-station-14/departments/science/proposals/telescience.md new file mode 100644 index 0000000000..aec67d654e --- /dev/null +++ b/src/en/space-station-14/departments/science/proposals/telescience.md @@ -0,0 +1,262 @@ +# Telescience + +| Designers | Implemented | GitHub Links | +|-----------------|---|---| +| Mehnix | :x: No | TBD | + +| Feature | Importance | Complete | +| ----------------- | --------- | -------- | +| Teleframe | Core | Done +| Reality Fractures | Core | Partial +| Effects / Incidents | Semi-Core| No +| Upgrades | Optional | No +| Anomalous Shards | Optional | No + +## Overview + +This proposal introduces Telescience, a new research method for the Science Department focused on the use of the Teleframe. The Teleframe can be used to traverse great distances, create beneficial and detrimental effects upon the station and its crew, and generate science. This proposal outlines the Core Concepts of Telescience, its thematic and gameplay design principles, and its general functionality. + +Telescience introduces the following core concepts: + +**The Teleframe**: A Round-Start and buildable set of structures centralised on a **Teleframe Core**, a structure which is capable of teleporting almost anything nearby it or its selected Target either to the Target (Sending) or from the Target to itself (Receiving). +- *Teleframe Consoles* are connected by the Player to a Teleframe Core via a multitool. This structure allows the Player to set a teleportation Target, either through directly inputting coordinates, or selecting a linked Teleport Beacon. +- *Teleport Beacons* are items that the Player can create and link to a Teleframe Console, when anchored it will be selectable by the Player from that Teleframe Console to act as a Teleportation Target, even if the beacon is on a seperate moving grid or another map entirely. +- Teleframe Cores can have a random chance upon teleportation determined by their Incident Chance characteristic to cause **Teleportation Incidents**. Which cause **Anomalous Effects** on the surrounding environment. +- *Teleframe Upgrades* are researchable modules that can be set into structures built by the Player directly adjacent to the Teleframe Core, modifying its base characteristics, or providing new special features. They can also upgrade other structures to provide bonuses. + +**Reality Fractures**: Anomaly-like entities that create minor but noticable **Anomalous Effects** on their surroundings. They are usually entirely invisible and make no sound unless pulsing. They can most easily be detected and destroyed using *Bluespace Depthcharges*. + +- *Bluespace Depthcharges* are items the Player can create, that upon teleportation will detect Reality Fractures within a large radius and state the distance from themselves. Within a shorter radius, they will generate science and the cost of damaging the Reality Fracture. +- If the exact location of the Reality Fracture is found, an Anomaly Synchroniser may be Anchored underneath it and activated, which will reveal the Reality Fracture, allowing it to be scanned and studied similar regular anomalies, however they will continually degrade in this state. +- Destroyed Reality Fractures produce more potent Anomalous Effects upon their destruction. With intensity scaling with how efficiently it was destroyed, the fewer Depthcharges used, the more efficient. +- Destroyed Reality Fractures drop *Anomalous Shards*, which are capable of replicating the Anomalous Effects of the the Reality Fracture, or that of Teleportation Incidents. + +**Anomalous Effects**: The overall effects produced by Teleportation Incidents and Reality Fractures which are responsible for providing risk and additional reward of using the Teleframe. + +- Anomalous Effects scale from Minor, to Moderate, to Major, to very rare Malefic effects, representing the impact the effect has on its surroundings. +- These effects may be Beneficial or Detrimental. They may occur at the teleportation Target or Source (the Teleframe Core). +- These effects may be instantaneous, status effects, or semi-permenant alterations to a character or their surroundings. + +https://github.com/user-attachments/assets/3c4f7a60-a510-45e6-a973-5228c4e56ece + +### Themes +The Teleframe aims to replicate many of the tropes of Teleporters within fiction, while leaning on the inherent dangers shown in Transporter Malfunctions of *Star Trek* or the Perils of the Warp of *Warhammer*. The Teleframe can be calibrated to take you anywhere in the same map if you know the coordinates, and anywhere else you can reach with a Teleport Beacon. Letting you extract those lost in the depths of space, beam down to entirely seperate planets, and warp to shuttles in the middle of FTL space. + +In the Universe of *Space Station 14* the Teleframe is thematically designed around the idea of punching holes through the fabric of reality and into the underlying Bluespace, linking two points together to push or pull entities through it. Teleportation Incidents represent the unstable Bluespace energies flowing back out into reality, and rationalising themselves in strange ways such as warping space, creating strong forces, or simply pulling through things from entirely seperate points in the universe that may have been lost in space for eons. All of these are classified under the term "Anomalous Effects". + +Reality Fractures meanwhile represent places where the fabric is thin or damaged, allowing these energies to seep through naturally. This leads to effects that some would brush off as simply "Space Madness". With it taking a more perceptive mind to realise there is something more to the strange disturbances. + +The discipline of Telescience therefore studies these Fractures and their Anomalous Effects, deliberately triggering them via Bluespace Depthcharges teleported from Nanotrasen's standard issue *Experimental Teleframe Core*, and observing the response on both sides of reality. Then, potentially finding use for the crystalisation of these Anomalous effects for the station at large beyond simply the knowledge those observations provide. Naturally however such experimentations will be far from safe. + +## Background +While the Science Department provides benefit to the station in the form of their researched technologies and the ability to make new things, the tools with which they do research rarely themselves provide much benefit to the station in and of themselves beyond the points that act of research provides. Anomalies for example are almost always a direct threat to the station, with only Rock and Electric Anomalies capable of providing limited use. Some Artifact effects, such as generating materials can provide benefit, however they are often limited in their ability to be exploited. + +For the most part, they are tools whose primary purpose is to generate science points. Other effects are often secondary at best. Which can leave little room for skill expression beyond the ability to most efficiently generate points or make the most of what secondary benefits there are. + +The Teleframe is built inversely to this, an incredibly powerful mobility tool that also happens to be able to be used in scientific research. With that scientific research also producing Anomalous Effects and Shards capable of strange effects. These provide benefits entirely independently of any generated science. + +## The Teleframe +The *Teleframe Core* is the structure responsible for teleportation, it is directed by the *Teleframe Console* it is connected to. A Teleframe Core may be connected to multiple Teleframe Consoles, but each Teleframe Console may only connect to one Teleframe Core. While Teleframes are intended to be most associated with Telescience, there is potential for other implementations, such as Syndicate Teleframes. Similarly, Teleframe Cores should not be limited to only being a structure, Console and Frame could theoretically be combined into a single item. Although such a device would need to be heavily restricted. + +Sprite-Teleframe | Sprite-Syndiframe | Sprite-Hyperframe | Sprite-Console | +| -- | -- | -- | -- | +| Experimental Teleframe Core | CSTF-X Infiltrator Core | Centcomm Hyperframe Core | Teleframe Console | + + +### Function +Teleframe Cores have characteristics that determine how they function. Upgrades or Events may modify these characteristics: +- Teleport "To" and "From" Entities (required) +- Teleport and Scatter Radius (required) +- Charge and Recharge durations (optional) +- Idle and Active Power draw rate (optional) +- Teleport Start, Finish, and Fail Effects (optional) +- Teleframe Instability, its Incident Chance and Intensity Multiplier (optional) + +To Teleport, the Player can either input a set of coordinates, the same as those used by a GPS, or select a previously linked Teleport Beacon. For Teleportation to be allowed the following conditions must be met: +- There must be a Teleframe Core linked to the Teleframe Console. +- The Teleframe Core must be powered and charged. +- Valid Coordinates must be input. Coordinates outside a maximum range should be denied, to prevent teleporting millions of tiles. + +If these conditions are met the Player can initiate Teleportation, choosing to either "Send" (Source to Target) or "Receive" (Target to Source). +The Teleframe should produce a Radio Message indicating Teleportation has been initiated, the coordinates of the target of this teleportation, and which station beacon it is closest to. +An initiated Teleportation event will create two "Teleport Entities" at the Source (the Teleframe Core) and Target and begin the process of Charging. It may also produce a Teleport Start effect alongside this. +A Teleframe Core should charge for a set time before teleportation occurs, allowing time for those at the target to react, and those teleporting to get into position if needed. +Whilst charging, the Teleframe Core may enter an Active State, drawing a higher level of power than its Idle State, and so put a notable strain on the station's power supply. +A further series of checks should be made by the Teleframe Core at the start and end of the charging period. If these fail, teleportation will fail to complete. +- If the Target is in free space (no tile beneath), a "Send" Teleportation will fail. Receive Teleportation will function. This prevents teleporting things into deep space never to be seen again, but still lets you retrieve someone who might be lost in space. +- If the Target is inside a wall, Teleportation will fail. Teleporting into walls is awkward. +- If either Teleport Entity is destroyed or EMP'd, Teleportation will fail. A Teleport Entity may be deleted by a Singularity, or an Opponent may wish to prevent Teleportation occuring. +- If the Teleframe Core loses power for any reason, Teleportation will fail. + +Teleportation Failiure should be accompanied by a failiure effect and message diagnosing the reason for failiure. +If the charging period completes successfully, Teleportation will occur: +- All valid entities within the Teleframe Core's Teleportation Range will be teleported either to or from the Target, and should be Scattered slightly by the Teleframe Core's Scatter Radius Characteristic so they do not appear on top of each other. +- Entities should not be teleported if they are not valid, which is under any of the following circumstances: + - The Entity does not have physics. + - The Entity is Anchored. + - The Entity is on the Teleframe Core's Blacklist (EG: Unanchored Walls and Windows, Singularities and Teslas). + +After Teleportation of all entities has concluded, a Teleportation Incident may then occur based on the Teleframe Core's Incident Chance Characteristic. Teleportation may also be accompanied by an effect of some kind, such as a Bluespace Flash. + +Afterwards, the Teleframe should recharge for a set period of time before it can be used again. During this period, the Teleframe Core can continue to remain in an Active state, drawing a large amount of power. If insufficient power can be provided, recharging should be halted until it can. + +Once Recharging has completed, the Teleframe Core returns to its Idle state, and may be used again. +>Jane Salvager has gotten herself lost in space without a jetpack, although she does have an Astronav Cartridge to know her coordinates. She shouts her coordinates over the radio. +John Scientist has access to the Science Department's Experimental Teleframe Core, using its console he plugs in those X and Y coordinates and presses "Receive". +The Teleframe Core creates a distortion as it connects to the targeted location, and after a few seconds of charging Jane is teleported back onto the station in a flash of light. The experience leaves both of them light headed as a minor Teleframe Incident occurs. +The Teleframe Core then enters a state of recharging, and won't be able to be used again a period of time. + +### Peripherals +Peripheral items and structures support the use of the Teleframe but are not mandatory for its function. They provide additional tools that add depth to the way Telescience and Teleframes integrate with the rest of the station. + +| Sprite-Beacon | Sprite-Destabiliser | Sprite-Condense | Sprite-Handheld | +| -- | -- | -- | -- | +| Teleport Beacon | Teleframe Destabiliser | CSTF-U Condenser Upgrade | Handheld Teleframe Console | + +#### Teleport Beacons +Chief amongst these is the Teleport Beacon. The Teleport Beacon can be created by the Player at round-start, when linked to a Teleframe Console and then anchored it can selected as a target. This has immediate uses: +- A Player could have a teleport beacon set up on the ATS to allow immediate extraction of purchased goods +- A Teleport Beacon set up on a seperate map such as an expedition would allow traversal to and from to extract looted goods. +- A Syndicate agent could set up a Teleport Beacon on the Evacuation shuttle, and have their stolen contraband teleported to them even after the shuttle has evacuated, bypassing an evac shuttle search. + +#### Upgrades +Upgrades represent special chips that unlock new functionality or improve the baseline characteristics of the Teleframe. For Teleframes, these can be inserted into a basic Teleframe enhancement structures that can be built by the Player adjacent to the Teleframe Core, allowing it to benefit from up to 8 of such structures. These upgrade chips can also be placed into other structures to improve their function, such as increasing the speed of a Lathe, or having it provide a small amount of science when an object is printed. + +Upgrades would be important to mechanically improving the process of Telescience, or using the Teleframe in general by increasing its recharge and charge times but making incidents more intense, making it less likely to experience incidents but increasing charge times, or increasing its chance of incidents in exchange for more science production. This would also provide a sense of progression throughout the round, as the Player slowly builds up their Teleframe from its default configuration to their desired powerhouse. + +#### Research +- Further Research in the Science department can unlock new Teleframe-related technology, from new modules to equipment. +- The Handheld Teleframe Console for example allows a user to access a linked Teleframe remotely, with it possessing a built-in Teleport Beacon letting them target themselves on the move. + +> Operator Bravo has been sent to infiltrate the station with a GPS. He locates security, and extrapolates his current coordinates to identify coordinates that should land directly inside the armoury. The team aboard the ship receive these coordinates, and use their purchased CSTF-X Infiltrator Teleframe to initiate teleportation, thanks to their CSTF-U Condenser Upgrade the teleportation is practically silent with very little distortion. They take the station by suprise using their own weapons against them. In the final seconds of the round, they use a Syndicate-brand Handheld Teleframe Console that came in the bundle to remotely trigger the the Teleframe still on their ship, extracting in style just before the nuke goes off. + + + +## Telescience +Telescience follows the theme of the Teleframe's ability for traversal and extraction. There are two ways to engage with Telescience. + +The first being through the gameplay perspective. Teleporting a Bluespace Depthcharge to a random location on the station and seeing if it detects anything, then triangulating the position through several further teleports to nearby locations, before finally hitting the exact location of the target. This method encourages a level of mechanical skill, and the satisfaction of sniping a Reality Fracture without ever having seen it purely from mathematically deducing its coordinates. + +The second method of Telescience is through the roleplay perspective. While Reality Fractures are invisible their pulses provide evidence of their existence, nearby Players will notice oddities around them that have more in-world meaning than "Anomaly near bar". By interviewing the nearby crewmembers the scientist can deduce a nearby Reality Fracture may be present, and if they remain on-site or work with the affected crewmembers when a Depthcharge is teleported, they may be able to spot where the Reality Fracture is as it is revealed from a scan. Here, there is roleplay and cooperation to discover a Fracture based on its effects rather than purely gameplay deduction. + +The Instability of a Teleframe should effect the amount of science the Bluespace Depthcharges sent provide, with higher science at higher instability. This acts as part of the incentive to weigh the risk of the dangers of Teleportation Incidents alongside the potentially beneficial effects. Scientists are actively encouraged to see how far they are willing to increase this instability to maximise how much science they get, until it inevitably comes back to bite them. + +>Jane Bartender has noticed the walls in the dining area are slowly rusting over, as filth spreads seemingly from nowhere. She calls over John Scientist to see if he can make heads or tails. John Scientist brings a GPS with him, and gets the coordinates near to where Jane heard a strange pulsing sound. Requesting a coworker load a depthcharge onto the Teleframe and send it, they both observe as a Reality Fracture appears in Jane's room. Homing in on its exact position, they excise the Fracture from a safe distance with a direct hit, and watch as the Supercritical Meltdown fills the room with drunk mothroaches and ammonia. + +### Reality Fractures +Reality Fractures are the source of science points for Telescience. They function similarly to Anomalies, possessing periods of inactivity followed by pulses that create a variety of Anomalous Effects. + +Unlike Anomalies, Reality Fractures are silent and invisible, only producing, at most, a brief sound when pulsing. +Additionally, there are not "Types" of Reality Fractures, instead each Reality Fracture has a randomly generated set of Minor to Moderate Anomalous Effects that it may activate on pulsing. The effects a Reality Fracture has are created from are linked to a randomly assigned "Intensity Budget" with each generated effect having an Intensity Cost associated with it. The minimum and maximum values of this budget slowly increase as the round progresses. This prevents more effects occur near the start of the round. Reality Fractures also typically remain stable for a period, and if not interacted with by the Player eventually dissapear. Interaction by the Player pauses degradation. + +Reality Fractures can be created on round-start in a dormant state that activate over time, as a side effect of generating anomalies or allowing them to go supercritical, as a rare result of Major Anomalous Effects, and other seperate events during the round. There should be a maximum number of Reality Fractures that can exist at any one time based on crew population. + +Destroying Reality Fractures results in them entering a supercritical meltdown, the intensity of this meltdown is initially based upon the Reality Fracture's total Intensity Budget, but is reduced the more times the Reality Fracture was scanned. It would be further affected by the Incident Intensity Multiplier of the Teleframe used, especially if the killing blow to the Reality Fracture happened to also cause a Teleportation Tncident which can stack the effect even further. Once the meltdown occurs, a series of anomalous effects would be produced according to the resultant budget, prioritising expensive effects first. Incredibly high budgets resulting from late-round, highly unstable Teleframes undergoing incidents would be the only way to create potential Malefic anomalous effects or shards that can alter the flow of the entire shift. + +To destroy a Reality Fracture with no effects, one can alternatively use an Anomaly Synchroniser. If anchored and activated directly on the location of the Reality Fracture, it will link to it and make it visible. Allowing it to be interacted with like a normal anomaly. When connected to an Anomaly vessel it will drain all Science Points out of the Reality Fracture, and upon running out it will disappear harmlessly. + +Sprite-Fracture | Sprite-Telecharge | +| -- | -- | +| Reality Fracture | Bluespace Depthcharge | + +### Gaining Science +Bluespace Depthcharges are the primary method of detecting and destroying Reality Fractures. These can be created by the Player round-start. A Bluespace Depthcharge has a large detection radius and a smaller scanning radius. When teleported it will report over radio the distance from itself to all Reality Fractures within its detection radius, and gain science from all Reality Fractures within its scanning radius. Each Reality Fracture would be provided a unique ID to keep track of it if multiple were detected. Teleporting multiple Bluespace Depthcharges at once should cause all but one to not function, with them interrupting each other. + +The amount of science gained from scanning a Reality Fracture is inversely proportional to how close the Bluespace Depthcharge is. A Reality Fracture on the edge of the scanning radius will provide far less science than a direct hit. A Scanned Reality Fracture will also immediately pulse, unlike regular pulses this will also briefly reveal the Reality Fracture, allowing someone on the scene to potentially identify its location. Scanned Reality Fractures receive damage whenever they are scanned, and will eventually be destroyed. + +Bluespace Depthcharges do not immediately provide their science to a server, instead, they must be collected and returned to the Science Department, with the science points directly deposited in a server similar to a Research Disk. The Bluespace Depthcharge is not destroyed however, and can be continually reused. + +A skilled Scientist could use the coordinates of the teleport location, combined with multiple teleported Bluespace Depthcharge detection results to triangulate the position of a Reality Fracture, allowing a final Depthcharge to strike directly on the target for maximum science gain. Although proper communication, and a second member on the scene to immediately identify the potential location of the Reality Fracture would be more efficient if a rough location was already known. + +> John Scientist is "Sciencemaxxing" his Teleframe, equipping it with 8 Destabiliser upgrades at the disdain of his Research Director. It is quite late, as he directly strikes his 8th Reality Fracture of the shift and extracts enough science to finish off all the remaining research. His Teleframe however experiences a considerable Teleportation Incident, this massive disruption of reality manifests a portal to a cursed realm. Security only just arrives in time to the telescience room to watch it discourge half a dozen rotten animals that knaw away at their knees as they too rise to join the zombie hoarde. John Scientist might need to look for a new career if he survives the outbreak. + +## Anomalous Effects +Anomalous effects are the generic term for the various effects produced by Teleportation incidents, Reality Fractures pulses, Supercritical Meltdowns and other events. They are essentially the chaotic element of Telescience, similar to Artifact Effects. + +Anomalous Effects have four categories: +- Minor Effects: Mostly harmless, mildly beneficial, and very localised effects with short term or trivial impact on the shift. + These Effects can be caused commonly by Reality Fracture pulses or teleporter incidents: + - Spawn 5-10 of a random ore, + - Give nearby Player characters a mostly harmless or mildly useful status effect + - Create strange sounds similar to hallucinations for everyone nearby + - Make nearby Player characters vomit + - Create a localised flash effect or smoke effect + - Create a strong gravitational pull or push for a few seconds, or embue a random Player character with such an effect + - Rust and Dirt the surrounding walls and tiles + - Create a spill of a common reagent + - Cause people to start bleeding slightly. +- Moderate Effects: Mildy harmful or reasonably beneficial, somewhat localised effects with short term or notable effect on the shift. + These effects are rarely caused by Reality Fracture pulses or teleporter incidents: + - Heal surrounding Players + - Spawn 1-3 stacks of 10 of a rare material such as gold + - Create a random selection of low value cargo crates or items + - Spawn a space carp or similar weak but obviously out of place mob + - Shatter nearby glass + - Disable comms in the vicinity, or reveal them to those without the appropriate keys. + - Create a small explosion of mild damage + - Scatter teleportation participants over a large area + - Create a spill of a poison or medical ingredient. +- Major Effects: Considerably harmful or very useful, with long term or significant effect on the shift. + These effects are caused by Reality Fracture Supercritical Meltdowns, or rarely by Teleframes with high Incident Intensity Multipliers: + - Spawn a small hoard of valuable materials or money + - Spawn a high-value cargo crate + - Revive someone from the dead + - Create a Paradox Clone of a nearby character + - Replace an organ with that of a different species + - Shoot lightning + - Spawn a Goliath or other other powerful (or several weaker) obviously out of place mobs + - Give someone an anomalous infection + - Create a loud and unstable crystal item that will explode violently in 30 seconds + - Create a spill of space lube + - Cause several Moderate or Minor Anomalous Effects all at once. +- Malefic Effects: Existentially threatening or Round-altering effects that can change the entire dynamic of the shift. They should be very limited in their ability to occur and should give time for the crew to prepare or potentially resolve it before it starts causing problems. + These effects are caused exclusively under worst-cased conditions of Supercritical Meltdowns from Teleframes with high incident multipliers: + - Create special anomalous shards containing wizard spells. + - Create a portal that after a minute calls forth a large number of dangerous monsters, with a chance of them being zombified. + - Creates a highly radioactive item that, after 3 minutes will spawn a singularity. The item can be destroyed in a microwave, sold for a very high price, or thrown into space. + - Create an item that will repeated create lightning, after 3 minutes it spawns a Tesla ball. The item can be destroyed in a microwave, sold for a very high price, or thrown into space. + - Spawn several new anomalies and reality fractures, after 5 minutes cause every anomaly and reality fracture on the station to supercrit. + - Repeatedly spawn major, moderate, and minor anomalous effects for a minute. + - Integer overflow the station's cash reserves for one minute. + +To summarise, only Minor and Moderate effects should be able to occur without direct Player input. Reality Fractures for example are not the same as anomalies, they are not designed to be immediately obvious in their effects. Instead tapping into the idea of "Space Madness", where strange effects occur without obvious source, and the crew can't be entirely why. If an anomalous effect produces a sea of dangerous monsters that leave several dead, there was a Player that was at least somewhat responsible for it, even if it was simply that they got unlucky. + +### Anomalous Shards +Anomalous Shards are in effect the continuation of xenoarcheology's originally promised artifact shards. Each shard contains one or more anomalous effects that can be activated by using the shard. This effect has a cooldown before re-use and finite number of uses before going dormant. A dormant Anomalous Shard would need to be restored with Artifact Glue, then re-activated by activating an internal "trigger", the same as an artifact. At which point it would be able to be used again. The more intense the shard's anomalous effect, the more likely it will have minor sub-effects. For example, a shard that can create silver ingots may also make everyone nearby vomit. Undesired Anomalous Shards can be ground down for Artifexium, to fuel the others. + +Events may cause random mundane items to inherit the properties of an Anomalous Shard. The Chef's kitchen knife may suddenly gain the ability to turn meat into flesh creatures. +This aspect could be further expanded to gain additional science from cataloguing these effects, however this is outside the scope of Telescience. Anomalous shards could be found by other means, such as through salvaging. + +> John Medical Intern is handed an Anomalous Shard discovered by the Science Team alongside a bottle of Artifact Glue and a Screwdriver. Every time he uses the shard, its pulse aids in the healing process of his patients, albiet blinding them temporarily. Whenever he runs out of charges, he just needs a splash of Artifact Glue to fix it up, then a Screwdriver to reactivate it. + +## Design Intentions Summary +In conclusion, these are the primary Pillars and Intentions by which Telescience is intended to be implmented. + +Crew-side Teleframes for use in Telescience should embody the following: +- Provide a powerful yet limited form of traversal. The Player should not be able to teleport into a restricted area round start unhindered. They should however be able to use their tools and skills to teleport into these places with time spent preparing to do so. (Such as extrapolating coordinates to the captain's room from those nearby). +- Should not allow for trivial disposing of bodies or teleporting people off into space. +- Should be incredibly power hungry and expensive to create more of, to emphasise its own importance. The Player should not be able to mass produce Teleframes. +- Should not be safe, but should not be capable of considerable damage unless the Player deliberately chooses to make it so such through increasing instability for a secondary reward. +- Should provide time to react to teleportation occuring, with the ability to move out of the way if able. It should be possible to throw a grenade through via teleportation, but difficult to catch someone on the other end. + +Reality Fractures should embody the following: +- Should not produce dangerous effects in their basic state, they are invisible and mostly undetectable until they pulse. +- Should not purely be annoyances in their basic state, having a mix of positive and negative effects. +- Should be capable of damage once engaged with by the Player, but the intensity of this danger being determined that may potentially occur determined by the Player through modifying their Teleframe's instability. +- Should have sufficient reason for a Player to want to risk incurring such dangers, providing the possibility of considerable reward for taking it. +- Should replenish over time naturally, up to a capacity set by the crew population. +- Should have the intensity of the effects they are created with slowly increase over the course of the shift. + +Anomalous Effects should embody the following +- Minor and Moderate effects should follow the idea of "Space Madness", usually not immediately obvious of being anomalous. Effects that subtly mess with players for example. +- Major effects should only be caused under explicit player interaction. Players should be aware of the risks (or incompetent). +- Malefic effects should only be caused by players who are very aware of the risks they are taking, and a health dose of randomness. If someone is deliberately fishing for such effects, it'll be rare enough for someone to notice and stop them. +- Malefic effects should have ways to prevent them before they truly occur, or offer preparation time. +- There should be a healthy mix of beneficial and detrimental effects. + + + + + + +